D4RKN3R Posted March 6 Share Posted March 6 I'm making a water world for my mod JFA, and I want to increase the water level. I've tried many things, but none of them work. How can I fix this? (I'm bad at making planet packs) The code below is a very early DEV version of the code for use. How can I fix this issue @Kopernicus { Body { name = Mystin cacheFile = JebFarAway/Cache/Mystin.bin // WIll generate automatically Template { name = Laythe // Stock planet to base it off of. removeAllPQSMods = True } Properties { description = Mystin Is An Ocean Planet Infested With Bacteria That Produces Oxygen. It Is Seen As The Ideal Location For Colonies Outside Of The Solar System. radius = 500000 geeASL = 0.800273295870079 mass = 2.93973106291216E+22 gravParameter = 1962000029236.08 rotates = True rotationPeriod = 52980.8790593796 tidallyLocked = True initialRotation = 90 inverseRotThresholdAltitude = 100000 albedo = 0.3 emissivity = 0.7 coreTemperatureOffset = 80 timewarpAltitudeLimits = 0 30000 30000 60000 120000 240000 480000 600000 sphereOfInfluence = 3723645.81113302 solarRotationPeriod = False navballSwitchRadiusMult = 0.06 navballSwitchRadiusMultLow = 0.055 nonExactThreshold = -1 exactSearch = False useTheInName = False displayName = Mystin selectable = True RnDVisibility = Visible RnDRotation = False maxZoom = 60000 ScienceValues { landedDataValue = 14 // Science multiplier for landed science. splashedDataValue = 12 // Science multiplier for splashed down science. flyingLowDataValue = 11 // Science multiplier for flying low science. flyingHighDataValue = 10 // Science multiplier for flying high science. inSpaceLowDataValue = 9 // Science multiplier for in space low science. inSpaceHighDataValue = 8 // Science multiplier for in space high science. recoveryValue = 8 flyingAltitudeThreshold = 10000 // Altitude when "flying at <body>" transitions from/to "from <body>'s upper atmosphere" spaceAltitudeThreshold = 200000 // Altitude when "in space low" transitions from/to "in space high" } } Orbit { referenceBody = Ilnise inclination = 0 eccentricity = 0 semiMajorAxis = 9262729900 // The altitude of the highest point in the orbit longitudeOfAscendingNode = 0 // The position of the highest point on the orbit circle argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 3.14000010490417 meanAnomalyAtEpochD = 179.908753681645 epoch = 0 color = 0.266666681,0.337254912,0.611764729,0.501960814 // The color of the orbit line in the Tracking Station nodeColor = 0.266666681,0.337254912,0.611764729,0.501960814 // The color of the circle that marks the planets current position on the orbit mode = REDRAW_AND_RECALCULATE icon = ALL cameraSmaRatioBounds = 0.03 25 period = 52980.8790593796 } ScaledVersion { type = Atmospheric fadeStart = 55000 fadeEnd = 60000 sphericalModel = False deferMesh = False invisible = False Material { color = 1,1,1,1 specColor = 0.305970132,0.305970132,0.305970132,1 shininess = 0.1661175 texture = JebFarAway/Textures/PluginData/MystinClr.dds // color mainTexScale = 1,1 mainTexOffset = 0,0 normals = JebFarAway/Textures/PluginData/MystinNrm.dds // normals bumpMapScale = 1,1 bumpMapOffset = 0,0 opacity = 1 rimPower = 5 rimBlend = 1 rimColorRamp = BUILTIN/AerialRampKerbin2 rimColorRampScale = 1,1 rimColorRampOffset = 0,0 localLightDirection = -0.617191017,0.0226955116,-0.78648591,0 resourceMapScale = 1,1 resourceMapOffset = 0,0 } } Atmosphere { enabled = True // Whether the body has an atmosphere. oxygen = True // Whether the atmosphere contains oxygen. staticDensityASL = 0.764571404126208 // Atmospheric density at sea level. Used to calculate the parameters of the atmosphere if no curves are used. adiabaticIndex = 1.39999997615814 atmosphereDepth = 50000 // The height of the atmosphere. gasMassLapseRate = 4.84741125702493 atmosphereMolarMass = 0.0289644002914429 pressureCurveIsNormalized = False // Whether the pressure curve should use absolute (0 - atmosphereDepth) or relative (0 - 1) values. staticPressureASL = 60.795 // The static pressure at sea level. Used to calculate the parameters of the atmosphere if no curves are used. temperatureCurveIsNormalized = False // Whether the temperature curve should use absolute (0 - atmosphereDepth) or relative (0 - 1) values. temperatureLapseRate = 0.00564 temperatureSeaLevel = 282 // The static temperature at sea level. Used to calculate the parameters of the atmosphere if no curves are used. ambientColor = 0.187128037,0.239393175,0.305882365,1 // All objects inside of the atmosphere will slightly shine in this color. lightColor = 0.843283594,0.668219268,0.49830395,0 addAFG = True pressureCurve // Assigns a pressure value to a height value inside of the atmosphere. { key = 0 60.795 0 -0.005216384 key = 5250 33.40898 -0.004252711 -0.004252711 key = 10000 17.78605 -0.002407767 -0.002407767 key = 17000 7.100577 -0.001092064 -0.001092064 key = 22000 3.812421 -0.0004677011 -0.0004677011 key = 31000 1.312482 -0.0001961767 -0.0001961767 key = 38000 0.5104055 -7.855808E-05 -7.855808E-05 key = 50000 0 0 0 } temperatureCurve // Assigns a temperature value to a height value inside of the atmosphere. { key = 0 277 0 -0.009285714 key = 5250 206 -0.009253677 0 key = 10000 206 0 0.001419616 key = 17000 217.8 0.001414257 0.003959919 key = 22000 235.5 0.0039412 -0.0002581542 key = 31000 203 -0.003911343 -0.0007623209 key = 38000 199 0 0.001478429 key = 50000 214 0 0 } temperatureSunMultCurve { key = 0 1 0 0 key = 5250 0.1 -6.848309E-05 -6.848309E-05 key = 10000 0 0 0 key = 17000 0 0 0 key = 27000 0.1763835 4.519309E-05 4.519309E-05 key = 38000 1 4.497274E-05 4.497274E-05 key = 50000 1.2 0 0 } temperatureLatitudeBiasCurve { key = 0 5 0 -0.04354425 key = 50 1 -0.2132 -0.2132 key = 70 -10 -1.128971 -1.128971 key = 90 -30 -0.02418368 0 } temperatureLatitudeSunMultCurve { key = 0 6 0 0.02746098 key = 40 9 0.2094055 0.2094055 key = 65 11 0 0 key = 90 2 0 0 } temperatureAxialSunBiasCurve { key = 0 0 0 0 } temperatureAxialSunMultCurve { key = 0 0 0 0 } temperatureEccentricityBiasCurve { key = 0 0 0 0 } AtmosphereFromGround // The atmosphere effect that is seen on the horizon. { DEBUG_alwaysUpdateAll = False // Whether all parameters should get recalculated and reapplied every frame. doScale = True // Whether the atmosphere mesh should be scaled automatically. innerRadius = 499687.5 // The lower bound of the atmosphere effect. invWaveLength = 1.97744954,5.01561308,16.2189484,0.5 outerRadius = 512500 // The upper bound of the atmosphere effect. samples = 4 transformScale = 1.02499998,1.02499998,1.02499998 // The scale of the atmosphere mesh in all three directions. Automatically set if doScale is enabled. waveLength = 0.843283594,0.668219268,0.49830395,0 outerRadiusMult = 1.025 // A multiplier that automatically sets outerRadius based on the planets radius. innerRadiusMult = 0.975 // A multiplier that automatically sets innerRadius based on the planets radius. } } PQS { minLevel = 2 maxLevel = 10 minDetailDistance = 8 maxQuadLengthsPerFrame = 0.03 fadeStart = 60000 fadeEnd = 120000 deactivateAltitude = 160000 mapMaxHeight = 8000 materialType = AtmosphericOptimized PhysicsMaterial { bounceCombine = Multiply frictionCombine = Maximum bounciness = 0 staticFriction = 0.9 dynamicFriction = 0.9 } Material { saturation = 1 contrast = 1.4 tintColor = 0.514705896,0.514705896,0.514705896,0 powerNear = 0.5 powerFar = 0.5 groundTexStart = 0 groundTexEnd = 10000 steepPower = 1.15 steepTexStart = 10000 steepTexEnd = 100000 steepTex = BUILTIN/Cliff (Layered Rock) steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepNearTiling = 2000 steepTiling = 100 lowTex = BUILTIN/SandyGround lowTexScale = 1,1 lowTexOffset = 0,0 lowNearTiling = 2000 lowMultiFactor = 8 midTex = BUILTIN/RockyGround midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = BUILTIN/cloud_normal midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midNearTiling = 1000 midMultiFactor = 2 midBumpNearTiling = 1000 highTex = BUILTIN/snow highTexScale = 1,1 highTexOffset = 0,0 highNearTiling = 1000 highMultiFactor = 2 lowStart = 0.2 lowEnd = 0.4 highStart = 0.6 highEnd = 0.9 globalDensity = -8E-06 fogColorRamp = BUILTIN/blue_atmogradient fogColorRampScale = 1,1 fogColorRampOffset = 0,0 planetOpacity = 0 oceanFogDistance = 1000 } FallbackMaterial { saturation = 1 contrast = 1.55 tintColor = 1,1,1,0 texTiling = 1000 texPower = 0.5 multiPower = 0.3 groundTexStart = 20000 groundTexEnd = 60000 multiFactor = 0.5 mainTex = BUILTIN/SandyGround mainTexScale = 1,1 mainTexOffset = 0,0 planetOpacity = 1 } Mods { VertexHeightMap { map = JebFarAway/Textures/PluginData/MystinHgt.dds // height offset = 0 deformity = 12000 scaleDeformityByRadius = false order = 10 enabled = True } VertexColorMap { map = JebFarAway/Textures/PluginData/MystinClr.dds // color order = 50 enabled = true } VertexHeightNoiseVertHeightCurve2 { deformity = 1000 ridgedAddFrequency = 32 ridgedAddLacunarity = 2 ridgedAddOctaves = 8 ridgedAddSeed = 937536357 ridgedMode = Low ridgedSubFrequency = 32 ridgedSubLacunarity = 2 ridgedSubOctaves = 8 ridgedSubSeed = 234352 simplexFrequency = 24 simplexHeightEnd = 6000 simplexHeightStart = 0 simplexOctaves = 8 simplexPersistence = 0.5 simplexSeed = 139783915 order = 40 enabled = True simplexCurve { key = 0 0 0 0 key = 0.6311918 0.4490898 1.432598 1.432598 key = 1 1 0 0 } } LandControl { altitudeBlend = 0.01 altitudeFrequency = 2 altitudeOctaves = 2 altitudePersistance = 0.5 altitudeSeed = 53453 createColors = True createScatter = True latitudeBlend = 0.05 latitudeFrequency = 12 latitudeOctaves = 6 latitudePersistance = 0.5 latitudeSeed = 53456345 longitudeBlend = 0.05 longitudeFrequency = 12 longitudeOctaves = 4 longitudePersistance = 0.5 longitudeSeed = 98888 useHeightMap = False vHeightMax = 6000 order = 60 enabled = True name = LCExample Scatters { } landClasses { Value { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,1 coverageBlend = 1 coverageFrequency = 1.5 coverageOctaves = 4 coveragePersistance = 0.5 coverageSeed = 171214 name = Main latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0.5 noiseColor = 0,0,0,1 noiseFrequency = 8 noiseOctaves = 4 noisePersistance = 0.5 noiseSeed = 453737 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } // latitudeDoubleRange // { // endEnd = 0.4 // endStart = 0.39 // startEnd = 0.25 // startStart = 0.23 // } latitudeRange { endEnd = 1 endStart = 0.75 startEnd = 0.25 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } } } } } } Ocean { ocean = True oceanColor = 0.116715364,0.12626785,0.156716406,1 oceanHeight = 0 density = 1 minLevel = 1 maxLevel = 6 minDetailDistance = 8 maxQuadLengthsPerFrame = 0.03 Material { color = 0.413805217,0.387094229,0.514925361,1 colorFromSpace = 0.116878122,0.126456618,0.156862751,1 specColor = 1,1,1,1 shininess = 1 gloss = 0.2 tiling = 1000 waterTex = BUILTIN/sea-water8 waterTexScale = 1,1 waterTexOffset = 0,0 waterTex1 = BUILTIN/sea-water1 waterTex1Scale = 1,1 waterTex1Offset = 0,0 bTiling = 800 bumpMap = BUILTIN/quiet bumpMapScale = 1,1 bumpMapOffset = 0,0 displacement = 0.05 texDisplacement = 0.31 dispFreq = 0.15 mix = 0.4032745 oceanOpacity = 0.3 falloffPower = 3 falloffExp = 0.05 fogColor = 0.321443439,0.611232221,0.947761178,1 heightFallOff = 0.2 globalDensity = -8E-06 atmosphereDepth = 50000 fogColorRamp = BUILTIN/blue_atmogradient fogColorRampScale = 1,1 fogColorRampOffset = 0,0 fadeStart = 20000 fadeEnd = 60000 planetOpacity = 1 normalXYFudge = 1.4 normalZFudge = 1.18 } FallbackMaterial { color = 0.336603671,0.378080368,0.447761178,1 colorFromSpace = 0.116878122,0.126456618,0.156862751,1 specColor = 0.8493402,0.8493402,0.8493402,1 shininess = 1 gloss = 0.3336538 tiling = 1000 waterTex = BUILTIN/sea-water1 waterTexScale = 1,1 waterTexOffset = 0,0 waterTex1 = BUILTIN/sea-water2 waterTex1Scale = 1,1 waterTex1Offset = 0,0 fadeStart = 20000 fadeEnd = 60000 planetOpacity = 1 } Fog { afgAltMult = 0.05 afgBase = 0.6 afgLerp = False afgMin = 0.05 fogColorEnd = 0,0.0850000009,0.122500002,1 fogColorStart = 0,0.340000004,0.49000001,1 fogDensityAltScalar = -0.0008 fogDensityEnd = 0.025 fogDensityExponent = 1 fogDensityPQSMult = 0.02 fogDensityStart = 0.005 skyColorMult = 1.1 skyColorOpacityAltMult = 15 skyColorOpacityBase = 0.25 sunAltMult = 0.01 sunBase = 0.5 sunMin = 0.05 useFog = True } Mods { AerialPerspectiveMaterial { atmosphereDepth = 5000 DEBUG_SetEveryFrame = False globalDensity = -7.5E-06 heightFalloff = 0.2 oceanDepth = 0 order = 100 enabled = True name = _Material_AerialPerspective } RemoveQuadMap { map = JebFarAway/Textures/PluginData/MystinHgt.dds // height deformity = 0 maxHeight = 0.5 minHeight = 0 order = 1000 enabled = True name = QuadRemoveMap } OceanFX { angle = 0 blendA = 0 blendB = 0 framesPerSecond = 10 oceanOpacity = 0 spaceAltitude = 0 spaceSurfaceBlend = 0 specColor = 0,0,0,0 texBlend = 0 txIndex = 0 order = 100 enabled = True name = OceanFX Watermain { value = BUILTIN/sea-water1 value = BUILTIN/sea-water2 value = BUILTIN/sea-water3 value = BUILTIN/sea-water4 value = BUILTIN/sea-water5 value = BUILTIN/sea-water6 value = BUILTIN/sea-water7 value = BUILTIN/sea-water8 value = BUILTIN/sea-water1 } } } } } } Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 6 Share Posted March 6 (edited) 17 minutes ago, D4RKN3R said: I want to increase the water level. Edit your terrain textures so that the perceived sea level is higher then offset the terrain down so the sea level in the texture matches the sea level in-game. And if it really matters, increase the body radius too. Edited March 6 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
D4RKN3R Posted March 6 Author Share Posted March 6 (edited) 57 minutes ago, JadeOfMaar said: Edit your terrain textures so that the perceived sea level is higher then offset the terrain down so the sea level in the texture matches the sea level in-game. And if it really matters, increase the body radius too. Alright, I've followed your advice, and it has made me realize that the problem isn't just that the water level is too low - It's BELOW the surface. I've set the oceans on the heightmap to black, and it's the same size as laythe. Any more suggestions? EDIT: made it slightly bigger, fixed the issue. Edited March 6 by D4RKN3R Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 6 Share Posted March 6 19 minutes ago, D4RKN3R said: Any more suggestions? For a beginner: Perhaps use exactly 50% gray as your midpoint, where sea level should sit. (If you know better, you don't have ot do this.) Also ensure that your heightmap uses the entire grayscale: 0 (black) ~ 100% (white). I don't know for sure but you may have problems if you don't do this. And another thing: There's terrain deformity and terrain offset. Your offset might be too high of a positive value which is why your water is all underground. Quote Link to comment Share on other sites More sharing options...
D4RKN3R Posted March 6 Author Share Posted March 6 18 hours ago, JadeOfMaar said: For a beginner: Perhaps use exactly 50% gray as your midpoint, where sea level should sit. (If you know better, you don't have ot do this.) Also ensure that your heightmap uses the entire grayscale: 0 (black) ~ 100% (white). I don't know for sure but you may have problems if you don't do this. And another thing: There's terrain deformity and terrain offset. Your offset might be too high of a positive value which is why your water is all underground. Alright, I've managed to get it to the exact same height as the ground, but it won't go any heigher. Quick question, which of the offset/deformity values do you mean? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 6 Share Posted March 6 25 minutes ago, D4RKN3R said: Quick question, which of the offset/deformity values do you mean? The ones here: PQS { Mods { VertexHeightMap { offset = -1150 // raises or lowers the terrain geometry. The sea level is static and the reference for the offset deformity = 7500 // Vertical scaling of the terrain. Makes your mountains taller and your valleys deeper ... Quote Link to comment Share on other sites More sharing options...
D4RKN3R Posted March 7 Author Share Posted March 7 (edited) On 3/6/2024 at 5:04 PM, JadeOfMaar said: The ones here: Alright, it's working. Edited April 8 by D4RKN3R Quote Link to comment Share on other sites More sharing options...
Snark Posted March 24 Share Posted March 24 Moving topic to KSP1 General Mod Development Help and Support. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.