Lt_Duckweed Posted June 13 Share Posted June 13 (edited) 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 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 Download Github SpaceDock 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 ModuleManager Kopernicus 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 June 13 by Lt_Duckweed Quote Link to comment Share on other sites More sharing options...
Andi K. Posted June 13 Share Posted June 13 Ok, this is epic. Quote Link to comment Share on other sites More sharing options...
users14 Posted July 18 Share Posted July 18 Is this compatible with EVE clouds? I for sure know that KopernicusExpansion isn't compatible due to this clipping happening when using KopernicusExpansion. Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted July 18 Author Share Posted July 18 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. Quote Link to comment Share on other sites More sharing options...
users14 Posted July 18 Share Posted July 18 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. Quote Link to comment Share on other sites More sharing options...
kurgut Posted November 5 Share Posted November 5 (edited) 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 November 5 by kurgut Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted November 6 Author Share Posted November 6 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. Quote Link to comment Share on other sites More sharing options...
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