Gravitasi Posted February 14, 2015 Author Share Posted February 14, 2015 Nah I use main Kopernicus .bin export (automatically generated on game start and then copied by me) since its more stable for a few of my planets. I also generally just work from other bodies of mine that are relevant to the new body. So if I would create a new asteroid like moon, then I'd copy Hale's files. A normal planet already containing a height map, copy Slate. And so on. Your method is probably easier for newcomers.DDS automatically fixes the lighting issue (probably sets it to 50% itself on conversion), so if you're using that could be causing it. Could also be something related to the DDS support added to recent KT updates (which I haven't used yet).I've just checked out and tested OPM 1.5.2 myself, and I think I need to clarify some things.First, for the Kopernicus binary files... I know it's hard to believe, but what you actually saw were scaled space generated by KittopiaTech, not Kopernicus 0.0.4. Since you didn't provide any bin files on Kittopia side, it would generate them on game startup, and would replace any scaled space generated by Kopernicus.Even more, you actually don't want Kopernicus-generated scaled spaces, because it didn't have any of your custom PQS modification when generation happened (since all of the PQS modification resides on KittopiaTech side). All of the binary files on Kopernicus\Cache are actually contain scaled space of their respective template planets.Hope that clarifies some things.By the way, what kind of problem are you having right now with KopernicusTech v0.121? I have updated OPM 1.5.2 with KT v0.121, and have generated scaled space for all of the planets, and I have to say that I didn't see any problems (at least not yet). Link to comment Share on other sites More sharing options...
CaptRobau Posted February 14, 2015 Share Posted February 14, 2015 With 0.1 at least, Tekto would generate a .bin file that when reused in the mod would make Kerbin and Jool have the ScaledSpace model of Tekto as well. If the bin was left to be created on startup, it would be fine but it couldn't be bundled like the others. Kopernicus naturally didn't do that (because it apparently used the template bins) so I chose that for 1.5.2. Your explanation was very illuminating I'll go check if that's fixed and I'll gladly design the mod around the latest KT in the next update. Link to comment Share on other sites More sharing options...
Borisbee Posted February 14, 2015 Share Posted February 14, 2015 So I went ahead and made a quick fix for Kittopiatech to add a recursive search to the SaveLoad folder after getting tired of the folder being filled with tons of planets from all the mods. Now you can keep your mods planet configs seprated in their own folders. I submitted the pull request if you want to take a look at the changes. It's literally like 4 lines of code. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 14, 2015 Share Posted February 14, 2015 I still can't get stars to load, guys. Link to comment Share on other sites More sharing options...
Thomas988 Posted February 14, 2015 Share Posted February 14, 2015 Okay, since now I have the normal maps problem solved, I sat down early this morning to update my Odysseus to KopernicusTech. I pretty much have the whole thing done right now, except that Antinous and Polyphemus are completely round in ScaledSpace, rather than looking all crazy and wild like they do when their terrain loads. How do I fix this?What Antinous looked like before. ^What Antinous looks like now in KopernicusTech. ^I have already tried removing the normal maps, but that didn't work. Link to comment Share on other sites More sharing options...
CaptRobau Posted February 14, 2015 Share Posted February 14, 2015 I still can't get stars to load, guys.Please stop mentioning that, everyone already knows. If it gets fixed, it gets fixed. Make a new planet or moon pack or expand your existing mods in the mean time. You could for example add biomes to that PF planet pack of yours. Link to comment Share on other sites More sharing options...
Vaporo Posted February 14, 2015 Share Posted February 14, 2015 Does anyone know how to change the altitude at which PQS fades out into Scaled Space mesh? Because I'm making a planet with a *very* tall PQS mesh that is completely invisible at some of the highest peaks, right now. I think I remember seeing something called something like PQSFadeAltitude, but I can't remember where. Link to comment Share on other sites More sharing options...
Lillz Posted February 14, 2015 Share Posted February 14, 2015 I don't have much experience with this, but I'd start by using laythe or eve as a template and going from there.Edit: After playing around a little I can add a little more information. Use laythe as a template for example, and then it's just a matter of using a heightmap with some variance in altitudes. Set the areas you want to be ocean in the heightmap to black so it's clear it should be depressed, and then in the PQS mod set a negative offset until you're happy with the results.Ah Yah thanks, I figured that it had to be something like that. I tried the negative offset and it added some lakes where there should be ocean, so I'll try setting to black later today- - - Updated - - -Does anyone know how to change the altitude at which PQS fades out into Scaled Space mesh? Because I'm making a planet with a *very* tall PQS mesh that is completely invisible at some of the highest peaks, right now. I think I remember seeing something called something like PQSFadeAltitude, but I can't remember where.I think, but I'm not on the game right now so this is from my memory, this is in the basic PQS settings. I think it's titled 'fade altitude' or something. Not sure on unit either, but probably meters. I know I've seen it, just check all the pqs settings in game Link to comment Share on other sites More sharing options...
Vaporo Posted February 14, 2015 Share Posted February 14, 2015 (edited) I think, but I'm not on the game right now so this is from my memory, this is in the basic PQS settings. I think it's titled 'fade altitude' or something. Not sure on unit either, but probably meters. I know I've seen it, just check all the pqs settings in gameOk, I've found something. There is a PQS modifier called PQSMod_CelestialBodyTransform. I can activate a setting called "override fade" and make the transition between PQS and scaled space instantaneous, which fixes my problem. But, now there is no fadeout, making the transition rather visually jarring.EDIT: Also, my scaled space mesh is drawing an annoying black line that is not present in the PQS mesh: Edited February 14, 2015 by Vaporo Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 14, 2015 Share Posted February 14, 2015 Ok, I've found something. There is a PQS modifier called PQSMod_CelestialBodyTransform. I can activate a setting called "override fade" and make the transition between PQS and scaled space instantaneous, which fixes my problem. But, now there is no fadeout, making the transition rather visually jarring.EDIT: Also, my scaled space mesh is drawing an annoying black line that is not present in the PQS mesh:http://i.imgur.com/7Yb412V.pngO.OIs that Erin? Link to comment Share on other sites More sharing options...
Borisbee Posted February 14, 2015 Share Posted February 14, 2015 Please stop mentioning that, everyone already knows. If it gets fixed, it gets fixed. Make a new planet or moon pack or expand your existing mods in the mean time. You could for example add biomes to that PF planet pack of yours.Even better idea, fix the PF planets so they actually match up. Erin for example is completely wrong. I may end up releasing my own version of those planets. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 14, 2015 Share Posted February 14, 2015 Even better idea, fix the PF planets so they actually match up. Erin for example is completely wrong. I may end up releasing my own version of those planets.Erin is like that due to the fact that the heightmap does not line up with what you saw in PF. Krag had something built into the plugin that made the terrain behave as it should, not as the heightmap looks.And Ascension is spiky and weird in PQS for no reason, I can't fix it.... Link to comment Share on other sites More sharing options...
Lillz Posted February 14, 2015 Share Posted February 14, 2015 My second moon is turning out pretty well. Trying to get the oceans to work perfectly with the heightmap. Looks pretty good right now, though! Link to comment Share on other sites More sharing options...
Thomas988 Posted February 14, 2015 Share Posted February 14, 2015 My second moon is turning out pretty well. Trying to get the oceans to work perfectly with the heightmap. Looks pretty good right now, though!http://i.imgur.com/mDb65xr.jpghttp://i.imgur.com/dUCoyBY.jpg*spits drink out of mouth at high velocity*Holy cow! That is AMAZING! Link to comment Share on other sites More sharing options...
Candlelight Posted February 14, 2015 Share Posted February 14, 2015 I still dont get it!How do you make oceanic planets like that without the surface textures fading and heightmaps not applying? Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 14, 2015 Share Posted February 14, 2015 My second moon is turning out pretty well. Trying to get the oceans to work perfectly with the heightmap. Looks pretty good right now, though!http://i.imgur.com/mDb65xr.jpghttp://i.imgur.com/dUCoyBY.jpgWow. That thing is pretty!Where is this gas giant located? Link to comment Share on other sites More sharing options...
Lillz Posted February 14, 2015 Share Posted February 14, 2015 I still dont get it!How do you make oceanic planets like that without the surface textures fading and heightmaps not applying?Well first make sure you have DDSLoaderThe next thing I did was use Photoshop to darken the heightmap where the ocean is. After that you can play around with offset to make it perfect, which is the stage I'm at- - - Updated - - -Wow. That thing is pretty!Where is this gas giant located?Past the orbit of Jool, but I haven't completely decided exactly how far out it'll be Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 14, 2015 Share Posted February 14, 2015 Past the orbit of Jool, but I haven't completely decided exactly how far out it'll beHow about you make it a Tyche analog and put it near the apoapsis of Flo? That would be an insane challenge. Link to comment Share on other sites More sharing options...
Vaporo Posted February 14, 2015 Share Posted February 14, 2015 (edited) Is that Erin?No, it's a moon I made with Laythe as a template.I think Erin is just Laythe with the heightmap removed and maybe the procedural terrain seed changed.And as for the Line on my Scaled space mesh, I'm starting to think that it's the Adventure Line. (It will NOT go away)It may have something to do with the normal map.EDIT2: Ok, now I'm almost certain that it's the normal map. Edited February 14, 2015 by Vaporo Link to comment Share on other sites More sharing options...
sdj64 Posted February 14, 2015 Share Posted February 14, 2015 My second moon is turning out pretty well. Trying to get the oceans to work perfectly with the heightmap. Looks pretty good right now, though!http://i.imgur.com/mDb65xr.jpghttp://i.imgur.com/dUCoyBY.jpgNice graphics! Sad that space engine crashes for me if I try to export anything over 2048 x 1024.I still dont get it!How do you make oceanic planets like that without the surface textures fading and heightmaps not applying?heightmaps not applying: Laythe's template has a lot of extra height mods that mess up the look of heightmaps. You can see all of the PQS mods by clicking "save data" in Kittopia, then all of them will show up in your config file. Just set modEnabled to false or tune down the deformity.Surface textures fading: If you mean fading on the transition from scaled to surface, make sure your normal maps and scaled space texture lines up. You can export these with Kittopia too. Link to comment Share on other sites More sharing options...
Thomas988 Posted February 14, 2015 Share Posted February 14, 2015 Sad that space engine crashes for me if I try to export anything over 2048 x 1024.The same used to happen for me, too. But Tellion was kind enough to show me this tutorial. Trust me, it works amazingly! Link to comment Share on other sites More sharing options...
Candlelight Posted February 14, 2015 Share Posted February 14, 2015 (edited) As i mentioned before, i have a problem with my textures fading.Here is a video of how it looks like:https://www.youtube.com/watch?v=jIOcZ-ER9bgSince my planet has Tylo as the template, it fades into the Tylo texture.BTW, the .cfg code only lets me use the normal map, not a bump(height) map.How do you do that? Edited February 14, 2015 by Candlelight Link to comment Share on other sites More sharing options...
Olympic1 Posted February 14, 2015 Share Posted February 14, 2015 The same used to happen for me, too. But Tellion was kind enough to show me this tutorial. Trust me, it works amazingly!2 years ago you could only export 512 x 512 images, but it's greatly improved since then, and that just by Vlad. Link to comment Share on other sites More sharing options...
Lillz Posted February 14, 2015 Share Posted February 14, 2015 (edited) How about you make it a Tyche analog and put it near the apoapsis of Flo? That would be an insane challenge.Hmm maybe. The texture I use is actually from a Brown Dwarf I found in SE. It looked very nice (more pink, though, in space engine) so a Tycho analogue might be a fun idea. I'll decide all that once I finish the system and get some biomes in...Edit:Near the south pole of Ice, the day never gets very bright but this offers a nice view of the first moon and PorpA storm approaches: Edited February 14, 2015 by Lillz Link to comment Share on other sites More sharing options...
Borisbee Posted February 14, 2015 Share Posted February 14, 2015 Erin is like that due to the fact that the heightmap does not line up with what you saw in PF. Krag had something built into the plugin that made the terrain behave as it should, not as the heightmap looks.And Ascension is spiky and weird in PQS for no reason, I can't fix it....I think you may just not understand how the PQS mods work. I was able to get Erin looking as it should. Link to comment Share on other sites More sharing options...
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