KSP: how to make planets with Kopernicus episode 1: the basics

แชร์
ฝัง
  • เผยแพร่เมื่อ 28 ม.ค. 2025

ความคิดเห็น • 287

  • @neededcrab7929
    @neededcrab7929 7 ปีที่แล้ว +28

    I was wondering: how do you make a height/normal/color map?

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +2

      Normal maps are best exported using the KittopiaTech plugin. For height and color maps, you don't have to create them. KSP can also generate a planet without VertexHeightMap and VertexColorMap, those are not required. But if you want to make maps, Photoshop or GIMP will do just fine. There's no set of rules when it comes to making maps, and there are thousands of ways to do it.

    • @northernskies86
      @northernskies86 7 ปีที่แล้ว +2

      use space engine, find your planet, use the planet export feature and leave only the surface, color, elevation, and normal checked if you export it you will have the 3 textures
      hope that helped :)

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +8

      Using SpaceEngine is really, REALLY bad practice. Space Engine has it's own art style that clashes with KSP's. If people would start mass-producing planet packs relying heavily on Space Engine the forums would be flooded with planet packs that all look alike.
      That's why I never use SpaceEngine, or why I will never teach people how to use SpaceEngine to acquire textures.

    • @northernskies86
      @northernskies86 7 ปีที่แล้ว

      I wrote the code you wrote and the planet I made won't show up in game plz help :(

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I'm gonna need more info than that to be able to help you find the issue effectively.

  • @TheLividPumpkin
    @TheLividPumpkin 8 ปีที่แล้ว +13

    Thank you Dude ! waiting for the ocean planets now

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว +1

      Happy to help! The next video will be on gas planets though, followed by oceanic worlds, procedural planets and lastly, nice tricks such as custom science, surface and ocean textures, rings, terrain scatter, etc. I'm going to put everything I know into these guides.

    • @TheLividPumpkin
      @TheLividPumpkin 8 ปีที่แล้ว +1

      Great ! can we expect date ?

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว +1

      I can't make any promises, my agenda is too unstable for that, I'm afraid.

  • @kerikyl
    @kerikyl 5 ปีที่แล้ว +3

    Hey I have a question...
    1. What is a normal map?
    2. how do I make one?
    3. What does it do?

    • @zarki-games
      @zarki-games 4 ปีที่แล้ว +1

      Use GIMP. It's a free image editing software. Once you've downloaded it, load up your heightmap, then go to filters, then look for generic, and in there you'll find normal map.

    • @dallor714
      @dallor714 3 ปีที่แล้ว

      @@zarki-games you only answered question 2, i'm also confused on what is a normal map and what does it do

    • @AgentCryo
      @AgentCryo หลายเดือนก่อน

      @@dallor714 it changes the way the gpu calculates lighting lol

  • @Booster_4
    @Booster_4 4 ปีที่แล้ว +1

    what software are you using i dont know if you will see this since im in 2020 and this was made in 2016

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      Hi! This is a really old video, so please don't cringe too hard, but the video editor is good ol' Windows Live Movie Maker.
      For a text editor, I use Notepad++. It has many great features over the regular Windows notepad, such as automatic bracket completion and indentation, because Notepad++ is also a lightweight programming tool.
      Also, don't worry, I get a notification when someone leaves a comment. :)

    • @Booster_4
      @Booster_4 4 ปีที่แล้ว

      @The White Guardian thanks i have nopepad ++ now but it wont work i type in everthing right but i wont work do you know any tutorials to help with this?

  • @theburgerbox9576
    @theburgerbox9576 4 ปีที่แล้ว +2

    By the way for what Ksp version is this tutorial?

    • @ReetoPlayz
      @ReetoPlayz 8 หลายเดือนก่อน

      All Versions I Think?

  • @noname117spore
    @noname117spore 8 ปีที่แล้ว +1

    Why are there 4 color values? I get that 1 is red, 1 is blue, and 1 is green, but what is the fourth one? Everywhere I look I see hue, saturation, and lightness listed as values as well, but how do any of these impact that fourth number? Is it one of them? Is it all of them combined in some weird way?

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      The fourth color is the alpha channel, and has to do with transparency. I rarely set it to anything but 1 to be honest...

  • @alexanderi1105
    @alexanderi1105 7 ปีที่แล้ว +1

    um where do you wight the code for the planet

    • @dead1nside759
      @dead1nside759 4 ปีที่แล้ว

      any software or application that can write text

  • @astromagiczx
    @astromagiczx 2 ปีที่แล้ว +1

    Omg, thank you so much!! ive just been fiddling around teach myself how to make a planet. but all goes horribly wrong. this helps alot!!

  • @tuturkerman7901
    @tuturkerman7901 8 ปีที่แล้ว +4

    Nice tutorial! I can't wait for procedural generation :D

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว +1

      ...I should probably start making it, shouldn't I? XD

  • @matheusaugusto1478
    @matheusaugusto1478 8 ปีที่แล้ว +1

    How I Make Planets With rings?

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว +3

      Add a Ring node. Basically add the following code directly in Body{}
      Rings
      {
      Ring
      {
      texture = X
      innerRadius = X
      outerRadius = X
      angle = X
      color = 1,1,1,1
      lockRotation = true
      unlit = true
      }
      }
      In which 'texture' is a filepath to your ring texture, 'innerRadius' and 'outerRadius' determine the placement of the ring, I don't know what unit of measurement KSP uses for this, try 1500 for the innerRadius and 2500 for the outerRadius then experiment further. The angle is simply the inclination of the ring relative to the planet's equator. Since the 'color' doesn't really work that well, try coloring your ring texture in advance.

  • @スキビヂ
    @スキビヂ ปีที่แล้ว

    Idk if you still respond but i made everything like in video but when i load to game it says "kopernicus was not able to load custom planetary sytem..."

  • @Mav777
    @Mav777 8 ปีที่แล้ว +5

    Ok cool video and you derserve to have more focus,but i have questions about this:
    1:Can we delete biomes or did you have a link for explain how to create biomes?
    2.If we remove PQSMods,did the "heightmap" still the same of the Height texture?
    3.How to define sphere of infulence?
    4. Can you do more video of creating things with kopernicus,like biomes,rings, how to delete the solar system,etc...

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      Thank you!
      1. Biomes are already explained in a guide written by me over on the KSP forums, but will be explained in a video as well.
      2. I'm not entirely sure what you mean by that, can you elaborate a bit more?
      3. In 'properties', write spehereOfInfluence = (SOI in meters). However, the SOI is calculated automatically by mathematical equations. The heavier and the further an object is from it's parent body, and the lower the mass of this parent body, the bigger the SOI will be.
      4. I have no intention of stopping anytime soon! :)
      Deleting planets is easy though, just write !Body[PlanetName] followed by an opening and closing bracket, like {}, each on a separate line, and the targeted planet will be destroyed.

  • @nokarensnocrazy8403
    @nokarensnocrazy8403 3 ปีที่แล้ว

    is there a mod I can just download that already as the basic config for custom planets?

  • @deltachanger714
    @deltachanger714 4 ปีที่แล้ว

    I wanted to know how to download Kopernicus

  • @benjamintite6730
    @benjamintite6730 6 ปีที่แล้ว +2

    what program are you using to make the config file?

    • @TWGuardian
      @TWGuardian  6 ปีที่แล้ว +1

      Notepad++, and you can find it here.
      notepad-plus-plus.org/download/v7.5.6.html

    • @benjamintite6730
      @benjamintite6730 6 ปีที่แล้ว

      thanks :)

    • @dallor714
      @dallor714 3 ปีที่แล้ว

      you don't have to use notepad++, i just use regular notepad and it still works

  • @Hunter_Counts
    @Hunter_Counts 2 ปีที่แล้ว

    I've tried to follow this guide as closely as possible, but when I start the game it gets stuck on a black loading screen before reaching the title screen. do you know what the issue might be?

  • @mgpmisterk2322
    @mgpmisterk2322 7 ปีที่แล้ว +1

    WARNING! im going to ask a very stupid question here so bear with me and i apologize in advance
    do i need a specific program to write the lines of code into, or can i just use something like notepad++?

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +2

      Regular Notepad can do the job, but Nodepad++ will make the job so much easier that it's probably the ideal program for the job. (In fact, in the video Notepad++ is what I use to write the code in.)
      For example Notepad++ highlights bracket pairs so you can easily check if stuff is opened and closed correctly.
      To safe as a config file all you need to do is add .cfg to the filename when you save it.
      Also, stupid questions do not exist. XD
      Besides, it's better to ask questions than to dive into the process head-first while there are things you don't yet understand.

    • @mgpmisterk2322
      @mgpmisterk2322 7 ปีที่แล้ว +1

      +The White Guardian thanks man

    • @mgpmisterk2322
      @mgpmisterk2322 7 ปีที่แล้ว

      ok so ive gotten it to load into the game (i exported some random textures over from space engine and got rid of the biome map to get it all working) but now its not showing up in the game, the log says that it loaded fine but the game doesnt appear to be reflecting that

  • @Zaaap-z5t
    @Zaaap-z5t 3 ปีที่แล้ว

    Is there like a format that you can copy and paste in it to be a little easier for you and you just have to edit the numbers and stuff? And where do you go to get Kopernicus?

  • @tylosenpai6920
    @tylosenpai6920 7 ปีที่แล้ว +1

    Hey guardian, can you tell me why my celestial bodies wont work (i'll send it later)

    • @tylosenpai6920
      @tylosenpai6920 7 ปีที่แล้ว

      @Kopernicus:AFTER[KOPERNICUS]
      {
      Body
      {
      name = Citadel
      cacheFile = Kronos Planet Pack/Citadel/Caches/Citadel.bin
      flightGlobalsIndex = 1901
      Template
      {
      name = Tylo
      removeAllPQSMods = True
      }
      Properties
      {
      description = A huge planet of punishment, discovered by a kerbolar probe which later tossed inside, it looks really dangerous with its really huge gravity and dense upper atmosphere, it is believed to be made of mostly iron and nickel.
      radius = 1200000
      sphereOfInfluence = 1500000000
      geeASL = 4.2
      tidallyLocked = False
      rotationPeriod = 72000
      timewarpAltitudeLimits = 0 160000 160000 160000 320000 500000 800000 1500000
      ScienceValues
      {
      landedDataValue = 35
      flyingLowDataValue = 31.5
      flyingHighDataValue = 28
      inSpaceLowDtaValue = 22
      inSpaceHighDataValue = 15
      recoveryValue = 25
      flyingAltitudeThreshold = 35000
      spaceAltitudeThreshold = 450000
      }
      }
      Atmosphere
      {
      ambientColor = 0.1,0.1,0.9,1
      lightColor = 0,0,0.501,1
      enabled = true
      oxygen = true
      altitude = 160000
      pressureCurve
      {
      key = 160000 0.3546
      key = 155000 1.8846
      key = 150000 9.7256
      key = 145000 54.1257
      key = 140000 60.7008
      key = 135000 65.3597
      key = 130000 61.6432
      key = 125000 51.7253
      key = 120000 48.7521
      key = 115000 42.7297
      key = 110000 37.6547
      key = 105000 32.7568
      key = 100000 28.4321
      key = 95000 25.7687
      key = 90000 9.6731
      key = 85000 3.7921
      key = 80000 4.1257
      key = 75000 5.7216
      key = 70000 6.2372
      key = 65000 7.2345
      key = 60000 8.2672
      key = 55000 9.7354
      key = 50000 12.3519
      key = 45000 21.3467
      key = 40000 35.4125
      key = 35000 42.4572
      key = 30000 55.5555
      key = 25000 67.5215
      key = 20000 72.5645
      key = 15000 86.2147
      key = 10000 97.5314
      key = 5000 105.8975
      key = 0 127.8231
      }
      Orbit
      {
      referenceBody = Sun
      color = 0,0,0.501,1
      inclination = 0
      eccentricity = 0
      semiMajorAxis = 11692010009
      longitudeOfAscendingNode = 9
      argumentOfPeriapsis = 2
      meanAnomalyAtEpoch = 7
      epoch = 2
      }
      ScaledVersion
      {
      type = Atmosphere
      Material
      {
      texture = Kronos Planet Pack/Citadel/Citadel_map.png
      normals = Kronos Planet Pack/Citadel/Citadel_normal.png
      rimPower = 4
      rimBlend = 0.5
      Gradient
      {
      0.0 = 0.1,0.2,0.2,1
      0.5 = 0.2,0.5,0.5,1
      1.0 = 0.4,0.9,0.9,1
      }
      }
      }
      PQS
      {
      maxQuadLenghtsPerFrame = 0.03
      minLevel = 2
      maxLevel = 10
      minDetailDistance = 8
      Mods
      {
      VertexColorMap
      {
      map = Kronos Planet Pack/Citadel/Citadel_map
      order = 9999999
      enabled = true
      }
      VertexHeightMap
      {
      map = Kronos Planet Pack/Citadel/Citadel_height
      deformity = 3000
      order = 9999999
      enabled = true
      }
      }
      }
      Body
      {
      name = Seth
      flightGlobalsIndex = 1902
      Template
      {
      name = Dres
      removeAllPQSMods = True
      }
      Properties
      {
      description = Large, dark Moon of Citadel. has high gravity that surpassed even Tylo and nearly equal Kerbin. orbits in a high and uninclined orbit.
      radius = 600000
      sphereOfInfluence = 30000000
      geeASL = 0.9
      tidallyLocked = False
      rotationPeriod = 15000
      timewarpAltitudeLimits = 0 42000 42000 100000 200000 500000 800000 1500000
      ScienceValues
      {
      landedDataValue = 20
      inSpaceLowDtaValue = 18.5
      inSpaceHighDataValue = 15
      recoveryValue = 15
      spaceAltitudeThreshold = 175000
      }
      }
      Orbit
      {
      referenceBody = Citadel
      color = 0.753,0.753,0.753,1
      inclination = 0
      eccentricity = 0
      semiMajorAxis = 40088007
      longitudeOfAscendingNode = 3
      argumentOfPeriapsis = 1
      meanAnomalyAtEpoch = 8
      epoch = 3
      }
      ScaledVersion
      {
      type = vacuum
      Material
      {
      texture = Kronos Planet Pack/Citadel/Seth_map.png
      normals = Kronos Planet Pack/Citadel/Seth_normal.png
      rimPower = 4
      rimBlend = 0.5
      }
      }
      PQS
      {
      maxQuadLenghtsPerFrame = 0.03
      minLevel = 2
      maxLevel = 10
      minDetailDistance = 8
      Mods
      {
      VertexColorMap
      {
      map = Kronos Planet Pack/Citadel/Seth_map
      order = 9999999
      enabled = true
      }
      VertexHeightMap
      {
      map = Kronos Planet Pack/Citadel/Seth_height
      deformity = 3000
      order = 9999999
      enabled = true
      }
      }
      Body
      {
      name = Zod
      flightGlobalsIndex = 1903
      Template
      {
      name = Gilly
      removeAllPQSMods = True
      }
      Properties
      {
      description = Small, bright Moon of Citadel. has high gravity that equaled even Minmus and exceed Pol. orbits in a high and very inclined orbit.
      radius = 8500
      sphereOfInfluence = 2537009
      geeASL = 0.9
      tidallyLocked = False
      rotationPeriod = 15000
      timewarpAltitudeLimits = 0 42000 42000 100000 200000 500000 800000 1500000
      ScienceValues
      {
      landedDataValue = 24
      flyingLowDataValue = 20
      flyingHighDataValue = 18.5
      inSpaceLowDtaValue = 15
      inSpaceHighDataValue = 12
      recoveryValue = 15
      flyingAltitudeThreshold = 2000
      spaceAltitudeThreshold = 10000
      }
      }
      Atmosphere
      {
      ambientColor = 0.831,0.686,0.216,1
      lightColor = 0.831,0.686,0.216,1
      enabled = true
      oxygen = true
      altitude = 4500
      pressureCurve
      {
      key = 0 1.2782
      key = 1000 0.9845
      key = 2000 0.5842
      key = 3000 0.2458
      key = 4000 0.0953
      key = 4500 0
      }
      Orbit
      {
      referenceBody = Citadel
      color = 0.831,0.686,0.216,1
      inclination = 87
      eccentricity = 0.05
      semiMajorAxis = 161072003
      longitudeOfAscendingNode = 3
      argumentOfPeriapsis = 1
      meanAnomalyAtEpoch = 8
      epoch = 3
      }
      ScaledVersion
      {
      type = Atmospheric
      Material
      {
      texture = Kronos Planet Pack/Citadel/Zod_map.png
      normals = Kronos Planet Pack/Citadel/Zod_normal.png
      rimPower = 4
      rimBlend = 0.5
      }
      }
      PQS
      {
      maxQuadLenghtsPerFrame = 0.03
      minLevel = 2
      maxLevel = 10
      minDetailDistance = 8
      Mods
      {
      VertexColorMap
      {
      map = Kronos Planet Pack/Citadel/Zod_map
      order = 9999999
      enabled = true
      }
      VertexHeightMap
      {
      map = Kronos Planet Pack/Citadel/Zod_height
      deformity = 20000
      order = 9999999
      enabled = true
      }
      }
      }

  • @NUL-SIL
    @NUL-SIL 4 ปีที่แล้ว

    How to make the close up terrian and biome texture

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      I'm not sure what you mean by 'close up terrain', can you be a bit more specific there?
      As for the biome map, that'll take some good ol' handwork I'm afraid. Load your planet's textures into an image editor and start painting splotches of a solid color. Then, you can link that color to a biome definition.

    • @NUL-SIL
      @NUL-SIL 4 ปีที่แล้ว

      @@TWGuardian No i mean when you are close up the terrian become more detailed and the biome texture mean when you are close to grass land the ground texture is grass but when you are in dessert the ground become sand

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      @@NUL-SIL Subdividing the terrain to make it more detailed is something that KSP does automatically. You can set the minimum and maximum amount of subdivisions but beyond that, it's up to KSP. Defining the textures that the terrain renderer uses is done through assigning a PQS Material.
      The biome map actually doesn't influence the terrain texture-wise. To change the terrain textures (which can vary only by altitude currently) you change the PQS Material. Here's an example that I pulled from an old mod (not mine):
      github.com/KillAshley/UL/blob/master/GameData/UnchartedLands/KopernicusFiles/Kerbin/Minmus.cfg
      Note that under the PQS node there is a Material node. Therein you define which textures are applied to the terrain at which altitudes, and the altitudes limits for these texture layers. For example:
      highTex = BUILTIN/ice
      highBumpMap = BUILTIN/bouldernormal
      highNearTiling = 3000
      highMultiFactor = 5
      highBumpNearTiling = 30000
      highBumpFarTiling = 30
      In this case, highNearTiling and highFarTiling define how many times the texture is repeated. The higher this number, the smaller the texture. The near-far structure means that further away, the texture is scaled less, so the texture becomes less repetitive. What MultiFactor does, I actually don't know.
      Next, note:
      lowStart = 0
      lowEnd = 0.35
      highStart = 0.7
      highEnd = 1
      These describe normalized altitude, IE where 0 is the lowest point on your planet and 1 is the highest. Here, the planet has the 'low' textures between 0 and 0.35, after which it blends into the 'mid' textures, and then finally from 0.7 onwards the 'high' textures.

    • @NUL-SIL
      @NUL-SIL 4 ปีที่แล้ว

      @@TWGuardian How about ocean.i want to add ocean to my planet but i don't know all psq mod and when i write remove all psq mod true but i want the ocean to exist on my planet.

  • @toasty_7233
    @toasty_7233 5 หลายเดือนก่อน

    I know this video is 8 years old, but is kopernicus the right mod to "edit" pre existing planets? I had a silly idea to give the Mun a small atmosphere, but I cant find any info on doing that.

    • @TWGuardian
      @TWGuardian  5 หลายเดือนก่อน

      @@toasty_7233 it can do that, yes. Apologies, my tutorials are outdated and incomplete and due for a full rewrite. If you have Discord, there is a server specifically for kopernicus modding where myself, the devs and many other planet makers can answer any question.

    • @toasty_7233
      @toasty_7233 5 หลายเดือนก่อน

      @@TWGuardian Ok, I guess I would have to ask there, I’ve never done anything with Kopernicus before so this is a huge help, thank you! Where would I find this kopernicus discord?

    • @TWGuardian
      @TWGuardian  5 หลายเดือนก่อน

      @@toasty_7233 Google 'KSP kopernicus Discord'. You should be able to find a KSP forum post by Linx with a join button.

  • @thehalflifeguy368
    @thehalflifeguy368 2 ปีที่แล้ว

    0:58 don't have the brackets or the "body" thing
    this makes me confused

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      You wrote this comment with a TH-cam account. Let's use that as an analogy to the Body object in the video there.
      In programming lingo, 'Body' there is a _structure_ and things like 'name' and 'cacheFile' are _fields._ Now think of your TH-cam account. Your account is a _structure_ and your username is a property of that structure.
      So you could represent a TH-cam account in data as some object that has a username, a password, and a profile picture.
      Similarly, 'Body' there is an object that has a name. Does that make sense?

  • @gefulltetaubenbrust2788
    @gefulltetaubenbrust2788 7 ปีที่แล้ว

    so I made a planet which worked just fine, but now it's moon has lots of issues. The bright side isn't facing the sun, it occasionally disappears and doesn't have a surface for some reason. i previously made the moon an Ocean planet but the ocean wasn't showing (though it was there) the ground also disappeared, the oceans and atmosphere werent shown correctly. The Version of kopernicus I use is a new install, it works great for planets but not for their Moons. The Old install had the same problems. what could be the Problem?

  • @delaniangaming1797
    @delaniangaming1797 ปีที่แล้ว

    Hi, I want to modify jool, which is a planet in the stock game. How do I do this?

    • @TWGuardian
      @TWGuardian  ปีที่แล้ว

      So, this requires a bit of knowledge as to how Kopernicus works. When you start up KSP, Kopernicus deletes the planetary system, and then rebuilds it from scratch. By default, it perfectly reconstructs the stock system.
      It does this by using the built-in configuration of each planet. If you want to modify Jool, then you want to edit this built-in configuration for Jool specifically.
      In this video I show how to create a new planet, but you can also modify one. To do this, instead of creating a blank 'Body' node, write @Body[Jool]
      The @-sign tells KSP that you're modifying an existing node, and the block marks tell KSP that you're modifying Jool's node specifically. You need to repeat this pattern for every node
      that you intend to modify. If you want to modify a value, I used to prefix it with a % sign, to hint to KSP that I'm updating an existing value instead of adding one.
      Note that if you want to _add_ a node to Jool's config, then don't prefix it with an @-sign.
      For example, if you want to change Jool's in-game description, your script will look like this.
      @Kopernicus:FOR[JoolMod]
      {
      @Body[Jool]
      {
      @Properties
      {
      %description = That is one big space goober.
      }
      }
      }

    • @TWGuardian
      @TWGuardian  ปีที่แล้ว

      In case it's useful, here is an old archive on the Kopernicus GitHub that gives the built-in configuration for each planet, exported using Kittopia.
      github.com/Kopernicus/kittopia-dumps/blob/master/Configs/Jool.cfg
      Bear in mind that Kittopia exports _everything_ it sees. Don't copy these templates one-to-one. For example, you can only define mass, geeASL OR gravparameter, and not some permutation of them. The other two are calculated internally.

    • @delaniangaming1797
      @delaniangaming1797 ปีที่แล้ว

      @@TWGuardian Thanks for your help!

  • @MrExe300
    @MrExe300 7 ปีที่แล้ว +1

    Great video but I got a question, how does maps work? I know that normal maps kind of decides where the land bumps up or not. But then we have Height, map & color. What do they really do? Thanks

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +3

      - Color map:
      The computer reads the pixel data, more specifically red, green, blue and alpha (transparency). Red, green and blue are used for painting the terrain in a specified color, while the alpha (transparency) is used for how 'shiny' the surface is.
      - Height map:
      VertexHeightMap reads the map data, more specifically it reads all the pixels, but it takes the 'PixelFloat'. Ergo, the whiteness of the pixel. This value can be anywhere between 0 (pure black, ergo 0,0,0,255) and 1 (pure white, ergo 255,255,255,255), then multiplies it by the 'deformity'. Thus it scales the deformity by the whiteness of the pixels. I hope that makes sense.
      - Normal map:
      Normal maps tell Unity to make 'light anomalies'. Ergo it adds lighting for geometry that doesn't actually exist. The shadow angle and effect makes it seem like the geometry is there. Game designers use normal maps to add minor details to models to make them less hard to render. For example, if you ever played Overwatch, when you hit something with a meelee attack it often leaves a dent. This dent is a normal map.

  • @gefulltetaubenbrust2788
    @gefulltetaubenbrust2788 7 ปีที่แล้ว +1

    Can someone please tell me what I might have done wrong? My moon works just fine anywhere now except From far away because the bright side is ~90° offset :(

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Your normal map has not been converted properly.
      It needs to be either DXT5_nm, or exported from the game directly with KittopiaTech.

    • @gefulltetaubenbrust2788
      @gefulltetaubenbrust2788 7 ปีที่แล้ว

      So, do I just put it into the kopernicus Plugin folder and run the game with the former normal Map? I mean kittopia

    • @gefulltetaubenbrust2788
      @gefulltetaubenbrust2788 7 ปีที่แล้ว

      Seriously how do I fix it?

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I just told you man. Save the normal map in the proper FORMAT with Photoshop/GIMP, or better, use KittopiaTech to export the maps of your planets plus the PQSMods you added.

    • @gefulltetaubenbrust2788
      @gefulltetaubenbrust2788 7 ปีที่แล้ว

      The White Guardian well I was asking about how kittopia works, but doing it with Gimp also works I guess. But what does kittopia do that it is so great?

  • @Pluspython
    @Pluspython 3 ปีที่แล้ว

    what is he even using for the code?

  • @Termia1Allur3
    @Termia1Allur3 3 ปีที่แล้ว

    Is the file path for the cache auto generated?

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      No, it's something you have to specify yourself. Kopernicus will generate and maintain a cache file at that location.

    • @Termia1Allur3
      @Termia1Allur3 3 ปีที่แล้ว

      @@TWGuardian oh, ok, thanks for the help!

  • @alexanderi1105
    @alexanderi1105 7 ปีที่แล้ว

    How do you create astroids but first is there an easy way to make or get textures

    • @pythania
      @pythania 7 ปีที่แล้ว

      Space engine, just export textures.

  • @NUL-SIL
    @NUL-SIL 4 ปีที่แล้ว

    how to make ocean
    with scatter compatibility

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      1. How to create an ocean:
      Add an 'Ocean' node to your planet's node. The Ocean node's layout is largely the same as that of the PQS node, because an ocean in KSP is essentially a second procedural quad sphere. You can see an example here.
      github.com/KillAshley/UL/blob/master/GameData/UnchartedLands/KopernicusFiles/Laythe/Laythe.cfg
      As you can see, oceans, too, have a Mods section, where they use PQS mods. These PQSMods however are more with the intention of stylizing the ocean rather than animating it. AerialPerspectiveMaterial can make the tiling look a little prettier from afar, but the main mod - the one that should ALWAYS be present for oceans, is OceanFX.
      In the OceanFX node there should be a WaterMain node, where you define the textures that KSP will use for your ocean. As you can see in the example I linked, you can also use KSP's own textures.
      The Fog node in an ocean node defines the properties of the volumetric fog that you see when you dunk a camera underwater in KSP.

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      2. How to support scatterer oceans. A scatterer ocean is essentially an object separate from KSP's ocean. Scatterer hides KSP's ocean by preventing it from rendering, and instead renders its own ocean object. You can see an example here:
      github.com/Galileo88/Galileos-Planet-Pack/blob/master/GameData/GPP/GPP_Scatterer/Planets/Gael/ocean.cfg
      The first node in this config isn't too interesting for us, it's a compatibility patch. The second one is what you're looking for.
      Note that it defines a new Ocean node with a set of properties. I'll discuss the most important ones briefly.
      Name: the name of the celestial body that this ocean should be applied to.
      m_whiteCapStr: controls the amount of foam as a result of collapsing waves.
      shoreFoam: controls the amount of foam as a result of waves crashing against a surface.
      m_farWhiteCapStr: allows you to scale back the amount of visible foam when looking from a distance. This makes distant ocean surfaces appear less white and makes the colors stand out more.
      AMP: the amplifier for the oceans. Defines how strong the displacement is.
      m_windSpeed: the higher the wind speed, the faster the waves.
      m_oceanUpwellingColor: worded a little strangely and used a bit awkwardly but it largely defines the water color.
      m_UnderwaterColor: similarly to the Fog-node in your planet's config file, this value defines the color of the volumetric underwater fog.
      m_resolution: allows you to offset quality versus performance. The higher the value, the better the result looks but the more intensive the computations are.
      oceanScale: allows you to offset the ocean with respect to the ocean collider. It's best to leave this alone.
      transparencyDepth: defines the intensity of the volumetric fog in terms of the maximum distance that one can see through the water.
      darknessDepth: deep oceans are generally very, very dark. Scatterer's oceans also simulate this effect, and this parameter gives you control over the depth at which the ocean should be really dark if underwater. Essentially if you were to dive to this depth, then almost all natural light will have filtered out at this point.
      refractionIndex: when light traveling through medium A enters medium B, it may change direction slightly. This process is called refraction, and the amount by which the light ray shifts depends on the relative refractive indices of the two mediums. In this case, the atmosphere will have a refractive index of 1. You should now define the refractive index of your water, which will define how your ocean will refract any object that you can see beneath the water surface. Note: water has a refractive index of approximately 1.333

  • @MrOliPantz
    @MrOliPantz 2 ปีที่แล้ว

    HOW TO YOU GET INTO THIS CODING MENU IN THE FIRST PLACE

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      1. There is no such thing as a 'coding menu'. Code is written in text editors. Something as basic as notepad will do. In that video I'm using a program called Notepad++, and nowadays I would use Visual Studio Code.
      2. What you're seeing there isn't computer programming. You're seeing a configuration. A planet configuration file is a description, not an instruction. You're explaining to KSP what properties the planet should have, but you're not writing the code that KSP will execute.
      3. Calm down.

    • @MrOliPantz
      @MrOliPantz 2 ปีที่แล้ว

      how do i get into it

  • @deltainfinium869
    @deltainfinium869 4 ปีที่แล้ว +1

    Does this work with the most recent version? What program were you using to write the code?

    • @ReetoPlayz
      @ReetoPlayz 8 หลายเดือนก่อน

      He Is Using Notepad++

  • @soggypickle2218
    @soggypickle2218 7 ปีที่แล้ว

    Hey Guardian, I followed the video and made a titan analogue for my new gas giant Surla. However, when I zoom in on the planet there is an incredible shininess to it like it is made of ice. Do you know what would be causing it? Thanks.

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I'd guess it to be related to the PQSMaterials node.
      You see, the PQS node stores ALL data for the planet's surface. It contains a number of subnodes, some related to how the surface behaves in a physical sense (how slippery it is for example), some related to the deformation of the terrain (PQS-Mods), and some related to how the terrain looks (PQS-Material)
      Try adding the following directly inside the PQS node:
      Material
      {
      saturation = 1
      contrast = 0.5
      }
      You may have to tweak the values a little to make them work right, but this should reduce the amount of effect light has on your planet.

    • @dallor714
      @dallor714 3 ปีที่แล้ว

      hey, how did you make it look like ice? it'll be cool for some of my planets

  • @buihelgason
    @buihelgason 7 ปีที่แล้ว

    how did you make those long spaces in between the words such as when you wrote body or name and what program are you using

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I use Notepad++. To be honest I don't really understand your other question - I just use the TAB button on the keyboard to move code left and right. It's not a requirement but it helps making the config easier to read.
      Here's what I press when I write Body{}
      Body
      (enter key)
      { (notepad++ automatically adds the closing bracket behind my cursor)
      (enter key twice)
      and I end up with
      Body
      {
      }

  • @IcartniteI
    @IcartniteI 7 ปีที่แล้ว

    Ok I did all the steps and I put it in my game data folder but it's not in my game and this happens with all planets that I download even so I need help I'm such a noob and I suck at this stuff

    • @Nick-np2gl
      @Nick-np2gl 7 ปีที่แล้ว

      Did you extract the files?

  • @ScottyLovey
    @ScottyLovey 8 ปีที่แล้ว

    I have no idea if I even installed this mod correctly. How will I know????

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      In your KSP directory, there should be a folder named 'logs' now.
      What's in this logs folder depends on the version of your KSP, in older versions it contains files, every file has a name of one of the planets, followed by the filetype extension '.body'. These are log files Kopernicus generates for every planet upon starting the game, they are generated when the loading screen switches to the main menu.
      In newer versions of KSP, the logs folder will contain a folder called 'Kopernicus', and inside this Kopernicus folder should be the .body files. These files aren't only used for debugging and as logfiles, they're also extremely handy for modders: if a planet doesn't load at all, or doesn't load properly, the .body file should stop at a certain point with an error. This pinpoints the exact location of the error within the config file of a planet.
      But yeah, if there's a logs folder you've probably installed Kopernicus correctly. Try running a planet pack, if it shows up you've likely done things right ;)
      If you haven't installed it correctly, let me know, I'd be happy to help.

  • @planetaterra39
    @planetaterra39 4 ปีที่แล้ว

    O mod do Kopernicus não existe mais

  • @holycheeseburger2981
    @holycheeseburger2981 7 ปีที่แล้ว +2

    The body that I created won't load.

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Aye, then something is definitely wrong. I'm going to need more information though to be able to help you effectively. Could you upload the config file you wrote somewhere? Pastebin for example?

    • @holycheeseburger2981
      @holycheeseburger2981 7 ปีที่แล้ว

      @Kopernicus:AFTER[New_Horizons]
      {
      Body
      {
      name = Hallen
      flightGlobalsIndex = 2637
      cacheFile = New Horizons Expanded/Hallen/Cache/Hallen.bin
      Template
      {
      name = Minmus
      removePQSMods = PQSMod_VertexHeightMap,PQSMod_VertexColorMap
      }
      Properties
      {
      description = Scientists all over Kerbin have wondered for years why this moon which is obviously made of ice still hasn't melted. Physicists suggest that the extreme tidal forces acting on Hallen have put the moon in a new exotic state of matter.
      radius = 615000
      sphereOfInfluence = 760000
      geeASL = 1.2
      isHomeWorld = false
      tidallyLocked = true
      rotationPeriod =
      timewarpAltitudeLimits = 0 70000 70000 100000 150000 150000 150000 150000
      ScienceValues
      {
      landedDataValue = 30
      inSpaceLowDataValue = 22
      inSpaceHighDataValue = 17
      recoveryValue = 40
      spaceAltitudeThreshold = 70000
      recoveryValue = 50
      }
      biomeMap = New Horizons Expanded/Hallen/Hallen_biomes.dds
      Biomes
      {
      Biome
      {
      name = Equatorial Bulge
      value = 1.5
      color = 1,1,0,0
      }
      Biome
      {
      name = Northern Hemisphere
      value = 1
      color = 0,0,0,0
      }
      Biome
      {
      name = Southern Hemisphere
      value = 1
      color = 0,0,0,1
      }
      }
      ScaledVersion
      {
      type = Vacuum
      Material
      {
      texture = New Horizons Expanded/Hallen/Hallen_color.dds
      normals = New Horizons Expanded/Hallen/Hallen_normal.dds
      }
      }
      Orbit
      {
      referencebody = Moh
      semiMajorAxis = 1015000
      inclination = 87.3
      eccentricity = 0
      longitudeOfAscendingNode = 2.7
      argumentOfPeriapsis = 0
      meanAnomalyAtEpoch = 1.9
      epoch = 5
      color = 0.502,0,0.949,0
      }
      PQS
      {
      Mods
      {
      VertexHeightMap
      {
      map = New Horizons Expanded/Hallen/Hallen_height.dds
      deformity = 600000
      scaleDeformityByRadius = false
      offset = 0
      enabled = true
      order = 5
      }
      VertexColorMap
      {
      map = New Horizons Expanded/Hallen/Hallen_color.dds
      enabled = true
      order = 6
      }
      }
      }
      }
      }
      }

    • @holycheeseburger2981
      @holycheeseburger2981 7 ปีที่แล้ว

      The reason it says AFTER:[New_Horizons] is because this is meant to expand on that mod.

    • @Nick-np2gl
      @Nick-np2gl 7 ปีที่แล้ว

      +Ender Dragnell
      Okay so first off, I noticed that you have a FlightGlobalsIndex, I recommend decreasing the number or just get rid of it entirely, it causes quite a few problems if not done correctly.
      Second, make sure to write FOR instead of AFTER, I recommend using AFTER only if it's directly linked to Kopernicus., so instead of @Kopernicus:AFTER[New_Horizons], it should be @Kopernicus:FOR[New_Horizons]
      Third, make sure that the biome alphas are all the way up to 255 (or 1.0 in this case) if they're transparent, the biomes won't work and that would cause your planet to not load.
      Fourth, the planet is going to be orbiting inside Moh, so make sure to add another zero or change the one to something higher than three at the least.
      And last, your deformity is off the charts. It'll look like a firework and a hedgehog had a baby if you keep it at 600,000. Lower it to 600 or 6,000 if you want to keep it stable

    • @holycheeseburger2981
      @holycheeseburger2981 7 ปีที่แล้ว +1

      I actually made the height map incredibly smooth. The goal was to make it severely warped by tidal forces and extremely fast rotation. Other than that, okay.

  • @Goombjf
    @Goombjf 7 ปีที่แล้ว

    what color system are you using. I don't know how to use the colors

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +1

      I know, it's quite a difference from the color format used by software such as GIMP, Photoshop and Paint(dot)NET.
      I'll try to explain it as best as I can.
      Every pixel on a monitor is split up into three parts: a narrow light that shines in red, a narrow light that shines in green and lastly a narrow light that shines in blue. Each pixel on a digital image has a value for each of these three colors, the so-called 'color channels'.
      For GIMP, for example, a pixel on an image can be colored as 172,150,200; In that case the value of the red part of the MONITOR pixel is 172, the value of the green part of the MONITOR pixel is 150, and the blue part of the MONITOR pixel is 200.
      Kerbal Space Program was made in Unity, and what Unity has in common with most game engines is the fact that uses a 'floating point number format' instead of the 'integer format' used by image editors.
      A color in GIMP or Photoshop can be 51,102,51 but in Unity the exact same color would be 0.2,0.4,0.2
      Unity basically works in percentages. Therefore you can use the following equations to convert between color formats:
      Editors -> KSP
      K = E/255
      KSP -> Editors
      E = K*255
      Note that you have to divide or multiply each channel.
      Let's take the previously mentioned color, 51,102,51 as an example.
      Red: 51/255 = 0.2
      Green: 102 / 255 = 0.4
      Blue: 51 / 255 = 0.2
      Therefore the corresponding color in Unity is 0.2,0.4,0.2
      I hope that makes sense. :)

    • @Goombjf
      @Goombjf 7 ปีที่แล้ว

      The White Guardian I understand, thank you. Have a nice day

    • @Goombjf
      @Goombjf 7 ปีที่แล้ว

      Is there anything else I have to do after coding it, were do I have to put all the stuff in the KSP files? Or will it just work

    • @Goombjf
      @Goombjf 7 ปีที่แล้ว

      Nevermind, for get what I said ^^^. What do you do with the code file when your done

  • @matheusaugusto1478
    @matheusaugusto1478 7 ปีที่แล้ว

    How I Make Particles?

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I'm no expert at that, but it requires the Particles{} wrapper directly in Body{}
      The code:
      Particles
      {
      Particle
      {
      target = [Object that you want the particles to move to or away from. Set it to the planet itself if you want the particles to float around the planet]
      texture = [filepath to the particle texture]
      minEmission = x
      maxEmission = x
      //These values create distortions in the amount of partciles generated per second, so instead of a constant stream there can be more or less particles generated.
      lifespanMin = x
      lifespanMax = x
      //These values create distortions in the amount of time that a particle remains active before it is destroyed. Setting these to 1 and 3 means that the particles exist between 1 and 3 seconds.
      sizeMin = x
      sizeMax = x
      //These generate the size of the particles. Setting these to 1 and 3 for example generates particles with a size from 1 to 3.
      speedScale = x
      rate = x
      randVelocity = x,x,x
      //Not sure what these do.
      force = x,x,x
      //The first number is your left/right force, the second number is diagonal and the third is up/down. Basically vectors.
      Colors
      {
      color1 = x
      color2 = x
      color3 = x
      color4 = x
      color5 = x
      }
      //This creates a color gradient for the particles. Color1 is the color that they have when generated, and as they move to the end of their 'lifespan' they gradually shift to color2, color3, etc until they reach color5 before they are deleted.
      }
      }

  • @DebatableSnowman
    @DebatableSnowman 3 ปีที่แล้ว

    I followed the tutorial, but the planet only appeared white, I was wondering if this is outdated, or if I did the code wrong

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      Well, part of it is. But luckily Kopernicus keeps track of what it does when it is loading up your planet, so you can see where the issues are. In your KSP directory, go to Logs -> Kopernicus and there should be a log file with your planet's name. Check in there for any weirdness. :)

    • @DebatableSnowman
      @DebatableSnowman 3 ปีที่แล้ว

      @@TWGuardian ok, thanks for the help!

    • @DebatableSnowman
      @DebatableSnowman 3 ปีที่แล้ว

      @@TWGuardian I have one more question, is the final thing you type important? I cant see it because it gets blured out

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      @@DebatableSnowman The last thing I type is adding the VertexColorMap mod. All that this does is setting the terrain color based on an image. It's generally not great practice since even at 8k images (which will eat a lot of RAM, btw) there are going to be more vertices than there are pixels.
      You're generally better off using procedural vertex coloring because they use way less RAM. Examples are HeightColorMap and ideally LandControl.
      For example, LandControl is the mod that Kerbin uses for its colors.
      If you want to go a bit more in-depth about what exactly PQSMods are: when you get near a planet in KSP, the game will start generating the terrain. The terrain is going to be a grid of points between which the game renders squares or 'quads'. Hence the term 'PQS' or 'Procedural Quad Sphere', since it is a procedurally generated sphere of quads.
      For each of these points, KSP loops over all 'PQS Mods' or 'procedural quad sphere modifiers'. These are sorted based on the mod's 'order' value, and mods that have 'enabled' set to 'false' are ignored.
      With these filtering and sorting criteria applied, each mod is applied in order. Typically PQSMods target two parameters:
      'data.vertHeight': the vertical height of the terrain point. Modifying this changes the terrain altitude. Example mods are VertexHeightMap, VertexHeightNoise and VertexPlanet.
      'data.vertColor': the color of the land at this point. Modifying this changes the per-vertex color of the planet surface. The GPU then, when rendering a pixel of the terrain, interpolates between the colors of neighboring terrain points. Example mods are VertexColorMap, HeightColorMap and LandControl.

  • @djtb2003
    @djtb2003 8 ปีที่แล้ว

    Hi, I have installed Kopernicus into the GameData folder, and have created a .cfg file and used the coding from this video, But my question is where do i save this .cfg file with KSP/Gamedata? Ive also downloaded files from other people and copied into KSP gamedata, but i can't seem to get see any changes within KSP Please can someone help me??? I need a guide from install of Kopernicus to crating a new planet and seeing it within KSP.

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      Please do not doublepost, see the answer I posted on the third
      installment in this guide series. Otherwise you'll also get multiple
      answers.
      Trust me, I'll get a notification when a comment is posted, I'll get to it.

  • @NUL-SIL
    @NUL-SIL 4 ปีที่แล้ว

    How to make atmosphere color curve(With scatter compatibility)

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      When it comes to how to do this with stock: don't know, honestly. Try creating a gradient in a program like GIMP and set it as the target atmospheric color ramp and see how it fares.
      As for scatterer: for that you need a separate program released and maintained by the author of Scatterer. When in the small Unity program, just mess with the settings until you get something that looks right. The settings in this program for the most part also correspond to the settings in the final Scatterer config file. The program also allows you to export the .half maps that scatterer needs.

    • @NUL-SIL
      @NUL-SIL 4 ปีที่แล้ว

      @@TWGuardian no i mean how to code it

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      @@NUL-SIL I just told you: you don't. Atmospheric color ramps are _textures._ Images. Not code.

    • @NUL-SIL
      @NUL-SIL 4 ปีที่แล้ว

      @@TWGuardian then how to do that

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      @@NUL-SIL Did you not read my comment? Because I've already told you:
      - For atmospheric color ramps: use a program such as GIMP/Photoshop and the gradient tool.
      - For Scatterer: use a custom, specialized program provided and maintained by the author of Scatterer.

  • @Goombjf
    @Goombjf 7 ปีที่แล้ว

    What do you do after you finish coding to add it to the game

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +2

      ModuleManager is in charge of feeding the config files to Kopernicus, and it only searches inside the GameData folder.
      Therefore make sure the config files of your planets (as well as the textures they link to) are inside the GameData folder, and you should be good to go. :)
      (Tip: it's best to store all the data of a planet pack in a folder dedicated to that planet pack. Like how OPM does it: the OPM folder is inside GameData so it is loaded by ModuleManager, while at the same time holding all of the data that the mod needs to function)

  • @johnabcs1
    @johnabcs1 8 ปีที่แล้ว

    +The White Guardian
    Could you possibly upload this file to Dropbox or something similar? Thanks! :)

    • @SirNoobly
      @SirNoobly 7 ปีที่แล้ว +1

      pastebin.com/sCs2MR5S

  • @lennysela2092
    @lennysela2092 2 ปีที่แล้ว

    i don´t make planets in ksp, but the hardest part is making the transition between how it looks from far awy vs how it looks from under 300Km, there is a mod called "Xamion, a panet far beyond eeloo" and, sure, it´s 8 billion Km orbit is far away, but the tansition makes the land and ocean switch. a.k.a. it´s not made right

  • @mechafinch
    @mechafinch 7 ปีที่แล้ว

    Is there a source for how to make the .dds maps? I'm completely new to this and don't know how to create each map, let alone make .dds's Any help? I was also looking through the other videos of yours and the closest was the "how to draw planets with gimp" but I still don't know what to do for it.

    • @Goombjf
      @Goombjf 7 ปีที่แล้ว +1

      download a dds plugin for photoshop if you have it

  • @ArcaneTurbulence
    @ArcaneTurbulence 3 ปีที่แล้ว

    what code text framework program are you using in this tutorial?

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว +1

      That'd be Notepad++.

    • @thehalflifeguy368
      @thehalflifeguy368 2 ปีที่แล้ว

      @@TWGuardian i always use notepad ++

  • @robinpeperkamp2236
    @robinpeperkamp2236 5 ปีที่แล้ว

    what scripting progarm did you use

    • @TWGuardian
      @TWGuardian  5 ปีที่แล้ว

      Notepad++

    • @abandoned_old_channel
      @abandoned_old_channel 4 ปีที่แล้ว

      i know i'm late but i think visual studio would also do the job (i might be wrong)
      //edit nvm notepad ++ is the program

  • @Trashiok
    @Trashiok 4 ปีที่แล้ว

    Ive just tried this recently, and little to none of it works, what’s that piece of code you put at the end? You blurred it just enough you cant see any of the values?

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว

      "Ive just tried this recently, and little to none of it works"
      1. This video is five years old, so things might have changed.
      2. Check your planet's log files to find the error. Might be a typo, or some feature has been altered, or perhaps KSP can't find some file that you link to in your config.
      3. You can follow example code to the letter and stuff can still go wrong. Again, check the log files, you can see there what issue Kopernicus has with your planet(s).
      "what’s that piece of code you put at the end? You blurred it just enough you cant see any of the values?"
      The mod that I set up while fading out was 'VertexColorMap'. It's hardly configurable, all it does is set the terrain color using an equirectangular planet map, and the other two values are 'enabled' and 'order', as usual.
      The values simply aren't important with that mod; what matters are the contents of the file that you link to with the 'map' parameter. I like the accusations there though. :/

    • @Trashiok
      @Trashiok 4 ปีที่แล้ว

      @@TWGuardian sorry if i seemed rude, but i saw something about you taking the Ike texture, then later on it talks about some of the things like ExamplePlanet/Plugin/exampleplanet_dds. Does that mean i need to make an external texture, and does it require anything like making extra folders?

    • @Trashiok
      @Trashiok 4 ปีที่แล้ว

      @@TWGuardian ( i didnt mean to accuse you, the video has definitely helped with my quest onto learning how to edit planets, just a little confused around some areas)

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว +1

      @@Trashiok It depends. You can make a planet from textures, or you can use procedural noise.
      In mathematical terms, every PQSMod is some function that takes a position on the planet and modifies the properties of that position, for example the distance to the planet's center. These needn't be maps, you can get away entirely by using procedural noise, but maps combined with artistic skill do often give the most unique looking surface features, because reality is too complex to be simulated by noise alone.
      If you are making a planet procedurally, you can use the Kittopia feature in Kopernicus to export color & normal maps for ScaledSpace.
      As for where you should store your textures: Kopernicus has an amazing feature called 'OnDemandLoading'. It ensures that KSP only loads the planet maps that are actually needed at that moment, otherwise a lot of RAM memory gets wasted on storing textures that aren't actually used by anything. For example, there's no point in storing Eve's height map when you're on Kerbin, since Eve's terrain isn't being processed. Nothing needs Eve's texture, and with OnDemandLoading, KSP unloads it.
      To make sure that your planets use OnDemandLoading, you need two things:
      1. Place your planet maps in a folder called 'PluginData'.
      2. In your config files, expand the filepaths to include the filetype extension ('.dds', '.png', '.jpeg', etc)
      And that's all there is to it. The first step prevents KSP from loading the texture, and the second step allows Kopernicus to manage the texture on its own.

    • @Trashiok
      @Trashiok 4 ปีที่แล้ว

      @@TWGuardian I’m assuming to use Kittopia, you need to be in game right? Other question how do i know if the lines of code have worked, does it *have* to require using kittopia to show some signs of change?

  • @adamk9034
    @adamk9034 8 ปีที่แล้ว

    what song is this?

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      Two things: One, I use different musics so I can't possibly know which one you mean with "what music is this". Two: I list the musics I used in the credits at the end of the video, so please watch the whole video before asking, you've already got the answer. Please be more specific next time you ask someone for the name of the soundtracks they used, because right now I can't help you. So, at what time during the video does the soundtrack that you want the name of play?

    • @adamk9034
      @adamk9034 8 ปีที่แล้ว

      After the first 3 minutes with no hint of the music used figured you just forgot to mention it, and with no interest in the video it was easy to miss it in that wall of text at the end. I mean who would list the music used in the description of the video? Had me thinking it was just one song.

  • @ericl6847
    @ericl6847 7 ปีที่แล้ว

    I typed my code in, but Kopernicus doesn't generate a .bin file...

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Could be that it is, but not where you'd expect it to be. Check in GameData/Kopernicus/Cache.
      If it's there, then you need to add some extra code:
      Debug
      {
      exportMesh = true
      update = true
      }
      This code goes directly inside Body{}, just like Properties{} and Orbit{} do.

    • @ericl6847
      @ericl6847 7 ปีที่แล้ว

      The bin file neither appears in Kopernicus/Cache nor the custom filepath that I set. But I am going to add that Debug parser and see if it works.

    • @ericl6847
      @ericl6847 7 ปีที่แล้ว

      It works now, the bin file gets generated in the custom filepath. But I am getting a bug described here:
      forum.kerbalspaceprogram.com/index.php?/topic/142520-making-planets-with-kopernicus-video-guides/&do=findComment&comment=2986827

  • @IcartniteI
    @IcartniteI 7 ปีที่แล้ว

    How do I even get to the first step I'm confused

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Can you elaborate? I have no idea what you mean by 'first step'. If you mean my screen layout - I code in Notepad++, with regular notepad opened to the side for text overlay.

    • @IcartniteI
      @IcartniteI 7 ปีที่แล้ว

      im very new to this stuff so i download kopernicus and im wondering how i get to the config to make my own planet

    • @TheWanderer05
      @TheWanderer05 7 ปีที่แล้ว

      Use a text editing document such as Notepad ++ on Windows or Textedit on the Mac.

  • @BossXygman
    @BossXygman 8 ปีที่แล้ว

    what did you use to make the mod/planet like how did you open Kopernicus

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      You don't 'open' Kopernicus. You install the Kopernicus plugin then just write the config file of the planet. You can do that without Kopernicus, the only thing you need Kopernicus for is getting the planet to load in-game.

    • @BossXygman
      @BossXygman 7 ปีที่แล้ว

      The White Guardian no I got it no worries

  • @theburgerbox9576
    @theburgerbox9576 4 ปีที่แล้ว +3

    Wait u are Dutch?
    (i know this because of the "Standaard" calculator setting)

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว +3

      Klopt! :)

    • @theburgerbox9576
      @theburgerbox9576 4 ปีที่แล้ว +3

      @@TWGuardian
      First of all: WAIT YOU REACTED?!?
      Second of all: Haha een Nederlands antwoord op een Engelse vraag!

    • @TWGuardian
      @TWGuardian  4 ปีที่แล้ว +2

      @@theburgerbox9576 M-hm! I don't make videos much anymore, but I'm still very much active on here, and on the Kopernicus Discord server, too. And secondly: jazeker! Thought it'd be a fun way to answer your question.

  • @PixelRoyalOfficial
    @PixelRoyalOfficial 6 ปีที่แล้ว

    Were do i put the scripts?

    • @TWGuardian
      @TWGuardian  6 ปีที่แล้ว +1

      On startup, the GameData folder is searched for assets to load into the game. It therefore does not matter where you place the scripts, so long as they are inside the GameData folder.
      It's probably best to make a folder inside GameData, name it after your mod, and store all of your mod's assets in that folder, as it keeps everything nicely organized.

  • @1cecreampize197
    @1cecreampize197 7 ปีที่แล้ว

    can you put all cfg template here t takes long time to type

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I need to put what here? :? The configs I write in the videos?

    • @1cecreampize197
      @1cecreampize197 7 ปีที่แล้ว

      the basic configs put in description pls

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Please define 'basic configs', that's the problem I have here.

    • @1cecreampize197
      @1cecreampize197 7 ปีที่แล้ว

      all the config to make a PLANET without name ,data just the config

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +1

      That's madness! Sorry, but I'm not gonna spend 5 hours of my time writing a config of more than 1000 lines, of which only a tiny part will ever be used anyway.
      Besides, if you want a planet, you gotta write the config. It's something we all have to face.

  • @locustthelorde8225
    @locustthelorde8225 2 ปีที่แล้ว

    I'm not sure if you still reply to comments on your videos(considering the fact the last video was 4 years ago)
    but I have some questions
    1:Where do you put the planet's data?(The notepad++ file) do you put inside the gamedata or inside the Kopernicus folder itself?
    3:Will you make a new tutorial that is updated? Since I'm pretty positive that much has changed,
    thanks for reading

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      1: anywhere inside the GameData folder. That folder and it's sub-folders are searched by the game on startup. Kopernicus then activates and processes your config files.
      3: Not right now, I've been immensely busy as of late. My schedule will clear up a lot in a few months though, I'll start working on some new stuff then.

    • @locustthelorde8225
      @locustthelorde8225 2 ปีที่แล้ว +1

      @@TWGuardian Thanks for the response, I forgot to remove the 3 because originally there were actually 3 questions, not just 2
      the second question would just ask if I were to use Visual Studio instead of Notepad++ But Decided to remove it because for a reason I had forgotten
      also quick tiny question, what did you use to create a material for a Celestial Body?

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      @@locustthelorde8225 A material? What do you mean exactly? Because in the context of unity engine a material is a reference to a shader plus settings for using that shader.

    • @locustthelorde8225
      @locustthelorde8225 2 ปีที่แล้ว

      @@TWGuardian like the planet's appearance and stuff, textures.
      That's what I meant, sorry for not specifying

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      @@locustthelorde8225 Nowadays I have a special technique for making textures, but a magician never reveals his finest tricks. 😄

  • @aniketchafekar4117
    @aniketchafekar4117 3 ปีที่แล้ว

    Hello,i wanted to make my own planets for the first time and i have no experiance in coding whatsoever.I have a few questions,1.will this tutorial work for ksp 1.12?
    2.What about planetary textures ? Do you just need to put the values and the textures come in place or what?

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      "i have no experiance in coding whatsoever"
      No problem! :) Planet making is more like setting parameters than it is programming. You only really need to know programming if you feel the need to write your own custom PQSMods.
      "1.will this tutorial work for ksp 1.12? "
      Theoretically it should work. I don't recall any changes having been made to the underlying planet system. At worst some names might have been changed, but most of it should still be the same.
      "2.What about planetary textures ? Do you just need to put the values and the textures come in place or what?"
      Right, so, first I need to clarify a distinction here. KSP has two 'modes' for rendering planets:
      1. The 'procedural quad sphere' or PQS. This is the high-detailed, procedurally generated planetary surface that you see in low orbit.
      2. The 'scaled space', which is a low-detail static sphere that acts as a stand-in for your planet at great distances. If you go into map view, everything is ScaledSpace.
      When you get started, don't worry about ScaledSpace. The ScaledSpace variant of your planet will look like the template you chose, but don't worry about that. First concern yourself with making the procedural quad sphere (IE your planet's true surface) look magnificent. In other words, concern yourself mostly with everything inside of the PQS{...} node. I recommend creating a PQS setup that you think should look alright (either with textures or without), and then tweaking it in-game using Kopernicus' Kittopia feature (CTRL+P if memory serves). Mind you, Kittopia does not actually modify the file on the disc. If you want to save any changes, have Kittopia export the planet's current config and then, and this is really important, selectively copy the changes you made. DON'T COPY THE EXPORTED FILE ITSELF because it tends to be finnicky and contains a lot of extra data.
      Once you're happy with how your planet looks up-close, Kittopia has a nice feature where it can export your planet's maps at any resolution you like. Use this feature to obtain the color and normal map files for ScaledSpace.

    • @aniketchafekar4117
      @aniketchafekar4117 3 ปีที่แล้ว

      @@TWGuardian I copied the config,but it doesn't seem to work,I did see that some of the brackets may be in wrong place ,can you check?
      @Kopernicus:AFTER[Kopernicus]
      [
      Body
      [
      name = Akirus
      cacheFile = Akirus/Cache/Akirus.bin
      Template
      [
      name = Ike
      removeALLPQSMods = true
      ]
      Properties
      [
      description = MY FIRST PLANET TOOO ROBUST TO BE TRUE.
      radius = 400000
      geeASL = 0.6
      isHomeworld = false
      tidallyLocked = false
      roatationPeriod = 25200
      timewarpAltitudeLimits = 0 5000 7500 15500 50000 100000 300000
      ScienceValues
      [
      landedDataValue = 7
      splashedDataValue = 2
      flyingLowDataValue = 2
      flyingHighDataValue = 2
      inSpaceLowDataValue = 6
      inSpaceHighDataValue = 5.25
      recoveryValue = 6
      flyingAltitudeThreshold = 25000
      spaceAltitudeThreshold = 400000
      ]
      biomeMap = Akirus/PluginData/Akirus_biome.dds
      Biomes
      [
      Biome
      [
      name = Biome1
      value = 1
      color = 1,0,0,1
      ]
      Biome
      [
      name = Biome2
      value = 1
      colour = 0,0,1,1
      ]
      ]
      ]
      ScaledVersion
      [
      type = Vacuum
      Material
      [
      texture = Akirus/PluginData/Akirus_color.dds
      normals = Akirus/PluginData/Akirus_normal.dds
      ]
      ]
      Orbit
      [
      referenceBody = Sun
      semiMajorAxis = 400000000000
      inclination = 3
      eccentricity = 0.1
      longitudeofAscendingNode = 115
      argumentofPeriapsis = 87
      meanAnomalyAtEpoch = 15
      epoch = 6
      colour = 0.3,0.3,0.8,1.0
      ]
      ] PQS
      [
      Mods
      [
      VertexHeightMap
      [
      map = Akirus/PluginData/Akirus_ height.dds
      deformity = 4000
      scaleDeformityByRadius = false
      offset = 0
      enabled = true
      order = 10
      ]
      ] VertexHeightNoise
      [
      noiseType = RiggedMultifractal
      deformity = 3000
      frequency = 6
      persistence = 0.2
      lacunarity = 2.5
      octaves = 7
      mode = Low
      seed = 23690
      enabled = true
      order = 15
      ]
      VertexSimplexHeightAbsolute
      [
      deformity = 500
      octaves = 12
      persistence = 0.3
      frequency =24
      seed = 65382
      enabled = true
      order = 25
      ]
      ]
      ]

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      @@aniketchafekar4117 Configs ought to be written with curly braces, not brackets. Replace '[' with '{' and ']' with '}', then see what happens. If it doesn't work, Check [KSP Directory]/Logs/Kopernicus, there should be a log file there for your planet that talks about what went wrong while processing your planet.

    • @aniketchafekar4117
      @aniketchafekar4117 3 ปีที่แล้ว

      @@TWGuardian ok,i will change those but,are there parts where i didn't close the brackets?

    • @aniketchafekar4117
      @aniketchafekar4117 3 ปีที่แล้ว

      @@TWGuardian I changed the brackets to the curly ones ,and it did not do anything.. this is the log //==============================================================================================================================//
      //===== CKAN Stable Kopernicus Release-48 - (BuildDate: 25.06.2021 19:04:11; AssemblyHash: BquN5/yzGgLsXAlIY/UXwDKPyCk=) =====//
      //==============================================================================================================================//
      [LOG 11:00:36]: Logger "Kopernicus" was created
      [LOG 11:00:36]: Injector.Awake(): Begin
      [LOG 11:00:36]: Parsing Target name in (Kopernicus.Configuration.Loader) as (System.String)
      [LOG 11:00:36]: Parsing Target timeScale in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Double])
      [LOG 11:00:36]: Parsing Target scale in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Double])
      [LOG 11:00:36]: Parsing Target Epoch in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Double])
      [LOG 11:00:36]: Parsing Target useOnDemand in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Boolean])
      [LOG 11:00:36]: Parsing Target useOnDemandBiomes in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Boolean])
      [LOG 11:00:36]: Parsing Target onDemandLoadOnMissing in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Boolean])
      [LOG 11:00:36]: Parsing Target onDemandLogOnMissing in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Boolean])
      [LOG 11:00:36]: Parsing Target onDemandUnloadDelay in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Int32])
      [LOG 11:00:36]: Parsing Target useManualMemoryManagement in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Boolean])
      [LOG 11:00:36]: Parsing Target mainMenuBody in (Kopernicus.Configuration.Loader) as (System.String)
      [LOG 11:00:36]: Parsing Target maxViewingDistance in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Double])
      [LOG 11:00:36]: Parsing Target scaledSpaceFaderMult in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Double])
      [LOG 11:00:36]: Parsing Target force3DOrbits in (Kopernicus.Configuration.Loader) as (Kopernicus.ConfigParser.BuiltinTypeParsers.NumericParser`1[System.Boolean])
      [LOG 11:00:36]: Parsing Target self in (Kopernicus.Configuration.Loader) as (System.Collections.Generic.List`1[Kopernicus.ConfigParser.BuiltinTypeParsers.StringCollectionParser])
      [LOG 11:00:36]: [Kopernicus]: Configuration.Loader: Loaded Body: Sun
      [LOG 11:00:36]: [Kopernicus]: Configuration.Loader: Loaded Body: Moho
      [LOG 11:00:37]: [Kopernicus]: Configuration.Loader: Loaded Body: Eve
      [LOG 11:00:37]: [Kopernicus]: Configuration.Loader: Loaded Body: Gilly
      [LOG 11:00:37]: [Kopernicus]: Configuration.Loader: Loaded Body: Kerbin
      [LOG 11:00:37]: [Kopernicus]: Configuration.Loader: Loaded Body: Mun
      [LOG 11:00:37]: [Kopernicus]: Configuration.Loader: Loaded Body: Minmus
      [LOG 11:00:37]: [Kopernicus]: Configuration.Loader: Loaded Body: Duna
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Ike
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Dres
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Jool
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Laythe
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Vall
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Tylo
      [LOG 11:00:38]: [Kopernicus]: Configuration.Loader: Loaded Body: Bop
      [LOG 11:00:39]: [Kopernicus]: Configuration.Loader: Loaded Body: Pol
      [LOG 11:00:39]: [Kopernicus]: Configuration.Loader: Loaded Body: Eeloo
      [LOG 11:00:39]: [Kopernicus]: Configuration.Loader: Loaded Asteroid: Stock
      [LOG 11:00:39]: Injector.Awake(): Completed in: 2804.8255 ms
      [LOG 11:00:39]: StarLightSwitcher.Start() => Sun
      [LOG 11:00:39]: Found Body: Sun:0 -> SOI = Infinity, Hill Sphere = Infinity
      [LOG 11:00:39]: Found Body: Kerbin:1 -> SOI = 84159286.4796305, Hill Sphere = 196414707.77848
      [LOG 11:00:39]: Found Body: Mun:2 -> SOI = 2429559.11656475, Hill Sphere = 3170563.33757116
      [LOG 11:00:39]: Found Body: Minmus:3 -> SOI = 2247428.3879023, Hill Sphere = 3730392.49065433
      [LOG 11:00:39]: Found Body: Moho:4 -> SOI = 9646663.02332811, Hill Sphere = 22060314.8155466
      [LOG 11:00:39]: Found Body: Eve:5 -> SOI = 85109364.7382441, Hill Sphere = 185949494.965972
      [LOG 11:00:39]: Found Body: Duna:6 -> SOI = 47921949.369738, Hill Sphere = 125063736.748336
      [LOG 11:00:39]: Found Body: Ike:7 -> SOI = 1049598.93931162, Hill Sphere = 1225978.58343315
      [LOG 11:00:39]: Found Body: Jool:8 -> SOI = 2455985185.42347, Hill Sphere = 4065824625.34358
      [LOG 11:00:39]: Found Body: Laythe:9 -> SOI = 3723645.81113302, Hill Sphere = 5186318.66159496
      [LOG 11:00:39]: Found Body: Vall:10 -> SOI = 2406401.44479404, Hill Sphere = 3893201.55262436
      [LOG 11:00:39]: Found Body: Bop:11 -> SOI = 1221060.86284253, Hill Sphere = 2029674.44211376
      [LOG 11:00:39]: Found Body: Tylo:12 -> SOI = 10856518.3683586, Hill Sphere = 14757877.6267184
      [LOG 11:00:39]: Found Body: Gilly:13 -> SOI = 126123.271704568, Hill Sphere = 142427.423478875
      [LOG 11:00:39]: Found Body: Pol:14 -> SOI = 1042138.89230178, Hill Sphere = 2038945.47430365
      [LOG 11:00:39]: Found Body: Dres:15 -> SOI = 32832839.5767762, Hill Sphere = 92059713.5005964
      [LOG 11:00:39]: Found Body: Eeloo:16 -> SOI = 119082941.647812, Hill Sphere = 266016718.015223
      [LOG 11:00:39]: Injector.OnDestroy(): Complete
      [LOG 11:00:40]: [Kopernicus] RuntimeUtility Started
      [LOG 11:00:40]: StarLightSwitcher.Awake(): Begin

  • @mechanicpluto2430
    @mechanicpluto2430 8 ปีที่แล้ว

    YEESSSSSSSSSSSSSSSSSSSS I've waited SO FRIKIN LONG for someone to make a video on this!!!!!!!!! U get a sub!

  • @KornJohnGaming
    @KornJohnGaming 8 ปีที่แล้ว

    how do u add a planet to ksp?

    • @KornJohnGaming
      @KornJohnGaming 8 ปีที่แล้ว

      and is that adobe dreamweaver cc u used in the video?

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว +1

      Four steps:
      1. Install the Kopernicus plugin
      2. Set up a config file for the planet
      3. Place the config file in the GameData folder
      4. PROFIT

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      I don't even know what that is, so I don't think so.

    • @KornJohnGaming
      @KornJohnGaming 8 ปีที่แล้ว

      thx, much appreciated

    • @KornJohnGaming
      @KornJohnGaming 8 ปีที่แล้ว

      can u make me a planet plz, an icy one. something like Mann's planet from interstellar. Search it up. Thx so much. if u do make it. my skype is kiwiboy2004. Thx

  • @ericl6847
    @ericl6847 7 ปีที่แล้ว

    Sorry to bother you again, but I'm making an ocean planet and the oceans don't show up in map view. Or in high orbit. It just shows the color map beneath the oceans.

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Do the oceans show up when you land?
      If not: try lowering the 'offset' value in VertexHeightMap until the ocean is where you want it. Negative numbers also work.
      If yes: could be that a re-export is required. If that doesn't fix it send me the codes and I'll take a look.

    • @ericl6847
      @ericl6847 7 ปีที่แล้ว

      The oceans do show up when I land, but when I zoom out the oceans seem to get replaced by my scaledspace texture. I'll try re-exporting the color map, see if that helps.

  • @calebharper9567
    @calebharper9567 7 ปีที่แล้ว

    What text editing program do you use?

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +1

      Notepad++

    • @theburgerbox9576
      @theburgerbox9576 4 ปีที่แล้ว +1

      @@TWGuardian gosh that question gets asked a lot, doesnt it

  • @StellarGaming708
    @StellarGaming708 3 ปีที่แล้ว +1

    Time to add mustafar to my game

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      Don't forget to remove the high ground. ;)

  • @officialpeeper5189
    @officialpeeper5189 8 ปีที่แล้ว +1

    But I wanted to see Exampleplanet!

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว +1

      ...I didn't really make any maps for this tutorial...
      If I would have, I'd rewrite the codes just because - let's face it, nothing beats a Peeper.

    • @officialpeeper5189
      @officialpeeper5189 7 ปีที่แล้ว +1

      Heh.

    • @mechanicpluto2430
      @mechanicpluto2430 7 ปีที่แล้ว +2

      Like this comment if Subnautica is a great game

  • @GeoGent
    @GeoGent 4 ปีที่แล้ว

    how the hell did you even get to that tab in the first place

  • @fabskebabs21
    @fabskebabs21 8 ปีที่แล้ว

    I really like your video and Bove Maverick is right, u need alot more attention. I have seen videos taht are not easy to follow but urs makes it easy. But i hav a question. Where do i write all this? u never mentioned it. But if u did, soz i wasnt paying attention. But can u just tell me thnx

    • @fabskebabs21
      @fabskebabs21 8 ปีที่แล้ว

      also if u r able to make templates, that would be really cool of u

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      I use Notepad++, it automatically highlights brackets so I can see if I closed something correctly. It's just very convenient.

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      I'll start writing some template configs then!

    • @fabskebabs21
      @fabskebabs21 8 ปีที่แล้ว

      The White Guardian thnx m8

    • @fabskebabs21
      @fabskebabs21 8 ปีที่แล้ว

      I know I sound a bit demanding but can u make more stuff like this, like making planets (making heighmaps?)

  • @Nick-np2gl
    @Nick-np2gl 8 ปีที่แล้ว

    I need some help, i'm sure i got the commands right, but it shows an error for my planet
    Command for Planet : pastebin.com/fx9ed8XU
    Error : pastebin.com/KErDRM9T
    I apologize if i wasted your time, Guardian, in fact, i'm not 100% sure if you'll see this or not
    NRC

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      I'm always happy to help, and I'll do my best to answer any question. First off, thank you for including the .body file, I wouldn't have found the problem otherwise. The problem seems to be the normal map somehow, can you check the filepath? It literally reads:
      [LOG 02:03:03]: Parsing Target normals in
      (Kopernicus.Configuration.ScaledPlanetSimpleLoader) as
      (Kopernicus.Configuration.Texture2DParser)
      [LOG 02:03:03]: Exception Was Recorded: Object reference not set to an instance of an object
      at Kopernicus.Utility.LoadTexture (System.String path, Boolean
      compress, Boolean upload, Boolean unreadable) [0x00000] in :0
      I have a gut feeling that Kopernicus either can't find or read the texture. What file format is it exactly?

    • @Nick-np2gl
      @Nick-np2gl 8 ปีที่แล้ว

      I checked the file, it's a .dds like it should be unless I may have used a jpeg or png and converted it to a .dds. I found it strange that it opened up in MS paint :/.

    • @Nick-np2gl
      @Nick-np2gl 8 ปีที่แล้ว

      AHA! I just realized something. Since it originated as a PNG i think that since I've literally done everything with the normal in MS Paint including typing it in as a .dds, Kopernicus doesn't recognize it as a .dds. I originally used this :cpetry.github.io/NormalMap-Online/ but that only does .jpg and .png, can you recommend another program besides photoshop that may work?

    • @TWGuardian
      @TWGuardian  8 ปีที่แล้ว

      Sorry for being late with this, as TH-cam gave me no notification I wasn't aware of this comment's existence. Anyhow, GIMP is a free option. It has a third-party normal map plugin that can convert heightmaps to normals and a DDS plugin that allows saving under DXT5_nm, what you're looking for with normals.
      Color and Biome maps: DXT5 compression
      Heightmaps: no compression, set the format to L8
      Normal maps: DXT5_nm compression

    • @Nick-np2gl
      @Nick-np2gl 8 ปีที่แล้ว

      No worries! I'm a pretty patient guy myself and I have GIMP, but I didn't know you can do that stuff. Maybe the fault was paint.net which does save it as a .dds, but it says it's a "paint.net doc" So maybe that's it. Thanks for the tip :)
      Edit: I didn't see this comment until roughly two weeks later, so I can why Google is lax

  • @SirNoobly
    @SirNoobly 7 ปีที่แล้ว

    im so fucking noob in this, i make the .cfg file i need to add textures or something more?¿ i put the .cfg file in gamedata folder but i cant see the planet

    • @GeorgeANGR
      @GeorgeANGR 7 ปีที่แล้ว

      YES you need textures without textures you are doomed

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      +Hazeukpro Tutorials/Games
      That, is not true. You can make planets without any kind of texture used.
      Check out this planet pack for example.
      forum.kerbalspaceprogram.com/index.php?/topic/120111-13kopernicus-uncharted-lands-v053-02jun17/
      This pack uses no external textures at all.
      +SirNoobly
      If the planet does not appear, that means that there is a loading issue for it. If you can provide me with the config file used, then I can check it for errors.

  • @abandoned_old_channel
    @abandoned_old_channel 4 ปีที่แล้ว

    This isn't as hard as i expected!

  • @devil_yummy9073
    @devil_yummy9073 7 ปีที่แล้ว

    are you dutch?

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      Yep.

    • @dxeh
      @dxeh 6 ปีที่แล้ว

      @@TWGuardian So, that makes stuff a lot easier with the bigger questions xD

  • @Gdcat1472
    @Gdcat1472 3 ปีที่แล้ว

    My planet is all white! TELL ME PLZ HOW TO FIX THIS!!!!!!! dm Impasta1472#1573

    • @TWGuardian
      @TWGuardian  3 ปีที่แล้ว

      Calm down please.
      Check your planet's logfile in Logs/Kopernicus. There should be a file there with your planet's name and with the extension '.body'. Check in there for errors.
      What you are describing sounds like a texture loading issue. Try the following:
      1. Check every filepath for typos. These are case sensitive.
      2. Place your planet maps in a folder named 'PluginData'.
      3. Add the filetype extension (.dds, .png, .jpg, .jpeg, .tiff, etc) to the filepaths that reference files that are in a folder named PluginData.

  • @autisticboi2992
    @autisticboi2992 7 ปีที่แล้ว

    the moon i made won't work

    • @autisticboi2992
      @autisticboi2992 7 ปีที่แล้ว

      @Kopernicus:AFTER[KOPERNICUS]
      {
      Body
      {
      name = P2Cm
      cacheFile = P2Cm\Cache\cache.bin
      Template
      {
      name = gilly
      removeAllPQSMods = true
      removeOcean = true
      }
      Properties
      {
      description = nothing more than a rock
      radius = 210000
      geeASL = 0.42
      rotationPeriod = 36000
      rotates = true
      tidallyLocked = false
      initialRotation = 0
      isHomeWorld = false
      timewarpAltitudeLimits = 0 3000 3000 6000 30000 30000 40000 70000
      ScienceValues
      {
      landedDataValue = 2
      splashedDataValue = 2
      flyingLowDataValue = 11
      flyingHighDataValue = 8
      inSpaceLowDataValue = 7
      inSpaceHighDataValue = 6
      recoveryValue = 7
      flyingAltitudeThreshold = 1200
      spaceAltitudeThreshold = 14000
      Orbit
      {
      referenceBody = Kerbin
      color = 1,1,1,1
      inclination = 0.5
      eccentricity = 0.02
      semiMajorAxis = 90000000
      longitudeOfAscendingNode = 0
      argumentOfPeriapsis = 0
      meanAnomalyAtEpoch = 0
      epoch = 0
      }
      ScaledVersion
      {
      type = Vacum
      fadeStart = 0
      fadeEnd = 0
      Material
      {
      texture = P2Cm\P2Cm_color.dds
      normals = P2Cm\P2Cm_normal.dds
      shininess = 0
      specular = 0.0,0.0,0.0,1.0
      rimPower = 0
      rimBlend = 0
      Gradient
      {
      0.0 = 0.06,0.06,0.06,1
      0.5 = 0.05,0.05,0.05,1
      1.0 = 0.0196,0.0196,0.0196,1
      }
      }
      }
      PQS
      {
      Mods
      {
      VertexHeightMap
      {
      map = P2Cm\P2Cm_height.dds
      offset = -5
      deformity = 300
      scaleDeformityByRadius = false
      order = 20
      enabled = true
      }
      VertexHeightNoiseVertHeightCurve2
      {
      deformity = 100
      ridgedAddSeed = 123456
      ridgedAddFrequency = 12
      ridgedAddLacunarity = 2
      ridgedAddOctaves = 4
      ridgedSubSeed = 654321
      ridgedSubFrequency = 12
      ridgedSubLacunarity = 2
      ridgedSubOctaves = 4
      simplexCurve
      {
      key = 0 0 0.1466263 0.1466263
      key = 0.7922793 0.2448772 0.6761706 1.497418
      key = 1 1 6.106985 6.106985
      }
      simplexHeightStart = 0
      simplexHeightEnd = 6500
      simplexSeed = 123456
      simplexOctaves = 4
      simplexPersistence = 0.6
      simplexFrequency = 12
      enabled = true
      order = 200
      }
      HeightColorMap
      {
      blend = 1
      order = 500
      enabled = true
      LandClasses
      {
      Class
      {
      name = Bottom
      altitudeStart = 0
      altitudeEnd = 0.7
      color = 0.1,0.1,0.1,1.0
      lerpToNext = true
      }
      Class
      {
      name = Base
      altitudeStart = 0.7
      altitudeEnd = 0.75
      color = 0.7,0.55,0.2,1.0
      lerpToNext = true
      }
      Class
      {
      name = Low
      altitudeStart = 0.75
      altitudeEnd = 0.85
      color = 0.7,0.6,0.4,1.0
      lerpToNext = true
      }
      Class
      {
      name = Grad
      altitudeStart = 0.85
      altitudeEnd = 0.95
      color = 1.0,0.9,0.7,1.0
      lerpToNext = true
      }
      Class
      {
      name = High
      altitudeStart = 0.95
      altitudeEnd = 2
      color = 0.95,0.95,0.9,1.0
      lerpToNext = false
      }
      }
      }
      }
      }
      }
      }

  • @LowerBudgetOppenheimer
    @LowerBudgetOppenheimer 2 ปีที่แล้ว

    You didn’t even say what to do before coding, now I wasted 2 - 3 hours of my lifetime. I’ll die 2 hours shorter. 6/10

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      What do you mean, 'what to do before coding'? The coding is the part people find nebulous. Making textures for example is an artistic process for which everyone has their own technique. And whatever was still unclear about the process, you could've just asked me here. With that hostile attitude though, I don't see why I should care.
      Apologies for not explaining to you the steps all the way from 'turn on your computer' I guess.
      Side note: 'I'll die two hours shorter'? Are you blaming me for the fact that time exists? As if you wouldn't have aged if my video was 'better'.

    • @LowerBudgetOppenheimer
      @LowerBudgetOppenheimer 2 ปีที่แล้ว

      @@TWGuardian oh sorry I was in a bad mood, what I meant is: what file do you code in?

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      @@LowerBudgetOppenheimer Thanks for the apology. I'll clarify: on my screen, I have Notepad++ and regular Windows Notepad. You don't really need a special program, just any text editor. The reason why I used Notepad++ is that it has a handy tab feature and syntax highlighting. Nowadays I would use Visual Studio Code, because it can open any folder as a workspace.
      A .cfg file is itself nothing but a text file. It's not really a script file either. It's a configuration file, hence the extension 'cfg'. When Kerbal Space Program launches, it automatically scans the entire GameData folder for assets to import into the 'game database'. This is where KSP imports stuff like part mods: it detects and imports the part's models and textures, and it also imports the .cfg files, which tell KSP how all of these parts' assets work together.
      Kopernicus works a bit differently. When KSP starts, it loads the Kopernicus source code. Kopernicus then deletes the planetary system and rebuilds it from its own .cfg file.
      Any planet mod's .cfg files are actually patches made to the Kopernicus config file. That is why that first line is so important: '@Kopernicus:AFTER[Kopernicus]'. The @ symbol tells KSP that you are modifying the Kopernicus configuration, and 'AFTER[Kopernicus]' tells KSP that it should first import Kopernicus itself. After all, otherwise it won't know what you're attempting to modify.
      Within the '@Kopernicus' node, you define your own planets. When the game launches, it takes Kopernicus' configuration file, and applies the changes that you made. This can range from modifying or deleting a stock planet, to defining entirely new planets. Kopernicus then builds an entirely new planetary system in accordance with this config file.
      It is possible that, for some reason, Kopernicus is unable to create a planet from a config definition. In this case, there is some problem with the configuration of that celestial body. To help you with diagnosing issues, Kopernicus also maintains logs for all planets it processes. In your main KSP directory (the folder wherein the KSP executable is located) look for the folder 'Logs'. Inside will be another folder, 'Kopernicus'. In there, Kopernicus has separate folders, one for each celestial body that it ought to process.
      Look up your planet's log folder. If it doesn't exist, then KSP didn't pick up on and apply your config file. If this happens, then make sure that the config file has the .cfg extension, and that it is not, be it directly or indirectly, in a folder named 'PluginData', because when KSP scans the GameData folder, it doesn't look inside folders named 'PluginData'.
      At this point, you might wonder: why, then, did I, in the video, write out filepaths for planet textures that are placed in a PluginData folder? Well, you generally want your planet textures to be in a PluginData folder inside of GameData. This prevents KSP from loading it. This is because planet textures are quite large, but you only rarely need them. Only a handful of planets are going to be visible on your screen. There's no point in keeping all planet textures in memory.
      That's why Kopernicus has a feature called 'on-demand loading'. To use it, you only need to place your textures in a folder named PluginData (to prevent KSP from permanently loading it in memory), and add a file type extension to the filepath, because otherwise Kopernicus can't find it.
      But back to the log files. If your planet does have a log folder, then that means that KSP detected your config file, and injected the changes into Kopernicus' configuration, as it should, but there was some error in the file that prevented Kopernicus from acting on it in a meaningful way. Inside of your planet's log folder, there will be a log file, typically with the '.body' extension, that tells you exactly what Kopernicus did as it was processing your planet. At the very bottom of that log file, you'll usually encounter the error that caused Kopernicus to fail, and you'll be able to see what part of your planet's config file Kopernicus was looking at when it encountered an error.
      From there, you can inspect your config file in search of the problem.
      **TL;DR:** there is no special setup needed. All you need to do is create a text file with the .cfg extension anywhere in KSP's GameData folder and the game will pick it up on its own.

    • @LowerBudgetOppenheimer
      @LowerBudgetOppenheimer 2 ปีที่แล้ว

      @@TWGuardian oh wait. So use kopernicus’s .cfg file?

    • @LowerBudgetOppenheimer
      @LowerBudgetOppenheimer 2 ปีที่แล้ว

      @@TWGuardian I used the .cfg extension and also, I just pasted my code into the .

  • @tylosenpai6920
    @tylosenpai6920 7 ปีที่แล้ว

    Tell me your email, i need to ask you something

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      I cannot publicly post things like my personal e-mail address, I'm sorry.
      As an alternative to TH-cam, you can use the KSP forums or Discord to contact me.

    • @tylosenpai6920
      @tylosenpai6920 7 ปีที่แล้ว

      The White Guardian okay

  • @AeroSpectrum
    @AeroSpectrum 2 ปีที่แล้ว

    didnt help at all

    • @TWGuardian
      @TWGuardian  2 ปีที่แล้ว

      How nice of you to leave a snarky comment instantly putting the blame on me instead of checking in the Kopernicus log files to see what the issue is with your config file, or otherwise giving me any indication of what issue you're having. What do you expect me to do? Wave a magic wand and telepathically fix your script?
      Normally I'd assist people with debugging their planets until they work, but with that attitude of yours, I don't see why I should care.

  • @ReetoPlayz
    @ReetoPlayz 11 หลายเดือนก่อน

    its broken where did i mess up cuz it has 4 brackets not 5 also i used visual studio code:
    Kopernius:AFTER[Kopernius]
    {
    Body
    {
    name = Anderoupia
    cacheFile = Anderoupia/Cache/Anderoupia.bin
    Template
    {
    name = Kerbin
    removeAllPQSMods = PQSMod_VertexHeightMap
    }
    Properties
    {
    description = 'A blue marble full of high mountains and deep lakes. A blend of the great Duna, and our Kerbin.'
    radius = 400000
    geeASL = 0.8
    isHomeWorld = false
    tidallyLocked = false
    rotationPeriod = 10800
    timewarpAltitudeLimits = 0 1000 10000 30000 40000 50000 60000 70000
    ScienceValues
    {
    landedDataValue = 10
    splashedDataValue = 10
    flyingLowDataValue = 7
    flyingHighDataValue = 5
    inSpaceLowDataValue = 5
    inSpaceHighDataValue = 4
    recoveryValue = 60
    flyingAltitudeThreshold = 25000
    spaceAltitudeThreshold = 400000
    }
    biomeMap = Anderoupia/PluginData/AnderoupiaBiome.png
    Biomes
    {
    Biome
    {
    name = Deserts
    value = 4
    color = 92.5, 100, 0
    }
    Biome
    {
    name = Grasslands
    value = 4
    color = 9, 100, 0
    }
    Biome
    {
    name = NorthPole
    value = 4
    color = 100, 100, 100
    }
    Biome
    name = NorthPole
    value = 4
    color = 56.2, 56.2, 56.2
    }
    }
    }
    }

    • @TWGuardian
      @TWGuardian  11 หลายเดือนก่อน

      Well, for one, you write "Kopernius", which is wrong. So ModuleManager will be trying to target 'Kopernius' instead of 'Kopernicus'.
      "removeAllPQSMods = PQSMod_VertexHeightMap"
      This is basically a Frankenstein's monster. Either write 'removeAllPQSMods = true' to remove all mods, or use 'removePQSMods' to target specific mods, separated by a comma.
      For the description: you don't want to surround strings with apostrophes, that's not necessary in cfg files.
      Regarding bracket mismatch, that's up to you to solve. Since you use VSCode I presume you're more familiar with programming in general so that's probably not too big a dive into the deep end. A tip I can give here is to indent the contents of a node, like one would the lines of a function. That should make it easier to see which bracket pairs are not closed.

    • @ReetoPlayz
      @ReetoPlayz 11 หลายเดือนก่อน

      @@TWGuardian i thought thats what you used so i did the "same"

    • @ReetoPlayz
      @ReetoPlayz 11 หลายเดือนก่อน

      i fixed the mistake

    • @ReetoPlayz
      @ReetoPlayz 8 หลายเดือนก่อน

      @@TWGuardian I forgot To Install Kopernicus, I'm Stupid😅

  • @maxmi-renders-channel
    @maxmi-renders-channel 6 ปีที่แล้ว

    where do you write the code?

  • @alexanderi1105
    @alexanderi1105 7 ปีที่แล้ว

    Where do I end the code

    • @TWGuardian
      @TWGuardian  7 ปีที่แล้ว

      There's no specific end to computer code. Everything inside a Body{} wrapper is regarded as information for that specific planet. Once you feel like you've specified everything that you wanted to specify you can just save the code and try it out!