Borisbee Posted February 15, 2015 Share Posted February 15, 2015 Ok, here is the .cfg file:@Kopernicus { Body { name = Ethan flightGlobalsIndex = 18 Template { name = Tylo } Properties { radius = 550000 geeASL = 0.73 mass = 3.2606908e+22 description = A big rocky planet situated a bit farther than Eeloo.It has one large moon that is half of Ethan's size, Ron. ScienceValues { landedDataValue = 85 splashedDataValue = 0 flyingLowDataValue = 0 flyingHighDataValue = 0 inSpaceLowDataValue = 35 inSpaceHighDataValue = 25 recoveryValue = 10 } } Orbit { referenceBody = Sun color = 0.9,0.55,0,1 inclination = 3 eccentricity = 0.1 semiMajorAxis = 110984567100 longitudeOfAscendingNode = 90 argumentOfPeriapsis = 45 meanAnomalyAtEpoch = 3.14 epoch = 0 } ScaledVersion { Material { texture = Kopernicus/Textures/Ethan_color normals = Kopernicus/Textures/Ethan_normal } } }}And here is the Kittopia config:// CustomDataPlanetEthan{ AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } Orbit { semiMajorAxis = 110984567100 eccentricity = 0.1 inclination = 3 meanAnomalyAtEpoch = 3.14 epoch = 0 argumentOfPeriapsis = 45 LAN = 90 RefBody = Sun orbitColor = RGBA(0.900, 0.550, 0.000, 1.000) } CelestialBody { bodyName = Ethan bodyDescription = A big rocky planet situated a bit farther than Eeloo.It has one large moon that is half of Ethan's size, Ron. GeeASL = 0.73 Radius = 550000 Mass = 3.2458694186395E+22 gravParameter = 2166293250000 sphereOfInfluence = 564844787.493308 hillSphere = 1225727357.21178 gMagnitudeAtCenter = 2166293250000 use_The_InName = False isHomeWorld = False ocean = False atmosphere = False staticPressureASL = 1 atmosphereScaleHeight = 0 atmosphereContainsOxygen = False maxAtmosphereAltitude = 0 altitudeMultiplier = 1.4285 altitudeOffset = 0 atmoshpereTemperatureMultiplier = 1 useLegacyAtmosphere = True atmosphereMultiplier = 1 pressureMultiplier = 0 rotates = True rotationPeriod = 214559772.439931 solarRotationPeriod = False initialRotation = 0 rotationAngle = 0.0113880143440973 directRotAngle = -342.320760053958 tidallyLocked = True inverseRotation = False inverseRotThresholdAltitude = 100000 angularV = 2.92840797255422E-08 atmosphericAmbientColor = RGBA(0.000, 0.000, 0.000, 1.000) } PQS { PQSMod_CelestialBodyTransform { deactivateAltitude = 330000 forceRebuildOnTargetChange = False forceActivate = False overrideFade = False sphere = Ethan (PQS) modEnabled = True order = 0 Parent = Ethan } PQSMod_VertexSimplexHeightAbsolute { seed = 4447895 deformity = 1000 octaves = 8 persistence = 0.5 frequency = 24 sphere = Ethan (PQS) modEnabled = True order = 50 Parent = Ethan } PQSMod_VertexSimplexHeight { seed = 98374 deformity = 2000 octaves = 8 persistence = 0.5 frequency = 4 sphere = Ethan (PQS) modEnabled = True order = 59 Parent = Ethan } PQSMod_VertexHeightMap { heightMap = rockymoon_height (MapSO) heightMapDeformity = 6000 heightMapOffset = 0 scaleDeformityByRadius = False sphere = Ethan (PQS) modEnabled = True order = 49 Parent = Ethan } PQSMod_FlattenOcean { oceanRadius = 1 sphere = Ethan (PQS) modEnabled = True order = 60 Parent = Ethan } PQSMod_VertexHeightNoiseVertHeightCurve2 { deformity = 8000 ridgedAddSeed = 1530393239 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 1212096306 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexHeightStart = 0 simplexHeightEnd = 9000 simplexSeed = 1909396195 simplexOctaves = 6 simplexPersistence = 0.699999988079071 simplexFrequency = 4 sphere = Ethan (PQS) modEnabled = True order = 100 Parent = Ethan } PQSMod_AltitudeAlpha { atmosphereDepth = 8000 invert = False sphere = Ethan (PQS) modEnabled = False order = 999999999 Parent = Ethan } PQSMod_UVPlanetRelativePosition { sphere = Ethan (PQS) modEnabled = True order = 999999 Parent = Ethan } PQSMod_HeightColorMap { blend = 0.4 lcCount = 3 sphere = Ethan (PQS) modEnabled = True order = 201 Parent = Ethan } PQSMod_VertexColorMap { vertexColorMap = rockymoon_color (MapSO) sphere = Ethan (PQS) modEnabled = True order = 200 Parent = Ethan } PQSLandControl { useHeightMap = False vHeightMax = 10000 createColors = False createScatter = True altitudeBlend = 0 altitudeSeed = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeFrequency = 1 latitudeBlend = 0 latitudeSeed = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeFrequency = 1 longitudeBlend = 0 longitudeSeed = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeFrequency = 1 sphere = Ethan (PQS) modEnabled = True order = 999999 Parent = Ethan Landclass[] { Landclass { landClassName = Base color = RGBA(0.000, 0.000, 0.000, 0.000) noiseColor = RGBA(0.000, 0.000, 0.000, 0.000) latitudeDouble = False coverageBlend = 0 coverageSeed = 1 coverageOctaves = 1 coveragePersistance = 1 coverageFrequency = 1 noiseBlend = 0 noiseSeed = 1 noiseOctaves = 1 noisePersistance = 1 noiseFrequency = 1 minimumRealHeight = 0 alterRealHeight = 0 alterApparentHeight = 0 altDelta = 1 latDelta = 1 lonDelta = 1 delta = 1 } } } PQSMod_QuadMeshColliders { maxLevelOffset = 0 sphere = Ethan (PQS) modEnabled = True order = 100 Parent = Ethan } PQSMod_MapDecal { radius = 6000 position = (569917.4, -94669.8, 181300.9) angle = 70 heightMap = saganface (MapSO) heightMapDeformity = 50 cullBlack = False useAlphaHeightSmoothing = False absolute = False absoluteOffset = 0 smoothHeight = 0.125 smoothColor = 0 removeScatter = True DEBUG_HighlightInclusion = False sphere = Ethan (PQS) modEnabled = True order = 200 Parent = Ethan } PQSCity { debugOrientated = False frameDelta = 1 repositionToSphere = True repositionToSphereSurface = False repositionToSphereSurfaceAddHeight = False repositionRadial = (-457335.5, 388660.5, 48087.1) repositionRadiusOffset = 2085 reorientToSphere = True reorientInitialUp = (0.0, 1.0, 0.0) reorientFinalAngle = 30 sphere = Ethan (PQS) modEnabled = True order = 100 Parent = Ethan } }}I *think* the problem may be the HeightColorMap overriding your vertexColorMap, try disabling that and see what happens. If that doesn't fix it then I don't know. Also make sure you put the paths to your image back instead of "vertexColorMap = rockymoon_color (MapSO)"- - - Updated - - -Hmm... I think the problem is not exactly that they are not applied to scaled space. But, more specifically, they make GetSurfaceHeight produce incorrect results (i.e. it give terrain height value as if those PQS mods were not there). I believe that they are some kind already-obsolete PQS mods because of this fact alone. And for the VertexHeightOblate, I couldn't get the terrain landable. Did you successfully make it landable?Maybe this is why Krag made some custom PQS modifications, which are analogs of them, in the first place; because they never work correctly. Personally, I discourage their usage on planets, because of what they do to GetSurfaceHeight; it will disrupt all plugins that rely on GetSurfaceHeight function to get terrain height information.But shockingly, contrary to my own recommendation, Pol does use VertexHeightOffset! I honestly don't understand why Squad added it to the moon. It makes some plugins that rely on terrain height information don't work properly. For example, try to use HyperEdit's "Ship Lander" on Pol, with low altitude as input. You will find yourself still very high above the ground!Curiouser, and curiouser.That's curious indeed. I had wondered why Krag made his custom mods. I wonder if the height information is correct on his planets that use that mod? Maybe I'll send a PM and see what he says. Link to comment Share on other sites More sharing options...
Lillz Posted February 15, 2015 Share Posted February 15, 2015 Always designate a mass. GeeASL however is the biggest culprit for small SOIs as far as I know, although it depends on the situation. My asteroid moons are close to a large gas giant. If they were farther from the planet, the same settings would produce a greater SOI. This is also why Eeloo has a larger SOI than let's say Kerbin, even though its smaller. The distance from the Sun makes those smaller settings result in a larger SOI.Hmm interesting... yah I tried mass's close to yours on my asteroid moons but it didn't seem to help the SOI.... Link to comment Share on other sites More sharing options...
Tellion Posted February 15, 2015 Share Posted February 15, 2015 Hmm interesting... yah I tried mass's close to yours on my asteroid moons but it didn't seem to help the SOI....You can also specify sphereOfInfluence via Kittopia, I think it was in the Celestial Body section. In my opinion, the most elegant solution (you get non neutron star densities, yay), however this only gets applied when hitting "load data" through the Kittopia gui, which is sadly not elegant at all. Link to comment Share on other sites More sharing options...
Borisbee Posted February 16, 2015 Share Posted February 16, 2015 You can also specify sphereOfInfluence via Kittopia, I think it was in the Celestial Body section. In my opinion, the most elegant solution (you get non neutron star densities, yay), however this only gets applied when hitting "load data" through the Kittopia gui, which is sadly not elegant at all.It doesn't load it automatically on startup from the config? The load button literally reloads the planet from the config file, so I don't see why you can't have it take effect on startup. Link to comment Share on other sites More sharing options...
ABZB Posted February 16, 2015 Share Posted February 16, 2015 I am running though the many, many mods I have installed, looking for conflicts. So far, it seems BetterTimeWarp is sufficient (adding it to stock + KT breaks as I posted above), but it is not the only culprit. Link to comment Share on other sites More sharing options...
Lillz Posted February 16, 2015 Share Posted February 16, 2015 It's HIP 90325 4.5.Very pretty, marine life.Huh, can't find this planet. Sure you're running the latest version? Link to comment Share on other sites More sharing options...
Drakoflame Posted February 16, 2015 Share Posted February 16, 2015 OPM (outer planets mod) for some reason overwrites the default KT system.cfg, with its planets added, rather than using a seperate MM file. When you update KT, the fresh default system.cfg overwrites the one that has OPM in it.EDIT: I uploaded the Copy-&-Paste and quick edit I did to the OPM download for myself for that^ reason (1.5.2). (This was working until I tried to make Kerbin orbit Urlum, I think I did something else that screwed everything up, I am going piece by piece trying to figure out what this predates that, and should work.)https://www.dropbox.com/s/lipk5ox8zwp4bh7/OPM.cfg?dl=0Okay, so I used your config, I put it into the OPM folder, and directly into game data... still no OPM planets D: Should I try stuffing it into Kopernicus? I'm not sure, but I would really like to use OPM again... can you help? (as you seem to be able to get them to show up ;n; ) Link to comment Share on other sites More sharing options...
Tellion Posted February 16, 2015 Share Posted February 16, 2015 It doesn't load it automatically on startup from the config? The load button literally reloads the planet from the config file, so I don't see why you can't have it take effect on startup.Positive, unfortunately. At least I have never seen it working without manual loading for me, and I use it to modify Hale's SOI whenever I need to encounter it. Link to comment Share on other sites More sharing options...
Borisbee Posted February 16, 2015 Share Posted February 16, 2015 I just spent the last few hours hacking away at the Kittopiatech source trying to get Ocean textures working as they should. It looks like because when you use Laythe for example as a template, the ocean PQS doesn't get renamed to match the new planet name and that's why kittopia is not working correctly. I made a few changes to the source and after recompiling I was able to get textures to show up, although I think something is still off because when using Lit textures the fade wasn't quite right. If I zoom out the ocean doesn't quite look like the texture, and still kind of looks like normal water. Setting the ocean to be unlit makes it appear right at any height, but it doesn't shine like an ocean should.Anyway, just figured I'd play around with that some. Ideally I'd like to start putting the PQS into Kopernicus proper so we can stop hacking things together to get them to work. I haven't heard anything from Teknoman117 in a while so I don't know if he's still working on Kopernicus or not. Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 16, 2015 Share Posted February 16, 2015 (edited) Huh, can't find this planet. Sure you're running the latest version?Yes. Are you?Oh yeah, and thanks Gravitasi for such a wonderful mod. My Kerbol system currently is:SunAblateMohoZem-PoAscensionEveGillyKerbinMunMinmusJastuDunaIkePhosRaferaDresCantorBlaneJoolLaytheVallTyloBopPolIxiumEelooQbikBerdimInaccessableSentarSkeltonErinPockRingleThudStenciKytoPuttoDharRheisOormaPhoePorpCyrusFelixHalvedDentIceAraneNuuFloEs Edited February 16, 2015 by _Augustus_ Link to comment Share on other sites More sharing options...
Thomas988 Posted February 16, 2015 Share Posted February 16, 2015 Oh yeah, and thanks Gravitasi for such a wonderful mod.Yeah, round of applause for Gravitasi and _Augustus_! You guys helped bring planet-making back into the modding community! Link to comment Share on other sites More sharing options...
Lillz Posted February 16, 2015 Share Posted February 16, 2015 Yes. Are you?Oh yeah, and thanks Gravitasi for such a wonderful mod. My Kerbol system currently is:SunAblateMohoZem-PoAscensionEveGillyKerbinMunMinmusJastuDunaIkePhosRaferaDresCantorBlaneJoolLaytheVallTyloBopPolIxiumEelooQbikBerdimInaccessableSentarSkeltonErinPockRingleThudStenciKytoPuttoDharRheisOormaPhoePorpCyrusFelixHalvedDentIceAraneNuuFloEsYah I am... only HIP systems staring with 9 for me are 94075, 96895, and 96901... Quite the large system there are you running on a 64 bit build?? And yes, thanks Grav. Link to comment Share on other sites More sharing options...
ABZB Posted February 16, 2015 Share Posted February 16, 2015 Okay, so I used your config, I put it into the OPM folder, and directly into game data... still no OPM planets D: Should I try stuffing it into Kopernicus? I'm not sure, but I would really like to use OPM again... can you help? (as you seem to be able to get them to show up ;n; )I would recommend doing the following (I had the same issue at first):1) In the Kopernicus folder, delete the OPM folder, if there is any (they moved it in the most recent (1.5.2) release.2) Download and install (and overwrite when asked) the OPM release (if it is a version later than 1.5.2, they are supposed to be good anyway, so stop here in that case).3) Download and install (and overwrite when asked) the latest kopernicustech from here.4) Place the config I posted anywhere you like in the Gamedata folder.5) when OPM does get to the next release, they will be switching to their own MM file. Make sure you delete mine when they do that. Link to comment Share on other sites More sharing options...
Lillz Posted February 16, 2015 Share Posted February 16, 2015 I'm getting some weird texture flickering when I'm landed on a planet and I zoom out. It stops once I go past the detail terrain limit... anyone experience this? Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 16, 2015 Share Posted February 16, 2015 Yah I am... only HIP systems staring with 9 for me are 94075, 96895, and 96901... Quite the large system there are you running on a 64 bit build?? And yes, thanks Grav.Odd. Look for a warm/hot ice giant planet with a habitable moon with reddish terrain around one of those. The moon has an orbital period of 7 days.Also I'm not using 64bit or OpenGL, just not running any other mods apart from BetterAtmospheres Link to comment Share on other sites More sharing options...
Lillz Posted February 16, 2015 Share Posted February 16, 2015 Ok the flicker thing stopped. weird.So is the sun's brightness on a curve in ksp? Even when i Put Porp waaaayyyyy out there (the original altitude I calculated if Tyche existed in KSP) the planets were still very bright... Link to comment Share on other sites More sharing options...
_Augustus_ Posted February 16, 2015 Share Posted February 16, 2015 Ok the flicker thing stopped. weird.So is the sun's brightness on a curve in ksp? Even when i Put Porp waaaayyyyy out there (the original altitude I calculated if Tyche existed in KSP) the planets were still very bright...No. It does not, sadly.I wish someone could make a mod that fixes that. Link to comment Share on other sites More sharing options...
srbgaming Posted February 17, 2015 Share Posted February 17, 2015 I wanted to have a go at making a planet, and I was wondering... Where do you guys get texture and heightmap files? Other than that I think I can figure it out by editing configs. Link to comment Share on other sites More sharing options...
Tellion Posted February 17, 2015 Share Posted February 17, 2015 Many people get them from the absolutely fabulous space engine (check it out, nao!) but some also make their own from scratch. Link to comment Share on other sites More sharing options...
srbgaming Posted February 17, 2015 Share Posted February 17, 2015 Many people get them from the absolutely fabulous space engine (check it out, nao!) but some also make their own from scratch.Does space engine give heightmap files aswell? And do you download the textures ingame or in the files itself? Link to comment Share on other sites More sharing options...
CaptRobau Posted February 17, 2015 Share Posted February 17, 2015 I just noticed that biomemaps can't be in DDS format (with DDSLoader), even though normal and color maps can be and they're all loaded through the same config that is read by the Kopernicus plugin. Link to comment Share on other sites More sharing options...
Lillz Posted February 17, 2015 Share Posted February 17, 2015 Does space engine give heightmap files aswell? And do you download the textures ingame or in the files itself?Yes it does. All you need to do is select a body, push esc, push edit and then export planet. Link to comment Share on other sites More sharing options...
Borisbee Posted February 17, 2015 Share Posted February 17, 2015 I'v been pretty unhappy with most textures coming out of SpaceEngine to be honest. The surface maps seem to not vary a huge amount and tend to look pretty similar to each other, and they tend to plaster the landscape with tiny white circles which are supposed to be craters. This problem extends to the heightmaps aswell. They become absolutly littered with tiny little white circles that when imported into KSP tend to just make really ugly pointy landscapes. Asteroid textures on the other hand tend to be pretty good especially when viewed from map mode, except they also make ugly bands of blocky terrain when you get close. I think this is due to not enough vertices or something on the mesh to generate a smooth surface from the heightmap gradient but I'm only guessing.The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use. Link to comment Share on other sites More sharing options...
Thomas988 Posted February 17, 2015 Share Posted February 17, 2015 The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use.True. I would do the same, but I have no clue where to even begin with creating custom textures from scratch. You can always go back to the height maps to vary the terrain more by increasing contrast to the image. Plus, if you're lucky, Space Engine can produce some pretty nice results, given you find just that perfect planet. I've found that exporting in 4K or even 8K can pretty incredible in KSP. Link to comment Share on other sites More sharing options...
Lillz Posted February 17, 2015 Share Posted February 17, 2015 (edited) I'v been pretty unhappy with most textures coming out of SpaceEngine to be honest. The surface maps seem to not vary a huge amount and tend to look pretty similar to each other, and they tend to plaster the landscape with tiny white circles which are supposed to be craters. This problem extends to the heightmaps aswell. They become absolutly littered with tiny little white circles that when imported into KSP tend to just make really ugly pointy landscapes. Asteroid textures on the other hand tend to be pretty good especially when viewed from map mode, except they also make ugly bands of blocky terrain when you get close. I think this is due to not enough vertices or something on the mesh to generate a smooth surface from the heightmap gradient but I'm only guessing.The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use.I thought OPM used Space Engine for textures as well?edit: Oh wait I'm think of TK, I think Yah, asteroids from SE work great. I'd say about 1/4 of planets turn out pretty good in KSP. I'm thinking of ditching my Ice planet's export in favour of some other Ice/ocean planet because of how flat the height map is. Hard to deal with. Also, pixelation is very noticeable with an ocean from the heightmap, of course offset can take care of that. Edited February 17, 2015 by Lillz Link to comment Share on other sites More sharing options...
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