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Better maps #19

Merged
merged 4 commits into from
Sep 21, 2017
Merged

Better maps #19

merged 4 commits into from
Sep 21, 2017

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lajonat
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@lajonat lajonat commented Sep 16, 2017

Create better texture maps for planets, create biome maps

…'t VertexPlanets, the texture map is completely blank.

Now it creates a texture based on the heightmap and the planet color
@StollD
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StollD commented Sep 16, 2017

Thanks for your contributions!

Your second commit looks good to me, however, please revert your first commit. We really shouldn't create a map that is different from what the PQS will show. The reason why all bodies except vertex planet have blank maps is, that we don't have prefabs for all bodies. If a body doesn't have a prefab, this fallback gets applied and it has a solid color https://github.com/Kopernicus/Stellarator/blob/master/PlanetData/pqs/EverythingElse.cfg

Nevertheless, I would be interested in how one of the maps generated with this algorithm looks like.

@lajonat
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lajonat commented Sep 16, 2017

Well, I figured a colored map would be more aesthetic than a chrome ball. It's also quite hard to actually play with these kinds of planets, because you can't really tell how the surface looks unless you're already on it.

I've attached a sample of the maps generated by my changes:
cresos_height
cresos_normals
cresos_texture
cresos_biomes

@StollD
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StollD commented Sep 16, 2017

Maybe just add a HeightColorMap mod to the EverythingElse template? I think that would solve the problem of having a solid color ball, while allowing us to keep the map export as stockalike as possible.

@lajonat
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lajonat commented Sep 16, 2017

Adding a HeightColorMap colors the terrain up close, but still when looking at the map view it looks colorless.
Anyway, I reverted the textures, and kept only the biome map.

@StollD StollD merged commit ce6e74e into Kopernicus:master Sep 21, 2017
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2 participants