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Forum » SpaceEngine » Mods and Addons » Ancient Mars
Ancient Mars
HarbingerDawnDate: Monday, 25.06.2012, 05:03 | Message # 1
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Using SpaceEngine's wonderful procedural generation capabilities, I have come up with a script that uses the Mars bump map to create a surface like Mars may have had in the ancient past (~3.8 billion years ago). I have also changed the albedo, color, and atmosphere. I have left orbit and rotation unchanged. The sea level is 3km below the datum.

Screenshots:

View from Phobos, showing Valles Marineris, Tharsis Montes



Utopia/Elysium/Amazonis



Noachis/Hellas/Isidis



Marineris/Chryse/Argyre


To use this mod, go into your SolarSys.sc file in the data/catalogs/planets folder, find the entry for Mars, and comment it out by placing /* before it begins and */ after it ends like so:
Code
/* Planet    "Mars"
{
       ParentBody     "Sol"
       Class          "Desert"

       Mass            0.10745
       Radius          3396
       //Oblateness      0.0069

       RotationPeriod  24.622962
       RotationOffset  136.005
       Obliquity       26.72
       EqAscendNode    82.91

       Color         ( 1.000 0.750 0.700 )
       Albedo          0.15

       Surface
       {
        //DiffMap        "Mars/Surface-Voyager"
        DiffMap        "Mars/Surface"
        DiffTileSize    514
        DiffTileBorder  1
        BumpMap        "Mars/Bump"
        BumpTileSize    514
        BumpTileBorder  1
        BumpHeight      29.457 // 21249 + 8208
        BumpOffset      8.208
        Exposure  3.5
       }

       Atmosphere
       {
        Height      100  // km
        Pressure    0.006    // atm
        Density     0.01    // kg/m^3
        Model      "Mars"
        Bright      4.0
        Opacity     1.0
        SkyLight    2.0
        EclipseBright 10.0
        EclipseColor ( 0.500 0.700 0.800 )
       }

       Orbit
       {
        Period         1.8809
        SemiMajorAxis  1.5237
        Eccentricity   0.0934
        Inclination    1.8506
        AscendingNode  49.479
        LongOfPericen  336.041
        MeanLongitude  355.453
       }
} */


Then, paste the following code into your SolarSys.sc file (or any planet catalog file):
Code
Planet    "Mars"
{
       ParentBody     "Sol"
       Class          "Terra"

       Mass            0.10745
       Radius          3396
       //Oblateness      0.0069

       RotationPeriod  24.622962
       RotationOffset  136.005
       Obliquity       26.72
       EqAscendNode    82.91

       Color         ( 1.000 0.850 1.000)
       Albedo          0.2

       Ocean {
        Height          5.2
        Color          (1.000, 1.000, 1.000, 1.000)
        }

       Surface
       {
        Randomize      (0.823, 0.764, 0.908)
        //DiffMap        "Mars/Surface-nonshaded"
        //DiffMap        "Mars/Surface"
        //DiffTileSize    514
        //DiffTileBorder  1
        BumpMap        "Mars/Bump"
        BumpTileSize    514
        BumpTileBorder  1
        BumpHeight      29.457 // 21249 + 8208
        BumpOffset      8.208
        Exposure  3
        DiffMapAlpha   "Water"  // Mode of specular effect (flecks of sunlight)
             SpecularBright  20.0    // Brightness of specular spot
             SpecularPower   150.0   // Size of specular spot       
        colorSea       (0.020, 0.050, 0.100, 1.000)
        colorShelf     (0.075, 0.200, 0.230, 1.000)
        colorBeach     (0.400, 0.280, 0.200, 0.000)
        colorDesert    (0.250, 0.180, 0.150, 0.000)
        colorLowland   (0.350, 0.200, 0.150, 0.000)
        colorUpland    (0.160, 0.150, 0.130, 0.000)
        colorRock      (0.150, 0.130, 0.120, 0.000)
        colorSnow      (1.000, 1.000, 1.000, 0.016)
        colorLowPlants (0.350, 0.200, 0.150, 0.000)
        colorUpPlants  (0.220, 0.150, 0.135, 0.000)
        seaLevel        0.3
        snowLevel       0.0
        cycloneMagn     0.3
        cycloneFreq     0.0001
        cycloneDensity  0.0001
        tropicLatitude  0.30
        icecapLatitude  0.7257141
        climateTropic   0.6
        climateEquator  0.7
        Life false
       }

       Atmosphere
       {
        Height      140 // km
        Pressure    1.0 // atm
        Density     1.9 // kg/m^3
        Model      "Earth"
        Bright       4.0
        Opacity     0.4
        SkyLight    2.0
        EclipseBright 250.0 // 10.0
        EclipseColor ( 1.000 0.600 0.200 )
        Greenhouse  55  // degrees K
       }

       Clouds {
        Height          6
        DayAmbient      2
        Lommel          0.2
        Exposure        2
        Color          (1.000, 1.000, 1.000, 1.000)
        mainFreq        0.7068
        mainOctaves     10
        Coverage        0.1
        twistZones      4.519065
        twistMagn       2.279877
}

       Orbit
       {
        Period         1.8809
        SemiMajorAxis  1.5237
        Eccentricity   0.0934
        Inclination    1.8506
        AscendingNode  49.479
        LongOfPericen  336.041
        MeanLongitude  355.453
       }
}


I recommend that you turn 3D water off when using this mod, as it does not give the correct sea level and it looks glitchy. I also highly recommend that you use this in conjunction with the Mars Bump Map from the official addons; this mod will probably not work properly without it.

Feel free to change any of the parameters you wish if you're not satisfied, I'm sure it could look better if someone good at manipulating the variables had a try with it. You can also speed up the rotation and delete Phobos and Deimos if you want an even more authentic "Ancient Mars" feel.

Enjoy smile

UPDATE: I have edited the atmosphere to make the surface easier to see, so ignore the atmosphere in the screenshots.

Attachments: 0834560.jpg (367.0 Kb) · 9346808.jpg (245.8 Kb) · 9672013.jpg (267.5 Kb) · 2105436.jpg (285.5 Kb)





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Edited by HarbingerDawn - Monday, 25.06.2012, 18:37
 
DoctorOfSpaceDate: Monday, 25.06.2012, 05:42 | Message # 2
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I like how you got the color really good and the poles look great. I combined yours with my Mars tweaks and ended up with this.

Only used my cloud edits, color tweaks, atmosphere height, and sea level rest is yours

cool

Attachments: 2137725.jpg (372.6 Kb)





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Edited by DoctorOfSpace - Monday, 25.06.2012, 05:43
 
HarbingerDawnDate: Monday, 25.06.2012, 06:10 | Message # 3
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I really like the way yours looks smile I did mine the way I did because I was going for realism, so I intentionally let aesthetics suffer. Nice job on those tweaks. Can you post your cloud code? I'd like to experiment with it, it looks really good for procedural clouds.




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DoctorOfSpaceDate: Monday, 25.06.2012, 06:15 | Message # 4
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I posted about it a while back, link here

Quote
A method I use doesn't look good from ground level but it does look good from space.

Here are the settings I used for the screen
Clouds
{
BumpMap "Earth/Clouds"
BumpTileSize 514
BumpTileBorder 1
BumpHeight 1.5
BumpOffset 0.0
Exposure 3.0
DayAmbient 3.0
Lommel 0.2
Height 9.0 //3.5
Velocity 42.0 // km/h
Coverage 0.42
}

It doesn't look good from the ground for obvious reasons, like the fact I'm using a texture as a bump.


http://en.spaceengine.org/forum/17-581-4799-16-1336488263

But here is what I was using in the above screen
Quote
Clouds {
BumpMap "Earth/Clouds"
BumpTileSize 514
BumpTileBorder 1
BumpHeight 6.0
BumpOffset 0.0
Height 8
DayAmbient 2
Lommel 0.2
Exposure 2
Color (1.000, 1.000, 1.000, 1.000)
mainFreq 0.7068
mainOctaves 10
Velosity 40 // km/h
Coverage 0.33
twistZones 4.519065
twistMagn 2.279877
}





Intel Core i7-5820K 4.2GHz 6-Core Processor
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Edited by DoctorOfSpace - Monday, 25.06.2012, 06:16
 
HarbingerDawnDate: Monday, 25.06.2012, 06:41 | Message # 5
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Oh wow, I was just looking at that thread like an hour ago, haha Thanks




All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
aryoseno11Date: Sunday, 01.07.2012, 05:19 | Message # 6
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hahaha many thanks biggrin




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