HarbingerDawn | Date: Monday, 25.06.2012, 05:03 | Message # 1 |
Cosmic Curator
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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
UPDATE: I have edited the atmosphere to make the surface easier to see, so ignore the atmosphere in the screenshots.
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 - Monday, 25.06.2012, 18:37 |
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DoctorOfSpace | Date: Monday, 25.06.2012, 05:42 | Message # 2 |
Galaxy Architect
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Pirate
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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
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
Edited by DoctorOfSpace - Monday, 25.06.2012, 05:43 |
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HarbingerDawn | Date: Monday, 25.06.2012, 06:10 | Message # 3 |
Cosmic Curator
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United States
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| I really like the way yours looks 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.
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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DoctorOfSpace | Date: Monday, 25.06.2012, 06:15 | Message # 4 |
Galaxy Architect
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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 G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
Edited by DoctorOfSpace - Monday, 25.06.2012, 06:16 |
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HarbingerDawn | Date: Monday, 25.06.2012, 06:41 | Message # 5 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
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| 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
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aryoseno11 | Date: Sunday, 01.07.2012, 05:19 | Message # 6 |
Observer
Group: Users
Indonesia
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| hahaha many thanks
PC: Intel Core i7, 3 GB RAM, Geforce GT 430 2 GB DDR3, 500 GB free disk space
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