RogueMason Posted March 9, 2015 Share Posted March 9, 2015 Would you mind posting the Kittopia code before testing it ingame? We can't make out your file path from that wall of text... did you checked if the textures are the same format as the ones you (suposely) provided in the code?In Kittopia you probably specified an invalid texture, probably because you forgot the file extension.The file extensions and paths are fine, I checked those beforehand.vertexColorMap = (MapSO) and heightMap = (MapSO) is likely your problem.Remember when you save a planet config from kittopia you need to edit the file and add back in the path to you textures. Also you can make the config more readable by removing entirely things that you don't change, such as PQSMod_OceanFX, PQSMod_RemoveQuadMap, PQSMod_UVPlanetRelativePosition, PQSMod_AerialPerspectiveMaterial, ect.Hmm, I'll get to investigating. Link to comment Share on other sites More sharing options...
amarius1 Posted March 10, 2015 Share Posted March 10, 2015 Shouldn't be "vertexHeight = SO"? Link to comment Share on other sites More sharing options...
Artyomka15 Posted March 10, 2015 Share Posted March 10, 2015 I made oceanic planet Pandora:And it's moon Phoenix: Link to comment Share on other sites More sharing options...
amarius1 Posted March 10, 2015 Share Posted March 10, 2015 Owersome! now, would you mind sharing with me the configs and the _map texture? I am also developing an oceanic moon for my pack but oceans don't seem to appear even if the configs are not different from the ones from OPM or OP+! Link to comment Share on other sites More sharing options...
Artyomka15 Posted March 10, 2015 Share Posted March 10, 2015 (edited) My kittopia config:// CustomDataPlanetPandora{ AdditionalData { Stock = False AddAtmoFx = False AtmoWaveColour = RGBA(0.700, 0.400, 0.400, 0.000) AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = True AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphere = True staticPressureASL = 2 atmosphereScaleHeight = 6 atmosphereContainsOxygen = True maxAtmosphereAltitude = 85000 altitudeMultiplier = 1.4285 altitudeOffset = 0 atmoshpereTemperatureMultiplier = -3 useLegacyAtmosphere = True atmosphereMultiplier = 2 pressureMultiplier = 2 rotates = True rotationPeriod = 32400 atmosphericAmbientColor = RGBA(0.300, 1.000, 1.000, 1.000) } PQS { PQSMod_VertexHeightMap { heightMap = GameData/Kopernicus/Textures/Pandora_height.png heightMapDeformity = -110 heightMapOffset = -4999 scaleDeformityByRadius = False modEnabled = True order = 100 Parent = Pandora } PQSMod_VertexColorMap { vertexColorMap = GameData/Kopernicus/Textures/Pandora_map.png modEnabled = True order = 100 Parent = Pandora } }}My Kopernicus config:Body { name = Pandora flightGlobalsIndex = 602 Template { name = Laythe } Properties { radius = 2110000 geeASL = 0.91 description = Pandora ScienceValues { landedDataValue = 0 splashedDataValue = 0 flyingLowDataValue = 0 flyingHighDataValue = 0 inSpaceLowDataValue = 3 inSpaceHighDataValue = 2 recoveryValue = 5 } } Orbit { referenceBody = Nemesis inclination = -2 eccentricity = 0 semiMajorAxis = 400000000 longitudeOfAscendingNode = 52 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.0,0.8,0.8 } Atmosphere { ScaleHeight = 6 ContainsOxygen = False maxAltitude = 85000 Multiplier = 2.1 } ScaledVersion { Material { texture = Kopernicus/Textures/Pandora_map normals = Kopernicus/Textures/Pandora_normal rimPower = 1.0 rimBlend = 0.8 } } Edited March 10, 2015 by Artyomka15 Link to comment Share on other sites More sharing options...
_Augustus_ Posted March 10, 2015 Share Posted March 10, 2015 I made oceanic planet Pandora:http://i.imgur.com/xYPtaPB.pngAnd it's moon Phoenix:http://i.imgur.com/a2p7B51.pngI see you are redoing Vensia/Apollo! Nice job artyomka! You're such a wizard with these things. Link to comment Share on other sites More sharing options...
Thomas988 Posted March 10, 2015 Share Posted March 10, 2015 Hey guys, what's the average image size for planet textures? I've been messing with 10K textures just by myself, but I've been wanting to create a new planet pack lately and 10K is far too large (just one planet can make the game crash!). Link to comment Share on other sites More sharing options...
Borisbee Posted March 10, 2015 Share Posted March 10, 2015 You don't need that large of textures. In fact I'v noticed with smaller bodies larger textures actually make things look worse. Larger size does not equal better quality. You will get much better quality if you actually take the time to edit your heightmap so that things are smoother instead of getting jagged points from where space engine throws tiny dots of white all over the place. You should not ever need to go larger than 8k, while 4k is the "standard". However I've had good results using 1k and even 512. It's really about how well you understand what you're doing.As to your ocean problem, perhaps you should post your configs instead? Would be a lot easier to troubleshoot than just saying "help it doesn't work". Link to comment Share on other sites More sharing options...
_Augustus_ Posted March 10, 2015 Share Posted March 10, 2015 Just something I felt like experimenting with: Kopernicus now has dust storms and thin clouds like the real Mars!Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
amarius1 Posted March 11, 2015 Share Posted March 11, 2015 How is it done? EVE or pure KT?Also, I will post my ocean planet's configs to let you guys see what's the problem. Link to comment Share on other sites More sharing options...
Thomas988 Posted March 11, 2015 Share Posted March 11, 2015 How is it done? EVE or pure KT?Definitely EVE. KT can't do clouds. Link to comment Share on other sites More sharing options...
Sylandro Posted March 11, 2015 Share Posted March 11, 2015 So uh, i'm creating an object, and when i try to land or even enter orbit around it, it looks like Minmus, except more rocky?Here's it's Kittopia CFG.//CustomDataPlanetFloe{ AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/SylandrosGasGiants/Textures/Floe_height.png heightMapDeformity = 2500 heightMapOffset = 0 scaleDeformityByRadius = False } PQSMod_VertexColorMap { modEnabled = true vertexColorMap = GameData/SylandrosGasGiants/Textures/Floe_map.png } PQSMod_VertexSimplexHeight { seed = 957 deformity = 300 octaves = 8 persistence = 0.5 frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 811 deformity = 100 octaves = 3 persistence = 0.5 frequency = 0.8 } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False } }}And it's Kopernicus CFG. Body { name = Floe flightGlobalsIndex = 200 Template { name = Minmus } Properties { description = Floe is a small, icy moon of Gepitu. Good for interplanetary ski trips, although the Kerbal Interplanetary Vacation Society highly discourages this, though. But Jeb encourages it! radius = 98500 geeASL = 0.23 rotationPeriod = 12952 } Orbit { referenceBody = Gepitu color = 0,0.895,1.045 inclination = 3.14 eccentricity = 0.015 semiMajorAxis = 77850000 longitudeOfAscendingNode = 67 argumentOfPeriapsis = 50 meanAnomalyAtEpoch = 96 epoch = 0 } ScaledVersion { Material { texture = SylandrosGasGiants/Textures/Floe_map normals = SylandrosGasGiants/Textures/Floe_normal } } }} Link to comment Share on other sites More sharing options...
CaptRobau Posted March 11, 2015 Share Posted March 11, 2015 Hey guys, what's the average image size for planet textures? I've been messing with 10K textures just by myself, but I've been wanting to create a new planet pack lately and 10K is far too large (just one planet can make the game crash!).I've had a look at the stock planets and their textures and it has some great ideas for making stuff look great:Planets/moons with oceans have normal and color maps at 4K. A 4K color map is useful to get the coastline to look goodLarge and medium planets/moons without oceans with have color maps at 2K, but normal maps at 4K. The 4K normal makes the planet look detailed in map viewSmall planets/moons have color maps at 1K, but normal maps at 2K. Same story as the one above, but because they're smaller they don't need 2K/4K textures to look goodGas giants don't need normals and can look good with 1K/2K color maps, depending on the detail of its gas clouds Link to comment Share on other sites More sharing options...
amarius1 Posted March 11, 2015 Share Posted March 11, 2015 Thank you mate also, how to make my ocean planet textures 4k? I allready think thay are at 2048x pixels...- - - Updated - - -So uh, i'm creating an object, and when i try to land or even enter orbit around it, it looks like Minmus, except more rocky?Here's it's Kittopia CFG.And it's Kopernicus CFG.Well, make sure the texture format is matching with the paths In Kittopia. O no longer have your planet... nlw the only thing bugging me is that ocean planet! Link to comment Share on other sites More sharing options...
Thomas988 Posted March 11, 2015 Share Posted March 11, 2015 I've had a look at the stock planets and their textures and it has some great ideas for making stuff look great:Planets/moons with oceans have normal and color maps at 4K. A 4K color map is useful to get the coastline to look goodLarge and medium planets/moons without oceans with have color maps at 2K, but normal maps at 4K. The 4K normal makes the planet look detailed in map viewSmall planets/moons have color maps at 1K, but normal maps at 2K. Same story as the one above, but because they're smaller they don't need 2K/4K textures to look goodGas giants don't need normals and can look good with 1K/2K color maps, depending on the detail of its gas cloudsThanks for the feedback, CaptRobau! Working with huge files get tiring after a while. Link to comment Share on other sites More sharing options...
Gravitasi Posted March 12, 2015 Author Share Posted March 12, 2015 Oh good, I was going to see about tackling that myself so glad I didn't start on it hehe.Yeah... I had to fix it before you did, so I would not need to make another apology post. I've had a look at the stock planets and their textures and it has some great ideas for making stuff look great:Planets/moons with oceans have normal and color maps at 4K. A 4K color map is useful to get the coastline to look goodLarge and medium planets/moons without oceans with have color maps at 2K, but normal maps at 4K. The 4K normal makes the planet look detailed in map viewSmall planets/moons have color maps at 1K, but normal maps at 2K. Same story as the one above, but because they're smaller they don't need 2K/4K textures to look goodGas giants don't need normals and can look good with 1K/2K color maps, depending on the detail of its gas cloudsNice info, thanks! By the way, how did you check out the textures of the stock planets? Link to comment Share on other sites More sharing options...
Candlelight Posted March 12, 2015 Share Posted March 12, 2015 (edited) Gravitasi, it's been a month since the last update! Please release 0.122 or 0.13 (which ever version is next).I'm getting so impatient! Edited March 12, 2015 by Candlelight Link to comment Share on other sites More sharing options...
Thomas988 Posted March 12, 2015 Share Posted March 12, 2015 Thank you mate also, how to make my ocean planet textures 4k? I allready think thay are at 2048x pixels...If you want 4K textures you will have to export them from Space Engine in 4K. Here is an amazing tutorial on how to export 4K textures and bigger! Don't worry, take it from me: it's extremely easy and extremely rewarding! Link to comment Share on other sites More sharing options...
Artyomka15 Posted March 12, 2015 Share Posted March 12, 2015 I made a comet Link to comment Share on other sites More sharing options...
Thomas988 Posted March 12, 2015 Share Posted March 12, 2015 I made a comet http://i.imgur.com/diwCYUV.pnghttp://i.imgur.com/qktTBX8.pngI wish I could see that right now! I'm at school and they blocked Imgur. Link to comment Share on other sites More sharing options...
amarius1 Posted March 12, 2015 Share Posted March 12, 2015 What did you typed in the "targed body in Kittopia for the particles? I made a comet too when I was forking on OP+ with Augustus. I basicaly made a phantom body, pitch black, 200 meters radius, 0 gravity, almost invisible orbit that was made so that the "phantom body" would orbit the same time as the comet so if the comet was orbiting close to sun, the phantom body would be opposed from the comet so the particles would allways point out from the Sun.Unforcenately the idea was scrapped by Augustus and so after some trubbles we had with each other I am curently not active on developing the new OP+. Now I work alone on my stand alone Kerbol+ that will add more planets to Kerbol based on Nova's old plans, unlike OPM that aims to add kerbalised IRL analogs. Link to comment Share on other sites More sharing options...
KCreator Posted March 12, 2015 Share Posted March 12, 2015 Gravitasi, it's been a month since the last update! Please release 0.122 or 0.13 (which ever version is next).I'm getting so impatient!I would be careful what you say, its comments like this that put a lot of pressure on me, and the sheer pressure (Including a lot of other factors) of maintaining my plugin caused me to give up.If you want updates quickly, you could always learn C#, fork the project, and help. Link to comment Share on other sites More sharing options...
Borisbee Posted March 13, 2015 Share Posted March 13, 2015 I would be careful what you say, its comments like this that put a lot of pressure on me, and the sheer pressure (Including a lot of other factors) of maintaining my plugin caused me to give up.If you want updates quickly, you could always learn C#, fork the project, and help.Couldn't agree more Link to comment Share on other sites More sharing options...
Svm420 Posted March 13, 2015 Share Posted March 13, 2015 (edited) I am working in using KT to replace RSS for resizing the stock solar system. The issue I am having now is I've doubled the radius of kerbin, but KSC is almost underwater the beach has moved up right near the runway. I am looking for help to modify the terrain to better match stock right now it is flattened by the increase radius. Here a link to my thread to keep this one on topic. Thank you. Edited March 13, 2015 by Svm420 Link to comment Share on other sites More sharing options...
TheBlackDwarf Posted March 13, 2015 Share Posted March 13, 2015 Hello i am working on recreating the Sol System in ksp and i am wondering if there is a way to make a star with kopernicus because everytime i try it crashes my game or the system does not show up ( i am useing jool right now as a temperary replacement for sol )link : https://kerbalstuff.com/mod/571/The%20Sol%20Project//Sol System// By: TheBlackDwarf@Kopernicus{ Body { name = Sol flightGlobalsIndex = 750 Template { name = Jool } Properties { description = Sol radius = 261600000 mass = 2.4498052595297E+24 geeASL = 0.66666668375 } Orbit { referenceBody = Sun color = 0.182,0.168,0.88,1 inclination = 177.639999389648 eccentricity = 0.0452146753668785 semiMajorAxis = 287822381056 longitudeOfAscendingNode = 61 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 5.59607362747192 epoch = 0 } ScaledVersion { Material { } } } Body { name = Mercury flightGlobalsIndex = 450 Template { name = Moho } Properties { description = Mercury radius = 250000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1421339412.91969 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Mercury_map bump = Sol/Textures/Mercury_bump } } } Body { name = Venus flightGlobalsIndex = 450 Template { name = Eve } Properties { description = Venus radius = 250000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 4088097171.35227 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Venus_map bump = Sol/Textures/Venus_bump } } }} Link to comment Share on other sites More sharing options...
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