_Augustus_ Posted January 11, 2015 Author Share Posted January 11, 2015 Your problem seems to be the scalemesh section of the kopernicus config. Removing that and the planet loads. The planet still looks like gilly, not sure if that was the goal or not. I can't help anymore, trying to manipulate planets with kopernicus and RSS is an excercise in frustration.The reason it looks like Gilly is because Gilly does not use a heightmap, therefore the only way to edit it's terrain is to paste a .obj file into RSS. Link to comment Share on other sites More sharing options...
joker169 Posted January 11, 2015 Share Posted January 11, 2015 @AugustusDo you have any plans/is it possible to add this to the ever expanding CKAN project? Link to comment Share on other sites More sharing options...
Whizzkid Posted January 11, 2015 Share Posted January 11, 2015 (edited) Is this mod compatible with MKS/Karbonite? I would like to be able to mine karbonite from the new planetsAlso, Is it compatible with mechjeb landing guidance? Edited January 11, 2015 by Whizzkid Link to comment Share on other sites More sharing options...
_Augustus_ Posted January 11, 2015 Author Share Posted January 11, 2015 @AugustusDo you have any plans/is it possible to add this to the ever expanding CKAN project?If they'd like to add it then they can.Is this mod compatible with MKS/Karbonite? I would like to be able to mine karbonite from the new planetsAlso, Is it compatible with mechjeb landing guidance?Resource mods should work, landing guidance is glitchy on any bodies that have different gravity than their templates. Link to comment Share on other sites More sharing options...
_Augustus_ Posted January 12, 2015 Author Share Posted January 12, 2015 RSS config coming soon! Link to comment Share on other sites More sharing options...
Candlelight Posted January 12, 2015 Share Posted January 12, 2015 I'm starting development on a new pack.So far i've only made the star, which is literally, a red dwarf.Here are 3 screenshots of the star to see whats coming: Link to comment Share on other sites More sharing options...
Elowiny Posted January 12, 2015 Share Posted January 12, 2015 Look cool ! But how do you create a new star color ? Link to comment Share on other sites More sharing options...
Candlelight Posted January 12, 2015 Share Posted January 12, 2015 (edited) Look cool ! But how do you create a new star color ?It's easy.Press Ctrl+P to bring up the Kittopia Planet Editor.Select your star and go to Modify Starlight Data.From here, you could just experiment with colors.Here are the colors for my star:StarFix{ FlareColour = RGBA(1.000, 0.404, 0.404, 0.000) LightColour = RGBA(1.000, 0.404, 0.404, 0.000) RimColour = RGBA(1.000, 0.365, 0.365, 0.000) SpotColour = RGBA(1.000, 0.000, 0.000, 0.000) EmitColour = RGBA(1.000, 0.320, 0.331, 0.000)} Edited January 12, 2015 by Candlelight Link to comment Share on other sites More sharing options...
Elowiny Posted January 12, 2015 Share Posted January 12, 2015 Yeah but can you actually save it ? Link to comment Share on other sites More sharing options...
iliketrains0pwned Posted January 12, 2015 Share Posted January 12, 2015 Do you think that Planet Factory will make it into the planet pack? Link to comment Share on other sites More sharing options...
Olympic1 Posted January 12, 2015 Share Posted January 12, 2015 I'm starting development on a new pack.So far i've only made the star, which is literally, a red dwarf.Here are 3 screenshots of the star to see whats coming:http://i57.tinypic.com/ra2at0.pnghttp://i61.tinypic.com/1z1y13p.pnghttp://i61.tinypic.com/1o9a46.pnglooks cool, I'm looking forward to it Link to comment Share on other sites More sharing options...
Candlelight Posted January 13, 2015 Share Posted January 13, 2015 (edited) Yeah but can you actually save it ?If your are talking about the colors, then yes.Just press 'Save Data' in the Kittopia menu. Edited January 13, 2015 by Candlelight Link to comment Share on other sites More sharing options...
Elowiny Posted January 13, 2015 Share Posted January 13, 2015 And do I need to include the KittopiaTech folder in the mod in order for other players to get the colors ? Link to comment Share on other sites More sharing options...
Candlelight Posted January 13, 2015 Share Posted January 13, 2015 (edited) And do I need to include the KittopiaTech folder in the mod in order for other players to get the colors ?Yes, of course.Here, you can download my star as an example here.- - - Updated - - -Ok my question to you:How do i rescale planets, like Tyvor or Verviedi? Tyvor uses a Tylo template , but Tyvor is only 420km across.Update:What i meant was i tried to shrink a Minmus sized object i created form 60 km (template size) to about 20km. So in the map view it looks nice and smooth, but in let's say "ship view", when i fly a craft, it looks like a mess(all spikey).So what i want to do is edit the terrain for it to be nice and smooth.How can i do that? Edited January 14, 2015 by Candlelight Link to comment Share on other sites More sharing options...
LaydeeDem Posted January 13, 2015 Share Posted January 13, 2015 _Augustus_, you really should have kept your postings in addon development. Do you think you can get this thread moved there? Kopernicus is really not ready for release. The use of RSS and kittopia are temporary workarounds until I/someone else gets PQS config into Kopernicus. I love your enthusiasm, but this addon is not ready for a public release. Link to comment Share on other sites More sharing options...
_Augustus_ Posted January 13, 2015 Author Share Posted January 13, 2015 Yes, of course.Here, you can download my star as an example here.- - - Updated - - -Ok my question to you:How do i rescale planets, like Tyvor or Verviedi? Tyvor uses a Tylo template , but Tyvor is only 420km across.Edit the radius._Augustus_, you really should have kept your postings in addon development. Do you think you can get this thread moved there? Kopernicus is really not ready for release. The use of RSS and kittopia are temporary workarounds until I/someone else gets PQS config into Kopernicus. I love your enthusiasm, but this addon is not ready for a public release.I'm keeping it here. The RSS thing works fine for now, if you get PQS working I will update the mod and request planet pack creators to do so as well. Link to comment Share on other sites More sharing options...
HafCoJoe Posted January 13, 2015 Share Posted January 13, 2015 (edited) I am thinking of using a gas giant (Odysseus) and moon (Penelope) from this plugin for a future film, but I have an important question.I have Astronomers pack installed. Does kopernicus work with Astronomers?And Hyperedit? Edited January 13, 2015 by Avera9eJoe Link to comment Share on other sites More sharing options...
_Augustus_ Posted January 13, 2015 Author Share Posted January 13, 2015 I am thinking of using a gas giant (Odysseus) and moon (Penelope) from this plugin for a future film, but I have an important question.I have Astronomers pack installed. Does kopernicus work with Astronomers?It does actually. Link to comment Share on other sites More sharing options...
LaydeeDem Posted January 14, 2015 Share Posted January 14, 2015 And Hyperedit?Without hyperedit us addon devs would have to actually play the game to get decent screenshots. It works. Link to comment Share on other sites More sharing options...
Elowiny Posted January 14, 2015 Share Posted January 14, 2015 Hyperedit is the most important thing to get screenshots.And I am looking foward to add a star to my pack. Link to comment Share on other sites More sharing options...
Thomas988 Posted January 14, 2015 Share Posted January 14, 2015 I am thinking of using a gas giant (Odysseus) and moon (Penelope) from this plugin for a future film, but I have an important question.I have Astronomers pack installed. Does kopernicus work with Astronomers?Yes, it does. It's just that I haven't made EVE cloud textures that high quality. Link to comment Share on other sites More sharing options...
Thomas988 Posted January 14, 2015 Share Posted January 14, 2015 Hey _Augustus_, I have an interesting problem involving normal maps. Ever since I started using them they have not been working. Even in my planet pack the celestial bodies have the normal map of their template; Penelope looks like Laythe, Telemachus looks Tylo, Aeolus look like Duna, etc. Originally I did not know where the problem was occurring, but then I started to believe I had done something wrong with the config files. So, yesterday I downloaded the Outer Planets Mod (which does have working normals maps) and simply modified that so the moon named Slate would be transformed into Telemachus. Turns out that didn't work at all, and now I think the culprit is the normal map itself.If the normal maps are the problem, then how do I make working normal maps? Everyone seems to do it a little differently, and I myself installed the Normalmap plugin for Gimp. So what do I have to do to get normals maps that Kopernicus understands?Here's the normal map for Telemachus, if it is of any use:And here is that new config I've been working on (a couple things are different than what is in the planet pack, just because I was using Slate as a template):Body { name = Telemachus flightGlobalsIndex = 185 Template { name = Tylo //removeAtmosphere = true } Properties { radius = 500000 geeASL = 0.46875001513 mass = 1.72251933456051E+19 description = Evidence suggests that Slate was very much like Kerbin until only a few hundred thousand years ago. An unknown cataclysm seems to have stripped the moon of its atmosphere and leaving nothing but a dead husk behind. Its vibrant yellow and brown color palette has inspired painters ever since its discovery, including the world-renowned Vincent van Kerman. ScienceValues { landedDataValue = 19 splashedDataValue = 1 flyingLowDataValue = 15 flyingHighDataValue = 12 inSpaceLowDataValue = 12 inSpaceHighDataValue = 11 recoveryValue = 7 } } Orbit { referenceBody = Sarnus color = 0.823529,0.705882,0.54902,1 inclination = 0.03 eccentricity = 0.04 semiMajorAxis = 83429012 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = Kopernicus/Textures/Telemachus_map normals = Kopernicus/Textures/Telemachus_normal } } } Link to comment Share on other sites More sharing options...
Tellion Posted January 15, 2015 Share Posted January 15, 2015 What happens when some values are not specified, for example mass, while specifying corresponding ones like geeASL and radius? Also what happens when I specify a mass that is incompatible with the other two? Do some values get calculated from other ones, and if yes, which ones take precedence in case of conflicting ones? I am trying myself at a modified config for 64k and Outer Planets Mod and would love to know what happens when I screw up Any help is greatly appreciated! Link to comment Share on other sites More sharing options...
_Augustus_ Posted January 15, 2015 Author Share Posted January 15, 2015 What happens when some values are not specified, for example mass, while specifying corresponding ones like geeASL and radius? Also what happens when I specify a mass that is incompatible with the other two? Do some values get calculated from other ones, and if yes, which ones take precedence in case of conflicting ones? I am trying myself at a modified config for 64k and Outer Planets Mod and would love to know what happens when I screw up Any help is greatly appreciated!I would guess that they just use their templates' stats. Link to comment Share on other sites More sharing options...
Candlelight Posted January 16, 2015 Share Posted January 16, 2015 Hey, i'm back!And i have good news, Toliman is about to be released!Expect somewhere tomorrow or overmorrow(the day after tomorrow).Here is a screenshot i took during testing:Stay updated here: http://forum.kerbalspaceprogram.com/threads/107155-WIP-0-90-Toliman-Pack-for-Kopernicus?highlight=toliman+pack Link to comment Share on other sites More sharing options...
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