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Texture and height map editing for planet factory CE.


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So as some might know, I'm making an asteroid belt for planet factory CE, but I have no idea how to edit the texture so like if I added a crater, and edit the height map to be like a crater in the SAME EXACT PLACE.

So how exactly would I do this?

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You should bake textures from a high res version of your model.

Also make good use of Texture Paint in Blender if you have it. Use stencils for that. One great side effect of that is you'll be able to effectively hide your texture seams, by painting over them. This is extremely useful for organic models, like asteroids.

Edited by Cpt. Kipard
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Cpt. Kipard: Deadpangod3 is talking about editing *planet* textures, not textures for a model s/he created.

Deadpangod3: Most KSP planets have their texture maps flipped horizontally and offset 1/4 the width to the right. Undo that process and the middle of the image will equal the prime meridian.

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I like to use GIMP for height maps or color maps because the spray tool and smudge tool can create realistic features.

As for craters you can place a little bit of grey And smudge it a bit but or you can use PQSdecal which needs a height map and a optional color map then enter in coordinates and a PQS decal will be placed.

Id recommend GIMP for height and color.

Edited by Dooz
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I like to use GIMP for height maps or color maps because the spray tool and smudge tool can create realistic features.

As for craters you can place a little bit of grey And smudge it a bit but or you can use PQSdecal which needs a height map and a optional color map then enter in coordinates and a PQS decal will be placed.

Id recommend GIMP for height and color.

Wait what, PQS decal?

Isn't that what Skelton has for its mountain?

Where would I put this PQSDecal thingy in the CFG, and how should it look?

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Wait what, PQS decal?

Isn't that what Skelton has for its mountain?

Where would I put this PQSDecal thingy in the CFG, and how should it look?

Yes that Is Skeltons Mountain

Copy and Paste this at the Bottom of the config

heres a PQSdecal Code

PQSMod_MapDecal
{
modEnabled=True
order=99987
radius=120000
position=-19468.5, -25737.1, 61828.1
angle=0
heightMap=Blah.png
heightMapDeformity=22000
cullBlack=True
useAlphaHeightSmoothing=False
absolute=False
absoluteOffset=200
colorMap=Blah_color.png
smoothHeight=0.125
smoothColor=0.125
removeScatter=False
DEBUG_HighlightInclusion=False
}

Im Pretty sure You can figure out the rest.

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Yes that Is Skeltons Mountain

Copy and Paste this at the Bottom of the config

heres a PQSdecal Code

PQSMod_MapDecal
{
modEnabled=True
order=99987
radius=120000
position=-19468.5, -25737.1, 61828.1
angle=0
heightMap=Blah.png
heightMapDeformity=22000
cullBlack=True
useAlphaHeightSmoothing=False
absolute=False
absoluteOffset=200
colorMap=Blah_color.png
smoothHeight=0.125
smoothColor=0.125
removeScatter=False
DEBUG_HighlightInclusion=False
}

Im Pretty sure You can figure out the rest.

Ah ok, I'll take a look at this Gimp too,

But does the heightmap for the PQSdecal have to be the same size of the planets texture, or can it be smaller?

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  • 2 years later...

hello all, i have been working for years on interpreting the planet factory CE files.  specifically, jackymoon made a planetpack for the Alien franchise and added an easter egg onto LV223 using a similar setup to skeltons moon, but i cannot find the easter egg for the life of me.  i dont think its appearing properly, can someone help me manipulate the notepad file so i can experience the easter egg?

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