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[WIP] KopernicusTech - An integration attempt between Kopernicus and KittopiaTech (v0.13 - 03/26/15)


Gravitasi

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Yah, I have:

lightColor = 0.9647, 0.47843, 0.721569, 1.00

ambientColor = 0.45098, 0.08627, 0.40392, 1.00

I even did a gradient similar to Sarnus from OPM and it still has the green tint up close (like less than 500km from orbit, the atmosphere ends at 320km). If you're above 500km, it has the tint that it's supposed to...

Edit: This is my config for my gas giant (Name in progress, not sure if I like Porp or not ha). http://pastebin.com/3Mts9XNh

If you see any reason why it would still have Jool's rim, please say so :)

Fairly certain the issue is "texture = Kopernicus/Textures/Porp/Porp_map"

Not only is that unecessary since you're supplying a Gradient, but you used it wrong. It should be rimColorRamp=

You only need one or the other. You can use a texture to supply gradient, or supply it manually with the Gradient {}

oj1GHUf.png

That's kerbin with your supplied config.

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I wish someone would figure out why stars aren't working.

Because as far as I can see, stars are not supported right now. Just focus on planets for the time being. I don't even want to add stars unless they are done properly anyway. IE: solar panels work from both light sources, and planets receive light from multiple sources. There is so much more work left to be done I'd rather have working PQS system in before we start adding superfluous stuff like this.

Edited by Borisbee
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Fairly certain the issue is "texture = Kopernicus/Textures/Porp/Porp_map"

Not only is that unecessary since you're supplying a Gradient, but you used it wrong. It should be rimColorRamp=

You only need one or the other. You can use a texture to supply gradient, or supply it manually with the Gradient {}

http://i.imgur.com/oj1GHUf.png

That's kerbin with your supplied config.

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Because as far as I can see, stars are not supported right now. Just focus on planets for the time being. I don't even want to add stars unless they are done properly anyway. IE: solar panels work from both light sources, and planets receive light from multiple sources. There is so much more work left to be done I'd rather have working PQS system in before we start adding superfluous stuff like this.

So If I want to supply my map file instead of a gradient, do i still use rimcolorramp? Outer planets mod does a map file, gradient and a rim (with rimPower and rimBlend) and those gas giants seem to work fine.

Edited by Lillz
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It actually seems I'm having the same issue as markofthefan now.... Haven't changed any of my configs on my terrestrial planets and now updating scaledspace makes them look like their template.....

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So If I want to supply my map file instead of a gradient, do i still use rimcolorramp? Outer planets mod does a map file, gradient and a rim (with rimPower and rimBlend) and those gas giants seem to work fine.

Oh sorry, I got confused :P Yea, the texture = is for the color map, so keep that. I'm not sure why you're having issues, seemed to work fine for me.

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Oh sorry, I got confused :P Yea, the texture = is for the color map, so keep that. I'm not sure why you're having issues, seemed to work fine for me.

Well the picture you took, that's the issue.... it should be a pinkish color, not green.... I'm not sure why it's happening either.... Now I've got that template bug too and that's even more annoying...

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If it should be pink, then your color is setup wrong because the color was green on the ground also.

Well how should the color setup be? if you take the numbers from lightColor, 0.9647, 0.47843, 0.721569, and multiply by 255 and put them into an rgb color wheel, it is pinkish... not green...

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Well how should the color setup be? if you take the numbers from lightColor, 0.9647, 0.47843, 0.721569, and multiply by 255 and put them into an rgb color wheel, it is pinkish... not green...

The easiest way to do it is get on the launch pad and edit Kerbin. Open the atmosphere editor and open the colorwave box thing and play with the sliders until you get the right color you want, then copy the numbers. The lightColor uses a wave and doesn't take a straight RGB value, that's what confused me at first as well.

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The easiest way to do it is get on the launch pad and edit Kerbin. Open the atmosphere editor and open the colorwave box thing and play with the sliders until you get the right color you want, then copy the numbers. The lightColor uses a wave and doesn't take a straight RGB value, that's what confused me at first as well.

Thanks, that helps. i wonder what the numbers correspond to.... Now to tackle this scaled space issue....

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Huh. Fascinating to know

On my other issue, this is my saveload config for my moon of my gas giant. http://pastebin.com/XvBrGnqH

Upon load of the game, the color map referenced loads. However, once i 'update scaled space' the planet will change into Tylo.... i don't understand why, it was working perfectly yesterday, as you can see from my screenshot a few pages back...

edit: If I use this saveload (Slate's from OPM), clicking ScaledSpace updater doesn't even work.... http://pastebin.com/Hg6ja0cp

Edited by Lillz
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On my other issue, this is my saveload config for my moon of my gas giant. http://pastebin.com/XvBrGnqH

Upon load of the game, the color map referenced loads. However, once i 'update scaled space' the planet will change into Tylo.... i don't understand why, it was working perfectly yesterday, as you can see from my screenshot a few pages back...

I've had the same problem as Lillz. Help would be appreciated!

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Huh. Fascinating to know

On my other issue, this is my saveload config for my moon of my gas giant. http://pastebin.com/XvBrGnqH

Upon load of the game, the color map referenced loads. However, once i 'update scaled space' the planet will change into Tylo.... i don't understand why, it was working perfectly yesterday, as you can see from my screenshot a few pages back...

edit: If I use this saveload (Slate's from OPM), clicking ScaledSpace updater doesn't even work.... http://pastebin.com/Hg6ja0cp

Hrm, odd. I'll test later to see if I have same issue but I haven't had that happen to me I don't think. You're running the latest .dlls yea?

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Hrm, odd. I'll test later to see if I have same issue but I haven't had that happen to me I don't think. You're running the latest .dlls yea?

Yah that's why I was so excited about the custom export resolution that was introduced yesterday.... I thought I might of misplaced the new version so i reinstalled it multiple times today but still the same issue...

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Can I get some quick help? I tried what Trillion told me (not sure if its here, or if it as on OPM thread), by installing the update, and putting OPM's kopernicus .dll in, and that still didn't work. Anyway, I've tried several things, using Kopernicus Tech .dll's, OPM's, and that still hasn't worked... And, now I'm wondering if i'm installing it wrong xnx

I know that this mod *motions to thread* is the "Main" mod. Now, the addons come with the .dlls, and thats always confused me. If I just install the mod, for example, OPM, without installing this, would it run? If it doesn't, that means that I have to install this, but when I'm putting the files for OPM into my gamedata folder, it asks me if I want to replace the .dll's that are there from KT. I'm not sure if I should overwrite them, or skip that step, and only keep the one that came with KT.

Could someone please explain this to me, and hopefully I can get my planets back!! (btw, this happened after trying to update to the newer version of Kopernicus Tech)

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Is there a guide anywhere for making planets and moons with this mod?

Long story short, I really wanted an addon for Real Solar System that adds, well, more moons, and a missing planet (Neptune), as well as Dwarf Planets. Sadly no such thing exists. Would making my own planets for my own use be possible with this mod?

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Can I get some quick help? I tried what Trillion told me (not sure if its here, or if it as on OPM thread), by installing the update, and putting OPM's kopernicus .dll in, and that still didn't work. Anyway, I've tried several things, using Kopernicus Tech .dll's, OPM's, and that still hasn't worked... And, now I'm wondering if i'm installing it wrong xnx

I know that this mod *motions to thread* is the "Main" mod. Now, the addons come with the .dlls, and thats always confused me. If I just install the mod, for example, OPM, without installing this, would it run? If it doesn't, that means that I have to install this, but when I'm putting the files for OPM into my gamedata folder, it asks me if I want to replace the .dll's that are there from KT. I'm not sure if I should overwrite them, or skip that step, and only keep the one that came with KT.

Could someone please explain this to me, and hopefully I can get my planets back!! (btw, this happened after trying to update to the newer version of Kopernicus Tech)

You need DDSLoader now, even if you don't use DDS textures. Use the KopernicusTech dll's. That fixed it for me. Gravitasi, care to correct me?

Here's some pictures of my planets, now with completely working atmosphere.

Javascript is disabled. View full album

I also created a WIP thread (no download yet), here it is: http://forum.kerbalspaceprogram.com/threads/110431-Terrestrial-Planet-Pack

I'm having problems with the color on the ground on Cantor being too bright, anyone have any idea why? edit: I think it has something to do with using Duna as a template.

Edited by sdj64
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You need DDSLoader now, even if you don't use DDS textures. Use the KopernicusTech dll's. That fixed it for me. Gravitasi, care to correct me?

Here's some pictures of my planets, now with completely working atmosphere.

http://imgur.com/a/TKBJD

I also created a WIP thread (no download yet), here it is: http://forum.kerbalspaceprogram.com/threads/110431-Terrestrial-Planet-Pack

I'm having problems with the color on the ground on Cantor being too bright, anyone have any idea why? edit: I think it has something to do with using Duna as a template.

Those planets are looking pretty good. I can confirm the problem you're having with Duna as a template. I wanted to create a mars using Duna as a template, but the ground just would not come out correctly for whatever reason. Kind of frustrating.

- - - Updated - - -

Can I get some quick help? I tried what Trillion told me (not sure if its here, or if it as on OPM thread), by installing the update, and putting OPM's kopernicus .dll in, and that still didn't work. Anyway, I've tried several things, using Kopernicus Tech .dll's, OPM's, and that still hasn't worked... And, now I'm wondering if i'm installing it wrong xnx

I know that this mod *motions to thread* is the "Main" mod. Now, the addons come with the .dlls, and thats always confused me. If I just install the mod, for example, OPM, without installing this, would it run? If it doesn't, that means that I have to install this, but when I'm putting the files for OPM into my gamedata folder, it asks me if I want to replace the .dll's that are there from KT. I'm not sure if I should overwrite them, or skip that step, and only keep the one that came with KT.

Could someone please explain this to me, and hopefully I can get my planets back!! (btw, this happened after trying to update to the newer version of Kopernicus Tech)

Downloading OPM is all you need. OPM contains the required .dlls and just overwrite whatever you have.

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You need DDSLoader now, even if you don't use DDS textures. Use the KopernicusTech dll's. That fixed it for me. Gravitasi, care to correct me?

Here's some pictures of my planets, now with completely working atmosphere.

http://imgur.com/a/TKBJD

I also created a WIP thread (no download yet), here it is: http://forum.kerbalspaceprogram.com/threads/110431-Terrestrial-Planet-Pack

I'm having problems with the color on the ground on Cantor being too bright, anyone have any idea why? edit: I think it has something to do with using Duna as a template.

Oh man Tybg. This fixed my issue, and it would probably fix Thomas' issue as well. Thanks

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I'm having problems with the color on the ground on Cantor being too bright, anyone have any idea why? edit: I think it has something to do with using Duna as a template.

Find and modify the ambient and light colour settings for the body, if its still too bright, try darkening the colour texture in photoshop.

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Can I get some quick help? I tried what Trillion told me (not sure if its here, or if it as on OPM thread), by installing the update, and putting OPM's kopernicus .dll in, and that still didn't work. Anyway, I've tried several things, using Kopernicus Tech .dll's, OPM's, and that still hasn't worked... And, now I'm wondering if i'm installing it wrong xnx

I know that this mod *motions to thread* is the "Main" mod. Now, the addons come with the .dlls, and thats always confused me. If I just install the mod, for example, OPM, without installing this, would it run? If it doesn't, that means that I have to install this, but when I'm putting the files for OPM into my gamedata folder, it asks me if I want to replace the .dll's that are there from KT. I'm not sure if I should overwrite them, or skip that step, and only keep the one that came with KT.

Could someone please explain this to me, and hopefully I can get my planets back!! (btw, this happened after trying to update to the newer version of Kopernicus Tech)

For the moment OPM is still designed to work out of the box. No need to download anything else. No DLLs, nothing.

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You need DDSLoader now, even if you don't use DDS textures. Use the KopernicusTech dll's. That fixed it for me. Gravitasi, care to correct me?

No, I don't think I could, since you were absolutely right. Sorry guys, I didn't realize that KopernicusTech still needs DDSLoader, even if you don't use DDS textures on the planets; I'll fix it in next release.

For now, as already said by sdj64, simply put the DDSLoader plugin in GameData folder, along with latest version of KopernicusTech. It should fix most of your problem.

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