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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
HarbingerDawnDate: Monday, 27.08.2012, 18:59 | Message # 31
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SpaceEngineer, why is the color of the clouds on desert worlds tied to the colorDesert parameter? And is there any way to independently set the color for the clouds, or will there be in a future version?




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SpaceEngineerDate: Monday, 27.08.2012, 20:21 | Message # 32
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Because deserts assumed to have a dust clouds, like Mars. And clouds color cannot be set in the script, sorry.




 
HarbingerDawnDate: Monday, 27.08.2012, 21:54 | Message # 33
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I had guessed that was the reason. Thanks for the info.

Though most of the time Mars's most visible clouds are white water ice clouds smile
(eg. this map from the day MSL landed)





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Edited by HarbingerDawn - Monday, 27.08.2012, 21:59
 
XMINEIROCREEPEIROGENERALXDate: Monday, 27.08.2012, 22:09 | Message # 34
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Where is the download button? wacko




OpenGL 3.0 is the best OpenGL for SE. Trust me. ;)
 
DoctorOfSpaceDate: Monday, 27.08.2012, 22:16 | Message # 35
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Quote (HarbingerDawn)
Though most of the time Mars's most visible clouds are white water ice clouds smile
(eg. this map from the day MSL landed)


Thats one reason why I started working on a Mars cloud setup.



But the only issue is as you mentioned, the color.

Attachments: 8640667.jpg(316Kb)





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Edited by DoctorOfSpace - Monday, 27.08.2012, 22:16
 
HarbingerDawnDate: Monday, 27.08.2012, 22:24 | Message # 36
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Quote (XMINEIROCREEPEIROGENERALX)
Where is the download button?

The download button for what?

Quote (DoctorOfSpace)
But the only issue is as you mentioned, the color.

It's not really an obstacle for planets that don't have procedural surfaces, as you can specify whatever color you like for the clouds without affecting the surface (add colorDesert (0.700, 0.700, 0.700, 0.000) in the Surface tag, for example).

The way to get around it on procedural worlds is to make the world a Terra instead of a Desert, and then to make an Ocean height of 0.1 or some such number so that you never really see any water (if you do find a deep enough hole you can always just Ctrl-C to disable it).

I like what you have so far for the Mars clouds!





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Edited by HarbingerDawn - Monday, 27.08.2012, 22:37
 
DoctorOfSpaceDate: Monday, 27.08.2012, 22:35 | Message # 37
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Quote (HarbingerDawn)
It's not really an obstacle for planets that don't have procedural surfaces, as you can specify whatever color you like for the clouds without affecting the surface (add colorDesert (0.700, 0.700, 0.700, 0.000) in the Surface tag, for example).


I didn't know that so thanks. That helps me in more ways than one, as I'm experimenting in editing and making planets.

Quote (HarbingerDawn)
I like what you have so far for the Mars clouds!


With what you posted and a small tweak

Attachments: 1661882.jpg(375Kb)





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HarbingerDawnDate: Monday, 27.08.2012, 22:42 | Message # 38
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Quote (DoctorOfSpace)
With what you posted and a small tweak

Looks nice. The chief problem with creating Mars clouds, and the reason I didn't try it before, is that procedural clouds look really opaque and thick, and Mars's clouds are very thin. But now that there is a texture export feature, once you get the clouds the way you want you can export the texture, decrease the opacity in an image editor, and then run it through CubeMap. Then you've got yourself some mighty fine Mars clouds smile





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DoctorOfSpaceDate: Monday, 27.08.2012, 22:59 | Message # 39
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Quote (HarbingerDawn)
is that procedural clouds look really opaque and thick


I'm not using procedural clouds though. I am using that Earth clouds as a bump only method and adjusting the coverage settings. I tried procedural but it didn't look good at all, even with low twist zones and low coverage.

I wonder if you could help me out though with something I am trying to do to Mars.

I am trying to make a "realistic" Terraformed Mars. I say realistic because I'd like to keep it as a desert world listing but give it some water. However when I launch under the desert flag it looks like this



I have to open it in the editor to look like this


It may be because it should be listed as Terra but I'd like to keep it under the Desert flag and only have the life section centered around the equator with low clouds and lots of water.

Attachments: 8709691.jpg(209Kb) · 8942976.jpg(273Kb)





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HarbingerDawnDate: Monday, 27.08.2012, 23:30 | Message # 40
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Quote (DoctorOfSpace)
It may be because it should be listed as Terra but I'd like to keep it under the Desert flag and only have the life section centered around the equator with low clouds and lots of water.

hmmm.... listing it as a Terra may be a necessary sacrifice (and by SE's classification scheme it most certainly would be anyway). Does the water appear as soon as you open the editor, or is there a parameter that you edit with the UI first?

Also, changing it from desert to terra shouldn't affect the texturing, all else being equal (when I switched a desert world I was working on to being a terra, nothing changed save for the ocean). But I'm not sure in this case, and you're in a better position to know than I am.

Quote (DoctorOfSpace)
I'm not using procedural clouds though. I am using that Earth clouds as a bump only method and adjusting the coverage settings.

But they are still using a procedural diffuse map, which is what I meant, so they are drawn in the heavy, thick way that procedural clouds are in SE. For a terraformed cloud set it is not a problem, but for a realistic Mars cloud map it will always look slightly awkward, which is why extra work would be needed to get it to look perfect (but how perfect it would be!).





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DoctorOfSpaceDate: Monday, 27.08.2012, 23:38 | Message # 41
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Quote (HarbingerDawn)
Does the water appear as soon as you open the editor, or is there a parameter that you edit with the UI first?


The water is added in the config but only appears in one small area. When I open the editor the water only expands slightly and not to where I'd like it to be.

Quote (HarbingerDawn)
Also, changing it from desert to terra shouldn't affect the texturing


It does actually depending on what parameters are edited. I am working off of the Earth like Mars edit and when I switch to Desert the plant life becomes darker green and the deserts are spread out more where I'd like them to be.

Edit

Terra Mars


Desert Mars


Quote (HarbingerDawn)
But they are still using a procedural diffuse map, which is what I meant, so they are drawn in the heavy, thick way that procedural clouds are in SE.


Ah I see what you mean. Yeah I could look into that, in fact I think I will. I'll get back to you on it though.

Quote (HarbingerDawn)
For a terraformed cloud set it is not a problem, but for a realistic Mars cloud map it will always look slightly awkward


Mars is undeniably my favorite planet to work with so I'm doing multiple sets of things to it. I have a lot of configs for Mars and one of them is realistic current Mars where I'm tweaking a bunch of things like the clouds.

Quote (HarbingerDawn)
which is why extra work would be needed to get it to look perfect (but how perfect it would be!).


That shouldn't be very hard at all really. Not a lot of extra work, all I'd have to do is adjust the color setting in game and then export it and tweak the hue and transparency in an editor.

Attachments: 1090838.jpg(199Kb) · 1285333.jpg(183Kb)





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Edited by DoctorOfSpace - Monday, 27.08.2012, 23:54
 
HarbingerDawnDate: Tuesday, 28.08.2012, 00:01 | Message # 42
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Quote (DoctorOfSpace)
It does actually depending on what parameters are edited. I am working off of the Earth like Mars edit and when I switch to Desert the plant life becomes darker green and the deserts are spread out more where I'd like them to be.

Do you export the script and use that in your catalog file? (Actually of course you did, man am I sleep deprived wacko ) The problem is probably the discrepancy in sea level between the two worlds. It doesn't make any sense that the colors would change though.

Quote (DoctorOfSpace)
all I'd have to do is adjust the color setting in game and then export it and tweak the hue and transparency in an editor.

I have a sneaking feeling that it will be harder than it sounds. My graphics card times out when trying to export large textures and so crashes the program. I would need to edit the registry to overcome that limitation.

You could also create a dust cloud texture and use it as a separate cloud layer to give Mars the two distinct types of clouds that it has in real life (obviously you could not use procedural clouds with this method, but there are other ways that you could if you wanted).





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DoctorOfSpaceDate: Tuesday, 28.08.2012, 00:34 | Message # 43
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Quote (HarbingerDawn)
Do you export the script and use that in your catalog file?


Yes but I don't put all the entries into the file.

Quote (HarbingerDawn)
The problem is probably the discrepancy in sea level between the two worlds.


I have tried making it high but until I put it higher than the clouds, on the desert world, I can't see it besides in lowlands.

Quote (HarbingerDawn)
It doesn't make any sense that the colors would change though.


I adjusted the settings on Desert Mars to be more appropriate and then switched back to Terra and this happened


I think there is something I am doing that makes the 2 planet settings very different.

Quote (HarbingerDawn)
You could also create a dust cloud texture and use it as a separate cloud layer to give Mars the two distinct types of clouds that it has in real life (obviously you could not use procedural clouds with this method, but there are other ways that you could if you wanted).


I didn't know that but now that I do I'll try it eventually.

That doesn't work with procedural or two separated custom cloud textures. I either end up with a dust layer and low res cloud blotches or an opaque Mars.

Attachments: 9205257.jpg(293Kb)





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Edited by DoctorOfSpace - Tuesday, 28.08.2012, 09:53
 
SpaceEngineerDate: Tuesday, 28.08.2012, 18:13 | Message # 44
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Take a look on the "Style" parameter - it set up the default coloring scheme. There are 3 color schemes for deserts and terras:

0.000 < Style < 0.333 - ligth yellow (sand) color
0.333 < Style < 0.666 - more reddish (Earth) colors
0.666 < Style < 1.000 - red (Mars) colors

Inside these 3 zones, there are 3 subzones that set up the water color:

0.0 < waterStyle < 0.5 - blue water
0.5 < waterStyle < 0.8 - green water
0.8 < waterStyle < 1.0 - red water

Final Style = Style + waterStyle / 3.0, i.e. if you want to have a red planet with green oceans, you should use Style = 0.667 + 0.5 / 3.0 + 0.05 = 0.8833 (the 0.05 added to ensure you cross the subzone boundary).

Colors of the plants are determined taking into account temperature of the star and average temperature on the planet:

star T < 4000K - black plants
4000K < star T < 7000K - green plants
7000K < star T - blue plants

planet T < 260 K - more pink plants
planrt T > 300 K - more yellow plants

If you don't like this colors, you always may use colorLowPlants and colorUpPlants in th script.





 
Arron17Date: Tuesday, 28.08.2012, 18:36 | Message # 45
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I'm having a problem making planets and I'm not sure what I'm doing wrong, this is the code I have used.

Code
Planet    "Rock 1"    // Type of object ant it's name
{
      ParentBody      "Hermes"    // The body, around wich this planet orbits
      Class           "Selena"     // Class of a planet

      Radius          4013.5      // Radius in km
      Mass            0.24        // Mass in Earth's masses
      Oblateness      0.0         // Oblataness

      Albedo          0.07                   // Albedo
      Color          (1.000, 1.000, 0.934 )  // Color of a particle
        
      Surface         // Surface tag
      {

          BumpHeight      25.4     // Max height of landscape in km
          BumpOffset      1.3     // Offset of zero height level
          DiffMapAlpha   "None"  // Mode of specular effect (flecks of sunlight)
          DayAmbient      0.8     // Brightness of fake daytime ambient light
          Lommel          1.0     // Lambert to Lommel-Seeliger lighting model ratio
          Exposure        2.0     // Global surface brighness
          Life            false    // true, if there is life on the planet

          // Next are parameters for procedural surface generation
     Style           0.589168                // Default color scheme
     Randomize      (-0.031, -0.725, -0.872) // Randomize vector
     colorDistMagn   0.04671758  // Magnitude of detail textures distortion
     colorDistFreq   14.59185    // Frequency of detail textures distortion
     detailScale     665.3179    // Scale of detail textures
     colorConversion true        // Perform textures color conversion
     seaLevel        0.2344274    // Mare level height (0...1)
     snowLevel       0.990009    // Snow line level (0...1)
     tropicLatitude  0.0         // Latitude of tropics
     icecapLatitude  0.5         // Latitude of ice caps boundaries
     icecapHeight    0.4566726   // Height of ice caps
     climatePole     1.000       // Climate of poles   - index to color table (0...1)
     climateTropic   0.450       // Climate of tropics - index to color table (0...1)
     climateEquator  0.625       // Climate of equator - index to color table (0...1)
     tropicWidth     0.07        // Width of tropics
     mainFreq        1.770453    // Main noise frequency (oceans/continents)
     venusFreq       0.90631     // Venus-like global structures frequency
     venusMagn       0.1794956   // Venus-like global structures magnitude
     mareFreq        1.590966    // Lunar mare frequency
     mareDensity     0.1880112   // Lunar mare density
     montesMagn      0.2106156   // Lunar mare magnitude
     montesFreq      447.9364    // Lunar mare frequency
     montesDensity   0.1032389   // Lunar mare density
     dunesMagn       0.05065665  // Dunes magnitude (0...1)
     dunesFreq       7542.516    // Dunes frequency
     dunesDensity    0.0         // Dunes density
     hillsMagn       0.125375    // Hills magnitude (0...1)
     hillsFreq       0.3447827   // Hills frequency
     hillsDensity    0.5050473   // Hills density
     canyonMagn      0.003447684 // Canyons magnitude (0...1)
     canyonFreq      658.1566    // Canyons frequency
     canyonDensity   0.3917769   // Canyons density
     cracksMagn      0.02371026  // Ice cracks magnitude (0...1)
     cracksFreq      2.237627    // Ice cracks frequency
     cracksOctaves   0           // Number of ice cracks octaves
     craterMagn      0.6555124   // Craters magnitude
     craterFreq      17.41361    // Craters frequency
     craterDensity   0.8474388   // Craters density
     craterOctaves   10          // Number of craters octaves
     craterRayedFactor 0.2032161 // Number of rayed craters relative to usual craters
     colorSea       (0.400, 0.350, 0.320, 0.000) // Color of mare           
     colorShelf     (0.470, 0.410, 0.380, 0.000) // Color of mare           
     colorBeach     (0.560, 0.470, 0.420, 0.000) // Color of continents           
     colorDesert    (0.510, 0.440, 0.370, 0.200) // Color of continents           
     colorLowland   (0.390, 0.340, 0.280, 0.500) // Color of continents           
     colorUpland    (0.660, 0.600, 0.520, 0.800) // Color of continents           
     colorRock      (0.670, 0.620, 0.550, 1.000) // Color of continents           
     colorSnow      (1.000, 1.000, 1.000, 1.000) // Color of continents         
     }  
       
     Orbit       // Orbit tag
      {
          RefPlane        "Ecliptic"  // Orbit reference plane
          Epoch           2451545.0   // Orbital parameters epoch, Julian date
          Period          0.227794     // Orbital period in years
          Eccentricity    0.021     // Eccentricity
          Inclination     0.000052     // Inclination in degrees
          AscendingNode   -78.3    // Longitude of ascending node in degrees

          // Next two are interchangeable: SemiMajorAxis = PericenterDist / (1.0 - Eccentricity)
          SemiMajorAxis   0.399737964       // Semimajor axis in astronomical units
          //PericenterDist  0.378737964   // Pericentric distanse in astronomical units

          // Next two are interchangeable: ArgOfPericen = LongOfPericen - AscendingNode
          ArgOfPericen    297    // (or ArgOfPericenter) Argument of pericenter in degrees
          //LongOfPericen   308.09011   // (or LongOfPericenter) Longitude of pericenter in degrees

          // Next two are interchangeable: MeanAnomaly = MeanLongitude - LongOfPericen
          MeanAnomaly     88.5   // Mean anomaly in degrees
          //MeanLongitude   296.93974   // Mean longitude in degrees

          //AscNodePreces   131795.3    // Ascending node precession period in years
          //ArgOfPeriPreces 26799.51    // Argument of pericenter precession period in years
      }
}


The planet is the right type and has the correct orbit but for some reason every planet I add has an atmosphere even though I haven't specified one. What am I doing wrong?





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Forum » SpaceEngine » Mods and Addons » MOD - Creating a Planet 0.95 (How to make your own planets)
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