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[WIP][0.90?] PlanetFactory CE


Kragrathea

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Is there any way to expand this to allow for editing of the stock planets through module manager? I'm working on improving RSS terrain and I'd really like to be able to use the edit-reload functionality in-game, as well as having access to all of the PQS mods available rather than just those already defined by the original config.

You might want to use my ingame terrain editing tool ( http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-ingame-planetary-editing-tools-V0-076 ). It can edit all PQS, and add more to an existing planet and save a config that can be ported to RSS, or it can be used to save and load planet changes on its own.

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I wanted to show this off: I Not sure where to put this, but here is my star system. Complete with custom oceans, Atmosphere colours, rings and fixed starlight!

Note how the light is coming from my custom star, more obvious near the end. A whole lot of this is custom code, but I copied and pasted a whole heap of the PF code to get it running.

Hopefully some of this tech is added to the actual plugin. I have sent my "starfix" to Kragrathea, however it has been some time. I am unsure as to what happened to the developer.

You might have some luck PM'ing aftokinito or Mu. I guess you could PM me also. :P

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I need some help.

I try to load my single planet using the proper .system and a bin from one of the planets that came with the mod but my planet does not appear. What im i doing wrong?

thanks

I believe i know your issue your system file does not contain the name of the planet edit the .system with notepad and add the planets name to it.

Also name the system file to the name of the star.

Edited by Dooz
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You might want to use my ingame terrain editing tool ( http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-ingame-planetary-editing-tools-V0-076 ). It can edit all PQS, and add more to an existing planet and save a config that can be ported to RSS, or it can be used to save and load planet changes on its own.

I've actually been using this for a little while already. It works pretty well, but it's lacking the ability to generate the scaled space mesh, which is something I really need to see if the changes I'm making are working on a planetary scale. I've also not found a way with your mod to use / update my custom heightmap while in game, so I have to close, change the file in the config, and then start the game back up, when this I think would allow that to happen in a matter of seconds. I should also mention that I've not been able to get the load functionality to work at all up to this point.

On a separate note, maybe someone here can help me with a problem I've been having with low level terrain in my custom heightmaps. I'm currently working on Mars, and I can't seem to get anything below about 50% of the elevation range to show up correctly. Mountains like Olympus Mons appear just fine (including the cliffs at its edge), along with all of the craters (no matter the elevation), but when I got to the area around Valles Marineris, I'm treated to a view of rolling hills pitted with craters and almost no elevation change. Now, I know that RSS has scaled everything up by about 10x, so elevation changes are going to be more gradual, but even in the deepest, narrowest parts of the canyon there is just flat land with rolling hills where there should be *at least* a 22° slope rising up 9km across about 20km, which is well within visual range. The issue is only more apparent at altitudes where you should be able to see some definition in the terrain... at 30km, what should look at least somewhat like a valley with 8km - 10km plateaus around it again only looks like a flat plain with a few rolling hills and some craters.

Anyway, I'm trying to figure out if maybe there is one of the stock PQS settings / mods that's interfering with the application of the new heightmap. I've tried turning every mod off except for the heightmap, but even that only produces the same flat terrain with gently rolling hills. Any help would be greatly appreciated here.

EDIT: Also, before anyone says it, I did check to see if the terrain elevations matched with the heighmap data and it doesn't. That being said, I'm not 100% sure in-game coordinate system even comes close to that provided by my mapping software. This is one of the big reasons I want to be able to update the scaled space mesh so I can see where I'm going on the planet without trying to make shot-in-the-dark guesses about the correct lat / lon.

Edited by SpacedInvader
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Have you tried messing around with the offset variables? Increasing deformity makes the heightmap "Stand out" more. It helped make my planet's features stand out more from the flat-ish terrain I wasn't expecting when I applied a custom heightmap...

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Have you tried messing around with the offset variables? Increasing deformity makes the heightmap "Stand out" more. It helped make my planet's features stand out more from the flat-ish terrain I wasn't expecting when I applied a custom heightmap...

My current settings for the heightmap mod:


PQSMod_VertexHeightMap // doubles
{
heightMapOffset = 0.0 //-2000.0
heightMapDeformity = 29457.0 //15600.0 //7000 // 5000
heightMap = GameData/RealSolarSystem/Plugins/PluginData/marstest5-3.png
}

In this case, 29457 is the total variation in elevation from lowest to highest point on Mars in meters. The actual range is -8208m - 21249m, but when I've tried to set the offset into the negative, the game just produces a flat, featureless terrain where the 0 mark should be, so nothing below 0 shows up at all. With these settings, Olympus Mons does indeed rise 22km over where zero elevation should be, but the lowest point on the map, at least when I try to go there directly using hyperedit lander by lat/lon is at about 11km elevation rather than almost zero. The way I'm seeing it right now, I suspect one, and possibly both, of the following is happening:

1: The PQS system is overriding the low-level terrain somehow

2: The map coordinate system is different in some way, so when I dial in specific lat / lon based on their real world locations, I'm ending up somewhere different in the game.

EDIT: Figured it out... see this post

Edited by SpacedInvader
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I believe i know your issue your system file does not contain the name of the planet edit the .system with notepad and add the planets name to it.

Also name the system file to the name of the star.

My "star" is the planet im making. The name is in the .system and i have it selected on the load screen, but it never appears.

Would there be anything wrong with my orbit settings?

Orbit

{

inclination = 0.0

eccentricity = 0.0

semiMajorAxis = 2000000000

LAN = 0

argumentOfPeriapsis = 0

meanAnomalyAtEpoch = 0

epoch = 0

referenceBody = Kerbol

}

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My "star" is the planet im making. The name is in the .system and i have it selected on the load screen, but it never appears.

Would there be anything wrong with my orbit settings?

Orbit

{

inclination = 0.0

eccentricity = 0.0

semiMajorAxis = 2000000000

LAN = 0

argumentOfPeriapsis = 0

meanAnomalyAtEpoch = 0

epoch = 0

referenceBody = Kerbol

}

there is one line that is very obviously an issue: The referenceBody. It's called the sun officially. Replace "referenceBody = Kerbol" with "referenceBody = Sun". That should fix it for you, though eccentricity, I don't believe can be zero exactly. If the change in reference body doesn't work, also try upping your eccentricity to like .00001 and see if that also helps. :)

good luck :)

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Don't use a bin from another planet. Delete the bin a load the game then open up the menu and click create ScaledSpace

Waitwaitwait, can using the bin thing cause the planet to have weird behaviors like the terrain being all spikey and rough, and th eatmosphere not producing and drag and extending up EXTREMLY higher then it should be?

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Waitwaitwait, can using the bin thing cause the planet to have weird behaviors like the terrain being all spikey and rough, and th eatmosphere not producing and drag and extending up EXTREMLY higher then it should be?

When you create a scaledspace for your new planet it creates a new bin

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Hi, I can´t download it from http://sdrv.ms/1cUVMkl

Its about scan for virus.

There´s another link to download it?

thxs

Scan For A virus?

To Download it Simply Right Click On the planetfactory file and Click Download.

EDIT: I noticed the Same Issue To when i tested it Strange.

Edited by Dooz
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For all those asking: .bin files contain the mesh information of the scaled space 3d model, and the _rim texture is a material of the scaledspace atmosphere shader. However, the _rim cannot change the AtmosphereFromGround component, it is purely for the map view.

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