MOD - Creating a Planet 0.95
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HarbingerDawn | Date: Monday, 27.08.2012, 18:59 | Message # 31 |
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| SpaceEngineer, why is the color of the clouds on desert worlds tied to the colorDesert parameter? And is there any way to independently set the color for the clouds, or will there be in a future version?
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SpaceEngineer | Date: Monday, 27.08.2012, 20:21 | Message # 32 |
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| Because deserts assumed to have a dust clouds, like Mars. And clouds color cannot be set in the script, sorry.
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HarbingerDawn | Date: Monday, 27.08.2012, 21:54 | Message # 33 |
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| I had guessed that was the reason. Thanks for the info.
Though most of the time Mars's most visible clouds are white water ice clouds (eg. this map from the day MSL landed)
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Edited by HarbingerDawn - Monday, 27.08.2012, 21:59 |
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XMINEIROCREEPEIROGENERALX | Date: Monday, 27.08.2012, 22:09 | Message # 34 |
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| Where is the download button?
OpenGL 3.0 is the best OpenGL for SE. Trust me. ;)
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DoctorOfSpace | Date: Monday, 27.08.2012, 22:16 | Message # 35 |
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| Quote (HarbingerDawn) Though most of the time Mars's most visible clouds are white water ice clouds smile (eg. this map from the day MSL landed)
Thats one reason why I started working on a Mars cloud setup.
But the only issue is as you mentioned, the color.
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Edited by DoctorOfSpace - Monday, 27.08.2012, 22:16 |
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HarbingerDawn | Date: Monday, 27.08.2012, 22:24 | Message # 36 |
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| Quote (XMINEIROCREEPEIROGENERALX) Where is the download button? The download button for what?
Quote (DoctorOfSpace) But the only issue is as you mentioned, the color. It's not really an obstacle for planets that don't have procedural surfaces, as you can specify whatever color you like for the clouds without affecting the surface (add colorDesert (0.700, 0.700, 0.700, 0.000) in the Surface tag, for example).
The way to get around it on procedural worlds is to make the world a Terra instead of a Desert, and then to make an Ocean height of 0.1 or some such number so that you never really see any water (if you do find a deep enough hole you can always just Ctrl-C to disable it).
I like what you have so far for the Mars clouds!
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Edited by HarbingerDawn - Monday, 27.08.2012, 22:37 |
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DoctorOfSpace | Date: Monday, 27.08.2012, 22:35 | Message # 37 |
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| Quote (HarbingerDawn) It's not really an obstacle for planets that don't have procedural surfaces, as you can specify whatever color you like for the clouds without affecting the surface (add colorDesert (0.700, 0.700, 0.700, 0.000) in the Surface tag, for example).
I didn't know that so thanks. That helps me in more ways than one, as I'm experimenting in editing and making planets.
Quote (HarbingerDawn) I like what you have so far for the Mars clouds!
With what you posted and a small tweak
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HarbingerDawn | Date: Monday, 27.08.2012, 22:42 | Message # 38 |
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| Quote (DoctorOfSpace) With what you posted and a small tweak Looks nice. The chief problem with creating Mars clouds, and the reason I didn't try it before, is that procedural clouds look really opaque and thick, and Mars's clouds are very thin. But now that there is a texture export feature, once you get the clouds the way you want you can export the texture, decrease the opacity in an image editor, and then run it through CubeMap. Then you've got yourself some mighty fine Mars clouds
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DoctorOfSpace | Date: Monday, 27.08.2012, 22:59 | Message # 39 |
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| Quote (HarbingerDawn) is that procedural clouds look really opaque and thick
I'm not using procedural clouds though. I am using that Earth clouds as a bump only method and adjusting the coverage settings. I tried procedural but it didn't look good at all, even with low twist zones and low coverage.
I wonder if you could help me out though with something I am trying to do to Mars.
I am trying to make a "realistic" Terraformed Mars. I say realistic because I'd like to keep it as a desert world listing but give it some water. However when I launch under the desert flag it looks like this
I have to open it in the editor to look like this
It may be because it should be listed as Terra but I'd like to keep it under the Desert flag and only have the life section centered around the equator with low clouds and lots of water.
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HarbingerDawn | Date: Monday, 27.08.2012, 23:30 | Message # 40 |
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| Quote (DoctorOfSpace) It may be because it should be listed as Terra but I'd like to keep it under the Desert flag and only have the life section centered around the equator with low clouds and lots of water. hmmm.... listing it as a Terra may be a necessary sacrifice (and by SE's classification scheme it most certainly would be anyway). Does the water appear as soon as you open the editor, or is there a parameter that you edit with the UI first?
Also, changing it from desert to terra shouldn't affect the texturing, all else being equal (when I switched a desert world I was working on to being a terra, nothing changed save for the ocean). But I'm not sure in this case, and you're in a better position to know than I am.
Quote (DoctorOfSpace) I'm not using procedural clouds though. I am using that Earth clouds as a bump only method and adjusting the coverage settings. But they are still using a procedural diffuse map, which is what I meant, so they are drawn in the heavy, thick way that procedural clouds are in SE. For a terraformed cloud set it is not a problem, but for a realistic Mars cloud map it will always look slightly awkward, which is why extra work would be needed to get it to look perfect (but how perfect it would be!).
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DoctorOfSpace | Date: Monday, 27.08.2012, 23:38 | Message # 41 |
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| Quote (HarbingerDawn) Does the water appear as soon as you open the editor, or is there a parameter that you edit with the UI first?
The water is added in the config but only appears in one small area. When I open the editor the water only expands slightly and not to where I'd like it to be.
Quote (HarbingerDawn) Also, changing it from desert to terra shouldn't affect the texturing
It does actually depending on what parameters are edited. I am working off of the Earth like Mars edit and when I switch to Desert the plant life becomes darker green and the deserts are spread out more where I'd like them to be.
Edit
Terra Mars
Desert Mars
Quote (HarbingerDawn) But they are still using a procedural diffuse map, which is what I meant, so they are drawn in the heavy, thick way that procedural clouds are in SE.
Ah I see what you mean. Yeah I could look into that, in fact I think I will. I'll get back to you on it though.
Quote (HarbingerDawn) For a terraformed cloud set it is not a problem, but for a realistic Mars cloud map it will always look slightly awkward
Mars is undeniably my favorite planet to work with so I'm doing multiple sets of things to it. I have a lot of configs for Mars and one of them is realistic current Mars where I'm tweaking a bunch of things like the clouds.
Quote (HarbingerDawn) which is why extra work would be needed to get it to look perfect (but how perfect it would be!).
That shouldn't be very hard at all really. Not a lot of extra work, all I'd have to do is adjust the color setting in game and then export it and tweak the hue and transparency in an editor.
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Edited by DoctorOfSpace - Monday, 27.08.2012, 23:54 |
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HarbingerDawn | Date: Tuesday, 28.08.2012, 00:01 | Message # 42 |
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| Quote (DoctorOfSpace) It does actually depending on what parameters are edited. I am working off of the Earth like Mars edit and when I switch to Desert the plant life becomes darker green and the deserts are spread out more where I'd like them to be. Do you export the script and use that in your catalog file? (Actually of course you did, man am I sleep deprived ) The problem is probably the discrepancy in sea level between the two worlds. It doesn't make any sense that the colors would change though.
Quote (DoctorOfSpace) all I'd have to do is adjust the color setting in game and then export it and tweak the hue and transparency in an editor. I have a sneaking feeling that it will be harder than it sounds. My graphics card times out when trying to export large textures and so crashes the program. I would need to edit the registry to overcome that limitation.
You could also create a dust cloud texture and use it as a separate cloud layer to give Mars the two distinct types of clouds that it has in real life (obviously you could not use procedural clouds with this method, but there are other ways that you could if you wanted).
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DoctorOfSpace | Date: Tuesday, 28.08.2012, 00:34 | Message # 43 |
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| Quote (HarbingerDawn) Do you export the script and use that in your catalog file?
Yes but I don't put all the entries into the file.
Quote (HarbingerDawn) The problem is probably the discrepancy in sea level between the two worlds.
I have tried making it high but until I put it higher than the clouds, on the desert world, I can't see it besides in lowlands.
Quote (HarbingerDawn) It doesn't make any sense that the colors would change though.
I adjusted the settings on Desert Mars to be more appropriate and then switched back to Terra and this happened
I think there is something I am doing that makes the 2 planet settings very different.
Quote (HarbingerDawn) You could also create a dust cloud texture and use it as a separate cloud layer to give Mars the two distinct types of clouds that it has in real life (obviously you could not use procedural clouds with this method, but there are other ways that you could if you wanted).
I didn't know that but now that I do I'll try it eventually.
That doesn't work with procedural or two separated custom cloud textures. I either end up with a dust layer and low res cloud blotches or an opaque Mars.
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Edited by DoctorOfSpace - Tuesday, 28.08.2012, 09:53 |
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SpaceEngineer | Date: Tuesday, 28.08.2012, 18:13 | Message # 44 |
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| Take a look on the "Style" parameter - it set up the default coloring scheme. There are 3 color schemes for deserts and terras:
0.000 < Style < 0.333 - ligth yellow (sand) color 0.333 < Style < 0.666 - more reddish (Earth) colors 0.666 < Style < 1.000 - red (Mars) colors
Inside these 3 zones, there are 3 subzones that set up the water color:
0.0 < waterStyle < 0.5 - blue water 0.5 < waterStyle < 0.8 - green water 0.8 < waterStyle < 1.0 - red water
Final Style = Style + waterStyle / 3.0, i.e. if you want to have a red planet with green oceans, you should use Style = 0.667 + 0.5 / 3.0 + 0.05 = 0.8833 (the 0.05 added to ensure you cross the subzone boundary).
Colors of the plants are determined taking into account temperature of the star and average temperature on the planet:
star T < 4000K - black plants 4000K < star T < 7000K - green plants 7000K < star T - blue plants
planet T < 260 K - more pink plants planrt T > 300 K - more yellow plants
If you don't like this colors, you always may use colorLowPlants and colorUpPlants in th script.
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Arron17 | Date: Tuesday, 28.08.2012, 18:36 | Message # 45 |
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| I'm having a problem making planets and I'm not sure what I'm doing wrong, this is the code I have used.
Code Planet "Rock 1" // Type of object ant it's name { ParentBody "Hermes" // The body, around wich this planet orbits Class "Selena" // Class of a planet
Radius 4013.5 // Radius in km Mass 0.24 // Mass in Earth's masses Oblateness 0.0 // Oblataness
Albedo 0.07 // Albedo Color (1.000, 1.000, 0.934 ) // Color of a particle Surface // Surface tag {
BumpHeight 25.4 // Max height of landscape in km BumpOffset 1.3 // Offset of zero height level DiffMapAlpha "None" // Mode of specular effect (flecks of sunlight) DayAmbient 0.8 // Brightness of fake daytime ambient light Lommel 1.0 // Lambert to Lommel-Seeliger lighting model ratio Exposure 2.0 // Global surface brighness Life false // true, if there is life on the planet
// Next are parameters for procedural surface generation Style 0.589168 // Default color scheme Randomize (-0.031, -0.725, -0.872) // Randomize vector colorDistMagn 0.04671758 // Magnitude of detail textures distortion colorDistFreq 14.59185 // Frequency of detail textures distortion detailScale 665.3179 // Scale of detail textures colorConversion true // Perform textures color conversion seaLevel 0.2344274 // Mare level height (0...1) snowLevel 0.990009 // Snow line level (0...1) tropicLatitude 0.0 // Latitude of tropics icecapLatitude 0.5 // Latitude of ice caps boundaries icecapHeight 0.4566726 // Height of ice caps climatePole 1.000 // Climate of poles - index to color table (0...1) climateTropic 0.450 // Climate of tropics - index to color table (0...1) climateEquator 0.625 // Climate of equator - index to color table (0...1) tropicWidth 0.07 // Width of tropics mainFreq 1.770453 // Main noise frequency (oceans/continents) venusFreq 0.90631 // Venus-like global structures frequency venusMagn 0.1794956 // Venus-like global structures magnitude mareFreq 1.590966 // Lunar mare frequency mareDensity 0.1880112 // Lunar mare density montesMagn 0.2106156 // Lunar mare magnitude montesFreq 447.9364 // Lunar mare frequency montesDensity 0.1032389 // Lunar mare density dunesMagn 0.05065665 // Dunes magnitude (0...1) dunesFreq 7542.516 // Dunes frequency dunesDensity 0.0 // Dunes density hillsMagn 0.125375 // Hills magnitude (0...1) hillsFreq 0.3447827 // Hills frequency hillsDensity 0.5050473 // Hills density canyonMagn 0.003447684 // Canyons magnitude (0...1) canyonFreq 658.1566 // Canyons frequency canyonDensity 0.3917769 // Canyons density cracksMagn 0.02371026 // Ice cracks magnitude (0...1) cracksFreq 2.237627 // Ice cracks frequency cracksOctaves 0 // Number of ice cracks octaves craterMagn 0.6555124 // Craters magnitude craterFreq 17.41361 // Craters frequency craterDensity 0.8474388 // Craters density craterOctaves 10 // Number of craters octaves craterRayedFactor 0.2032161 // Number of rayed craters relative to usual craters colorSea (0.400, 0.350, 0.320, 0.000) // Color of mare colorShelf (0.470, 0.410, 0.380, 0.000) // Color of mare colorBeach (0.560, 0.470, 0.420, 0.000) // Color of continents colorDesert (0.510, 0.440, 0.370, 0.200) // Color of continents colorLowland (0.390, 0.340, 0.280, 0.500) // Color of continents colorUpland (0.660, 0.600, 0.520, 0.800) // Color of continents colorRock (0.670, 0.620, 0.550, 1.000) // Color of continents colorSnow (1.000, 1.000, 1.000, 1.000) // Color of continents } Orbit // Orbit tag { RefPlane "Ecliptic" // Orbit reference plane Epoch 2451545.0 // Orbital parameters epoch, Julian date Period 0.227794 // Orbital period in years Eccentricity 0.021 // Eccentricity Inclination 0.000052 // Inclination in degrees AscendingNode -78.3 // Longitude of ascending node in degrees
// Next two are interchangeable: SemiMajorAxis = PericenterDist / (1.0 - Eccentricity) SemiMajorAxis 0.399737964 // Semimajor axis in astronomical units //PericenterDist 0.378737964 // Pericentric distanse in astronomical units
// Next two are interchangeable: ArgOfPericen = LongOfPericen - AscendingNode ArgOfPericen 297 // (or ArgOfPericenter) Argument of pericenter in degrees //LongOfPericen 308.09011 // (or LongOfPericenter) Longitude of pericenter in degrees
// Next two are interchangeable: MeanAnomaly = MeanLongitude - LongOfPericen MeanAnomaly 88.5 // Mean anomaly in degrees //MeanLongitude 296.93974 // Mean longitude in degrees
//AscNodePreces 131795.3 // Ascending node precession period in years //ArgOfPeriPreces 26799.51 // Argument of pericenter precession period in years } }
The planet is the right type and has the correct orbit but for some reason every planet I add has an atmosphere even though I haven't specified one. What am I doing wrong?
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