Русский New site

Advanced search

[ New messages · Forum rules · Members ]
Page 4 of 15«1234561415»
Forum » SpaceEngine » Mods and Addons » MOD - Creating a Planet 0.95 (How to make your own planets)
MOD - Creating a Planet 0.95
SpaceEngineerDate: Tuesday, 28.08.2012, 18:38 | Message # 46
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4798
Status: Offline
Arron17, your should type
NoAtmo true
if you want to prevent SE to generate procedural atmosphere.





 
Arron17Date: Tuesday, 28.08.2012, 18:47 | Message # 47
Observer
Group: Users
United Kingdom
Messages: 18
Status: Offline
Quote (SpaceEngineer)
Arron17, your should type
NoAtmo true
if you want to prevent SE to generate procedural atmosphere.



Where do I put this?

I tried in the planet parameters and in the atmosphere parameters and it made no difference.





Intel Core i3-330m, 4GB RAM, ATi Radeon 5650 1GB
 
HarbingerDawnDate: Tuesday, 28.08.2012, 19:36 | Message # 48
Cosmic Curator
Group: Administrators
United States
Messages: 8714
Status: Offline
Quote (Arron17)
I tried in the planet parameters and in the atmosphere parameters and it made no difference.

Type NoAtmosphere true in the general parameters section (same place that radius, class, etc. go).





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
 
LordHaHaDate: Friday, 21.09.2012, 01:44 | Message # 49
Space Tourist
Group: Users
United States
Messages: 23
Status: Offline
I've got these weird spikes on some of the terrain on my custom planet. They look cool from a distance but up close they are UGLY. Any thoughts on how to repair this one? Screens below the line.



LordHaHa


Edited by LordHaHa - Friday, 21.09.2012, 01:44
 
SpaceEngineerDate: Friday, 21.09.2012, 17:17 | Message # 50
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4798
Status: Offline
This looks like mountains or hills or canyons with a too high frequency.




 
LordHaHaDate: Saturday, 22.09.2012, 06:46 | Message # 51
Space Tourist
Group: Users
United States
Messages: 23
Status: Offline
Quote (SpaceEngineer)
This looks like mountains or hills or canyons with a too high frequency.


Yeah, that was the problem. Mountain freq was around 300 something and Hills freq was 500 something...but Dunes freq was 700! I turned them all way down (150 mount, 66.7 hill, 78 dunes) and that has fixed everything. Funny thing this became an issue as this was originally a procedural planet. Of course I also dropped the radius down a lot to get the gravity up, so that might have effected things. Also there was way too much terracing after fixing that problem, so I had to add "terraceProb" to the file and halve the default value.

But thanks for the help out, its pretty much done now.



LordHaHa
 
neutronium76Date: Tuesday, 25.09.2012, 22:11 | Message # 52
World Builder
Group: Users
Greece
Messages: 718
Status: Offline
Hello. I am trying to create the planetary system from the movie ''Prometheus''. I found out that this system actually exists in SE: its ζ2 ret and in particular its the ζ2 ret A3 gas giant and its moon A3.2 (the famous LV_223 planet of the ''Engineers'') that I am after. So the gas giant is upposed to have a ring system around it. Unfortunately both zeta 2 reticuly A3 and its moon A3.2 are procedural planets in SE. So what do I have to do in order to edit them? Can I somehow export them (as scripts and not as textures) in an .sc file and then add the rings to the gas giant. And would I be able to import them back to SE and replace the procedural ones? Because I am afraid there will be dublicates if I export them, edit them and re-inport them. unsure




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
 
HarbingerDawnDate: Tuesday, 25.09.2012, 22:31 | Message # 53
Cosmic Curator
Group: Administrators
United States
Messages: 8714
Status: Offline
neutronium76, if you export the system and use that code to create a new catalog file or add to an existing one, it will replace the existing system; there will be no duplicates.




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
 
neutronium76Date: Wednesday, 26.09.2012, 10:43 | Message # 54
World Builder
Group: Users
Greece
Messages: 718
Status: Offline
Ok I exported the system from the editor using the ''export system'' function, I went to cache/export folder and opened the newly created ''ZET2 ret.sc'' file with notpad. I than copy-pasted the ring code from :
Code

  Rings       // Rings tag  
      {  
          // Texture parameter is commented out, becuase  
          // this planet use procrdural generation of texture  
          //Texture         "Icarus-rings.*"  // Rings texture  
          InnerRadius      8318.5  // Inner raduis of rings system in km  
          OuterRadius      12438.3 // Outer radius of rings system in km  
          RotationPeriod   43.3    // Rings rotation period in hours  
          RotationOffset   60.0    // Rings rotation phase in degrees  
          FrontBright      1.0     // Direct lighting brightness  
          BackBright       5.0     // Back lighting brightness (scattering)  
          Density          1.0     // Density (opacity)  
          Exposure         2.0     // Global brightness  
      }  


section and I used the planet radius as a guide to change the inner and outer radius parameter for planet A3. But unfortunately there are no rings shown in SE sad . I remember I copied the entry in universe.cfg under planet section so what am I doing wrong?

I enclose both zeta2 ret.sc and universe.cfg for you people to check:

Attachments: ZET2_Ret.sc(304Kb) · universe.cfg(7Kb)





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
 
SpaceEngineerDate: Wednesday, 26.09.2012, 12:50 | Message # 55
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4798
Status: Offline
You made an recursive link:

Code

Barycenter    "ZET2 Ret"
{
  ParentBody     "ZET2 Ret"
  ...
}


You should rename the barycenter (for example to "ZET2 Ret barycenter") or just don't use it at all - in reality ZET2 Ret is a singe star. So remove barycenter, stars A and B and star's B planetary system, then make all planet of star A rotating around ZET2 Ret, and rename them from A1, A2, A3 etc to simply 1, 2, 3.





 
RedKingDate: Wednesday, 26.09.2012, 16:36 | Message # 56
Observer
Group: Newbies
United States
Messages: 6
Status: Offline
I'm having a similar problem to neutronium76 with the rings, though I also get the opposite.

Code


Planet    "Turis"
{
  ParentBody     "Theral"
  Class        "Desert"

  Mass            7.177274
  Radius          11043.636
  Obliquity       -2.975179e-008
  EqAscendNode    19.24333

  Albedo          0.3
  Color          (1.000, 1.000, 1.000)

  Surface
  {
   Style           0.5847038
   Randomize      (0.255, 0.597, -0.793)
   colorDistMagn   0.04210091
   colorDistFreq   690.4531
   detailScale     36233.26
   colorConversion true
   seaLevel        0.05326123
   snowLevel       0.98869
   tropicLatitude  0
   icecapLatitude  0.5
   icecapHeight    0.07414196
   climatePole     1
   climateTropic   0.45
   climateEquator  0.625
   tropicWidth     0.07
   mainFreq        0.9978861
   venusFreq       0.4354896
   venusMagn       0.3078657
   mareFreq        1.34754
   mareDensity     0.200675
   erosion         0
   montesMagn      0.2214149
   montesFreq      356.9006
   montesFraction  0.910012
   dunesMagn       0.04610201
   dunesFreq       47.51549
   dunesFraction   0.00378642
   hillsMagn       0.1414673
   hillsFreq       600.1253
   hillsFraction   -0.00378642
   hills2Fraction  0
   canyonsMagn     0.0403211
   canyonsFreq     140.2407
   canyonFraction  0
   cracksMagn      0.1326861
   cracksFreq      0.5194907
   cracksOctaves   0
   craterMagn      0.6217116
   craterFreq      18.39561
   craterDensity   0.6479576
   craterOctaves   9.09466
   craterRayedFactor 0
   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
  }

  Atmosphere
  {
   Model          "Earth"
   Height          352.1818
   Density         4.451852
   Pressure        0.007965851
   Bright          3
   Opacity         0.3
   SkyLight        1
   EclipseBright   100
   EclipseColor   (0.700, 0.500, 0.200)
  }

  Orbit
  {
   SemiMajorAxis   9.2245788
   Eccentricity    0.05632827
   Inclination     133.9931
   AscendingNode   40.17454
   ArgOfPericenter 157.2654
   MeanAnomaly     340.7682
   RefPlane       "Ecliptic"
  }

}



Despite not having codes for rings, the planet still shows rings in the simulator. What am I doing that I'm not suppose to.

I also noticed that adding the ring code seems to disable the rings.
 
neutronium76Date: Wednesday, 26.09.2012, 17:01 | Message # 57
World Builder
Group: Users
Greece
Messages: 718
Status: Offline
Quote (SpaceEngineer)
You should rename the barycenter (for example to "ZET2 Ret barycenter") or just don't use it at all - in reality ZET2 Ret is a singe star. So remove barycenter, stars A and B and star's B planetary system, then make all planet of star A rotating around ZET2 Ret, and rename them from A1, A2, A3 etc to simply 1, 2, 3.


But in the movie it looks like a multiple star system or a small diffuse star cluster:



If I remove Star A, which Star the planets of star A will orbit around?

So can I remove everything and keep only the star A, renamed to zet 2 reticuli and its planets, renamed to 1,2.. etc..?

Attachments: 1778730.jpg(96Kb)





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


Edited by neutronium76 - Wednesday, 26.09.2012, 17:19
 
HarbingerDawnDate: Wednesday, 26.09.2012, 17:22 | Message # 58
Cosmic Curator
Group: Administrators
United States
Messages: 8714
Status: Offline
Quote (RedKing)
Despite not having codes for rings, the planet still shows rings in the simulator. What am I doing that I'm not suppose to.

If you want to suppress the generation of rings, atmospheres, clouds, and/or oceans on a planet, you need to add the parameter NoRings true, NoAtmosphere true, NoClouds true, and/or NoOcean true to the planet's script.





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
 
scavengerDate: Wednesday, 26.09.2012, 22:39 | Message # 59
Space Tourist
Group: Users
France
Messages: 25
Status: Offline
hello

I'm a definitive fan from the Riddick series. Since I discovered this marvelous simulator, I'm at least able to find this f.....g system called M344/G !!!

extract from http://riddick.wikia.com/wiki/M-344/G_system :
Quote

The star system in which Pitch Black occurs. It is a triple star system with three planets. The second planet is mostly a desert, and where Pitch Black takes place.




Don't pay attention to the stupid double ring of the giant backside...

the system I'm talking about is this one, right from the movie :

day :


night :


now that's not that difficult to find a tri star system... I found in one of the place examples a 5 star system: RSC 8403-1599-0-0-4
I easily exported & modified it, positioned in space too (derivation from an existing star system), BUT how can I import it ??

What I did just by guessing from the other files content is :
- create a custom data\catalogs\stars\M344G.sc
- add it to load inside the config\universe.cfg
- the main parent is a StarBarycenter (found using search F3), if I keep it as Barycenter, to find it I have to add it inside stars120k.txt
- I suppressed all references to asteroids

well when I load the stuff... I find my M344G StarBarycenter & go to it, but with no stars and black planets, and my sub-systems (it's a 3 star system) are scattered around.

I really don't understand, moreover after having lost (or not) 3 hours on it. I need your help dear masters cry

where do I find information on how to build a multiple star system ?
I just want my star system to be inside MW or Sagitarius, near center

the code i'm working on is too big to fit here

thks !!!!

edit : well i just rode the topic http://en.spaceengine.org/forum/17-338-1 about stars & barycenters, well i'll see that tomorrow smile


Edited by scavenger - Wednesday, 26.09.2012, 23:45
 
SolarisDate: Thursday, 27.09.2012, 01:30 | Message # 60
World Builder
Group: Global Moderators
France
Messages: 731
Status: Offline
scavenger, I've moved your message here.
 
Forum » SpaceEngine » Mods and Addons » MOD - Creating a Planet 0.95 (How to make your own planets)
Page 4 of 15«1234561415»
Search: