Editor questions/issues
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Thobewill | Date: Sunday, 15.07.2012, 00:22 | Message # 1 |
Observer
Group: Users
United States
Messages: 10
Status: Offline
| Are there more options available in the planet editor, such as the presence/lack thereof of life, colors, etc? All I can find are terrain options.
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HarbingerDawn | Date: Sunday, 15.07.2012, 00:38 | Message # 2 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| You cannot edit colors with the editor interface. You can manually edit the colors in the script once you export it however.
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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Hasforjs97 | Date: Sunday, 15.07.2012, 00:38 | Message # 3 |
Space Pilot
Group: Translators
Spain
Messages: 107
Status: Offline
| Well, the editor works, and I can select and edit a planet's surface, but the problem is the following: I wanted to create a black selena, so I looked for one and I started editing the craters, mares and things like that, and lowered the exposure to have a black surface. Everything was fine until I exported it. I changed the first parameters to set its name and the star it orbits, and when I searched it in-game, it was totally different than the one I was seeing in the editor So maybe I changed some parameters that I didn't have to change or maybe it messed up when I tried to change its mass (I wanted to make a planet with 30 times the Earth's density), or I don't know what happened
My desktop: Pentium G3260 @ 3.30GHz 8.0 GB DDR3 AMD Radeon HD 5570 1GB
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SpaceEngineer | Date: Sunday, 15.07.2012, 00:38 | Message # 4 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| You cannot "save" a procedural object for a procedural star (named RS xxx-xxx-...). The only way to use the editor - is making a custom planetary system and edit its objects. After exporting the body's script, you should find it in the cache/export, copy its content and replace with it your custom body's script in data/catalogs/planets.
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Hasforjs97 | Date: Sunday, 15.07.2012, 00:38 | Message # 5 |
Space Pilot
Group: Translators
Spain
Messages: 107
Status: Offline
| So I must create all my fictional system with each type of planets, then edit it and save the scripts, OK. But one question, can you edit all the bodies on a system and then export the system, or you must export each planet when you edit it (I mean; edit the 1st planet, export it, then edit the 2nd, etc) ?
My desktop: Pentium G3260 @ 3.30GHz 8.0 GB DDR3 AMD Radeon HD 5570 1GB
Edited by Hasforjs97 - Thursday, 12.07.2012, 18:43 |
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SpaceEngineer | Date: Sunday, 15.07.2012, 00:39 | Message # 6 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| After edit, you may close the editor and go to main menu -> editor -> export system. Or just press export button in the editor and tick the "export all system" checkbox if I include in the release (I can't remember and can't see it now, sorry).
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scavenger | Date: Wednesday, 26.09.2012, 14:48 | Message # 7 |
Space Tourist
Group: Users
France
Messages: 25
Status: Offline
| hi
i wonder, is there a solution or a way to smooth the editor's sliders ? i want to set a particular rotation period for a planet and cannot : it slides from 0 to 0.7 directly, how can I set a 4h rotation period elsewhere than in editing a special cfg file for a particular planet ?
thnks
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SpaceEngineer | Date: Wednesday, 26.09.2012, 15:01 | Message # 8 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Click to the value printing and you will be able to edit it with keyboard.
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scavenger | Date: Friday, 28.09.2012, 00:04 | Message # 9 |
Space Tourist
Group: Users
France
Messages: 25
Status: Offline
| thx
i tried but i obviosly clicked the wrong way, now it's working, but results are not what i expected. when i look at the sky, nothing's rotating as on earth, whatever plant i choose, when i increase the time. i dunno why, but well, there's another slider to rotate the planet so it's ok ^^
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SpaceEngineer | Date: Friday, 28.09.2012, 16:03 | Message # 10 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Maybe I will remove most silders, coz they are not uncomfortably controls. Especially for size, mass and other parameters that may change in a wide range. Simple edit box will be more useful than slider. Or something like controller in Fruity Loops, like joystick. I.e. then you shift slider right, the value start increasing, and more you shift the silder, more faster value will increase.
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HarbingerDawn | Date: Friday, 28.09.2012, 17:31 | Message # 11 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| Quote (SpaceEngineer) Especially for size, mass and other parameters that may change in a wide range. Simple edit box will be more useful than slider I agree, that would probably be best. Sliders are more useful for setting the procedural generation values.
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: Friday, 28.09.2012, 19:08 | Message # 12 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| I will maybe make real-time update of textures, but with some limitations. I.e. engine will update only a few textures per frame and only those that are already loaded. Maybe the camera controls will be blocked until all is being updated. This BTW will be a performance test - maybe mainstream PC's can handle dynamic update of a planet, so I will be able to implement dynamic clouds and climate effects on surface textures, or even terramorphing.
*
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Gaxxian | Date: Friday, 12.10.2012, 19:38 | Message # 13 |
Observer
Group: Newbies
Spain
Messages: 4
Status: Offline
| Hi all, I have a problem with craterDensity.
I wrote at script:
Code craterDensity 0.1111111
But in-game shows:
(no craters obviously) (Ops, and the value of cracksOctaves looks very buggish, too :S)
I tried changing the craterDensity value, but it always comes down to 0 in-game.
Any ideas?
PD1: sorry for my bad english :P
PD2: This is the full code for this planet.
Code Planet "Suka'na" { ParentBody "ZET Tuc" Class "Terra"
Radius 7140.2 Mass 1.48 Oblateness 0.0
Albedo 0.386 Color (0.300, 0.400, 0.500 )
RotationPeriod 21.6 RotationOffset 17.9 RotationEpoch 2451545.0 Obliquity 16.58 EqAscendNode 28.16 Precession 10500 Surface { BumpHeight 10.0 BumpOffset 0.0 DiffMapAlpha "Water" SpecularBright 20.0 SpecularPower 150.0 DayAmbient 0.1 Lommel 0.5 Exposure 2.0 Life true
Style 0.1600855 Randomize (0.761, 0.264, 0.827) colorDistMagn 0.09464233 colorDistFreq 945.9523 detailScale 42684.58 colorConversion true drivenDarkening -1 seaLevel 0.3009277 snowLevel 0.8092518 tropicLatitude 0.8670503 icecapLatitude 1 icecapHeight 0.3133697 climatePole 1 climateTropic 0.45 climateEquator 0.625 tropicWidth 0.07 mainFreq 0.8642751 venusFreq 0.6955331 venusMagn 0.3008256 mareFreq 0.9387382 mareDensity 0.06008458 erosion 0.3174603 montesMagn 0.3609584 montesFreq 340.9121 montesFraction 0.1157897 dunesMagn 0.04444444 dunesFreq 57.8876 dunesFraction 0.7190395 hillsMagn 0.1389276 hillsFreq 553.3618 hillsFraction -0.2588589 hills2Fraction -0.1954823 canyonsMagn 0.0492085 canyonsFreq 79.8297 canyonFraction -0.1938368 cracksMagn 0.07983515 cracksFreq 0.6574386 cracksOctaves 0.1 craterMagn 2 craterFreq 1.140424 craterDensity 0.1111111 craterOctaves 1 craterRayedFactor 0 cycloneMagn 1.905298 cycloneFreq 0.7607107 cycloneDensity 0.04127789 colorSea (0.020, 0.050, 0.100, 1.000) colorShelf (0.075, 0.240, 0.200, 1.000) colorBeach (0.050, 0.050, 0.050, 0.000) colorDesert (0.050, 0.050, 0.050, 0.000) colorLowland (0.080, 0.080, 0.080, 0.000) colorUpland (0.120, 0.120, 0.120, 0.000) colorRock (0.020, 0.020, 0.020, 0.000) colorSnow (0.500, 0.500, 0.500, 0.016) colorLowPlants (0.100, 0.200, 0.070, 0.000) colorUpPlants (0.090, 0.140, 0.040, 0.000) }
Clouds { BumpHeight 1.2 BumpOffset 0.0 DayAmbient 2.0 Lommel 0.2 Exposure 1.8 Height 3.7 Velocity -45.0 Color (0.4, 0.4, 0.4) mainFreq 1 mainOctaves 10 Coverage 0.1 twistZones 1.68 twistMagn 2.53 }
Ocean { Height 3.009521 DayAmbient 2.0 Lommel 0.0 Exposure 2.0 Color (1.000, 1.000, 1.000, 1.000) }
Atmosphere { Model "Earth" Height 80.0 Pressure 1.2 Density 1.83 Greenhouse 38.0 Bright 10.0 Opacity 1.0 SkyLight 1.0 EclipseBright 250.0 EclipseColor (1.000 0.600 0.200) }
Rings { InnerRadius 18105 OuterRadius 27560 RotationPeriod 9.8 RotationOffset 28.2 FrontBright 1.2 BackBright 5.0 Density 1.0 Exposure 2.0 }
Orbit { RefPlane "Ecliptic" Epoch 2451545.0 Period 0.85 Eccentricity 0.1281 Inclination 0.32484 AscendingNode 32.31051 SemiMajorAxis 1.163328 PericenterDist 1.0058813 ArgOfPericen -15.7796 LongOfPericen 308.09011 MeanAnomaly 348.84963 MeanLongitude 296.93974 AscNodePreces 131795.3 ArgOfPeriPreces 26799.51 } }
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SpaceEngineer | Date: Friday, 12.10.2012, 21:45 | Message # 14 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| You should use 10-14 crater octaves to be able to see small craters. Just export some selena and look at its code.
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Gaxxian | Date: Friday, 12.10.2012, 22:04 | Message # 15 |
Observer
Group: Newbies
Spain
Messages: 4
Status: Offline
| Thks for the reply, but I think that I didn't explain well...
At script I write: craterDensity 0.1111111 but ingame appears: craterDensity 0.000 (u can see previous img) Therefore, no craters are created. None. It isn't problem of a low value at craterOctaves. If ingame I move the slider to craterDensity 0.111, appears one large crater (which is what I want).
My question is, why the value given at script disappears? :S
Edited by Gaxxian - Friday, 12.10.2012, 22:05 |
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