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How to make Lava?


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( I have a lot of problems don't I...)

Anyway, the title speaks for itself. What's going on?

As you can see, the moon has a very nice texture that I made myself! I followed a tutorial I found on the DunaPlus original thread, and it turned out daycent. But in the second image, it starts to turn white, but with the lava (aka red ground. Anyone know how to make it more like lava?) and then it goes back to normal. Does it have to do with the Mun being the template?

Here's the code for that moon.

@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		name = Trao
		cacheFile = MoonsPlus/KerbinPlus/CacheFiles/Trao.bin
		Template
		{
			name = Mun
			removeAllPQSMods = true
		}
		Properties
		{
			description = Trao has intruiged the Kerbal Astonomers ever since it's discovery. It is home a very old impact site, so lethal that it managed to make a hole in the planet. It still has lava flowing from the cracks of that impact site.
			radius = 157000
			geeASL = 0.095
			rotationPeriod = 53000
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 2500 5000 7500 10000 150000 200000 300000
			ScienceValues
			{
				landedDataValue = 2
				splashedDataValue = 2
				flyingLowDataValue = 0
				flyingHighDataValue = 0
				inSpaceLowDataValue = 5
				inSpaceHighDataValue = 5
				recoveryValue = 6
				flyingAltitudeThreshold = 5000
				spaceAltitudeThreshold = 10000
			}	
		}
		Orbit
		{
			referenceBody = Kerbin
			color = 0.25,0.25,0.25,1
			inclination = 1.0
			eccentricity = 0.05
			semiMajorAxis = 6000000 
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
		}
		ScaledVersion
		{
			type = Vacuum
			fadeStart = 0
			fadeEnd = 0
			Material
			{
				texture = MoonsPlus/KerbinPlus/Trao/PluginData/Trao_color.dds
				normals = MoonsPlus/KerbinPlus/Trao/PluginData/Trao_normal.dds
				shininess = 0
				specular = 0.0,0.0,0.0,1.0
				rimPower = 0
				rimBlend = 0
				Gradient
				{
					0.0 = 0.0,0.0,0.0,1
					0.5 = 0.0,0.0,0.0,1
					1.0 = 0.0,0.0,0.0,1
				}
			}
		}
		PQS
		{
			Mods
			{
				VertexHeightMap
				{
					map = MoonsPlus/KerbinPlus/Trao/PluginData/Trao_height.dds
					offset = 250
					deformity = 5000.0
					scaleDeformityByRadius = false
					order = 20
					enabled = true
				}
				VertexColorMap
				{
					map = MoonsPlus/KerbinPlus/Trao/PluginData/Trao_color.dds
					order = 20
					enabled = true
				}
				VertexHeightNoiseVertHeightCurve2
				{
					deformity = 100
					ridgedAddSeed = 123456
					ridgedAddFrequency = 12
					ridgedAddLacunarity = 2
					ridgedAddOctaves = 4
					ridgedSubSeed = 654321
					ridgedSubFrequency = 12
					ridgedSubLacunarity = 2
					ridgedSubOctaves = 4
					simplexCurve
					{
						key = 0 0 0.1466263 0.1466263
						key = 0.7922793 0.2448772 0.6761706 1.497418
						key = 1 1 6.106985 6.106985
					}
					simplexHeightStart = 0
					simplexHeightEnd = 6500
					simplexSeed = 123456
					simplexOctaves = 4
					simplexPersistence = 0.6
					simplexFrequency = 12
					enabled = true
					order = 200
				}
			}
		}
	}
}

 

It seems to be some kind of fog that makes it turn white, because in the distance, I can see the land getting whiter.

Edited by SmashingKirby148
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Yes, the modelling and texturing section might get you a little more info...  though your BEST bet would be to post into the existing Kopernicus threads, or at least put Kopernicus in the title to get the attention of people who play with that.  The plugin development forum is for the folks working in C# on adding plugins...  which may not have a lot of crossover with the folks scripting planets for Kopernicus.  

Also...  more specific questions get answered faster typically.  "Make it more like lava" doesn't tell us what you're trying to do.  Do you want suggestions on the color maps that make it more lava like?  Are you trying to get a sense of movement?  Do you want it to glow more?  "How to make lava texture appear to glow in Kopernicus planet" might get you the answer faster, for example.

 

  Could you maybe raise the ocean level so that the 'lava pits' get filled with water and change the texture parameters on the planet's oceans?  I don't know if that's possible in Kopernicus, or if it's what you're asking, but....

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On 15-2-2016 at 4:19 AM, SpaceplaneAddict said:

Your best bet is doing HazardousOcean stuff, and recolouring the result. Maybe @The White Guardian could help, no?

What I mean is, add an ocean, and recolour it to look like lava! Presto, a violent moon!

Here I am! What always helps is indeed adding an ocean and lowering the height on your heightmaps where you want the ocean to be. Next, create a lava texture and set that as the surface texture of the water. In my 'basics' guide I covered oceans, including how to color them.

You can indeed use HazardousOcean to make any ship approaching it BUUUUURN

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And of course when I'm not looking here anymore I get answers. :P

On ‎14‎/‎02‎/‎2016 at 11:51 PM, artwhaley said:

Yes, the modelling and texturing section might get you a little more info...  though your BEST bet would be to post into the existing Kopernicus threads, or at least put Kopernicus in the title to get the attention of people who play with that.  The plugin development forum is for the folks working in C# on adding plugins...  which may not have a lot of crossover with the folks scripting planets for Kopernicus.  

Also...  more specific questions get answered faster typically.  "Make it more like lava" doesn't tell us what you're trying to do.  Do you want suggestions on the color maps that make it more lava like?  Are you trying to get a sense of movement?  Do you want it to glow more?  "How to make lava texture appear to glow in Kopernicus planet" might get you the answer faster, for example.

 

  Could you maybe raise the ocean level so that the 'lava pits' get filled with water and change the texture parameters on the planet's oceans?  I don't know if that's possible in Kopernicus, or if it's what you're asking, but....

Yeah, you're right. I needed to be more specific. ^^;

What I meant is that when you go there, it just looks like orange rocks. And getting it to glow would be nice. :D

On ‎15‎/‎02‎/‎2016 at 3:19 AM, SpaceplaneAddict said:

Your best bet is doing HazardousOcean stuff, and recolouring the result. Maybe @The White Guardian could help, no?

What I mean is, add an ocean, and recolour it to look like lava! Presto, a violent moon!

Maybe...

On ‎16‎/‎02‎/‎2016 at 4:23 PM, The White Guardian said:

Here I am! What always helps is indeed adding an ocean and lowering the height on your heightmaps where you want the ocean to be. Next, create a lava texture and set that as the surface texture of the water. In my 'basics' guide I covered oceans, including how to color them.

You can indeed use HazardousOcean to make any ship approaching it BUUUUURN

Oh! Thank you! I actually saw your tutorial on planets as well, which is the very reason I came back to planet modding so thank you for that as well! :D

How do I lower the height map as well?

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33 minutes ago, SmashingKirby148 said:

Oh! Thank you! I actually saw your tutorial on planets as well, which is the very reason I came back to planet modding so thank you for that as well! :D

How do I lower the height map as well?

In 'VertexHeightMap', lower the offset value. Example:

VertexHeightMap
{
	map = [FILEPATH]
	offset = -200 //currently the heightmap is lowered by 200 metres
	deformity = 4000 //increase or decrease heightmap effect
	scaleDeformityByRadius = false
	enabled = true
	order = [NUMBER HERE]
}

As for my tutorials, I am more than happy to help. (Oh, and between you and me, a good Kirby is a nightmare in Smash Bros. Trust me, I can tell from experience, a good Kirby smashes most of the other characters easily without taking too much damage.)

Edited by The White Guardian
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2 minutes ago, The White Guardian said:

In 'VertexHeightMap', lower the offset value. Example:


VertexHeightMap
{
	map = [FILEPATH]
	offset = -200 //currently the heightmap is lowered by 200 metres
	deformity = 4000 //increase or decrease heightmap effect
	scaleDeformityByRadius = false
	enabled = true
	order = [NUMBER HERE]
}

As for my tutorials, I am more than happy to help. (Oh, and between you and me, a good Kirby is a nightmare in Smash Bros. Trust me, I can tell from experience, a good Kirby smashes most of the other characters easily without taking too much damage.)

Oh, well I know that, but I meant specifically the cracks. Do I go into the Height map texture and make them black?

:D (Exactly. That's why he's my main. :cool: )

 

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