OhioBob Posted February 15, 2018 Share Posted February 15, 2018 50 minutes ago, Tonas1997 said: Quick question: which are the variables that handle the apparent magnitude and "glow" radius of a star? I'm tweaking the Constellations mod configs so that a) the stars can't be seen during daytime, b) their apparent size looks realistic, and c) the outer "glowing" rim gets smaller. Will fire up KSP now and take some screenshots, if necessary. All you can really do with stars is change the color and the size of the sunflare (the glow around the star). You can also change the color and intensity of the light that they cast. There are several variables for color, best to probably just experiment with them. The size of the sunflare is control by brightnessCurve. Here's a post that describes how it works. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted February 15, 2018 Share Posted February 15, 2018 1 hour ago, OhioBob said: All you can really do with stars is change the color and the size of the sunflare (the glow around the star). You can also change the color and intensity of the light that they cast. There are several variables for color, best to probably just experiment with them. The size of the sunflare is control by brightnessCurve. Here's a post that describes how it works. So there's no way to reduce the circular halo? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 15, 2018 Share Posted February 15, 2018 1 hour ago, Tonas1997 said: So there's no way to reduce the circular halo? Are you talking about background stars? That's just a static image, called a skybox. There is no way to alter a skybox, but you can replace it. You need a skybox replacement mod and a new set of images. One of the Sigma Replacements mods allows you to replace the skybox. And Poodmund has some nice skyboxes. There may be other skyboxes out there if you don't like Poodmund's, but you'll need to search around for them. The Kopernicus settings that I talked about allows you to alter the sun or any other major stars in the game. That has nothing to do with the background stars. Quote Link to comment Share on other sites More sharing options...
grungar3x7 Posted February 15, 2018 Share Posted February 15, 2018 2 minutes ago, OhioBob said: Are you talking about background stars? That's just a static image, called a skybox. There is no way to alter a skybox, but you can replace it. You need a skybox replacement mod and a new set of images. One of the Sigma Replacements mods allows you to replace the skybox. And Poodmund has some nice skyboxes. There may be other skyboxes out there if you don't like Poodmund's, but you'll need to search around for them. The Kopernicus settings that I talked about allows you to alter the sun or any other major stars in the game. That has nothing to do with the background stars. I think they are referring to the slight blueish tinge around the blue-white dot just left of center in the image. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted February 15, 2018 Share Posted February 15, 2018 2 hours ago, grungar3x7 said: I think they are referring to the slight blueish tinge around the blue-white dot just left of center in the image. Yup, I meant those (there are two more on the upper right corner of the screenshot). The halos encircle every star of the Constellations mod. Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted February 16, 2018 Share Posted February 16, 2018 pardon me but something is wrong with this mod when i try to use it with the spectra mod as i get this error message "kopernicus was not able to load the custom planetary system due to an exception in the loading process. loading your savegame is NOT recommended as it could corrupt it and delete our progress. please contact the planet pack author or the kopernicus team about the issue and send them a valid bug report, including your ksp.log, your module manager.ConficCache file and the folder logs/kopernicus/ from your ksp root directory" something has gone horribly wrong so is there anything i can do to fix it? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted February 16, 2018 Share Posted February 16, 2018 So, you decided not to do this? 48 minutes ago, mindseyemodels said: ... and send them a valid bug report, including your ksp.log, your module manager.ConficCache file and the folder logs/kopernicus/ from your ksp root directory I'm having a little fun at your expenses but you've got to help the mod devs out and follow the instructions, especially when you post them. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 16, 2018 Share Posted February 16, 2018 @mindseyemodels, are you using Kopernicus 1.3.1-6? If so, then it's likely the mod you're using requires some updates to be compatible with the latest Kerpernicus. Try it using Kopernicus 1.3.1-4 and see if that works. If so, then use it until the mod maker releases a new version that is updated for Kopernicus 1.3.1-6. As a general rule, when a new Kopernicus is released, don't immediately install it. Give the mod makers time to get caught up. Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted February 16, 2018 Share Posted February 16, 2018 (edited) 45 minutes ago, OhioBob said: @mindseyemodels, are you using Kopernicus 1.3.1-6? If so, then it's likely the mod you're using requires some updates to be compatible with the latest Kerpernicus. Try it using Kopernicus 1.3.1-4 and see if that works. If so, then use it until the mod maker releases a new version that is updated for Kopernicus 1.3.1-6. As a general rule, when a new Kopernicus is released, don't immediately install it. Give the mod makers time to get caught up. it is 1.3.1-6 so i think the spectra mod needs updating(the spectra mod is the mod i was using kopernicus for as well as new horizons(no longer installed due to incompatibility for now) Edited February 16, 2018 by mindseyemodels Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 16, 2018 Share Posted February 16, 2018 I updated Kopernicus, Kronometer, Sigma Dimensions, Sigma Binary and Outer Planets Mod. I believe these are all the mods that I use that rely on Kopernicus and they all had updates to 1.3.1-6. I sent a remote probe to land on minmus and as soon as I got into the SOI my FPS tanked. I saw alot of errors on the console and checked the log and its all to do with biome. I open SCANsat in game to look at the biome map, it does not work. I try every other body/map type I have unlocked and they are all fine, just specifically the minmus biome map is broken. I rolled back to the previous version of the listed mods and all is fine. [EXC 03:18:15.951] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) SCANsat.SCANUtil.getBiomeIndex (.CelestialBody body, Double lon, Double lat) SCANsat.SCANUtil.getBiome (.CelestialBody body, Double lon, Double lat) SCANsat.SCAN_Map.SCANmap.getPartialMap (Boolean apply) SCANsat.SCAN_Unity.SCAN_UI_BigMap.Update () SCANsat.Unity.Unity.SCAN_BigMap.Update () [EXC 03:18:15.965] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (double,double) <0x000d9> ScienceUtil.GetExperimentBiome (CelestialBody,double,double) <0x0007f> MuMech.MechJebModuleInfoItems.CurrentRawBiome () <0x0009f> (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042> MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024> MuMech.ValueInfoItem.DrawItem () <0x00045> MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124> MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f> UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4> UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4> ksp log https://drive.google.com/open?id=1fpwy0weulVCoQheCuKf65wxMT142PIYN output log https://drive.google.com/open?id=1Xctn15D0xlJMmIj37F3AE2CNIEUIjUop Quote Link to comment Share on other sites More sharing options...
Z-Key Aerospace Posted February 16, 2018 Share Posted February 16, 2018 Hi Thomas, I have people complaining that [x] Science! is failing. It seems to be KSP's function ScienceUtil.GetExperimentBiome() that is bombing with "IndexOutOfRangeException: Array index is out of range." However Kopernicus does seem to be a common factor. Actually I have yet to reproduce the issue but I only use Kopernicus for Asclepius. It does only seem to be bothering people with a massive number of mods. It seems to be effecting Contract Configurator too. Check out https://github.com/thewebbooth/KSP-X-Science/issues/22 One guy has uploaded a log file. PM me if I can help in any way or if I need to change [x] Science! at all. z Quote Link to comment Share on other sites More sharing options...
alphaprior Posted February 17, 2018 Share Posted February 17, 2018 (edited) I'm trying to find a Solar System compatible with latest Kopernicus version but so far none works except GPP which changes the solar system completely I prefer one like Gamelinx's which is not compatible at the moment. Any suggestions pls? Edited February 17, 2018 by alphaprior Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted February 17, 2018 Share Posted February 17, 2018 39 minutes ago, alphaprior said: I'm trying to find a Solar System compatible with latest Kopernicus version but so far none works except GPP which changes the solar system completely I prefer one like Gamelinx's which is not compatible at the moment. Any suggestions pls? Give it a few days for other planet pack modders to catch up? Quote Link to comment Share on other sites More sharing options...
alphaprior Posted February 17, 2018 Share Posted February 17, 2018 I guess I should... But which ones are good to check? Suggestions? Quote Link to comment Share on other sites More sharing options...
Singing Boyo Posted February 17, 2018 Share Posted February 17, 2018 (edited) Spectra seems to be triggering this for Pol (with Galileo's OPM, at least): [LOG 20:30:09]: Exception Was Recorded: Method not found: 'Default constructor not found...ctor() of UnityEngine.Material'. at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 Looks like it's the stalactite scatter (apologies for awful indentation). The LandControl.landClass.Class.scatters stuff has this: Scatter { density = 0.10 scatterName = stalactite } and LandControl.scatters has this: Scatter { castShadows = True recieveShadows = True name = stalactite delete = False collide = False Material { color = 0.6641791,0.6319441,0.4482048,1 mainTex = BUILTIN/distantground mainTexScale = 0.5,0.5 mainTexOffset = 0,0 detail = BUILTIN/rock00 detailScale = 3,3 detailOffset = 0,0 } Experiment { } } So, something either included or missing there is causing this, but I don't know what. (Help appreciated) I'll let the Spectra author know as well, but can the errors for this be improved at all? Would really help with tracking this kind of thing down (process of elimination is not fast, not with my mod count ) Edited February 17, 2018 by Singing Boyo Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 17, 2018 Share Posted February 17, 2018 11 hours ago, alphaprior said: I guess I should... But which ones are good to check? Suggestions? (Re)install Kopernicus 1.3.1-3 or older and everything will be fine again. Quote Link to comment Share on other sites More sharing options...
chubbyassasin123 Posted February 22, 2018 Share Posted February 22, 2018 Hey, I recently was using Kopernicus examples to make a gas giant with a moon orbiting it. I did the gas giant fine, but I am having problems with the surface of the moon. The problem I am having is the surface of the moon being super bright. It looks like it has very high bloom on it. Can anyone help me solve this? Quote Link to comment Share on other sites More sharing options...
Kerbal101 Posted February 22, 2018 Share Posted February 22, 2018 @chubbyassasin123 Hello and welcome to the forums, chubbyassasin123! I took the liberty of transferring your thread into Kopernicus thread, as here you will get much better chances! Wish you success in solving your issue! Quote Link to comment Share on other sites More sharing options...
chubbyassasin123 Posted February 22, 2018 Share Posted February 22, 2018 5 minutes ago, Kerbal101 said: @chubbyassasin123 Hello and welcome to the forums, chubbyassasin123! I took the liberty of transferring your thread into Kopernicus thread, as here you will get much better chances! Wish you success in solving your issue! Thanks Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 22, 2018 Share Posted February 22, 2018 (edited) 7 hours ago, chubbyassasin123 said: Hey, I recently was using Kopernicus examples to make a gas giant with a moon orbiting it. I did the gas giant fine, but I am having problems with the surface of the moon. The problem I am having is the surface of the moon being super bright. It looks like it has very high bloom on it. Can anyone help me solve this? Can you post your config and a screenshot? Edited February 22, 2018 by OhioBob Quote Link to comment Share on other sites More sharing options...
chubbyassasin123 Posted February 23, 2018 Share Posted February 23, 2018 8 hours ago, OhioBob said: Can you post your config and a screenshot? Can't do a screenshot tonight but I can describe it a bit better. When I am entering the planet it appears to be super bright (sometimes completely white) and once I land it is normal. Spoiler @Kopernicus:AFTER[Kopernicus] { Body { name = Aug Orbit { referenceBody = Mylo inclination = 0 eccentricity = 0 semiMajorAxis = 23000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 1,0,0.25,1 } Properties { description = Merciful Kod, this thing just APPEARED! And unlike last time, it wasn't bird droppings on the telescope. radius = 320000 geeASL = 0.7 mass = 4.5154812E+21 rotationPeriod = 88642.6848 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 0 0 0 0 0 0 0 0 0 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 5 flyingHighDataValue = 5 inSpaceLowDataValue = 7 inSpaceHighDataValue = 5 recoveryValue = 5 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } ScaledVersion { type = Atmospheric fadeStart = 95000 fadeEnd = 97000 Material { // Common scaled space settings texture = Mylo/AugColor.jpg normals = Mylo/AugNormals.jpg shininess = 0 specColor = 0,0,0,0 // Atmosphere settings rimPower = 2.06 rimBlend = 0.3 // Atmosphere color ramp texture Gradient { 0.0 = 0.643,0.220,0.094,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } } } Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = 0.306,0.187,0.235,1 // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // lightColor = 0.509,0.588,0.643,0 // General atmosphere settings enabled = true oxygen = true altitude = 55000.0 // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) pressureCurve { key = 0 1.31086407 0 -0.000108275 key = 2000 1.094314833 -0.000108275 -9.04189E-05 key = 4000 0.913477137 -9.04189E-05 -7.5503E-05 key = 6000 0.762471051 -7.5503E-05 -6.30438E-05 key = 8000 0.636383366 -6.30438E-05 -5.32594E-05 key = 10000 0.529864639 -5.32594E-05 -4.43606E-05 key = 12000 0.441143425 -4.43606E-05 -3.69463E-05 key = 14000 0.367250922 -3.69463E-05 -3.07691E-05 key = 16000 0.305712815 -3.07691E-05 -2.56229E-05 key = 18000 0.254467007 -2.56229E-05 -2.26947E-05 key = 20000 0.209077683 -2.26947E-05 -1.86702E-05 key = 22000 0.171737343 -1.86702E-05 -1.53558E-05 key = 24000 0.141025797 -1.53558E-05 -1.26267E-05 key = 26000 0.115772385 -1.26267E-05 -1.03801E-05 key = 28000 0.095012209 -1.03801E-05 -9.06244E-06 key = 30000 0.076887315 -9.06244E-06 -7.34005E-06 key = 32000 0.062207227 -7.34005E-06 -5.94393E-06 key = 34000 0.050319373 -5.94393E-06 -4.81247E-06 key = 36000 0.04069443 -4.81247E-06 -3.89564E-06 key = 38000 0.032903146 -3.89564E-06 -3.33082E-06 key = 40000 0.026241503 -3.33082E-06 -2.65869E-06 key = 42000 0.020924119 -2.65869E-06 -2.12179E-06 key = 44000 0.016680547 -2.12179E-06 -1.69298E-06 key = 46000 0.01329459 -1.69298E-06 -1.35056E-06 key = 48000 0.010593468 -1.35056E-06 -1.13852E-06 key = 50000 0.008316437 -1.13852E-06 -8.94325E-07 key = 52000 0.006527787 -8.94325E-07 -7.02404E-07 key = 54000 0.005122979 -7.02404E-07 -5.51586E-07 key = 55000 0 0 0 } temperatureCurve { key = 0 221.2 0 -0.0009 key = 2000 219.4 -0.0009 -0.0009 key = 4000 217.6 -0.0009 -0.0009 key = 6000 215.8 -0.0009 -0.0009 key = 8000 214 -0.0009 -0.0009 key = 10000 212.2 -0.0009 -0.0009 key = 12000 210.4 -0.0009 -0.0009 key = 14000 208.6 -0.0009 -0.0009 key = 16000 206.8 -0.0009 -0.0009 key = 18000 205 -0.0009 -0.00167 key = 20000 201.66 -0.00167 -0.00167 key = 22000 198.32 -0.00167 -0.00167 key = 24000 194.98 -0.00167 -0.00167 key = 26000 191.64 -0.00167 -0.00167 key = 28000 188.3 -0.00167 -0.00133 key = 30000 185.64 -0.00133 -0.00133 key = 32000 182.98 -0.00133 -0.00133 key = 34000 180.32 -0.00133 -0.00133 key = 36000 177.66 -0.00133 -0.00133 key = 38000 175 -0.00133 -0.00126 key = 40000 172.48 -0.00126 -0.00126 key = 42000 169.96 -0.00126 -0.00126 key = 44000 167.44 -0.00126 -0.00126 key = 46000 164.92 -0.00126 -0.00126 key = 48000 162.4 -0.00126 -0.00102 key = 50000 160.36 -0.00102 -0.00102 key = 52000 158.32 -0.00102 -0.00102 key = 54000 156.28 -0.00102 -0.00102 key = 55000 273.15 0.00103 0 } // Atmosphere Temperature temperatureMultiplier = 1.0 } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 // Custom PQS material materialType = AtmosphericOptimized Material { saturation = 1 contrast = 3 tintColor = 1.000,1.000,1.000,0.000 powerNear = 0.6 powerFar = 0.2 groundTexStart = 0 groundTexEnd = 1000 steepPower = 2 steepTexStart = 0 steepTexEnd = 50000 steepTex = BUILTIN/terrain_rock00 steepBumpMap = BUILTIN/RockyGround2 steepNearTiling = 8000 steepTiling = 500 lowTex = BUILTIN/SandyGround lowBumpMap = BUILTIN/quiet lowNearTiling = 2000 lowMultiFactor = 10 lowBumpNearTiling = 2000 lowBumpFarTiling = 10 midTex = BUILTIN/terrain_sand00 midBumpMap = BUILTIN/SandyGround midNearTiling = 4000 midMultiFactor = 10 midBumpNearTiling = 8000 midBumpFarTiling = 10 highTex = BUILTIN/RockyGround highBumpMap = BUILTIN/quiet highNearTiling = 4000 highMultiFactor = 10 highBumpNearTiling = 4000 highBumpFarTiling = 10 lowStart = 0 lowEnd = 0.3 highStart = 0.8 highEnd = 1 globalDensity = -5E-06 fogColorRamp = BUILTIN/desert_atmogradient } Mods { VertexColorMap { map = Mylo/AugColor.jpg order = 500 enabled = true } VertexHeightMap { map = Mylo/AugHeight.jpg offset = -1000.0 deformity = 10000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexSimplexHeight { seed = 670000 deformity = 1700.0 octaves = 12.0 persistence = 0.5 frequency = 4.0 enabled = true order = 21 } VertexSimplexNoiseColor { seed = 45 blend = 1.0 colorStart = 0.768656731,0.6996614,0.653089464,1 colorEnd = 0,0,0,1 octaves = 12.0 persistence = 0.5 frequency = 2.0 enabled = true order = 200 } HeightColorMap { blend = 0.7 order = 201 enabled = true LandClasses { Class { name = AbyPl altitudeStart = 0.0 altitudeEnd = 0.5 color = 0.0,0.0,0.0,1.0 lerpToNext = true } Class { name = Beach altitudeStart = 0.5 altitudeEnd = 0.55 color = 0.164179087,0.164179087,0.164179087,1.0 lerpToNext = true } Class { name = Beach2 altitudeStart = 0.55 altitudeEnd = 1.0 color = 0.373134315,0.373134315,0.373134315,1.0 lerpToNext = false } } } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 1000.0 seed = 5906 frequency = 2.0 lacunarity = 2.5 persistance = 0.5 octaves = 4 mode = Low enabled = true order = 22 } VertexSimplexHeightAbsolute { seed = 4234 deformity = 400 octaves = 6.0 persistence = 0.5 frequency = 18.0 enabled = true order = 30 } AltitudeAlpha { atmosphereDepth = 4000.0 invert = false enabled = false order = 999999999 } AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 100 } FlattenOcean { oceanRadius = 1.0 enabled = true order = 25 } } } } Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 23, 2018 Share Posted February 23, 2018 (edited) 11 hours ago, chubbyassasin123 said: Can't do a screenshot tonight but I can describe it a bit better. When I am entering the planet it appears to be super bright (sometimes completely white) and once I land it is normal. I don't think I've ever seen that problem before. If it's OK up close but messed up far away, it sounds like there's something wrong with your ScaledVersion. I notice you're using .jpg images for your texture and normal maps. I don't recall ever seeing .jpg used. Maybe that has something to do with your problem. I typically use the following file types: Color map - .dds DXT1 when no transparency is required, and .dds DXT5 when transparency is required. Normal map - .dds DXT5nm. Height map - .dds L8, or .png greyscale 8-bit. Save all .dds images color and normal maps with mipmaps. Other than that, the only other thing that jumps out at me it that you haven't given your body a template. I've never seen a config without a template, so I don't know what problems that might cause. Edited February 23, 2018 by OhioBob Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted February 23, 2018 Share Posted February 23, 2018 @chubbyassasin123 white textures means the path is wrong In your case you are adding the extension where you shouldn't (Normal and main texture) Also, don't post your cfgs directly on the forums. It's really annoying for people on mobile Use pastebin or something similar Quote Link to comment Share on other sites More sharing options...
chubbyassasin123 Posted February 23, 2018 Share Posted February 23, 2018 5 hours ago, OhioBob said: I don't think I've ever seen that problem before. If it's OK up close but messed up far away, it sounds like there's something wrong with your ScaledVersion. I notice you're using .jpg images for your texture and normal maps. I don't recall ever seeing .jpg used. Maybe that has something to do with your problem. I typically use the following file types: Color map - .dds DXT1 when no transparency is required, and .dds DXT5 when transparency is required. Normal map - .dds DXT5nm. Height map - .dds L8, or .png greyscale 8-bit. Save all .dds images with mipmaps. Other than that, the only other thing that jumps out at me it that you haven't given your body a template. I've never seen a config without a template, so I don't know what problems that might cause. I tried to use DDS images but it would just make my planets a solid black color. I can try again when I get home though. Quote Link to comment Share on other sites More sharing options...
chubbyassasin123 Posted February 23, 2018 Share Posted February 23, 2018 33 minutes ago, Sigma88 said: @chubbyassasin123 white textures means the path is wrong In your case you are adding the extension where you shouldn't (Normal and main texture) Also, don't post your cfgs directly on the forums. It's really annoying for people on mobile Use pastebin or something similar Thanks, I won't do that again. When I get home I can remove the .jpg from the path. Quote Link to comment Share on other sites More sharing options...
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