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Forum » SpaceEngine » Mods and Addons » MOD - Creating a planet 0.980 (How to make your own planets)
MOD - Creating a planet 0.980
sent808Date: Tuesday, 14.07.2015, 12:50 | Message # 16
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I like it haha. Can you share your moon code please?
 
HarbingerDawnDate: Tuesday, 14.07.2015, 23:44 | Message # 17
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Quote superpeanut9 ()
craterFreq 1490.06

Well there's your problem. Set that to a MUCH lower value. Just move the decimal to the left three places.

Also, set all hills values to 0, they make asteroids look terrible.





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Edited by HarbingerDawn - Wednesday, 15.07.2015, 00:02
 
HarbingerDawnDate: Wednesday, 15.07.2015, 00:28 | Message # 18
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sent808, unfortunately SE currently forces all planets over a certain size to adopt ice giant/gas giant classifications. There is no way you can change this.




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PlutonianEmpireDate: Wednesday, 15.07.2015, 05:08 | Message # 19
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Space Engine refuses to recognize some of my cloud properties entries. Specifically "twistMagn" and "twistZones". I've used every available shader. I've put those entries both in the Surface Tags, Clouds Tags, both, no set of arrangement will work. I can set twistMagn to 1.2, but the Game will always choose it's own procedural setting no matter what. I've tried anything and everything I can think of. This is for Terras AFAIK, in 0.973.

Is it normal for the game to ignore some of my custom script settings? It will also ignore my custom tropicsWidth settings as well, for all of my Terras. I've checked, double checked, re double checked the spelling and syntax in all cases, and I'm still geting nothing.





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Edited by PlutonianEmpire - Wednesday, 15.07.2015, 05:10
 
HarbingerDawnDate: Wednesday, 15.07.2015, 05:12 | Message # 20
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That's weird about the twist settings, they've always worked fine for me. Concerning tropic width, I'm not sure if that can be set manually or not, there are some things that SE will always generate itself or will override sometimes.

Post your planet script and I'll take a look at it.





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PlutonianEmpireDate: Wednesday, 15.07.2015, 06:20 | Message # 21
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It's my Belle Hades Planet. Oddly, I changed the cloud settings in the in-game editor and exported that edited script, and copypasted it verbatim, and it still didn't work. wacko

Original:

Code


Planet "Belle Hades"
{
  ParentBody      "BH-Tartarus"
  Class           "Terra"
  Radius          5469.6462
  Mass            0.605434
  Albedo          0.4371097
  AlbedoBond      0.3642581
  AlbedoGeom      0.4371097
  // Color          (0.85 0.85 1.00)
  RotationPeriod  26.4483
  RotationOffset  328.2107
  Obliquity       26.4052
  EqAscendNode    131.592867
  Precession      23587
  Life
  {
   Class   "Organic"
   Type    "Multicellular"
   Biome   "Marine/Terrestrial"
  }
  Surface
  {
   // DiffMap        "DelTri/bellehades.png"   // Surface (color) texture
   // DiffMapAlpha   "Water"  // Mode of specular effect (flecks of sunlight)
   // BumpMap        "DelTri/bellehades-bump.png"      // Bump (heightmap) texture
   // BumpHeight      0.01   // Offset of zero height level     // Global surface brighness

   /*
   GlowMap        "DelTri/bellehades-night.png"
   GlowMode       "Night"
   GlowColor      (1.00 0.90 0.66)
   GlowBright      1.0
   */

   Randomize      (0.911, 0.373, 0.204)
   // Randomize       (0.70703125, -0.4921875, -0.859375)
   snowLevel       1.0
   tropicLatitude  0.0
   icecapLatitude  1.0
   icecapHeight    0.5
   climatePole     0.6
   climateTropic   0.8
   climateEquator  0.8
   tropicWidth     0.0
   // mainFreq        0.8642751
   mainFreq        1.207782
   venusMagn       0
   mareFreq        0
   mareDensity     0
   montesFraction  1
   dunesMagn       0
   dunesFreq       0
   dunesFraction   0
   hillsFraction   0.8204968
   hills2Fraction  -0.6674527
   craterOctaves   0
   twistZones      1.284413
   twistMagn       0.01538184
   cycloneMagn     2.1604671
   cycloneFreq     0.8755444
   cycloneDensity  0.03828407
   colorSea       (0.03125, 0.09375, 0.15625, 1.00)
   colorShelf     (0.150, 0.480, 0.460 1.00)
   colorBeach     (0.400, 0.590, 0.580, 0.00)
   colorLowPlants (0.030, 0.050, 0.015, 0.000)
   colorUpPlants  (0.030, 0.055, 0.015, 0.000)
   // colorLowPlants  (0.166015625, 0.21875, 0.09765625, 0.000)
   // colorUpPlants (0.10546875, 0.140625, 0.0625, 0.000)
   BumpHeight      5.8878  // Tallest Mountains (3161.8 ? m + Oceans 2726 m)
   BumpOffset      2.726   
   DayAmbient      1.5
  }
  /*
  Clouds
  {
   DiffMap        "DelTri/BelleHades-na-gs-clouds.png"
   // DiffTileSize    512
   // DiffTileBorder  1
   BumpMap        "DelTri/BelleHades-cloudsbump.png"
   // BumpTileSize    512
   // BumpTileBorder  1
   BumpHeight      7.6
   // BumpOffset      0.8
   Height          7.1
   Velocity        76.26
   Color          (1.0 1.0 1.0)
  }
  */
  Clouds
  {
   Coverage        0.2737634
   twistZones      1.284413
   twistMagn       0.01538184
  }
  Clouds
  {
   Coverage        0.2737634
   twistZones      1.284413
   twistMagn       0.01538184
  }
  Clouds
  {
   Coverage        0.2737634
   twistZones      1.284413
   twistMagn       0.01538184
  }
  Ocean
  {
   Height          2.726
  }
      Atmosphere
      {
   Model          "Neptune"
   Height          77.643438197873717566735355062594
   Pressure        1.07303
   Density         1.2205941132077056154753485281034
   MolarMass       28.85026121248
   Greenhouse      51.0 // 42.0
      }
  Aurora
  {
   NorthLat     79.1
   NorthLon    -93
   SouthLat    -78.4
   SouthLon     89
  }
  NoRings         true
  NoCometTail     true
  Orbit
  {
   Period          0.07016127328093122518822724161533
   SemiMajorAxis   0.000091505397960926038930607537911768
   Eccentricity    0.0139
   Inclination       1.7352
   AscendingNode     211.0696
   ArgOfPericen    69.2457
   MeanAnomaly     190.2397
  }
}


The script I exported that still didn't work:

Code
Planet    "Belle Hades"
{
  ParentBody     "BH-Tartarus"
  Class        "Terra"

  Mass            0.605434
  Radius          5469.646
  InertiaMoment   0.3289568

  Oblateness      0.002834877

  RotationPeriod  26.4483
  RotationOffset  328.2107
  Obliquity       26.4052
  EqAscendNode    131.5929
  Precession      23587

  Albedo          0.4371097
  Brightness      2
  Color          (1.000 1.000 1.000)

  Life
  {
   Class   "Organic"
   Type    "Multicellular"
   Biome   "Marine/Terrestrial"
  }

  Surface
  {
   SurfStyle       0.4689316
   OceanStyle      0.6117975
   Randomize      (0.911, 0.373, 0.204)
   colorDistMagn   0.0632045
   colorDistFreq   888.064
   detailScale     14068.24
   colorConversion true
   seaLevel        0.4629913
   snowLevel       1
   tropicLatitude  0.4405066
   icecapLatitude  1
   icecapHeight    0.5
   climatePole     0.6
   climateTropic   0.8
   climateEquator  0.8
   heightTempGrad  0.1375
   tropicWidth     0.07161179
   mainFreq        1.207782
   venusFreq       1
   venusMagn       0
   mareFreq        0
   mareDensity     0
   terraceProb     0.1643485
   erosion         0.1342097
   montesMagn      0.2296716
   montesFreq      252.3702
   montesFraction  0.6520424
   dunesMagn       0
   dunesFreq       0
   dunesFraction   0
   hillsMagn       0.1352428
   hillsFreq       776.6836
   hillsFraction   0.8204968
   hills2Fraction  -1.487949
   riversMagn      51.41125
   riversFreq      3.068689
   riversSin       5.967905
   riversOctaves   2
   canyonsMagn     0.04327285
   canyonsFreq     162.557
   canyonFraction  1.01541
   cracksMagn      0.08447453
   cracksFreq      0.470883
   cracksOctaves   0
   craterMagn      2.006541
   craterFreq      16.50607
   craterDensity   0.9459692
   craterOctaves   0
   volcanoMagn     0.6554342
   volcanoFreq     1.506518
   volcanoDensity  0.4
   volcanoOctaves  1
   volcanoActivity 1.304181
   volcanoFlows    0.9638188
   volcanoRadius   0.3983186
   volcanoTemp     1375.235
   lavaCoverTidal  0
   lavaCoverSun    0
   lavaCoverYoung  0
   twistZones      1.718774
   twistMagn       0.05616764
   cycloneMagn     2.160467
   cycloneFreq     0.8755444
   cycloneDensity  0.03828407
   colorSea       (0.031, 0.094, 0.156, 1.000)
   colorShelf     (0.150, 0.480, 0.460, 1.000)
   colorBeach     (0.400, 0.590, 0.580, 0.000)
   colorDesert    (0.280, 0.410, 0.410, 0.000)
   colorLowland   (0.740, 0.540, 0.210, 0.000)
   colorUpland    (0.750, 0.690, 0.490, 0.000)
   colorRock      (0.620, 0.640, 0.510, 0.000)
   colorSnow      (1.000, 1.000, 1.000, 1.308)
   colorLowPlants (0.030, 0.050, 0.015, 0.000)
   colorUpPlants  (0.030, 0.055, 0.015, 0.000)
   BumpHeight      5.8878
   BumpOffset      2.726
   DiffMapAlpha   "Water"
   SpecBrightWater 0.65
   SpecBrightIce   0
   SpecularPower   55
   Hapke           0
   SpotBright      4
   SpotWidth       0.05
   DayAmbient      1.5
  }

  Clouds
  {
   Height          2.347656
   BumpHeight      6.993156
   Hapke           0.2
   SpotBright      2
   SpotWidth       0.15
   DayAmbient      2
   mainFreq        0.9382048
   mainOctaves     10
   Coverage        0.2737634
   twistZones      1.718774
   twistMagn       0.05616764
  }

  Clouds
  {
   Height          4.695313
   BumpHeight      5.308083
   Hapke           0.2
   SpotBright      2
   SpotWidth       0.15
   DayAmbient      2
   mainFreq        0.9382048
   mainOctaves     10
   Coverage        0.2737634
   twistZones      1.718774
   twistMagn       0.05616764
  }

  Clouds
  {
   Height          7.042969
   BumpHeight      6.230374
   Hapke           0.2
   SpotBright      2
   SpotWidth       0.15
   DayAmbient      2
   mainFreq        0.9382048
   mainOctaves     10
   Coverage        0.2737634
   twistZones      1.718774
   twistMagn       0.05616764
  }

  Ocean
  {
   Height          2.726
   Hapke           0
   SpotBright      2
   SpotWidth       0.15
   DayAmbient      2
  }

  NoLava          true

  Atmosphere
  {
   Model          "Neptune"
   Height          77.64344
   Density         1.220594
   Pressure        1.07303
   Greenhouse      51
   Bright          16.49355
   Opacity         1
   SkyLight        5.497851
  }

  Aurora
  {
   Height      119.6779
   NorthLat    79.1
   NorthLon    -93
   NorthRadius 1407.044
   NorthWidth  1891.92
   NorthRings  5
   NorthBright 0.3
   NorthParticles 50000
   SouthLat    -78.4
   SouthLon    89
   SouthRadius 1283.907
   SouthWidth  1260.031
   SouthRings  7
   SouthBright 0.3
   SouthParticles 50000
   TopColor    (1.000 1.000 1.000)
   BottomColor (0.000 1.000 0.000)
  }

  NoRings         true

  NoCometTail     true

  Orbit
  {
   SemiMajorAxis   9.15054e-005
   Period          0.07016128
   Eccentricity    0.0139
   Inclination     1.7352
   AscendingNode   211.0696
   ArgOfPericenter 69.2457
   MeanAnomaly     190.2397
   RefPlane       "Ecliptic"
  }
}

.

My Issue with the tropics was with a different world, "Planet", which was my own personal take on the planet from that "Alpha Centauri" game from Sid Meier. I couldn't change either the tropicWidth OR the tropicLatitude either.

Code
Planet "Planet/(Chiron)"
{
  ParentBody "Toliman A"
  Class "Terra"
  Mass 1.8394648829431438127090301003344  // 1.84 in the Data.
  Radius 7526.20284  // 7540 km in the Data.
  // Albedo  
  // Color ()
  // Comment out for Tide-locking
  RotationPeriod 17.53
  // RotationOffset  
  Obliquity 2.00
  // EqAscendNode  
  Life
  {
   Class   "Organic"
   Type    "Multicellular"
   Biome   "Marine/Terrestrial/Aerial"
  }
  Surface
  {
   // Randomize      (-0.320, 0.110, 0.070)
   Randomize      (-0.073, 0.106, -0.073)
   snowLevel       2.0
   tropicLatitude  0.5
   icecapLatitude  0.85797826
   climatePole     1
   climateTropic   0.224227
   climateEquator  0.7875
   tropicWidth     0.5
   // mainFreq        1.599273
   mainFreq        1.6659693
   mareFreq        0
   mareDensity     0
   craterOctaves   0
   cycloneMagn     1.017207
   cycloneFreq     0.8299046
   cycloneDensity  0.04636557
   colorSea       (0.06640625, 0.25390625, 0.34375, 1.000)
   colorShelf     (0.26171875, 0.46484375, 0.5078125, 1.000)
   colorBeach     (0.4453125, 0.33984375, 0.265625, 0.000)
   colorDesert    (0.37109375, 0.1953125, 0.17578125, 0.000)
   colorLowland   (0.34375, 0.18359375, 0.171875, 0.000)
   colorUpland    (0.51953125, 0.42578125, 0.3203125, 0.000)
   colorRock      (0.4921875, 0.40234375, 0.3046875, 0.000)
   colorSnow      (1.000, 1.000, 1.000, 1.000)
   colorLowPlants (0.671875, 0.2109375, 0.3203125, 0.000)
   colorUpPlants  (0.51171875, 0.1953125, 0.19140625, 0.000)
   BumpHeight      16.39296  //  8.28096 + 8.112 (Presumed Ocean depths plus max Mountain Height.)
   BumpOffset      8.28096   // Calculated Guess; Ocean depths not provided
  }
  // Comment out or delete as necessary
  // NoClouds true
  Clouds {}
  // NoOcean true
  Ocean
  {
   Height          8.28096
  }
  // NoAtmosphere true
  Atmosphere
  {
   Model          "Jupiter"
   // Height           
   Pressure        1.7371823340735257833703429558352  // 176020 pa
   Density         2.0528665023316047673340212764766  // 2.06 in the Data.
   MolarMass       28.4108
   Greenhouse      32.0
  }
  // NoAurora true
  NoRings true
  NoCometTail true
  Orbit
  {
   Period            1.0639515663828232301351152355106
   SemiMajorAxis     1.0781778870048015
   // Eccentricity       
   Inclination       0
   // AscendingNode      
   // ArgOfPericen       
   // MeanAnomaly        
   RefPlane "Equator"
  }
}





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 :( )
 
steeljaw354Date: Monday, 10.08.2015, 19:55 | Message # 22
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What kind of file do I use? for the script
 
PlutonianEmpireDate: Thursday, 13.08.2015, 04:44 | Message # 23
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Hi, can someone explain the Adiabat parameter under "Atmosphere", and how it is supposed to work in Space Engine, please? smile




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 :( )
 
JackDoleDate: Wednesday, 09.09.2015, 10:25 | Message # 24
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I'd like to use in a procedural generated planet surface a hand-painted part.
In this example,



is it a cloud layer, when I disable clouds, it disappears.



Not what I want.

If it is not possible, it would be my suggestion, this possibility to integrate in SpaceEngine.

Attachments: 4056824.jpg (166.6 Kb) · 0471531.jpg (114.8 Kb)





Don't forget to look here.



Edited by JackDole - Wednesday, 09.09.2015, 10:27
 
ibuckshot5Date: Saturday, 19.09.2015, 00:45 | Message # 25
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I'm sorry if this is a nooby question, but how do i get procedural asteroids for my system?
 
JackDoleDate: Sunday, 20.09.2015, 13:41 | Message # 26
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ibuckshot5,

Make a script like this:

Code

// ibuckshot5

Star "ibuckshot5 Star"
{
       Class "G2 V"
}

and put it in catalogs\stars.
Add it to your universe.cfg
Start SE.
Go to the star.

With all orbits on, you will get something like this:



Export the system.
Open the exported system in an editor.
In this script there are many asteroids and comets
Copy and paste all asteroids or comets or both to a new script.
Replace with "Search & Replace" the 'ParentBody' with the name of your system.
Save it. Done.
You have now comets or asteroids for your system.

The "G2 V" star in the little script is a star like or sun, also the system it created is like our system.
If you want a smaller or bigger system, you must give it an other class.

I have added two scripts, which I so created.

Attachments: 8182699.jpg (146.1 Kb) · scripts.zip (332.8 Kb)





Don't forget to look here.



Edited by JackDole - Sunday, 20.09.2015, 13:49
 
TheMonkey595Date: Sunday, 04.10.2015, 15:09 | Message # 27
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Uhmmm... Hi. cry Unfortunately, my computer is no longer able to run Space Engine efficiently, so I can't really do it by myself, so I'll leave it as a small request here. I'd like it if someone made the planet Skaro from Doctor Who in Space Engine and then take beautiful pictures of it and post them here or send them to my facebook, www.facebook.com/TheMonkey595. I'd highly appreciate it. Here's information on the planet.
http://tardis.wikia.com/wiki/Skaro





TRUST ME, I'M THE DOCTOR.
 
JackDoleDate: Sunday, 22.11.2015, 11:25 | Message # 28
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Which parameters can I use to determine how big the arable land on the one hand, and unusable areas such as deserts, permanent ice and snow surfaces, and mountains are on the other hand, in relation to the total land area? Is that even possible?

So what I'm looking for exactly, is a way to say, I want such and such percent usable land area, everything else I leave to SpaceEngine.





Don't forget to look here.



Edited by JackDole - Sunday, 22.11.2015, 11:39
 
SpaceEngineerDate: Sunday, 22.11.2015, 20:57 | Message # 29
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Quote JackDole ()
So what I'm looking for exactly, is a way to say, I want such and such percent usable land area, everything else I leave to SpaceEngine.

You can specify landforms by realtive coverage using parameters xxxFraction (dunesFraction, canyonFraction etc). Sum of all fractions should be = 1. So say dunesFraction 0.2 means what dunes will cover 20% of the planet (entire planet, like if there is no oceans). But some ladforms (like canyons and mountains) do not cover specified % precisely, because areas have smooth edges. You can visualize this by uncommenting this string the tg_terra_color.glsl shader:
//#define VISUALIZE_BIOMES
This will add a color tint for various landforms (you can look at the code few lines after to see which color is assigned to which landform). After tweaking xxxFraction for each ladform in the planet editor, you can export it's script.





 
JackDoleDate: Sunday, 22.11.2015, 21:52 | Message # 30
Star Engineer
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SpaceEngineer,
thanks for the answer, but I'm afraid that's not quite what I need.

I need landforms for more than 300 objects, and it is very complicated, if I have to adjust a number of parameters manually. What I need exactly, is the relationship between ocean and land; and land and agricultural land. I was hoping that I could determine this with two or three parameters. Relationship between land and ocean I determine with 'height' in 'Ocean' tag. I do not know how accurate that is, but it seems to be reasonably accurate. But I am missing a simple solution for the determination of usable land area.

Well, then, if necessary, a little more work. biggrin

PS:
It is of course impossible, I'm working all the objects individually in the editor. tongue





Don't forget to look here.



Edited by JackDole - Sunday, 22.11.2015, 22:02
 
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