SpacedInvader Posted April 13, 2014 Share Posted April 13, 2014 (edited) No, I did indeed scale it to 80,000 with an offset of -5000Perhaps a more realistic target would be 30km, which is the maximum separation of high/low altitudes on Mars. If in fact the height field can be scaled to ensure such a separation.But yeah, I don't think it's fair to say that the valley itself is 60km deep because not all of the surrounding terrain is that high; it varies. That just happens to be the maximum separation point across the planet.The easy way to tell is just place yourself at the bottom of the valley and then record the altitude difference it takes to get back out. I know for a fact that scaling up by a factor of ten made the mountain in the images I linked peak over 25km.EDIT: I just spent a lot of time playing with those valleys on Duna and unless I'm mistaken about the ones you're referring to (I've yet to make it there during a game), I can say with some certainty that if you set deformity for the heightmap to 80km then the mountains on on the sides are pretty close to that number. I've also found some interesting tricks using the real time editor and hovering over a valley. I'll get some pics together and post in the next day or so when I have time. At least with Duna, I've been able to sharpen the valley walls to a decent degree and add plateauing tops to the cliffs above the valley walls, turning them from gentle valleys into something that looks more like proper (if wide) canyons. Edited April 13, 2014 by SpacedInvader Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 The easy way to tell is just place yourself at the bottom of the valley and then record the altitude difference it takes to get back out. I know for a fact that scaling up by a factor of ten made the mountain in the images I linked peak over 25km.EDIT: I just spent a lot of time playing with those valleys on Duna and unless I'm mistaken about the ones you're referring to (I've yet to make it there during a game), I can say with some certainty that if you set deformity for the heightmap to 80km then the mountains on on the sides are pretty close to that number. I've also found some interesting tricks using the real time editor and hovering over a valley. I'll get some pics together and post in the next day or so when I have time. At least with Duna, I've been able to sharpen the valley walls to a decent degree and add plateauing tops to the cliffs above the valley walls, turning them from gentle valleys into something that looks more like proper (if wide) canyons.How did you sharpen them? Link to comment Share on other sites More sharing options...
SpacedInvader Posted April 13, 2014 Share Posted April 13, 2014 (edited) How did you sharpen them?I started with a heightmap deformity of 30Km since that's what you described as being correct for Mars. Then I exaggerated the deformity for the first PQSMod_VertexHeightNoiseVertHeightCurve2 up to 15Km and then tweaked its values some. The most important of those, however was the simplexHeightEnd which I cut in to 2500 which drew in the walls of the canyon significantly.Javascript is disabled. View full albumPQSMod_VertexHeightNoiseVertHeightCurve2 { deformity = 15000 ridgedAddSeed = 1212 ridgedAddFrequency = 18 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 23234424 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexHeightStart = 0 simplexHeightEnd = 2500 simplexSeed = 654786 simplexOctaves = 4 simplexPersistence = 0.800000011920929 simplexFrequency = 14 modEnabled = True order = 13The walls of the canyon look to average a little more than 10km, though I'm motoring out there right now just to be sure. An interesting effect that I edited back out, but might fit very well with deep surface features like canyons, is that if you set the heightmap offset too far in the negative, a lower, sheer walled second canyon opens up like a crack in the crust. It might be used for more interesting features. Will post pics in a min. Edited April 13, 2014 by SpacedInvader Link to comment Share on other sites More sharing options...
SpacedInvader Posted April 13, 2014 Share Posted April 13, 2014 (edited) More pics...Javascript is disabled. View full albumAlthough I think I can manage at least part of this tweak within the current RSS parameters, I'm really looking forward to getting the generic PQS loader so we can have 100% control over the mods. Edited April 13, 2014 by SpacedInvader Link to comment Share on other sites More sharing options...
SpacedInvader Posted April 13, 2014 Share Posted April 13, 2014 On a separate note, now that I'm getting a clear handle on how to make planetary surfaces interesting, I'd like to move back into the 10x Kerbol system. I was thinking about just using Frozenbacon's nice RSS config, but I would like to add the planet factory planets into it (scaled up 10x as well) and also make any changes necessary to bring it into 100% compatibility with the most recent version of RSS. Some help / guidance would be appreciated. Link to comment Share on other sites More sharing options...
Dirt_Merchant Posted April 13, 2014 Share Posted April 13, 2014 Is anyone else running into a situation where the ksc is located closer to Bogota`, Columbia than at the Cape? I believe it has something to do with kerbtown plugin, but on another install without kerbtown, or any related mods, the ksc is still not located at the Cape. Another idea is that it might be remote tech, but i've not any ideas as to whats actually happening aside from the aforementioned. Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 More pics...http://imgur.com/a/3Qndr#0Although I think I can manage at least part of this tweak within the current RSS parameters, I'm really looking forward to getting the generic PQS loader so we can have 100% control over the mods.Yeah I got those too at -8000. They need smoothing though. Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 Thanks that worked like a charm. I'm using the Duna heightmap for now since that matches with the scaled space model. Terrain looks much better now:http://imgur.com/a/YHnAaIf anyone else wants to try it: Just dump THIS heightmap in your RealSolarSystem\Plugins\PluginData folder and copy paste the following PQS code to Duna's RSS config. PQS { Duna { maxLevel = 14 maxQuadLenghtsPerFrame = 0.8 //0.03 -- and yes, typo is correct. //visRadSeaLevelValue = 7.0 //5.0 // the max visRad //visRadAltitudeValue = 1.7999999523162842 // the minimum visRad //visRadAltitudeMax = 15000.0 //10000.0 PQSMod_VertexSimplexHeightAbsolute // doubles { deformity = 900 //1000 // 485 persistence = 0.7 // 0.60000002384185791 frequency = 36 //12 // 24 } PQSMod_VertexHeightNoiseVertHeightCurve2 // floats { deformity = 5000 //6000 // 4000 ridgedAddFrequency = 48 // 48 ridgedSubFrequency = 32 // 32 //ridgedAddOctaves = 8 // 6 INT simplexHeightStart = 800 // 800 simplexHeightEnd = 9000 // 4600 } PQSMod_VertexRidgedAltitudeCurve // floats { deformity = 950 // 1800 //1100 // 750 ridgedAddFrequency = 140 // 25 // 140 //ridgedAddOctaves = 8 // 3 INT simplexHeightStart = 500 // 0 simplexHeightEnd = 9000 // 6000 } PQSMod_VertexHeightMap // doubles { heightMapOffset = -2150.0 //-2000.0 heightMapDeformity = 17300.0 //15600.0 //7000 // 5000 heightMap = GameData/RealSolarSystem/Plugins/PluginData/DunaHeight.png } PQSMod_AltitudeAlpha // doubles { atmosphereDepth = 6000 // 4000 } } KerbinOcean { PQSMod_AerialPerspectiveMaterial // floats { atmosphereDepth = 7500 // 5000, scale height in m } } }I made the heightmap by simply scaling the exported heightmap of Duna to 8192x4096 and then adding some noise with this matlab code:Did you mean for KerbinOcean{...} to be in there? Doesn't seem like that would do anything....Also, to do spoilers now, the spoiler tag has to be (saw this earlier and downloaded, dunno why I'm only just now trying it) Link to comment Share on other sites More sharing options...
Ralathon Posted April 13, 2014 Share Posted April 13, 2014 Did you mean for KerbinOcean{...} to be in there? Doesn't seem like that would do anything....Also, to do spoilers now, the spoiler tag has to be (saw this earlier and downloaded, dunno why I'm only just now trying it)Oh no, that doesn't do anything. Apparently I copy pasted too much.It's the exact same pqs block Kerbin uses with the PQS city, landclasses en mapdecal removed. I just copy pasted it and changed the links to Duna to make sure I was seeing the effects of the altered heightmap instead of the PQS system.Oh and thanks for the tip on the spoilers, I'll go fix it Link to comment Share on other sites More sharing options...
Scripto23 Posted April 13, 2014 Share Posted April 13, 2014 I've encountered a very strange error with Mars' atmosphere. I'm within the SOI, about a day out from Mars (mech jeb says 570Mm, KSP's dial says 570Km altitude) and I'm getting the message "cannot warp faster than 1x while in atmosphere". Even though I'm nowhere near Mars' atmosphere and mechjeb says 0g/m3 atmospheric density, 0atm pressure.What is going on here? I cannot wait an entire day in real time to get to Mars. Link to comment Share on other sites More sharing options...
BahamutoD Posted April 13, 2014 Share Posted April 13, 2014 I couldn't timewarp anywhere within Mars/duna's SOI either. Link to comment Share on other sites More sharing options...
Ralathon Posted April 13, 2014 Share Posted April 13, 2014 (edited) I've encountered a very strange error with Mars' atmosphere. I'm within the SOI, about a day out from Mars (mech jeb says 570Mm, KSP's dial says 570Km altitude) and I'm getting the message "cannot warp faster than 1x while in atmosphere". Even though I'm nowhere near Mars' atmosphere and mechjeb says 0g/m3 atmospheric density, 0atm pressure.What is going on here? I cannot wait an entire day in real time to get to Mars.Had the same bug, checking the config just now I see that the Duna atmosphere extends into infinity. I don't have time to check right now but I suspect that using the following block for Duna's atmo instead will fix it. pressureCurve { key = 0 0.00689859363633 0 -0.000593753777574 key = 1 0.006304839858756 -0.000593753777574 -0.000542650093698 key = 2 0.005762189765058 -0.000542650093698 -0.000495944843321 key = 3 0.005266244921737 -0.000495944843321 -0.000453259458485 key = 4 0.004812985463252 -0.000453259458485 -0.000414247954129 key = 5 0.004398737509123 -0.000414247954129 -0.000378594123713 key = 6 0.00402014338541 -0.000378594123713 -0.000346008976222 key = 7 0.003674134409188 -0.000346008976222 -0.000316228393753 key = 8 0.003357906015435 -0.000316228393753 -0.000289010990719 key = 9 0.003068895024716 -0.000289010990719 -0.000264136157304 key = 10 0.002804758867411 -0.000264136157304 -0.000241402271318 key = 11 0.002563356596093 -0.000241402271318 -0.000220625063953 key = 12 0.00234273153214 -0.000220625063953 -0.000201636126199 key = 13 0.002141095405941 -0.000201636126199 -0.000184281543811 key = 14 0.001956813862131 -0.000184281543811 -0.000168420649758 key = 15 0.001788393212372 -0.000168420649758 -0.000153924884058 key = 16 0.001634468328314 -0.000153924884058 -0.00014067675173 key = 17 0.001493791576585 -0.00014067675173 -0.000128568870448 key = 18 0.001365222706136 -0.000128568870448 -0.000117503100158 key = 19 0.001247719605978 -0.000117503100158 -0.0001073897476 key = 20 0.001140329858378 -0.0001073897476 -0.000082644687708 key = 25 0.000727106419837 -0.000082644687708 -0.000052696579465 key = 30 0.000463623522513 -0.000052696579465 -0.000033600822561 key = 35 0.000295619409708 -0.000033600822561 -0.000017542952689 key = 45 0.000120189882818 -0.000017542952689 -0.000007132432306 key = 55 0.000048865559761 -0.000007132432306 -0.000002899830576 key = 65 0.000019867254005 -0.000002899830576 -0.00000117898313 key = 75 0.000008077422701 -0.00000117898313 -0.00000047933877 key = 85 0.000003284034999 -0.00000047933877 -0.000000162178727 key = 100 0.000000851354089 -0.000000162178727 -0.000000050521935 key = 110 0.000000346134742 -0.000000050521935 -0.000000020540686 key = 120 0.000000140727884 -0.000000020540686 -0.00000000835122 key = 130 0.000000057215688 -0.00000000835122 -0.000000003395353 key = 140 0.000000023262163 -0.000000003395353 -0.000000001380447 key = 150 0.00000000945769 -0.000000001380447 -0.000000000561248 key = 160 0.00000000384521 -0.000000000561248 -0.000000000228186 key = 170 0.000000001563346 -0.000000000228186 -0.000000000092774 key = 180 0.000000000635609 -0.000000000092774 -0.000000000036175 key = 191.1 0.000000000234061 -0.000000000036175 -0.000000000013322 key = 202.2 0.000000000086193 -0.000000000013322 -0.000000000004906 key = 213.3 0.00000000003174 -0.000000000004906 -0.000000000018134 key = 180 0.000000000635609 -0.000000000018134 -0.000000000052967 key = 192 0 -0.000000000052967 0 }EDIT: Do not use, use Starwashers post instead. Edited April 13, 2014 by Ralathon Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 (edited) I've encountered a very strange error with Mars' atmosphere. I'm within the SOI, about a day out from Mars (mech jeb says 570Mm, KSP's dial says 570Km altitude) and I'm getting the message "cannot warp faster than 1x while in atmosphere". Even though I'm nowhere near Mars' atmosphere and mechjeb says 0g/m3 atmospheric density, 0atm pressure.What is going on here? I cannot wait an entire day in real time to get to Mars.I couldn't timewarp anywhere within Mars/duna's SOI either.Had the same bug, checking the config just now I see that the Duna atmosphere extends into infinity. I don't have time to check right now but I suspect that using the following block for Duna's atmo instead will fix it. pressureCurve { key = 0 0.00689859363633 0 -0.000593753777574 key = 1 0.006304839858756 -0.000593753777574 -0.000542650093698 key = 2 0.005762189765058 -0.000542650093698 -0.000495944843321 key = 3 0.005266244921737 -0.000495944843321 -0.000453259458485 key = 4 0.004812985463252 -0.000453259458485 -0.000414247954129 key = 5 0.004398737509123 -0.000414247954129 -0.000378594123713 key = 6 0.00402014338541 -0.000378594123713 -0.000346008976222 key = 7 0.003674134409188 -0.000346008976222 -0.000316228393753 key = 8 0.003357906015435 -0.000316228393753 -0.000289010990719 key = 9 0.003068895024716 -0.000289010990719 -0.000264136157304 key = 10 0.002804758867411 -0.000264136157304 -0.000241402271318 key = 11 0.002563356596093 -0.000241402271318 -0.000220625063953 key = 12 0.00234273153214 -0.000220625063953 -0.000201636126199 key = 13 0.002141095405941 -0.000201636126199 -0.000184281543811 key = 14 0.001956813862131 -0.000184281543811 -0.000168420649758 key = 15 0.001788393212372 -0.000168420649758 -0.000153924884058 key = 16 0.001634468328314 -0.000153924884058 -0.00014067675173 key = 17 0.001493791576585 -0.00014067675173 -0.000128568870448 key = 18 0.001365222706136 -0.000128568870448 -0.000117503100158 key = 19 0.001247719605978 -0.000117503100158 -0.0001073897476 key = 20 0.001140329858378 -0.0001073897476 -0.000082644687708 key = 25 0.000727106419837 -0.000082644687708 -0.000052696579465 key = 30 0.000463623522513 -0.000052696579465 -0.000033600822561 key = 35 0.000295619409708 -0.000033600822561 -0.000017542952689 key = 45 0.000120189882818 -0.000017542952689 -0.000007132432306 key = 55 0.000048865559761 -0.000007132432306 -0.000002899830576 key = 65 0.000019867254005 -0.000002899830576 -0.00000117898313 key = 75 0.000008077422701 -0.00000117898313 -0.00000047933877 key = 85 0.000003284034999 -0.00000047933877 -0.000000162178727 key = 100 0.000000851354089 -0.000000162178727 -0.000000050521935 key = 110 0.000000346134742 -0.000000050521935 -0.000000020540686 key = 120 0.000000140727884 -0.000000020540686 -0.00000000835122 key = 130 0.000000057215688 -0.00000000835122 -0.000000003395353 key = 140 0.000000023262163 -0.000000003395353 -0.000000001380447 key = 150 0.00000000945769 -0.000000001380447 -0.000000000561248 key = 160 0.00000000384521 -0.000000000561248 -0.000000000228186 key = 170 0.000000001563346 -0.000000000228186 -0.000000000092774 key = 180 0.000000000635609 -0.000000000092774 -0.000000000036175 key = 191.1 0.000000000234061 -0.000000000036175 -0.000000000013322 key = 202.2 0.000000000086193 -0.000000000013322 -0.000000000004906 key = 213.3 0.00000000003174 -0.000000000004906 -0.000000000018134 key = 180 0.000000000635609 -0.000000000018134 -0.000000000052967 key = 192 0 -0.000000000052967 0 }actually no it's still got some bad keys in there. That's my fault btw.Metaphor issued a fix for it. Github has the latest version:https://github.com/NathanKell/RealSolarSystem/blob/master/RealSolarSystem.cfgOr if you just want to fix the Duna pressureCurve (like if your cfg is modified and you dont want to lose it) pressureCurve { key = 0 0.00689859363633 0 -0.000593753777574 key = 1 0.006304839858756 -0.000593753777574 -0.000542650093698 key = 2 0.005762189765058 -0.000542650093698 -0.000495944843321 key = 3 0.005266244921737 -0.000495944843321 -0.000453259458485 key = 4 0.004812985463252 -0.000453259458485 -0.000414247954129 key = 5 0.004398737509123 -0.000414247954129 -0.000378594123713 key = 6 0.00402014338541 -0.000378594123713 -0.000346008976222 key = 7 0.003674134409188 -0.000346008976222 -0.000316228393753 key = 8 0.003357906015435 -0.000316228393753 -0.000289010990719 key = 9 0.003068895024716 -0.000289010990719 -0.000264136157304 key = 10 0.002804758867411 -0.000264136157304 -0.000241402271318 key = 11 0.002563356596093 -0.000241402271318 -0.000220625063953 key = 12 0.00234273153214 -0.000220625063953 -0.000201636126199 key = 13 0.002141095405941 -0.000201636126199 -0.000184281543811 key = 14 0.001956813862131 -0.000184281543811 -0.000168420649758 key = 15 0.001788393212372 -0.000168420649758 -0.000153924884058 key = 16 0.001634468328314 -0.000153924884058 -0.00014067675173 key = 17 0.001493791576585 -0.00014067675173 -0.000128568870448 key = 18 0.001365222706136 -0.000128568870448 -0.000117503100158 key = 19 0.001247719605978 -0.000117503100158 -0.0001073897476 key = 20 0.001140329858378 -0.0001073897476 -0.000082644687708 key = 25 0.000727106419837 -0.000082644687708 -0.000052696579465 key = 30 0.000463623522513 -0.000052696579465 -0.000033600822561 key = 35 0.000295619409708 -0.000033600822561 -0.000017542952689 key = 45 0.000120189882818 -0.000017542952689 -0.000007132432306 key = 55 0.000048865559761 -0.000007132432306 -0.000002899830576 key = 65 0.000019867254005 -0.000002899830576 -0.00000117898313 key = 75 0.000008077422701 -0.00000117898313 -0.00000047933877 key = 85 0.000003284034999 -0.00000047933877 -0.000000162178727 key = 100 0.000000851354089 -0.000000162178727 -0.000000050521935 key = 110 0.000000346134742 -0.000000050521935 -0.000000020540686 key = 120 0.000000140727884 -0.000000020540686 -0.00000000835122 key = 130 0.000000057215688 -0.00000000835122 -0.000000003395353 key = 140 0.000000023262163 -0.000000003395353 -0.000000001380447 key = 150 0.00000000945769 -0.000000001380447 -0.000000000561248 key = 160 0.00000000384521 -0.000000000561248 -0.000000000228186 key = 170 0.000000001563346 -0.000000000228186 -0.000000000092774 key = 180 0.000000000635609 -0.000000000092774 -0.000000000036175 key = 191.1 0.000000000234061 -0.000000000036175 -0.000000000013322 key = 202.2 0.000000000086193 -0.000000000013322 -0.000000000004906 key = 213.3 0 -0.000000000004906 0 }Edit: Interesting, that's not quite my curve either. Looks like Duna got even more work..... which is good because it gives more atmosphere to aerobrake in Edited April 13, 2014 by Starwaster Link to comment Share on other sites More sharing options...
SpacedInvader Posted April 13, 2014 Share Posted April 13, 2014 (edited) Yeah I got those too at -8000. They need smoothing though.As far as I can tell, there doesn't seem to be a way to smooth them. That being said, maybe adding a new PQS noise mod with negative start and end values might do the trick.EDIT: So far I've been unable to affect them at all with any of the mods other than the one that created them and I've tried differing variations of 10 of them. Edited April 13, 2014 by SpacedInvader Link to comment Share on other sites More sharing options...
Scripto23 Posted April 13, 2014 Share Posted April 13, 2014 Starwaster, thanks that did it! Is there an update that includes the planetfactory planets like metaphor's one linked in the OP? Link to comment Share on other sites More sharing options...
Starwaster Posted April 13, 2014 Share Posted April 13, 2014 Starwaster, thanks that did it! Is there an update that includes the planetfactory planets like metaphor's one linked in the OP?Not that I know of... you mean one with the pressureCurve data in it...? Link to comment Share on other sites More sharing options...
Ralathon Posted April 13, 2014 Share Posted April 13, 2014 (edited) After messing about with the Duna heightmap a bit more I came up with the following system to retain canyon walls:Javascript is disabled. View full albumIf anyone wants to try it you can download the heightmap HERE. I suggest someone more knowledgeable about the PQS system tries to fine tune it a bit. I don't have the faintest clue how to use it, but you guys seem to be getting some cool results Matlab code works as follows:clc;clear;%Read the heightmap and convert to matrix for ease of use[FileName,PathName] = uigetfile;I=imread(strcat(PathName,FileName));I=double(I(:,:,1));%split the map in high and low areascutoff = 65;Z=min(max((I-cutoff).*600,0),1);%get a gradient magnitude map.Gmag =abs(gradient(I));%Filter out noise and find the areas with a high rate of change.cutoff = 0.35;Gmag = imfilter(Gmag,fspecial('average',100),'replicate');Gmag = min(max((Gmag - cutoff).*1000,0),1);%Smooth over the high/low map but exclude high gradmag areas.X = Gmag.*Z;Z = imfilter(Z,fspecial('average',100),'replicate');Z = Z.*abs(Gmag-1)+X;%Multiply by some constant, add to original heightmap %and purge memory(This script is hungry...).Z = I+Z.*50;clear('Gmag','X');%Make some Perlin noise (2 layers).[m,n] = size(I);R = rand((m/2),(n/2));R = imresize(R,2);R = R + 0.5*rand(m,n);%Normalize image.Z = Z/(max(max(Z)));%Add and scale the Perlin noise.R = 0.3*(Z.^2).*R;Z = min(Z+R,1);imagesc(Z)colormap(gray);%Magic happens%[m,n] = size(I);%I = min((rand(m,n)-0.5).*(I.^2)+I,1);%Build checkerboard testmatrix%m=8192;%n=4096;%I=xor(repmat(mod(1:m,2), [n 1]),repmat(mod(1:n,2)', [1 m]));%Write to outputimwrite(Z,'output.png');This is what the code is actually doing to the picture:Javascript is disabled. View full albumIf anyone has any suggestions to improve this script I'd like to hear them. If people like this solution to the flat terrain I can easily pump out heightmaps for all other bodies as well. Edited April 13, 2014 by Ralathon Link to comment Share on other sites More sharing options...
Starwaster Posted April 14, 2014 Share Posted April 14, 2014 After messing about with the Duna heightmap a bit more I came up with the following system to retain canyon walls:http://imgur.com/a/fEkYJIf anyone wants to try it you can download the heightmap HERE. I suggest someone more knowledgeable about the PQS system tries to fine tune it a bit. I don't have the faintest clue how to use it, but you guys seem to be getting some cool results Matlab code works as follows:clc;clear;%Read the heightmap and convert to matrix for ease of use[FileName,PathName] = uigetfile;I=imread(strcat(PathName,FileName));I=double(I(:,:,1));%split the map in high and low areascutoff = 65;Z=min(max((I-cutoff).*600,0),1);%get a gradient magnitude map.Gmag =abs(gradient(I));%Filter out noise and find the areas with a high rate of change.cutoff = 0.35;Gmag = imfilter(Gmag,fspecial('average',100),'replicate');Gmag = min(max((Gmag - cutoff).*1000,0),1);%Smooth over the high/low map but exclude high gradmag areas.X = Gmag.*Z;Z = imfilter(Z,fspecial('average',100),'replicate');Z = Z.*abs(Gmag-1)+X;%Multiply by some constant, add to original heightmap %and purge memory(This script is hungry...).Z = I+Z.*50;clear('Gmag','X');%Make some Perlin noise (2 layers).[m,n] = size(I);R = rand((m/2),(n/2));R = imresize(R,2);R = R + 0.5*rand(m,n);%Normalize image.Z = Z/(max(max(Z)));%Add and scale the Perlin noise.R = 0.3*(Z.^2).*R;Z = min(Z+R,1);imagesc(Z)colormap(gray);%Magic happens%[m,n] = size(I);%I = min((rand(m,n)-0.5).*(I.^2)+I,1);%Build checkerboard testmatrix%m=8192;%n=4096;%I=xor(repmat(mod(1:m,2), [n 1]),repmat(mod(1:n,2)', [1 m]));%Write to outputimwrite(Z,'output.png');This is what the code is actually doing to the picture:http://imgur.com/a/ThhCjIf anyone has any suggestions to improve this script I'd like to hear them. If people like this solution to the flat terrain I can easily pump out heightmaps for all other bodies as well.I've been having some luck with just using photoshop and playing with contrast/brightness and/or HDR. The idea is to increase the range of separation between height values, because right now we're only using a small portion in the stock heightfield map. The result is that it's forcing us to do what amounts to workarounds in the PQSMods. And we'll probably have to do that anyway because, 10x scale.But our starting point should be decent heightfield maps. GIGO I always say. (well, I don't always say it, but I've long been fond of that expression) Link to comment Share on other sites More sharing options...
regex Posted April 14, 2014 Share Posted April 14, 2014 Two questions:Is there a way to make the in-space mesh match the PQS more closely? I seem to recall that needing to rebuilt.is there a fix for the water on Kerbin having little to no texture?All this PQS and heightmap work is exciting, I'll have to get on that for my config. Thanks for doing the research, guys! Link to comment Share on other sites More sharing options...
NathanKell Posted April 14, 2014 Author Share Posted April 14, 2014 regex: supposedly if you remove any SSTScale lines from the cfg they should match perfectly, since I'm using Squad's own function to match the scaled space model to the PQS. It seems to work 100% for Earth but I've heard reports of problems for some elsewhere.Ralathon, woohoo! Now, how about doing it from a real Mars heightmap? Link to comment Share on other sites More sharing options...
regex Posted April 14, 2014 Share Posted April 14, 2014 Thank you, sir. Link to comment Share on other sites More sharing options...
pingopete Posted April 14, 2014 Share Posted April 14, 2014 Would there be some way of compiling these tweaked setting for all the fixed planet terrain bumpiness into a config? I saw some of the moon, mars and earth with stock looking hills they looked great. I don't really know how this all works Link to comment Share on other sites More sharing options...
Ralathon Posted April 14, 2014 Share Posted April 14, 2014 Ralathon, woohoo! Now, how about doing it from a real Mars heightmap? Can make one tommorow if you want, but it isn't going to mesh with the scaled space model, so it'll be very hard to pinpoint a landing. I'm also kind of worried that the scaled Perlin noise will completely ruin Mt Olympus Link to comment Share on other sites More sharing options...
ferram4 Posted April 14, 2014 Share Posted April 14, 2014 @Ralathon: That looks pretty good! The only thing I'd suggest is a setting that allows you to add some smoothing to the top and bottom of the cliffs (they look a little too sudden compared the the rest of the terrain, if that makes any sense). That would be good for simulating some types of erosion, so setting it up so that setting can be easily changed would probably be useful for differentiating, say, Duna cliffs from Tylo cliffs. Perhaps look into adding some noise to the top and bottom of the cliffs as well, since they look to have a surprisingly uniform height once you're away from the cliff ends. Just my 2 cents anyway. FWIW, the shallower canyon looks a bit better in terms of variation in height, so you might want to look into making these setting relative to the magnitude of the cliff. Link to comment Share on other sites More sharing options...
soverign Posted April 14, 2014 Share Posted April 14, 2014 (edited) Here is an updated version of metaphor's planet factory config. Includes textures for each planet and in some cases height maps. A blank normal map is used for most planets to eliminate stock details. Note you must delete the .obj files in RealSolarSystem/Plugins/PluginData before using the new config file or the game will use the wrong scaled space meshes for some planets. It will take a while the first time loading the game while it creates the scaled space meshes but after that, it will load normally.Textures - Updated 6/10/14Config File for Real Solar System v6.2 - Updated 6/10/14Body list:Mercury (Moho)Venus (Eve)Earth (Kerbin)Moon (Mun)Mars (Duna)Phobos (Bop)Deimos (Gilly)4 Vesta (Inaccessable)Ceres (Minmus)Jupiter (Jool)Io (Pol)Europe (Eeloo)Ganymede (Tylo)Callisto (Ike)Saturn (Sentar)Enceladus (Vall)Titan (Erin)Iapetus (Ringle)Uranus (Skelton)Miranda (Ablate)Titania (Thud)Neptune (Laythe)Triton (Ascension)Pluto (Dres)Charon (Pock)Eris (Joker)Sedna (Serious) Edited June 17, 2014 by soverign Updated for RSS v6.2 Link to comment Share on other sites More sharing options...
Recommended Posts