Mach_XXII Posted October 30, 2014 Share Posted October 30, 2014 (edited) Here is Aha's config.Thankshttp://imgur.com/R2ZZBXh----------------Edit-----------------does anyone have problems with a gas planet surface disappering? http://imgur.com/a/VvmUo Edited October 30, 2014 by Mach_XXII Link to comment Share on other sites More sharing options...
VonFrank Posted October 31, 2014 Share Posted October 31, 2014 Here is Aha's config.@Kopernicus { Body { name = Aha flightGlobalsIndex = 31 Template { name = Jool } Properties { description = What? radius = 12600000 mass = 4.73535382e+24 geeASL = 1.2 } Orbit { referenceBody = Sun color = 0,0,1,1 inclination = 2 eccentricity = 0.2 semiMajorAxis = 704000100092 longitudeOfAscendingNode = 0.6 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = KopernicusExamples/Aha/Aha_mainTex rimColorRamp = KopernicusExamples/Aha/ramp_blue rimPower = 2.06 rimBlend = 0.3 } } Atmosphere { lightColor = 0.109,0.108,0.643,0 ambientColor = 0.106,0.107,0.335,1 } }}Thankshttp://imgur.com/R2ZZBXhI cant seem to get textures to work at all. When I try to set them up, Kopernicus refuses to load all of the new planets.What format must the textures be in? .png? .bmp? .jpeg? Link to comment Share on other sites More sharing options...
Lillz Posted November 1, 2014 Share Posted November 1, 2014 i havnt looked at this thread for a while, how much progress has been made? can we make full blown planets yet?Wondering the same thingMaybe one day Squad will add custom/random systems. They claim it would take away from the community experience ('Hey guys look I finally landed on Duna!') since planets wouldn't be the same for everyone, but this can easily be fixed by having a manual seed so you could share it. Link to comment Share on other sites More sharing options...
wasmic Posted November 1, 2014 Share Posted November 1, 2014 Wondering the same thingMaybe one day Squad will add custom/random systems. They claim it would take away from the community experience ('Hey guys look I finally landed on Duna!') since planets wouldn't be the same for everyone, but this can easily be fixed by having a manual seed so you could share it.Or making it so that planets are procedurally generated beyond the Kerbol system, but everybody shares the same seed. I don't care much for such a feature, but having PlanetFactory/Kopernikus functionality (creating planets with cfg files) in the stock game would be awesome. Link to comment Share on other sites More sharing options...
NathanKell Posted November 1, 2014 Share Posted November 1, 2014 Planets are procedurally generated *in* the Kerbol system, but everyone shares the same seed. There are a number of planets that have no heightmap, and thus their terrain is *entirely* procedurally generated. Minmus is an example. It's just that the seed is kept constant, so everyone gets the same Minmus. Link to comment Share on other sites More sharing options...
Dooz Posted November 2, 2014 Share Posted November 2, 2014 Planets are procedurally generated *in* the Kerbol system, but everyone shares the same seed. There are a number of planets that have no heightmap, and thus their terrain is *entirely* procedurally generated. Minmus is an example. It's just that the seed is kept constant, so everyone gets the same Minmus.One smallish question Is jools texture procedural otherwise My life is easier when i recreate my planet pack. Link to comment Share on other sites More sharing options...
NathanKell Posted November 2, 2014 Share Posted November 2, 2014 No textures are procedural. The only procedural stuff is on PQSs (and the closest to texture would be vertex color), but Jool doesn't even have a PQS. Link to comment Share on other sites More sharing options...
braininator Posted November 3, 2014 Share Posted November 3, 2014 So there is no such thing as procedural gas giants in KSP? That's unfortunate... If I, perchance, needed to make procedural gas giants would simply reusing 3 or 4 textures be most ideal? Link to comment Share on other sites More sharing options...
NathanKell Posted November 3, 2014 Share Posted November 3, 2014 Sorry, what do you mean by procedural in this context? Link to comment Share on other sites More sharing options...
braininator Posted November 3, 2014 Share Posted November 3, 2014 My basic idea is that as a long term project, is to create a galactic center with stars orbiting it. These stars will have procedural solar systems in a similar manner to asteroids. Now obviously if gas giants can't have procedural textures, I'd have to either store a texture for each of the thousands of possibilities of gas giants, or I could reuse textures. I was asking if this is the best solution. Link to comment Share on other sites More sharing options...
Dooz Posted November 3, 2014 Share Posted November 3, 2014 (edited) Procedural in this context is using math and numbers to create textures like minecraft's world generator.http://en.m.wikipedia.org/wiki/Procedural_generation Edited November 3, 2014 by Dooz Link to comment Share on other sites More sharing options...
NathanKell Posted November 3, 2014 Share Posted November 3, 2014 braininator: ah. *No* planets get procedural textures in scaled space; the only procedural part of planets is the PQS (the terrain you see when close up). Gas giants don't have PQS (i.e. only have scaled space models) and thus have no procedural component. The way things normally work is, for non-gas-giant planets, you create the terrain via PQSMods and then export maps to be used in scaled space (and possibly touch them up manually, too). You could of course automate that process, although the rendering is quite expensive (IIRC it took me about 11 minutes for a 4096x2048 map for Kerbin)....as for gas giants, you could write, either in Cg as a shader or via C# and render to texture, a gas giant texture generator. Link to comment Share on other sites More sharing options...
rbray89 Posted November 3, 2014 Share Posted November 3, 2014 braininator: ah. *No* planets get procedural textures in scaled space; the only procedural part of planets is the PQS (the terrain you see when close up). Gas giants don't have PQS (i.e. only have scaled space models) and thus have no procedural component. The way things normally work is, for non-gas-giant planets, you create the terrain via PQSMods and then export maps to be used in scaled space (and possibly touch them up manually, too). You could of course automate that process, although the rendering is quite expensive (IIRC it took me about 11 minutes for a 4096x2048 map for Kerbin)....as for gas giants, you could write, either in Cg as a shader or via C# and render to texture, a gas giant texture generator.I would recommend doing this in a shader. Doing the math and then writing the texture in the CPU would take ages.EDIT:If you get this working, I'd like to talk. I haven't been able to find good planet-wide noise generation mechanisms. Link to comment Share on other sites More sharing options...
NathanKell Posted November 3, 2014 Share Posted November 3, 2014 Well, I have all the code I wrote in GLSL a couple years ago for my (undergrad) thesis if you want it. Mostly just pnoise though, which is good for moons but not so good for gas giants! Link to comment Share on other sites More sharing options...
braininator Posted November 3, 2014 Share Posted November 3, 2014 braininator: ah. *No* planets get procedural textures in scaled space; the only procedural part of planets is the PQS (the terrain you see when close up). Gas giants don't have PQS (i.e. only have scaled space models) and thus have no procedural component. The way things normally work is, for non-gas-giant planets, you create the terrain via PQSMods and then export maps to be used in scaled space (and possibly touch them up manually, too). You could of course automate that process, although the rendering is quite expensive (IIRC it took me about 11 minutes for a 4096x2048 map for Kerbin)....as for gas giants, you could write, either in Cg as a shader or via C# and render to texture, a gas giant texture generator.I am aware that PQS is the main way of doing things procedurally, which is why I am trying to make my current short term project AlternisSolar, completely procedurally generated. I am under the hope, and impression, that if I can produce procedural planets by hand like clockwork, automating the process will be trivial ( I Hope) for my large project. In regards to creating a texture generator for gas giants... I almost certainly won't be able to do it TBH, I expect that 90% of the project is going to be the learning curve Also, am I missing something with texture exporting... Mine takes a lot less time to do even an 8k texture. Admittedly I can't get them to work(land of water planets is white) so I am probably missing something.. Link to comment Share on other sites More sharing options...
NathanKell Posted November 3, 2014 Share Posted November 3, 2014 Ah, it may be that KSP is much faster doing it these days. Last time I tried was in .22 or so!As for land being white, that's because you're seeing the alpha channel. Load the image in an image editor, you should see normal colors in RGB, and land/ocean in Alpha. If you're using Photoshop, get SuperPNG and have it load PNG alpha as alpha, not transparency (PS has problems with PNG files...) Link to comment Share on other sites More sharing options...
braininator Posted November 3, 2014 Share Posted November 3, 2014 (edited) Do you mean I need to convert it into RGB for in-game use or do I just need a special way of viewing for PS/gimp?Edit:I don't know whether to laugh or cry... I found out what my problem was. My landclass coverage frequency for tundra and ice caps was out by a factor of like 5.... I'd guess 98% of the land is pure ice...Now I feel like a complete moron.... Edited November 3, 2014 by braininator Link to comment Share on other sites More sharing options...
NathanKell Posted November 3, 2014 Share Posted November 3, 2014 No, I just mean that an image where all the land is white might be because it's showing the land as transparent (because that area will be black on the alpha channel). But I guess what you describe could cause that too. Don't sweat it, it happens. :] Link to comment Share on other sites More sharing options...
VonFrank Posted November 7, 2014 Share Posted November 7, 2014 I've discovered something strange that happens when you press Ctrl-S. It makes a bunch of green lines appear out from the terrain of every planet/moon. Here's a few pictures:I cant seem to figure out a key combo to make them disappear, and the only way to get rid of them is to exit the game and restart. Is this an intentional function of the mod? If so, how do I make them go away if that button combo is pressed? It tends to happen quite frequently when landing a ship since it involved the throttle and movement keys.Thanks. Link to comment Share on other sites More sharing options...
Padishar Posted November 7, 2014 Share Posted November 7, 2014 I cant seem to figure out a key combo to make them disappear, and the only way to get rid of them is to exit the game and restart. Is this an intentional function of the mod? If so, how do I make them go away if that button combo is pressed? It tends to happen quite frequently when landing a ship since it involved the throttle and movement keys.I've already posted this in your other thread, but Ctrl-C should get rid of them... Link to comment Share on other sites More sharing options...
&Josh Posted November 7, 2014 Share Posted November 7, 2014 (edited) I cant seem to figure out a key combo to make them disappear, and the only way to get rid of them is to exit the game and restart. Is this an intentional function of the mod? If so, how do I make them go away if that button combo is pressed? It tends to happen quite frequently when landing a ship since it involved the throttle and movement keys.Thanks.Pressing Ctrl+C will turn them off, according to line 184 in RuntimeUtility.cs in the source code.Edit: Ninja'd... Edited March 22, 2015 by &Josh Fixed link Link to comment Share on other sites More sharing options...
VonFrank Posted November 7, 2014 Share Posted November 7, 2014 Ah, yes. Thank you both!Just out of curiosity, what do the markers represent? Something to do with the planet's PQS? Link to comment Share on other sites More sharing options...
AndreyATGB Posted November 7, 2014 Share Posted November 7, 2014 Ah, yes. Thank you both!Just out of curiosity, what do the markers represent? Something to do with the planet's PQS?From code:// If we want to debug the locations of PQ nodes Link to comment Share on other sites More sharing options...
JTG Posted November 7, 2014 Share Posted November 7, 2014 I think we need a tutorial for all this, either video or readme style. Link to comment Share on other sites More sharing options...
Teknoman117 Posted November 13, 2014 Share Posted November 13, 2014 Its been awhile since I or Bryce posted, but I wanted to give a bit of an update to the project. Bryce and I are going to try to finish up at least a beta version over our thanksgiving breaks, and also create a wiki on GitHub about using Kopernicus.School is a lot of work... Link to comment Share on other sites More sharing options...
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