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Forum » SpaceEngine » Mods and Addons » MOD - Creating custom textures for planets 0.97 (How to import NASA's textures for the planets)
MOD - Creating custom textures for planets 0.97
quarior14Date: Thursday, 21.05.2015, 17:38 | Message # 76
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I have a problem but I do not know where it comes from, yet I made handling and conclusion, it gives me that water planets, it does not display my continents. I put it joins the base file of my planet, if you have ideas or that you did it work e, called me how you did. Thank you !

The code in Cubemap :
Code

# The file with default settings for CubeMap, Optimizer
# Version 1.05

# Parameters for CubeMap and Optimizer: the input file and output folder
InputFile       C:\Users\Prezao\Pictures\Jeux\SpaceEngine\Textures\planets\Sanctworld.png
OutFolder       C:\Users\Prezao\Pictures\Jeux\SpaceEngine\Textures\planets\Out\cubemap\Sanctworld
# Parameters for CubeMap: input file
InputWidth      512 # width  of the input image
InputHeight     256 # height of the input image
InputChannels   4       # number of channels (Grayscale - 1, RGB - 3, RGBA - 4, etc.)
Input16bit      false   # capacity: 16 or 8 bits per channel
InputByteSwap   true    # for 16-bit: little endian
InputUnsigned   true    # for 16-bit: unsigned or signed values
InputLatOffset  0       # shift in longitude, degrees

# Parameters for CubeMap and Optimizer: output files
OutFormat       png   # output format (raw, tga, png, jpg, tif, dds)
SeparateRGBA    false   # for RGBA:   output RGB and Alpha channels as separate tiles
SeparateHiLo    false   # for 16-bit: output high byte and low byte as separate tiles
TileWidth       128     # resolution of tile (width and height)
TileBorder      1       # add the pixels from the neighboring tiles around the perimeter of each tile
Out16bit        false   # capacity: 16 or 8 bits per channel (only raw and png)
OutByteSwap     true    # for 16-bit: little endian
OutUnsigned     false   # for 16-bit: unsigned or signed values
OutInvertAlpha  true    # invert alpha channel for RGBA-image
OutJPEGquality  85      # JPEG quality
DoublePrecision 1   # use double resolution of the input file for calculation

# Parameters for CubeMap: normalization of the elevation map
Normalize       true    # for the 1-channel: normalize the output image (elevation map)
EnterNormData   true   # enter information for normalization or calculate it from the input file
NormMinValue    -10577  # data for the normalization: the minimum value (height)
NormMaxValue    8430    # data for the normalization: the maximum value (height)

# Parameters for CubeMap: a basic cylindrical texture
BaseTexDownSize 4       # how many times to reduce the original texture
BaseTexFormat   tga     # basic texture format

# Parameters for CubeMap: cache
MaxMem          512     # cache size in megabytes
MethodSide      Line    # mode of caching data for the side cubemap faces (NEG_X, POS_X, NEG_Z, POS_Z): Line, Quad
MethodPolar     Line    # mode of caching data for the polar cubemap faces (NEG_Y, POS_Y): Line, Quad

# Parameters to Optimizer
MinVar          20.0    # minimum variation of pixel's colors in the tile
Remove          false   # true - completely remove blank tiles, false - move to the temporary folder

# Parameters for CubeMap: choice faces to create
Create_NEG_X    1
Create_POS_X    1
Create_NEG_Y    0
Create_POS_Y    0
Create_NEG_Z    1
Create_POS_Z    1

# Parameters for CubeMap: stages
CreateBaseTex   1       # create a basic texture
DoConvert       1       # convert the selected faces (i.e. compute the faces of cubemap, stored in the temporary raw files)
DoDownSize      1       # compute the LODs of selected faces
DoUpdateEdges   1       # for AddExtraData = true: update of the pixels at the edges of the faces of these adjacent faces (the temporary raw files of all the faces must be calculated!)
DoTile          1       # split temporary raw-files of selected faces into the tiles of format OutFormat
DeleteTempRAW   1       # remove temporary raw-files


This error :


Sanctworld :

Attachments: 8308221.png(22Kb) · 5312226.png(9Kb)





Quarior

Edited by quarior14 - Thursday, 21.05.2015, 17:44
 
HarbingerDawnDate: Thursday, 21.05.2015, 19:01 | Message # 77
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quarior14, CubeMap only accepts .raw input files, not any other format. You have to convert your image.




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quarior14Date: Friday, 22.05.2015, 15:11 | Message # 78
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Uh I still have a little problem, texture ok but put my continent underwater, how do you define the altitude?





Attachments: 2969486.jpg(48Kb) · 5093314.jpg(60Kb) · 3238343.jpg(2Kb) · 9293213.jpg(14Kb) · 7390245.jpg(65Kb) · 7072873.jpg(138Kb)





Quarior

Edited by quarior14 - Thursday, 11.06.2015, 12:42
 
quarior14Date: Wednesday, 10.06.2015, 13:13 | Message # 79
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I found the problem, I had forgotten to properly resize the tiles, I put the whole width of the map. By against the southern area is a little flooded while the bump is the same as above.

So the weird thing is now that the PNG conversion to raw longer works very well since I downloaded IrfanView, a picture against it in png and raw, can you help me to solve this problem ?

Attachments: 2888452.jpg(126Kb) · 2384893.jpg(67Kb) · 5378185.png(101Kb) · 8643631.jpg(1Kb)





Quarior
 
quarior14Date: Wednesday, 10.06.2015, 19:00 | Message # 80
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Uh here this is the first time I faced this problem, can someone explain to me what happens. I checked in the textures folder and everything seems OK but the planet something weird, I send you screenshoots and code import cubemap. To me, I think this resolution is not the same but I had to because otherwise the converter does took him in charge.

Draenor_surface :
Code

# The file with default settings for CubeMap, Optimizer and Glue

# Parameters for CubeMap and Optimizer: the input file and output folder
InputFile       C:\Users\Prezao\Pictures\Jeux\SpaceEngine\Textures\planets\In\Draenor_surface.raw
OutFolder       C:\Users\Prezao\Pictures\Jeux\SpaceEngine\Textures\planets\Out\Draenor\Surface

# Parameters for Glue: input tile image
TilePrefix      2       # char string, a prefix before the filename of tile (level number)
StartU          0       # initial index U
StartV          0       # initial index V
SwapUV          true    # swap U and V indices

# Parameters for CubeMap: input file
InputWidth      481   # width of the input image (for Glue - width of the output image)
InputHeight     443  # height of the input image (for Glue - height of the output image)
InputChannels   3       # number of channels (Grayscale - 1, RGB - 3, RGBA - 4, etc.)
Input16bit      false   # capacity: 16 or 8 bits per channel
InputByteSwap   true    # for 16-bit: little endian
InputUnsigned   true    # for 16-bit: unsigned or signed values
InputLatOffset  0       # shift in longitude, degrees

# Parameters for CubeMap and Optimizer: output files
OutFormat       png     # output format (raw, tga, png, jpg, tif, dds)
TileWidth       128     # resolution of tile (width and height)
Out16bit        false   # capacity: 16 or 8 bits per channel (only raw and png)
OutByteSwap     true    # for 16-bit: little endian
OutUnsigned     false   # for 16-bit: unsigned or signed values
OutInvertAlpha  true    # invert alpha channel for RGBA-image
OutJPEGquality  85      # JPEG quality
AddExtraData    false   # add the pixels from the neighboring tiles around the perimeter of each tile
DoublePrecision false   # use double resolution of the input file for calculation

# Parameters for CubeMap: normalization of the elevation map
Normalize       true    # for the 1-channel: normalize the output image (elevation map)
EnterNormData   false   # enter information for normalization or calculate it from the input file
NormMinValue    -9058  # data for the normalization: the minimum value (height)
NormMaxValue    9581    # data for the normalization: the maximum value (height)

# Parameters for CubeMap: a basic cylindrical texture
CreateBaseTex    true   # create a basic texture
BaseTexDownSize  4      # how many times to reduce the original texture
BaseTexFormat    jpg    # basic texture format

# Parameters for CubeMap: cache
MaxMem           512    # cache size in megabytes
MethodSide       Line   # mode of caching data for the side cubemap faces (NEG_X, POS_X, NEG_Z, POS_Z): Line, Quad
MethodPolar      Line   # mode of caching data for the polar cubemap faces (NEG_Y, POS_Y): Line, Quad

# Parameters to Optimizer
MinVar           20.0   # minimum variation of pixel's colors in the tile

# Parameters for CubeMap: choice faces to create
Create_NEG_X     1
Create_POS_X     1
Create_NEG_Y     1
Create_POS_Y     1
Create_NEG_Z     1
Create_POS_Z     1

# Parameters for CubeMap: stages
DoConvert        1      # convert the selected faces (i.e. compute the faces of cubemap, stored in the temporary raw files)
DoDownSize       1      # compute the LODs of selected faces
DoUpdateEdges    1      # for AddExtraData = true: update of the pixels at the edges of the faces of these adjacent faces (the temporary raw files of all the faces must be calculated!)
DoTile           1      # cut temporary raw-files selected faces on the tiles format OutFormat
DeleteTempRAW    0      # remove temporary raw-files

Draenor_bump :
Code

# The file with default settings for CubeMap, Optimizer and Glue

# Parameters for CubeMap and Optimizer: the input file and output folder
InputFile       C:\Users\Prezao\Pictures\Jeux\SpaceEngine\Textures\planets\In\Draenor_bump.raw
OutFolder       C:\Users\Prezao\Pictures\Jeux\SpaceEngine\Textures\planets\Out\Draenor\Bump

# Parameters for Glue: input tile image
TilePrefix      2       # char string, a prefix before the filename of tile (level number)
StartU          0       # initial index U
StartV          0       # initial index V
SwapUV          true    # swap U and V indices

# Parameters for CubeMap: input file
InputWidth      481  # width of the input image (for Glue - width of the output image)
InputHeight     443  # height of the input image (for Glue - height of the output image)
InputChannels   3       # number of channels (Grayscale - 1, RGB - 3, RGBA - 4, etc.)
Input16bit      false   # capacity: 16 or 8 bits per channel
InputByteSwap   true    # for 16-bit: little endian
InputUnsigned   true    # for 16-bit: unsigned or signed values
InputLatOffset  0       # shift in longitude, degrees

# Parameters for CubeMap and Optimizer: output files
OutFormat       png     # output format (raw, tga, png, jpg, tif, dds)
TileWidth       128     # resolution of tile (width and height)
Out16bit        false   # capacity: 16 or 8 bits per channel (only raw and png)
OutByteSwap     true    # for 16-bit: little endian
OutUnsigned     false   # for 16-bit: unsigned or signed values
OutInvertAlpha  true    # invert alpha channel for RGBA-image
OutJPEGquality  85      # JPEG quality
AddExtraData    false   # add the pixels from the neighboring tiles around the perimeter of each tile
DoublePrecision false   # use double resolution of the input file for calculation

# Parameters for CubeMap: normalization of the elevation map
Normalize       true    # for the 1-channel: normalize the output image (elevation map)
EnterNormData   false   # enter information for normalization or calculate it from the input file
NormMinValue    -9058  # data for the normalization: the minimum value (height)
NormMaxValue    9581  # data for the normalization: the maximum value (height)

# Parameters for CubeMap: a basic cylindrical texture
CreateBaseTex    true   # create a basic texture
BaseTexDownSize  4      # how many times to reduce the original texture
BaseTexFormat    jpg    # basic texture format

# Parameters for CubeMap: cache
MaxMem           512    # cache size in megabytes
MethodSide       Line   # mode of caching data for the side cubemap faces (NEG_X, POS_X, NEG_Z, POS_Z): Line, Quad
MethodPolar      Line   # mode of caching data for the polar cubemap faces (NEG_Y, POS_Y): Line, Quad

# Parameters to Optimizer
MinVar           20.0   # minimum variation of pixel's colors in the tile

# Parameters for CubeMap: choice faces to create
Create_NEG_X     1
Create_POS_X     1
Create_NEG_Y     1
Create_POS_Y     1
Create_NEG_Z     1
Create_POS_Z     1

# Parameters for CubeMap: stages
DoConvert        1      # convert the selected faces (i.e. compute the faces of cubemap, stored in the temporary raw files)
DoDownSize       1      # compute the LODs of selected faces
DoUpdateEdges    1      # for AddExtraData = true: update of the pixels at the edges of the faces of these adjacent faces (the temporary raw files of all the faces must be calculated!)
DoTile           1      # cut temporary raw-files selected faces on the tiles format OutFormat
DeleteTempRAW    0      # remove temporary raw-files

And original texture :
Surface :

Bump :


Oh, I take this opportunity to the maximum height is compared to the minimum depth or at sea (0) that must enter the code planète.sc?
Basically here cubemap:
Code

NormMinValue -9058 # data for the normalization: the minimum value (height) (m)
NormMaxValue 9581 # data for the normalization: the maximum value (height) (m)

On the code of the planet, you have to back it
Code

BumpHeight 18.639 //9.058+9.581 for the elevation above sea level (km)
BumpOffset 9.058 //km

or
Code

BumpHeight 9.581 //km
BumpOffset 9.058 //km

?

Attachments: 0611943.jpg(140Kb) · 6911338.jpg(3Kb) · 0414575.jpg(5Kb)





Quarior

Edited by quarior14 - Wednesday, 10.06.2015, 19:11
 
HarbingerDawnDate: Thursday, 11.06.2015, 16:35 | Message # 81
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quarior14, you can't use a normal map as your bump map, you must use a grayscale height map.

Also, you should have AddExtraData set to true, or change TileBorder to 0 in the planet catalog.

Quote quarior14 ()
NormMinValue -9058 # data for the normalization: the minimum value (height) (m)
NormMaxValue 9581 # data for the normalization: the maximum value (height) (m)

You can ignore this, this is for normalizing grayscale height maps, which is usually not necessary.





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quarior14Date: Friday, 12.06.2015, 08:26 | Message # 82
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What's weird is that with my other planets, it worked well and I put TileBorder 0 but it did not change anything, still the same problem (I did with Diff 1 Bump 0,Diff 0 Bump 1 and Diff 0 Bump 0 (add TileBorder after)).
PS: the bump is a Bump/base.jpg in fact, I used cubemap (and also the surface Surface/base.jpg).





Quarior

Edited by quarior14 - Friday, 12.06.2015, 08:32
 
DiakonovDate: Friday, 31.07.2015, 04:47 | Message # 83
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I have a problem with night lights. Earth night lights show, but in my custom planet, not. I used Cubemap to create the nightlight texture. The only thing that appear are blue dotted volcanoe lights. Weird!
 
HarbingerDawnDate: Friday, 31.07.2015, 06:54 | Message # 84
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Post your planet's Surface script. You can only use a night light texture on a planet that also uses other textures for its surface. It won't work if you procedurally generate the surface.




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PlutonianEmpireDate: Saturday, 15.08.2015, 21:14 | Message # 85
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When preparing .png images for cubemap conversions, and I export to raw (.data in gimp), which options do I choose on the save dialog?



Afterwards, when the image has been saved, do I need to change the extension from .data to .raw? I already tried making gimp export to .raw directly, but it gave me an error.

Attachments: 7305100.png(9Kb)





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quarior14Date: Monday, 17.08.2015, 10:58 | Message # 86
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Diakonov :
Do you add this code in your world? I too had this problem but it is set. And unlit areas, you have to put the black because otherwise, you will be surprised by the area that is being transparete decency.
Code

    GlowMap        ""  //Your texture glow
    GlowTileSize    128
    GlowTileBorder  1
    GlowMode       "Night"
    GlowColor      (1.00 0.90 0.75)
    GlowBright      1.0





Quarior

Edited by quarior14 - Monday, 17.08.2015, 10:58
 
PlutonianEmpireDate: Saturday, 05.09.2015, 18:38 | Message # 87
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CubeMap won't accept my images. How do I make raw files correctly in Gimp?



EDIT: I figured things out now. Thank you for helping me, guys! smile

Attachments: 4010023.png(19Kb)





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Edited by PlutonianEmpire - Tuesday, 13.10.2015, 01:41
 
Spock1108Date: Tuesday, 17.11.2015, 15:02 | Message # 88
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Thanks for the guidance! It 'was really helpful!




Sorry for my English! ;)
 
PlutonianEmpireDate: Tuesday, 22.12.2015, 05:15 | Message # 89
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Hmmm. My base cylindrical is having issues with colors, while the remainder of the cubemap texture load fine for my world. The base images for the default textures on the default Sol system planets load fine when I visit them, however. Does my base .png need to be saved in a specific format or with specific saving options?

When I view my planet from a distance so that SE renders the base cylindrical on it, the colors are strange or will have black marks.


When I get closer, the cube textures load fine.


Any idea how I can fix it?

Attachments: 0563626.png(452Kb) · 4015677.png(430Kb)





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robertdhowDate: Tuesday, 12.01.2016, 18:08 | Message # 90
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This guide is WAY too over-complicated - can we have some simple steps please? There's no need to confuse us with the whole technical manual. Most of the parameters mentioned are Cubemap's defaults, and we don't need a complex description of the file format and how SpaceEngine uses it.

Seems to me that most people will want to create a spherical planet texture based on an ordinary graphic file in jpg or png etc format, but there are important steps missing - eg converting your planet texture to RAW format, and details on the parameters needed.

I'm stuck at the RAW stage, when I run Cubemap the resulting images are just a streaky grey mess.

And shouldn't planet textures be PAK files? I don't see any mention of that. Sorry, I consider myself a reasonably intelligent person but I'm finding this how-to quite baffling.


Edited by robertdhow - Tuesday, 12.01.2016, 18:34
 
Forum » SpaceEngine » Mods and Addons » MOD - Creating custom textures for planets 0.97 (How to import NASA's textures for the planets)
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