From 720b9fc8d840ed510bc3bfb0daadf111a9bca03b Mon Sep 17 00:00:00 2001 From: DeltaDizzy Date: Tue, 21 May 2024 23:24:29 -0500 Subject: [PATCH 1/2] Remove cbNameLater in favor of HomeWorldName (#63) * replace cbNameLater with HomeWorldName * add displayname to homeworldname explainer --- content/Body.md | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/content/Body.md b/content/Body.md index f563e90..789c215 100644 --- a/content/Body.md +++ b/content/Body.md @@ -14,7 +14,6 @@ The `Body { }` node contains all the aspects of a body and describes the essenti - [PQS { }]({{ site.baseurl }}{% link content/PQSMods/PQS.md %}) - [Ocean { }]({{ site.baseurl }}{% link content/Ocean.md %}) - [Rings { }]({{ site.baseurl }}{% link content/Rings.md %}) -- [~~Particles { }~~]({{ site.baseurl }}{% link content/Particles.md %}) *(Removed in 1.8.1-1!)* - [HazardousBody { }]({{ site.baseurl }}{% link content/HazardousBody.md %}) - [SpaceCenter { }]({{ site.baseurl }}{% link content/SpaceCenter.md %}) - [Debug { }]({{ site.baseurl }}{% link content/Debug.md %}) @@ -69,9 +68,17 @@ The `Body { }` node contains all the aspects of a body and describes the essenti |name|Text|The name of the body.| |cacheFile|File Path|The path to the cache file for the body.| |barycenter|Boolean|Whether the body should act as a barycenter. Also makes the body unselectable.| -|cbNameLater|Text|(Deprecated, use `Properties/displayName` to change the name instead.) Applies a name change after loading the body.| |identifier|Text|The Unique Body Identifier (UBI) for the body. Used in the [Interstellar Consortium](https://forum.kerbalspaceprogram.com/index.php?/topic/177439-kopernicus-interstellar-consortium/) and follows the format `System/Body`.| |implements|Text|(Optional) The UBIs that the body implements. Any number of these can be used. Each line should have the key "implements" and have a UBI as the value.| |finalizeOrbit|Boolean|Whether the orbit of the body should be finalized.| |randomMainMenuBody|Boolean|Whether the body should have a chance at being displayed on the Main Menu.| |contractWeight|Integer|How often contracts should be generated for a body. Default is 30.| + +**Note on cbNameLater** +A common usecase for cbNameLater was for mods that replaced Kerbin with another planet, to name it to the correct (non-Kerbin) name after loading if Properties/displayName didn't work. A new, better way to do this has been added in recent versions: +``` +@Kopernicus_config +{ + %HomeWorldName = CorrectName +} +``` \ No newline at end of file From 98baa3f33b4e69684d7ae4f495ba06471888ad69 Mon Sep 17 00:00:00 2001 From: DeltaDizzy Date: Wed, 22 May 2024 03:28:32 -0500 Subject: [PATCH 2/2] Add ocean surface notes (#60) * remove oceanheight and clarify detail distance * add offset note --- content/Ocean.md | 14 ++++++-------- content/PQSMods/PQS.md | 2 +- content/PQSMods/VertexHeightMap.md | 10 ++++++++-- 3 files changed, 15 insertions(+), 11 deletions(-) diff --git a/content/Ocean.md b/content/Ocean.md index 011762a..569aac3 100644 --- a/content/Ocean.md +++ b/content/Ocean.md @@ -3,7 +3,7 @@ layout: default title: Ocean --- -The `Ocean { }` subnode contains all of the information needed to produce an ocean for the specified body. Note that the ocean is one of the two Procedural Quad Spheres on the body it is applied to. This means that some PQS Settings can be applied to Oceans. +The `Ocean { }` subnode contains all of the information needed to produce an ocean for the specified body. Note that the ocean is one of the two Procedural Quad Spheres on the body it is applied to. This means that some PQS Settings can be applied to Oceans. If you want to set a certain ocean height, see [the note regarding Height Map offsets]({{ site.baseurl }}{% link content/PQSMods/VertexHeightMap.md %}). **Subnodes** * Material { } @@ -19,11 +19,10 @@ Body { ocean = True oceanColor = 0,0,1,1 - oceanHeight = 100 density = 1.25 minLevel = 1 maxLevel = 6 - minDetailDistance = 8 + minDetailDistance = 6 maxQuadLengthsPerFrame = 0.03 Material { @@ -83,7 +82,7 @@ Body } Mods { - // just put PQSMods here. WHether they work is a different story + // just put PQSMods here. Whether they work is a different story } Fog { @@ -113,9 +112,8 @@ Body |--------|------|-----------| |ocean|Boolean|Whether the ocean is enabled.| |oceanColor|Color|The color of the ocean on the map.| -|oceanHeight|Decimal|The height of the ocean in meters.| |density|Decimal|The density of the ocean in g/m3. 1 is the density of actual water.| -|minLevel|Integer|The PQS minimum level of triangles needed to display the ocean. Advised not to touch.| -|maxLevel|Integer|The PQS maximum level of triangles needed to display the ocean.| -|minDetailDistance|Decimal|The minimum detail distance of ???.| +|minLevel|Integer|The PQS minimum subdivision level. Advised not to touch.| +|maxLevel|Integer|The PQS maximum subdivision level.| +|minDetailDistance|Decimal|The minimum subdivision level for scatters to spawn.| |maxQuadLengthsPerFrame|Decimal|Unknown use. Advised not to touch.| diff --git a/content/PQSMods/PQS.md b/content/PQSMods/PQS.md index 9fe452d..f33464a 100644 --- a/content/PQSMods/PQS.md +++ b/content/PQSMods/PQS.md @@ -59,7 +59,7 @@ Body |--------|------|-----------| |minLevel|Integer|The minimum level of triangles needed to render the PQS (subdivision level). Advised not to alter.| |maxLevel|Integer|The maximum level of triangles needed to render the PQS (subdivision level). Higher levels can lead to more detailed, yet much more noisy and sharp, terrain.| -|minDetailDistance|Decimal|The minimum distance needed to render scatters?| +|minDetailDistance|Decimal|The minimum subdivision level for scatters to spawn.| |maxQuadLengthsPerFrame|Decimal|Unknown use. Advised not to alter.| |fadeStart|Decimal|The altitude, in meters, in which the PQS begins to fade out. Should line up with ScaledVersion's `fadeStart`.| |fadeEnd|Decimal|The altitude, in meters, in which the PQS is fully faded. Should line up with ScaledVersion's `fadeEnd`.| diff --git a/content/PQSMods/VertexHeightMap.md b/content/PQSMods/VertexHeightMap.md index b872170..6682ffb 100644 --- a/content/PQSMods/VertexHeightMap.md +++ b/content/PQSMods/VertexHeightMap.md @@ -5,6 +5,12 @@ title: VertexHeightMap The `VertexHeightMap` PQSMod is a mod that *adds* a given height map to the terrain. This means that height mods are additive, i.e. heightmaps don't set a fixed height. +**Notes on Heightmaps** +A common desire for planets with oceans is to set the ocean to a certain height relative to the terrain to make spots like shorelines be in the correct places. This is simple to do in 2 main steps: + +1. Make sure your heghtmap is normalized (darkest value is 0 and highest is 255). +2. Set `offset` in VertexHeightMap to `-1 * (deformity * travel)`, where `travel` is the percentage of the deformity up from the lowest point of the height map that you want the sea surface to be at. For example, a `travel` of 0.5 would mean the ocean surface is at 50% grey on the height map. + **Example** ``` PQS @@ -36,6 +42,6 @@ PQS |Property|Format|Description| |--------|------|-----------| |map|File Path|The texture containing the height map in greyscale. Black is the `offset` height, and White is the `deformity + offset` height.| -|offset|Decimal|The offset of the height map from the body's radius.| +|offset|Decimal|The offset of the height map.| |deformity|Decimal|The deformity of the height map (difference between lowest and highest point).| -|scaleDeformityByRadius|Boolean|Whether to multiply the deformity by the planet's radius (in case the deformity is in radii or something).| +|scaleDeformityByRadius|Boolean|Unknown|