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Skybox and procedural planetary texture exporting
HarbingerDawnDate: Wednesday, 19.03.2014, 16:07 | Message # 61
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Quote Laine115 ()
Go to your space engine folder location, then to textures > planets > (planetname) > bump

No.

Quote Tenebristhedarkened ()
Is there a way to get the heightmap of a procedural world? I want to figure out how to convert a few into minecraft maps.


Select a planet. Go to main menu. Export > export planet. You can only get a full planet map up to a resolution that your graphics card can support, so probably no more than 16384 x 8192. If you have some small region of the planet you want to export, you're out of luck, sorry.





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SolarLinerDate: Wednesday, 19.03.2014, 16:26 | Message # 62
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You can't have a local heightmap from a procedural planet, but you can export the whole map into files.

Here's how:
Go to your planet, (select it if not selected yet), then hit Escape -> Editor-> Export planet ...
Uncheck all the clouds layer, just let the "Surface" layer checked.
Uncheck the textures you don't want, for your case "Elevation map" is the one to leave checked

Once the export is done, go to your Space Engine folder, and open the "export" folder. Here they are, your maps are here, you can do whatever you want with them.





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Laine115Date: Wednesday, 19.03.2014, 17:43 | Message # 63
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I knew i shouldnt bother posting anything since im such a noob with space engine, well at least i tried to help smile




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HarbingerDawnDate: Wednesday, 26.03.2014, 22:39 | Message # 64
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Quote Exognosis ()
How would one go about fusing the _bump and _diff maps in photoshop?

Why do you need to?





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ExognosisDate: Thursday, 27.03.2014, 02:04 | Message # 65
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Space Engine is also a great tool for private sci-fi RP sessions, and to simulate the scanning of the surface of a planet, it would be interesting to actually see the elevations in the _diff map colour scheme. Or does _norm provide a better overlay?




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Edited by Exognosis - Thursday, 27.03.2014, 02:08
 
HarbingerDawnDate: Thursday, 27.03.2014, 08:34 | Message # 66
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I'm not sure I understand what you're trying to do.




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SpaceEngineerDate: Thursday, 27.03.2014, 11:22 | Message # 67
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He want something like this:



Maps like this will be implemented for a game.





 
SolarLinerDate: Thursday, 27.03.2014, 18:41 | Message # 68
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Quote Exognosis ()
it would be interesting to actually see the elevations

Take the grayscale bump map into GIMP or Photoshop, and color the texture following a gradient. You will have then a colored height map that looks like the map SpaceEngineer posted.





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HarbingerDawnDate: Thursday, 27.03.2014, 18:53 | Message # 69
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Quote SolarLiner ()
Take the grayscale bump map into GIMP or Photoshop, and color the texture following a gradient.

How?





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ExognosisDate: Friday, 28.03.2014, 04:04 | Message # 70
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No, I don't mean colouring the elevations.

I simply mean having their geographic texture (which exists in _bump and _norm files) exist in the _diff files, as these are flat.





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Edited by Exognosis - Friday, 28.03.2014, 04:05
 
HarbingerDawnDate: Friday, 28.03.2014, 09:33 | Message # 71
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Quote Exognosis ()
I simply mean having their geographic texture (which exists in _bump and _norm files) exist in the _diff files, as these are flat.

So you mean creating a shaded surface map, something like this? http://imagizer.imageshack.us/a/img839/8196/mqsh.jpg

If so then that's easy. In GIMP, open your diff map and bump map (as two layers in the same canvas). If you didn't export the spec map with the diff and bump, then you'll have to remove the specular mask from the diff map's alpha channel. For that, select the layer, then right-click, add layer mask, transfer layer's alpha channel, then right click and delete layer mask.

After you've got your diff map ready, select its layer and go to Filters > Map > Bump map. Then in the drop-down menu where you select which map you want to use for the bump, select your bump map (should be right next to the diff map since you opened them at the same time). Then play with the settings until you have something you like.





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ExognosisDate: Friday, 28.03.2014, 19:11 | Message # 72
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I asked about Photoshop, actually, but that actually helped me find a way to do it in it. XD

Thanks. smile





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NevokronDate: Sunday, 24.08.2014, 11:25 | Message # 73
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It would be nice to have both the options 'cubemap' and 'cylindrical' when exporting the sky too...

Edited by Nevokron - Sunday, 24.08.2014, 11:25
 
SolarLinerDate: Sunday, 24.08.2014, 12:06 | Message # 74
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Quote Nevokron ()
It would be nice to have both the options 'cubemap' and 'cylindrical' when exporting the sky too...

I second this. For now I make a conversion using Blender (since this is the only way I found working), but having a cylindrical projection for skybox export would remove that step.





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Thomas988Date: Tuesday, 26.08.2014, 14:19 | Message # 75
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Quote HarbingerDawn ()
You really should use a more advanced image editing program like GIMP so that you have the ability to create and manipulate layer masks. Surfaces are transparent, or partially so, so that they can carry specular reflection data in the alpha channel (i.e. the alpha channel is a specular map). The best way to use these maps would be to use GIMP and to create a layer mask for that map, and transfer the layer's alpha channel to the mask. Then you can toggle the mask as you like to see the surface, delete the mask altogether to eliminate the alpha channel, or even extract it into a new layer to save as a separate map.


I'd kill to have a video tutorial on that. Is that too much to ask for, though?





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Edited by Thomas988 - Tuesday, 26.08.2014, 14:39
 
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