Jump to content

Advanced Kopernicus: textures from PQSMods


The White Guardian

Recommended Posts

10 minutes ago, SmashingKirby148 said:

Alrighty. And also, I basically saw the result already (when I go close to it because map is dark, I'll fix that now) and it's a bit boring. It looks very stockalike, just boring. How do you get craters? I was messing around with KittopiaTech and saw a PQS mod about craters or something. Is that it?

And it turned the planet completely black once in ScaledSpace. And it's still dark from the map. :(

Could I see the current config please? Furthermore, the mod you are describing sounds like VoronoiCraters. It's a mod that's too complicated for me to explain right now, I've got very little time, but I'll tell you more about it tomorrow, okay?

Link to comment
Share on other sites

1 minute ago, The White Guardian said:

Could I see the current config please? Furthermore, the mod you are describing sounds like VoronoiCraters. It's a mod that's too complicated for me to explain right now, I've got very little time, but I'll tell you more about it tomorrow, okay?

Sure!

@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		name = Prolla
		cacheFile = MoonsPlus/DunaPlusRevived/Cache/Prolla.bin
		Template
		{
			name = Ike
			removeAllPQSMods = true
                                              	ScaledVersion
                                              	{
	                                              	 type = Vacuum
	                                              	 fadeStart = 15000
	                                              	 fadeEnd = 14000
	                                              	 Material
	                                                 {
	                                              	                 texture = [FILEPATH]
	                                              	                 normals = [FILEPATH]
	                                              	                 shininess = 0.07352
	                                              	                 specular = 0.0,0.0,0.0,1.0
	                                              	 }
                                              	 }
		}
		Properties
		{
			description = Prolla is a medium sized moon orbiting Duna a bit closer than Ike. Scientists say that this moon was created by an asteroid stike on Duna, a similar event to how Ike was formed.
			radius = 75000
			geeASL = 0.125
			rotationPeriod = 20000
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 2500 5000 7500 10000 150000 200000 300000
			ScienceValues
			{
				landedDataValue = 5
				splashedDataValue = 5
				flyingLowDataValue = 0
				flyingHighDataValue = 0
				inSpaceLowDataValue = 13
				inSpaceHighDataValue = 11
				recoveryValue = 9
				flyingAltitudeThreshold = 5000
				spaceAltitudeThreshold = 10000
			}	
		}
		Orbit
		{
			referenceBody = Duna
			color = 0.75,0.1,0.15,1
			inclination = 2.0
			eccentricity = 0.05
			semiMajorAxis = 1416000 
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
		}
		PQS
                                {
			maxQuadLenghtsPerFrame = 0.03
			minLevel = 2
			maxLevel = 12
			minDetailDistance = 8
			materialType = AtmosphericOptimized
			Material
			{
				saturation = 1
				contrast = 1.1
			}
                                                Mods
                                                {
				 VertexHeightNoise
				 {
					 type = RiggedMultifractal
					 seed = 25139
					 deformity = 5000
					 frequency = 1
					 lacunarity = 1
					 persistence = 0.8
					 octaves = 6
					 enabled = true
					 order = 8
				 }
				 VertexSimplexNoiseColor
				 {
					 seed = 32476
					 blend = 0.15
					 colorStart =  1.0,0.9,0.9,1.0
					 colorEnd = 0.65,0.2,0.1,1.0
					 octaves = 5
					 persistence = 0.5
					 frequency = 2.0
					 enabled = true
					 order = 7
				 }
                                              	                 VertexSimplexHeightAbsolute
                                              	                 {
	                                                 	 name = HeightMod1
	                                            		 seed = 123
	                                       	    	 deformity = 10000
	                                      	       	 octaves = 3
	                                     	        	 persistence = 0.5
	                                      	       	 frequency = 1
	                                       	       	 enabled = true
	                                        		 order = 2
                                              	                 }
                                              	                 VertexSimplexHeightAbsolute
	                                                 {
		                                                 name = HeightMod2
		                                                 seed = 456
		                                                 deformity = 2500
		                                                 octaves = 3
		                                                 persistence = 0.5
		                                                 frequency = 1
	                                                 	 enabled = true
		                                                 order = 3
                                              	                 }
                                              	                 HeightColorMap
                                              	                 {
	                                              	                 blend = 0.25
	                                              	                 enabled = true
	                                              	                 order = 10
	                                              	                 LandClasses
	                                              	                 {
	                                              	                 	Class
	                                              	                 	{
	                                              	                 		name = Base
		                                              	                 	altitudeStart = 0
		                                              	                 	altitudeEnd = 0.1
		                                              	                 	color = 0.5,0.25,0.15,1.0
		                                              	                 	lerpToNext = true
	                                              	                 	}
		                                              	                 Class
	                                              	                 	{
		                                              	                 	name = Low
		                                              	                 	altitudeStart = 0.1
		                                              	                 	altitudeEnd = 0.6
		                                              	                 	color = 0.85,0.1,0.15,1.0
		                                              	                 	lerpToNext = true
		                                              	                 }
		                                              	                 Class
		                                              	                 {
		                                              	                 	name = Mid
		                                              	                 	altitudeStart = 0.6
		                                              	                 	altitudeEnd = 0.8
		                                              	                 	color = 1.0,0.9,0.9,1.0
	                                              	                 		lerpToNext = true
		                                              	                 }
		                                              	                 Class
		                                              	                 {
		                                              	                 	name = High
		                                              	                 	altitudeStart = 0.8
		                                              	                 	altitudeEnd = 2
		                                              	                 	color = 1.0,0.5,0.15,1.0
		                                              	                 	lerpToNext = false
		                                              	                 }
	                                              	                 }
                                              	                 }
                                                }
                                }
                }
}

Ah yes! That does sound like the one I saw. I have very little time as well, because I need to go to bed. It may only be half ten where I live but I get up at 7am and then get the bus at 8. So I have to prepare. But yeah, that sounds alright.

Link to comment
Share on other sites

3 minutes ago, ProtoJeb21 said:

@The White Guardian Great tutorial! There's just one thing I need to ask for: Tutorials on Vonoroi Craters. I just can't seem to get craters that aren't "sliced" or don't have polygons around them. They're seriously hampering my attempts to get the first version of Outer Reaches ready,

Funny how I was just mentioning that. :P

Link to comment
Share on other sites

9 hours ago, SmashingKirby148 said:

Sure!


@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		name = Prolla
		cacheFile = MoonsPlus/DunaPlusRevived/Cache/Prolla.bin
		Template
		{
			name = Ike
			removeAllPQSMods = true
                                              	ScaledVersion
                                              	{
	                                              	 type = Vacuum
	                                              	 fadeStart = 15000
	                                              	 fadeEnd = 14000
	                                              	 Material
	                                                 {
	                                              	                 texture = [FILEPATH]
	                                              	                 normals = [FILEPATH]
	                                              	                 shininess = 0.07352
	                                              	                 specular = 0.0,0.0,0.0,1.0
	                                              	 }
                                              	 }
		}
		Properties
		{
			description = Prolla is a medium sized moon orbiting Duna a bit closer than Ike. Scientists say that this moon was created by an asteroid stike on Duna, a similar event to how Ike was formed.
			radius = 75000
			geeASL = 0.125
			rotationPeriod = 20000
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 2500 5000 7500 10000 150000 200000 300000
			ScienceValues
			{
				landedDataValue = 5
				splashedDataValue = 5
				flyingLowDataValue = 0
				flyingHighDataValue = 0
				inSpaceLowDataValue = 13
				inSpaceHighDataValue = 11
				recoveryValue = 9
				flyingAltitudeThreshold = 5000
				spaceAltitudeThreshold = 10000
			}	
		}
		Orbit
		{
			referenceBody = Duna
			color = 0.75,0.1,0.15,1
			inclination = 2.0
			eccentricity = 0.05
			semiMajorAxis = 1416000 
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
		}
		PQS
                                {
			maxQuadLenghtsPerFrame = 0.03
			minLevel = 2
			maxLevel = 12
			minDetailDistance = 8
			materialType = AtmosphericOptimized
			Material
			{
				saturation = 1
				contrast = 1.1
			}
                                                Mods
                                                {
				 VertexHeightNoise
				 {
					 type = RiggedMultifractal
					 seed = 25139
					 deformity = 5000
					 frequency = 1
					 lacunarity = 1
					 persistence = 0.8
					 octaves = 6
					 enabled = true
					 order = 8
				 }
				 VertexSimplexNoiseColor
				 {
					 seed = 32476
					 blend = 0.15
					 colorStart =  1.0,0.9,0.9,1.0
					 colorEnd = 0.65,0.2,0.1,1.0
					 octaves = 5
					 persistence = 0.5
					 frequency = 2.0
					 enabled = true
					 order = 7
				 }
                                              	                 VertexSimplexHeightAbsolute
                                              	                 {
	                                                 	 name = HeightMod1
	                                            		 seed = 123
	                                       	    	 deformity = 10000
	                                      	       	 octaves = 3
	                                     	        	 persistence = 0.5
	                                      	       	 frequency = 1
	                                       	       	 enabled = true
	                                        		 order = 2
                                              	                 }
                                              	                 VertexSimplexHeightAbsolute
	                                                 {
		                                                 name = HeightMod2
		                                                 seed = 456
		                                                 deformity = 2500
		                                                 octaves = 3
		                                                 persistence = 0.5
		                                                 frequency = 1
	                                                 	 enabled = true
		                                                 order = 3
                                              	                 }
                                              	                 HeightColorMap
                                              	                 {
	                                              	                 blend = 0.25
	                                              	                 enabled = true
	                                              	                 order = 10
	                                              	                 LandClasses
	                                              	                 {
	                                              	                 	Class
	                                              	                 	{
	                                              	                 		name = Base
		                                              	                 	altitudeStart = 0
		                                              	                 	altitudeEnd = 0.1
		                                              	                 	color = 0.5,0.25,0.15,1.0
		                                              	                 	lerpToNext = true
	                                              	                 	}
		                                              	                 Class
	                                              	                 	{
		                                              	                 	name = Low
		                                              	                 	altitudeStart = 0.1
		                                              	                 	altitudeEnd = 0.6
		                                              	                 	color = 0.85,0.1,0.15,1.0
		                                              	                 	lerpToNext = true
		                                              	                 }
		                                              	                 Class
		                                              	                 {
		                                              	                 	name = Mid
		                                              	                 	altitudeStart = 0.6
		                                              	                 	altitudeEnd = 0.8
		                                              	                 	color = 1.0,0.9,0.9,1.0
	                                              	                 		lerpToNext = true
		                                              	                 }
		                                              	                 Class
		                                              	                 {
		                                              	                 	name = High
		                                              	                 	altitudeStart = 0.8
		                                              	                 	altitudeEnd = 2
		                                              	                 	color = 1.0,0.5,0.15,1.0
		                                              	                 	lerpToNext = false
		                                              	                 }
	                                              	                 }
                                              	                 }
                                                }
                                }
                }
}

Ah yes! That does sound like the one I saw. I have very little time as well, because I need to go to bed. It may only be half ten where I live but I get up at 7am and then get the bus at 8. So I have to prepare. But yeah, that sounds alright.

Question: why in the world do you place everything under Template? You really shouldn't do that. Also, under 'Properties', there are a few issues: ~0.1g is Mun, Dres & Ike gravity, but you are giving it to an object that is way smaller than those bodies, so therefor, for realism, change the gravity to 0.08g. Furthermore, the timewarpAltitudeLimits were pretty wacky too: 2500m is lower than mountaintops on most planets, and timewarping near the ground of a low-gravity atmosphere-less planet has a glitch which will make the craft shoot sideways. And under ScienceValues: do not specify unimportant values such as flyingLowDataValue on an atmosphere-less planet. Just leave 'em out. Also, you do not seem to know what the flyingAltitudeThreshold and the spaceAltitudeThreshold are.

In atmosphere, collecting science above the flyingAltitudeThreshold will make them count as 'collected the upper atmosphere', or 'crew report while flying high over planet X', whilst collecting science below the flyingAltitudeThreshold will count as 'crew report while flying over planet X's biome X'. The same counts for the spaceAltitudeThreshold: below it, science gathered is counted as 'in space near planet X' and above the threshold are counted as 'in space high over planet X'. As you can imagine, collecting scientific data in an orbit below 10000m is going to be pretty difficult...

Also, why in the world is the landed science multiplied 5 while inSpaceLow is 13, which is higher than Eve, while the moon in question is a moon of Duna?

You have also given the mod VertexSimplexNoiseColor an order lower than HeightColorMap. If I may ask, what is the point of generating random colors if they will be overruled by HeightColorMap a bit later? Use HeightColorMap as the base color mod and use VertexSimplexNoiseColor for some randomizing.

Try this config:

@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		name = Prolla
		cacheFile = MoonsPlus/DunaPlusRevived/Cache/Prolla.bin
		Template
		{
			name = Ike
			removeAllPQSMods = true
		}
		ScaledVersion
        {
			type = Vacuum
			fadeStart = 0
			fadeEnd = 0
	        Material
	        {
				texture = MoonsPlus/DunaPlusRevived/PluginData/Prolla_color.dds
				normals = MoonsPlus/DunaPlusRevived/PluginData/Prolla_normal.dds
				shininess = 0.07352
				specular = 0.0,0.0,0.0,1.0
	        }
		}
		Properties
		{
			description = Prolla is a medium sized moon orbiting Duna a bit closer than Ike. Scientists say that this moon was created by an asteroid stike on Duna, a similar event to how Ike was formed.
			radius = 75000
			geeASL = 0.08
			rotationPeriod = 20000
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 7500 9000 25000 45000 60000 97500 150000
			ScienceValues
			{
				landedDataValue = 7.5
				inSpaceLowDataValue = 6
				inSpaceHighDataValue = 5
				recoveryValue = 8
				spaceAltitudeThreshold = 90000
			}	
		}
		Orbit
		{
			referenceBody = Duna
			color = 0.75,0.1,0.15,1
			inclination = 2.0
			eccentricity = 0.05
			semiMajorAxis = 1416000 
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
		}
		PQS
        {
			maxQuadLenghtsPerFrame = 0.03
			minLevel = 2
			maxLevel = 12
			minDetailDistance = 8
			materialType = AtmosphericOptimized
			Material
			{
				saturation = 1
				contrast = 1.1
			}
            Mods
            {
				VertexHeightNoise
				{
					type = RiggedMultifractal
					seed = 25139
					deformity = 5000
					frequency = 1
					lacunarity = 1
					persistence = 0.8
					octaves = 6
					enabled = true
					order = 8
				}
				VertexSimplexNoiseColor
				{
					seed = 32476
					blend = 0.15
					colorStart =  1.0,0.9,0.9,1.0
					colorEnd = 0.65,0.2,0.1,1.0
					octaves = 5
					persistence = 0.5
					frequency = 2.0
					enabled = true
					order = 11
				}
                VertexSimplexHeightAbsolute
                {
	                name = HeightMod1
	                seed = 123
	                deformity = 10000
	                octaves = 3
	                persistence = 0.5
	                frequency = 1
	                enabled = true
	                order = 2
                }
                VertexSimplexHeightAbsolute
	            {
		            name = HeightMod2
		            seed = 456
		            deformity = 2500
		            octaves = 3
		            persistence = 0.5
		            frequency = 1
	                enabled = true
		            order = 3
                }
                HeightColorMap
                {
	                blend = 0.25
	                enabled = true
	                order = 10
	                LandClasses
	                {
	                    Class
	                    {
	                        name = Base
		                    altitudeStart = 0
		                    altitudeEnd = 0.1
		                    color = 0.5,0.25,0.15,1.0
		                    lerpToNext = true
	                    }
		                Class
	                    {
		                    name = Low
		                    altitudeStart = 0.1
		                    altitudeEnd = 0.6
		                    color = 0.85,0.1,0.15,1.0
		                    lerpToNext = true
		                }
		                Class
		                {
		                    name = Mid
		                    altitudeStart = 0.6
		                    altitudeEnd = 0.8
		                    color = 1.0,0.9,0.9,1.0
	                        lerpToNext = true
		                }
		                Class
		                {
		                    name = High
		                    altitudeStart = 0.8
		                    altitudeEnd = 2
		                    color = 1.0,0.5,0.15,1.0
		                    lerpToNext = false
		                }
	                }
                }
            }
        }
    }
}

As for the filepaths in ScaledVersion/Material, you should indeed convert your textures to .dds and place them in a folder called PluginData. If you also specify the filetype (end the filepaths with .dds or .png for instance) you can activate OnDemandLoading for memory optimisations.

If you don't have the textures yet, do not add the entries 'texture' and 'normals' but leave them out until you've got the textures, then re-add them. Otherwise Kopernicus will go looking for two textures that do not (yet) exist.

Edited by The White Guardian
Link to comment
Share on other sites

10 hours ago, The White Guardian said:

Question: why in the world do you place everything under Template? You really shouldn't do that. Also, under 'Properties', there are a few issues: ~0.1g is Mun, Dres & Ike gravity, but you are giving it to an object that is way smaller than those bodies, so therefor, for realism, change the gravity to 0.08g. Furthermore, the timewarpAltitudeLimits were pretty wacky too: 2500m is lower than mountaintops on most planets, and timewarping near the ground of a low-gravity atmosphere-less planet has a glitch which will make the craft shoot sideways. And under ScienceValues: do not specify unimportant values such as flyingLowDataValue on an atmosphere-less planet. Just leave 'em out. Also, you do not seem to know what the flyingAltitudeThreshold and the spaceAltitudeThreshold are.

In atmosphere, collecting science above the flyingAltitudeThreshold will make them count as 'collected the upper atmosphere', or 'crew report while flying high over planet X', whilst collecting science below the flyingAltitudeThreshold will count as 'crew report while flying over planet X's biome X'. The same counts for the spaceAltitudeThreshold: below it, science gathered is counted as 'in space near planet X' and above the threshold are counted as 'in space high over planet X'. As you can imagine, collecting scientific data in an orbit below 10000m is going to be pretty difficult...

Also, why in the world is the landed science multiplied 5 while inSpaceLow is 13, which is higher than Eve, while the moon in question is a moon of Duna?

You have also given the mod VertexSimplexNoiseColor an order lower than HeightColorMap. If I may ask, what is the point of generating random colors if they will be overruled by HeightColorMap a bit later? Use HeightColorMap as the base color mod and use VertexSimplexNoiseColor for some randomizing.

Try this config:


@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		name = Prolla
		cacheFile = MoonsPlus/DunaPlusRevived/Cache/Prolla.bin
		Template
		{
			name = Ike
			removeAllPQSMods = true
		}
		ScaledVersion
        {
			type = Vacuum
			fadeStart = 0
			fadeEnd = 0
	        Material
	        {
				texture = MoonsPlus/DunaPlusRevived/PluginData/Prolla_color.dds
				normals = MoonsPlus/DunaPlusRevived/PluginData/Prolla_normal.dds
				shininess = 0.07352
				specular = 0.0,0.0,0.0,1.0
	        }
		}
		Properties
		{
			description = Prolla is a medium sized moon orbiting Duna a bit closer than Ike. Scientists say that this moon was created by an asteroid stike on Duna, a similar event to how Ike was formed.
			radius = 75000
			geeASL = 0.08
			rotationPeriod = 20000
			rotates = true
			tidallyLocked = false
			initialRotation = 0
			isHomeWorld = false
			timewarpAltitudeLimits = 0 7500 9000 25000 45000 60000 97500 150000
			ScienceValues
			{
				landedDataValue = 7.5
				inSpaceLowDataValue = 6
				inSpaceHighDataValue = 5
				recoveryValue = 8
				spaceAltitudeThreshold = 90000
			}	
		}
		Orbit
		{
			referenceBody = Duna
			color = 0.75,0.1,0.15,1
			inclination = 2.0
			eccentricity = 0.05
			semiMajorAxis = 1416000 
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
		}
		PQS
        {
			maxQuadLenghtsPerFrame = 0.03
			minLevel = 2
			maxLevel = 12
			minDetailDistance = 8
			materialType = AtmosphericOptimized
			Material
			{
				saturation = 1
				contrast = 1.1
			}
            Mods
            {
				VertexHeightNoise
				{
					type = RiggedMultifractal
					seed = 25139
					deformity = 5000
					frequency = 1
					lacunarity = 1
					persistence = 0.8
					octaves = 6
					enabled = true
					order = 8
				}
				VertexSimplexNoiseColor
				{
					seed = 32476
					blend = 0.15
					colorStart =  1.0,0.9,0.9,1.0
					colorEnd = 0.65,0.2,0.1,1.0
					octaves = 5
					persistence = 0.5
					frequency = 2.0
					enabled = true
					order = 11
				}
                VertexSimplexHeightAbsolute
                {
	                name = HeightMod1
	                seed = 123
	                deformity = 10000
	                octaves = 3
	                persistence = 0.5
	                frequency = 1
	                enabled = true
	                order = 2
                }
                VertexSimplexHeightAbsolute
	            {
		            name = HeightMod2
		            seed = 456
		            deformity = 2500
		            octaves = 3
		            persistence = 0.5
		            frequency = 1
	                enabled = true
		            order = 3
                }
                HeightColorMap
                {
	                blend = 0.25
	                enabled = true
	                order = 10
	                LandClasses
	                {
	                    Class
	                    {
	                        name = Base
		                    altitudeStart = 0
		                    altitudeEnd = 0.1
		                    color = 0.5,0.25,0.15,1.0
		                    lerpToNext = true
	                    }
		                Class
	                    {
		                    name = Low
		                    altitudeStart = 0.1
		                    altitudeEnd = 0.6
		                    color = 0.85,0.1,0.15,1.0
		                    lerpToNext = true
		                }
		                Class
		                {
		                    name = Mid
		                    altitudeStart = 0.6
		                    altitudeEnd = 0.8
		                    color = 1.0,0.9,0.9,1.0
	                        lerpToNext = true
		                }
		                Class
		                {
		                    name = High
		                    altitudeStart = 0.8
		                    altitudeEnd = 2
		                    color = 1.0,0.5,0.15,1.0
		                    lerpToNext = false
		                }
	                }
                }
            }
        }
    }
}

As for the filepaths in ScaledVersion/Material, you should indeed convert your textures to .dds and place them in a folder called PluginData. If you also specify the filetype (end the filepaths with .dds or .png for instance) you can activate OnDemandLoading for memory optimisations.

If you don't have the textures yet, do not add the entries 'texture' and 'normals' but leave them out until you've got the textures, then re-add them. Otherwise Kopernicus will go looking for two textures that do not (yet) exist.

I don't know, I'm not a physicist! :(
It's hard for me to estimate the altitude of the planet to match the timewarps. :(
I clearly don't know.
I DON'T KNOW, I DON'T KNOW THE STOCK MULTIPLIERS. D:
I didn't even know they could overwrite each other!
Alright, I'll try that.

Yeah, I do that.

K, I'll try the config.

Link to comment
Share on other sites

Just now, SmashingKirby148 said:

And it's again, completely black when in scaled space. But I haven't actually linked the textures to the code yet, so I'll try that now.

Dude, you were telling Kopernicus to load a texture that it obviously cannot find and you are seriously surprised that the planet appears black in scaledspace? If I may ask, what exactly were you expecting? It is only logical for the planet to appear black, since it has no textures in scaledspace.

4 minutes ago, SmashingKirby148 said:

I don't know, I'm not a physicist! :(
It's hard for me to estimate the altitude of the planet to match the timewarps. :(
I clearly don't know.
I DON'T KNOW, I DON'T KNOW THE STOCK MULTIPLIERS. D:
I didn't even know they could overwrite each other!
Alright, I'll try that.

Yeah, I do that.

K, I'll try the config.

Hey, I had a lot of trouble with estimating timewarpAltitudeLimits myself. I personally don't use values for 5x lower than 7500m.

As for the scok multipliers, you can find them in: [KSPDIRECTORY]/logs/[planet.body]

Just scroll though the .body file of a planet, you'll come across the multipliers eventually. As for your question about VoronoiCraters, it needs a few curves, and I'm no master with curves (I'm quite bad with them). You can try something else though: Mun has the mod VoronoiCaters! Set the template to 'Mun', and instead of 'removeAllPQSMods', write 'removePQSMods = ' and specify the PQSMods you do not want. As for what mods are on Mun, search Mun's .body file until, eventually, you'll find the PQSMods. Here is a copy-n-paste from Mun's .body file:

[LOG 15:47:34]:   Mun (UnityEngine.GameObject)
[LOG 15:47:34]:    >>> Components <<< 
[LOG 15:47:34]:    Mun (UnityEngine.Transform)
[LOG 15:47:34]:    Mun (PQS)
[LOG 15:47:34]:    >>> ---------- <<< 
[LOG 15:47:34]:       _CelestialBody (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _CelestialBody (UnityEngine.Transform)
[LOG 15:47:34]:        _CelestialBody (PQSMod_CelestialBodyTransform)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       _Color (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _Color (UnityEngine.Transform)
[LOG 15:47:34]:        _Color (PQSMod_VertexColorMap)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       _Height (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _Height (UnityEngine.Transform)
[LOG 15:47:34]:        _Height (PQSMod_VertexHeightMap)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       _Material_ModProjection (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _Material_ModProjection (UnityEngine.Transform)
[LOG 15:47:34]:        _Material_ModProjection (PQSMod_AltitudeAlpha)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       _SurfaceQuadUVs (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _SurfaceQuadUVs (UnityEngine.Transform)
[LOG 15:47:34]:        _SurfaceQuadUVs (PQSMod_UVPlanetRelativePosition)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       Scatter (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        Scatter (UnityEngine.Transform)
[LOG 15:47:34]:        Scatter (PQSLandControl)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       Monolith00 (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        Monolith00 (UnityEngine.Transform)
[LOG 15:47:34]:        Monolith00 (PQSCity)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           monolith00 (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            monolith00 (UnityEngine.Transform)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshFilter)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            monolith00 (UnityEngine.Animation)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshCollider)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       QuadMeshColliders (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        QuadMeshColliders (UnityEngine.Transform)
[LOG 15:47:34]:        QuadMeshColliders (PQSMod_QuadMeshColliders)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       Monolith02 (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        Monolith02 (UnityEngine.Transform)
[LOG 15:47:34]:        Monolith02 (PQSCity)
[LOG 15:47:34]:        Monolith02 (PQSMod_FlattenArea)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           monolith00 (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            monolith00 (UnityEngine.Transform)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshFilter)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            monolith00 (UnityEngine.Animation)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshCollider)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       Monolith01 (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        Monolith01 (UnityEngine.Transform)
[LOG 15:47:34]:        Monolith01 (PQSCity)
[LOG 15:47:34]:        Monolith01 (PQSMod_FlattenArea)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           monolith00 (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            monolith00 (UnityEngine.Transform)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshFilter)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            monolith00 (UnityEngine.Animation)
[LOG 15:47:34]:            monolith00 (UnityEngine.MeshCollider)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       RockArch02 (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        RockArch02 (UnityEngine.Transform)
[LOG 15:47:34]:        RockArch02 (PQSCity)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           RockArch (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            RockArch (UnityEngine.Transform)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshFilter)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshCollider)
[LOG 15:47:34]:            RockArch (UnityEngine.Animation)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       RockArch00 (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        RockArch00 (UnityEngine.Transform)
[LOG 15:47:34]:        RockArch00 (PQSCity)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           RockArch (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            RockArch (UnityEngine.Transform)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshFilter)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshCollider)
[LOG 15:47:34]:            RockArch (UnityEngine.Animation)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       RockArch01 (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        RockArch01 (UnityEngine.Transform)
[LOG 15:47:34]:        RockArch01 (PQSCity)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           RockArch (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            RockArch (UnityEngine.Transform)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshFilter)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            RockArch (UnityEngine.MeshCollider)
[LOG 15:47:34]:            RockArch (UnityEngine.Animation)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       ArmstrongMemorial (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        ArmstrongMemorial (UnityEngine.Transform)
[LOG 15:47:34]:        ArmstrongMemorial (PQSCity)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           Memorial (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            Memorial (UnityEngine.Transform)
[LOG 15:47:34]:            Memorial (UnityEngine.MeshFilter)
[LOG 15:47:34]:            Memorial (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            Memorial (UnityEngine.Animation)
[LOG 15:47:34]:            Memorial (UnityEngine.BoxCollider)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       UFO (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        UFO (UnityEngine.Transform)
[LOG 15:47:34]:        UFO (PQSCity)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:           ufo (UnityEngine.GameObject)
[LOG 15:47:34]:            >>> Components <<< 
[LOG 15:47:34]:            ufo (UnityEngine.Transform)
[LOG 15:47:34]:            ufo (UnityEngine.MeshFilter)
[LOG 15:47:34]:            ufo (UnityEngine.MeshRenderer)
[LOG 15:47:34]:            ufo (UnityEngine.MeshCollider)
[LOG 15:47:34]:            >>> ---------- <<< 
[LOG 15:47:34]:       _ColorNoise (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _ColorNoise (UnityEngine.Transform)
[LOG 15:47:34]:        _ColorNoise (PQSMod_VertexSimplexNoiseColor)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       _HeightNoise (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        _HeightNoise (UnityEngine.Transform)
[LOG 15:47:34]:        _HeightNoise (PQSMod_VertexSimplexHeight)
[LOG 15:47:34]:        _HeightNoise (PQSMod_VertexHeightNoiseVertHeight)
[LOG 15:47:34]:        _HeightNoise (PQSMod_VoronoiCraters)
[LOG 15:47:34]:        _HeightNoise (PQSMod_VoronoiCraters)
[LOG 15:47:34]:        >>> ---------- <<< 
[LOG 15:47:34]:       OnDemandHandler (UnityEngine.GameObject)
[LOG 15:47:34]:        >>> Components <<< 
[LOG 15:47:34]:        OnDemandHandler (UnityEngine.Transform)
[LOG 15:47:34]:        OnDemandHandler (Kopernicus.OnDemand.PQSMod_OnDemandHandler)

As you can read in the logfiles, for instance, Mun uses the color mod VertexColorMap.

A full list of the mods applied to Mun:

PQSMod_CelestialBodyTransform (required for the planet to work)

PQSMod_VertexColorMap (gives a base color by specifying a map)

PQSMod_VertexHeightMap (heightmap, provides height and stuffTM)

PQSMod_AltitudeAlpha (not exactly sure)

PQSMod_UVPlanetRelativePosition (required)

PQSLandControl (for in-depth generation, I recommend leaving it in since it provides terrain scatters)

PQSCity (easter eggs)

PQSMod_FlattenArea (flattens a specific area, in this case it is used to flatten the area around the easter eggs to make sure they are above the ground)

PQSMod_QuadMeshColliders (required)

PQSMod_VertexSimplexNoiseColor (color noise, randomly alters the color slightly here and there)

PQSMod_VertexSimplexHeight (basic heightnoise mod)

PQSMod_VertexHeightNoiseVertHeight (not entirely sure tbh)

PQSMod_VoronoiCraters (twice!) (provides craters)

Kopernicus.OnDemand.PQSMod_OnDemandHandler (a custom PQSMod added by Kopernicus for OnDemandLoading)

However, do not remove the mods CelestialBodyTransform, UVPlanetRelativePosition and QuadMeshColliders. So, for a planet that has VoronoiCraters, write this:

		Template
		{
			name = Mun
			removePQSMods = PQSMod_VertexColorMap, PQSMod_VertexHeightMap, PQSCity, PQSMod_VertexSimplexNoiseColor
		}

By default Mun's VoronoiCraters mods have the orders 100 and 101. Use this info to your advantage, and layer your other PQSMods in such a way that VoronoiCraters is not overrun by another heightmod such as VertexHeightNoise, otherwise VertexHeightNoise will generate stuff inside the craters.

Link to comment
Share on other sites

2 hours ago, SmashingKirby148 said:

I already said hat I linked the textures. Still black. And also, I don't know how to use Voronoi Craters (like pretty much everything else T-T )

Could I see the logfile please? You can find it in KSPDirectory/logs/[PlanetName].body

Also, could you show me the config, and could you tell me what filetypes your maps are? (.jpeg, .png, etc)

Link to comment
Share on other sites

21 minutes ago, ProtoJeb21 said:

@The White Guardian Is there a PQSMod that makes textures less cartoonish? Like Land Control? I'm trying to make textures with the quality of KillAshley's from Uncharted Lands.

Less cartoonish? I honestly do not know. Try VertexSimplexNoiseColor and VertexSimplexHeightAbsolute.

Link to comment
Share on other sites

Hi Guardian! I have a problem. My planet won't show up in the game! Could you please look my config over for errors?

 

@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
        name = Smeer    
        cacheFile = TBD
        
        Template
        {
            name = Minmus
            removeAllPQSMods = true
            removeOcean = true
        }
        
        Properties
        {
            description = Do you people ever clean the tele- oh wait. Thats a planet. 
            radius = 80000
            geeASL = 0.06
            rotation Period = 100000
            rotates = true
            tidallyLocked = false
            initialRotation = 0
            isHomeWorld = false
            timewarpAltitudeLimits = 0 3000 3000 6000 12000 24000 48000 60000
            ScienceValues
            {
                landedDataValue = 1
                splashedDataValue = 1
                flyingLowDataValue = 1
                flyingHighDataValue = 1
                inSpaceLowDataValue = 1
                inSpaceHighDataValue = 1
                recoveryValue = 1
                flyingAltitudeThreshold = 12000
                spaceAltitudeThreshold = 120000
            }
        }
        Orbit
        {
            referenceBody = Sun
            color = 1,1,1,1
            inclination = 0
            eccentricty = 0.5
            semiMajorAxis = 30123456789
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 3
            color = 1,1,1,1
        }
        ScaledVersion    
                    {
                        type = vacuum
                        fadeStart = 0
                        fadeEnd = 0
                        Material
                        {
                            texture = Kerbal Space Program\GameData\KittopiaTech\Textures\Smeer_Color.png
                            normals = Kerbal Space Program\GameData\KittopiaTech\Textures\Smeer_Normal.png
                            shininess = 0.09
                            specular = 0.0,0.0,0.0,1.0    
        }
        PQS
        {
            Mods
            {
            VertexSimplexHeightAbsolute
            {
                name - SmeerHeight1
                seed = 444
                deformity = 555
                octaves = 5
                persistance = 0.5
                frequency = 1
                enabled = true
                order = 2
            }
            VertexSimplexHeightAbsolute
            {
                name = SmeerHeight2
                seed = 445
                deformity = 200
                octaves = 5
                persistance = 0.5
                frequency = 1
                enabled = true
                order = 3
            }
            HeightColorMap
            {
                blend = 0.7
                enabled = true
                order = 4
                LandClasses
                {
                    Class
                    {    
                        name = Base
                        altitudeStart = 0
                        altitudeEnd = 10
                        color = 126,20,188
                        lerpToNext = true
                    }            
                    Class        
                    {
                        name = LowAlt
                        altitudeStart = 10
                        altitudeEnd = 15
                        color = 119,25,226
                        lerpToNext = true
                    }
                    Class        
                    {
                        name = MidAlt
                        altitudeStart = 15
                        altitudeEnd = 20
                        color = 151,69,245
                        lerpToNext = true
                    }
                    Class
                    {
                        name = HighAlt
                        altitudeStart = 20
                        altitudeEnd = 2000
                        color = 224,224,224
                        lerpToNext = false
                    }
                }
            }
        }
    }
}                
                
            
Thanks in Advance, 

Saurodye

Link to comment
Share on other sites

@saurodye

The issues I've found:

There is an issue with your cacheFile: please specify a location for the cachefile. For instance, 'MyPlanet/Cache/Smeer.bin

There are various issues with your ScaledVersion: type 'vacuum' should be with a capital letter, 'Vacuum'. Furthermore, with the filepaths, use the '/' instead of the '\', and Kopernicus automatically searches in the GameData folder, so leave out 'Kerbal Space Program\GameData\' in all of your filepaths.

You also do not close ScaledVersion correctly. Keep an eye on the '}' and the '{'

An issue with the template: the template 'Minmus', has no ocean, so why do you add 'removeOcean = true'? Here, you are telling Kopernicus to remove an ocean that did not exist in the first place. If you are using one of the following objects as a template: Sun, Moho, Gilly, Mun, Minmus, Duna, Ike, Dres, Jool, Vall, Tylo, Bop, Pol, Eeloo you do never have to specify 'removeOcean'.

There are a few other issues, but I have very little time right now. Tomorrow, I'll fix your config for you, okay? I'll paste a flawless version first thing in the morning.

 

Link to comment
Share on other sites

1 hour ago, The White Guardian said:

There are a few other issues, but I have very little time right now. Tomorrow, I'll fix your config for you, okay? I'll paste a flawless version first thing in the morning.

Sure thing! Also, the planet turns out completely white. There is something for you to ponder in the morning.

Edited by saurodye
Link to comment
Share on other sites

@saurodye Here's your config again:

@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
        name = Smeer    
        cacheFile = MyPlanet/Cache/Smeer.bin
        
        Template
        {
            name = Minmus
            removeAllPQSMods = true
        }
        
        Properties
        {
            description = Do you people ever clean the tele- oh wait. Thats a planet. 
            radius = 80000
            geeASL = 0.06
            rotationPeriod = 100000
            rotates = true
            tidallyLocked = false
            initialRotation = 0
            isHomeWorld = false
            timewarpAltitudeLimits = 0 3000 3000 6000 12000 24000 48000 60000
            ScienceValues
            {
                landedDataValue = 1
                splashedDataValue = 1
                flyingLowDataValue = 1
                flyingHighDataValue = 1
                inSpaceLowDataValue = 1
                inSpaceHighDataValue = 1
                recoveryValue = 1
                flyingAltitudeThreshold = 12000
                spaceAltitudeThreshold = 120000
            }
        }
        Orbit
        {
            referenceBody = Sun
            color = 1,1,1,1
            inclination = 0
            eccentricity = 0.5
            semiMajorAxis = 30123456789
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 3
        }
        ScaledVersion    
        {
            type = Vacuum
            fadeStart = 0
            fadeEnd = 0
            Material
            {
                texture = KittopiaTech/Textures/Smeer/Smeer_Color.png
                normals = KittopiaTech/Textures/Smeer/Smeer_Normal.png
                shininess = 0.09
                specular = 0.0,0.0,0.0,1.0    
			}
        }
        PQS
        {
            Mods
            {
				VertexSimplexHeightAbsolute
				{
					name = SmeerHeight1
					seed = 444
					deformity = 555
					octaves = 5
					persistence = 0.5
					frequency = 1
					enabled = true
					order = 2
				}
				VertexSimplexHeightAbsolute
				{
					name = SmeerHeight2
					seed = 445
					deformity = 200
					octaves = 5
					persistence = 0.5
					frequency = 1
					enabled = true
					order = 3
				}
				HeightColorMap
				{
					blend = 0.7
					enabled = true
					order = 4
					LandClasses
					{
						Class
						{    
							name = Base
							altitudeStart = 0
							altitudeEnd = 0.1
							color = 0.4941176,0.0784314,0.7372549,1.0
							lerpToNext = true
						}            
						Class        
						{
							name = LowAlt
							altitudeStart = 0.1
							altitudeEnd = 0.65
							color = 0,46666667,0.098039,0.886275,1.0
							lerpToNext = true
						}
						Class        
						{
							name = MidAlt
							altitudeStart = 0.65
							altitudeEnd = 0.85
							color = 0.5921569,0.27058824,0.960784,1.0
							lerpToNext = true
						}
						Class
						{
							name = HighAlt
							altitudeStart = 0.85
							altitudeEnd = 1
							color = 0.878431373,0.878431373,0.878431373,1.0
							lerpToNext = false
						}
					}
				}
            }
        }
    }
}

I've also noted all of the errors I've found, I will explain all of them.

Issues
	no cachefile location set
	removing ocean on ocean-less template
	'rotation Period' should be written as one word, 'rotationPeriod'
	no apparent knowledge of what the ScienceValues do
	specifying the orbit color twice
	no apparent knowledge of what the color entry in Orbit does
	typo: 'eccentricty' is incorrect, should be 'eccentricity'
	incorrect closure of the Material entry in ScaledVersion
	no capital letter: 'vacuum' should be 'Vacuum'
	'\' used in filepaths, should be '/'
	mentioning 'Kerbal Space Program' and 'GameData' in filepaths, leave those out.
	Kittopia saves exported textures in 'KittopiaTech/Textures/[PLANET'S NAME], so add the planet's name to the filepaths.
	Also, please move any files of the planet to a specific folder. A good folder layout would be:

	GameData
		Smeer
			Cache
				Smeer.bin
			
			PluginData
				Smeer_color.dds
				Smeer_normal.dds
			
			Config
				Smeer.cfg
	
	Typo in the first 'VertexSimplexHeightAbsolute' mod: 'name - SmeerHeight1', should be a '=', not an '-'. Correct 	 would be 'name = SmeerHeight1'

	Typo in various PQSMods: 'persistance' is incorrect, write 'persistence'
	RGBA values given in HeightColorMap mod whilst not adding 'RGBA ()'
	Incorrect altitude values, should be from 0 to 1, not 0 to 2000.
	No alpha channel given in color values in HeightColorMap
	incorrect closure of the PQS entry.

Starting off, "no cachefile location set". Please specify a filepath for Kopernicus to generate a cachefile for your planet for debugging purposes. Also, every time you edit your planet's config, delete the cacheFile generated by Kopernicus in the location specified, or a scaledspace bug will occur.

Next, "removing ocean on ocean-less template". You only have to remove an ocean if you have chosen a template that has an ocean. The only templates with an ocean are Eve, Kerbin and Laythe. I personally recommend not choosing Kerbin as a template unless you know what you are doing, if you aren't careful a career bug will occur where some contracts tell you to go to the planet that has Kerbin as a template. For instance, the contract 'Orbit Kerbin' would read 'Orbit MyPlanet', while 'MyPlanet' may very well be far out in the solar system.

Next "'rotation Period' should be written as one word, 'rotationPeriod'.". This one is pretty self-explanatory.

Next "no apparent knowledge of what the ScienceValues do". Have you ever been to Eve or Duna, did some science and noticed that you get higher rewards the more challenging it is to get the science? For instance, a surface sample of Tylo is worth more than a sample of Minmus. This is what the ScienceValues do. Eve, for instance, has 'landedDataValue = 8'. This means that the science points reward of any experiment conducted while landed at the surface of Eve is multiplied by 8. Depending on how hard it is to land, for instance, you can increase the ScienceValue of 'landedDataValue' to make landing on your planet more rewarding for players. Also, if your planet has no ocean, leave out 'splashedDataValue', and if your planet has no atmosphere, leave out 'flyingLowDataValue', 'flyingHighDataValue', and 'flyingAltitudeThreshold'. There's no sense in giving more science rewards for a sample of an ocean that does not exist. Furthermore, you do not seem to understand what 'flyingAltitudeThreshold' and 'spaceAltitudeThreshold' do. May I ask, have you ever orbited Kerbin in Career or Science? If so, you have probably conducted a few experiments. Have you noticed that, when close to Kerbin, the crew report for instance reads 'crew report taken while in space near Kerbin', while further out it reads 'crew report taken while in space high over Kerbin'? this is the work of the 'spaceAltitudeThreshold'. For instance, if the spaceAltitudeThreshold is 3000000, then experiments conducted in space below 3000000m will use the 'inSpaceLowDataValue' multiplier, and experiments conducted in space higher than 3000000m above the surface will use 'inSpaceHighDataValue'. The same counts for 'flyingAltitudeThreshold', below the set number for 'flyingAltitudeThreshold' any science will be multiplied with the number set for 'flyingLowDataValue' and above the set number 'flyingHighDataValue' will be used instead. The 'recoveryValue' is a separate multiplier, it makes data from recovered crafts more valueable, making it more rewarding for players to return the actual samples to Kerbin rather than sending reports.

Next is "specifying the orbit color twice" and "no apparent knowledge of what the color entry in Orbit does". You wrote 'color = ' twice in your config. Don't do that. Also, you do not seem to know what 'color' does. In the map view, have you noticed that Jool's orbit is green, Eve's is purple, Duna's is red, etc? This is the work of the 'color' value. It colors the orbital path in the map view. You have set it to 1,1,1,1 which will result in a white orbital path. Also, for 'color' choose values between 0 and 1. Also, your current specified orbit is rahter boring, it does not even have an inclination. I personally recommend installing Hyperedit. Next, press Alt + H  in the map view/Tracking Station, click 'edit orbits', select your planet, go to 'graphical', and mess around with the sliders until you like the resulting orbit. Next, go to 'complex' or 'advanced', I don't really remember what it reads, basically the button between 'Simple' and 'Graphical'. Click 'set Epoch to now', then copy-N-paste the values into your planet's config. This makes specifying orbits much easier, doesn't it?

Next is "typo: 'eccentricty' is incorrect, should be 'eccentricity'". This one is pretty self-explanatory.

Next is "incorrect closure of the Material entry in ScaledVersion". Please be careful with opening and closing tabs with '{' and '}'. You did not close Materials correctly and thus everything in the config will be loaded under 'ScaledVersion' which is, of course, incorrect.

Next are "no capital letter: 'vacuum' should be 'Vacuum'", "'\' used in filepaths, should be '/'"  and "mentioning 'Kerbal Space Program' and 'GameData' in filepaths, leave those out". These ones are pretty self-explanatory.

Next is "Kittopia saves exported textures in 'KittopiaTech/Textures/[PLANET'S NAME], so add the planet's name to the filepaths". Pretty self-explanatory, if you would export the textures of Smeer, the color map, for instance, would be saved in 'KittopiaTech/Textures/Smeer/Smeer_Color.png'. I also gave a recommendation of a folder layout. It is optional of course, but please save any planet maps in a 'PluginData' folder and specify the file types in the config (for instance, '.png'). This will activate Kopernicus' OnDemandLoading. I'll spare you the details, but it drastically lowers the memory usage of your planet.

Next are "Typo in the first 'VertexSimplexHeightAbsolute' mod: 'name - SmeerHeight1', should be a '=', not an '-'. Correct would be 'name = SmeerHeight1'" and "Typo in various PQSMods: 'persistance' is incorrect, write 'persistence'". These ones are pretty self-explanatory. Also, I'd like to redirect you to my topic on PQSMods, found here:

For more information on various PQSMods, which will probably make planet-making easier for you since you know what you are doing. Placing a probe in orbit near the planet so you see the actual surface, not ScaledSpace, then editing the PQSMods helps a lot too.

Next is the answer to your question:

11 hours ago, saurodye said:

Also, the planet turns out completely white. There is something for you to ponder in the morning.

My notes: "RGBA values given in HeightColorMap mod whilst not adding 'RGBA ()'", "Incorrect altitude values, should be from 0 to 1, not 0 to 2000.", and "No alpha channel given in color values in HeightColorMap". First off, you gave color values on a scale of 0-255, while by default Kopernicus needs colors between 0 and 1, for instance '0.5,0.2,0.7,1.0'. I believe you could use 0-255 by adding 'RGBA([color values here])', but I'm not sure about that. I personally recommend you to perform the following calculation: [color in 0-255] divided by 255 equals [color in 0-1]. Perform this calculation for each number, insert the resulting number (that should be between 0 and 1) and you're good to go! Next, you gave incorrect altitude vales. They do work, but you set the LandClass limits so high that the entire surface would be colored using the LandClass 'Base' only. Furthermore, since you specified colors above 1, the resulting color would be very, very bright white. However, what also causes the planet to be white is the fact that you specified only three numbers: red, green and blue. You did not specify the Alpha channel. Simply set it to 1 and you'll be fine. The alpha channel determines the 'transparency' of the color, basically how agressive the color should be applied to the terrain.

And last but not least, "incorrect closure of the PQS entry". Again pay close attention when closing tabs, or parts of the config will be loaded incorrectly. For instance, if you don't close 'Template', everything written underneath it (ScaledVersion, Orbit, PQSMods) will be loaded INSIDE the 'Template' tab, which will give Kopernicus a headache because you gave it everything it needed, but placed everything incorrectly. It's like building a rocket, but placing the engine on top of the fuel tank, not at the bottom. I personally recommend using the free and handy program Notepad++, because it highlights a '{' when selected and also highlights the 'closing }'. This will undoubtably help with closing everything correctly.

If there are any more issues, or if you have any other questions, feel free to ask and I'll reply as soon as I can.

Hope this helps

The White Guardian

Link to comment
Share on other sites

3 minutes ago, saurodye said:

Oh. I didn't know that I was that bad at Kopernicus! Anyway, thanks for the help!

You aren't bad at Kopernicus, you are only just beginning. I remember the time when the only way I could make a planet was by taking a config from OPM, editing the filepaths, orbits and description and hope for the best. I am certain that, in time, you'll become an experienced Kopernicus modder. All it takes is time, patience, and trial and error.

Link to comment
Share on other sites

@SmashingKirby148 After reading through the comments again out of boredom, I can't help but notice that you seem to be struggling with choosing the best PQSMods and the relation between ScaledVersion and PQS. If you'd like, I'm willing to collaborate on your project MoonsPlus. I'll make sure everything works as intended, and I'll even make a few custom terrain textures for you to get rid of any 'ugly black corners'. Just let me know it you're interested and please know that, regardless of your answer, I'll always answer any question you may have as soon as I can.

Link to comment
Share on other sites

14 minutes ago, The White Guardian said:

@SmashingKirby148 After reading through the comments again out of boredom, I can't help but notice that you seem to be struggling with choosing the best PQSMods and the relation between ScaledVersion and PQS. If you'd like, I'm willing to collaborate on your project MoonsPlus. I'll make sure everything works as intended, and I'll even make a few custom terrain textures for you to get rid of any 'ugly black corners'. Just let me know it you're interested and please know that, regardless of your answer, I'll always answer any question you may have as soon as I can.

Oh god, I am so sorry! I just realised that I forgot to reply to your other reply AGES ago! I just got caught up in other things, but yes, I would LOVE to collaborate! :D

Link to comment
Share on other sites

49 minutes ago, saurodye said:

uImQ6YJ.pngLooks nice...

 

 

UmmmmwrIl63g.png

 

 

 

UMMMM

qly1Zvq.png

1. delete Smeer.bin in your gamedata folder

2. the terrain erroring is the result of Kittopia exporting. Select a random PQSMod and click 'rebuild'. Also, do not forget to apply any changes to the actual config file.

As for the planet being white in scaledspace, reload the game now that the exported textures are there. Also, double-check the filepaths.

1 hour ago, SmashingKirby148 said:

Oh god, I am so sorry! I just realised that I forgot to reply to your other reply AGES ago! I just got caught up in other things, but yes, I would LOVE to collaborate! :D

Alright then! Tell me what to do, are there any planets I should make, anything I need to take a look at? I'll also begin texture-making immediately.

Edited by The White Guardian
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...