⚠ Shutdown Notice: The forum has been archived and discontinued following November 24, 2025. Click here to learn more.

Ultimate space simulation software

 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1842
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Help with creating Mods and Addons

06 Feb 2018 05:19

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.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
User avatar
JackDole
Star Engineer
Star Engineer
Posts: 1874
Joined: 02 Nov 2016 18:18
Location: Terra

Help with creating Mods and Addons

06 Feb 2018 07:05

 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.
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)
 
User avatar
ettore_bilbo
Explorer
Explorer
Posts: 209
Joined: 11 Nov 2016 05:33
Location: Italy

Help with creating Mods and Addons

06 Feb 2018 16:02

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: 
Last edited by ettore_bilbo on 06 Feb 2018 16:18, edited 1 time in total.
 
User avatar
ettore_bilbo
Explorer
Explorer
Posts: 209
Joined: 11 Nov 2016 05:33
Location: Italy

Help with creating Mods and Addons

06 Feb 2018 16:06

 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...
 
User avatar
ettore_bilbo
Explorer
Explorer
Posts: 209
Joined: 11 Nov 2016 05:33
Location: Italy

Help with creating Mods and Addons

06 Feb 2018 16:33

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...
 
User avatar
kham132
Astronaut
Astronaut
Posts: 70
Joined: 05 Nov 2016 21:50
Location: here

Help with creating Mods and Addons

06 Feb 2018 23:47

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
 
User avatar
Julian
Explorer
Explorer
Posts: 248
Joined: 17 Dec 2016 13:23
Location: Bellevue, Washington, USA

Help with creating Mods and Addons

07 Feb 2018 11:29

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?
 
User avatar
tornadotodd
Space Pilot
Space Pilot
Posts: 141
Joined: 20 Dec 2017 19:12
Location: Oklahoma

Help with creating Mods and Addons

07 Feb 2018 16:30

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
 
User avatar
kham132
Astronaut
Astronaut
Posts: 70
Joined: 05 Nov 2016 21:50
Location: here

Help with creating Mods and Addons

07 Feb 2018 22:17

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
	}
 
User avatar
Julian
Explorer
Explorer
Posts: 248
Joined: 17 Dec 2016 13:23
Location: Bellevue, Washington, USA

Help with creating Mods and Addons

08 Feb 2018 00:09

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.
 
User avatar
ettore_bilbo
Explorer
Explorer
Posts: 209
Joined: 11 Nov 2016 05:33
Location: Italy

Help with creating Mods and Addons

08 Feb 2018 14:45

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)
 
User avatar
tornadotodd
Space Pilot
Space Pilot
Posts: 141
Joined: 20 Dec 2017 19:12
Location: Oklahoma

Help with creating Mods and Addons

08 Feb 2018 21:05

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.
 
User avatar
tornadotodd
Space Pilot
Space Pilot
Posts: 141
Joined: 20 Dec 2017 19:12
Location: Oklahoma

Help with creating Mods and Addons

09 Feb 2018 00:16

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
 
 
User avatar
tornadotodd
Space Pilot
Space Pilot
Posts: 141
Joined: 20 Dec 2017 19:12
Location: Oklahoma

Help with creating Mods and Addons

09 Feb 2018 12:01

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. 
 
NoXion
Observer
Observer
Posts: 2
Joined: 02 Jan 2018 14:37

Help with creating Mods and Addons

14 Feb 2018 05:00

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?

Who is online

Users browsing this forum: No registered users and 1 guest