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MOD - Creating custom textures for planets 0.97
HarbingerDawnDate: Thursday, 11.06.2015, 16:35 | Message # 76
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quarior14, you can't use a normal map as your bump map, you must use a grayscale height map.

Also, you should have AddExtraData set to true, or change TileBorder to 0 in the planet catalog.

Quote quarior14 ()
NormMinValue -9058 # data for the normalization: the minimum value (height) (m)
NormMaxValue 9581 # data for the normalization: the maximum value (height) (m)

You can ignore this, this is for normalizing grayscale height maps, which is usually not necessary.





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quarior14Date: Friday, 12.06.2015, 08:26 | Message # 77
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What's weird is that with my other planets, it worked well and I put TileBorder 0 but it did not change anything, still the same problem (I did with Diff 1 Bump 0,Diff 0 Bump 1 and Diff 0 Bump 0 (add TileBorder after)).
PS: the bump is a Bump/base.jpg in fact, I used cubemap (and also the surface Surface/base.jpg).





Quarior

Edited by quarior14 - Friday, 12.06.2015, 08:32
 
DiakonovDate: Friday, 31.07.2015, 04:47 | Message # 78
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I have a problem with night lights. Earth night lights show, but in my custom planet, not. I used Cubemap to create the nightlight texture. The only thing that appear are blue dotted volcanoe lights. Weird!
 
HarbingerDawnDate: Friday, 31.07.2015, 06:54 | Message # 79
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Post your planet's Surface script. You can only use a night light texture on a planet that also uses other textures for its surface. It won't work if you procedurally generate the surface.




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PlutonianEmpireDate: Saturday, 15.08.2015, 21:14 | Message # 80
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When preparing .png images for cubemap conversions, and I export to raw (.data in gimp), which options do I choose on the save dialog?



Afterwards, when the image has been saved, do I need to change the extension from .data to .raw? I already tried making gimp export to .raw directly, but it gave me an error.

Attachments: 7305100.png (8.9 Kb)





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quarior14Date: Monday, 17.08.2015, 10:58 | Message # 81
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Diakonov :
Do you add this code in your world? I too had this problem but it is set. And unlit areas, you have to put the black because otherwise, you will be surprised by the area that is being transparete decency.
Code

    GlowMap        ""  //Your texture glow
    GlowTileSize    128
    GlowTileBorder  1
    GlowMode       "Night"
    GlowColor      (1.00 0.90 0.75)
    GlowBright      1.0





Quarior

Edited by quarior14 - Monday, 17.08.2015, 10:58
 
PlutonianEmpireDate: Saturday, 05.09.2015, 18:38 | Message # 82
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CubeMap won't accept my images. How do I make raw files correctly in Gimp?



EDIT: I figured things out now. Thank you for helping me, guys! smile

Attachments: 4010023.png (19.4 Kb)





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Edited by PlutonianEmpire - Tuesday, 13.10.2015, 01:41
 
Spock1108Date: Tuesday, 17.11.2015, 15:02 | Message # 83
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Thanks for the guidance! It 'was really helpful!




Sorry for my English! ;)
 
PlutonianEmpireDate: Tuesday, 22.12.2015, 05:15 | Message # 84
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Hmmm. My base cylindrical is having issues with colors, while the remainder of the cubemap texture load fine for my world. The base images for the default textures on the default Sol system planets load fine when I visit them, however. Does my base .png need to be saved in a specific format or with specific saving options?

When I view my planet from a distance so that SE renders the base cylindrical on it, the colors are strange or will have black marks.


When I get closer, the cube textures load fine.


Any idea how I can fix it?

Attachments: 0563626.png (452.2 Kb) · 4015677.png (430.1 Kb)





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robertdhowDate: Tuesday, 12.01.2016, 18:08 | Message # 85
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This guide is WAY too over-complicated - can we have some simple steps please? There's no need to confuse us with the whole technical manual. Most of the parameters mentioned are Cubemap's defaults, and we don't need a complex description of the file format and how SpaceEngine uses it.

Seems to me that most people will want to create a spherical planet texture based on an ordinary graphic file in jpg or png etc format, but there are important steps missing - eg converting your planet texture to RAW format, and details on the parameters needed.

I'm stuck at the RAW stage, when I run Cubemap the resulting images are just a streaky grey mess.

And shouldn't planet textures be PAK files? I don't see any mention of that. Sorry, I consider myself a reasonably intelligent person but I'm finding this how-to quite baffling.


Edited by robertdhow - Tuesday, 12.01.2016, 18:34
 
HarbingerDawnDate: Tuesday, 12.01.2016, 19:24 | Message # 86
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Quote robertdhow ()
And shouldn't planet textures be PAK files?

No, not unless you want them to be.

Quote robertdhow ()
I'm stuck at the RAW stage, when I run Cubemap the resulting images are just a streaky grey mess.

There's a mismatch between the parameters of the image and the parameters given in the cubemap config.





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FaceDeerDate: Sunday, 14.02.2016, 23:10 | Message # 87
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Quote HarbingerDawn ()
You can only use a night light texture on a planet that also uses other textures for its surface. It won't work if you procedurally generate the surface.


Aw, nuts. I've been using Space Engine as a way to generate solar systems for a science fiction RPG campaign, and I was hoping that after I'd created the base uninhabited solar systems I could just "paint" some cities onto the maps and keep the full detail of the procedural terrain.

I don't suppose you know if this is likely to be a supported feature at some point in the future? It'd be really handy.
 
Captain_NemoDate: Saturday, 05.03.2016, 17:18 | Message # 88
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Is there a condensed tutorial for us non-programmers?

Please

I want to make a planet texture so badly
 
pashdeadDate: Tuesday, 29.03.2016, 14:07 | Message # 89
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What am I doing wrong? It's stuck in creating base texture
Code
# Parameters for CubeMap and Optimizer: the input file and output folder
InputFile       D:\Tellus\12.raw
OutFolder       D:\Tellus\out

# Parameters for CubeMap: input file
InputWidth      8192    # width  of the input image
InputHeight     4096    # height of the input image
InputChannels   4       # number of channels (Grayscale - 1, RGB - 3, RGBA - 4, etc.)
Input16bit      false   # capacity: 16 or 8 bits per channel
InputByteSwap   false   # for 16-bit: little endian
InputUnsigned   false   # for 16-bit: unsigned or signed values
InputLatOffset  0       # shift in longitude, degrees

# Parameters for CubeMap and Optimizer: output files
OutFormat       jpg     # output format (raw, tga, png, jpg, tif, dds)
SeparateRGBA    false   # for RGBA:   output RGB and Alpha channels as separate tiles
SeparateHiLo    false   # for 16-bit: output high byte and low byte as separate tiles
TileWidth       512     # resolution of tile (width and height)
TileBorder      1       # add the pixels from the neighboring tiles around the perimeter of each tile
Out16bit        false   # capacity: 16 or 8 bits per channel (only raw and png)
OutByteSwap     false   # for 16-bit: little endian
OutUnsigned     false   # for 16-bit: unsigned or signed values
OutInvertAlpha  false   # invert alpha channel for RGBA-image
OutJPEGquality  85      # JPEG quality
DoublePrecision false   # use double resolution of the input file for calculation

# Parameters for CubeMap: normalization of the elevation map
Normalize       true    # for the 1-channel: normalize the output image (elevation map)
EnterNormData   false   # enter information for normalization or calculate it from the input file
NormMinValue    -10577  # data for the normalization: the minimum value (height)
NormMaxValue    8430    # data for the normalization: the maximum value (height)

# Parameters for CubeMap: a basic cylindrical texture
BaseTexDownSize 16      # how many times to reduce the original texture
BaseTexFormat   tga     # basic texture format

# Parameters for CubeMap: cache
MaxMem          512     # cache size in megabytes
MethodSide      Line    # mode of caching data for the side cubemap faces (NEG_X, POS_X, NEG_Z, POS_Z): Line, Quad
MethodPolar     Line    # mode of caching data for the polar cubemap faces (NEG_Y, POS_Y): Line, Quad

# Parameters to Optimizer
MinVar          20.0    # minimum variation of pixel's colors in the tile
Remove          false   # true - completely remove blank tiles, false - move to the temporary folder

# Parameters for CubeMap: choice faces to create
Create_NEG_X    1
Create_POS_X    1
Create_NEG_Y    1
Create_POS_Y    1
Create_NEG_Z    1
Create_POS_Z    1

# Parameters for CubeMap: stages
CreateBaseTex   1       # create a basic texture
DoConvert       1       # convert the selected faces (i.e. compute the faces of cubemap, stored in the temporary raw files)
DoDownSize      1       # compute the LODs of selected faces
DoUpdateEdges   1       # for AddExtraData = true: update of the pixels at the edges of the faces of these adjacent faces (the temporary raw files of all the faces must be calculated!)
DoTile          1       # split temporary raw-files of selected faces into the tiles of format OutFormat
DeleteTempRAW   0       # remove temporary raw-files
     


Added (25.03.2016, 19:45)
---------------------------------------------
I've tried to convert another texture, but result still the same - it's stuck in creating base texture, no matter what values I enter
I even tried default one (I didn't change any values in deafult cfg file) and still this very problem occurs
Help! :fie:

There is no issue with .raw file, I've tripple checked this wink

Added (29.03.2016, 13:55)
---------------------------------------------
Please, help

Added (29.03.2016, 14:07)
---------------------------------------------
I figured this out
I haven't created output folder biggrin
Such a silly mistake tongue

Edited by pashdead - Friday, 25.03.2016, 19:56
 
eatthepathDate: Thursday, 21.04.2016, 18:10 | Message # 90
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Has anyone had any luck getting a 16bit greyscale image into game? My chosen image editor, krita, can produce them but SE doesn't like it's outputs for reasons I can't figure out. Irfanview solved all my problems there with 8bpp heightmaps, but every time I open one of the 16bpp images in it it becomes 8bpp, so it's not helping me any where. GIMP also doesn't seem to handle it any better.

Edit: Decided to try some trial end error, and krita's .tif saves work if you flip the InputByteSwap flag to false.


Edited by eatthepath - Thursday, 21.04.2016, 18:34
 
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