Jump to content

(1.12.5) (Kopernicus) VertexColorMapEmissive 1.0.0 - Easy emissives


Recommended Posts

Banner.png

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
Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 3 months later...

Hi ! Could this be used inside a EVE city light node for instance ? to allow for better glowing
thx :) 

EDIT : shoulda read first : YES, sorry ^^

How could I implement it, directly in the EVE city light node ?

 

EVE_CITY_LIGHTS
{
	OBJECT
	{
		body = Kerbin
		
		cityLightsMaterial
		{
			[stuff]
		}
		VertexColorMapEmissive
		{
			[stuff]
		}
	}
}

thx !

Edited by kurgut
Link to comment
Share on other sites

On 11/5/2024 at 3:28 AM, kurgut said:

Hi ! Could this be used inside a EVE city light node for instance ? to allow for better glowing
thx :) 

EDIT : shoulda read first : YES, sorry ^^

How could I implement it, directly in the EVE city light node ?

 

EVE_CITY_LIGHTS
{
	OBJECT
	{
		body = Kerbin
		
		cityLightsMaterial
		{
			[stuff]
		}
		VertexColorMapEmissive
		{
			[stuff]
		}
	}
}

thx !

It is not designed to be used as a part of Eve city lights, it needs to be added directly to the planet you are trying to modify as part of a Kopernicus config.  In your above example, you would need to create a config file to edit Kerbin using Kopernicus, and have it set the VertexColorMapEmissive in the ScaledSpace node and the Mods node in the PQS and/or Ocean nodes.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...