Page 40 of 74
Help with creating Mods and Addons
Posted: 10 May 2018 12:38
by HeitorBarbosa47842
Sorry. I made a mistake in writing it actually meant that it even appears in the search bar but when I try to go to it it does not work at all;
Help with creating Mods and Addons
Posted: 10 May 2018 16:40
by AlexanderCadere
[quote="DoctorOfSpace"][ref]AlexanderCadere[/ref], Maya and 3ds Max are the ones that seem to give the best results.[/quote]
Yeez! I just saw the price tag on these. Thanks for the quick reply!
Help with creating Mods and Addons
Posted: 13 May 2018 08:01
by HeitorBarbosa47842
Hi, I'm trying to make a blue gaseous planet in orbit from Jorgea (Star I created to make a mod) with the rings of Saturn. when I search it appears, but when I click on "Go To" it shows a message saying "Object not found". Can someone help me.
Help with creating Mods and Addons
Posted: 13 May 2018 09:17
by Mosfet
Since you're a newly registered user and you can't attach files here yet, please use
http://pastebin.com to let us see your scripts.
Help with creating Mods and Addons
Posted: 13 May 2018 16:04
by Gnargenox
I'm having a little trouble understanding the proper use of tags and the settings for using CubeMap & IrfanView 64 to create custom textures. The instructions on the Forum are helpful, but a bit confusing or lacking certain clues.
I've never had much trouble creating 8bit RGB PNGs and converting them to RAW files and then creating the 6 folders and base texture. But I have yet to make a proper 16-bit greyscale bump map. (or a proper RGBA PNG, oh well, that can happen later on).
Usually, I will create a Photoshop PNG or PSD image 16384x8192, RGB 8-bit and save it. Since Photoshop can't work with images that large (anything over 30,000 pixels wide), or save in the RAW file format, I convert the PNG or PSD to Greyscale in IrfanView 64 and increase the number of colors to 16 million. Then I'll resize it up to 32768x16384. I will then save it as a RAW file, around 1.5GB in size. They usually work fine for the detail I want when doing clouds or surface textures. Even with than many colors I think it is still an 8-bit file. Also, I don't know why, but Irfanview 64 calls images with than many colors a 24-bit image file.
I have tried converting a few of them to 16-bit Greyscale RAWs with Irfanview but after running CubeMap they were terribly distorted and completely unusable, even though I was able to load and save them as 16-bit greyscale after running CubeMap. I'm pretty sure I was saving the RAWs as Planar (RRR, GGG, BBB).
I have created colored (not modulated) cloud layers in the past by setting InputChannels to 3, but with all these Bump Maps, I've kept it on the setting for Greyscales; 1, even if I didn't specifically convert it to greyscale in Irfanview. It looks greyscale but it is still RGB. Those worked fairly well too. They were all 8-bit files.
What should the settings be in CubeMap for the following tags in order to create a working 16-bit Bump Map?
# Input RAW file format
InputWidth 32768
InputHeight 16384
InputChannels 1
Input16bit true # capacity: 16 or 8 bits per channel //true = 16-bit so, yeah
InputByteSwap false # for 16-bit: little endian //true is for MAC computers?
InputUnsigned true # for 16-bit: unsigned or signed values //I don't have a clue
# Output files format
OutFormat png //I like PNGs
OutFormat2 png //I like PNGs
TileWidth 256 //Pretty sure this is right
TileBorder 1 //Pretty sure this is right
Out16bit false //Would be set as true if I could get it to work right
OutByteSwap false //Pretty sure this stays false
OutUnsigned true //I don't have a clue
OutInvertAlpha true //I don't have a clue
OutJPEGquality 100 //I think I know what this means lol
SeparateRGBA false //Once I figure out Bump Maps I will use this to make Alpha images
SeparateHiLo false //I wouldn't mind if they are separate files...
DoublePrecision false //I don't have a clue
# Normalization of the elevation map
Normalize true //I think this is correct...
EnterNormData false //I think this is correct...
NormMinValue -32768 //Is this right at all?
NormMaxValue 32768 //Is this right at all?
# The basic cylindrical texture
BaseTexFormat png //I like PNGs for base textures
BaseTexDownSize 64 //32768/512=64
# Parameters for optimization of homogeneous tiles
MinVar 20.0 //Is this supposed to be what the Bump Map height is set on in the scripts?
# Memory settings
MaxMem 1024 //I don't have a clue
MethodSide Line //I don't have a clue
MethodPolar Line //I don't have a clue
# Faces to process //I don't have a clue
Create_NEG_X 1
Create_POS_X 1
Create_NEG_Y 1
Create_POS_Y 1
Create_NEG_Z 1
Create_POS_Z 1
# Stages //I don't have a clue
CreateBaseTex 1
ComputeFaces 1
DownsizeFaces 1
UpdateEdges 1
TileFaces 1
OptimizeTiles 0
Help with creating Mods and Addons
Posted: 14 May 2018 06:30
by GeoPlayer123YT
i have no idea what that is but maybe ill learn at some point...
Help with creating Mods and Addons
Posted: 14 May 2018 09:59
by HeitorBarbosa47842
The Planet Script :
[code]Planet "Jorgea D"
{
ParentBody "Jorgea"
Class "GasGiant"
DiscMethod "Transit"
DiscDate "2010.06.15"
Mass 4
Radius 2741
Age 1
RotationPeriod 24
RotationEpoch 8
Obliquity 1
EqAscendNode 9
PoleRA 1
PoleDec 1
RotationOffset 0
AlbedoBond -270
AlbedoGeom 2
Albedo 9
NoLife true
Atmosphere
{
Model "Earth"
Height 100
Pressure 1
Density 8
MolarMass 9
Adiabat 0
Greenhouse 10
Bright 10
Opacity 21
SkyLight 3.3333
Hue 0
Saturation 1
Composition
{
N2 44
O2 15
Ar 0.9303
H2O 0.400
CO2 0.0398
}
Rings
{
InnerRadius 1250
OuterRadius 2250
FrontBright 9
BackBright -9
Density 1
}
Orbit
{
Epoch 974
Period 8
MeanMotion 4
SemiMajorAxis 6
Eccentricity 0.24
Inclination 7
AscendingNode 0
ArgOfPericenter 0
MeanAnomaly 200.119
RefPlane "Ecliptic"
}
}[/code]
If something is missing I'm sorry. I'm not used to making gas giants so I do not know how the difference should be.
Help with creating Mods and Addons
Posted: 14 May 2018 12:29
by JackDole
HeitorBarbosa47842 wrote:
It lacks a closing parenthesis in your script.
Also, I've added a few notes to the script, you may want to change the appropriate parameters.
Planet "Jorgea D"
{
ParentBody "Jorgea"
Class "GasGiant"
DiscMethod "Transit"
DiscDate "2010.06.15"
Mass 4
Radius 2741 // very small for a gas giant !!!
Age 1
RotationPeriod 24
RotationEpoch 8
Obliquity 1
EqAscendNode 9
PoleRA 1
PoleDec 1
RotationOffset 0
AlbedoBond -270 // ???? (must be between 0 and 1)
AlbedoGeom 2
Albedo 9
NoLife true
Atmosphere
{
Model "Earth"
Height 100
Pressure 1
Density 8
MolarMass 9
Adiabat 0
Greenhouse 10
Bright 10
Opacity 21
SkyLight 3.3333
Hue 0
Saturation 1
Composition
{
N2 44
O2 15
Ar 0.9303
H2O 0.400
CO2 0.0398
}
} // is missing !!!
Rings
{
InnerRadius 1250 // to small, must be larger as the planet radius !!!
OuterRadius 2250 // must be many larger as planet radius !!!
FrontBright 9
BackBright -9
Density 1
}
Orbit
{
Epoch 974
Period 8
MeanMotion 4
SemiMajorAxis 6
Eccentricity 0.24
Inclination 7
AscendingNode 0
ArgOfPericenter 0
MeanAnomaly 200.119
RefPlane "Ecliptic"
}
}
Help with creating Mods and Addons
Posted: 14 May 2018 12:35
by Mosfet
HeitorBarbosa47842,
Atmosphere tag is missing a closing bracket. It's always a good idea to count opening/closing brackets.
Help with creating Mods and Addons
Posted: 14 May 2018 17:33
by HeitorBarbosa47842
Thank you, sorry to bother you, I am accustomed to making stars, galaxies, nebulae, clusters and rocky and dwarf planets.
But I am not used to create gas giants
Help with creating Mods and Addons
Posted: 15 May 2018 11:02
by Macronicus
Created a system called Zuay and I wanted to export the procedural planets but the exporter doesn't do it right with the names by making it from "Zuay 1" to simply "1"
Help with creating Mods and Addons
Posted: 15 May 2018 11:57
by Mosfet
That's normal, you have to change names manually.
Help with creating Mods and Addons
Posted: 15 May 2018 12:50
by Macronicus
Mosfet wrote:That's normal, you have to change names manually.
Pretty all the objects that includes asteroid comets and many moons. Is there a faster way?
Help with creating Mods and Addons
Posted: 15 May 2018 15:09
by Mosfet
Macronicus wrote:
Usually the simplest method in a case like this is using the "search & replace" feature commonly available in every text editor.
Help with creating Mods and Addons
Posted: 15 May 2018 16:36
by Macronicus
Mosfet wrote:Macronicus wrote:
Usually the simplest method in a case like this is using the "search & replace" feature commonly available in every text editor.
I'll try.....