General suggestions
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HarbingerDawn | Date: Sunday, 30.06.2013, 15:38 | Message # 91 |
 Cosmic Curator
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United States
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| Quote (neutronium76) He is already working on SE 0.97.1. He knows that, read his post more carefully...
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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Gondor2222 | Date: Thursday, 11.07.2013, 00:21 | Message # 92 |
Space Pilot
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| All of the tools I can find, as well as the inputs for any other colors, use either a base-256 color space or a base-16^2-1 (hex) color space. As such, when I want to specify a color for a certain region of a planet (colorBeach (r,g,b) for example) I have to first use a tool to find the color I want, then divide the three numbers by 255 either separately or as a set (which takes several seconds), and then copy the result to the data files. It would be much simpler if we could input colors in a base 10 (rrr/255, ggg/255, bbb/255) or a base 16 (rr/FF, gg/FF, bb/FF) format.
Edited by Gondor2222 - Thursday, 11.07.2013, 00:21 |
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Billy_Mayes | Date: Saturday, 13.07.2013, 19:31 | Message # 93 |
 Pioneer
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Finland
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| Could it be possible to measure the general depth of oceans in planets and have it displayed (maybe on the advanced info)?
AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen
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HarbingerDawn | Date: Saturday, 13.07.2013, 23:01 | Message # 94 |
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| Quote (Billy_Mayes) general depth What does general depth mean? Mean depth? Maximum depth? Depth at a given point?
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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Crashman1390 | Date: Sunday, 14.07.2013, 03:51 | Message # 95 |
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| It would be nice to have a cutaway of a body showing the different layers it has.
[b]I was wrong, this forum still has a horrible community.[/b]
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HarbingerDawn | Date: Sunday, 14.07.2013, 04:13 | Message # 96 |
 Cosmic Curator
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| Quote (Crashman1390) It would be nice to have a cutaway of a body showing the different layers it has. This has been suggested many times. It is impossible at present since SE does not model planet interiors.
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
Edited by HarbingerDawn - Sunday, 14.07.2013, 04:18 |
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Voekoevaka | Date: Monday, 15.07.2013, 16:02 | Message # 97 |
 World Builder
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France
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| I want to use more emission and absorption sprites for galaxies and nebulas. Would it be possible to add something on main.cfg, to indicate the number of sprites of each type ? (maybe it's already here, but I havn't found it...)
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neutronium76 | Date: Monday, 15.07.2013, 16:57 | Message # 98 |
 World Builder
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Greece
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| I don't know if this is related to the above request (Voekoevaka's) but since I started playing around with galaxies model configuration file, it would be really helpful if we could have some sort of sliders and knobes for all these parameters from within the program, maybe in editor mode so that when we increase or decrease a parameter value we can see the effect in real-time.
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
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Billy_Mayes | Date: Monday, 15.07.2013, 18:01 | Message # 99 |
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| Quote (HarbingerDawn) What does general depth mean? Mean depth? Maximum depth? Depth at a given point?
The average depth, considering all of the oceans and lakes.
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Edited by Billy_Mayes - Monday, 15.07.2013, 18:01 |
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HarbingerDawn | Date: Monday, 15.07.2013, 18:26 | Message # 100 |
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| Quote (Billy_Mayes) The average depth, considering all of the oceans and lakes. This would probably be very expensive to calculate, and impossible to get very accurately since SE would have to generate the height map for the entire planet at maximum resolution and then analyze it, which would take forever and would certainly crash the program.
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: Monday, 15.07.2013, 19:06 | Message # 101 |
 Author of Space Engine
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| Quote (Voekoevaka) I want to use more emission and absorption sprites for galaxies and nebulas. Would it be possible to add something on main.cfg, to indicate the number of sprites of each type ? (maybe it's already here, but I havn't found it...) This is impossible.
Quote (neutronium76) I don't know if this is related to the above request (Voekoevaka's) but since I started playing around with galaxies model configuration file, it would be really helpful if we could have some sort of sliders and knobes for all these parameters from within the program, maybe in editor mode so that when we increase or decrease a parameter value we can see the effect in real-time. You can edit script in notepad and press Ctrl-Shift-F5 in SE (in edit mode) to update selected galaxy's model. Then switch back to notepad, edit, switch again to SE and update. You have not to restart SE each time.
Quote (HarbingerDawn) This would probably be very expensive to calculate, and impossible to get very accurately since SE would have to generate the height map for the entire planet at maximum resolution and then analyze it, which would take forever and would certainly crash the program. I think such accuracy is not needed, just few upper heightmap levels would be enough. Analyzing of them also would give accurate water coverage value. But this is something for future development.
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neutronium76 | Date: Tuesday, 16.07.2013, 16:38 | Message # 102 |
 World Builder
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Greece
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| So now that we have evaporating planets and comet gas trails how far are we from this? :
I am not expecting it to look like this of course . Just to utilize the existing gas trail method
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Joey_Penguin | Date: Tuesday, 16.07.2013, 18:40 | Message # 103 |
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| I don't see the image. Why can't we edit our posts to fix mistakes anymore? It's ridiculous!
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SpaceEngineer | Date: Tuesday, 16.07.2013, 22:41 | Message # 104 |
 Author of Space Engine
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Russian Federation
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| Quote (neutronium76) So now that we have evaporating planets and comet gas trails how far are we from this? : Much farther as you can expect. Do you notice how comet trails interacts with a planets? They always rendered in a background or foreground. This must be fixed first before implementing accretion disks, but I didn't see easy way here. The problem is transparent components of a planets - atmospheres, clouds, rings. To correctly blend them with a sprites of an accretion disk or comet tail, all transparent stuff in a scene must be sorted back to front. Sprites vertex buffer must be splitted into many layers and being rendered from farther to closest, interleaved with planets.
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neutronium76 | Date: Tuesday, 16.07.2013, 23:11 | Message # 105 |
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Greece
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| Quote (SpaceEngineer) Do you notice how comet trails interacts with a planets?
ehm.. I haven't noticed up to now... I'll go and check. Sorry I thought it was relatively easy
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
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