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I need help with PQSCity (or similar stuff)


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Hi all,

For the needs of a planet pack I need to place a model on the surface of a planet (a bit like an anomaly). I use Kopernicus of course.
After some searching, I found that I could use the PQS mods PQSCity and City (maybe City2). I've tried to make them work for days, without any success...

So, does anyone know how to [properly] use the PQS mods PQSCity or City (and possibly City2) ?
Thanks.

 

Spoiler

Config:

@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		// Usual stuff
		PQS
		{
			materialType = AtmosphericTriplanarZoomRotation
			// Stuff				
			Material
			{
				// Stuff
			}
			PhysicsMaterial
			{
				// Stuff
			}
			Mods
			{
				VertexHeightMap
				{
					// Stuff
				}

				VertexHeightMap
				{
					// Stuff
				}
				VertexHeightNoiseVertHeightCurve2
				{
					// Stuff
				}
				VertexColorMap
				{
					// Stuff
				}
				HeightColorMap
				{
					// Stuff
				}
				VertexHeightNoise
				{
					// Stuff
				}
				VertexSimplexHeightMap
				{
					// Stuff
				}
				VertexHeightNoiseVertHeight
				{
					// Stuff
				}
				City
				{
					debugOrientated = True
					frameDelta = 1
					randomizeOnSphere = False
					reorientToSphere = False
					reorientFinalAngle = 0
					reorientInitialUp = 0,1,0
					repositionRadial = 0,0,0
					repositionRadiusOffset = 0
					repositionToSphere = True
					repositionToSphereSurface = True
					repositionToSphereSurfaceAddHeight = False
					latitude = 0.25
					longitude = -123.1

					commnetStation = False
					isKSC = False
					order = 100
					enabled = True
					name = Atmospheric_harvester_01
					model = atmoharvest01
					Position
					{
						latitude = 0.25
						longitude = -123.1
					}
					LOD
					{
						Value
						{
							visibleRange = 50000
							scale = 1,1,1
							delete = False
						}
					}
				}
				MapDecalTangent
				{
					// Stuff
				}
			}
		}
	}
}

I removed the misc stuff like vertex height. I'm not sure on how to specify a specific location (latlon), so I tried to put a POSITION thing, or two parameters "latitude" and "longitude", but neither worked.

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  • 1 year later...
On 2/11/2023 at 3:40 AM, Nazalassa said:

Hi all,

For the needs of a planet pack I need to place a model on the surface of a planet (a bit like an anomaly). I use Kopernicus of course.
After some searching, I found that I could use the PQS mods PQSCity and City (maybe City2). I've tried to make them work for days, without any success...

So, does anyone know how to [properly] use the PQS mods PQSCity or City (and possibly City2) ?
Thanks.

 

  Reveal hidden contents

Config:

@Kopernicus:AFTER[KOPERNICUS]
{
	Body
	{
		// Usual stuff
		PQS
		{
			materialType = AtmosphericTriplanarZoomRotation
			// Stuff				
			Material
			{
				// Stuff
			}
			PhysicsMaterial
			{
				// Stuff
			}
			Mods
			{
				VertexHeightMap
				{
					// Stuff
				}

				VertexHeightMap
				{
					// Stuff
				}
				VertexHeightNoiseVertHeightCurve2
				{
					// Stuff
				}
				VertexColorMap
				{
					// Stuff
				}
				HeightColorMap
				{
					// Stuff
				}
				VertexHeightNoise
				{
					// Stuff
				}
				VertexSimplexHeightMap
				{
					// Stuff
				}
				VertexHeightNoiseVertHeight
				{
					// Stuff
				}
				City
				{
					debugOrientated = True
					frameDelta = 1
					randomizeOnSphere = False
					reorientToSphere = False
					reorientFinalAngle = 0
					reorientInitialUp = 0,1,0
					repositionRadial = 0,0,0
					repositionRadiusOffset = 0
					repositionToSphere = True
					repositionToSphereSurface = True
					repositionToSphereSurfaceAddHeight = False
					latitude = 0.25
					longitude = -123.1

					commnetStation = False
					isKSC = False
					order = 100
					enabled = True
					name = Atmospheric_harvester_01
					model = atmoharvest01
					Position
					{
						latitude = 0.25
						longitude = -123.1
					}
					LOD
					{
						Value
						{
							visibleRange = 50000
							scale = 1,1,1
							delete = False
						}
					}
				}
				MapDecalTangent
				{
					// Stuff
				}
			}
		}
	}
}

I removed the misc stuff like vertex height. I'm not sure on how to specify a specific location (latlon), so I tried to put a POSITION thing, or two parameters "latitude" and "longitude", but neither worked.

Hi! Remember me?

Anyway, @Kevin_kerman figured out how to do it and not crash the game. 
It shows up in Kerbnet too.

So, uh, unless you don’t quite do this anymore, I think they could help.

Not sure if they’re busy.

Edited by Mr. Kerbin
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13 hours ago, Kevin_kerman said:

i'm here

@Kevin_kerman

I'm not the OP, but I am looking for the same info as I want to add an anomaly to a planet I'm making.  I found the code below in the KittopiaDump for Kerbin. Some of it seems self explanatory, but the rest is a bit of a mystery. The comments are my attempt to decipher it. Any assistance you could provide would be greatly appreciated! (I was just going to play with it until I saw Mr. Kerbin's comment about doing it wrong crashing the game, so I thought I'd ask for help first this time. :-)

City
	{
	debugOrientated = False // ?
	frameDelta = 1 //?
	randomizeOnSphere = False // Random Location?
	reorientToSphere = True // Orient the model relative to the sphere's surface?
	reorientFinalAngle = 0 // Set the angle of the model relative to the sphere's surface?
	reorientInitialUp = 0,1,0 // Uncertain...
	repositionRadial = -468635.094,-68111.1016,-370297.094 // Object's location? Unsure of coordinate system though.
	repositionRadiusOffset = 98 //?
	repositionToSphere = True // ?
	repositionToSphereSurface = True // Make sure it's above ground?
	repositionToSphereSurfaceAddHeight = True // Make sure it's above ground including height maps?
	commnetStation = False // Is is a Comm Station?
	isKSC = False // Is it the KSC?
	order = 100 /PQS Mod Order
	enabled = True // Self explanatory
	name = Pyramids // The object itself. Built in and stored somewhere in the game files? Can new ones be used?
	LOD
		{
		Value
			{
			visibleRange = 75000 // How far away the object can be seen?
			scale = 0,0,0 // ?
			delete = False // ?
			}
		}
	}

-K

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27 minutes ago, Professor K said:
City
	{
	debugOrientated = False // ?
	frameDelta = 1 //?
	randomizeOnSphere = False // Random Location?
	reorientToSphere = True // Orient the model relative to the sphere's surface?
	reorientFinalAngle = 0 // Set the angle of the model relative to the sphere's surface?
	reorientInitialUp = 0,1,0 // Uncertain...
	repositionRadial = -468635.094,-68111.1016,-370297.094 // Object's location? Unsure of coordinate system though.
	repositionRadiusOffset = 98 //?
	repositionToSphere = True // ?
	repositionToSphereSurface = True // Make sure it's above ground?
	repositionToSphereSurfaceAddHeight = True // Make sure it's above ground including height maps?
	commnetStation = False // Is is a Comm Station?
	isKSC = False // Is it the KSC?
	order = 100 /PQS Mod Order
	enabled = True // Self explanatory
	name = Pyramids // The object itself. Built in and stored somewhere in the game files? Can new ones be used?
	LOD
		{
		Value
			{
			visibleRange = 75000 // How far away the object can be seen?
			scale = 0,0,0 // ?
			delete = False // ?
			}
		}
	}
City
	{
	debugOrientated = False // i'm don't know about this either
	frameDelta = 1 //?
	randomizeOnSphere = False // IDK, just set to false
	reorientToSphere = True // Orient the model relative to the sphere's surface?
	reorientFinalAngle = 0 // Set the angle of the model relative to the sphere's surface?
	reorientInitialUp = 0,1,0 // Uncertain...
	repositionRadial = -468635.094,-68111.1016,-370297.094 // Object's location, i'm pretty sure that 0,0 is the middle of the map
	repositionRadiusOffset = 98 // how high above the ground it is
	repositionToSphere = True // puts it on the surface
	repositionToSphereSurface = True // Make sure it's above ground?
	repositionToSphereSurfaceAddHeight = True // Make sure it's above ground including height maps?
	commnetStation = False // Is it a Comm Station
	isKSC = False // Is it the KSC, set this to false
	order = 100 /PQS Mod Order
	enabled = True // Self explanatory
	name = Pyramids // this is simply the name of the object itself
	LOD
		{
		Value
			{
			visibleRange = 75000 // How far away the object can be seen?
			scale = 0,0,0 // This is how big the object is
			delete = False // i'm not sure either, just set to false
			}
		}
	}

@Professor K, i'm not sure what some of these things are either, I corrected your comments

Edited by Kevin_kerman
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