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


Gravitasi

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What do you mean more vibrant? Is that planet the same as the one you linked a few posts up?

Setting the opacity of the normal maps doesn't affect anything as far as I can tell, other than fixing the lighting.

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What do you mean more vibrant? Is that planet the same as the one you linked a few posts up?

Setting the opacity of the normal maps doesn't affect anything as far as I can tell, other than fixing the lighting.

Nah I'm talking about the gas giant you can see from my last post. It's surface map is very vibrant, but I think the atmosphere obscures it, so I'm trying different opacity settings for the atmosphere to see if I can make it show up more....

How can you set opacity for a normal map? Or are you just using something like Photoshop to change it?

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Nah I'm talking about the gas giant you can see from my last post. It's surface map is very vibrant, but I think the atmosphere obscures it, so I'm trying different opacity settings for the atmosphere to see if I can make it show up more....

How can you set opacity for a normal map? Or are you just using something like Photoshop to change it?

You do have clouds covering the gas giant btw...

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Nah I'm talking about the gas giant you can see from my last post. It's surface map is very vibrant, but I think the atmosphere obscures it, so I'm trying different opacity settings for the atmosphere to see if I can make it show up more....

How can you set opacity for a normal map? Or are you just using something like Photoshop to change it?

Yea I used an image editor to change the opacity on it. Although I *think* if you export the mesh from kittopia it will fix any lighting issues, not 100% sure on that though.

If you're using photoshop or paint.net, just open the normal map and set the layer opacity down to about 50% and try that.

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You do have clouds covering the gas giant btw...

I know, I put them there :P

I converted the colormap to jpeg and it was only 7MB and tried uploading so you guys could see what I meant but imgur wasn't liking it.

Apparently I'm confused what the '1' is in the rgb value of atmosphere settings.... I assumed it meant opacity, but setting it lower doesn't seem to do anything.

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You can't set it through that config, you need to literally change the opacity through editing of the image.

Are you talking about the normal map thing? I saw that after I posted that.... but I also wanted to lower the opacity of the atmosphere's color, so the surface map shows a little bit more... The atmosphere isn't a map file so I assumed the '1' in the rgb color settings in a kopernicus config meant 100% opacity so lowering the number to like .5 would mean 50% opacity, but it doesn't seem to work that way...

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Gravitasi, I was wondering if you could explain the way you generate scaledspace mesh. I'm wondering because if you add a PQSMod_VertexHeightOblate mod and try to generate the scaled mesh, it comes out as a sphere even though it should be more eggshaped. Is this a limitation of the current mesh generation? I took a look at the source code and unfortunately I'm not very knowledgeable in the way KSP does it's planets so I couldn't figure out where the issue was. The only thing I can guess is because it's using Jool as a sort of template that it defaults to a sphere and ignores modifiers that change that? Although that doesn't make sense either since it can account for heightmaps.

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@Thomas:

most likely using this guide. The normal map issue has also been solved afaik, I am not a 100% sure how though, just search for it in the last pages of the kopernicus threads.

Okay, I'll look into that guide and maybe I'll have time this afternoon to work on it. 8K textures for Odysseus, anyone? ;)

Also, as for those normal maps, I couldn't find any information in the old Kopernicus threads on how to get them working. I think i'll just send Lilz a PM asking how they did it.

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_Augustus_ Said that OPM is incompatable with the new update, any word on that? is anyone else having problems? I know he's had strange problems before (his openGL thing and black planets), but I'm a bit afraid to update to the new Kopernicus Tech if i'm going to loose my favorite planets!

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I replaced the Kopernicus.dll that comes with the latest OPM with the one from here and it is working fine - if anything goes wrong, just revert the changes (and restore the savefile from the backup you made).

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So with my gas giant, the atmosphere rim looks fine from a distance and map view, but up close (entering the atmosphere, for instance) the rim is the green of Jool's.... any idea what I can do to make that not happen?

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So with my gas giant, the atmosphere rim looks fine from a distance and map view, but up close (entering the atmosphere, for instance) the rim is the green of Jool's.... any idea what I can do to make that not happen?

I think that's set by lightColor. Did you set that?

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I think that's set by lightColor. Did you set that?

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 :)

Edited by Lillz
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Running the latest OPM with Kopernicus Tech works mostly fine, however I have discovered that I cannot use kittopia tech to update scaledspace let alone export the meshes. OPM now uses the main branch Kopernicus for handling scaledspace, so regenerating them is needed... Clicking the "update ScaledSpace" button will throw a NRE with this


NullReferenceException: Object reference not set to an instance of an object
at PQSMod_VertexHeightMap.OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0
at PQS.Mod_OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0
at PQS.CreateMaps (Int32 width, Double maxHeight, Boolean hasOcean, Double oceanHeight, Color oceanColor) [0x00000] in <filename unknown>:0
at PFUtilityAddon.PlanetToolsUiController.WindowFunction (Int32 windowID) [0x00000] in <filename unknown>:0
at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0

(Filename: Line: 4294967295)

content. Complete logfile here. Any ideas?

Edit: replacing nothing but the dll from kittopia resolves the issue. weird ._.

Edited by Tellion
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I have a question that i believe someone asked way before, but i'm not sure.Anyways, the problem is my surface texture for the planet wont load.When i'm looking at my planet from mapview or high orbit, it has the texture i made.But when i get closer (example: 100km orbit), my texture just fades away.

Because today i was building a duna like planet.I got into a 100k orbit and as i moved in, my texture faded away. And when i got in close and clicked "Update ScaledSpace", it TURNED INTO Duna.

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I have a question that i believe someone asked way before, but i'm not sure.Anyways, the problem is my surface texture for the planet wont load.When i'm looking at my planet from mapview or high orbit, it has the texture i made.But when i get closer (example: 100km orbit), my texture just fades away.

Because today i was building a duna like planet.I got into a 100k orbit and as i moved in, my texture faded away. And when i got in close and clicked "Update ScaledSpace", it TURNED INTO Duna.

That seems to happen if, for instance, duna is your template but your planet doesn't have an atmosphere. If it doesn't, use Tylo as a template.

Edited by Lillz
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