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Zefnoly
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(Solved) Problem making water reflection work on custom textured planet

10 Jan 2017 04:40

NEW PROBLEM!!
I cant make speculars work... I have made so the sea is alpha on the diffuse texture. Added the parameter that makes alpha level decide water visibility. Can someone PLEASE HELP?
As you see. The sea does not reflect the light here...
Image

But here you see the planet before I turned it from procedurally generated to texture based...
Image

This is the code I use for the surface. Please tell me how I can make water reflections work!
Surface
    {
 DiffMap        "Zevila/Color"
 DiffTileSize    258
 DiffTileBorder  1
 BumpMap        "Zevila/Bump"
 BumpTileSize    258
 BumpTileBorder  1
 GlowMap        "Zevila/Lights"
 GlowTileSize    258
 GlowTileBorder  1
 GlowMode "Night"
 BumpHeight      19.475
 BumpOffset      10.896
 DiffMapAlpha   "Water"
 SpecBrightWater 0.35
 SpecBrightIce   0
 //SpecularPower   55
 Hapke           0
 SpotBright      4
 //SpotWidth       0.05
 DayAmbient      0.07
 }


Everything Except water reflection works...

OLD BELLOW!!
I'm in the one of the latest versions. I'm trying to make my generated planet have city lights at night as it is gonna be a visualization of the homeplanet that belongs to my alien race. I tried to first make a folder including the specular text, but it didn't work because of the glow map made for the volcano.

So decided to export the generated surface as a bumpmap that gives 6 textures for each kind of texture maps. I know what each do as I work regular with similar stuff in Blender.

But I got a problem making the textures work. I removed all parameters on the planet that had anything to do with surface generation and kept the generated cloud generation.

I added the parameters needed to make it use texture files for all sorts of stuff with help of a friend that had done this before.

I located the textures in appropriate locations in the addons folder with address strings correctly set.

But when I opened SpaceEngine the planet was just completely blue, no water or surface visible. Just blue.
I have tried to use both TGA and PNG files but none seem to work.
What have I done wrong? (I'm not home yet but can provide more info when I get there).
I really want this to work because I'm bored of the planet not having visible nightside lights... I just really want to see how it looks like when it enters the shadow of the gas giant it orbits etc. I kinda want to make such lights for the other moons because they are also supposed to be slightly colonized. But I need to figure out how to make texture files work on the homeplanet first.
Last edited by Zefnoly on 26 Mar 2017 09:50, edited 3 times in total.
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Quarior
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Problem making a planet with custom textures

10 Jan 2017 05:07

I have this problem also but here my solution :
Export the bump map (base and xeg_x) in Space Engine and make a base.png for you city lights but don't convert to raw and create neg_x,... because the texture don't work properly and in the code of the planet
Surface
{
 BumpMap "Planet/Bump" //edit the directly for the bump map
 BumpTileSize 2048 //edit with the size of the bump map (0_0_0.png by default)
 BumpTileBorder 1
 GlowMap "Planet/Lights" //edit the directly for the lights map
 GlowMode "Night" //or "Alpha" or "Permanent" or "Thermal"
 //GlowColor (1 1 1 1) //RGBA, optional
}

Otherwise in procedural surface, is impossible for the moment else if you create a clouds who contains the lights of the planets but for me, I don't like else for create city clouds. Here the code for the clouds :
Clouds //for lights fixes and as close as possible to the surface
{
 Height 0 //km
 Velocity 0 //km/h
 DiffMap "Invisible.png" //Create a texture called this and with Paint.NET (free) or GIMP (free) or Photoshop (paying), delete all pixels for have a transparent texture (1x1 pixel is enough), else, I attach the file
 DiffMapAlpha "Transp"
 BumpMap "Planet/Bump" //edit the directly for the bump map
 BumpTileSize 2048 //edit with the size of the bump map (0_0_0.png by default)
 BumpTileBorder 1
 GlowMap "Planet/Lights" //edit the directly for the lights map
 GlowMode "Night" //or "Alpha" or "Permanent" or "Thermal"
 //GlowColor (1 1 1 1) //RGBA, optional
}

The file attach (click right on the link and select Save target as) :
Invisible.png
Put on addons/textures/planets
Invisible.png (157 Bytes) Viewed 707 times

I hope you have helped. Good luck.
 
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Zefnoly
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Problem making a planet with custom textures

10 Jan 2017 05:15

Quarior wrote:
I have this problem also but here my solution :
Export the bump map (base and xeg_x) in Space Engine and make a base.png for you city lights but don't convert to raw and create neg_x,... because the texture don't work properly and in the code of the planet
Surface
{
 BumpMap "Planet/Bump" //edit the directly for the bump map
 BumpTileSize 2048 //edit with the size of the bump map (0_0_0.png by default)
 BumpTileBorder 1
 GlowMap "Planet/Lights" //edit the directly for the lights map
 GlowMode "Night" //or "Alpha" or "Permanent" or "Thermal"
 //GlowColor (1 1 1 1) //RGBA, optional
}

Otherwise in procedural surface, is impossible for the moment else if you create a clouds who contains the lights of the planets but for me, I don't like else for create city clouds. Here the code for the clouds :
Clouds //for lights fixes and as close as possible to the surface
{
 Height 0 //km
 Velocity 0 //km/h
 DiffMap "Invisible.png" //Create a texture called this and with Paint.NET (free) or GIMP (free) or Photoshop (paying), delete all pixels for have a transparent texture (1x1 pixel is enough), else, I attach the file
 DiffMapAlpha "Transp"
 BumpMap "Planet/Bump" //edit the directly for the bump map
 BumpTileSize 2048 //edit with the size of the bump map (0_0_0.png by default)
 BumpTileBorder 1
 GlowMap "Planet/Lights" //edit the directly for the lights map
 GlowMode "Night" //or "Alpha" or "Permanent" or "Thermal"
 //GlowColor (1 1 1 1) //RGBA, optional
}

The file attach :
Invisible.png
I hope you have helped. Good luck.

I will look more into it. I will post further if it stil doesn't work. The texture files for each texture type consist of 6 images. Like 6 diffuse images, 6 specular, 6 bumpmap textures. I exported the generated planet to high ress bump map from SE to turn it into a static texture based planet. So I can adjust it manually later. Yes I got paint.net.
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Quarior
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Problem making a planet with custom textures

10 Jan 2017 06:35

Zefnoly wrote:
Source of the post I will look more into it. I will post further if it stil doesn't work. The texture files for each texture type consist of 6 images. Like 6 diffuse images, 6 specular, 6 bumpmap textures. I exported the generated planet to high ress bump map from SE to turn it into a static texture based planet. So I can adjust it manually later. Yes I got paint.net.

You just need bump map, Space Engine will remake the diff map (see my mod Procedural Solar System for a example) but you can use the diff map, is optional.

Just for be sure because I just realized that my first sentence did not suit me, in the textures, you have in the textures folder something like this ?
  • Planet
    • Bump
      • neg_x
        • 0_0_0.png
      • neg_y
        • 0_0_0.png
      • neg_z
        • 0_0_0.png
      • pos_x
        • 0_0_0.png
      • pos_y
        • 0_0_0.png
      • pos_z
        • 0_0_0.png
      • base.png
    • Lights
      • base.png
  • Invisible.png
 
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Zefnoly
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Problem making a planet with custom textures

10 Jan 2017 08:46

I had folders setup the way you specify but the image names where like "surface_bump_neg_y" and so on
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Zefnoly
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Problem making a planet with custom textures

10 Jan 2017 08:49

YES! It works. I changed the names to like you had them. Thanks!
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Zefnoly
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Problem making a planet with custom textures

10 Jan 2017 08:54

How can I use the specular texture?
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Zefnoly
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Problem making a planet with custom textures

10 Jan 2017 09:21

I have a few problems. Even tho I got the textures to work. They seem to unload pretty fast when moving away. And the alpha map on the diffuse doesnt seem to make the water visible from space causing any specular.
Surface //This is the code for the surface of the planet
    {
      DiffMap        "Zevila/Color"
      DiffTileSize    4096
      DiffTileBorder  1
      BumpMap        "Zevila/Bump"
      BumpTileSize    4096
      BumpTileBorder  1
      GlowMap        "Zevila/Lights"
      GlowTileSize    4096
      GlowTileBorder  1
      GlowMode "Night"
      BumpHeight      19.475
      BumpOffset      10.896
      DiffMapAlpha   "Water"
      SpecBrightWater 1
      SpecBrightIce   0
      //SpecularPower   55
      Hapke           0
      SpotBright      4
      //SpotWidth       0.05
      DayAmbient      0.07
   }
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Zefnoly
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Problem making a planet with custom textures

11 Jan 2017 08:13

I think I understand how it all works now. Forgot base textures... But I stil cant seem to make water reflection work. I have made the alpha channel accordingly on the color textures. Idk what I've done wrong... The sea is transparent while the land is not.
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Zefnoly
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Problem making water reflection work on custom textured planet

11 Jan 2017 11:42

Got a new problem regarding water reflection that refuses to work. The information about the new problem and a little more is back in the main post.
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Zefnoly
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Problem making water reflection work on custom textured planet

11 Jan 2017 14:31

This is what I have got to work so far...
Image
Image
But I stil need some help.
The sea reflections REFUSE TO WORK!
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Problem making water reflection work on custom textured planet

12 Jan 2017 11:41

(I'm no expert but)
SpecBrightWater seems a bit low on a scale from 0 to 20, did you try with bigger values to see what happens?
Why SpecPower is commented out?
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Zefnoly
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Problem making water reflection work on custom textured planet

26 Mar 2017 09:20

Mosfet wrote:
(I'm no expert but)
SpecBrightWater seems a bit low on a scale from 0 to 20, did you try with bigger values to see what happens?
Why SpecPower is commented out?

Sorry for late reply. No it wont change anything... I've tried. A friend told me I should turn off sea surface but I dont know how.
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Zefnoly
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Problem making water reflection work on custom textured planet

26 Mar 2017 09:50

Solved it! Nvm...
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(Solved) Problem making water reflection work on custom textured planet

01 Apr 2017 04:10

How did you solve it? Just in case anyone else comes across the same problem.
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