Work progress and public beta test - 0.9.7.4
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FastFourierTransform | Date: Saturday, 16.07.2016, 21:08 | Message # 3121 |
 Pioneer
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Spain
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| Quote SpaceHopper (  ) but what's the last word you mistyped supposed to be?
"counter" probably, since his fingers slipped in the same direction on the two previous words
Edited by FastFourierTransform - Saturday, 16.07.2016, 21:08 |
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JackDole | Date: Saturday, 16.07.2016, 21:49 | Message # 3122 |
 Star Engineer
Group: Local Moderators
Germany
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| Quote Voekoevaka (  ) I tried to place myself at 1UA from Deneb, but I noticed a glitvh on the altitufr vounyrt : it jumps from 0.11 to 1.10. I do not know what this 'vounyrt' caused - the word which should stand there, in my opinion, is 'hauteur' = height.
What is meant is this: If one tries to approach to one astronomical unit to Deneb, the value jumped suddenly from 1.12 AU to 0.11 AU. And back when you move back.


This is not a glitch. These are two different values. The first is the distance to the center of Deneb, the second is the height above the surface of Deneb.
When approaching an object at a certain distance, this value changes from distance to height (hauteur).
Quote FastFourierTransform (  ) "counter" probably, since his fingers slipped in the same direction on the two previous words Probably 'counter' is correct. 'altitude counter' !
Don't forget to look here.
Edited by JackDole - Saturday, 16.07.2016, 22:53 |
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PlutonianEmpire | Date: Sunday, 17.07.2016, 00:16 | Message # 3123 |
 Pioneer
Group: Users
United States
Messages: 475
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| I have noticed that when world building, if you add craters to a terra with low surface relief that previously did not have craters, and dont change anything else, the sea level will drop, even though you didn't change anything else on the terra except adding craters.
For example, my own terraformed Pluto uses the old procedural parameters from the last version of SE to use a procedural surface before the Pluto cubemaps were added, with a BumpHeight of 7.3528 and an arbitrary Offset of 4 (so 4 km oceans to add to the 11,000 foot montes found by New Horizons), and an Ocean Height of 4 km to match the offset. Without craters, in RC3 at least, TF pluto is pretty watery. When I add the craters, the ocean level drops, resulting in larger continents with more rivers (my RC3 uses Rodrigos and mine terrain mods).
Are the craters inadvertently deepening the terrain offsets somehow, or is this an intended normal for RC 3?
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
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peytonious12 | Date: Sunday, 17.07.2016, 01:13 | Message # 3124 |
 Observer
Group: Newbies
Pirate
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| I'm really enjoying it. I saw a poll on the site which was in favor for adding planetary features such as rocks and stuff like that, which I am really excited to possibly see in the future. I think this is a good extension.
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admiralsirjohn | Date: Monday, 18.07.2016, 15:51 | Message # 3125 |
 Astronaut
Group: Users
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| I've been trying out the new version, and have gotten everything working with almost no problem (couple of graphics glitches, such as my custom system's primary being a flat disc, but they seem to be spurious and tend to go away when my low-end but fairly modern nVidia/Zotac 550ti catches up).
I do have a question, though. If it's already been answered, I apologize.
When putting custom textures on a planet, can they be done as cylindrical/spherical projected .png or do they still have to be cubic projection .raw files?
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
Edited by admiralsirjohn - Monday, 18.07.2016, 16:02 |
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JackDole | Date: Monday, 18.07.2016, 16:36 | Message # 3126 |
 Star Engineer
Group: Local Moderators
Germany
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| Quote admiralsirjohn (  ) When putting custom textures on a planet, can they be done as cylindrical/spherical projected .png You can use cylindrical textures, in this form:
Code Surface { DiffMap "surface_diff.*" DiffMapAlpha "Water"
BumpMap "surface_bump.*" BumpHeight 19.475 BumpOffset 10.896
GlowMap "night_light.*" GlowMode "Night" GlowColor (1.00 0.90 0.66) GlowBright 1.0 }
But if you want higher resolutions and real bump mapping, you should use CubeMaps.
How this works is described here: MOD - Creating custom textures for planets 0.97
There you will find also the necessary tools.
Don't forget to look here.
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admiralsirjohn | Date: Monday, 18.07.2016, 18:29 | Message # 3127 |
 Astronaut
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Pirate
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| Okay, thanks. I probably won't need super-high resolution, so cylindrical maps should work fine.
I assume since it's not listed, I won't need an actual surface color map?
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
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JackDole | Date: Monday, 18.07.2016, 19:06 | Message # 3128 |
 Star Engineer
Group: Local Moderators
Germany
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| You need a 'surface_diff' map, like this:

A bump map would also be good. But is not necessary. Also you should set 'NoOcean true', otherwise it may happen, the planet will be flooded. If it is a 'Terra'.
Code Surface { DiffMap "surface_diff.*" DiffMapAlpha "Water" BumpMap "surface_bump.*" } NoOcean true
Don't forget to look here.
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admiralsirjohn | Date: Monday, 18.07.2016, 19:12 | Message # 3129 |
 Astronaut
Group: Users
Pirate
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| Ah, okay. That's what Lightwave calls a surface color map. I was thinking an alpha map combined with a bump map would allow for a semi-procedural ground texture. Thanks for the clarification.
I'll be putting this one on Intar:

With this bump map:

And this city lights map:

I'll use the default/procedural textures for the atmosphere.
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
Edited by admiralsirjohn - Monday, 18.07.2016, 19:16 |
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admiralsirjohn | Date: Monday, 18.07.2016, 19:58 | Message # 3130 |
 Astronaut
Group: Users
Pirate
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| Doesn't seem to be working...
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
Edited by admiralsirjohn - Monday, 18.07.2016, 20:00 |
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JackDole | Date: Monday, 18.07.2016, 20:18 | Message # 3131 |
 Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| For me it works!

The textures should always be powers of 2 ! For example, 1024 x 512 or 2048 x 1024.
Don't forget to look here.
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admiralsirjohn | Date: Monday, 18.07.2016, 20:23 | Message # 3132 |
 Astronaut
Group: Users
Pirate
Messages: 64
Status: Offline
| Ah, okay. I'll have to resize.
Thanks again!
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
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admiralsirjohn | Date: Monday, 18.07.2016, 20:39 | Message # 3133 |
 Astronaut
Group: Users
Pirate
Messages: 64
Status: Offline
| Still not working for me. I think I messed up the code a bit...
Code Planet "Intar/Intar Stelis 4"
{ ParentBody "Intar Stelis" Class "Terra"
Mass 1.516 Radius 7300.699 InertiaMoment 0.3299899
Oblateness 0.01161207
RotationPeriod 27.12 Obliquity 26 EqAscendNode 282.4939
Albedo 0.3570188 Brightness 2 Color (0.711 0.753 0.970)
Life { Class "Organic" Type "Multicellular" Biome "Terrestrial" Panspermia "true" }
Surface { DiffMap "Intar-land.png" DiffMapAlpha "Water" BumpMap "Intar-bump.png" BumpHeight 19.475 BumpOffset 10.896
GlowMap "Intar-cities.png" GlowMode "Night" GlowColor (1.00 0.90 0.66) GlowBright 1.0 }
Clouds { Height 1.984863 BumpHeight 6.165912 Hapke 0.2 SpotBright 2 SpotWidth 0.15 DayAmbient 2 mainFreq 1.060631 mainOctaves 10 Coverage 0.2616979 twistZones 2.007983 twistMagn 0 }
NoLava true
Atmosphere { Model "Earth" Height 58.51548 Density 0.3657133 Pressure 1.13 Bright 12.96069 Opacity 1 SkyLight 4.32023 }
Aurora { Height 180.224 NorthLat 75.07257 NorthLon 151.2161 NorthRadius 2116.763 NorthWidth 1939.483 NorthRings 4 NorthBright 0.3 NorthParticles 50000 SouthLat -90 SouthLon 328.6011 SouthRadius 1993.161 SouthWidth 1209.058 SouthRings 6 SouthBright 0.3 SouthParticles 50000 TopColor (1.000 1.000 1.000) BottomColor (0.000 1.000 0.000) }
NoRings true
NoCometTail true
NoOcean true
Orbit { SemiMajorAxis 1.074 Period 1.3429 Eccentricity 0.008 Inclination 0 AscendingNode 283.9248 ArgOfPericenter 56.67492 MeanAnomaly 225.9741 RefPlane "Ecliptic" } }
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
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JackDole | Date: Monday, 18.07.2016, 21:29 | Message # 3134 |
 Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| For me it works.

Do you have the textures in the folder 'addons\textures\planets'? They can also be in 'data\textures\planets', but better is the first version. In addition, the names of the files are case sensitive. You must pay close attention to uppercase and lowercase in the name of the textures.
Don't forget to look here.
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admiralsirjohn | Date: Monday, 18.07.2016, 21:37 | Message # 3135 |
 Astronaut
Group: Users
Pirate
Messages: 64
Status: Offline
| I have them in 'data\textures\planets'.
Let me copy them into addons, and I'll report back.
John H. Harris Lightwave user, Trekkie, and wannabe Hugo Award winner. (Ah, who am I kidding...?)
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