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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]


Gameslinx

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Hey all! I have a community project. As I've spent a lot of time writing Science Definitions, it looks like it's going to take weeks. It would be really awesome if you could chip in a bit and add some Science Definitions if possible. Here's the link to the document and you all have permission to edit.

If, however, you are not responsible, I will block you from the document. Please be civilised, because this is extremely useful!

https://docs.google.com/document/d/1BoLUfe0VlH6Ixei7lYf2Prw6GUvsFIBAkNkSGwfSwUM/edit?usp=sharing

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Teaser:

mBt8QNr.jpg

Fume is getting a nice storm! Only problem I have right now is there are unwanted cyclones in the huge hurricane. In SpaceEngine (Which is how I exported this) I couldn't completely remove every single cyclone, and it's proving difficult to photoshop it. It's unlikely that the clouds will make it to Sunday's release, though!

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49 minutes ago, antonioltg said:

can we have a tracking station screenshot for the planets distances? 

Here you go sir!

Sq2RCcL.png

The asteroid icons is where Kerbin is.

Outermost planet is Quarta, then Flak. Olu'um is the inner purple circle inwards of Jool

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18 minutes ago, Gamel0rd1 said:

Here you go sir!

Sq2RCcL.png

The asteroid icons is where Kerbin is.

Outermost planet is Quarta, then Flak. Olu'um is the inner purple circle inwards of Jool

Thank you so much, i love this :)
Do you know if i can remove Outer Planets and use this mod instead without breaking the save file?

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12 minutes ago, antonioltg said:

Thank you so much, i love this :)
Do you know if i can remove Outer Planets and use this mod instead without breaking the save file?

Outer planets and this mod are completely independent. Removing outer planets should have no effect on your save file!

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19 hours ago, Gamel0rd1 said:

Outer planets and this mod are completely independent. Removing outer planets should have no effect on your save file!

Another question, what is the maximum distance from kerbol for the farthest planet?
Because i'm using RemoteTech with JX2Antenna and the maximum distance is 1000gm

P.S. Why don't you add more technical info in the first post?

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48 minutes ago, antonioltg said:

Another question, what is the maximum distance from kerbol for the farthest planet?
Because i'm using RemoteTech with JX2Antenna and the maximum distance is 1000gm

P.S. Why don't you add more technical info in the first post?

I probably should add some more detail.

Quarta, the furthest planet, is 190000000000m away from Kerbol

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I've updated the screenshots with more up-to-date phtotos.

Here's one of them! Sonus.

9Lipfmp.png

 

I've also done a complete Verex rework. It's not blurry anymore. I hope you guys don't mind too much about the file size, because the textures have to be 4096 x 2048 for good quality...

So if you're on a slow connection... Sorry!

Edited by Gamel0rd1
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31 minutes ago, Gamel0rd1 said:

I've updated the screenshots with more up-to-date phtotos.

Here's one of them! Sonus.

9Lipfmp.png

 

I've also done a complete Verex rework. It's not blurry anymore. I hope you guys don't mind too much about the file size, because the textures have to be 4096 x 2048 for good quality...

So if you're on a slow connection... Sorry!

I would lower those clouds on Sonus. They look like popping up off of the planet too strongly. Unless that's how you intended it.

Actually looking at it, they might be fine, but maybe your scatterer atmosphere is too low? I dunno. Looking good though

Edited by Galileo
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6 minutes ago, Galileo said:

I would lower those clouds on Sonus. They look like popping up off of the planet too strongly. Unless that's how you intended it.

Oh I see - not intended at all!

I'll do the same for scorch because the clouds there are quite high. Thank you :)

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1 minute ago, Galileo said:

Just for comparison and maybe for reference, here are my clouds on Gael. I will remove this picture in a few minutes as this is not my thread and I don't want to "advertise my mod" just right click and save if you want it for reference

 

That is just... Wow!

I think my main problem is my mountains are disproportionately high. I'm just bad at adding my own mountains/rivers and rely on perlin noise to generate some of them.

Sonus is probably a good planet for me to modify because it's quite plain and I'm going for the Kerbin look, yet I need to have mountains and plains, which I cannot draw by hand for my life!

I'll drop the clouds to 4500m

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15 minutes ago, Galileo said:

I think the highest cloud layer I have on Gael is set to 7000 in the EVE cfgs

EDIT: yep

7000 for cirrus clouds  

6000 for main clouds

 

Looks to me as if you hand draw your textures yourself. If you do, massive respect! It must take a very long time. It's usually 2-3 days for what I call a good planet for me, and I've made about 8 which I've completely scrapped

(If you're interested, Balos, Gula, Gulos, its moon, Huttos, Kia, and some others).

I'd love to spend longer making planets but when I began to hand draw my own...

Let's say they didn't come out great :wink:

Edited by Gamel0rd1
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On 14/3/2017 at 11:27 PM, Gamel0rd1 said:

Outer planets and this mod are completely independent. Removing outer planets should have no effect on your save file!

 

On 15/3/2017 at 7:01 AM, The White Guardian said:

Should be possible, as long as you don't have any spacecrafts in the systems of Sarnus, Urlum, Neidon and Plock. Eeloo will also syhift positions.

 Everything went fine, thanks

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Hey all! I've found an AWESOME way to layer different heightmaps on top of each other. In the long term this will decrease the file size of the mod whilst keeping it fresh!

8UznxUZ.png

 

The Sojovian Volcano is a prime example of what's coming on sunday, and only uses 34 KILOBYTES to do this!

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UPDATE: Adding more mountains to Sonus. They should hopefully be relatively to scale, and also look awesome. Here's one that I added. It's a grey rock jutting out of the ocean at the moment, but there are more like this on land.

pwoRrkl.jpg

unknown.png

unknown.png

Edited by Gamel0rd1
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15 minutes ago, antonioltg said:

Why don't you change the color of the water in the other planets far from the habitable zone? Like the hydrocarbon lakes on Titan.

That's a good idea! The only water colours I had changed was Olemut's and Fume's. I imagine Verex should get more orange-brown colours, but still some blue (it has oxygen after all!)

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18 minutes ago, JadeOfMaar said:

Upon this rock I shall build my house. -Somekinglycharacter

Mannnn this is good. :) 

Thank you!

I discovered I can add certain objects to the heightmap that require extra detail using a PQSMod. For future planets and moons especially I will generate a base layer using fractal noise (VertexHeightNoise) then add Decals on top. Basically this means I can have no heightmap and still have a good looking planet.

So for example the base layer will have a frequency of 24 to 48 iterations of Fractal Noise. On top of that, I will use a VertexHeightCurve2 PQSmod to add fractal noise layered over it to an extent to create a rocky terrain (for atmospheric planets I'll skip this). On top of that I can use the Decal PQSmod to add very detailed objects to the planet (instead of a 4096 x 2048 image with a tiny mountain taking up 4MB, I can have a higher detailed, 512 x 512 image which only takes up 1MB - that's 50kb when compressed!)

Mobile is messing stuff up. (@)The_White_Guardian - sorry for double tag - you may, if you don't already know, be interested in the PQSMod MapDecal

MapDecal is a PQSMod which essentially allows you to overlay a heightmap onto a heightmap seamlessly without having to mess about in Photoshop. If you use cullBlack = true, you can remove the black areas from the heightmap (black = transparent essentially) so it will merge completely seamlessly with surrounding terrain. You can also give it a colour map or just use colorBlend = 9 to map the underlying colour map to it.

In order to reduce file size significantly I will only need about 200kb worth of height map per planet because I can generate a lot of it with PQSmods and just add important decals. This also means I can have very detailed Easter eggs!

@The White Guardian

@The White Guardian

Edited by Gamel0rd1
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12 hours ago, Gamel0rd1 said:

Thank you!

I discovered I can add certain objects to the heightmap that require extra detail using a PQSMod. For future planets and moons especially I will generate a base layer using fractal noise (VertexHeightNoise) then add Decals on top. Basically this means I can have no heightmap and still have a good looking planet.

So for example the base layer will have a frequency of 24 to 48 iterations of Fractal Noise. On top of that, I will use a VertexHeightCurve2 PQSmod to add fractal noise layered over it to an extent to create a rocky terrain (for atmospheric planets I'll skip this). On top of that I can use the Decal PQSmod to add very detailed objects to the planet (instead of a 4096 x 2048 image with a tiny mountain taking up 4MB, I can have a higher detailed, 512 x 512 image which only takes up 1MB - that's 50kb when compressed!)

Mobile is messing stuff up. (@)The_White_Guardian - sorry for double tag - you may, if you don't already know, be interested in the PQSMod MapDecal

MapDecal is a PQSMod which essentially allows you to overlay a heightmap onto a heightmap seamlessly without having to mess about in Photoshop. If you use cullBlack = true, you can remove the black areas from the heightmap (black = transparent essentially) so it will merge completely seamlessly with surrounding terrain. You can also give it a colour map or just use colorBlend = 9 to map the underlying colour map to it.

In order to reduce file size significantly I will only need about 200kb worth of height map per planet because I can generate a lot of it with PQSmods and just add important decals. This also means I can have very detailed Easter eggs!

@The White Guardian

@The White Guardian

Nice! You may also be interested in the mew PQSMod added in the latest Kopernicus release - MeshScatter

Thomas' explanation:

On 15-3-2017 at 4:52 PM, Thomas P. said:

It is land control light. You can add one scatter type, using a "concentration-map" (white is much scatter, black is no scatter).

This means that you can create 'biomes' with custom scatters.

Edited by The White Guardian
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