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Kopernicus Core - Version NAN - Outdated


_Augustus_

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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.

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@Augustus

Do 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 planets

Also, 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.

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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 by Candlelight
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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 by Candlelight
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_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.

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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.

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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 by Avera9eJoe
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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.

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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.

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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:

G9ghbSP.png

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
}
}
}

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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 :D Any help is greatly appreciated!

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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 :D Any help is greatly appreciated!

I would guess that they just use their templates' stats.

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