Natokerbal Posted January 4, 2019 Share Posted January 4, 2019 10 hours ago, Nightside said: Background info: A height map is a 2D grayscale image used to represent or generate a 3D surface. The lowest elevations are represented as black and the highest as white with a continuum of grays in between representing intermediate elevations. In my canyon image above I used an actual elevation map of the grand canyon. The height map for this something like this: However, to get started you can use the height maps included with the mod. Step 1. Travel to your desired location. Use tools like Vessel Mover or HyperEdit to make this easier. Step 2. Press CRTL+ k to bring up the Kerbal Konstructs editor Step 3. Press the EDIT MAP DECALS button Step 4. Press the SPAWN NEW MAPDECAL button, the Mapdecal Editor window should appear. Step 5a. Click the HEIGHT MAP button and select a height map; 5b. Since you just want a flat area to build on, select the AllBlack height map. This map won't have any variation within, just smoothing at the edges so it matches surrounding terrain; 5c. Set parameters, RADIUS (try something like 2000 to 5000 depending on base size), ABSOLUTE OFFSET (this is altitude for the lowest part of your map decal, set it to approximately the existing ground level at your site) & HEIGHTMAPDEFORMITY (this is the difference in elevation between whites and blacks on the heightmap, since we are using an all black map this doesn't matter, but it is important for all other maps), these values are in meters. Press APPLY & SAVE, and inspect your work. You can changes and edits to your parameters and position then press APPLY & SAVE again. Post pics of what you make! Now how can I change terrain texture to the KSC green instead of dark green? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 4, 2019 Author Share Posted January 4, 2019 6 hours ago, Natokerbal said: Now how can I change terrain texture to the KSC green instead of dark green? Create a color map and a appropriate config for that map. Then select it as an additional color map in the pqs you created. There is a config example in the kerbal konstructs folder, it should be easy to adapt. Presse note, that textures should be square. Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 4, 2019 Share Posted January 4, 2019 23 hours ago, Ger_space said: I'm on Vacation, but I testet the last release on 1.6 and it worked for me. Please send me a logfile if you have issues. ok i will try one more time if he fails i will send you the logs (dropbox) Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 4, 2019 Share Posted January 4, 2019 and is broken , here are the logs:https://www.dropbox.com/sh/nzup5zzjk5jeztk/AADf71Jb88xPLVFApRjNg0PSa?dl=0 Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 4, 2019 Author Share Posted January 4, 2019 7 hours ago, tonimark said: and is broken , here are the logs:https://www.dropbox.com/sh/nzup5zzjk5jeztk/AADf71Jb88xPLVFApRjNg0PSa?dl=0 [WRN 14:58:58.042] KK: GetHeightMapByName: No HeightMap found with name: K-Slope And afterwards it crashed. The crashing is not good, but having some configs without that use some assets that no longer vailable is something not expected. I think the K-Slope came from Kerbin-Side Remastered, but I cannot find it in your install anymore. Maybe in the Kerbal-Konstructs\Newinstances Folder you have some old .cfg files, when you edited some Terrain. Quote Link to comment Share on other sites More sharing options...
OPBlue Posted January 4, 2019 Share Posted January 4, 2019 does Kerbin City work with the latest version? probably not because the dependency for it (which i forgot the name of) hasn't been updated. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 4, 2019 Author Share Posted January 4, 2019 22 minutes ago, OPBlue said: does Kerbin City work with the latest version? probably not because the dependency for it (which i forgot the name of) hasn't been updated. I don't think it will work directly. Someone made it work, but was not able to redistribute it, because of the license. Quote Link to comment Share on other sites More sharing options...
OPBlue Posted January 4, 2019 Share Posted January 4, 2019 oh, okay thanks. Quote Link to comment Share on other sites More sharing options...
OPBlue Posted January 4, 2019 Share Posted January 4, 2019 also i dont know if you will be able to help me with this but i was opening up ksp one day and it crashed when it loaded up the fuel tanks in the squad folder. but it ended with me deleting the folder in frustration and now i dont have MK2 or MK3 parts or most of the planes from steam. i think it wasnt a mod because i didnt download any mods before then without launching the game. i dont know how it happened but im so mad because most of the planes i build use MK2 parts and the MK2 parts i have from mods dont look good with standard MK2 cockpits. is there a way to get the folder for the MK2 fuel tanks back without deleting the game and reinstalling. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 4, 2019 Author Share Posted January 4, 2019 3 minutes ago, OPBlue said: also i dont know if you will be able to help me with this but i was opening up ksp one day and it crashed when it loaded up the fuel tanks in the squad folder. but it ended with me deleting the folder in frustration and now i dont have MK2 or MK3 parts or most of the planes from steam. i think it wasnt a mod because i didnt download any mods before then without launching the game. i dont know how it happened but im so mad because most of the planes i build use MK2 parts and the MK2 parts i have from mods dont look good with standard MK2 cockpits. is there a way to get the folder for the MK2 fuel tanks back without deleting the game and reinstalling. make a copy of the game and run the steam integry check. then copy everything modded back to the fixed folder Quote Link to comment Share on other sites More sharing options...
OPBlue Posted January 4, 2019 Share Posted January 4, 2019 (edited) i did what you said and it still crashed. and i forgot to mention it always crashed on rcs tanks. Edit: i deleted all sources of rcs tanks and it loaded Edited January 4, 2019 by OPBlue Quote Link to comment Share on other sites More sharing options...
Jeb-head-mug kerman Posted January 5, 2019 Share Posted January 5, 2019 Wait, what? You can edit the terrain? This is totally epic! Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted January 5, 2019 Share Posted January 5, 2019 15 hours ago, Ger_space said: I don't think it will work directly. Someone made it work, but was not able to redistribute it, because of the license. But then they converted it into a patch. There is also another patch for KC for 1.0.5, which still works. Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 5, 2019 Share Posted January 5, 2019 17 hours ago, Ger_space said: [WRN 14:58:58.042] KK: GetHeightMapByName: No HeightMap found with name: K-Slope And afterwards it crashed. The crashing is not good, but having some configs without that use some assets that no longer vailable is something not expected. I think the K-Slope came from Kerbin-Side Remastered, but I cannot find it in your install anymore. Maybe in the Kerbal-Konstructs\Newinstances Folder you have some old .cfg files, when you edited some Terrain. 4 I check the folder (Kerbal-Konstructs\Newinstances) and is empty.it should be an incompatibility with kerbin side remastered, its better idea to investigate it Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 5, 2019 Author Share Posted January 5, 2019 2 hours ago, tonimark said: I check the folder (Kerbal-Konstructs\Newinstances) and is empty.it should be an incompatibility with kerbin side remastered, its better idea to investigate it You only installed the Additional Airports packacke for Kerbin-Side Remastered without the Kerbin-Side Remastered mod. thats why its failing. You need also thi mod and it will load fine: https://github.com/Eskandare/KerbinSideRemastered/releases/tag/v0.90.1.1 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted January 5, 2019 Share Posted January 5, 2019 Hey, Is Kerbal Konstructs optimised for working on other planets? I have a launch site on a planet that I've made and launching a craft for the first time is stable, but after either reverting the flight or going outside of range of the launch area, the game will crash and result in a perpetual loading screen. Let me know if you need any specific files such as logs, as I have them on hand. Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 5, 2019 Share Posted January 5, 2019 @Ger_spacei found out that I didn't install the mod correctly I reinstall and now it works fine sorry anyway Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 5, 2019 Author Share Posted January 5, 2019 1 hour ago, tonimark said: @Ger_spacei found out that I didn't install the mod correctly I reinstall and now it works fine sorry anyway No worries, I'm happy it sorted out by itself. 1 hour ago, Gameslinx said: Hey, Is Kerbal Konstructs optimised for working on other planets? I have a launch site on a planet that I've made and launching a craft for the first time is stable, but after either reverting the flight or going outside of range of the launch area, the game will crash and result in a perpetual loading screen. Let me know if you need any specific files such as logs, as I have them on hand. Without logs is hard to see if it's a bug I need to replicate or something else. KK should be able to use offworld launchsites. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted January 6, 2019 Share Posted January 6, 2019 13 hours ago, Ger_space said: Without logs is hard to see if it's a bug I need to replicate or something else. KK should be able to use offworld launchsites. I fired up KSP to take some videos of the problem and upload my logs, but it seems like the issue was related to a certain craft rather than KK. So i think it's all fine, just that KSP didn't like the craft! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 7, 2019 Share Posted January 7, 2019 On 1/2/2019 at 6:10 PM, Nightside said: What are you trying to do? I may be able to answer soem questions too. I've had great success making cool terrain. One of these days I may get around to releasing something. Here are some pics I took last night of a canyon system I added in between the KSC and the eastern mtn range. More pics: What were your terrain settings? I did something similar with a hand-drawn canyon/river/mountain. The problem is that it only appears when you get to PQS, not scaledspace, so there's no sign of it from orbit. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 7, 2019 Author Share Posted January 7, 2019 (edited) 6 minutes ago, theonegalen said: What were your terrain settings? I did something similar with a hand-drawn canyon/river/mountain. The problem is that it only appears when you get to PQS, not scaledspace, so there's no sign of it from orbit. That's three limit of the system. To be visible from space you need kopernicus and alter the planet texture. That's beyond my knowledge how to do that. Edited January 7, 2019 by Ger_space Quote Link to comment Share on other sites More sharing options...
Nightside Posted January 7, 2019 Share Posted January 7, 2019 57 minutes ago, theonegalen said: What were your terrain settings? I did something similar with a hand-drawn canyon/river/mountain. The problem is that it only appears when you get to PQS, not scaledspace, so there's no sign of it from orbit. Which settings? The game visual/terrain settings are maxed and I have scattered in these pics. You could also edit the scaled space map, or you can find places on Kerbin with similar features and replace them with a high resolution height map. I haven’t been too concerned about it myself. It would be hard to get it to look right though. Maybe better to install a cloud pack and jus make the ground harder to see. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 8, 2019 Share Posted January 8, 2019 (edited) 21 hours ago, Nightside said: Which settings? The game visual/terrain settings are maxed and I have scattered in these pics. Ah, sorry, the KK MapDecal settings. Radius, offset, etc. Mine came out looking kind of blocky. Edited January 8, 2019 by theonegalen Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted January 9, 2019 Share Posted January 9, 2019 14 hours ago, theonegalen said: Ah, sorry, the KK MapDecal settings. Radius, offset, etc. Mine came out looking kind of blocky. Turn Cullblack off Quote Link to comment Share on other sites More sharing options...
Nightside Posted January 9, 2019 Share Posted January 9, 2019 18 hours ago, theonegalen said: Ah, sorry, the KK MapDecal settings. Radius, offset, etc. Mine came out looking kind of blocky. I've been working with maps about 60km in diameter, offset depends on your minimum elevation, and Deformity on the difference between the highest and lowest elevations. if you are near the coast you want to sink it a few dozen meters below sea level. If you want to get some OK resolution height maps of actual places on Earth check out https://terrain.party/ . It was made for some other game I've never played but works great for this. The resolution varies in different parts of the world (US tends to have very good 10m resolution) other places may only have lower resolution Shuttle Radar Topography Mission data. The terrain.party file is only about 1 - 2 MB so if you want higher resolution you may have to look into using a GIS program and processing proper elevation data yourself. Here is an example config. KK_MapDecal { Name = GC_1 CelestialBody = Kerbin Latitude = 36.1806350 Longitude = -111.9280125 Radius = 30000 HeightMapName = GC_1 ColorMapName = None RemoveScatter = False UseAlphaHeightSmoothing = True UseAbsolut = True AbsolutOffset = 2826 CullBlack = False HeightMapDeformity = 2132 SmoothColor = 1 SmoothHeight = 0.125 Angle = 0 Order = 100011 } Quote Link to comment Share on other sites More sharing options...
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