MOD - Creating a Planet 0.95
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SpaceEngineer | Date: Tuesday, 28.08.2012, 18:38 | Message # 46 |
Author of Space Engine
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Russian Federation
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| Arron17, your should type NoAtmo true if you want to prevent SE to generate procedural atmosphere.
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Arron17 | Date: Tuesday, 28.08.2012, 18:47 | Message # 47 |
Observer
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United Kingdom
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| Quote (SpaceEngineer) Arron17, your should type NoAtmo true if you want to prevent SE to generate procedural atmosphere.
Where do I put this?
I tried in the planet parameters and in the atmosphere parameters and it made no difference.
Intel Core i3-330m, 4GB RAM, ATi Radeon 5650 1GB
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HarbingerDawn | Date: Tuesday, 28.08.2012, 19:36 | Message # 48 |
Cosmic Curator
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| Quote (Arron17) I tried in the planet parameters and in the atmosphere parameters and it made no difference. Type NoAtmosphere true in the general parameters section (same place that radius, class, etc. go).
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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LordHaHa | Date: Friday, 21.09.2012, 01:44 | Message # 49 |
Space Tourist
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United States
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| I've got these weird spikes on some of the terrain on my custom planet. They look cool from a distance but up close they are UGLY. Any thoughts on how to repair this one? Screens below the line.
LordHaHa
Edited by LordHaHa - Friday, 21.09.2012, 01:44 |
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SpaceEngineer | Date: Friday, 21.09.2012, 17:17 | Message # 50 |
Author of Space Engine
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Russian Federation
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| This looks like mountains or hills or canyons with a too high frequency.
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LordHaHa | Date: Saturday, 22.09.2012, 06:46 | Message # 51 |
Space Tourist
Group: Users
United States
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| Quote (SpaceEngineer) This looks like mountains or hills or canyons with a too high frequency.
Yeah, that was the problem. Mountain freq was around 300 something and Hills freq was 500 something...but Dunes freq was 700! I turned them all way down (150 mount, 66.7 hill, 78 dunes) and that has fixed everything. Funny thing this became an issue as this was originally a procedural planet. Of course I also dropped the radius down a lot to get the gravity up, so that might have effected things. Also there was way too much terracing after fixing that problem, so I had to add "terraceProb" to the file and halve the default value.
But thanks for the help out, its pretty much done now.
LordHaHa
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neutronium76 | Date: Tuesday, 25.09.2012, 22:11 | Message # 52 |
World Builder
Group: Users
Greece
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| Hello. I am trying to create the planetary system from the movie ''Prometheus''. I found out that this system actually exists in SE: its ζ2 ret and in particular its the ζ2 ret A3 gas giant and its moon A3.2 (the famous LV_223 planet of the ''Engineers'') that I am after. So the gas giant is upposed to have a ring system around it. Unfortunately both zeta 2 reticuly A3 and its moon A3.2 are procedural planets in SE. So what do I have to do in order to edit them? Can I somehow export them (as scripts and not as textures) in an .sc file and then add the rings to the gas giant. And would I be able to import them back to SE and replace the procedural ones? Because I am afraid there will be dublicates if I export them, edit them and re-inport them.
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
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HarbingerDawn | Date: Tuesday, 25.09.2012, 22:31 | Message # 53 |
Cosmic Curator
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| neutronium76, if you export the system and use that code to create a new catalog file or add to an existing one, it will replace the existing system; there will be no duplicates.
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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neutronium76 | Date: Wednesday, 26.09.2012, 10:43 | Message # 54 |
World Builder
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Greece
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| Ok I exported the system from the editor using the ''export system'' function, I went to cache/export folder and opened the newly created ''ZET2 ret.sc'' file with notpad. I than copy-pasted the ring code from : Code Rings // Rings tag { // Texture parameter is commented out, becuase // this planet use procrdural generation of texture //Texture "Icarus-rings.*" // Rings texture InnerRadius 8318.5 // Inner raduis of rings system in km OuterRadius 12438.3 // Outer radius of rings system in km RotationPeriod 43.3 // Rings rotation period in hours RotationOffset 60.0 // Rings rotation phase in degrees FrontBright 1.0 // Direct lighting brightness BackBright 5.0 // Back lighting brightness (scattering) Density 1.0 // Density (opacity) Exposure 2.0 // Global brightness }
section and I used the planet radius as a guide to change the inner and outer radius parameter for planet A3. But unfortunately there are no rings shown in SE . I remember I copied the entry in universe.cfg under planet section so what am I doing wrong?
I enclose both zeta2 ret.sc and universe.cfg for you people to check:
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
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SpaceEngineer | Date: Wednesday, 26.09.2012, 12:50 | Message # 55 |
Author of Space Engine
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Russian Federation
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| You made an recursive link:
Code Barycenter "ZET2 Ret" { ParentBody "ZET2 Ret" ... }
You should rename the barycenter (for example to "ZET2 Ret barycenter") or just don't use it at all - in reality ZET2 Ret is a singe star. So remove barycenter, stars A and B and star's B planetary system, then make all planet of star A rotating around ZET2 Ret, and rename them from A1, A2, A3 etc to simply 1, 2, 3.
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RedKing | Date: Wednesday, 26.09.2012, 16:36 | Message # 56 |
Observer
Group: Newbies
United States
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| I'm having a similar problem to neutronium76 with the rings, though I also get the opposite.
Code
Planet "Turis" { ParentBody "Theral" Class "Desert"
Mass 7.177274 Radius 11043.636 Obliquity -2.975179e-008 EqAscendNode 19.24333
Albedo 0.3 Color (1.000, 1.000, 1.000)
Surface { Style 0.5847038 Randomize (0.255, 0.597, -0.793) colorDistMagn 0.04210091 colorDistFreq 690.4531 detailScale 36233.26 colorConversion true seaLevel 0.05326123 snowLevel 0.98869 tropicLatitude 0 icecapLatitude 0.5 icecapHeight 0.07414196 climatePole 1 climateTropic 0.45 climateEquator 0.625 tropicWidth 0.07 mainFreq 0.9978861 venusFreq 0.4354896 venusMagn 0.3078657 mareFreq 1.34754 mareDensity 0.200675 erosion 0 montesMagn 0.2214149 montesFreq 356.9006 montesFraction 0.910012 dunesMagn 0.04610201 dunesFreq 47.51549 dunesFraction 0.00378642 hillsMagn 0.1414673 hillsFreq 600.1253 hillsFraction -0.00378642 hills2Fraction 0 canyonsMagn 0.0403211 canyonsFreq 140.2407 canyonFraction 0 cracksMagn 0.1326861 cracksFreq 0.5194907 cracksOctaves 0 craterMagn 0.6217116 craterFreq 18.39561 craterDensity 0.6479576 craterOctaves 9.09466 craterRayedFactor 0 colorSea (0.320, 0.240, 0.210, 0.000) colorShelf (0.290, 0.220, 0.200, 0.000) colorBeach (0.820, 0.740, 0.570, 0.000) colorDesert (0.810, 0.640, 0.450, 0.000) colorLowland (0.770, 0.580, 0.400, 0.000) colorUpland (0.620, 0.330, 0.170, 0.000) colorRock (0.220, 0.200, 0.200, 0.000) colorSnow (1.000, 1.000, 1.000, 1.000) colorLowPlants (0.770, 0.580, 0.400, 0.000) colorUpPlants (0.620, 0.330, 0.170, 0.000) BumpHeight 20 BumpOffset 4 DiffMapAlpha "Ice" SpecularBright 0.3 SpecularPower 150 DayAmbient 0.07 Lommel 0 Exposure 2 }
Atmosphere { Model "Earth" Height 352.1818 Density 4.451852 Pressure 0.007965851 Bright 3 Opacity 0.3 SkyLight 1 EclipseBright 100 EclipseColor (0.700, 0.500, 0.200) }
Orbit { SemiMajorAxis 9.2245788 Eccentricity 0.05632827 Inclination 133.9931 AscendingNode 40.17454 ArgOfPericenter 157.2654 MeanAnomaly 340.7682 RefPlane "Ecliptic" }
}
Despite not having codes for rings, the planet still shows rings in the simulator. What am I doing that I'm not suppose to.
I also noticed that adding the ring code seems to disable the rings.
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neutronium76 | Date: Wednesday, 26.09.2012, 17:01 | Message # 57 |
World Builder
Group: Users
Greece
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| Quote (SpaceEngineer) You should rename the barycenter (for example to "ZET2 Ret barycenter") or just don't use it at all - in reality ZET2 Ret is a singe star. So remove barycenter, stars A and B and star's B planetary system, then make all planet of star A rotating around ZET2 Ret, and rename them from A1, A2, A3 etc to simply 1, 2, 3.
But in the movie it looks like a multiple star system or a small diffuse star cluster:
If I remove Star A, which Star the planets of star A will orbit around?
So can I remove everything and keep only the star A, renamed to zet 2 reticuli and its planets, renamed to 1,2.. etc..?
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
Edited by neutronium76 - Wednesday, 26.09.2012, 17:19 |
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HarbingerDawn | Date: Wednesday, 26.09.2012, 17:22 | Message # 58 |
Cosmic Curator
Group: Administrators
United States
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| Quote (RedKing) Despite not having codes for rings, the planet still shows rings in the simulator. What am I doing that I'm not suppose to. If you want to suppress the generation of rings, atmospheres, clouds, and/or oceans on a planet, you need to add the parameter NoRings true, NoAtmosphere true, NoClouds true, and/or NoOcean true to the planet's script.
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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scavenger | Date: Wednesday, 26.09.2012, 22:39 | Message # 59 |
Space Tourist
Group: Users
France
Messages: 25
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| hello
I'm a definitive fan from the Riddick series. Since I discovered this marvelous simulator, I'm at least able to find this f.....g system called M344/G !!!
extract from http://riddick.wikia.com/wiki/M-344/G_system : Quote The star system in which Pitch Black occurs. It is a triple star system with three planets. The second planet is mostly a desert, and where Pitch Black takes place.
Don't pay attention to the stupid double ring of the giant backside...
the system I'm talking about is this one, right from the movie :
day :
night :
now that's not that difficult to find a tri star system... I found in one of the place examples a 5 star system: RSC 8403-1599-0-0-4 I easily exported & modified it, positioned in space too (derivation from an existing star system), BUT how can I import it ??
What I did just by guessing from the other files content is : - create a custom data\catalogs\stars\M344G.sc - add it to load inside the config\universe.cfg - the main parent is a StarBarycenter (found using search F3), if I keep it as Barycenter, to find it I have to add it inside stars120k.txt - I suppressed all references to asteroids
well when I load the stuff... I find my M344G StarBarycenter & go to it, but with no stars and black planets, and my sub-systems (it's a 3 star system) are scattered around.
I really don't understand, moreover after having lost (or not) 3 hours on it. I need your help dear masters
where do I find information on how to build a multiple star system ? I just want my star system to be inside MW or Sagitarius, near center
the code i'm working on is too big to fit here
thks !!!!
edit : well i just rode the topic http://en.spaceengine.org/forum/17-338-1 about stars & barycenters, well i'll see that tomorrow
Edited by scavenger - Wednesday, 26.09.2012, 23:45 |
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Solaris | Date: Thursday, 27.09.2012, 01:30 | Message # 60 |
World Builder
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France
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| scavenger, I've moved your message here.
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