JcoolTheShipbuilder's Content - Page 8 (2025)

11 minutes ago, MunDude said:

Btw, How do you get Surface maps for Oceanic planets for like Brown Sea floor and a Blue ocean I've tried with Navaho and it just appears as the blue ocean and nothing else.

JcoolTheShipbuilder's Content - Page 8 (1)

Like this where the ocean has some sea floor slightly visible?
Well, what I did was use the planet's heightmap, used select by color on the ocean texture, then cut that selection out of the heightmap, placed it on the ocean texture, and reduced the opacity and turned it blue to add some depth to the oceans.

Or are you asking about having it as having a brown colored seafloor, but the ocean from space is still blue? You use VertexColorMap (you can keep the HeightColorMap and simply disable it) to color the PQS differently from scaledspace

11 minutes ago, MunDude said:

I Believe It's Ike,

Here is the Code:

@Kopernicus:FOR[Fracture]
{
Body
{
name = Fracture
Template
{
name = Ike
removeAllPQSMods = true
}
Properties
{
albedo = 0.15
description = Navaho's Only Moon.
displayName = Fracture
radius = 90000
geeASL = 0.1
rotates = true
rotationPeriod = 23012
tidallyLocked = true
initialRotation = 15
isHomeworld = false
timewarpAltitudeLimits = 35000 35000 35000 45000 60000 75000 10000 150000
ScienceValues
{
landedDataValue = 8
inSpaceLowDataValue = 7
inSpaceHighDataValue = 6
recoveryValue = 6
spaceAltitudeThreshold = 50000
}
biomeMap = Srobie/Textures/FractureBM.png
Biomes
{
Biome
{
name = Pole
displayName = North Pole
color = #8e1b1b
value = 1
}
Biome
{
name = Plains
displayName = Plains
color = #8e561c
value = 1
}
Biome
{
name = Mts
displayName = Crater Mount
color = #ec8215
value = 1
}
Biome
{
name = Ridges
displayName = Ridges
color = #470e0e
value = 1.2
}
Biome
{
name = SouthernPole
displayName = South Pole
color = #d58a3c
value = 1.2
}
Biome
{
name = F1Crater
displayName = F1Crater
color = #745757
value = 1.5
}
}
}
Orbit
{
referenceBody = Nop
color = 0.55, 0.52, 0.51, 1
semiMajorAxis = 6000000
eccentricity = 0.01
inclination = 82
longitudeOfAscendingNode = 30
argumentOfPeriapsis = 10
meanAnomalyAtEpoch = 0.1
epoch = 0
}
ScaledVersion
{
Material
{
texture = Srobie/Textures/FractureCM.png
normals = Srobie/Textures/FractureNM.dds
shininess = 0
specColor = 0,0,0,1
}
}
PQS
{
allowFootprints = true:NEEDS[KopernicusExpansion]
maxLevel = 8
Material
{
saturation = 4
albedoBrightness = 1
}
Mods
{
VertexColorMap
{
map = Srobie/Textures/FractureCM.png
order = 20
enabled = true
}
VertexHeightMap
{
map = Srobie/Textures/FractureHM.png
deformity = 5000
offset = 0
scaleDeformityByRadius = false
enabled = true
order = 20
}
LandControl
{
altitudeBlend = 0
altitudeFrequency = 1
altitudeOctaves = 1
altitudePersistance = 1
altitudeSeed = 1
createColors = False
createScatter = True
latitudeBlend = 0
latitudeFrequency = 1
latitudeOctaves = 1
latitudePersistance = 1
latitudeSeed = 1
longitudeBlend = 0
longitudeFrequency = 1
longitudeOctaves = 1
longitudePersistance = 1
longitudeSeed = 1
useHeightMap = False
vHeightMax = 10000
order = 999999
enabled = True
name = Scatter
Scatters
{
Value
{
name = Rock00
materialType = StandardSpecular
material = BUILTIN/terrain_rock00
mesh = BUILTIN/boulder
castShadows = True
densityFactor = 1
maxCache = 512
maxCacheDelta = 32
maxLevelOffset = 0
maxScale = 2.5
maxScatter = 20
maxSpeed = 1000
minScale = 0.15
recieveShadows = True
seed = 231123
verticalOffset = 0
instancing = False
rotation = 0 360
useBetterDensity = False
spawnChance = 1
ignoreDensityGameSetting = False
densityVariance = -0.5 0.5
delete = False
Material
{
color = 0.519999981,0.513417721,0.490379721,1
mainTex = BUILTIN/MunBoulder [Diffuse]
mainTexScale = 4,4
mainTexOffset = 0,0
cutoff = 0.5
glossiness = 0.078
glossMapScale = 1
smoothnessTextureChannel = AlbedoAlpha
specColor = 0.117647052,0.117647052,0.117647052,1
metallicGlossMapScale = 1,1
metallicGlossMapOffset = 0,0
specularHighlights = True
glossyReflections = True
bumpScale = 1
bumpMap = BUILTIN/MunBoulder [Normal]
bumpMapScale = 1,1
bumpMapOffset = 0,0
parallax = 0.02
parallaxMapScale = 1,1
parallaxMapOffset = 0,0
occlusionStrength = 1
occlusionMapScale = 1,1
occlusionMapOffset = 0,0
emissionColor = 0,0,0,1
emissionMapScale = 4,4
emissionMapOffset = 0,0
detailMaskScale = 1,1
detailMaskOffset = 0,0
detailAlbedoMapScale = 1,1
detailAlbedoMapOffset = 0,0
detailNormalMapScale = 1,1
detailNormalMapOffset = 0,0
UVSec = Uv0
mode = Opaque
srcBlend = 1
dstBlend = 0
ZWrite = 1
}
}
}
LandClasses
{
Value
{
alterApparentHeight = 0
alterRealHeight = 0
color = 0,0,0,0
coverageBlend = 0
coverageFrequency = 1
coverageOctaves = 1
coveragePersistance = 1
coverageSeed = 1
name = Base
latDelta = 1
latitudeDouble = False
lonDelta = 1
minimumRealHeight = 0
noiseBlend = 0
noiseColor = 0,0,0,0
noiseFrequency = 1
noiseOctaves = 1
noisePersistance = 1
noiseSeed = 1
delete = False
altitudeRange
{
endEnd = 1
endStart = 1
startEnd = 0
startStart = 0
}
latitudeDoubleRange
{
endEnd = 1
endStart = 1
startEnd = 0
startStart = 0
}
latitudeRange
{
endEnd = 1
endStart = 1
startEnd = 0
startStart = 0
}
longitudeRange
{
endEnd = 2
endStart = 2
startEnd = -1
startStart = -1
}
Scatters
{
Value
{
density = 1
scatterName = Rock00
delete = False
}
}
}
}
}
City
{
debugOrientated = False
frameDelta = 1
randomizeOnSphere = True
reorientToSphere = True
reorientFinalAngle = 45
reorientInitialUp = 0,1,0
repositionRadial = 513856,-290549,-122798
repositionRadiusOffset = 2948.5
repositionToSphere = True
repositionToSphereSurface = True
repositionToSphereSurfaceAddHeight = False
commnetStation = False
isKSC = False
order = 100
enabled = True
name = Randolith
LOD
{
Value
{
visibleRange = 10000
scale = 0,0,0
delete = False
}
}
}
VertexHeightNoiseVertHeightCurve2
{
deformity = 1000
ridgedAddSeed = 1
ridgedAddFrequency = 12
ridgedAddLacunarity = 3
ridgedAddOctaves = 4
ridgedSubSeed = 1
ridgedSubFrequency = 5
ridgedSubLacunarity = 3
ridgedSubOctaves = 6
simplexCurve
{
key = 0 0 0 0
key = 0.2 0.1 0.9 0.9
key = 0.8 0.9 0.9 0.9
key = 1 1 0 0
}
simplexHeightStart = -8000
simplexHeightEnd = 1000
simplexSeed = 1
simplexOctaves = 3
simplexPersistence = 0.3
simplexFrequency = 8
enabled = true
order = 40
}
VertexSimplexHeight
{
deformity = 300
frequency = 24
octaves = 8
persistence = 0.5
seed = 112211221
order = 102
enabled = True
}
}
}
}
}

Btw, How do you get Surface maps for Oceanic planets for like Brown Sea floor and a Blue ocean I've tried with Navaho and it just appears as the blue ocean and nothing else.

also, the part where the PQSheight, there are subnodes for noisemaps of VertexSimplexHeight andVertexHeightNoiseVertHeightCurve2, which add some variation to the terrain, and it could end up pushing some terrain below 0 altitude as the total deformity of the noise is 1300m. Try offsetting the terrain upwards by that amount, or set the deformity of those lower and offset the terrain by a little bit

JcoolTheShipbuilder's Content - Page 8 (2025)
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