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Skybox and procedural planetary texture exporting
HarbingerDawnDate: Sunday, 08.12.2013, 07:28 | Message # 61
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It's in the main menu: Editor > Export Planet, or Export Skybox. Note: there are issues with texture exports in the current version which will be fixed in the next one.




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fmilluminatusDate: Sunday, 08.12.2013, 13:26 | Message # 62
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Awesome, thanks!
 
TenebristhedarkenedDate: Sunday, 23.02.2014, 03:08 | Message # 63
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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.
 
kairunotabiDate: Sunday, 23.02.2014, 05:07 | Message # 64
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Hello, I would like to ask about how to properly recontruct the exported textures as a single compiled/compressed texture in Photoshop. I'm planning to use those texture on Universe Sandbox.




 
Laine115Date: Wednesday, 19.03.2014, 15:21 | Message # 65
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Go to your space engine folder location, then to textures > planets > (planetname) > bump




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Edited by Laine115 - Wednesday, 19.03.2014, 15:24
 
HarbingerDawnDate: Wednesday, 19.03.2014, 16:07 | Message # 66
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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 # 67
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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 # 68
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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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ExognosisDate: Wednesday, 26.03.2014, 21:49 | Message # 69
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How would one go about fusing the _bump and _diff maps in photoshop?

I don't think using Overlay as a blending option on _diff is enough. Any thoughts?





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HarbingerDawnDate: Wednesday, 26.03.2014, 22:39 | Message # 70
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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 # 71
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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 # 72
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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 # 73
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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 # 74
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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 # 75
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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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My SE mods and addons
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