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[Early development, 0.24] Kopernicus Planetary System Modifier


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armaius, theres ring modules in the configs for the arin system i sent you, and particles just go in the body section wherever you want to put them.

OK... alright. Also, THIS PQS SYSTEM IS ALREADY OWERSOME! It's so much easier to work with than Kittopia! Also, unlike my previous packs, the surface of the planets when seen from Tracking station or map view now have relief!

- - - Updated - - -

Link to what I'm working on: an alpha star system created only with the newest Kopernicus http://forum.kerbalspaceprogram.com/threads/114374-0-90-heavy-WIP-Interstellar-Adventure-a-journey-to-distant-stars-MuArae-system-update-1-0?p=1813219#post1813219

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ok so i brought in laythe as a template into my Serran configs as the planet has a body of water, the water appears, however during the transition to the planet i get this

1Utuw21.png

i can still land on solid ground and it follows my textures/maps, but this weird circle occurs during the transition, and the terrain is white until about 20km up

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It may be because the fade parameters? Just set them to 0. I had the same problem before, and I was scared that my planet didn't work... There were just the fade parameters that made it invisible.

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Owersome! Also, could you please clarify how to specify how to add the little ground textures (I. E the sand dunes on Duna and grass on kerbin) on our planets?

BTW, the PQS system works marvelously already!

- - - Updated - - -

Also, I have some problems with stars. I MADE A STAR Around Kerbol, for my Interstellar Adventure pack, but seen from distance, the star appears like white flickering spot, until you approach and it appears it it's usual texture.

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Thank you! Do the land classes depend specifically on altitude?

Also, glad to hear that the flickering is not my fault...

Again, the PQS works great. My mods ported over, look even better that with KT!

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Amarius, I think you mean LandClasses, for those simply look into the Kopernicus.cfg from latest KopernicusDev. ;)

And this flickering, yeah. It's a Unity issue called Z-fighting. I will look into this, I've already killed that on the rings. :D

LandClasses provide tinting colors at different altitude levels

Owersome! Also, could you please clarify how to specify how to add the little ground textures (I. E the sand dunes on Duna and grass on kerbin) on our planets?

BTW, the PQS system works marvelously already!

.

What you are looking for is the PQS surface material definition. I hadn't put an example together yet because I haven't figured out how all the options work. Here is a material dump of Kerbin. The property names are the same as the entries you'd put in your config. Ignore the *Scale and *Offset entries, the ksp shaders uses a provided tiling parameter instead of Unity texture scaling. Since this is kerbin, all the texture names are built in textures, which you could use for your planet by specifying something like this "steepTex = BUILTIN/terrain_rock00". You would put this in a Material { } config inside the PQS { } config


[LOG 14:21:09]: --------- ---- Surface Material ---- ------------
[LOG 14:21:09]: saturation = 1
[LOG 14:21:09]: contrast = 4
[LOG 14:21:09]: tintColor = RGBA(0.173, 0.173, 0.173, 0.482)
[LOG 14:21:09]: powerNear = 0.75
[LOG 14:21:09]: powerFar = 0.75
[LOG 14:21:09]: groundTexStart = 0
[LOG 14:21:09]: groundTexEnd = 10000
[LOG 14:21:09]: steepPower = 4
[LOG 14:21:09]: steepTexStart = 10000
[LOG 14:21:09]: steepTexEnd = 100000
[LOG 14:21:09]: steepTex = terrain_rock00 (UnityEngine.Texture2D)
[LOG 14:21:09]: steepTexScale = (1.0, 1.0)
[LOG 14:21:09]: steepTexOffset = (0.0, 0.0)
[LOG 14:21:09]: steepBumpMap = Cliff (Layered Rock)_NRM (UnityEngine.Texture2D)
[LOG 14:21:09]: steepBumpMapScale = (1.0, 1.0)
[LOG 14:21:09]: steepBumpMapOffset = (0.0, 0.0)
[LOG 14:21:09]: steepNearTiling = 1000
[LOG 14:21:09]: steepTiling = 100
[LOG 14:21:09]: lowTex = terrain_sand00 (UnityEngine.Texture2D)
[LOG 14:21:09]: lowTexScale = (1.0, 1.0)
[LOG 14:21:09]: lowTexOffset = (0.0, 0.0)
[LOG 14:21:09]: lowBumpMap = Waterbump (UnityEngine.Texture2D)
[LOG 14:21:09]: lowBumpMapScale = (1.0, 1.0)
[LOG 14:21:09]: lowBumpMapOffset = (0.0, 0.0)
[LOG 14:21:09]: lowNearTiling = 4000
[LOG 14:21:09]: lowMultiFactor = 10
[LOG 14:21:09]: lowBumpNearTiling = 4000
[LOG 14:21:09]: lowBumpFarTiling = 10
[LOG 14:21:09]: midTex = terrain_grass00_new (UnityEngine.Texture2D)
[LOG 14:21:09]: midTexScale = (1.0, 1.0)
[LOG 14:21:09]: midTexOffset = (0.0, 0.0)
[LOG 14:21:09]: midBumpMap = cloud_normal (UnityEngine.Texture2D)
[LOG 14:21:09]: midBumpMapScale = (1.0, 1.0)
[LOG 14:21:09]: midBumpMapOffset = (0.0, 0.0)
[LOG 14:21:09]: midNearTiling = 4000
[LOG 14:21:09]: midMultiFactor = 100
[LOG 14:21:09]: midBumpNearTiling = 1000
[LOG 14:21:09]: midBumpFarTiling = 100
[LOG 14:21:09]: highTex = terrain_snow00 (UnityEngine.Texture2D)
[LOG 14:21:09]: highTexScale = (1.0, 1.0)
[LOG 14:21:09]: highTexOffset = (0.0, 0.0)
[LOG 14:21:09]: highBumpMap = 05_NORMAL (UnityEngine.Texture2D)
[LOG 14:21:09]: highBumpMapScale = (1.0, 1.0)
[LOG 14:21:09]: highBumpMapOffset = (0.0, 0.0)
[LOG 14:21:09]: highNearTiling = 4000
[LOG 14:21:09]: highMultiFactor = 4
[LOG 14:21:09]: highBumpNearTiling = 2000
[LOG 14:21:09]: highBumpFarTiling = 4
[LOG 14:21:09]: lowStart = 0.02
[LOG 14:21:09]: lowEnd = 0.1
[LOG 14:21:09]: highStart = 0.5
[LOG 14:21:09]: highEnd = 1
[LOG 14:21:09]: globalDensity = -8E-06
[LOG 14:21:09]: fogColorRamp = AerialRampKerbin (UnityEngine.Texture2D)
[LOG 14:21:09]: fogColorRampScale = (1.0, 1.0)
[LOG 14:21:09]: fogColorRampOffset = (0.0, 0.0)

Basically, I don't know whether the low/high Start/End options are related to fractional altitude ((altitude - altitudeStart) / altitudeDelta), or latitude/longitude, etc. I'm pretty sure the midTex range is considered the range between low/high ranges. I would think the steep texture has something to do with slope, but 10,000 is certainly a lot higher of a slope than some of the rocky surfaces we observe on kerbin. Dunno what groundTex is... Also, for something like RSS, you want to drive up the tiling factors to make the surfaces not look as bland.

The ocean configuration is the next thing on my list of things to do.

Edited by Teknoman117
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[Log]: Look rotation viewing vector is zero

I'm getting a spam of these in the alt-F12 debugger, and no land texture when landed on the modified mun. Could this be caused by the fact that the body type was changed to atmospheric while the template was vacuum? The atmosphere works well, although with the current pressures it's weird for flying in, since I kept Mun's low grav coupled with a relatively high-pressure atmosphere, but the ground is simply gone. It seems if I bring the camera so close it impacts the ground I can see a very short distance around where the camera is, but the rest is simply black, however the ship is still receiving normal sunlight... screenshots:

http://imgur.com/eVN30GB,9uWh9dR#0

Note, the texture of space is gone as well.

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@Kopernicus:AFTER[KOPERNICUS] {
@Body[Mun]
{


@ScaledVersion
{
type = Atmospheric
//fadeStart = 0
//fadeEnd = 0
Material
{

rimPower = 2.06
rimBlend = 0.3





Gradient
{
0.0 = 0.643,0.220,0.94,0
0.6 = 0.0549,0.0784,0.141,0
1.0 = 0.0196,0.0196,0.0196,0
}
}
}




Atmosphere
{
enabled = true



// effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint)

ambientColor = 0.306,0.187,0.235,0
lightColor = 0.509,0.588,0.643,0










// General atmosphere settings


staticPressureASL = 1

oxygen = true
//altitude = 55000.0
altitudeOffset = 0
altitudeMultiplier = 1.4285


// Atmosphere Pressure
// pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000))

enableLegacyAtmosphere = true
scaleHeight = 3.0
multiplier = 0.5
maxAltitude = 50000
temperatureMultiplier = 1.0
}
}
}

This is pretty much it, I've set all the RGBA values to end with 0 for transparency right now, but noting is coming through either way. The mun is there, the ground just has no texture. And the most mind-boggling thing is, if I teleport to the surface, it works fine and everything works as intended, but if I fall on to it from space, the ground disappears at low altitudes and is replaced by the 'black hole texture'.

P.S.: I didn't find any params called 'altitude' in the code, but I'm guessing it stood for maxAltitude, so I commented that one out and added a maxAltitude one.

Retested Using a rocket: This time around, with the above script, the Mun's surface isn't completely invisible, however it fades to black (as well as the starmap blacking out) in a radius of about 1km around the ship, or rather, the camera. The last change I did was to modify all the 'gradient RGBA' A values to 0, testing with rimblend now.

Could this bug have anything to do with material generation, a.k.a.: // Generate new atmospheric body material part in Scaledversion.cs?

Edited by Borsek
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[Log]: Look rotation viewing vector is zero

I'm getting a spam of these in the alt-F12 debugger, and no land texture when landed on the modified mun. Could this be caused by the fact that the body type was changed to atmospheric while the template was vacuum? The atmosphere works well, although with the current pressures it's weird for flying in, since I kept Mun's low grav coupled with a relatively high-pressure atmosphere, but the ground is simply gone. It seems if I bring the camera so close it impacts the ground I can see a very short distance around where the camera is, but the rest is simply black, however the ship is still receiving normal sunlight... screenshots:

http://imgur.com/eVN30GB,9uWh9dR#0

Note, the texture of space is gone as well.

Seems to be cause by assigning a clone of the Mun's material in PQSLoader. Take that out and it works fine again. Hmm. Guess I'm not cloning the materials correctly. Also the Mun is the only body to use the Main Optimised shader that *doesn't* have an atmosphere...

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I'm guessing a quick and semi-dirty fix would be to move the mun to a Jool orbit and clone the mun by templating laythe and getting the mun textures, basically recreating a laythe-mun frankenstein in kerbin orbit? Or just a new moon altogether... however, I'd still love to be able to add/remove atmospheres, at least it should be easy to modify Duna's atmosphere to contain oxygen, right?

TBH I kinda wish squad just released a similar format with planet data in .cfg files so those could be edited, rather than semi-hardcoded/packed into other data.

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Seems to be cause by assigning a clone of the Mun's material in PQSLoader. Take that out and it works fine again. Hmm. Guess I'm not cloning the materials correctly. Also the Mun is the only body to use the Main Optimised shader that *doesn't* have an atmosphere...

So here's a fun revelation. so for me at least, if you land on the Mun and kill and restart the game, going back to the ship through the tracking station causes the Mun to be black. If you use something like HyperEdit and drop yourself into orbit around the Mun, it works. Land and everything is fine, even when you switch back to the previous ship. So strange >.<

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So here's a fun revelation. so for me at least, if you land on the Mun and kill and restart the game, going back to the ship through the tracking station causes the Mun to be black. If you use something like HyperEdit and drop yourself into orbit around the Mun, it works. Land and everything is fine, even when you switch back to the previous ship. So strange >.<

Confirmed, the same happened to me. I even reorbited after hyperedit landing on mun, and re-landed from high mun orbit - when the detailed ground unloads, and the ground showed up normally. This is a really weird bug, haha. But yes, when loading or going to the ships from the tracking center, the mun is completely black.

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[Log]: Look rotation viewing vector is zero

I'm getting a spam of these in the alt-F12 debugger, and no land texture when landed on the modified mun. Could this be caused by the fact that the body type was changed to atmospheric while the template was vacuum? The atmosphere works well, although with the current pressures it's weird for flying in, since I kept Mun's low grav coupled with a relatively high-pressure atmosphere, but the ground is simply gone. It seems if I bring the camera so close it impacts the ground I can see a very short distance around where the camera is, but the rest is simply black, however the ship is still receiving normal sunlight... screenshots:

http://imgur.com/eVN30GB,9uWh9dR#0

Note, the texture of space is gone as well.

I've seen the "Look rotation viewing vector is zero" thing spammed in logs with completely stock installs FYI, so it could be unrelated as well. It's never actually caused any issues when I've seen it pop up before either, so not exactly sure what it means.

How are we lookin toward next release Tek? Would love to see if my scaled space issues are fixed, but I seem to suck at compiling from my previous attempts. :\

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Just want to nail down this stupid issue with the Mun surface being black. I've narrowed it down to an issue with the Mun's material itself. I've written my own material definition (in System.cfg) for it using Kerbin's material as a source, and the surface is then not black. So I'm stepping through everything bit by bit to see if I can figure out whats going on.

If you want to try it out, there is a current development dll in the git repository under Distribution/. Some examples are in there as well, so don't install everything in the KopernicusExamples/ folder unless you want some strange changes :).

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Just want to nail down this stupid issue with the Mun surface being black. I've narrowed it down to an issue with the Mun's material itself. I've written my own material definition (in System.cfg) for it using Kerbin's material as a source, and the surface is then not black. So I'm stepping through everything bit by bit to see if I can figure out whats going on.

If you want to try it out, there is a current development dll in the git repository under Distribution/. Some examples are in there as well, so don't install everything in the KopernicusExamples/ folder unless you want some strange changes :).

Oh, is it a compiled .dll there? I assumes it needed to be compiled still. I'll have to grab it and get to work re-doing my KopernicusTech .cfg then. :D

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Ok Tek, I'm doing something wrong converting the planet over from KopernicusTech. Here's my CFG;

http://pastebin.com/yvk8ZbP3

But I keep getting this during the game loading:

AddonLoader: Instantiating addon 'Injector' from assembly 'Kopernicus'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

IndexOutOfRangeException: Array index is out of range.
at Kopernicus.Configuration.Loader.Generate () [0x00000] in <filename unknown>:0

at Kopernicus.Injector.Awake () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
AddonLoader:StartAddons(Startup)
AddonLoader:OnLevelWasLoaded(Int32)

(Filename: Line: -1)

And then as soon as I go to the map view this gets spammed incessantly;

InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First[StarComponent] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

at Kopernicus.StarLightSwitcher.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

And nothing show up. IDK if I'm just putting the files in the wrong place or what?

kopernicus.dll is at GameData/Kopernicus/Kopernicus.dll

And the planet is at GameData/Pactus/KopernicusPlanet.cfg with the normal, height, and texture maps in the locations defined in KopernicusPlanet.cfg

Any ideas?

I just copied your custom planet example and plugged in the information I had from the planet which was working, and tried to adapt it to Kopernicus's syntax, but no dice. :\

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