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Forum » SpaceEngine » Mods and Addons » MOD - Creating a Planet 0.95 (How to make your own planets)
MOD - Creating a Planet 0.95
TalynDate: Friday, 27.04.2012, 15:33 | Message # 16
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Thank you for the quick reply SpaceEngineer smile

Hope there will be a 'good' way to do it in the future, maybe when atmospheric chemistry is added to te game.

I really would like to see planets that look like earth for example but intead of that familiar blue, maybe they could have a greenish tint smile It would give a lot more variety to explore smile





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SpaceEngineerDate: Saturday, 28.04.2012, 01:28 | Message # 17
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Quote (Talyn)
maybe they could have a greenish tint

Already done smile http://en.spaceengine.org/forum/10-474-1

Atmosphere color should be based on true scientific knowledge, like all other things in SE. Science says that for the human eye almost all dense atmospheres should have a blue color due to Rayleigh scattering. Only if atmosphere has a lot of liquid or solid particles floating in the air, it may have some tint defined by these particles. For example, Mars has red dust particles floating in the air, making martian skies pink. Titan has complex organic aerosols in a thick fog layer, that has an orange color. However, the upper atmosphere of Titan is still blue.

*





 
TalynDate: Saturday, 28.04.2012, 12:41 | Message # 18
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Can't wait for the next version yahoo




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WarstormDate: Thursday, 03.05.2012, 16:19 | Message # 19
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First of all , i love you program , but now , I have a small problem , i created a Terra orbiting close to a Red dwarf but i want hit to be tidal lock to the sun , i stoped hit rotation but how can i can i make the hurricane like cloud and the frozen part of the planet , now , the only thing i got is a terra that didn't rotate but with the same cloud pattern that earth.

By the why , sorry if my english scorch your ear , my real language is french . cool
 
KvikiDate: Sunday, 08.07.2012, 17:01 | Message # 20
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EDIT
Fixed issue with no custom planet appearing by adding NoPlanets true line at the bottom of the new star's paremeters. I'm so stupid! biggrin

EDIT2
Fixed issue with no plants appearing by changing the plant colors to the one spaceengineer posted in the main post:
Code
        colorLowPlants (0.100, 0.160, 0.070, 0.000) // Color of lower vegetation
           colorUpPlants  (0.090, 0.110, 0.040, 0.000) // Color of upper vegetation







Edited by Kviki - Sunday, 08.07.2012, 18:00
 
KvikiDate: Sunday, 08.07.2012, 19:33 | Message # 21
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SpaceEngineer, can you please explain how colors work in parameters?
Example here: colorUpPlants (0.090, 0.110, 0.040, 0.000)
What does each of the numbers seperated by the comma represent?





 
HarbingerDawnDate: Sunday, 08.07.2012, 23:33 | Message # 22
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Quote (Kviki)
What does each of the numbers seperated by the comma represent?

These are colors in RGBA format on a scale of 0-1. So 0.090 0.110 0.040 means 9% red, 11% green, 4% blue, which would look like this:



The fourth number is the value of the alpha channel (transparency, which does not affect the appearance of the texture) and is used for specular reflections. The default value for most parameters is 0.000, which is full transparency, which means no specular reflection (this is what you want). Only water should have specular reflection, and snow should have some small amount too.

The numbers are in the same format that is used for setting color in most image editing software, only instead of being 0-255 scale it is 0-1 scale. If you want to convert a specific RGB value into SE format, take the 0-255 value given, then divide by 255. For example, 54, 76, 68 becomes 0.212, 0.298, 0.267, yielding this color:



I hope this helps.

Attachments: 9823408.png(0Kb) · 4684751.png(0Kb)





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Edited by HarbingerDawn - Monday, 09.07.2012, 13:37
 
apenpaapDate: Monday, 09.07.2012, 10:20 | Message # 23
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Are you sure you have to add one and divide by 256? Shouldn't you just divide by 255? It seems rather odd to have a value of 0 become 0.004 instead of just keeping it at 0. Though I suppose the difference would be miniscule.




I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
 
HarbingerDawnDate: Monday, 09.07.2012, 13:35 | Message # 24
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You're right, I messed it up... Major math fail on my part wacko




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Edited by HarbingerDawn - Monday, 09.07.2012, 13:38
 
Hasforjs97Date: Friday, 13.07.2012, 21:18 | Message # 25
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I have a problem with barycenters. I have set all the parameters equal for the 2 planets (Except the sMA, which I calculated using that formula, and the ArgOfPericenter, that differs in 180 from a planet to the other). In the barycenter, the only parameters I have specified are the mass (which I calculating adding the masses of the two bodies), the orbit and the albedo & color which are the same for all the planets.
The problem is that when I open the game, the barycenter doesn't appear in the F2 system summary, and the planets are too farther than I specified in the script sad

Here is my script, with the barycenter RaEniaK and the planets ARaEnia and DeRaEnia
Code

Barycenter    "RaEniaK/Les Terres del Sol"
{
  ParentBody    "Ra'kast"
  Class    "Desert"
  Mass    1.62

  Albedo          0.3
  Color          (1.000, 1.000, 1.000)

  Orbit
  {
   SemiMajorAxis   0.12
   Eccentricity    0.05
   Inclination     13.5
   AscendingNode   169.1
   ArgOfPericenter 161.1
   MeanAnomaly     175.3
   RefPlane       "Ecliptic"
  }
}

Planet    "ARaEnia/La primera Terra del Sol"
{
  ParentBody     "RaEniaK"
  Class        "Desert"

  Mass            0.83
  Radius          6001.3

  Albedo          0.3
  Color          (1.000, 1.000, 1.000)

  Surface
  {
   Style           0.5595632
   Randomize      (0.455, -0.012, 0.987)
   colorDistMagn   0.08386434
   colorDistFreq   564.5532
   detailScale     33522.32
   colorConversion true
   seaLevel        0.06246126
   snowLevel       0.9913526
   tropicLatitude  0.8317656
   icecapLatitude  10
   icecapHeight    0.1305878
   climatePole     0.5571058
   climateTropic   0.45
   climateEquator  0.45
   tropicWidth     0.07
   mainFreq        0.9915567
   venusFreq       1.434819
   venusMagn       0.4028122
   mareFreq        1.252732
   mareDensity     0.2096301
   erosion         0
   montesMagn      0.1559781
   montesFreq      264.3417
   montesFraction  0.5734884
   dunesMagn       0.05025767
   dunesFreq       54.92299
   dunesFraction   0.9613495
   hillsMagn       0.127119
   hillsFreq       452.7186
   hillsFraction   -0.9613495
   hills2Fraction  0
   canyonsMagn     0.04140922
   canyonsFreq     135.7136
   canyonFraction  0
   cracksMagn      0.1328041
   cracksFreq      0.4718492
   cracksOctaves   0
   craterMagn      0.6030409
   craterFreq      12.51666
   craterDensity   0
   craterOctaves   0
   craterRayedFactor 0
   twistZones      6.393675
   twistMagn       0
   cycloneMagn     3.257335
   cycloneFreq     0.7587435
   cycloneDensity  0.0472567
   colorSea       (0.320, 0.240, 0.210, 0.000)
   colorShelf     (0.290, 0.220, 0.200, 0.000)
   colorBeach     (0.820, 0.740, 0.570, 0.000)
   colorDesert    (0.810, 0.640, 0.450, 0.000)
   colorLowland   (0.770, 0.580, 0.400, 0.000)
   colorUpland    (0.620, 0.330, 0.170, 0.000)
   colorRock      (0.220, 0.200, 0.200, 0.000)
   colorSnow      (1.000, 1.000, 1.000, 1.000)
   colorLowPlants (0.770, 0.580, 0.400, 0.000)
   colorUpPlants  (0.620, 0.330, 0.170, 0.000)
   BumpHeight      20
   BumpOffset      4
   DiffMapAlpha   "Ice"
   SpecularBright  0.3
   SpecularPower   150
   DayAmbient      0.07
   Lommel          0
   Exposure        2
  }

  Clouds
  {
   Height          71.24
   DayAmbient      2
   Lommel          0.2
   Exposure        2
   Color          (1.000, 1.000, 1.000, 1.000)
   mainFreq        2.594773
   mainOctaves     10
   Coverage        1
   twistZones      6.812793
   twistMagn       0
  }

  Atmosphere
  {
   Model          "Venus"
   Height          325.8
   Density         73352.1
   Pressure        189.0
   Greenhouse      233.2
   Bright          10
   Opacity         1
   SkyLight        3.333333
   EclipseBright   100
   EclipseColor   (0.700, 0.500, 0.200)
  }

  Orbit
  {
   SemiMajorAxis   0.000134
   Eccentricity    0.1
   Inclination     0.0
   AscendingNode   169.1
   ArgOfPericenter 1.1
   MeanAnomaly     175.3
   RefPlane       "Ecliptic"
  }

}

Planet    "DeRaEnia/La segona Terra del Sol"
{
  ParentBody     "RaEniaK"
  Class        "Desert"

  Mass            0.79
  Radius          5893.0

  Albedo          0.3
  Color          (1.000, 1.000, 1.000)

  Surface
  {
   Style           0.5595632
   Randomize      (-0.383, -0.264, 0.465)
   colorDistMagn   0.08386434
   colorDistFreq   564.5532
   detailScale     33522.32
   colorConversion true
   seaLevel        0.06246126
   snowLevel       0.9913526
   tropicLatitude  0.8317656
   icecapLatitude  10
   icecapHeight    0.1305878
   climatePole     0.5571058
   climateTropic   0.45
   climateEquator  0.45
   tropicWidth     0.07
   mainFreq        0.9915567
   venusFreq       1.434819
   venusMagn       0.4028122
   mareFreq        1.252732
   mareDensity     0.2096301
   erosion         0
   montesMagn      0.1559781
   montesFreq      264.3417
   montesFraction  0.5734884
   dunesMagn       0.05025767
   dunesFreq       54.92299
   dunesFraction   0.9613495
   hillsMagn       0.127119
   hillsFreq       452.7186
   hillsFraction   -0.9613495
   hills2Fraction  0
   canyonsMagn     0.04140922
   canyonsFreq     135.7136
   canyonFraction  0
   cracksMagn      0.1328041
   cracksFreq      0.4718492
   cracksOctaves   0
   craterMagn      0.6030409
   craterFreq      12.51666
   craterDensity   0
   craterOctaves   0
   craterRayedFactor 0
   twistZones      6.393675
   twistMagn       0
   cycloneMagn     3.257335
   cycloneFreq     0.7587435
   cycloneDensity  0.0472567
   colorSea       (0.320, 0.240, 0.210, 0.000)
   colorShelf     (0.290, 0.220, 0.200, 0.000)
   colorBeach     (0.820, 0.740, 0.570, 0.000)
   colorDesert    (0.810, 0.640, 0.450, 0.000)
   colorLowland   (0.770, 0.580, 0.400, 0.000)
   colorUpland    (0.620, 0.330, 0.170, 0.000)
   colorRock      (0.220, 0.200, 0.200, 0.000)
   colorSnow      (1.000, 1.000, 1.000, 1.000)
   colorLowPlants (0.770, 0.580, 0.400, 0.000)
   colorUpPlants  (0.620, 0.330, 0.170, 0.000)
   BumpHeight      20
   BumpOffset      4
   DiffMapAlpha   "Ice"
   SpecularBright  0.3
   SpecularPower   150
   DayAmbient      0.07
   Lommel          0
   Exposure        2
  }

  Clouds
  {
   Height          69.87
   DayAmbient      2
   Lommel          0.2
   Exposure        2
   Color          (1.000, 1.000, 1.000, 1.000)
   mainFreq        2.307683
   mainOctaves     10
   Coverage        1
   twistZones      6.393675
   twistMagn       0
  }

  Atmosphere
  {
   Model          "Venus"
   Height          312.56
   Density         73352.1
   Pressure        177.3
   Greenhouse      217.4
   Bright          10
   Opacity         1
   SkyLight        3.333333
   EclipseBright   100
   EclipseColor   (0.700, 0.500, 0.200)
  }

  Orbit
  {
   SemiMajorAxis   0.0001408
   Eccentricity    0.1
   Inclination     0.0
   AscendingNode   169.1
   ArgOfPericenter 181.1
   MeanAnomaly     175.3
   RefPlane       "Ecliptic"
  }

}





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SpaceEngineerDate: Saturday, 14.07.2012, 11:42 | Message # 26
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F2 menu doesn't show the barycenter of a binary planet - it shows the main planet and the secondary as its satellite. Refer to Earth-Moon and Pluto-Charon as an example.

*





 
Hasforjs97Date: Saturday, 14.07.2012, 19:18 | Message # 27
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Well, this isn't my main problem. The problem is that I specified the two planets to orbit the barycenter at distances of 0,0001 AU, and they orbit at 0,1 AU...
Meanwhile I'm going to leave the small one as a moon and the big one as a planet, but it doesn't seem realistic...

EDIT: I have solved the problem with the distance. Now the two planets orbit the BC, but with different orbital periods (because they have different semiMajor Axises too)

EDIT 2: I have solved it all. I just looked at the orbital period of the moon and set it in the script for both bodies, so now the 2 worlds have the same orbital period around the BC and it works well.





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Pentium G3260 @ 3.30GHz
8.0 GB DDR3
AMD Radeon HD 5570 1GB


Edited by Hasforjs97 - Saturday, 14.07.2012, 23:32
 
ExacerangutanDate: Sunday, 15.07.2012, 05:36 | Message # 28
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I'm new to SE and really have no experience with it, to speak of, but I'd dabbled in star system design, before. Actually, it's sort of what got me into physics. Played with Celestia a lot, and more recently, Universe Sandbox, and I'm looking forward to seeing what SE can do that they can't. Quite a bit, from what I've read.

Anyway! I've been reading this thread, and I'm wondering if there's any possibility that there'll be in future versions a means of controlling--nudging, at least--the way a planet's surface features are distributed. Even something as quick-and-dirty as using a few Fourier components (just one, even!) as a multiplier on the random height map. I ask because I'd love to be able to control oblateness--or, conversely, make something like an equatorial trench ocean on a world with extreme tides. What I read doesn't make it sound like there's a way to do this, yet; please do correct me if I'm just missing it, though!

Anyway, looking forward to playing with this, and thanks for the guide to planet-creation! Very nice!
 
HarbingerDawnDate: Sunday, 15.07.2012, 08:26 | Message # 29
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Hello Exacerangutan, welcome to the forum.

The current version of SpaceEngine (0.96) does indeed have an interactive in-engine editor for tweaking the parameters of procedural planets. It may not be a precise as you're looking for, but with a little patience and practice you can get it to produce some landscapes closer to what you have in mind.





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SpaceEngineerDate: Monday, 16.07.2012, 13:13 | Message # 30
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SE uses fractal functions to distribute landforms on the planetary surface, it is impossible to replace it with user-defined texture. However, it is a good idea, it may be easy to implement. The hard part is to create such textures, some sort of in-game 3D brush editor required.

*





 
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