Astrofox Posted May 28, 2016 Share Posted May 28, 2016 (edited) @Thomas P. how do you use the VertexVoronoi PQS mod? EDIT: Yay! Second Page! Edited May 28, 2016 by Astrofox Quote Link to comment Share on other sites More sharing options...
WolfyDoo Posted May 29, 2016 Share Posted May 29, 2016 Does somebody on the forums have a solution on black spots on your planet texture? Quote Link to comment Share on other sites More sharing options...
CaptRobau Posted May 29, 2016 Share Posted May 29, 2016 10 hours ago, Astrofox said: @Thomas P. how do you use the VertexVoronoi PQS mod? EDIT: Yay! Second Page! I can answer that. It can help you generate Voronoi tessalated terrain. At max use it can look something like this, but you can go for a more subtle use too. Here's an example from my version of Eeloo in OPM: VertexVoronoi { deformation = 250 displacement = 0.00499999988824129 enableDistance = True frequency = 40 seed = 56457563 order = 23 enabled = True } deformation: the amount (in meters) that the PQSMod can change the terrain. So higher means deeper valleys/steeper walls, lower means the opposite. displacement: you want to keep this low if you want smooth transitions. High numbers give hard edged voronoi. enableDistance: if you want the effect of the voronoi to be pronounced you set this to true. frequency: how many voronoi are made. The higher, the more voronoi cells you get. So keep it low to get a few large voronoi and high to get many smaller ones. seed: just put a random number here. If it looks good, leave it otherwise pick another one. This is just a way to randomize it. order: the order number which you fill in here depends on the planet you're making. You'll probably will want it higher than any SimplexHeight(Absolute) or HeightMap PQS mods. But if you add say procedural craters (the PQSMod VoronoiCraters) you'll probably want your VertexVoronoi lower in order than that PQSMod. enabled: True or false. This should speak for itself Hope this helps. I suggest using KittopiaTech to experiment with the values. Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 So, I've made a nice little moon, and I've got the right PQS stuff I want, but the height based color map isn't working because the only texture generated is only one color, and it just covers the moon in that one color. I don't know what I'm doing wrong. Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted May 29, 2016 Author Share Posted May 29, 2016 Just now, Astrofox said: So, I've made a nice little moon, and I've got the right PQS stuff I want, but the height based color map isn't working because the only texture generated is only one color, and it just covers the moon in that one color. I don't know what I'm doing wrong. Even though I have no config from you and should ignore you: I bet that you have used absolute values instead of relative values (0-1) in the height stuff. Config would be nice though. Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 And how would I do that? (I will have configs up in a little bit) Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted May 29, 2016 Author Share Posted May 29, 2016 Well in the heightStart / heightEnd values, you don't use absolute values but values between 0 and 1. 0 represents the lowest point of your planet, and 1 the highest one. Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 (edited) Here is the config Woln (Perpas_Muns) I see altitudeStart and altitudeEnd, but not heightStart and heightEnd. Edited May 29, 2016 by Astrofox Quote Link to comment Share on other sites More sharing options...
Thomas P. Posted May 29, 2016 Author Share Posted May 29, 2016 1 minute ago, Astrofox said: Here is the config Woln (Perpas_Muns) I see altitudeStart and altitudeEnd, but not heightStart and heightEnd. Yeah thats it, I just didn't remember the exact names Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 Okay, I will test that out now. Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 (edited) @Thomas P. It did not work. Edited May 29, 2016 by Astrofox Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 Anyone? Quote Link to comment Share on other sites More sharing options...
CaptRobau Posted May 29, 2016 Share Posted May 29, 2016 I suggest using KittopiaTech to visualize the process. I always go with very bright colors at first (red, green, blue, etc.) and some basic numbers: 0.33 or 0.66. Then if it's a mix of colors I know I'm close. If it's just one color (for example the highest class) then I know I need to go down with my numbers. Only takes a few tries to get where you want it. After that you can add in the actual colors in your cfg. Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 29, 2016 Share Posted May 29, 2016 (edited) What do you mean by lower your numbers? Also, have you seen the config? Edited May 29, 2016 by Astrofox Quote Link to comment Share on other sites More sharing options...
Andem Posted May 30, 2016 Share Posted May 30, 2016 (edited) New thread? Ok, didn't see that coming. --EDIT-- Sorry, just read the OP. Nevermind. Edited May 30, 2016 by Andem Quote Link to comment Share on other sites More sharing options...
Planetace Posted May 30, 2016 Share Posted May 30, 2016 1.0.5, but it says 1.1.2- oh wait.... oooohhh wait, 1.0.5 is the update of THIS mod, not what version of KSP its available on... XD Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 30, 2016 Share Posted May 30, 2016 Say, is there a way to use VertexRidgedAltitudeCurve PQS mod? BTW, is there a full list of PQS mods out there that have a sample code for each mod? Quote Link to comment Share on other sites More sharing options...
Kepler68 Posted May 30, 2016 Share Posted May 30, 2016 congrats on modding monday! (its about time ) Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 31, 2016 Share Posted May 31, 2016 @CaptRobau @Thomas P., is there a thread dedicated to sample codes on Kopernicus PQS mods? Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 31, 2016 Share Posted May 31, 2016 (edited) 11 hours ago, Astrofox said: @CaptRobau @Thomas P., is there a thread dedicated to sample codes on Kopernicus PQS mods? no there isn't you can, however actually try looking at the Github for Kopernicus, which contains all data for every PQSMod available by default; https://github.com/Kopernicus/Kopernicus/tree/master/Kopernicus/Kopernicus/Configuration/ModLoader Edited May 31, 2016 by KillAshley Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 31, 2016 Share Posted May 31, 2016 3 hours ago, KillAshley said: no there isn't you can, however actually try looking at the Github for Kopernicus, which contains all data for every PQSMod available by default; https://github.com/Kopernicus/Kopernicus/tree/master/Kopernicus/Kopernicus/Configuration/ModLoader I've seen that page before, but I have no idea as to how the overall code translates into useable code for planet configs. Quote Link to comment Share on other sites More sharing options...
Kepler68 Posted May 31, 2016 Share Posted May 31, 2016 (edited) 2 hours ago, Astrofox said: I've seen that page before, but I have no idea as to how the overall code translates into useable code for planet configs. It should however give us a list of mods Kopernicus will accept, so what we could do is try to make a thread or a wiki with examples of what they do. Like just testing them on a blank sphere. This would fill in this gap in information! come on kerbonauts, let's do this (though I would like to know what PQS stands for ) Edited May 31, 2016 by Kepler68 Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted May 31, 2016 Share Posted May 31, 2016 Grats on Modding Monday (rather post it here than there). Quote Link to comment Share on other sites More sharing options...
KillAshley Posted May 31, 2016 Share Posted May 31, 2016 2 hours ago, Astrofox said: I've seen that page before, but I have no idea as to how the overall code translates into useable code for planet configs. 26 minutes ago, Kepler68 said: It should however give us a list of mods Kopernicus will accept, so what we could do is try to make a thread or a wiki with examples of what they do. Like just testing them on a blank sphere. This would fill in this gap in information! come on kerbonauts, let's do this (though I would like to know what PQS stands for ) The .cs file themselves are pretty easy to read, I have never actually learnt/been taught any programming language before and I can find the value names easily enough. Try having a look for yourself, it'll tell you the name of each value you can input, whether it's numerical, a filepath, etc. and even if theres sub-wrappers you can input. Theres also a pretty easy way to find out what each value does too, which is kittopia. also @Kepler68 PQS means Procedural Quad Sphere. You can learn how it all works in this unity engine video by SQUAD; https://youtu.be/mXTxQko-JH0?t=30m49s Quote Link to comment Share on other sites More sharing options...
Astrofox Posted May 31, 2016 Share Posted May 31, 2016 Say, is there a way to reverse the rotation of a planet using Kopernicus? Quote Link to comment Share on other sites More sharing options...
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