MOD - Creating a planet 0.980
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sent808 | Date: Tuesday, 14.07.2015, 12:50 | Message # 16 |
Astronaut
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| I like it haha. Can you share your moon code please?
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HarbingerDawn | Date: Tuesday, 14.07.2015, 23:44 | Message # 17 |
Cosmic Curator
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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.
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
Edited by HarbingerDawn - Wednesday, 15.07.2015, 00:02 |
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HarbingerDawn | Date: Wednesday, 15.07.2015, 00:28 | Message # 18 |
Cosmic Curator
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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.
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
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PlutonianEmpire | Date: 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.
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 - Wednesday, 15.07.2015, 05:10 |
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HarbingerDawn | Date: Wednesday, 15.07.2015, 05:12 | Message # 20 |
Cosmic Curator
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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.
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
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PlutonianEmpire | Date: 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.
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" } }
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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 :( )
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steeljaw354 | Date: Monday, 10.08.2015, 19:55 | Message # 22 |
World Builder
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| What kind of file do I use? for the script
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PlutonianEmpire | Date: Thursday, 13.08.2015, 04:44 | Message # 23 |
Pioneer
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| Hi, can someone explain the Adiabat parameter under "Atmosphere", and how it is supposed to work in Space Engine, please?
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 :( )
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JackDole | Date: Wednesday, 09.09.2015, 10:25 | Message # 24 |
Star Engineer
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Germany
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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.
Don't forget to look here.
Edited by JackDole - Wednesday, 09.09.2015, 10:27 |
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ibuckshot5 | Date: Saturday, 19.09.2015, 00:45 | Message # 25 |
Observer
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| I'm sorry if this is a nooby question, but how do i get procedural asteroids for my system?
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JackDole | Date: Sunday, 20.09.2015, 13:41 | Message # 26 |
Star Engineer
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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.
Don't forget to look here.
Edited by JackDole - Sunday, 20.09.2015, 13:49 |
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TheMonkey595 | Date: Sunday, 04.10.2015, 15:09 | Message # 27 |
Observer
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Puerto Rico
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| Uhmmm... Hi. 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.
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JackDole | Date: Sunday, 22.11.2015, 11:25 | Message # 28 |
Star Engineer
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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 |
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SpaceEngineer | Date: Sunday, 22.11.2015, 20:57 | Message # 29 |
Author of Space Engine
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Russian Federation
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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.
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JackDole | Date: Sunday, 22.11.2015, 21:52 | Message # 30 |
Star Engineer
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Germany
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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.
PS: It is of course impossible, I'm working all the objects individually in the editor.
Don't forget to look here.
Edited by JackDole - Sunday, 22.11.2015, 22:02 |
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