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Kopernicus PQS issues, question


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So I'm a beginner with Kopernicus, and I'm trying to experiment with replacing the textures and terrain of the stock planets.  I made some planet models, heightmaps, color maps, etc. But I'm having trouble implementing it all into the game. I'm working on Ike right now, and I've had a million problems with it. Here's a couple of them:

hXPG7HO.png

It has these weird lines that wrap around anything whenever it has a higher elevation. It also has the weird grid seams everywhere. I'm not sure if this is a problem with my heightmap or if it's a problem with the code.

Here's another problem:

G4aptN9.png

The scaled space model and PQS terrain don't line up.

Here's the code I used:

Quote

@Kopernicus:FOR[IkeRecolor]

{

@Body[Ike]
    {
        Template
        {
            name = Ike
            removeAllPQSMods = true
        }
        @ScaledVersion
        {
            Material
            {
                texture = IkeRecolor/Textures/IkeColorMap.dds
                normals = IkeRecolor/Textures/IkeNormalMap.dds
            }
        }
        @PQS
        {
            minLevel = 2
            maxLevel = 9
            Mods
            {
                VertexHeightMap
                {
                    map = IkeRecolor/Textures/IkeHeightMap.dds
                    deformity = 15000
                    scaleDeformityByRadius = false
                    offset = 0
                    enabled = true
                    order = 5
                }
                VertexColorMap
                {
                    map = IkeRecolor/Textures/IkeColorMap.dds
                    enabled = true
                    order = 10
                }
                VertexHeightNoise
                {
                    noiseType = RiggedMultifractal
                    deformity = 200
                    seed = 111
                    frequency = 3
                    lacunarity = 2.5
                    persistance = 0.5
                    octaves = 6
                    mode = Low
                    enabled = true
                    order = 15
                }
                VertexHeightNoise
                {
                    noiseType = RiggedMultifractal
                    deformity = 200
                    seed = 50
                    frequency = 8
                    lacunarity = 2.5
                    persistance = 0.3
                    octaves = 8
                    mode = Low
                    enabled = true
                    order = 15
                }
            }
        }
        Debug
        {
            exportMesh = true
            update = true
        }
        cacheFile = IkeRecolor/cache/IkeMesh.bin
    }
}

If any Kopernicus veterans know what's going on, some advice would be appreciated!!

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