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(1.12.5) (Kopernicus) VertexColorMapEmissive 1.0.0 - Easy emissives


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VertexColorMapEmissive

VertexColorMapEmissive is a custom PQS Mod intended for use by planet modders to give more control over planetary emissives than can be achieved with the current alternatives: EVE CityLights and Kopernicus Expansion EmissiveFX

Planet pack developers implementing VertexColorMapEmissive are encouraged to bundle it with their mod, for the convenience of users.

 Examples

  • ScaledSpace:
    • Place a VertexColorMapEmissive node in your ScaledVersion node
Spoiler

ScaledVersion ScaledVersion

 

  • PQS and/or Ocean
    • Place a VertexColorMapEmissive node in the Mods subnode of your PQS Node and/or the Mods subnode of your Ocean Node
Spoiler

PQS PQS

 

Download

Installation and Use

  • Install ALL listed dependencies, following the links below
  • Download and extract the VertexColorMapEmissive zip file
  • Place the GameData folder into your KSP directory
  • Once installed, simply add VertexColorMapEmissive nodes to the Mods subnode of your PQS Node and/or the Mods subnode of your Ocean Node, and to your ScaledVersion node

Reasoning behind creation

  • Qualities I believe an emissive mod should have
    • It should cover ScaledSpace, PQS, and Ocean emissives with a single unified and coherent format.
    • It should allow the use of a full color texture with transparency.
    • it should not have visual artifacts with stock ScaledSpace, PQS, or Oceans.

Features and comparison to alternatives

  • VertexColorMapEmissive
    • Pros
      • Full RGBA colormap support
      • Unified solution for ScaledSpace, PQS, and Ocean emissives
      • No ocean z-fighting
    • Cons
      • No detail texture for close range variation
  • Kopernicus Expansion EmissiveFX
    • Pros
      • Supports ScaledSpace, PQS, and Ocean emissives
    • Cons
      • Flat color value
      • Map controls only alpha and brightness
      • Ocean z-fighting
  • EVE CityLights
    • Pros
      • Detail texture for fine detailing up close
    • Cons
      • Flat color value
      • Map controls only alpha and brightness
      • Detail texture tiling can become apparent when map covers a large contiguous portion of the surface
      • Does not support Ocean emissives

Parameters and expected values

  • map: The RGBA texture to use as the emissive map
  • brightness: global multiplier to the color channels of the map
  • default value: 1
  • values greater 1 increase brightness, values less than 1 decrease brightness
  • transparency: global multiplier to the alpha channel of the map
  • default value: 0.5
  • values greater 1 decrease transparency, values less than 1 increase transparency

Requirements

FAQ

  • Q. I'm not a planet modder? Do I need this?
  • A. You do not need to install it manually yourself, but if you found this in your GameData, it is because a planet pack you have/had needs/needed it and so it was either included with the mod or auto installed through CKAN
  • Q. Is this compatible with Parallax?
  • A. In all honesty, I have never downloaded Parallax before, so I do not know.
  • Q. Is this compatible with Scatterer oceans?
  • A. No, it will not function with Scatterer oceans, only stock oceans.

Licensing

  • VertexColorMapEmissive is licensed under the MIT License
Edited by Lt_Duckweed
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  • 1 month later...

I have not tested with a heavily clouded planet like that but it has seemed to work fine with my planet Cind, but Cind only has very faint clouds.  I wouldn't be surprised if dense clouds like you show have a similar issue to KopEx.

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41 minutes ago, Lt_Duckweed said:

I have not tested with a heavily clouded planet like that but it has seemed to work fine with my planet Cind, but Cind only has very faint clouds.  I wouldn't be surprised if dense clouds like you show have a similar issue to KopEx.

Yeah, it appears like it works for me.

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