cyberKerb Posted January 26, 2019 Share Posted January 26, 2019 (edited) Thanks @Gordon Fecyk I'll finish up playing with the BIome remake and get some opinions on where best to be there equivalent. I'll probably post a few most question in the Kopernicus thread while I'm at it to get a better handle on how KSP reads the map file. In case you have the ability to change the current download version: you want want to change these items: Dune Plains = RGBA(152,51,0,255) = On map wrongCFG, needs to be RGBA(153,51,0,255) Dark Spots = RGBA(102,102,204,255) = Not on Map (Should be purple-ish, but there is none on the current .PNG) Canyon = RGBA(255,255,0,255)= On map wrongCFG, needs to be RGBA(255,255,51,255) BTW - Thanks @BlackHat for the suggestion. I reviewed the cfg and the biome map and there wasn't anything new from what I've seen in the DunaResoration mod that would help with the biome boundaries. Edited January 27, 2019 by wile1411 Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 29, 2019 Share Posted January 29, 2019 (edited) Okie Dokie - here's a first draft to incorporate the 1.61 biomes over the old 0.17 Duna map. I used the same colors for the same features for ease of comparison. Feedback welcomed oldDuna.cfg file with modified Biome section @Kopernicus:FOR[DRP] { @Body[Duna] { @Template { removePQSMods = VertexSimplexNoiseColor,VertexHeightNoiseVertHeightCurve2,VertexHeightNoiseVertHeightCurve2,VertexHeightNoiseVertHeightCurve2,VertexSimplexHeightAbsolute } Debug { exportMesh = true update = true } @Properties { displayName = #autoLOC_910045 //Duna biomeMap = DunaRestorationProject/PluginData/Duna_Biomes.png Biomes { Biome { color = RGBA(255,255,255,255) name = Poles displayName = #autoLOC_6002071 } Biome { color = RGBA(148,18,11,255) name = Northern Shelf displayName = #autoLOC_6002060 } Biome { color = RGBA(183,101,1,255) name = Craters displayName = #autoLOC_6002016 } Biome { color = RGBA(153,68,0,255) name = Eastern Canyon displayName = #autoLOC_6002023 } Biome { color = RGBA(233,106,49,255) name = Lowlands displayName = #autoLOC_6002044 } Biome { color = RGBA(187,88,9,255) name = Midland Canyon displayName = #autoLOC_6002046 } Biome { color = RGBA(181,41,34,255) name = Northeast Basin displayName = #autoLOC_6002055 } Biome { color = RGBA(111,49,0,255) name = Western Canyon displayName = #autoLOC_6002091 } Biome { color = RGBA(255,170,131,255) name = Highlands displayName = #autoLOC_6002038 } Biome { color = RGBA(255,145,2,255) name = Midland Sea displayName = #autoLOC_6002048 } //craters Biome { color = RGBA(252,140,89,255) name = Midlands displayName = #autoLOC_6002049 } Biome { color = RGBA(210,74,67,255) name = Southern Basin displayName = #autoLOC_6002080 } Biome { color = RGBA(190,190,190,255) name = Polar Craters displayName = #autoLOC_6002068 } Biome { color = RGBA(230,230,230,255) name = Polar Highlands displayName = #autoLOC_6002069 } } } @ScaledVersion { Material { texture = DunaRestorationProject/PluginData/Duna_Color.png normals = DunaRestorationProject/PluginData/Duna_Normal.png } } @Atmosphere { LightColor = 0.526,0.672,0.8,1 } @PQS { Material { saturation = 1 contrast = 2 tintColor = 1,1,1,0 powerNear = 0.58 powerFar = 0.58 groundTexStart = 0 groundTexEnd = 1000 steepPower = 2 steepTexStart = 0 steepTexEnd = 50000 steepTex = BUILTIN/red_cliff steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = BUILTIN/RockyGround2 steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepNearTiling = 4000 steepTiling = 50 lowTex = BUILTIN/RockyGround lowTexScale = 1,1 lowTexOffset = 0,0 lowBumpMap = BUILTIN/RockyGround2 lowBumpMapScale = 1,1 lowBumpMapOffset = 0,0 lowNearTiling = 2000 lowMultiFactor = 10 lowBumpNearTiling = 2000 lowBumpFarTiling = 10 midTex = BUILTIN/RockyGround midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = BUILTIN/RockyGround2 midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midNearTiling = 4000 midMultiFactor = 10 midBumpNearTiling = 8000 midBumpFarTiling = 10 highTex = BUILTIN/SandyGround highTexScale = 1,1 highTexOffset = 0,0 highBumpMap = BUILTIN/SandyGround highBumpMapScale = 1,1 highBumpMapOffset = 0,0 highNearTiling = 4000 highMultiFactor = 10 highBumpNearTiling = 4000 highBumpFarTiling = 10 lowStart = 0 lowEnd = 0.3 highStart = 0.8 highEnd = 1 globalDensity = -8E-06 fogColorRamp = BUILTIN/desert_atmogradient fogColorRampScale = 1,1 fogColorRampOffset = 0,0 planetOpacity = 1 } FallbackMaterial { saturation = 1 contrast = 1.55 tintColor = 1,1,1,0 texTiling = 1000 texPower = 0.3 multiPower = 0.3 groundTexStart = 20000 groundTexEnd = 60000 multiFactor = 0.5 mainTex = BUILTIN/SandyGround mainTexScale = 1,1 mainTexOffset = 0,0 planetOpacity = 0 } Mods { VertexHeightMap { map = DunaRestorationProject/PluginData/old_desertplanet_height.png deformity = 2500 } VertexColorMapBlend { map = DunaRestorationProject/PluginData/old_duna_coloraddition.png blend = 0.5 order = 9999992 } LandControl { vHeightMax = 3500 } VertexHeightNoiseVertHeight { name = VHNVH-1 noiseType = RidgedMultifractal deformity = 1700 seed = 3475645 frequency = 18 lacunarity = 1.5 persistance = 0.7 octaves = 6 mode = Low heightStart = 0.2 heightEnd = 1 order = 20 } VertexSimplexHeight { seed = 843839459 deformity = 2500 octaves = 4 persistence = 0.899999976158142 frequency = 1 order = 21 } VertexSimplexHeightAbsolute { name = VSHA-1 seed = 23893455 deformity = 200 octaves = 8 persistence = 0.6 frequency = 24 order = 22 } VertexSimplexHeightAbsolute { name = VSHA-1 seed = 234556065 deformity = 200 octaves = 4 persistence = 0.6 frequency = 16 order = 9999993 } VertexHeightNoiseVertHeight { name = VHNVH-2 noiseType = RidgedMultifractal deformity = 40 seed = 3475645 frequency = 320 lacunarity = 1.5 persistance = 0.7 octaves = 4 mode = Low heightStart = 0.2 heightEnd = 1 order = 20 } } } } } Revised Duna_Biomes.png file (click image for full size file): Direct Link Edited January 30, 2019 by wile1411 Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 30, 2019 Share Posted January 30, 2019 14 hours ago, wile1411 said: incorporate the 1.61 biomes over the old 0.17 Duna map. I used the same colors for the same features for ease of comparison. If that's the case, could I use the Biomes{} section from Stock Duna? This map showcases how beautiful the pre-0.21 Duna is on the inside. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 30, 2019 Share Posted January 30, 2019 (edited) 5 hours ago, Gordon Fecyk said: If that's the case, could I use the Biomes{} section from Stock Duna? This map showcases how beautiful the pre-0.21 Duna is on the inside. I should work, but I've manually set the color based on the kittopia dumps here. I wasn't able to get the kittopia biome color config to work in the current version of Kopernicus. eg: name = Northern Basin color = 0.709803939,0.160784319,0.13333334,1 So I set them through the color picker tool. Eg: name = Northeast Basin color = RGBA(181,41,34,255) Note: I've learnt through trial and error that the order they the biomes are loaded make a difference with regards to the intermediate biomes appearing between boundaries. Note2: kittopia dump lists the "Northeast basin" as "Northern Basin". I got the Northeast basin from the localisation file in KSP 1.61 Comparison of all three maps: OLD DRP (1024x512) VVVV Redone DRP (4096x2048) VVVVStock from Kittopia (4096x2048) VVVV Edited January 30, 2019 by wile1411 Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted January 30, 2019 Share Posted January 30, 2019 @wile1411 Does the biome map need to be 4k x 2k? While KSP is 64-bit, I'm thinking about those lovely garbage collection pauses that still happen. If it does, then that's OK. I'd like to incorporate this map into Alien Space Programs' version of Restored Duna, with attribution. Is there a license? Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 31, 2019 Share Posted January 31, 2019 (edited) 8 hours ago, Gordon Fecyk said: @wile1411 Does the biome map need to be 4k x 2k? While KSP is 64-bit, I'm thinking about those lovely garbage collection pauses that still happen. If it does, then that's OK. I'd like to incorporate this map into Alien Space Programs' version of Restored Duna, with attribution. Is there a license? Licence for the code and biome map I posted would be 'WTFPL' - go nuts. If you want to resize it, no prob. I've not tried higher than 4096px width, but I know it'll work with that or lower, but the "inbetween" biomes show up stronger at lower resolution. So to properly answer you're question... no - it's doesn't have to and would work fine with the 1024px width file. However, it would be a better user experience with something higher. Edited January 31, 2019 by wile1411 Quote Link to comment Share on other sites More sharing options...
SuppaTenko Posted April 4, 2019 Share Posted April 4, 2019 Great mod. I really like old Duna. Also, thank you for biomes config and map. Quote Link to comment Share on other sites More sharing options...
Tabris Posted June 29, 2019 Share Posted June 29, 2019 sorry for the Necro. is there any way of updating the CKAN listing to current KSP or Kopernicus version? Quote Link to comment Share on other sites More sharing options...
lajoswinkler Posted September 12, 2019 Share Posted September 12, 2019 I'd just like to say I'm still eager to use this. Hopefully the official texture revamp of KSP will consider it. Duna is so ugly now. Quote Link to comment Share on other sites More sharing options...
Rocket-Propelled Cat Posted March 1 Share Posted March 1 I know this mod is old, tried it with current Kopernicus but didn't have any luck. Is this mod dead or there is a newer version somewhere else? Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted March 2 Share Posted March 2 15 hours ago, Rocket-Propelled Cat said: I know this mod is old, tried it with current Kopernicus but didn't have any luck. Is this mod dead or there is a newer version somewhere else? This is probably dead. Quote Link to comment Share on other sites More sharing options...
Rocket-Propelled Cat Posted March 2 Share Posted March 2 Tried running this mod again after removing some other mods that could cause Kopernicus to not load, and... It works! So I confirm that this mod still works in the current version of the game with current Kopernicus (1.12.1-223) Quote Link to comment Share on other sites More sharing options...
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