Invader_guy Posted March 31, 2017 Share Posted March 31, 2017 I'm having a problem where the ocean in my planet appears below the ground, could someone please tell me what value do I need to edit to change that? also, how do I make it so the ocean is visible in map view too? I managed to do it before by editing random values but now I can't reproduce it. sorry if these are dumb questions but I haven't found much information on how to edit this things Quote Link to comment Share on other sites More sharing options...
amarius1 Posted March 31, 2017 Share Posted March 31, 2017 On 11/5/2016 at 5:43 PM, Sigma88 said: just make it smaller than a pixel that way you would have to not include Hello everyone! So recently, an user has been getting a quite strange bug on my ringed planets in Kerbol Origins: rings appear behind the planet at some altitudes. Album: Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted March 31, 2017 Share Posted March 31, 2017 15 hours ago, Invader_guy said: I'm having a problem where the ocean in my planet appears below the ground In the PQS Mods part of your config, under 'VertexHeightMap' add 'offset = -<integer>. For example: offset = -1000 will drop the terrain 1000m downwards Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted March 31, 2017 Share Posted March 31, 2017 50 minutes ago, amarius1 said: Hello everyone! So recently, an user has been getting a quite strange bug on my ringed planets in Kerbol Origins: rings appear behind the planet at some altitudes. Album: Rings are a scaledspace object. PQS always draws on top of Scaledspace. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted March 31, 2017 Share Posted March 31, 2017 (edited) 54 minutes ago, GregroxMun said: Rings are a scaledspace object. PQS always draws on top of Scaledspace. That's something I've never actually though of but seems quite logical now you've mentioned it. So you should always make sure your PQS fade in point starts at an altitude that is inside the inner ring boundary? EDIT: I guess this is why rings on small planets would be hard to get around this issue but rings on small bodies aren't a good idea anyway. Edited March 31, 2017 by Poodmund Quote Link to comment Share on other sites More sharing options...
Galileo Posted March 31, 2017 Share Posted March 31, 2017 Just now, Poodmund said: That's something I've never actually though of but seems quite logical now you've mentioned it. So you should always make sure your PQS fade in point starts at an altitude that is inside the inner ring boundary? Yes, absolutely. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted March 31, 2017 Share Posted March 31, 2017 @Thomas P. apologies if you've already answered this and I forgot, but can users tweak/add PQSCity yet? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted April 1, 2017 Share Posted April 1, 2017 @Thomas P. what material options are available for terrain scatters that allow transparency? I've found that the shader that works best for what I am trying to do is KSP/Alpha/Translucent in Unity. I'm wondering what the best option for terrain scatters would be. Quote Link to comment Share on other sites More sharing options...
amarius1 Posted April 1, 2017 Share Posted April 1, 2017 21 hours ago, Poodmund said: That's something I've never actually though of but seems quite logical now you've mentioned it. So you should always make sure your PQS fade in point starts at an altitude that is inside the inner ring boundary? EDIT: I guess this is why rings on small planets would be hard to get around this issue but rings on small bodies aren't a good idea anyway. OK thanks. I will rectify the issue soon Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted April 1, 2017 Share Posted April 1, 2017 Also, (I would tag a dev here but I have no idea who to ask this) does anyone know how SQUAD made that signal on Duna? A yet unknown PQSMod? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted April 1, 2017 Share Posted April 1, 2017 3 hours ago, The White Guardian said: Also, (I would tag a dev here but I have no idea who to ask this) does anyone know how SQUAD made that signal on Duna? A yet unknown PQSMod? Which signal? Quote Link to comment Share on other sites More sharing options...
daniel l. Posted April 1, 2017 Share Posted April 1, 2017 37 minutes ago, Sigma88 said: Which signal? It was an old easter egg. Basically if you found this place on Dune. You would hear a mysterious signal pointing you to Ike, it would lead you to the magic boulder. This was a holdover from @NovaSilisko's original plans for giving KSP lore. Namely the presence of an unmarked easter egg planet somewhere in the solar system (Which never came to be.) apparently the other devs laughed at him when he made the original suggestion. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted April 1, 2017 Share Posted April 1, 2017 25 minutes ago, daniel l. said: It was an old easter egg. Basically if you found this place on Dune. You would hear a mysterious signal pointing you to Ike, it would lead you to the magic boulder. This was a holdover from @NovaSilisko's original plans for giving KSP lore. Namely the presence of an unmarked easter egg planet somewhere in the solar system (Which never came to be.) apparently the other devs laughed at him when he made the original suggestion. oh, I never heard that. I rarely play with the sound on Quote Link to comment Share on other sites More sharing options...
daniel l. Posted April 1, 2017 Share Posted April 1, 2017 Just now, Sigma88 said: oh, I never heard that. I rarely play with the sound on It wouldn't matter anyway. Since @NovaSilisko left @SQUAD his easter eggs have gone unmaintained and no longer function. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted April 2, 2017 Share Posted April 2, 2017 I would like to use this tool to make a planet that looks identical to Kerbin (since this is the first time I will have ever modded) but it includes an atmosphere identical to eve. Once I get the info I need and put it into a notepad, what kopernicus folder do I put it in? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted April 2, 2017 Share Posted April 2, 2017 9 minutes ago, nascarlaser1 said: kopernicus folder do I put it in? You don't. You create a root folder for your mod. It'll save you a lot of frustration if you'd study the process first: Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted April 2, 2017 Share Posted April 2, 2017 42 minutes ago, The White Guardian said: You don't. You create a root folder for your mod. It'll save you a lot of frustration if you'd study the process first: oh ok thxs. Quote Link to comment Share on other sites More sharing options...
AlbertKermin Posted April 2, 2017 Share Posted April 2, 2017 I've been wondering something for a while- could Kopernicus be used to create different altitude-based biomes (similar to how we have InSpaceHigh and InSpaceLow) below sea level on Kerbin? I think it'd be really neat to have separate sets of science results for the epipelagic, mesopelagic, and bathypelagic zones. Probably a impractically difficult idea, I know, but I can't help but be curious. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 4, 2017 Share Posted April 4, 2017 I fixed the issue with the new ring shader not appearing on certain bodies. I made a pull request to the Kopernicus repo, and meanwhile you can download the fix here: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w Quote Link to comment Share on other sites More sharing options...
Invader_guy Posted April 4, 2017 Share Posted April 4, 2017 (edited) Spoiler Space view Ground View I Made a planet using Duna as a template and now I can't but Now I don't know how to change it's color while up close, it's still red in parts where it should be more grey/black instead. Edited April 4, 2017 by Invader_guy sent before finishing oops Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted April 5, 2017 Share Posted April 5, 2017 (edited) 20 hours ago, blackrack said: I fixed the issue with the new ring shader not appearing on certain bodies. I probably did something wrong but this did not work for me. Besides Jool rings from SVE, I also have rings around Kronkus, and the 2 OPM gas giants. I added the following to the Kronkus cfg and Sarnus (it is already included in the Jool ring cfg): unlit = false useNewShader = true penumbraMultipler = 10.0 The result is Jool works perfect. Kronkus has the ring shadow but the ring texture is a solid ring. Sarnus has no ring. Edited April 5, 2017 by Red Shirt Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 5, 2017 Share Posted April 5, 2017 9 minutes ago, Red Shirt said: I probably did something wrong but this did not work for me. Besides Jool rings from SVE, I also have rings around Kronkus, and the 2 OPM gas giants. I added the following to the Kronkus cfg and Sarnus (it is already included in the Jool ring cfg): unlit = false useNewShader = true penumbraMultipler = 10.0 The result is Jool works perfect. Kronkus has the ring shadow but the ring texture is a solid ring. Sarnus has no ring. Did anything at all change between the .dll I posted above and the previous version? Quote Link to comment Share on other sites More sharing options...
Galileo Posted April 5, 2017 Share Posted April 5, 2017 15 minutes ago, Red Shirt said: I probably did something wrong but this did not work for me. Besides Jool rings from SVE, I also have rings around Kronkus, and the 2 OPM gas giants. I added the following to the Kronkus cfg and Sarnus (it is already included in the Jool ring cfg): unlit = false useNewShader = true penumbraMultipler = 10.0 The result is Jool works perfect. Kronkus has the ring shadow but the ring texture is a solid ring. Sarnus has no ring. Solid ring typically means the texture is missing or the directory is bad. Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted April 5, 2017 Share Posted April 5, 2017 Just now, blackrack said: Did anything at all change between the .dll I posted above and the previous version? Yes. Adding the cfg line changes without the new dll reduced Kronkus ring to a solid while no ring on Sarnus. With the new dllI I have ring shadow on Kronkus, however Sarnus ring is gone. The only cfg lines I touched was to change ublit to false and paste in the other two lines. Hope this helps 1 minute ago, Galileo said: Solid ring typically means the texture is missing or the directory is bad Ring looks fine without the cfg change. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 5, 2017 Share Posted April 5, 2017 (edited) 9 minutes ago, Red Shirt said: Yes. Adding the cfg line changes without the new dll reduced Kronkus ring to a solid while no ring on Sarnus. With the new dllI I have ring shadow on Kronkus, however Sarnus ring is gone. The only cfg lines I touched was to change ublit to false and paste in the other two lines. Hope this helps Ring shadow shouldn't be affected. Where did you put the .dll? Alternatively just give me which mod adds Kronkus and let me check it out. Edited: nvm the mod is kronkus but what kind of planet is this http://i.imgur.com/75iYR2F.png Edited April 5, 2017 by blackrack Quote Link to comment Share on other sites More sharing options...
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