Kepler68 Posted May 31, 2016 Share Posted May 31, 2016 (edited) This thread is an attempt to document the Kopernicus planet mods various PQS modifiers and how they affect a planet. NOTE: while this will give you information about the pqs mods, it is best to mess around with the values to fully understand what the mod actual does (plus it's more fun that way) people should post information about various PQS mods such as VertexHeightNoise and add information and a picture of it in game there is a list of PQS mods here: https://github.com/Kopernicus/Kopernicus/tree/master/Kopernicus/Kopernicus/Configuration/ModLoader (link found in post by killashley) the ultimate goal of this thread is to be a complete dictionary of the various pqs mods so planet makers don't get scared off (though they should still play with the mod on their own) this will also allow more advanced planet makers to find a good PQS mod by looking through this instead of trying to remember them all Kopernicus mod thread: What the values mean Spoiler Frequency: the number of cycles per length a noise function outputs AKA how often the mod does its thing lacunarity: A multiplier that determines how quickly the frequency increases for each successive octave in a noise function. AKA I'm gonna try this one out with kittopia and report back Octave: The number of octaves control the amount of detail in a noise function AKA how jagged and varied it is Persistence: how long it lasts Seed: changes the output. allows for greater variety (like a minecraft world is always different because of different seeds when using the same algorithm) Contributed by poodmund on page 1 from link http://libnoise.sourceforge.net/glossary/index.html AerialPerspectiveMaterial coming soon AltitudeAlpha coming soon BillBoardObject coming soon FlattenArea coming soon FlattenAreaTangential coming soon FlattenOcean Spoiler FlattenOcean { oceanRadius = 1.0 enabled = true order = 25 } HeightColorMap coming soon HeightColorMap2 also coming soon HeightColorMapNoise coming sooner LandControl coming soon MapDecal coming soon MapDecalTangent coming soon MaterialFadeAltitude coming soon MaterialFadeAltitudeDouble coming soon MaterialQuadRelative coming soon QuadEnhanceCoast coming soon SmoothLatitudeRange coming soon TangentTextureRanges coming soon VertexColorMap coming sooner VertexColorNoise coming soon VertexColorNoiseRBG coming soon VertexColorSolid coming soon VertexColorSolidBlend coming soon VertexColorSolidBlend coming soon VertexDefineCoastLine Coming soon VertexHeightMap coming soon VertexHeightMapStep coming soon VertexHeightNoise Spoiler VertexHeightNoise{ type = [insert type, like Perlin, Billow, or RiggedMultiFractal - REQUIRED] seed = 23510750 //change this to any random number deformity = 500 //how bumpy and jagged is the terrain frequency = 4 //don't know what these do, you can try changing them and see what happens lacunarity = 2.5 persistance = 1.0 octaves = 6 //how small do you want the jagged ridges to be enabled = True} pics: from space:http://steamcommunity.com/sharedfiles/filedetails/?id=696091097 from surface:http://steamcommunity.com/sharedfiles/filedetails/?id=696091025 (note that this pqs dosent cause changes to planetary colors or textures) contributed by Astrofox in page 1 VertexHeightNoiseHeightMap coming soon VertexHeightNoiseVertHeight coming soon VertexHeightNoiseVertHeightCurve coming soon VertexHeightNoiseVertHeightCurve2 coming soon VertexHeightNoiseVertHeightCurve3 coming soon VertexHeightObolate Spoiler VertexHeightOblate { height = 15000 pow = 2.5 enabled = true order = 100 } contributed by Astrofox in page 1 VertexHeightOffset coming soon VertexNoise coming soon VertexRigedAltitudeCurve coming soon VertexSimplexColorRGB coming soon VertexSimplexHeight coming soon VertexSimplexHeightAbsolute Spoiler VertexSimplexHeightAbsolute { seed = 123456 deformity = 60 octaves = 8 persistence = 0.5 frequency = 6 enabled = true order = 2 } VertexSimplexHeightAbsolute coming soon VertexSimplexHeightFlatten coming soon VertexSimplexMultiChromatic coming soon VertexSimplexNoiseColor Spoiler Hide contents VertexSimplexNoiseColor //Small gilly-based moons don't have color maps and use this instead { seed = 0175123 //change this to any random number blend = 1 colorStart = 0,1,0,1 //The color of your moon is a spectrum between these two colors colorEnd = 0.3,0.3,0.3,1 octaves = 7 //how small do you want the blotches of color to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 1 enabled = True } contributed by Astrofox VertexVoronoi Spoiler VertexVoronoi { name = Voronoi1 seed = 123 deformation 6500 displacement = 0.003 enableDistance = True frequency = 3 enabled = true order = 23 } contributed by astrofox on page 1 VoronoiCraters Spoiler Used to do custom craters on the mun but can also be used to make bumps example: soon four variations of values come with Kopernicus examples, they are around bastion with 2 varying in frequency and 2 varying in curve Make object main menu body: Spoiler %mainMenuBody = [insert Dres] //place right after the @Kopernicus:After[KOPERNICUS ex: sonnah in new horizons pack uses this Edited June 4, 2016 by Kepler68 added encouragement for expirementation Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 (edited) I've actually got a text file that I made today with several PQS mods on it. I'll find out how to put in code and then paste it in. EDIT #1: Testing Spoilers VertexHeightNoise Spoiler VertexHeightNoise { type = [insert type, like Perlin, Billow, or RiggedMultiFractal - optional] seed = 23510750 //change this to any random number deformity = 500 //how bumpy and jagged is the terrain frequency = 4 //don't know what these do, you can try changing them and see what happens lacunarity = 2.5 persistance = 1.0 octaves = 6 //how small do you want the jagged ridges to be enabled = True } VertexHeightOblate Spoiler VertexHeightOblate { height = 15000 pow = 2.5 enabled = true order = 100 } EDIT#2 Huh, it works quite well already. Edited June 1, 2016 by Astrofox Testing Spoilers Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 @Kepler68 Maybe I could write up a config that has a black base up to a white top just to give the effect of looking like a heightmap. Thing is, I'm away from my computer right now, so it may come later on today. I will most likely set it up in Kerbin Orbit for the simplicity of testing it out (without hyperedit...). Link to comment Share on other sites More sharing options...
Kepler68 Posted June 1, 2016 Author Share Posted June 1, 2016 That would be awesome! Thanks I've been trying to set up a blank one but I keep getting black holes, I never thought to put on a color map Link to comment Share on other sites More sharing options...
Thomas P. Posted June 1, 2016 Share Posted June 1, 2016 14 hours ago, Astrofox said: type = [insert type, like Perlin, Billow, or RiggedMultiFractal - optional] God no! That parameter is basically the base of the mod, without it, it will fail horribly The optional parameter in parser target just says that Kopernicus shouldn't put the whole planet into the recycling bin if a param is missing, because sometimes you can leave out params, and I just used optional everywhere If you need something, just let me know (join #Kopernicus, ping me, write a PM, etc.). I am currently working on a standalone version of the PQSMods that could be used to test what the parameters do (enter params into a console app and it draws you a map or so). I also planned to implement some kind of documentation into Kopernicus / Kittopia, where this stuff would be appreciated. Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 @Thomas P. Funnily enough I saw that one variant didn't have that... Oh well, we'll change it as soon as possible. Also, I found some more code while downloading old Kopernicus Packs. Maybe they work. VertexSimplexNoiseColor Spoiler VertexSimplexNoiseColor //Small gilly-based moons don't have color maps and use this instead { seed = 0175123 //change this to any random number blend = 1 colorStart = 0,1,0,1 //The color of your moon is a spectrum between these two colors colorEnd = 0.3,0.3,0.3,1 octaves = 7 //how small do you want the blotches of color to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 1 enabled = True } I also earlier on today, I found the Voronoi craters examples in the Kopernicus Examples in the PQS mods stuff. Sadly, VertexPlanet and this were really the only things in there. VoronoiCratersConfigs Link to comment Share on other sites More sharing options...
Kepler68 Posted June 1, 2016 Author Share Posted June 1, 2016 3 hours ago, Thomas P. said: God no! That parameter is basically the base of the mod, without it, it will fail horribly The optional parameter in parser target just says that Kopernicus shouldn't put the whole planet into the recycling bin if a param is missing, because sometimes you can leave out params, and I just used optional everywhere If you need something, just let me know (join #Kopernicus, ping me, write a PM, etc.). I am currently working on a standalone version of the PQSMods that could be used to test what the parameters do (enter params into a console app and it draws you a map or so). I also planned to implement some kind of documentation into Kopernicus / Kittopia, where this stuff would be appreciated. Don't worry I canged it to a REQUIRED in all caps to get the point across Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 (edited) @Thomas P. What does it mean by // Quality mode for the noise [ParserTarget("mode", optional = true)] public EnumParser<LibNoise.Unity.QualityMode> mode { get { return mod.mode; } set { mod.mode = value; } } in VertexHeightNoiseVertHeight.cs? I've been wondering about this. Edited June 1, 2016 by Astrofox Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 Hey Guys! I have VertexVoronoi stuff already! Spoiler VertexVoronoi { name = Voronoi1 seed = 123 deformation 6500 displacement = 0.003 enableDistance = True frequency = 3 enabled = true order = 23 } I had this specifically for a moon for a system I've been creating. This variant looks amazing on the moon (named Pir). Link to comment Share on other sites More sharing options...
Poodmund Posted June 1, 2016 Share Posted June 1, 2016 For parameter value definitions, you can grab them straight from the libNoise glossary: http://libnoise.sourceforge.net/glossary/index.html Link to comment Share on other sites More sharing options...
Kepler68 Posted June 1, 2016 Author Share Posted June 1, 2016 (edited) 39 minutes ago, Poodmund said: For parameter value definitions, you can grab them straight from the libNoise glossary: http://libnoise.sourceforge.net/glossary/index.html Wow I didn't expect to find something like this! Thanks BTW Astrofox what planet pack is that? Edited June 1, 2016 by Kepler68 Link to comment Share on other sites More sharing options...
Poodmund Posted June 1, 2016 Share Posted June 1, 2016 (edited) 18 minutes ago, Kepler68 said: Wow I didn't expect to find something like this! Thanks BTW Astrofox what planet pack is that? Well KSP uses libNoise to generate its terrain so the Kopernicus hook-ins are dervived from it. Look at the example of the image map libNoise uses in its tutorial/example: http://libnoise.sourceforge.net/examples/complexplanet/images/planet.jpg Familiar much? Edited June 1, 2016 by Poodmund Link to comment Share on other sites More sharing options...
Kepler68 Posted June 1, 2016 Author Share Posted June 1, 2016 (edited) 8 minutes ago, Poodmund said: Well KSP uses libNoise to generate its terrain so the Kopernicus hook-ins are dervived from it. Look at the example of the image map libNoise uses in its tutorial/example: http://libnoise.sourceforge.net/examples/complexplanet/images/planet.jpg Familiar much? LOL its kerbin! is that an actual tutorial image or did you make that EDIT: looking closer it isn't actually kerbin but its similar enough, the ksc continent has barely changed! Edited June 1, 2016 by Kepler68 Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 Actually, it's something I've been working on. Link to comment Share on other sites More sharing options...
Kepler68 Posted June 1, 2016 Author Share Posted June 1, 2016 Well it's looking great! Let me know when it's done I want to try it out Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 It's kinda buggy, as I set the moons orbits to sit in the rings, but for whatever reason they end up moving out of the plane entirely. Maybe I will find a fix for it sometime. It's just a side project I've been working on so that I can release at least one thing before I release an entire pack that I started about a year ago, actually. I worked with amarius1, Mr.HappyFace, and several others. Unfortunately, I have no idea as to where they went, and so I've been trying to cram in a lot of information as a reference so that I can just kinda finish it up for a release. I am working with TheWhiteGuardian and Kandjk currently, but it will still be a while before a full release of the whole pack. Link to comment Share on other sites More sharing options...
Kepler68 Posted June 1, 2016 Author Share Posted June 1, 2016 (edited) The ring thing is part of Kopernicus. You can also see it happening with mun around sonnah and Astid in arins rings in new horizons. I don't know if there is a way to stop their rotation but for now they rotate with the planet Edited June 1, 2016 by Kepler68 Link to comment Share on other sites More sharing options...
Astrofox Posted June 1, 2016 Share Posted June 1, 2016 I suppose you have to reverse the rotation of the planet, but I have no idea as to whether it actually exists as code. (i.e. the rings rotate with th planet in a retrograde way so that the moons' orbital plane is still similar to the rings). Also, I tried using Kittopia to add PQS mods to a small moon for Kerbin (the PQS testing planet - because you can reach it without much effort if you don't have hyperedit), but it doesn't work. Anyway, just make a notepad file with this code in it and just place a PQS mod in. PQS Testing world: Spoiler @Kopernicus:AFTER[Kopernicus] { Body { name = PQSCodesHopefully Template { name = Minmus removeAllPQSMods = true } Properties { description = VertexSimplexHeightAbsolute Tester radius = 100000 rotates = true rotationPeriod = 60000 tidallyLocked = false initialRotation = 0 geeASL = 0.5 timewarpAltitudeLimits = 0 10000 17500 25000 40000 60000 80000 200000 ScienceValues { landedDataValue = 7 inSpaceLowDataValue = 6.5 inSpaceHighDataValue = 6 recoveryValue = 8 spaceAltitudeThreshold = 175000 } } Orbit { referenceBody = Kerbin semiMajorAxis = 20000000 inclination = 10 eccentricity = 0.2 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.1,0.1,0.1,1.0 } PQS { Mods { [INSERT PQS MOD HERE] HeightColorMap { blend = 0.5 enabled = true order = 10 //make this number higher than the HeightMods LandClasses { Class { name = Base altitudeStart = 0 altitudeEnd = 0.25 color = 0.0,0.0,0.0,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.25 altitudeEnd = 0.5 color = 0.33,0.33,0.33,1.0 lerpToNext = true } Class { name = Mid altitudeStart = 0.5 altitudeEnd = 0.75 color = 0.66,0.66,0.66,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.75 altitudeEnd = 1 color = 1.0,1.0,1.0,1.0 lerpToNext = false } } } } } } } I removed the PQS mod that was in it originally so that you could just copy/paste a PQS mod into the config without issue. If only I just knew how to translate the code from the .cs file into the code that makes stuff work. However, I wonder if the stuff in VertexNoiseHeightVertHeight.cs turns into: Spoiler VertexHightNoiseVertHeight { heightStart = heightEnd = deformity = frequency = octaves = persistance = seed = mode = lacunarity = } The issue is that this is just a hypothesis, and I have no idea if this actually works. Link to comment Share on other sites More sharing options...
Astrofox Posted June 2, 2016 Share Posted June 2, 2016 I might have found MapDecal in the Urania Pack, but I have no idea as to if it still works. I will push things to the possible limit, won't I? Link to comment Share on other sites More sharing options...
Astrofox Posted June 2, 2016 Share Posted June 2, 2016 Surprisingly, the Urania Pack does work, as well as the MapDecal PQS mod, but little Phobos doesn't have the other sphere thing that used to be on it. Instead it is literally just a massive pillar that makes it look more like it was nearly destroyed by a black hole (or it became a nose). MapDecal (from Phobos). Spoiler MapDecal { enabled = true radius = 40000 position = -20000, 5000, -60000 // I suppose (X,Y,Z)? angle = 10 //angle or inclination heightMap = Sido_Urania_System/Phobos/Textures/Phobos_add.png // heightmap of the map decal. heightMapDeformity = 30000 //deformity of heightmap cullBlack = false //??? useAlphaHeightSmoothing = false //???? absolute = true //????? absoluteOffset = 20000 //?????? colorMap = Sido_Urania_System/Phobos/Textures/Phobos_add_color.png // Color Map of Map Decal smoothHeight = 0.4 //??????? smoothColor = 0.4 //???????? removeScatter = true // possibly removes ground scatter DEBUG_HighlightInclusion = false //????????? order = 1727 // I dunno } Yeah, I just copied the MapDecal info from Phobos (Sido's Urania Pack). I don't understand most of it. Link to comment Share on other sites More sharing options...
Kepler68 Posted June 2, 2016 Author Share Posted June 2, 2016 i know the feeling looking at this monster XD (there should be an emboli for that face) tomorrow ill mess around with kittopia and get some pics of what it does goodnight Link to comment Share on other sites More sharing options...
Kepler68 Posted June 2, 2016 Author Share Posted June 2, 2016 (edited) @Astrofox the testpqs works great Edited June 2, 2016 by Kepler68 Link to comment Share on other sites More sharing options...
Astrofox Posted June 3, 2016 Share Posted June 3, 2016 I wonder if @KillAshley has any of these types of PQS mods. Link to comment Share on other sites More sharing options...
KillAshley Posted June 3, 2016 Share Posted June 3, 2016 Just now, Astrofox said: I wonder if @KillAshley has any of these types of PQS mods. i have every PQSMod on file Link to comment Share on other sites More sharing options...
Astrofox Posted June 3, 2016 Share Posted June 3, 2016 @KillAshley, you actually have every PQS mod code on hand? Link to comment Share on other sites More sharing options...
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