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Help with creating Mods and Addons

Posted: 06 Feb 2018 03:19
by Mosfet
ZeGamingCuber wrote:
Source of the post The editor I used was notepad++

I'm afraid I'm out of ideas regarding your issue, since it seems all perfectly fine. Having unabridged versions of .sc files attached here could help, as JackDole suggested.

Help with creating Mods and Addons

Posted: 06 Feb 2018 05:05
by JackDole
MagicBalls69 wrote:
Source of the post  I have a binary star system made and added on, but now i would like to place it somewhere else and I can not get it to move, any ideas?

The error is probably some missing or misplaced parenthesis.
It is possible that the bug is in a completely different script.
If you have more addons, from other authors, the mistake can be anywhere. But probably the mistake is in one of your own scripts.

Help with creating Mods and Addons

Posted: 06 Feb 2018 14:02
by ettore_bilbo
PlutonianEmpire wrote:
Source of the post No the textures were actually stretched in-game. I tried to fix it beforehand in Blender before exporting, but alas, no luck

I think you have not set uv map coordinates in blender but the generated or object coordinates, so you see one thing on blender but another on SE that use only UVmaps coordinates... there are a lot of tutorials about base texturing on youtube...
maybe this can be useful: 
https://www.youtube.com/watch?v=6gRUUeFteQg

Help with creating Mods and Addons

Posted: 06 Feb 2018 14:06
by ettore_bilbo
PlutonianEmpire wrote:
Source of the post  you might be able to make out the options I set in the Image Mapping section

You do not have to use those options. you must use the UV map editor, create a cube projection of faces and adjust as you like...

Help with creating Mods and Addons

Posted: 06 Feb 2018 14:33
by ettore_bilbo
tornadotodd wrote:
Source of the post I included the mtl to show that the textures should be there but once se creates the sml, it leaves out the textures..

please, instead of creating useless txt, take all the files and compress them in a single zip or rar, so you can attach it to the forum and I do not have to go crazy to rebuild them :-D
Put everything in the zip so i'll take a look at it when i have some time...

Help with creating Mods and Addons

Posted: 06 Feb 2018 21:47
by kham132
How would I change the color of cracks on an ice world? This is the surface script for the planet I'm working on;
   Surface
   {
      SurfStyle       0.918795
      OceanStyle      0.124948
      Randomize      (-0.837, -0.679, 0.104)
      colorDistMagn   0.0570602
      colorDistFreq   661.323
      detailScale     12384.5
      colorConversion true
      drivenDarkening 0
      seaLevel        0.139015
      snowLevel       1
      tropicLatitude  0.00698266
      icecapLatitude  0.856756
      icecapHeight    0.146329
      climatePole     0.4375
      climateTropic   0.3125
      climateEquator  0.6875
      heightTempGrad  0.625
      tropicWidth     0.07
      mainFreq        1.90235
      venusFreq       2
      venusMagn       0
      mareFreq        1.02888
      mareDensity     0.00470994
      terraceProb     0.45543
      erosion         0
      montesMagn      0.103061
      montesFreq      71.6839
      montesSpiky     0.896087
      montesFraction  0.675161
      dunesMagn       0.0402893
      dunesFreq       100
      dunesFraction   0.642404
      hillsMagn       0.139723
      hillsFreq       216.811
      hillsFraction   0.895695
      hills2Fraction  0.0517877
      riversMagn      3.96825
      riversFreq      1.5873
      riversSin       1.34921
      riversOctaves   3
      canyonsMagn     0.590559
      canyonsFreq     0.668562
      canyonFraction  0
      cracksMagn      3.25397
      cracksFreq      0.0793651
      cracksOctaves   1
      craterMagn      0.560137
      craterFreq      3.91772
      craterDensity   0.977786
      craterOctaves   11
      craterRayedFactor 0
      volcanoMagn     0.554594
      volcanoFreq     0.832629
      volcanoDensity  0.257647
      volcanoOctaves  3
      volcanoActivity 0.290124
      volcanoFlows    0.195005
      volcanoRadius   0.474472
      volcanoTemp     1422.65
      lavaCoverTidal  0
      lavaCoverSun    0
      lavaCoverYoung  0
      stripeZones     0
      stripeFluct     0
      stripeTwist     0
      cycloneMagn     0
      cycloneFreq     0
      cycloneDensity  0
      cycloneOctaves  0
      colorSea       (1.00, 1.00, 0.99, 0.50)
      colorShelf     (0.95, 0.95, 0.94, 0.50)
      colorBeach     (0.50, 0.50, 0.49, 0.75)
      colorDesert    (0.85, 0.85, 0.84, 1.00)
      colorLowland   (0.75, 0.75, 0.74, 1.00)
      colorUpland    (0.93, 0.93, 0.92, 1.00)
      colorRock      (1.00, 1.00, 1.00, 1.00)
      colorSnow      (1.00, 1.00, 1.00, 1.00)
      BumpHeight      20
      BumpOffset      3.12418
   }


and here's how it looks like;
Image

Help with creating Mods and Addons

Posted: 07 Feb 2018 09:29
by Julian
Since we can't edit nebulae in 0.9.8.0, is there a way to find out which model file a procedural nebula uses?
Edit: Never mind, I see you can get it by pressing *.

kham132, have you tried to export the script for the ice world to see if there are additional color statements, like plants, that may be affecting the cracks?

Help with creating Mods and Addons

Posted: 07 Feb 2018 14:30
by tornadotodd
ettore_bilbo wrote:
tornadotodd wrote:
Source of the post I included the mtl to show that the textures should be there but once se creates the sml, it leaves out the textures..

please, instead of creating useless txt, take all the files and compress them in a single zip or rar, so you can attach it to the forum and I do not have to go crazy to rebuild them :-D
Put everything in the zip so i'll take a look at it when i have some time...

I have tried that friend and for some reason unless I upload it to another site it gives me an error saying its too large

Help with creating Mods and Addons

Posted: 07 Feb 2018 20:17
by kham132
Julian, I exported it, and there doesn't seem to be any signs of blue.
   Surface
   {
      SurfStyle       0.918795
      OceanStyle      0.124948
      Randomize      (-0.837, -0.679, 0.104)
      colorDistMagn   0.0570602
      colorDistFreq   661.323
      detailScale     12384.5
      colorConversion true
      drivenDarkening 0
      seaLevel        0.139015
      snowLevel       1
      tropicLatitude  0.0101251
      icecapLatitude  0.856756
      icecapHeight    0.146329
      climatePole     0.4375
      climateTropic   0.3125
      climateEquator  0.6875
      heightTempGrad  0.625
      tropicWidth     0.5
      mainFreq        1.90235
      venusFreq       1
      venusMagn       0
      mareFreq        1.02888
      mareDensity     0.00470994
      terraceProb     0.523175
      erosion         0
      montesMagn      0.103061
      montesFreq      71.6839
      montesSpiky     0.896087
      montesFraction  0.675161
      dunesMagn       0.0402893
      dunesFreq       100
      dunesFraction   0.642404
      hillsMagn       0.139723
      hillsFreq       216.811
      hillsFraction   0.895695
      hills2Fraction  0.0517877
      riversMagn      3.96825
      riversFreq      1.5873
      riversSin       1.34921
      riversOctaves   3
      canyonsMagn     0.590559
      canyonsFreq     0.668562
      canyonFraction  0
      cracksMagn      3.25397
      cracksFreq      0.0793651
      cracksOctaves   1
      craterMagn      0.560137
      craterFreq      3.91772
      craterDensity   0.977786
      craterOctaves   11
      craterRayedFactor 0
      volcanoMagn     0.554594
      volcanoFreq     0.832629
      volcanoDensity  0.257647
      volcanoOctaves  3
      volcanoActivity 0.290124
      volcanoFlows    0.195005
      volcanoRadius   0.474472
      volcanoTemp     1422.65
      lavaCoverTidal  0
      lavaCoverSun    0
      lavaCoverYoung  0
      stripeZones     0
      stripeFluct     0
      stripeTwist     0
      cycloneMagn     0
      cycloneFreq     0
      cycloneDensity  0
      cycloneOctaves  0
      colorSea       (1.000, 1.000, 1.000, 0.500)
      colorShelf     (0.950, 0.950, 0.950, 0.500)
      colorBeach     (0.500, 0.500, 0.500, 0.750)
      colorDesert    (0.850, 0.850, 0.850, 1.000)
      colorLowland   (0.750, 0.750, 0.750, 1.000)
      colorUpland    (0.930, 0.930, 0.930, 1.000)
      colorRock      (1.000, 1.000, 1.000, 1.000)
      colorSnow      (1.000, 1.000, 1.000, 1.000)
      colorLowPlants (0.750, 0.750, 0.750, 0.000)
      colorUpPlants  (0.930, 0.930, 0.930, 0.000)
      BumpHeight      20
      BumpOffset      3.12418
      DiffMapAlpha   "Ice"
      SpecBrightWater 0.03
      SpecBrightIce   0.03
      SpecularPower   30
      Hapke           0
      SpotBright      4
      SpotWidth       0.05
      DayAmbient      0.2
   }

Help with creating Mods and Addons

Posted: 07 Feb 2018 22:09
by Julian
It looks like Rodrigo's mod builds the blue color into the tg_selena_color shader:
if (cracksFreq <0.6)
{
surf.color = mix(vec4(0.75, 0.87, 0.9, 0.00), vec4(1.0), vary);
}
else
{
surf.color *= mix(vec4(0.7, 0.58, 0.36, 0.00), vec4(1.0), vary);
}

The first case generates Enceladus-like colors, and the second generates Europa-like colors. There doesn't seem to be any way to change those colors in a planet script, unless you want to modify the shader yourself.

Help with creating Mods and Addons

Posted: 08 Feb 2018 12:45
by ettore_bilbo
tornadotodd wrote:
Source of the post I have tried that friend and for some reason unless I upload it to another site it gives me an error saying its too large

If the file is too large try mediafire
https://www.mediafire.com/ 
(or something similar, there are many sites for file sharing)

Help with creating Mods and Addons

Posted: 08 Feb 2018 19:05
by tornadotodd
ettore_bilbo wrote:
tornadotodd wrote:
Source of the post I have tried that friend and for some reason unless I upload it to another site it gives me an error saying its too large

If the file is too large try mediafire
https://www.mediafire.com/ 
(or something similar, there are many sites for file sharing)

I'll upload it to google drive.. I believe my problem is somewhere in building a material path or something to the textures for the default shuttle. Because the boosters show up with color and what not but the default shuttle has textures, and that has to be where I am doing something wrong.

Help with creating Mods and Addons

Posted: 08 Feb 2018 22:16
by tornadotodd
tornadotodd wrote:
ettore_bilbo wrote:
tornadotodd wrote:
Source of the post I have tried that friend and for some reason unless I upload it to another site it gives me an error saying its too large

If the file is too large try mediafire
https://www.mediafire.com/ 
(or something similar, there are many sites for file sharing)

I'll upload it to google drive.. I believe my problem is somewhere in building a material path or something to the textures for the default shuttle. Because the boosters show up with color and what not but the default shuttle has textures, and that has to be where I am doing something wrong.

Ok please let me know if the link works, I put together what I made and then what I did path wise separate, so that you can import but also maybe see what I am doing wrong and included a text explaining. Let me know if the link works
 

Help with creating Mods and Addons

Posted: 09 Feb 2018 10:01
by tornadotodd
tornadotodd wrote:
tornadotodd wrote:
ettore_bilbo wrote:
If the file is too large try mediafire
https://www.mediafire.com/ 
(or something similar, there are many sites for file sharing)

I'll upload it to google drive.. I believe my problem is somewhere in building a material path or something to the textures for the default shuttle. Because the boosters show up with color and what not but the default shuttle has textures, and that has to be where I am doing something wrong.

Ok please let me know if the link works, I put together what I made and then what I did path wise separate, so that you can import but also maybe see what I am doing wrong and included a text explaining. Let me know if the link works
 

I deleted my last post. I have resolved this issue and I  guess am moving on into the world of building Material Libraries.. Thanks for the help guys. 

Help with creating Mods and Addons

Posted: 14 Feb 2018 03:00
by NoXion
OK, so I finally retrieved my Celestia installation from my old hard drive. I have some questions regarding converting Celestia addons over to Space Engine.

Are there any tools which convert .ssc files into .sc files? If not, are there are any guides for converting them manually?

What can Space Engine do that Celestia can't, and vice versa?