Ultimate space simulation software

 
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Julian
Explorer
Explorer
Posts: 221
Joined: 17 Dec 2016
Location: Bellevue, Washington, USA

Help with creating Mods and Addons

01 Dec 2019 11:42

Khorrah wrote:
Photoshop CS5, but in the cubemap tells me that it needs 4 channels, I'm sure that I'm not doing something fine just I don't know what. 

Are you saving the files as JPEGs? Because JPEGs can't have alpha channels. You'll need to use PNG or DDS formats instead.
 
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JackDole
Star Engineer
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Posts: 1617
Joined: 02 Nov 2016
Location: Terra

Help with creating Mods and Addons

01 Dec 2019 12:00

Julian wrote:
Source of the post I've found that using if I use both Remove "Haumea/(136108) Haumea/2003 EL61" {ParentBody "Sun"} and ParentBody "Sun", SpaceEngine doesn't use the surface I specified in the .sc, and if I use "Sol" for both, Haumea doesn't load at all. The only way I can get it to work is to use Sol for one and Sun for the other.

That's weird. For me, this script is enough:
Haumea-2.sc
(4.46 KiB) Downloaded 1 time

scr00489.jpg
JackDole's Universe 0.990: http://forum.spaceengine.org/viewtopic.php?f=3&t=546
JackDole's Archive: http://forum.spaceengine.org/viewtopic.php?f=3&t=419
JackDole: Mega structures ... http://old.spaceengine.org/forum/17-3252-1 (Old forum)
 
Khorrah
Space Tourist
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Posts: 27
Joined: 11 Nov 2019
Location: Earth

Help with creating Mods and Addons

01 Dec 2019 18:40

Julian wrote:
Khorrah wrote:
Photoshop CS5, but in the cubemap tells me that it needs 4 channels, I'm sure that I'm not doing something fine just I don't know what. 

Are you saving the files as JPEGs? Because JPEGs can't have alpha channels. You'll need to use PNG or DDS formats instead.

To do a conversion from a cylindrical texture to cubemap it has to be in .raw file, or that's what said SpaceEngineer
 
Khorrah
Space Tourist
Space Tourist
Posts: 27
Joined: 11 Nov 2019
Location: Earth

Help with creating Mods and Addons

01 Dec 2019 20:31

I think I've solved it, this it's what I'm having in the planetoid folder:
Attachments
Xurama.png

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