Mr. Kerbin Posted July 16 Share Posted July 16 (edited) Okay, so, two things are happening. 1. A odd white ring is on the back of my planet (named Sarkin) in map and normal view. I have normals and textures. I have attempted to look for fix to no avail, from retexturing, new normals, and misspells. SEE EDIT 2 2. My moon of Sarkin, Lull, fades out when I zoom out too far in the normal view. This is new. Kerbal can still do stuff and terrain works. The pictures are here. https://imgur.com/a/XtDWP0C These config's were from the help of @Sushut and @JoshTheKerbal's tutorials. Thanks for your time. EDIT: FYI, the mods are Niako's Kopernicus Utility's, MM, Kopernicus, and KittopiaTech. I decided to make a separate game for this, not my main modded install. EDIT 2x: It was the Gradient node. Problem 1 is solved. Spoiler Spoiler @Kopernicus { Body { name = Lull cacheFile = BeyondJool/Cache/Lull.bin Template { name = Mun removeAllPQSMods = True } Properties { displayName = Lull^N description = Lull is just a boring moon that looks a lot like the Mun. It, like the moons of Jool, was found after somekerb found a "grey dot" that wouldn't come off radius = 216000 geeASL = 0.2 rotates = true tidallyLocked = True isHomeWorld = false ScienceValues { landedDataValue = 11 inSpaceLowDataValue = 9 inSpaceHighDataValue = 9 recoveryValue = 8 spaceAtitudeThershold = 60000 } } Orbit { referenceBody = Sarkin semiMajorAxis = 44500000 eccentricity = 0.03 inclination = 10.45 longitudeOfAscendingNode = 22 argumentOfPeriapsis = 3 meanAnomalyAtEpoch = 8.65 epoch = 0 color = RGBA(100,100,100,200) } ScaledVersion { type = Vacuum fadeStart = 156000 fadeEnd = 177500 Material { texture = BeyondJool/Textures/PluginData/LullColor.png normals = BeyondJool/Textures/PluginData/LullNormal.png color = 1,1,1,1 specColor = 0,0,0,0 shininess = 0 } } PQS { minLevel = 2 maxLevel = 10 minDetailDistance = 8 maxQuadLengthsPerFrame = 0.03 fadeStart = 60000 fadeEnd = 120000 deactivateAltitude = 120750 mapMaxHeight = 9000 materialType = AtmosphericTriplanarZoomRotation PhysicsMaterial { bounceCombine = Multiply frictionCombine = Maximum bounciness = 0 staticFriction = 0.9 dynamicFriction = 0.9 } Material { factor = 10 factorBlendWidth = 0.1 factorRotation = 180 saturation = 1.2 contrast = 1 tintColor = 1,1,1,0 specularColor = 0.110294104,0.110294104,0.110294104,0.200000003 albedoBrightness = 1.5 steepPower = 2 steepTexStart = 50000 steepTexEnd = 1000000 steepTex = BUILTIN/terrain_rock00 steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepNearTiling = 125 steepTiling = 50 lowTex = BUILTIN/gillyMedTerrain_diffuse lowTexScale = 1,1 lowTexOffset = 0,0 lowTiling = 100000 midTex = BUILTIN/gillyMedTerrain_diffuse midTexScale = 1,1 midTexOffset = 0,0 midTiling = 150000 midBumpMap = BUILTIN/gillyMedTerrain_nrm midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midBumpTiling = 150000 highTex = BUILTIN/gillyMedTerrain_diffuse highTexScale = 1,1 highTexOffset = 0,0 highTiling = 100000 lowStart = -1 lowEnd = -1 highStart = 1 highEnd = 1 planetOpacity = 1 } FallbackMaterial { saturation = 1 contrast = 1.83 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 = BeyondJool/Textures/PluginData/LullHeight.png deformity = 7000 offset = 0 scaleDeformityByRadius = False enabled = True order = 100 } VertexHeightNoise { noiseType = Billow deformity = 75 frequency = 100 persistence = 0.55 seed = 122 lacunarity = 2 octaves = 12 enabled = true order = 104 } VertexColorMap { map = BeyondJool/Textures/PluginData/LullColor.png order = 200 enabled = True } LandControl { altitudeBlend = 0 altitudeFrequency = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeSeed = 1 createColors = True createScatter = True latitudeBlend = 0 latitudeFrequency = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeSeed = 1 longitudeBlend = 0 longitudeFrequency = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeSeed = 1 useHeightMap = False vHeightMax = 10000 order = 999999 enabled = True LandClasses { Value { name = Base alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,0 coverageBlend = 0 coverageFrequency = 1 coverageOctaves = 1 coveragePersistance = 1 coverageSeed = 123 latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0 noiseColor = 0,0,0,0 noiseFrequency = 1 noiseOctaves = 1 noisePersistance = 1 noiseSeed = 321 delete = False altitudeRange { startStart = 0 startEnd = 0 endStart = 1 endEnd = 1 } latitudeRange { startStart = 0 startEnd = 0 endStart = 1 endEnd = 1 } longitudeRange { startStart = 0 startEnd = 0 endStart = 1 endEnd = 1 } } } } } } } The planet configs are here Edited July 16 by Mr. Kerbin added some info Quote Link to comment Share on other sites More sharing options...
Sushut Posted July 16 Share Posted July 16 17 hours ago, Mr. Kerbin said: I decided to make a separate game for this, not my main modded install. That's what you should be doing, good that you did! (I've seen too many people make planets on their ultra modded mess and wonder why it's hard to debug.) 18 hours ago, Mr. Kerbin said: ScaledVersion { type = Vacuum fadeStart = 156000 fadeEnd = 177500 Material { texture = BeyondJool/Textures/PluginData/LullColor.png normals = BeyondJool/Textures/PluginData/LullNormal.png color = 1,1,1,1 specColor = 0,0,0,0 shininess = 0 } } PQS { minLevel = 2 maxLevel = 10 minDetailDistance = 8 maxQuadLengthsPerFrame = 0.03 fadeStart = 60000 fadeEnd = 120000 Anyway, the fadeStart in PQS had to be over and equal to the ScaledVersion fadeEnd. Generally it should be: Scaled fadeStart < Scaled fadeEnd = PQS fadeStart < PQS fadeEnd Essentially, your PQS/Scaled transition isn't right. Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted July 16 Author Share Posted July 16 Oh. I didn't know that. You or KerbalHub should probably put that some where. Thanks! I copied some stuff from KerbalHub's Copy to Config thing. P.S. IT WORKED!!!!!!!!!!! Also, could you make tutorials on small gilly sized moons? I don't want stuff to break and not know why. Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted September 1 Author Share Posted September 1 (edited) Edit: How to make Procedural Gas Giants? They are available via Kop Expansion, but I don't know how. EDIT 2X: Fixed oceans; just slightly changed color. Edited September 3 by Mr. Kerbin Quote Link to comment Share on other sites More sharing options...
Sushut Posted September 4 Share Posted September 4 On 9/1/2024 at 10:58 AM, Mr. Kerbin said: Edit: How to make Procedural Gas Giants? They are available via Kop Expansion, but I don't know how. EDIT 2X: Fixed oceans; just slightly changed color. As far as I know, procedural gas giants don't work anymore. On 7/16/2024 at 4:25 PM, Mr. Kerbin said: Also, could you make tutorials on small gilly sized moons? I don't want stuff to break and not know why. The best way to fail is not to try at all, but if you really want some basic info: 1. lower detail heightmap (make all the features huge, the map can be a lower resolution too) 2. low radius 3. use PQS noise to your advantage Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted September 12 Author Share Posted September 12 (edited) Well.. Seeing as thy great @Sushut is here , I’d like to ask how to do EVE and Scatterer. Not volumetric or Parallax, as Spoiler I am sorry, but I am not purchasing something that will make my computer explode. Edited September 12 by Mr. Kerbin Quote Link to comment Share on other sites More sharing options...
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