That's the case. Thank you
OK, do you know how to create a cube planet?Hahahaha - Don't worry though, I'll get it right some time this weekend, and post my first share. But... it has to be perfect! Grrrr
It was pretty cool the first time I ever created nearly a trillion star systems! Wow! scr03233.jpg
I think my alpha channel is clean, it must be on R, G, or B. Probably not a problem with the *_sys pic, I don't think.
It wouldn't show at all when I used :
Lum 2.3e+12 // the light of 2.3 trillion sols (yeah, it is supposed to be that bright)
or when I had
Dist 2753847130.84155035 pc // The light travel time is 8.988 Gyr. or 8981848049.28134 ly or 2,753,847,130.84155035 pc (Red Shift z = 2.3)
but it finally showed up with using only
AbsMag -26.09 // but it wasn't as bright any more like in the pic below
Maybe I should add
ModelBright ??? // Default value is 1
And Whurs ma dust? I want lotsa dark dusty swirly things
Plus it looks like I'll need to create a second model entry if I want the bulge where it should be and have another bulge for the merging smaller galaxy
Oh, and what is "useFBO" used for?
Any reason to use any of the "emNoise" tags?
And once I noticed I got a system Octree error, but don't see it any more.
BTW I love that planet texture xingqiu1!
PS: Making a 3D model of the merger, just to get orientation and scale down as best as I can.
That's easy. Use a cubed Cube-map for the Bump-map. Each side of a cube has edges higher than the center when placed around a sphere. A radial gradation of greys from low (dark) to high (white) will fill one square side of a cube, making it a square shape when used as a Bump-map to determine the heights around a sphere.
thankThat's easy. Use a cubed Cube-map for the Bump-map. Each side of a cube has edges higher than the center when placed around a sphere. A radial gradation of greys from low (dark) to high (white) will fill one square side of a cube, making it a square shape when used as a Bump-map to determine the heights around a sphere.
This is both a Cube-map (Horizontal Cross) and an Equirectangular version of the Bump-map that you can use the program Cube Map to convert to tiles for use in your own Space Engine. You'll need to look up the instructions and download link to Cube Map (also on instructions page) somewhere else on this forum. Try searching for Instructions for Custom Textures to learn how to import these.
You can convert the Horizontal Cross, after you edit it, to an Equirectangular version for importing into SE with Cube Map, online, at 360 Toolkit
I include both textures in case you want to modify each of the flat sides a bit. Sometimes there is a little rounding off on the 8 corners of the cube, and a bit on the center of each face making it look like someone's navel. You can make other "kinda cubic" shapes with it. I might have left this version, that is posted, of the Bump-map looking something like the moon in the photo attached so you might do a new version for yourself. This will just give you an idea of how it is done.
First, you have the wrong quotes. You have '“' instead of' '"'.
RemoveStar "Name of System/Star"
// ejmc01
RemoveStar "Solar System"
StarBarycenter "solar"
{
RA 0
Dec 0
Dist 0
}
//------------------------------------------------------------------------------
Remove "Sun/Sol" {ParentBody "Solar System"}
// ejmc01
Remove "Sun/Sol" {ParentBody "Solar System"}
Star "Sun/Sol"
{
ParentBody "solar"
Class "G2V"
Luminosity 1.00
MassSol 1.00
RadiusSol 1.00
Obliquity 47.8823
EqAscendNode 80.6507
RotationPeriod 609.12
Orbit
{
SemiMajorAxis 3309.36231884
Period 531983.9943239
Eccentricity 0.813
Inclination 8.84
AscendingNode 24
ArgOfPericenter 89.8
MeanAnomaly -180
}
}
Star "Sun B"
{
ParentBody "solar"
Class "K5V"
Luminosity 0.190
MassSol 0.725
RadSol 0.629
Obliquity 16.9
EqAscendNode 67.726
RotationPeriod 234.6
RotationOffset 127.4
Orbit
{
SemiMajorAxis 4564.63768116
Period 531983.9943239
Eccentricity 0.813
Inclination 8.84
AscendingNode 24
ArgOfPericenter 269.8
MeanAnomaly 180
}
}
//------------------------------------------------------------------------------
'Obliquity' is relative to the orbital plane around the parent object. 'Obliquity 0' means the axis of rotation of the planet is vertical to the orbital plane. 'Obliquity 90' means the planet lies horizontally to the orbital plane. Something like Uranus.