CaptRobau Posted February 3, 2015 Share Posted February 3, 2015 Set the GeeASL to something manageable.That seemed to do it, thanks! Link to comment Share on other sites More sharing options...
MoeKitsune Posted February 3, 2015 Share Posted February 3, 2015 (edited) ..........I was never working on it.Oh, I meant Kopernicus Core. Edited February 3, 2015 by TheJewelOfJool Link to comment Share on other sites More sharing options...
Lillz Posted February 3, 2015 Share Posted February 3, 2015 Is there anywhere where I can find a description of each PQS setting that we can use in K-T? Link to comment Share on other sites More sharing options...
VonFrank Posted February 3, 2015 Share Posted February 3, 2015 Are you trying to clone stock planets, or actually change the existing moho to mercury? If it's the latter you should just use RSS to do it. One thing to note is that I found trying to use the heightmap from RSS doesn't seem to work, I think it's in a different format, so that may be your issue if you're trying to do that.So then, for the moment, is it still better to use this AND RSS in order to replace the stock solar system with a realistic one? Because aside from the stock planets which are modified in RSS, I also want to add new planets & moons in order to create all of the celestial objects in our solar system that RSS does not include. I had this working fairly well with the previous versions of Kopernicus and Kittopia. The only issue was the override error with biome maps and heightmaps for Kopernicus planets. Has that been fixed? Link to comment Share on other sites More sharing options...
JID00Gaming Posted February 3, 2015 Share Posted February 3, 2015 Are you gonna finish the Lavinia Expansion for this? Or did you cancel the project... Link to comment Share on other sites More sharing options...
sdj64 Posted February 3, 2015 Share Posted February 3, 2015 Is there anywhere where I can find a description of each PQS setting that we can use in K-T?Kittopia's thread has an example Minmus that you can download, I think that file has all of the options written down.CaptRobaru, you can try changing SOI size in Kittopia with this command in the CelestialBody block:sphereOfInfluence = [number in meters] Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 3, 2015 Share Posted February 3, 2015 Are you gonna finish the Lavinia Expansion for this? Or did you cancel the project...I've postponed working on it for now because making stars with KopernicusTech causes Kopernicus not to load. Link to comment Share on other sites More sharing options...
JID00Gaming Posted February 3, 2015 Share Posted February 3, 2015 I've postponed working on it for now because making stars with KopernicusTech causes Kopernicus not to load.Oh, Thats to bad... Link to comment Share on other sites More sharing options...
CaptRobau Posted February 3, 2015 Share Posted February 3, 2015 Kittopia's thread has an example Minmus that you can download, I think that file has all of the options written down.CaptRobaru, you can try changing SOI size in Kittopia with this command in the CelestialBody block:sphereOfInfluence = [number in meters]Yeah I saw that too. Have yet to test that though, but it's promising. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 3, 2015 Share Posted February 3, 2015 This is, unfortunately, more memory-guzzling than Kopernicus Core.I crash if I have more than the PF and TK packs installed. Link to comment Share on other sites More sharing options...
Lillz Posted February 3, 2015 Share Posted February 3, 2015 This is, unfortunately, more memory-guzzling than Kopernicus Core.I crash if I have more than the PF and TK packs installed.Definitely. Especially if you use 8k textures.... I wish they could get 64bit working.... Link to comment Share on other sites More sharing options...
tygoo7 Posted February 3, 2015 Share Posted February 3, 2015 Definitely. Especially if you use 8k textures.... I wish they could get 64bit working....64-bit is something the Unity developers have to fix, Squad can't do anything about it. Link to comment Share on other sites More sharing options...
Borisbee Posted February 3, 2015 Share Posted February 3, 2015 So then, for the moment, is it still better to use this AND RSS in order to replace the stock solar system with a realistic one? Because aside from the stock planets which are modified in RSS, I also want to add new planets & moons in order to create all of the celestial objects in our solar system that RSS does not include. I had this working fairly well with the previous versions of Kopernicus and Kittopia. The only issue was the override error with biome maps and heightmaps for Kopernicus planets. Has that been fixed?Pretty sure this can do most of what RSS does, at least in terms of what you're trying to do. I don't think you'd be able to supply custom pressure curves and whatnot without RSS. I'm surprised no one has released a planet pack for the real planets now that I think about it. I'd like to have stock bodies along side our real planets, but at the kerbin scale. The big reason I never bothered with RSS despite how neat it seemed to be was I don't want to play at 10x scale. The terrain just looks boring as hell when you stretch it that much, and when I tried to use the kerbin scale version it seemed a bit buggy. Link to comment Share on other sites More sharing options...
amarius1 Posted February 4, 2015 Share Posted February 4, 2015 Should i progress towards KopernicusTech for my planets or should i switch back to Kopernicus core? Also, how to make custom planet textures, normals, hights.?Thanks Link to comment Share on other sites More sharing options...
Thomas988 Posted February 4, 2015 Share Posted February 4, 2015 Should i progress towards KopernicusTech for my planets or should i switch back to Kopernicus core? Also, how to make custom planet textures, normals, hights.?ThanksI'd work with KopernicusTech, even though it is more limited. From now on I see a lot of people (including me) using KT for their planet packs, plus the old Kopernicus is not going to be developed any more. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 4, 2015 Share Posted February 4, 2015 Photo editing is so fun. Link to comment Share on other sites More sharing options...
Thomas988 Posted February 4, 2015 Share Posted February 4, 2015 Photo editing is so fun.http://i.imgur.com/mVM0Qta.pnghttp://i.imgur.com/4PU4Jel.pngtenchar Link to comment Share on other sites More sharing options...
Gravitasi Posted February 4, 2015 Author Share Posted February 4, 2015 (edited) This is, unfortunately, more memory-guzzling than Kopernicus Core.I crash if I have more than the PF and TK packs installed.Have you generated the scaled space binary file? Scaled space generation is a quite expensive process, so I highly recommend you to generate it beforehand. Or else, KT will generate it for you on game startup (without writing it to the file; only resides in memory), which could introduce some crashes.Then again, I think, in the next version, I will make the scaled space not working, unless you have generated the binary file. I'm sorry, but it's too dangerous to leave them not generated. Actually, this is what Krag did on his PFCE.For the star problem, could you post the KSP.log file?Definitely. Especially if you use 8k textures.... I wish they could get 64bit working....There could be problems when using high resolution PNG texture. Maybe it will work if one use DDS format, but the format is not yet supported... Edited February 4, 2015 by Gravitasi Link to comment Share on other sites More sharing options...
Lillz Posted February 4, 2015 Share Posted February 4, 2015 (edited) I just realized my gilly-template asteroid looks exactly like gilly, even though it's set up like my other planets that work... anyone else experience this?edit: I just used Dhar's saveload T-K and changed paramaters. They look great now! Edited February 4, 2015 by Lillz Link to comment Share on other sites More sharing options...
Teknoman117 Posted February 4, 2015 Share Posted February 4, 2015 There could be problems when using high resolution PNG texture. Maybe it will work if one use DDS format, but the format is not yet supported...The KSP loader doesn't support using DDS textures, but we can load them via mods. This is something I intended to implement in Kopernicus. Link to comment Share on other sites More sharing options...
VonFrank Posted February 4, 2015 Share Posted February 4, 2015 Well, even though I still cant figure out the heightmap issues, this still works great for what I'm trying to accomplish. I currently have a 40 planet/dwarf planet/moon solar system with this and RSS.Here's some pics I put on reddit a few days ago. Link to comment Share on other sites More sharing options...
CaptRobau Posted February 4, 2015 Share Posted February 4, 2015 (edited) The KSP loader doesn't support using DDS textures, but we can load them via mods. This is something I intended to implement in Kopernicus.Kopernicus can read DDS textures perfectly with DDSLoader, but the issue is that Kittopia (unlike RSS) can't which means you need the color map and height map in PNG if you want the mod to load correctly.Have you generated the scaled space binary file? Scaled space generation is a quite expensive process, so I highly recommend you to generate it beforehand. Or else, KT will generate it for you on game startup (without writing it to the file; only resides in memory), which could introduce some crashes.I've created .bin files using the ScaledSpace exporter in Kittopia and they look all great and detailed after doing so. But when I load it again, they look as they did before (less detailed normal map, the terrain 'model' doesn't load in the map view, etc.) which makes me suspect that when I reload them the .bins are not working correctly. Am I doing something wrong with the .bins? Edited February 4, 2015 by CaptRobau Link to comment Share on other sites More sharing options...
Gravitasi Posted February 4, 2015 Author Share Posted February 4, 2015 (edited) I've created .bin files using the ScaledSpace exporter in Kittopia and they look all great and detailed after doing so. But when I load it again, they look as they did before (less detailed normal map, the terrain 'model' doesn't load in the map view, etc.) which makes me suspect that when I reload them the .bins are not working correctly. Am I doing something wrong with the .bins?I assume you have checked the "Export" checkbox before generating the scaled space. Have you moved the generated normal map in KittopiaSpace/Textures/ScaledSpace to Kopernicus/Texture?Okay, I think I'm responsible to give you all a more detailed information about it. Besides the bin file, there are a few textures that will be generated in the directory:colourMap.png: Texture of the scaled space. So far I found it's usually the same as the texture you assign on VertexColorMap; If there's no difference between them, just delete it and use the existing one as scaled space texture.heightMap.png: The actual height map of the planet. Do not replace your height map texture with this. It's just there to provide more information/customization. You could use it to create your own normal map, or a height-based biome map. bumpMap.png: The normal map of the scaled space. For now, it was generated by a simple algorithm, which uses the height map as input (thanks Krag). Use this only if you don't know how to generate a normal map (or don't care much about them). @CaptRobau: By the way, IIRC, you already use the "grayscale" format for the normal maps. I suggest you to use that format instead. I don't know how you generated them, but maybe you could use the heightMap.png in the process.Edit: Oh, I almost forgot. You only need to generate the bin file on terrestrial planets. It is not necessary to generate scaled space on gas giants/stars.Edit2: As of version 0.12, you can change the resolution of the generated scaled space texture by modifying mapFileSize parameter on PQS setting. Edited February 18, 2015 by Gravitasi Link to comment Share on other sites More sharing options...
CaptRobau Posted February 4, 2015 Share Posted February 4, 2015 (edited) Thanks for the info. It was very useful! Only issue I'm having at the moment is that when I add the .bin file for a Laythe template WIP moon, it applies the bin it creates for that to Kerbin, Jool and maybe other bodies (Jool and Kerbin are easy to spot because they have irregular surface in ScaledSpace). If the bin is not included upon game launch, and the game has to make it on its own then there's no issue.The program I used to create them way back made them purple/blue-ish, but converting it to the DXT5_NM .DDS format changed them to grayscale. Edited February 4, 2015 by CaptRobau Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 4, 2015 Share Posted February 4, 2015 (edited) Have you generated the scaled space binary file? Scaled space generation is a quite expensive process, so I highly recommend you to generate it beforehand. Or else, KT will generate it for you on game startup (without writing it to the file; only resides in memory), which could introduce some crashes.Then again, I think, in the next version, I will make the scaled space not working, unless you have generated the binary file. I'm sorry, but it's too dangerous to leave them not generated. Actually, this is what Krag did on his PFCE.For the star problem, could you post the KSP.log file?There could be problems when using high resolution PNG texture. Maybe it will work if one use DDS format, but the format is not yet supported...Ah, gotta generate the scaledspace .bins.There's nothing in the logs about the star bug. Kopernicus just won't load. Edited February 4, 2015 by _Augustus_ Link to comment Share on other sites More sharing options...
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