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[WIP][1.12.3] The Twelve Colonies of Kerbol (TCoK)


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Hey everyone, wanted to show off more of my new found perfered and most loved work flow. Here's  test render of a moon using proc gen with blender,

 

4WFtBKa.png

 

It needs a great deal more texture, craters, detail overall, etc. However, I'm pretty pleased with it as a first test. The work flow is basically build a world in blender, export everything in to GIMP to handle fixing things like polar distortion and offset seam fixing, etc, and then build the KOP config and hopefully... put it in game. 

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On 5/11/2022 at 1:28 AM, RayneCloud said:

It needs a great deal more texture, craters, detail overall, etc. However, I'm pretty pleased with it as a first test. The work flow is basically build a world in blender, export everything in to GIMP to handle fixing things like polar distortion and offset seam fixing, etc, and then build the KOP config and hopefully... put it in game. 

It will not be easy to export bodies, because iirc blender does not support equirectangular exporting
there should be a plugin for it tho
so best of luck

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  • 3 weeks later...

Hey Everyone! So here's that update I promised, as I said I had to take a week off for RL reasons but here we are after about two weeks of actual work! It's not much, but I'm happy with the progress.

So, today I started out with a "Test Render" in Blender to see what the desired outcome would look like, (albiet I don't have any graphical mods installed). That test render and test planet, was this,

Spoiler

oz8JK1b.png

 

Step 2, was getting all of our primary "Maps" off of this sphere and that started with some frustration as the first output for the Diffuse Map (Color) was this,

Spoiler

jggkIn5.png

Now, these little black triangles are there for a few reasons, but there's no need to go in to details at the moment. Suffice to say, the desired outcome required some manual fine tuning of the sphere object in blneder as well as manually adding in new vertcies and the use of a plugin to help me properly bake to a texture that was manually unwrapped to a grid.

That outcome was this, the first diffuse map,

Spoiler

planet_diffuse_testpng.png

Much better yeah? It's also flipped and still wrong, but, baby steps and progress! (There's also still plenty of polar distortion to work out later in either gimp or fixing the unwrap process in blender)

So, what's next? Well, our Normal Map and our Height Map,

Spoiler

vqeyhX5.png

Spoiler

SoTAab3.png

Again, not great by any stretch of the imagination, but progress is progress.

All of this ended the work day with a test world in game as about 30 minutes ago or so,

unknown.png

Not quite the goal eh? No, not really, but this proves the process works (albiet it needs a LOT MORE work to be better than it is) but the outcome is a planet from concept to in-game in the span of about 4 hours or so of total work. There's also still several issues to iron out,

1. The planet is being light from The Sun even at 0.04LY from it.
2. The Local PQS Space isn't colored correctly at all. 
3. Local PQS Space is having generation issues, but it does generate and is landable.

So that's it for today, stay tuned for more over the weekend! 
-Rayne

Edited by RayneCloud
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  • 1 year later...
Posted (edited)

TCoK Development Update: Version 0.0.1.0 Pre Alpha
Status: Early Pre Production and Planning / Early Pre-Alpha Testing

Hey all, so, yes I've necro'ed the crap out of this thread and it has been a LONG time... but, I had job prospects call through, and a bunch of IRL stuff, and given the current situation with KSP2...... Well, let's just say I got a bee in my bonnet to start working on something that I had a lot of fun with again. So, here we are.

First Things First
I fully intend to keep to the original idea of the pack as outlined here: 

Though, I am making some changes.

Pack 1: Stars with in 5 to 10 Kerbal Light Years (1/100th Light Year Scaling)

Spoiler

Krios
Algos
Aquarios
Tauros


Pack 2: Stars with in 10 to 15 Kerbal Light years

Spoiler

Castor
Pollux
Leonis
Karkino


Pack 3: Stars with in 15 to 20 Kerbal Light Years

Spoiler

Zygos
Skorpios
Parthenon
Sagitarian



Pack 4: Multi Star System at 25 Kerbal Light Years

Spoiler

Ophikas / Serpens


The big questions I have here,
1. To much? Even with it being modular? 
2. Does it come off like Quantity over Quality? I want each system to be worth exploring.
3. Given the FTL and Interstellar Mods we have, are the distances to far / too hard to achieve?
4. What would you want to see from each system given the goal of "Progression"? 
5. Is there a quality standard you're expecting given GU/KSS2/OPM/Kcal/ other high quality planet mod packs? Such as EVE, Scatterer, compliance?
6. Are there any other options like HomeSwitch or Wormholes that you'd want to be in the packs or at least be optional? 

For some possible questions I might get,
1. Yes I am actively working on this again and I do "intend" to finish it, but we all know how life goes.
2. I intend to get the first pack done with in the next few months (I'll be moving at a  pretty slow pace.)
3. Yes I am still working with a lot of proc gen (but still intending to go in after the fact and make changes personally.)(No this doesn't mean I'm just using stuff from ID)
4. I have lost all of my original work as detailed in the earlier parts of this thread, which was another reason for me not returning until now, I have start over. Though, with what I learned during the first attempt at this, I think I'll be doing a better job moving forward. 

Edited by RayneCloud
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  • 3 weeks later...
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