Planetace Posted May 1, 2017 Share Posted May 1, 2017 2 minutes ago, The White Guardian said: "Patience, Zip. This wil be a long trip otherwise." In all seriousness, patience amigo. Especially if your last post was only 15 minutes earlier. Either way, did you add the PQS itself? Without a PQS the PQSMods won't do anything either. Add this. PQS { materialType = AtmosphericOptimized Mods { } } I'm using the RSS Jupiter for testing purposes. So it already has PQS. Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 2, 2017 Share Posted May 2, 2017 (edited) Hello guys ! I want to change the ground colors of planets. So to do that, I've edited the landClasses with something like this: landClasses { Class { alterApparentHeight = 0 alterRealHeight = 0 color = 0.3835821,0.29938071,0.16772109,1 ... ... ... ... ... } } But when I launch the game, nothing hapen on ground in question. Then, if I open the KittopiaTech UI, I see my settings are fine there and if I click on Rebuild Sphere my ground color appears. My question is: Is there a way to do that without use the "Rebuild Sphere" of KittopiaTech? And if yes, what I must to do? Edited May 2, 2017 by Vandest Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 2, 2017 Share Posted May 2, 2017 (edited) On 12/29/2016 at 10:35 PM, blackrack said: Hello everyone, I'm releasing a first version of the ring shader I don't know if this has to do with the shader, but since the issue doesn't come up with the standard kopernicus shader I guess it might: basically, when loading a texture, the old shader reads the diagonal (either topleft>bottomright or bottomlefto>topright) this means that the old shader works with both horizontal and vertical ring textures from what I've heard with the new shader it is necessary to use horizontal textures, but most planet packs right now use vertical textures for rings do you think it would be possible to make your new shader work with both types of textures? it's not a big deal, but it would allow to add backward compatibility to all the planet packs 8 hours ago, Vandest said: And if yes, what I must to do? could you please post the whole cfg you are using and the modulemanager.cachefile or whatever it's called, so that we can look what you actually did? (please upload the files, don't paste their content directly on the forum) Edited May 2, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 2, 2017 Share Posted May 2, 2017 7 hours ago, Sigma88 said: I don't know if this has to do with the shader, but since the issue doesn't come up with the standard kopernicus shader I guess it might: basically, when loading a texture, the old shader reads the diagonal (either topleft>bottomright or bottomlefto>topright) this means that the old shader works with both horizontal and vertical ring textures from what I've heard with the new shader it is necessary to use horizontal textures, but most planet packs right now use vertical textures for rings do you think it would be possible to make your new shader work with both types of textures? it's not a big deal, but it would allow to add backward compatibility to all the planet packs could you please post the whole cfg you are using and the modulemanager.cachefile or whatever it's called, so that we can look what you actually did? (please upload the files, don't paste their content directly on the forum) I didn't even realize the old shader read the diagonal, I'll take care of it. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 2, 2017 Share Posted May 2, 2017 (edited) 1 hour ago, blackrack said: I didn't even realize the old shader read the diagonal, I'll take care of it. it's pretty easy to miss, most textures are basically very narrow rectangles I noticed it because I tried to load a square texture once with a checkerboard patter full of different colors, and noticed how only the colors on the diagonal were featured It was a decent time ago, but I doubt rings have changed since then if you think about it, it's a very smart way to read the texture, because it allows you to read both vertical and horizontal textures Edited May 2, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 2, 2017 Share Posted May 2, 2017 (edited) First, thank you @Sigma88 to reply to me. Second, here are the files you asked for: VAO_settings.cfg and ModuleManager.ConfigCache I've only make color change to Duna at Badlands and Craters. You'll see that I use a config file I've made that is a mix with SVE and KSPRC, I hope nobody will be offend, this is only for my game and my tests... Edited May 2, 2017 by Vandest Quote Link to comment Share on other sites More sharing options...
Planetace Posted May 3, 2017 Share Posted May 3, 2017 Guys, how do you rename Kerbol like in GPP? After that, how do you make a kerbol clone and reroute all of the kerbol system to the kerbol clone? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 3, 2017 Share Posted May 3, 2017 22 hours ago, Vandest said: First, thank you @Sigma88 to reply to me. Second, here are the files you asked for: VAO_settings.cfg and ModuleManager.ConfigCache I've only make color change to Duna at Badlands and Craters. You'll see that I use a config file I've made that is a mix with SVE and KSPRC, I hope nobody will be offend, this is only for my game and my tests... ok, so in the cfg there are these lines: 1- Material { texture = VisualAspectOverhaul/KSPRC/PluginData/dwarfplanet100.dds normals = VisualAspectOverhaul/KSPRC/PluginData/dwarfplanet101.dds } from far away (ScaledSpace) the planet will look like in this texture: VisualAspectOverhaul/KSPRC/PluginData/dwarfplanet100.dds if that texture does not have the color you want, it means you need to change it's color 2- VertexColorMap { map = VisualAspectOverhaul/KSPRC/PluginData/dwarfplanet100.dds order = 9999982 } this PQSMod applies the colors from the texture mentioned before onto the planet upclose so once you change the color of the texture everything should be ok Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 4, 2017 Share Posted May 4, 2017 Thank you @Sigma88 for taking the time to look in my files! I did what you told me, and made a new dds file for VertexColorMap with colors I like. And it work in game. Thank you, you've solved my problem. Now that I know how to change the biome colors with the vertex color, I've a question: What's the color section in "landClasses" for? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 4, 2017 Share Posted May 4, 2017 6 hours ago, Vandest said: Thank you @Sigma88 for taking the time to look in my files! I did what you told me, and made a new dds file for VertexColorMap with colors I like. And it work in game. Thank you, you've solved my problem. Now that I know how to change the biome colors with the vertex color, I've a question: What's the color section in "landClasses" for? it's for coloring the terrain, but in your case the vertexcolormap is covering those colors (I suppose) Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 4, 2017 Share Posted May 4, 2017 13 hours ago, Sigma88 said: it's for coloring the terrain, but in your case the vertexcolormap is covering those colors (I suppose) That's I heard but it doesn't work without a "Rebuild Sphere" of KittopiaTech(and some times, it doesn't work at all. It's weird). Maybe the vertexcolormap takes precedence over the color section in "landClasses". Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 4, 2017 Share Posted May 4, 2017 Just now, Vandest said: That's I heard but it doesn't work without a "Rebuild Sphere" of KittopiaTech(and some times, it doesn't work at all. It's weird). Maybe the vertexcolormap takes precedence over the color section in "landClasses". yes that's likely what's happening Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 4, 2017 Share Posted May 4, 2017 Ok, thank you again for your all replies. Quote Link to comment Share on other sites More sharing options...
Gyrfalcon5 Posted May 12, 2017 Share Posted May 12, 2017 Honestly, I'm pretty proud of myself for pulling this off without any knowledge of modding. Of course, I had help Quote Link to comment Share on other sites More sharing options...
KerbolExplorer Posted May 12, 2017 Share Posted May 12, 2017 im having some thing weird with kopernicus.Every planet seems biger Quote Link to comment Share on other sites More sharing options...
Adstri Posted May 12, 2017 Share Posted May 12, 2017 (edited) On 5/3/2017 at 7:55 AM, Galacticvoyager said: Guys, how do you rename Kerbol like in GPP? After that, how do you make a kerbol clone and reroute all of the kerbol system to the kerbol clone? @Kopernicus:AFTER[Kopernicus] { @Body[Sun] { cbNameLater = Whatever ya want } } Kerbol Clone: @Kopernicus:AFTER[Kopernicus] { Body { name = Kerbol Template { name = Sun } Properties { description = The Sun is a mass of incandesent gas, a gigantic nuclear furnace. Where hydrogen is built into helium, at a temperature of millions of degrees. } Orbit { inclination = //input your values longitudeOfAscendingNode = //input your values referenceBody = //input your name semiMajorAxis = //input your values epoch = //input your values eccentricity = //input your values argumentOfPeriapsis = //input your values meanAnomalyAtEpoch = //input your values } } } Reroute all of the bodies @Kopernicus:AFTER[Kopernicus] { @Body[Moho] { @Orbit { referenceBody = Kerbol } } @Body[Eve] { @Orbit { referenceBody = Kerbol } } @Body[Kerbin] { @Orbit { referenceBody = Kerbol } } @Body[Duna] { @Orbit { referenceBody = Kerbol } } @Body[Dres] { @Orbit { referenceBody = Kerbol } } @Body[Jool] { @Orbit { referenceBody = Kerbol } } @Body[Eeloo] { @Orbit { referenceBody = Kerbol } } } Put all of these in a config file. Edited May 12, 2017 by Adstriduum Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted May 12, 2017 Share Posted May 12, 2017 23 minutes ago, Adstriduum said: @Kopernicus:AFTER[Kopernicus] { @Body[Sun] { cbNameLater = Whatever ya want } } Kerbol Clone: @Kopernicus:AFTER[Kopernicus] { Body { name = Kerbol Template { name = Sun } Properties { description = The Sun is a mass of incandesent gas, a gigantic nuclear furnce. Where hydrogen is build into helium, at a temperature of millions of degrees. } Orbit { inclination = //input your values longitudeOfAscendingNode = //input your values referenceBody = //input your name semiMajorAxis = //input your values epoch = //input your values eccentricity = //input your values argumentOfPeriapsis = //input your values meanAnomalyAtEpoch = //input your values } } } Reroute all of the bodies @Kopernicus:AFTER[Kopernicus] { @Body[Moho] { @Orbit { referenceBody = Kerbol } } @Body[Eve] { @Orbit { referenceBody = Kerbol } } @Body[Kerbin] { @Orbit { referenceBody = Kerbol } } @Body[Duna] { @Orbit { referenceBody = Kerbol } } @Body[Dres] { @Orbit { referenceBody = Kerbol } } @Body[Jool] { @Orbit { referenceBody = Kerbol } } @Body[Eeloo] { @Orbit { referenceBody = Kerbol } } } Put all of these in a config file. Works perfectly, although I think @Galileo created GPP by dunking the stock system to the shadow realm and re-creating it from scratch. It is possible to delete the sun and create a new one, but it'll require a patch editing every single planet pack, so cbNameLater is the best option as it only changes the visual name, not the internal name. Quote Link to comment Share on other sites More sharing options...
Adstri Posted May 12, 2017 Share Posted May 12, 2017 13 minutes ago, The White Guardian said: Works perfectly, although I think @Galileo created GPP by dunking the stock system to the shadow realm and re-creating it from scratch. It is possible to delete the sun and create a new one, but it'll require a patch editing every single planet pack, so cbNameLater is the best option as it only changes the visual name, not the internal name. Looking at the config for Ciro, and it looks like it works. Fascinating... Quote Link to comment Share on other sites More sharing options...
Planetace Posted May 12, 2017 Share Posted May 12, 2017 49 minutes ago, Adstriduum said: @Kopernicus:AFTER[Kopernicus] { @Body[Sun] { cbNameLater = Whatever ya want } } Kerbol Clone: @Kopernicus:AFTER[Kopernicus] { Body { name = Kerbol Template { name = Sun } Properties { description = The Sun is a mass of incandesent gas, a gigantic nuclear furnace. Where hydrogen is built into helium, at a temperature of millions of degrees. } Orbit { inclination = //input your values longitudeOfAscendingNode = //input your values referenceBody = //input your name semiMajorAxis = //input your values epoch = //input your values eccentricity = //input your values argumentOfPeriapsis = //input your values meanAnomalyAtEpoch = //input your values } } } Reroute all of the bodies @Kopernicus:AFTER[Kopernicus] { @Body[Moho] { @Orbit { referenceBody = Kerbol } } @Body[Eve] { @Orbit { referenceBody = Kerbol } } @Body[Kerbin] { @Orbit { referenceBody = Kerbol } } @Body[Duna] { @Orbit { referenceBody = Kerbol } } @Body[Dres] { @Orbit { referenceBody = Kerbol } } @Body[Jool] { @Orbit { referenceBody = Kerbol } } @Body[Eeloo] { @Orbit { referenceBody = Kerbol } } } Put all of these in a config file. That's perfect thank you! Quote Link to comment Share on other sites More sharing options...
N3N Posted May 12, 2017 Share Posted May 12, 2017 (edited) Hey, could it be, that this errors are because of Kopernicus? KSP-Log and CKAN-mod-list Kopernicus-Logs <Snipped by moderator, please link large log files rather than inlining them> And sometimes the Game crashes after this Errors, when I go back to the "Tracking Center". They came since I installed Kopernicus, because of SVT, SVE, EVE, Scatterer. --- Sorry for my english, it's only my third language. Edited May 13, 2017 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
N3N Posted May 12, 2017 Share Posted May 12, 2017 (edited) Hey, I reinstalled Kopernicus and now I only get this errors: Spoiler Here are all the Logs and other Information you asked for: KSP-Errors_12-05-2017.zip If you need more Information, just ask for it. Edited May 13, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
Adstri Posted May 13, 2017 Share Posted May 13, 2017 6 hours ago, Galacticvoyager said: That's perfect thank you! Any time Quote Link to comment Share on other sites More sharing options...
N3N Posted May 13, 2017 Share Posted May 13, 2017 (edited) Hey, after playing some hours, the errors came again and the game crashed, while I was switching to the Tracking Station: <Snipped by moderator, please link large log files rather than inlining them> Here are all the Logs and other Information you asked for: KSP-Errors_13-05-2017.zip If you need more Information, just ask for it. Edited May 13, 2017 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
Planetace Posted May 13, 2017 Share Posted May 13, 2017 8 hours ago, Adstriduum said: Any time Annnnndd it doesn't work... Quote Link to comment Share on other sites More sharing options...
Solar Ranger Posted May 13, 2017 Share Posted May 13, 2017 1 hour ago, Galacticvoyager said: Annnnndd it doesn't work... How is not working?? Just read previous messges. If ur issue is that the space center doesnt show up use this: Spoiler @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } } Use that instead of the other Kerbin reroute Quote Link to comment Share on other sites More sharing options...
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