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MOD - Creating a Planet 0.95
RockoRocksDate: Thursday, 29.08.2013, 09:56 | Message # 121
World Builder
Group: Users
Belgium
Messages: 674
Status: Offline
One parameter I really don't understand is the Color parameter
Code
     Color          (0.768, 0.898, 1.000 )  // Color of a particle

How do these color values work? Does there exist some kind of colorpicker for it? Because I don't get how to use these colors wacko





I will be inactive on this forum for the time being. Might come back eventually

AMD AR-3305M APU w/ Radeon HD 1.90 GHz 6,00 GB RAM
 
HarbingerDawnDate: Thursday, 29.08.2013, 15:50 | Message # 122
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Quote (RockoRocks)
How do these color values work?

http://en.spaceengine.org/forum/17-73-6699-16-1341786795





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
 
RockoRocksDate: Thursday, 29.08.2013, 19:00 | Message # 123
World Builder
Group: Users
Belgium
Messages: 674
Status: Offline
Thank you very much. This will help me creating more planets!




I will be inactive on this forum for the time being. Might come back eventually

AMD AR-3305M APU w/ Radeon HD 1.90 GHz 6,00 GB RAM
 
AlanRayneDate: Thursday, 12.09.2013, 04:11 | Message # 124
Observer
Group: Newbies
Canada
Messages: 1
Status: Offline
Hey guys,I've been playing around with planet editing lately and I've basically figured out all the parameters, but one thing I still don't understand is what parameters dictate the average molar mass of an atmosphere. Any ideas?
 
SpaceEngineerDate: Friday, 13.09.2013, 00:00 | Message # 125
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Average molar mass is computed automatically. It have no effect in the current version.




 
SaaanDate: Saturday, 14.09.2013, 16:13 | Message # 126
Observer
Group: Users
Switzerland
Messages: 17
Status: Offline
can you please make a guide for 0.97?
 
Nutt007Date: Saturday, 14.09.2013, 16:58 | Message # 127
Observer
Group: Users
United States
Messages: 14
Status: Offline
Quote (Saaan)
can you please make a guide for 0.97?

There's not really a reason to. I've been making a solar system for 0.97 using this guide and I've had no problems.
 
SpaceEngineerDate: Sunday, 15.09.2013, 12:15 | Message # 128
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Quote (Nutt007)
can you please make a guide for 0.97?

I may give a fast instruction:

1) Find a system that have planet like you want.
2) Goto editor and export its (planet's) script.
3) Continue 1-2 until you satisfied.
4) Close SE, goto export folder, and merge all exported scripts into one.
5) Change name and ParentBody of each planet/moon to that you want (parent star and planets)
6) Launch SE, goto you system and look. Open Editor and edit planets you want.
7) Do not forget to export system script and copy its content into your script - Editor don't save changes.





 
MiralisDate: Monday, 28.10.2013, 13:24 | Message # 129
Observer
Group: Newbies
Taiwan
Messages: 4
Status: Offline
I'm currently working on my first planet, everything went great, but now there's a problem, canyonFraction always defaults to 0.781 instead of 0.176 or whatever I set, which doesn't make sense since the sum of the fraction become 1.605 instead of 1, script attached
Code
Moon    "3.4"
{
  ParentBody     "3"
  Class        "Terra"

  Mass            1.389632
  Radius          6818.592
  InertiaMoment   0.3314438

  Obliquity       5.008956e-006
  EqAscendNode    162.2544

  Albedo          0.26
  Color          (0.330 0.367 0.229)

  Surface
  {
   Style           0.9158519
   Randomize      (-0.366, 0.237, -0.749)
   colorDistMagn   0.05532405
   colorDistFreq   592.8228
   detailScale     35075.61
   colorConversion true
   seaLevel        0.6308688
   snowLevel       0.9919217
   tropicLatitude  0.5949356
   icecapLatitude  1
   icecapHeight    0.6308688
   climatePole     1
   climateTropic   0.45
   climateEquator  0.625
   tropicWidth     0.07
   mainFreq        0.7074249
   venusFreq       1.006219
   venusMagn       0.2603206
   mareFreq        0.707//5.36149
   mareDensity     0.06078513
   terraceProb     0.570041
   erosion         0.929//0.1240543
   montesMagn      0.159//0.182767
   montesFreq      134.921//262.3145
   montesFraction  0.516//-0.1787959
   dunesMagn       0.05438608
   dunesFreq       44.04922
   dunesFraction   0.008//0.007591915
   hillsMagn       0.1007195
   hillsFreq       373.016//731.0987
   hillsFraction   0.161//0.1605438
   hills2Fraction  0.139//0.1394055
   canyonsMagn     0.175//0.01952008
   canyonsFreq     37.302//174.3715
   canyonFraction  -0.01//0.176//0.294//-0.04940927
   cracksMagn      0.07840052
   cracksFreq      0.435219
   cracksOctaves   0
   craterMagn      0.6627945
   craterFreq      16.93849
   craterDensity   0
   craterOctaves   2.542878
   craterRayedFactor 0
   twistZones      7.228404
   twistMagn       2.213983
   cycloneMagn     3.087987
   cycloneFreq     0.7501732
   cycloneDensity  0.04499552
   //colorSea       (0.040, 0.200, 0.100, 1.000)
   //colorShelf     (0.150, 0.460, 0.280, 1.000)
   colorBeach     (0.690, 0.470, 0.320, 0.000)
   colorDesert    (0.610, 0.380, 0.270, 0.000)
   colorLowland   (0.510, 0.320, 0.230, 0.000)
   colorUpland    (0.730, 0.530, 0.370, 0.000)
   colorRock      (0.730, 0.550, 0.390, 0.000)
   colorSnow      (1.000, 1.000, 1.000, 0.016)
   colorLowPlants (0.510, 0.320, 0.230, 0.000)
   //colorUpPlants  (0.730, 0.530, 0.370, 0.000)
   colorSea        (0.04, 0.10, 0.20, 1.00)  
   colorShelf      (0.15, 0.48, 0.46, 1.00)  
   //colorBeach      (0.82, 0.73, 0.57, 0.00)  
   //colorDesert     (0.38, 0.32, 0.22, 0.00)  
   //colorLowland    (0.34, 0.29, 0.18, 0.00)  
   //colorUpland     (0.57, 0.54, 0.42, 0.00)  
   //colorRock       (0.10, 0.10, 0.10, 0.00)  
   //colorSnow       (1.00, 1.00, 1.00, 0.50)  
   //colorLowPlants  (0.18, 0.24, 0.09, 0.00)  
   colorUpPlants   (0.15, 0.17, 0.07, 0.00)
   BumpHeight      18.13764
   BumpOffset      3.627527
   DiffMapAlpha   "Water"
   SpecularBright  20
   SpecularPower   150
   DayAmbient      0.07
   Lommel          0
   Exposure        2
  }

Another minor problem is that the terrain spikes and razor-sharp edges with checker-like "shadows" as seen in the pictures, what should I change to avoid this? Trial and error is impractical since it will crash very often as detailed below


Every so often the rendering fails, some "tiles" get rendered while some others leave ungodly rectangular "holes"(transparent and can see stars from behind) then the game crashs, log below:
Code
SpaceEngine Version 0.9.7.0 beta

STARTING
Loading script "config/main.cfg"
Loading script "config/universe.cfg"
Loading script "config/user.cfg"
Loading  image "textures/common/splash04.jpg"
DONE

INITIALIZING OPENGL
Vendor:   NVIDIA Corporation
Renderer: GeForce GTX 560 Ti/PCIe/SSE2
OpenGL version: 4.4.0
GLSL   version: 4.40 NVIDIA via Cg compiler
Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_ETC1_RGB8_texture GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control  
Framebuffer objects supported
Half float supported
Floating-point pixel format: GL_RGBA16F_ARB
3D textures supported
Binary shader program IGNORED
Max combined texture image units: 192
Max texture size: 16384
Max rectangle texture size: 16384
Max cubemap texture size: 16384
Max 3D texture size: 2048
Max anisotropy: 16
Draw buffers: 8
DONE

INITIALIZING OPENAL
Vendor:   Creative Labs Inc.
Renderer: Software
OpenAL Version: OpenAL 1.0
OpenAL Extentions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
ALC Default device specifier: DirectSound3D
ALC Device specifier: DirectSound
ALC Extensions:  
DONE

INITIALIZING LOADER
Number of CPUs: 4
Loader threads: 3
RAM granularty: 4 kb
Total      RAM: 4095 Mb
Available  RAM: 3927 Mb
Startup video memory detection disabled, value 2048 Mb from config will be used
Dynamic video memory detection disabled
DONE

INITIALIZING ENGINE
Loading shader "system/shaders/hdr_down4.glsl"
Loading shader "system/shaders/hdr_bloom.glsl"
Loading shader "system/shaders/hdr_tone_alpha.glsl"
Loading shader "system/shaders/hdr_tone.glsl"
Loading shader "system/shaders/hdr_tone_luma.glsl"
Loading shader "system/shaders/hdr_tone_bloom.glsl"
Loading shader "system/shaders/hdr_tone_bloom_luma.glsl"
Loading shader "system/shaders/proj_fisheye.glsl"
Loading shader "system/shaders/fxaa.glsl"
Loading shader "system/shaders/fxaa_lum.glsl"
Loading script "config/user.cfg"
Loading script "models/galaxies/Models.cfg"
Initializing galaxies models
Loading script "models/nebulae/Models.cfg"
Initializing nebulae models
Loading script "models/atmospheres/atmospheres.cfg"
Loading shader "system/shaders/atmo_transmittance.glsl"
Loading shader "system/shaders/get_pixel.glsl"
Loading shader "system/shaders/billboard.glsl"
Loading shader "system/shaders/blackhole.glsl"
Loading shader "system/shaders/ship_warp.glsl"
Loading shader "system/shaders/sun_flare_conv.glsl"
Loading shader "system/shaders/sun_flare_post.glsl"
Loading  image "textures/common/notex.png"
Loading  image "textures/common/cursor.png"
Loading  image "textures/common/interface.png"
Loading  image "locale/win1252-font.png"
Loading script "locale/win1252-font.cfg"
Loading  image "locale/eng-menu.png"
Loading  image "textures/common/exitscreen.jpg"
Loading shader "system/shaders/mipmap_copy.glsl"
Loading shader "system/shaders/mipmap_down.glsl"
Loading shader "system/shaders/mipmap_down_norm.glsl"
Loading shader "system/shaders/bump_to_normal.glsl"
Loading shader "system/shaders/bump_to_packed_normal.glsl"
Loading shader "system/shaders/tg_spiral_galaxy.glsl"
Loading shader "system/shaders/tg_sun_height.glsl"
Loading shader "system/shaders/tg_sun_color.glsl"
Loading shader "system/shaders/tg_terra_height.glsl"
Loading shader "system/shaders/tg_terra_color.glsl"
Loading shader "system/shaders/tg_selena_height.glsl"
Loading shader "system/shaders/tg_selena_color.glsl"
Loading shader "system/shaders/tg_asteroid_height.glsl"
Loading shader "system/shaders/tg_asteroid_color.glsl"
Loading shader "system/shaders/tg_clouds_height.glsl"
Loading shader "system/shaders/tg_clouds_color.glsl"
Loading shader "system/shaders/tg_gasgiant_height.glsl"
Loading shader "system/shaders/tg_gasgiant_color.glsl"
Procedural generator shaders loaded in 134.877 ms
Loading  image "textures/common/pack_terra.png"
Loading  image "textures/common/pack_desert.png"
Loading script "textures/common/pack_terra.cfg"
Loading script "textures/common/pack_desert.cfg"
Loading shader "cache/shaders/glsl/planet_light1.glv"
Loading shader "cache/shaders/glsl/planet_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_light1.glf"
Loading shader "cache/shaders/glsl/planet_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_bump_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glf"
Loading shader "cache/shaders/glsl/planet_light1.glv"
Loading shader "cache/shaders/glsl/planet_atm_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_atm_light1.glf"
Loading shader "cache/shaders/glsl/planet_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_bump_atm_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_bump_atm_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_transp_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_bump_transp_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_transp_atm_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_bump_transp_atm_light1.glf"
Loading shader "cache/shaders/glsl/planet_light1.glv"
Loading shader "cache/shaders/glsl/planet_sun_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_sun_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_bump_sun_light1.glf"
Loading shader "cache/shaders/glsl/planet_light1.glv"
Loading shader "cache/shaders/glsl/planet_atm_sun_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_atm_sun_light1.glf"
Loading shader "cache/shaders/glsl/planet_diff_bump_light1.glv"
Loading shader "cache/shaders/glsl/planet_diff_bump_atm_sun_light1.glf"
Loading shader "cache/shaders/glsl/water_light1.glv"
Loading shader "cache/shaders/glsl/water_light1.glf"
Loading shader "cache/shaders/glsl/water_light1.glv"
Loading shader "cache/shaders/glsl/water_atm_light1.glf"
Loading shader "cache/shaders/glsl/sky_light1.glv"
Loading shader "cache/shaders/glsl/sky_light1.glf"
Loading shader "cache/shaders/glsl/rings_light1.glv"
Loading shader "cache/shaders/glsl/rings_light1.glf"
Loading shader "cache/shaders/glsl/spacecraft_diff_light0.glv"
Loading shader "cache/shaders/glsl/spacecraft_diff_light0.glf"
Loading shader "cache/shaders/glsl/spacecraft_light1.glv"
Loading shader "cache/shaders/glsl/spacecraft_light1.glf"
Loading shader "cache/shaders/glsl/spacecraft_diff_light1.glv"
Loading shader "cache/shaders/glsl/spacecraft_diff_light1.glf"
Loading shader "cache/shaders/glsl/spacecraft_bump_light1.glv"
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DONE

LOADING GALAXIES
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Loading galaxies catalogs
Loading script "catalogs/galaxies/galaxies10k.sc"
Building galaxies octree
DONE

LOADING CLUSTERS
Loading clusters catalogs
Loading script "catalogs/clusters/clusters_open_named.sc"
Loading script "catalogs/clusters/clusters_open.sc"
Loading script "catalogs/clusters/clusters_globular.sc"
DONE

LOADING NEBULAE
Loading nebulae catalogs
Loading script "catalogs/nebulae/nebulae_MilkyWay.sc"
DONE

LOADING STARS
Loading  image "textures/common/star_part.png"
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Loading shader "system/shaders/star.glsl"
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Loading star catalogs
Loading stars catalogs
Loading script "catalogs/stars/BinStars.sc"
Loading script "catalogs/stars/Stars.sc"
Loading script "catalogs/stars/ExoPlanetsSuns.sc"
Loading star catalog "catalogs/stars/stars120k.dat"
Binary catalog:  112524 stars
Text catalog(s): 725 stars
Total:           113249 stars
Loading script "catalogs/stars/stars120k.txt"
Removing duplicate stars
Duplicate stars: 367
Removed   stars: 8
Building stars octree
DONE

LOADING PLANETS
Loading  image "textures/common/aurora_part.png"
Loading shader "system/shaders/corona_plane.glsl"
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Loading shader "system/shaders/aurora.glsl"
Loading planets catalogs
Loading script "catalogs/planets/BinStars.sc"
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Loading script "catalogs/planets/SmallMoons.sc"
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Loading script "catalogs/planets/Comets.sc"
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DONE

LOADING SPACECRAFTS
Loading spacecrafts
Loading script "config/spacecrafts.cfg"
DONE

BUILDING DATABASE
Loading local database
Loading script "locale/eng-db.cfg"
DONE

INITIALIZING CLUSTERS
Initializing catalog clusters parameters
Initializing clusters models
Loading shader "system/shaders/cluster_particle.glsl"
DONE

INITIALIZING NEBULAE
Initializing catalog nebulae parameters
Loading shader "system/shaders/nebula_model.glsl"
Loading shader "system/shaders/nebula_model_light1.glsl"
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INITIALIZING GALAXIES
Loading  model "cache/models/galaxies/MilkyWay.gm"
Loading  image "textures/galaxies/MilkyWay_small.png"
Loading  image "textures/galaxies/MilkyWay_sys.jpg"
Creating subsystems of galaxy "Milky Way"
Loading  model "cache/models/galaxies/MilkyWay.gm"
DONE

INITIALIZING PLANETS
Initializing planets hierarchy
DONE

INITIALIZING STARS
DONE

INITIALIZING ENGINE
Loading shader "system/shaders/fbo_draw.glsl"
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Loading script "config/journal.cfg"
DONE

RUNNING ENGINE

...................

Loading script "config/user.cfg"
Creating planetary system of star "GAM1 Sgr/HIP 88567/HD 164975"
Seed = 1693671009
1055 objects found in catalog
Loading  model "cache/models/galaxies/M31.gm"
Loading  image "textures/galaxies/M31_small.png"
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Creating planetary system of star "Sol"
Seed = 0
509 objects found in catalog
Loading  image "textures/galaxies/MilkyWay.png"
Loading shader "cache/shaders/glsl/planet_diff_light2.glv"
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Loading atmosphere model "models/atmospheres/Neptune.atm"
Loading atmosphere model "models/atmospheres/Earth.atm"
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Creating subsystems of galaxy "Sagittarius dSph"
Loading  image "textures/galaxies/LMC.png"
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Loading  image "textures/galaxies/SMC.png"
Creating subsystems of galaxy "Large Magellanic Cloud"
Loading  model "cache/models/galaxies/LMC.gm"
Creating planetary system of star "HIP 93118/HD 175876"
Seed = 1684130322
3 objects generated
Loading  image "textures/flares/AstroNiki2_flare.png"
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Tangle10Date: Monday, 09.12.2013, 12:29 | Message # 130
Space Pilot
Group: Users
United States
Messages: 129
Status: Offline
Don't know if I'm missing something incredibly obvious or not, but is it possible to change planets in extrasolar systems to make them more habitable? I was looking at exoplanets and only one was close to being habitable. I may be missing something entirely, but I don't have time to import and export right now. I may in the afternoon EST

EDIT from the future: I KNEW I was missing something incredibly obvious!





Tips for finding Earth-Like planets: Look for F, G, or K Class stars. M class habitables will almost always be tidelocked. Oceanias can, of course, also be habitable, they just have tiny amounts of land.

Edited by Tangle10 - Monday, 09.12.2013, 22:11
 
SpaceEngineerDate: Monday, 09.12.2013, 14:03 | Message # 131
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
You may edit exoplanets catlaog, it is located in catalogs/planets/ExoPlanets.sc




 
ExospaceDate: Thursday, 26.12.2013, 20:12 | Message # 132
Observer
Group: Users
Spain
Messages: 16
Status: Offline
Hi, first to say SpaceEngineer, thanks for the update 0.9.7.1. Great work.
But since I installed the new version I have no problems with my custom procedural planets. The problem is creating oceans on planets and in which no code is given NoOcean.

Here is the code to see if something is wrong and I do not realize.

Code
Planet    "Carburos"
{
  ParentBody     "HIP 58950"
  Class        "Titan"

  Mass            0.5
  Radius          5087.499
  Oblateness      0.00335

  RotationPeriod  9.075
  RotationOffset  270
  Obliquity       11
  EqAscendNode    29

  AbsMagn         3.34
  Albedo          0.113
  Color          (0.487 0.390 0.319)

  Surface
  {
   DiffMap        "Exo-textures/Carburos_surface.tga"
   DiffTileSize    256
   DiffTileBorder  1
   BumpMap        "Exo-textures/Carburos_bump.jpg"
   BumpTileSize    256
   BumpTileBorder  1
   BumpHeight      10
   BumpOffset      4
   DiffMapAlpha   "Water"
   SpecularBright  1.5
   SpecularPower   40
   DayAmbient      0.07
   Lommel          0
   Exposure        1.5
  }

  Clouds
  {
   DiffMap        "Exo-textures/Medium_clouds.jpg"
   DiffTileSize    256
   DiffTileBorder  1
   BumpMap        "Exo-textures/Medium_cloudsbump.jpg"
   BumpTileSize    256
   BumpTileBorder  1
   Height          9
   Velocity        300
   BumpHeight      6
   DayAmbient      3
   Lommel          0.2
   Exposure        1.1
   Color          (1.000 1.000 1.000 1.000)
   mainFreq        0
   mainOctaves     1
   Coverage        0
   twistZones      0
   twistMagn       0
  }

  NoOcean         true

  Atmosphere
  {
   Model          "Titan"
   Height          200
   Density         4.8
   Pressure        1.5
   Greenhouse      6
   Bright          10
   Opacity         1
   SkyLight        3
  }

  Aurora
  {
   Height      145.499
   NorthLat    89.24797
   NorthLon    -63.65956
   NorthRadius 1477.804
   NorthWidth  1151.205
   NorthRings  3
   NorthBright 0.3
   NorthParticles 0
   SouthLat    -90
   SouthLon    107.0232
   SouthRadius 1473.932
   SouthWidth  1112.66
   SouthRings  3
   SouthBright 0.3
   SouthParticles 0
   TopColor    (1.000 1.000 1.000)
   BottomColor (0.000 1.000 0.000)
  }

  NoRings         true

  NoCometTail     true

  Orbit
  {
   Epoch           2456401
   SemiMajorAxis   2.76799
   Period          4.605377
   Eccentricity    0.0761669
   Inclination     10.5942
   AscendingNode   80.3301
   ArgOfPericenter 72.1671
   MeanAnomaly     327.854
   RefPlane       "Ecliptic"
  }
}


I attached also the planet as seen with the ocean as a mistake and should be seen without it.



See if you can help, I'd appreciate making a donation to see if they will soon get to the final version of this wonderful program.

Attachments: 3920245.png (394.0 Kb) · 8687870.png (517.5 Kb)
 
ContineoDate: Wednesday, 08.01.2014, 00:23 | Message # 133
Space Tourist
Group: Users
United States
Messages: 26
Status: Offline
Hello. I was wondering if someone could describe all of the new parameters in 0.97.1 so I can play with them. tongue wink
 
Chris94Date: Wednesday, 22.01.2014, 20:15 | Message # 134
Space Pilot
Group: Users
Norway
Messages: 118
Status: Offline
I am working on my own sci-fi addon, and i am wondering how i can add some planets around Betelgeuse? I see in SE that Betelgeuse have atomatically generated planetary system, but i can't find Betelgeuse in any of the files in the catalogue, if you know understand what i am asking here.
 
HarbingerDawnDate: Wednesday, 22.01.2014, 21:11 | Message # 135
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Quote Chris94 ()
how i can add some planets around Betelgeuse

Just specify ParentBody "Betelgeuse", like with adding planets to any other star.





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