MOD - Creating a Planet 0.95
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SpaceEngineer | Date: Thursday, 27.09.2012, 23:26 | Message # 61 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote (neutronium76) But in the movie it looks like a multiple star system or a small diffuse star cluster: This is a constellation or something like that.
Quote (scavenger) the system I'm talking about is this one, right from the movie : What? That planet is not a moon of the gas giant? It's impossible to see the neighboring planet covering half of the sky. They have again ignored physics in favor of a good picture.
Quote (scavenger) - 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 You shouldn't do this.
To add planets/suns to barycenters, you should create a second script and put in the data/catalogs/planets (and in the universe.cfg).
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scavenger | Date: Thursday, 27.09.2012, 23:56 | Message # 62 |
Space Tourist
Group: Users
France
Messages: 25
Status: Offline
| LOL
I know it's physically impossible to see a living planet so close to a gas giant, coz of the gravitational waves it produces, see IO for instance. BUT.
i just want to reproduce this "system" with your game since it's possible to change the planets sizes & positions & so, without the destruction that would fatally occur IRL.
in the Osmos game, you can show the orbital trace of your sphere. when you get too close to an bigger object, the trace goes to red and change according to the real path you would follow if you don't change your route. here we have no such problems
so my "system" can be created, it's a matter of time before i post to you the same pictures as in the movie ^^ I'll post comparative pictures as well
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RedKing | Date: Friday, 28.09.2012, 17:05 | Message # 63 |
Observer
Group: Newbies
United States
Messages: 6
Status: Offline
| I noticed through modding that color codes seem to come in like this:
(0.040, 0.200, 0.100, 1.000)
I looked around a bit, but can't seem to find any information on what numbers make what colors. Is there a chart somewhere, or an equation, or what?
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HarbingerDawn | Date: Friday, 28.09.2012, 17:37 | Message # 64 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| RedKing, look on page 2 of this thread, I already answered that question there.
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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RedKing | Date: Friday, 28.09.2012, 17:39 | Message # 65 |
Observer
Group: Newbies
United States
Messages: 6
Status: Offline
| Thanks. I don't know how I missed that.
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HarbingerDawn | Date: Tuesday, 23.10.2012, 12:41 | Message # 66 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| This is not really about creating planets exactly, but I was wondering how atmosphere models can be created/edited? I succeeded one time in 0.95 in creating and tweaking my own atmosphere model, everything worked exactly the way it looked like it should. But recently whenever I try to edit/create a model, in the engine it just turns black. Nothing I do seems to make a difference. Is there something obvious that I'm not doing to get the models to work properly?
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 - Tuesday, 23.10.2012, 12:41 |
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SpaceEngineer | Date: Tuesday, 23.10.2012, 16:37 | Message # 67 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| The Bruneton's models are hardly configured. I move to the config all digital parameters, but it's still too hard make a model with parameters grately differs from default (Earth) parameters. Making Mie scattering too high produces artifact on horizon, cahnging colors produses artifacts on horizon and sunset, etc etc. These 7 models that is already included in SE is a bit tricky, the sort of good luck after hours of experimenting. I may made only onle suggestion: change only one parameter at time, and very slowly, say 1%, and control the results. Then change it by 5%, then by 10%, etc. You should check for artifacts on horizon at land level at daytime, sunset and nighttime, and the same from low and high orbit. Use locations (F6) to switch quickly between points of view.
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HarbingerDawn | Date: Tuesday, 23.10.2012, 19:25 | Message # 68 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| I've done this. I have some experience in editing the models (as I said I got it to work once before and made a nice model) but now any time I try it either changes nothing or gives me a black planet. No matter what I do. It's very strange.
Specifically, if I edit the model parameters without deleting the model file, no changes are made. If I edit the model parameters and then delete the model file (so that a new one is generated) then the world is black. It doesn't make sense.
If I script for an entirely new model, then the world is black as well.
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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SpaceEngineer | Date: Tuesday, 23.10.2012, 23:56 | Message # 69 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Does log shows any errors?
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HarbingerDawn | Date: Wednesday, 24.10.2012, 00:19 | Message # 70 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote (SpaceEngineer) Does log shows any errors? No
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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mincespy | Date: Thursday, 01.11.2012, 12:58 | Message # 71 |
Observer
Group: Newbies
United Kingdom
Messages: 1
Status: Offline
| I have a problem with this. It creates the planet, but when I look away from the parent star, the planet disappears. This means I can't rotate round and have a look at the side of the planet facing the star. I'm running version 0.96, and the parent star is 'C Pup'. Did I do something wrong, or is this a general thing with space engine? Do I need to change something somewhere?
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Torian | Date: Wednesday, 21.11.2012, 14:13 | Message # 72 |
Observer
Group: Newbies
Netherlands
Messages: 9
Status: Offline
| I am trying to export a planet (HD 48923 A3) but the .sc file that is supposed to appear in the export folder, isn't there. All I see in that folder are bump maps for clouds, surfaces and colors. Am I accidentally exporting the planet to some other map? Or am I simply looking in the wrong place?
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Kviki | Date: Wednesday, 21.11.2012, 21:08 | Message # 73 |
Explorer
Group: SE team
Croatia
Messages: 289
Status: Offline
| You must be clicking the Export Planet option that appears when you click Editor. You need to go Editor -> Edit Planet -> Export Script What you are doing must be Editor -> Export Planet which exports the textures, not the script.
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Torian | Date: Thursday, 22.11.2012, 00:44 | Message # 74 |
Observer
Group: Newbies
Netherlands
Messages: 9
Status: Offline
| Yep, that is exactly what I've been doing. Silly me!
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Silvermistshadow | Date: Monday, 17.12.2012, 03:00 | Message # 75 |
Observer
Group: Newbies
United States
Messages: 6
Status: Offline
| My star is working and in the correct place, but the planets aren't loading. It seems to generate planets just fine, so I suppose it might be in the planet script. (Star has a slightly lengthy name because I wanted to avoid conflicts with an existing, real life star). I did remove the last pair of orbital characteristics because neither this guide nor the internet states what they even mean. In one or two cases they're just commented out. I figured SE would figure them out on its own.
Posting all of them didn't work, so here's just one of them.
Code
Planet "Ren/Asellus III" // Type of object ant it's name { ParentBody "Asellus 45 D" // The body, around wich this planet orbits Class "Selena" // Class of a planet
Radius 4920 // Radius in km Mass 0.45 // Mass in Earth's masses Oblateness 0.0 // Oblataness
Albedo 0.12 // Albedo Color (1.000, 1.000, 0.955 ) // Color of a particle
/* Do not describe rotation parameters if you want to let SpaceEngine auto calculate tidal locking */ //RotationPeriod 27.8 // Rotation period in hours //RotationOffset 18.6 // Rotation phase in degrees //RotationEpoch 2451545.0 // Epoch of rotatoin elements, Julian date //Obliquity 16.58 // Obliquity of rotation axis in degrees //EqAscendNode 28.16 // Longitude of ascenging node of rotation axis in degrees //Precession 12500 // Precession period in years Surface // Surface tag { // These parameters describes a texture pack stored on the disk. // I comment it out because this planet uses a procedural generation of surface. //DiffMap "Icarus1/Surface" // Surface (color) texture //DiffTileSize 512 // Surface texture tile resolution //DiffTileBorder 1 // Surface texture tile border width //BumpMap "Icarus1/Bump" // Bump (heightmap) texture //BumpTileSize 512 // Bump texture tile resolution //BumpTileBorder 1 // Bump texture tile border width
BumpHeight 20.58671 // Max height of landscape in km BumpOffset 5.35812 // Offset of zero height level //DiffMapAlpha "None" // Mode of specular effect (flecks of sunlight) //SpecularBright 20.0 // Brightness of specular spot //SpecularPower 150.0 // Size of specular spot DayAmbient 0.07 // 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 }
/* There is no atmosphere, clouds, oceans and rings on this moon */ //Clouds //Ocean //Atmosphere //Rings
Orbit // Orbit tag { //Type "Static" // This is for non-moving bodies like suns RefPlane "Ecliptic" // Orbit reference plane Epoch 2451545.0 // Orbital parameters epoch, Julian date //Period 0.91458 // Orbital period in years Eccentricity 0.0010 // Eccentricity Inclination 0.000052 // Inclination in degrees AscendingNode -103.00 // Longitude of ascending node in degrees
// Next two are interchangeable: SemiMajorAxis = PericenterDist / (1.0 - Eccentricity) SemiMajorAxis 2.00 // Semimajor axis in astronomical units PericenterDist 2.002 // Pericentric distanse in astronomical units
// Next two are interchangeable: ArgOfPericen = LongOfPericen - AscendingNode ArgOfPericen 270.00 // (or ArgOfPericenter) Argument of pericenter in degrees LongOfPericen 167.00 // (or LongOfPericenter) Longitude of pericenter in degrees
// Next two are interchangeable: MeanAnomaly = MeanLongitude - LongOfPericen MeanAnomaly 180 // Mean anomaly in degrees MeanLongitude 347 // Mean longitude in degrees
//AscNodePreces 6.3548 // Ascending node precession period in years //ArgOfPeriPreces 1297.156 // Argument of pericenter precession period in years } }
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