Modification of the mountains
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Klud | Date: Friday, 08.04.2016, 17:02 | Message # 31 |
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Russian Federation
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| The 0.974 RC2 is fine. Addon updated, link on the first page.
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Klud | Date: Sunday, 10.04.2016, 20:39 | Message # 33 |
Astronaut
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| Thank you for the interesting information. I tried to change the planet settings by editor:
There are some similarities.
tg_common.glsl file changes are made, only to make a more correct form of craters.
Quote dudefinal ( ) I, however, have no idea how to do this successfully. Maybe I could get some help?
I'll try to help, if possible, is not clear.
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dudefinal | Date: Monday, 11.04.2016, 18:14 | Message # 34 |
Space Tourist
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| YAASSSS! I did it! Well kinda... I'm still not sure if I did it right as I just tweaked the code until it did what I wanted it to with no idea what I was actually doing or what effect it was going to have.
I added in two bits of code into tg_terra_height.glsl...
and...
and here is the result...
The first bit of code was to retract the hills from the shores a little. The hills still look too close to the shore so if anyone knows how to extend the shore out or apply a larger noise to the hills making more smaller patches and less huge patches of snow then tell me.
I tried adding a second noise to the hills but it had no effect...
"Its impossible" - CASE "No, It's necessary" - Cooper
Piece of crap Toshiba AIO...
Edited by dudefinal - Monday, 11.04.2016, 18:19 |
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Klud | Date: Tuesday, 12.04.2016, 08:11 | Message # 35 |
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| Ok, well. For different noising craters can do so:
Code // Craters float crater = 0.0; if (craterSqrtDensity > 0.05) { heightFloor = -0.1; heightPeak = 0.6; heightRim = 1.0; crater = CraterNoise(point, 0.5 * craterMagn, craterFreq, craterSqrtDensity, craterOctaves); noiseOctaves = 10.0; noiseLacunarity = 2.0; //crater = 0.25 * crater + 0.05 * crater * iqTurbulence(point * montesFreq + Randomize, 0.55);
if (climate > 0.6) { crater = 0.25 * crater + 0.05 * crater * iqTurbulence(point * montesFreq + Randomize, 0.55); } else { crater = 0.25 * crater + 0.05 * crater * RidgedMultifractalErodedDetail(point * montesFreq * inv2montesSpiky + Randomize, 2.0, erosion, montBiomeScale); } } But it is for all of the crater, not only for the bottom and the border appears at the junction of various noises.
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PlutonianEmpire | Date: Monday, 02.05.2016, 23:06 | Message # 36 |
Pioneer
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| Would it be possible to make the mountains higher/taller? Right now as this mod currently stands, montesMagn 0.25 with Klud Mountains seems to be kinda the same height as montesMagn 0.15 without Klud Mountains, at least on the procedural worlds I have found.
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
Edited by PlutonianEmpire - Monday, 02.05.2016, 23:11 |
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PlutonianEmpire | Date: Tuesday, 17.05.2016, 02:47 | Message # 37 |
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| Edit: Nvm, it turns out I was looking at the wrong landforms while tweaking the tg_terra_height shader.
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
Edited by PlutonianEmpire - Tuesday, 17.05.2016, 04:07 |
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Salvo | Date: Tuesday, 07.06.2016, 14:03 | Message # 38 |
Star Engineer
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Italy
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| I wonder why everyone forgot about this mod.
The universe is not required to be in perfect harmony with human ambition.
CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs
(still don't know why everyone is doing this...)
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Klud | Date: Wednesday, 08.06.2016, 22:07 | Message # 39 |
Astronaut
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Russian Federation
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| Perhaps this mod more or less normally worked, the questions do not arise, but, of course, the mountains still require work.
Edited by Klud - Wednesday, 08.06.2016, 22:07 |
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Roswell | Date: Sunday, 12.06.2016, 03:37 | Message # 40 |
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| WWOWOWOWOWOWOWO CRAZY IT'S REALISTIC MOUNTAIN o_O
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PlutonianEmpire | Date: Sunday, 12.06.2016, 04:43 | Message # 41 |
Pioneer
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| Actually, a few weeks ago, I was tweaking the Rod-klud-mar version of this mod, to make both the new klud mountains appear alongside the old default mountains, because I think both mountain styles look pretty. I still need to figure out how to add terraces to the old montes, since they now occupy the "hills" slot, with the old "hills" now occupying the "hills2" slot instead.
I haven't made much time since because I've been distracted by two of my other favorite games. :P
At the moment though, I don't know if I should post the new tg_terra_height fille to this thread, the Rodrigo thread, or make a new thread entirely for it.
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
Edited by PlutonianEmpire - Sunday, 12.06.2016, 04:44 |
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Tenebristhedarkened | Date: Tuesday, 16.08.2016, 18:23 | Message # 42 |
Space Tourist
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| Does this work with the latest version of Space Engine?
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dmale | Date: Sunday, 28.08.2016, 21:33 | Message # 43 |
Observer
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Italy
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| I have this error (is in italian, sorry).
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JackDole | Date: Sunday, 28.08.2016, 22:14 | Message # 44 |
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Germany
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| Quote dmale ( ) I have this error (is in italian, sorry). Do you use one of the modified sun shaders from DoctorOfSpace or me? They are not compatible with SE 0.980!
Don't forget to look here.
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dmale | Date: Monday, 29.08.2016, 14:43 | Message # 45 |
Observer
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Italy
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| Quote JackDole ( ) Do you use one of the modified sun shaders from DoctorOfSpace or me? They are not compatible with SE 0.980! I had alredy installed only the Rodrigo's Terrain Mods, and extract the modification of the mountains (with rodrigo's addon) in the usual folder.
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