MOD - Creating a planet 0.980
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JackDole | Date: Sunday, 29.05.2016, 08:47 | Message # 76 |
Star Engineer
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Germany
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| LeeP, Maybe you should look at this addon.
Don't forget to look here.
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Silicon | Date: Monday, 30.05.2016, 01:06 | Message # 77 |
Astronaut
Group: Users
United States
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| I have been trying to modify Venus in RC2 but instead of fully using the provided replacement .sc SE will create a hybrid of the new file and the original. For example I removed Venus' packaged cloud and surface textures from the .sc because I wanted to use procedural clouds and surface. Is there a way to fix this? Here is the my .sc for Venus to look over:
Code Planet "Venus" { ParentBody "Sol" Class "Terra"
Mass 0.815 Radius 6052
RotationPeriod 732.479839 RotationOffset 137.45 Obliquity 178.78 EqAscendNode 300.22
Albedo 0.90 AlbedoBond 0.90 AlbedoGeom 0.67 Brightness 1.9
Life { Class "Organic" Type "Multicellular" Biome "Marine/Terrestrial" Panspermia true }
Surface { DiffMapAlpha "Water" SurfStyle 0.0 OceanStyle 0.0 Randomize (0.86 0.43 0.75) colorSea (0.02 0.05 0.10 1.00) colorShelf (0.15 0.48 0.46 1.00) colorBeach (0.82 0.73 0.57 0.00) colorDesert (0.42 0.36 0.22 0.00) colorLowland (0.34 0.29 0.18 0.00) colorUpland (0.57 0.54 0.42 0.00) colorRock (0.10 0.10 0.10 0.00) colorSnow (1.00 1.00 1.00 0.50) colorLowPlants (0.101, 0.160, 0.069, 0.000) colorUpPlants (0.095, 0.114, 0.040, 0.000) climateEquator 0.642 climateTropic 0.1422 climatePole 0.9 snowLevel 0.95 tropicWidth 0.21
// Elevation map author: Vladimir Romanyuk "SpaceEngineer" BumpMap "Venus/Bump-SE" BumpTileSize 258 BumpTileBorder 1 BumpHeight 13.7 BumpOffset 2.9 Hapke 0.0 }
Ocean { Height 4.45 }
Clouds { Height 7.0 Velosity -60 // km/h Coverage 0.4 mainFreq 0.833 mainOctaves 10 twistZones 2.13 twistMagn 0.74 cycloneDensity 0.0 }
Atmosphere { Height 60 // km Greenhouse 80 // degrees K Pressure 3 // atm Adiabat 0.28 Model "Venus" Bright 10.0 Opacity 1.0 SkyLight 3.0 Composition // values in percent { N2 75.92 O2 23.3 Ar 0.5 H2O 0.2 CO2 0.08 } }
NoAurora true NoRings true
Orbit { RefPlane "Ecliptic" Period 0.6152 SemiMajorAxis 0.7233 Eccentricity 0.0068 Inclination 3.3947 AscendingNode 76.681 LongOfPericen 131.533 MeanLongitude 181.979 } }
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Ostarisk | Date: Monday, 30.05.2016, 01:09 | Message # 78 |
Pioneer
Group: Users
Australia
Messages: 451
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| All i can say is
Quote Silicon ( ) Code { RefPlane "Ecliptic" Period 0.6152 SemiMajorAxis 0.7233 Eccentricity 0.0068 Inclination 3.3947 AscendingNode 76.681 LongOfPericen 131.533 MeanLongitude 181.979 }
Should look like this:
Code Orbit { RefPlane "Ecliptic" Period 0.6152 SemiMajorAxis 0.7233 Eccentricity 0.0068 Inclination 3.3947 AscendingNode 76.681 LongOfPericen 131.533 MeanLongitude 181.979 }
My mods
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Ostarisk | Date: Monday, 30.05.2016, 01:34 | Message # 79 |
Pioneer
Group: Users
Australia
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| Quote Silicon ( ) Nope, didn't do anything. I still believe that SE is creating a hybrid of the packaged SolarSys.sc and the overwrite file. I don't know how to fix this, I've never encountered that problem. If you put the new venus in a new sc file however, try removing the Solarsys.sc from the universe.cfg
My mods
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Silicon | Date: Monday, 30.05.2016, 01:41 | Message # 80 |
Astronaut
Group: Users
United States
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| Quote Ostarisk ( ) try removing the Solarsys.sc from the universe.cfg Are we using the same version? I am using RC2. .sc's aren't loaded from universe.cfg in RC2. They automatically load from the addons folder.
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JackDole | Date: Monday, 30.05.2016, 07:45 | Message # 81 |
Star Engineer
Group: Local Moderators
Germany
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| Silicon,
Quote Silicon ( ) I have been trying to modify Venus in RC2 Try this script.
Code // Silicon Venus
Planet "Venus" { ParentBody "Sol" Class "Terra"
Mass 0.815 Radius 6052
RotationPeriod 732.479839 RotationOffset 137.45 Obliquity 178.78 EqAscendNode 300.22
Albedo 0.90 AlbedoBond 0.90 AlbedoGeom 0.67 Brightness 1.9
Life { Class "Organic" Type "Multicellular" Biome "Marine/Terrestrial" Panspermia true }
Surface { DiffMap "NONE" // use procedural texture DiffMapAlpha "Water" SurfStyle 0.0 OceanStyle 0.0 Randomize (0.86 0.43 0.75) colorSea (0.02 0.05 0.10 1.00) colorShelf (0.15 0.48 0.46 1.00) colorBeach (0.82 0.73 0.57 0.00) colorDesert (0.42 0.36 0.22 0.00) colorLowland (0.34 0.29 0.18 0.00) colorUpland (0.57 0.54 0.42 0.00) colorRock (0.10 0.10 0.10 0.00) colorSnow (1.00 1.00 1.00 0.50) colorLowPlants (0.101, 0.160, 0.069, 0.000) colorUpPlants (0.095, 0.114, 0.040, 0.000) climateEquator 0.642 climateTropic 0.1422 climatePole 0.9 snowLevel 0.95 tropicWidth 0.21
// Elevation map author: Vladimir Romanyuk "SpaceEngineer" BumpMap "Venus/Bump-SE" BumpTileSize 258 BumpTileBorder 1 BumpHeight 13.7 BumpOffset 2.9 Hapke 0.0 }
Ocean { Height 4.45 }
Clouds { DiffMap "NONE" // use procedural texture DiffMapAlpha "Transp" // transparent clouds Height 7.0 Velocity -60 // km/h Coverage 0.4 mainFreq 0.833 mainOctaves 10 twistZones 2.13 twistMagn 0.74 cycloneDensity 0.0 }
Atmosphere { Height 60 // km Greenhouse 80 // degrees K Pressure 3 // atm Adiabat 0.28 Model "Venus" Bright 10.0 Opacity 1.0 SkyLight 3.0 Composition // values in percent { N2 75.92 O2 23.3 Ar 0.5 H2O 0.2 CO2 0.08 } }
NoAurora true NoRings true
Orbit { RefPlane "Ecliptic" Period 0.6152 SemiMajorAxis 0.7233 Eccentricity 0.0068 Inclination 3.3947 AscendingNode 76.681 LongOfPericen 131.533 MeanLongitude 181.979 } }
I have added under 'Surface'
Code DiffMap "NONE" // use procedural texture
and under 'Clouds'
Code DiffMap "NONE" // use procedural texture DiffMapAlpha "Transp" // transparent clouds
If you want a blue Venus atmosphere, you need to edit the atmosphere. This is with 'Model "Earth"' instead of 'Model "Venus"'.
Don't forget to look here.
Edited by JackDole - Monday, 30.05.2016, 14:46 |
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steeljaw354 | Date: Monday, 30.05.2016, 13:09 | Message # 82 |
World Builder
Group: Users
Pirate
Messages: 862
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| Can someone update the front of this thread for RC2?
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Ostarisk | Date: Tuesday, 31.05.2016, 04:06 | Message # 83 |
Pioneer
Group: Users
Australia
Messages: 451
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| I exported a comet from a procedural system, and then put it in my system, and gave it a different name, and it became really spiky:
I'm in 9.7.2
Code Comet "AC 12" { ParentBody "Epherus" Class "Asteroid"
Mass 2.067426e-010 Radius 7.810164 InertiaMoment 0.3999193
Oblateness 0.01005075
RotationPeriod 46.79057 Obliquity 126.6428 EqAscendNode 311.2787
AbsMagn 1.084754 SlopeParam 2.69567 Albedo 0.05 Brightness 1 Color (0.409 0.302 0.194)
Surface { SurfStyle 0.9451501 OceanStyle 0.1569307 Randomize (-0.637, 0.926, -0.120) colorDistMagn 0.5410188 colorDistFreq 0.3841884 detailScale 213.2695 colorConversion true snowLevel 2 tropicLatitude 0.4851865 icecapLatitude 1 climatePole 0.9375 climateTropic 0.3125 climateEquator 0.6875 heightTempGrad 0.625 tropicWidth 0.07 mainFreq 0.6141818 terraceProb 0.4287597 erosion 0 montesMagn 0.01266269 montesFreq 1.006437 montesFraction 0.6457642 dunesFraction 0 hillsMagn 1.059261 hillsFreq 12.43372 hillsFraction 0.5731889 hills2Fraction -0.5731889 canyonFraction 0 craterMagn 0.2303768 craterFreq 17.20686 craterDensity 0.7346785 craterOctaves 11 volcanoActivity 0 volcanoFlows 0 volcanoRadius -1.#INF volcanoTemp 1500.745 lavaCoverTidal 0 lavaCoverSun 0 lavaCoverYoung 0 colorSea (0.340, 0.350, 0.400, 0.050) colorShelf (0.400, 0.410, 0.460, 0.040) colorBeach (0.460, 0.470, 0.520, 0.030) colorDesert (0.520, 0.530, 0.590, 0.020) colorLowland (0.580, 0.590, 0.650, 0.030) colorUpland (0.640, 0.650, 0.710, 0.050) colorRock (0.700, 0.710, 0.790, 0.020) colorSnow (0.700, 0.710, 0.790, 0.060) BumpHeight 7.029148 BumpOffset 1.40583 SpecBrightWater 0 SpecBrightIce 0.3 SpecularPower 55 Hapke 1 SpotBright 4 SpotWidth 0.05 DayAmbient 0.07 }
NoClouds true
NoOcean true
NoLava true
NoAtmosphere true
NoAurora true
NoRings true
CometTail { MaxLength 0.6677844 GasToDust 0.25 Particles 2328 GasBright 0.01808202 DustBright 0.6966016 GasColor (0.002 0.006 0.010) DustColor (0.031 0.066 0.051) }
Orbit { SemiMajorAxis 1.871032 Period 5.012877 Eccentricity 0.8723403 Inclination 155.6675 AscendingNode 32.60221 ArgOfPericenter 182.3153 MeanAnomaly 265.2154 RefPlane "Ecliptic" } }
Help?
My mods
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JackDole | Date: Tuesday, 31.05.2016, 17:17 | Message # 84 |
Star Engineer
Group: Local Moderators
Germany
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| Ostarisk, You could set the value of 'craterMagn' to 0. Then the comet looks like this:
Don't forget to look here.
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PlutonianEmpire | Date: Tuesday, 31.05.2016, 19:07 | Message # 85 |
Pioneer
Group: Users
United States
Messages: 475
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| I had the same issue with Venus in RC 2 as well, with the one in the addons folder overlapping the existing one in solarsys.sc in the data folder. The only solution I found was to add this to my new Venus in addons:
Doing this got rid of the old Venus, but I had to use a slightly different name in order for it to work (Such as "Venus (TPE)"), since using "Venus" for the name inexplicably put me right back at square one.
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: Tuesday, 31.05.2016, 19:41 | Message # 86 |
Star Engineer
Group: Local Moderators
Germany
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| PlutonianEmpire, Can you post your Venus script so that I can look at it?
Don't forget to look here.
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PlutonianEmpire | Date: Thursday, 02.06.2016, 01:10 | Message # 87 |
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Group: Users
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| Okay, here's the script.
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: Thursday, 02.06.2016, 07:31 | Message # 88 |
Star Engineer
Group: Local Moderators
Germany
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| PlutonianEmpire, Maybe it really is the easiest way to change the names!
But I have the script changed a little. Try it.
The problem is this: If you remove an object with 'Remove', but make a new object with the old name and the same parent object, SE relies on the old object. To prevent 'SpaceEngine' uses the textures, you need to disable it. This is done with 'DiffMap "NONE"'. This is for 'Surface' and for 'Clouds'
If 'Clouds' should be transparent, you have to use 'DiffMapAlpha "Transp"'. If the planet has water, should be inserted 'DiffMapAlpha "Water"' in the 'Surface' section.
I also have the commented 'Earth' removed from the script. With block comments there is a problem when you have nested block comments
For example:
Code /* Some code Some code ... /* more code more code ...
*/ THIS ENDED THE COMMENTS Another code // THIS IS NOT COMMENTED ...
/* FROM HERE IS COMMENTED more code more code ...
*/ THIS ENDED AGAIN THE COMMENTS Another code // THIS IS NOT COMMENTED ... */
This can certainly cause problems with SE.
Don't forget to look here.
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PlutonianEmpire | Date: Thursday, 02.06.2016, 19:43 | Message # 89 |
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| If I use the DiffMap "None" with clouds for a terra, and I add three new cloud layers for 3 procedural clouds, will the game still add that new, 3rd procedural layer, or will the game cut it out and continue using the invisible 1st cloud layer, making mse see only 2 visible cloud layers instead of 3?
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: Thursday, 02.06.2016, 22:22 | Message # 90 |
Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| PlutonianEmpire, Quote PlutonianEmpire ( ) If I use the DiffMap "None" with clouds for a terra, and I add three new cloud layers for 3 procedural clouds, will the game still add that new, 3rd procedural layer, or will the game cut it out and continue using the invisible 1st cloud layer, making mse see only 2 visible cloud layers instead of 3? I think so. You can see this if you export the planet in the editor. These are the three 'Clouds' layers which SE generated for Venus.
Code Clouds { Height 50 Velocity -264 BumpHeight 5.68619 Hapke 0.2 SpotBright 2 SpotWidth 0.15 DayAmbient 3 ModulateColor (0.350 0.350 0.350 1.000) mainFreq 1.00981 mainOctaves 10 Coverage 0.271344 twistZones 1.71727 twistMagn 1.11071 }
Clouds { Height 3.53369 BumpHeight 5.0443 Hapke 0.2 SpotBright 2 SpotWidth 0.15 DayAmbient 2 mainFreq 1.00981 mainOctaves 10 Coverage 0.271344 twistZones 1.71727 twistMagn 1.11071 }
Clouds { Height 5.66699 BumpHeight 5.74168 Hapke 0.2 SpotBright 2 SpotWidth 0.15 DayAmbient 2 mainFreq 1.00981 mainOctaves 10 Coverage 0.271344 twistZones 1.71727 twistMagn 1.11071 }
I also found that the script does not work properly in any of my three RC2 installations. It works in my 'Clean' installation and in my 'Custom universe' installation. It does not work properly in my actual work installation. I do not know yet why. But I really have a lot of stuff in it. Sometimes I lose track.
Don't forget to look here.
Edited by JackDole - Thursday, 02.06.2016, 22:24 |
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