Nicholander Posted February 23, 2015 Share Posted February 23, 2015 Hmmm... If I remember correctly, I tried doing that, but it had no effect. But, I'll try again in the morning. Link to comment Share on other sites More sharing options...
Lillz Posted February 23, 2015 Share Posted February 23, 2015 Hmmm... If I remember correctly, I tried doing that, but it had no effect. But, I'll try again in the morning.There's two atmosphere settings in Kittopia you can play with, one with more noticeable of an effect. The first is at the bottom of CB settings. This is ambient light, which is the same kind of idea as planet shine. It just casts a light on objects landed on the planet. This is the not very noticeable one. The second is under atmosphere fx settings -- It's called wavecolour. This is the one you want to play with. Link to comment Share on other sites More sharing options...
Nicholander Posted February 23, 2015 Share Posted February 23, 2015 It worked!It turns out, that the little colored graphic KittopiaTech displays under the sliders has NOTHING to do with the actual color you'll see in game. Odd. Link to comment Share on other sites More sharing options...
Lillz Posted February 23, 2015 Share Posted February 23, 2015 It worked!http://i.imgur.com/owOFEbw.pngIt turns out, that the little colored graphic KittopiaTech displays under the sliders has NOTHING to do with the actual color you'll see in game. Odd.Yes it is very odd. Clearly the three sliders have some sort of rgb input, but also the values closer to 0 yield a much brighter color. Link to comment Share on other sites More sharing options...
VonFrank Posted February 23, 2015 Share Posted February 23, 2015 Has there been any progress yet in fixing the way a ring's inclination is handled with respect to the parent planet and the moons around it? I made a post a while ago in this thread regarding the issue but no one commented on it in any way.My idea was to essentially get the rings to act as an orbiting object, with a modifiable longitude of ascending node so that they are always oriented in the same direction as the matching moons on a planet. Link to comment Share on other sites More sharing options...
Candlelight Posted February 23, 2015 Share Posted February 23, 2015 It worked!http://i.imgur.com/owOFEbw.pngIt turns out, that the little colored graphic KittopiaTech displays under the sliders has NOTHING to do with the actual color you'll see in game. Odd.Hmm...why do i have a suspicion that Colas is just a recolored Neidon from OPM? Link to comment Share on other sites More sharing options...
TheBlackDwarf Posted February 23, 2015 Share Posted February 23, 2015 Hi it seems i can not figure out this mod the coding is a little confusing compared to what i did with planet factory i know you start out with@Kopernicus{ Bodybut i can get one planet in but when i try to add another neither planets load in// Jupiter// By: TheBlackDwarf@Kopernicus { Body { name = Jupiter flightGlobalsIndex = 1700 Template { name = Jool } Properties { description = radius = 122000 geeASL = 0.1464 tidallyLocked = False rotationPeriod = 118918 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9.5 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 flyingAltitudeThreshold = 275000 spaceAltitudeThreshold = 3500000 } } Orbit { referenceBody = Sol inclination = 22 eccentricity = 0.00559999980032444 semiMajorAxis = 3007165184 longitudeOfAscendingNode = 21 argumentOfPeriapsis = 2 meanAnomalyAtEpoch = 3 epoch = 4 color = 0.275, 0.472, 0.781, 0.775 } ScaledVersion { Material { texture = Sol/Textures/Jupiter_map } } } Body { name = IO flightGlobalsIndex = 450 Template { name = Gilly } Properties { description = radius = 8000000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1300000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/IO_map } } }Any suggestions ? , i am using the latest version of Kopernicus Tech Link to comment Share on other sites More sharing options...
Nicholander Posted February 23, 2015 Share Posted February 23, 2015 *Sigh* Actually, it's not. (Well, sort of) CaptRobau (The guy who made OPM) edited the Neptunian - Blue texture from Eudae55's Gas Giant Textures Thread to make it Purple, and there's also another Neptunian texture there, pink. The Neptunian - Pink texture is the one that Colas uses. Link to comment Share on other sites More sharing options...
Lillz Posted February 23, 2015 Share Posted February 23, 2015 What PQS setting makes the map view of a planet more detailed? Link to comment Share on other sites More sharing options...
Thomas988 Posted February 24, 2015 Share Posted February 24, 2015 What PQS setting makes the map view of a planet more detailed?I've been wondering the same thing, too. I haven't been able to get my planets to look like anything more than a sphere. Link to comment Share on other sites More sharing options...
Borisbee Posted February 24, 2015 Share Posted February 24, 2015 (edited) Hi it seems i can not figure out this mod the coding is a little confusing compared to what i did with planet factory i know you start out with@Kopernicus{ Bodybut i can get one planet in but when i try to add another neither planets load in// Jupiter// By: TheBlackDwarf@Kopernicus { Body { name = Jupiter flightGlobalsIndex = 1700 Template { name = Jool } Properties { description = radius = 122000 geeASL = 0.1464 tidallyLocked = False rotationPeriod = 118918 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9.5 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 flyingAltitudeThreshold = 275000 spaceAltitudeThreshold = 3500000 } } Orbit { referenceBody = Sol inclination = 22 eccentricity = 0.00559999980032444 semiMajorAxis = 3007165184 longitudeOfAscendingNode = 21 argumentOfPeriapsis = 2 meanAnomalyAtEpoch = 3 epoch = 4 color = 0.275, 0.472, 0.781, 0.775 } ScaledVersion { Material { texture = Sol/Textures/Jupiter_map } } } Body { name = IO flightGlobalsIndex = 450 Template { name = Gilly } Properties { description = radius = 8000000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1300000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/IO_map } } }Any suggestions ? , i am using the latest version of Kopernicus TechIf that is your complete config file, you're missing a closing } bracket at the very end to close @Kopernicus. I recommend using a text editor like Notepad++ to edit config files. You can select a bracket and it will highlight the matching bracket so you can keep track of silly mistakes like this really easy. Also you need to specify a description, you left it blank and it doesn't like that. Edited February 24, 2015 by Borisbee Link to comment Share on other sites More sharing options...
Lillz Posted February 24, 2015 Share Posted February 24, 2015 I've been wondering the same thing, too. I haven't been able to get my planets to look like anything more than a sphere.Yah, and it's weird cause the first time I exported with Kittopia in 8k, the map view looked awesome but I can't figure out how to get it to look so good again... Link to comment Share on other sites More sharing options...
Thomas988 Posted February 24, 2015 Share Posted February 24, 2015 Yah, and it's weird cause the first time I exported with Kittopia in 8k, the map view looked awesome but I can't figure out how to get it to look so good again...Yeah, that was really awesome. I even spent two days trying to create 8K planets because of your post! Link to comment Share on other sites More sharing options...
Borisbee Posted February 24, 2015 Share Posted February 24, 2015 Time for another teaser.That's a pretty large Oblate applied to that planet just so the effects are clearly seen for testing purposes, and yet it still shows up in map view. This is done using just PQS mod and no heightmap editing. I got curious as to whether the old Planetfactory mods would work with scaled export so I added PQSMod_PFOblate into kittopia and tried it. It seems to work as the picture shows. There are a few side effects of using this, although nothing serious, but I wanted to have the option of using them so if nothing else I can recreate the planets Ablate and Inaccessible from PF.Every day I mess with this stuff I learn something new, and it's giving me more and more ideas and things to fix in the current code. Link to comment Share on other sites More sharing options...
CaptRobau Posted February 24, 2015 Share Posted February 24, 2015 What are the drawbacks? And could PM me the code. It might be useful for my Ovok.- - - Updated - - -I've been wondering the same thing, too. I haven't been able to get my planets to look like anything more than a sphere.The map view for large planets is solely determined by the color map and the normal map. If you export in the Kittopia window it adds all the Kittopia settings to the height map and also makes a normal map of that, which is rough and set too high contrast. You can recreate the look by taking the height map and making a normal map out of that and replacing the version that you had before in your Kopernicus or whatever folder you have your Kopernicus stuff in. Link to comment Share on other sites More sharing options...
Borisbee Posted February 24, 2015 Share Posted February 24, 2015 What are the drawbacks? And could PM me the code. It might be useful for my Ovok.Unfortunately there's more testing I have to do. There are some issues that make it unplayable that I was not aware of when I posted the image. The problem is it lowers/raises the vertices of the planet and so you end up hitting "sealevel" before you actually touch the surface which makes you go "inside" the planet. I'll see if I can work it out later, but that's on the backburner for now as there's more important stuff to work on. Link to comment Share on other sites More sharing options...
Candlelight Posted February 24, 2015 Share Posted February 24, 2015 Question for CaptRobau:How do you make Ovok so flat but yet it's only twice the size of Gilly? Link to comment Share on other sites More sharing options...
CaptRobau Posted February 24, 2015 Share Posted February 24, 2015 This one: PQSMod_VertexPlanet { deformity = 0 } Link to comment Share on other sites More sharing options...
KwerbalBase Posted February 24, 2015 Share Posted February 24, 2015 is it possible to get koprenius to work with plantefactory? Link to comment Share on other sites More sharing options...
Candlelight Posted February 24, 2015 Share Posted February 24, 2015 is it possible to get koprenius to work with plantefactory?No, its not. Link to comment Share on other sites More sharing options...
Lillz Posted February 24, 2015 Share Posted February 24, 2015 What are the drawbacks? And could PM me the code. It might be useful for my Ovok.- - - Updated - - -The map view for large planets is solely determined by the color map and the normal map. If you export in the Kittopia window it adds all the Kittopia settings to the height map and also makes a normal map of that, which is rough and set too high contrast. You can recreate the look by taking the height map and making a normal map out of that and replacing the version that you had before in your Kopernicus or whatever folder you have your Kopernicus stuff in.Right, but there was some setting in PQS that made the map view look a lot better than the one's I'm getting now. Maybe it was the height offset? The planet Thomas and I are talking about had an offset of 10500, so maybe that's why it looked so good in map view.... Link to comment Share on other sites More sharing options...
Borisbee Posted February 24, 2015 Share Posted February 24, 2015 is it possible to get koprenius to work with plantefactory?Why do you ask? There isn't really a need for it. Almost all of the planetfactory planets can be recreated with kopernicustech. Link to comment Share on other sites More sharing options...
amarius1 Posted February 25, 2015 Share Posted February 25, 2015 well, on Io you should have included a normal map under the "testure =" field. Also, the reference body is Sun not Sol. Link to comment Share on other sites More sharing options...
Borisbee Posted February 25, 2015 Share Posted February 25, 2015 well, on Io you should have included a normal map under the "testure =" field. Also, the reference body is Sun not Sol.you don't actually need a normal map, and the reference body is Sun because his mod obviously deals with our solar system and he added a "Sun" object. The real issue is he did not include descriptions for the planets. By leaving it blank it causes it to not load. If you don't want a description it's best to just not include the Description field at all so that the template description is used instead. Link to comment Share on other sites More sharing options...
Olympic1 Posted February 25, 2015 Share Posted February 25, 2015 I started a wiki (couple days ago, but didn't had time yet) that will give information about all the planets in the Kerbol System.By this I ask if the planet creators can add their own planets (I'll have a template for it later this day), if you don't have time, I'll add them for them. Link to comment Share on other sites More sharing options...
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