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SpaceEngineer
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Work progress 0.990

29 Oct 2016 09:30

Moderator Note: This thread is for developer posts and commentary about those posts. Off-topic posts (like suggestions and questions that are not DIRECTLY related to the dev posts) will be deleted without warning.
General discussion on the upcoming version goes here:
http://forum.spaceengine.org/viewtopic.php?f=7&t=371
[hr] The upcoming version number has been changed from 0.9.8.1 to 0.990

Full changelog for 0.990 (June 25, 2018)


Changes:
- Support of Oculus CV1 and HTC Vive with controllers
- Ability to bind a change of stereobase on keys and gamepad/joystick buttons
- Different mirror modes in VR, with ability to capture video from the main window
- Removed the "Auto velocity" button
- Planet/moon star-like particle is now rendered on the body's crescent rather than in its center
- Joystick/controller bindings are saved to its own config file
- Improvements in scenario scripting system - new commands and tags
- Parsing of SpaceEngine executable's command line parameters - ability to run a script file by double-clicking on it
- Ability to replace model of a certain galaxy or nebula with a custom shader effect using a special script
- Raymarched galaxies and nebulae (WIP)
- Hi-quality (bicubic) upsampling for rendering of volumetrics (galaxies, nebulae, comet tails, aurora)
- New hi-resolution fonts
- New main menu design, the main menu texture no more needed
- New type of object - the waypoint, used in the scripts, works with autopilot
- Built-in tutorials, based on a scenario scripts (WIP)
- Added ambient lighting to planets in the Map mode
- Automatic adjust of the amount of visible object in the Map mode
- Upgraded Solar system chart: comparison of bodies by diameter, mass, density, temperature, and a "2D system map" mode
- Added a button "Goto" to the Solar system browser
- Clouds on gas giants and emission textures on stars cannot be switched of
- Going to the saved location adds it to the journey log
- Updated loading splash window and loading screen
- Quotes on loading splash window
- Click on a planet/star disk selects it
- Improved performance of the envmap rendering
- Mouse cursor is captured in screenshots/video in "record with GUI" mode
- Mouse cursor hides itself after 2 seconds of inactive
- Mouse cursor in VR with VR controllers is only visible over GUI
- Introduced mass of a ship modules and thrust of an engine modules, recalculated total mass and thrust of all default ships
- Updated ship editor
- Updated video capture dialog
- Spline paths for scripted flybys, editor, integration to scripts and video capture system
- Updated close-up noise effect of rings
- Introduced new parameters for the planets scripts: SemiMajorAxisKm, PericenterDistKm, PeriodDays, MassKg
- Complete list of moons of all Solar system's gas giants
- Character '|' in planet name in script replaced with '/' in SpaceEngine's interface (useful for names such as "S/2006 S1")
- Character '&' in planet name in script did not printed in SpaceEngine's interface (useful to solve name conflicts with real objects)
- Opposition effect increases analytic brightness of a moon or planet, thus affects lighting
- The "rings winter" effect for Saturn and procedural planets
- New system for sharing locations: se:// url
- Updated the Locations dialog - options to copy and paste a location code or url to/from the clipboard
- The Player settings dialog has a button to register se:// protocol in your system to be able to open se:// url with SE (administrator right required!)
- Uncontrollable space ships on a pre-defined orbits
- Displaying of orbital resonances with neighbouring bodies in the planet Wiki
- Catalog planet bulk density is considered when assigning a class to it (if both mass and radius are known)
- Updated exoplanet catalog, planets with mass > 13 Mj are treated as brown dwarfs
- Some brown dwarfs in the catalog were re-classified as a planemo (rogue planets)
- Planemo could have a dwarf-like spectral class (M9.5P, L7P, etc)
- Introduced bolometric luminosity for catalog stars, this fixed temperature on known exoplanets
- Fixed discontinuities in the fish eye/cylindrical/cubemap projection
- Completed hight-dynamic range rendering with autoexposure
- Proper surface brightness of all space objects
- New bloom effect
- Tone-correct resolving of MSAA buffers (fixed MSAA on bright edges)
- Limited tidal heating of moons
- Parameter RadiusInfo added to planet scrips, similar to OblatenessInfo for objects with a global shape defined by elevation map data
- New settings menu, combining old player, magnitude, filters, graphics, display, and sound settings
- Advanced configurable post-processing effects
- Pseudo lens flare post-effect
- Optimized lens flare rendering performance
- Lens flares are disappearing smoothly below horizon or behind occluders
- New textures for Moon (Klud) and Phobos (HarbingerDawn)
- Camera clips at ocean surface if moved faster than 1 km/s, diving is possible at lower speeds
- Better controls in the Chart mode
- Reduced texture aliasing on stars
- Added asteroid and KBO types for info table and Wiki
- Ships are separated from Planetarium and moved into Single player game mode
- New locations browser, turned into load/save menu with locations previews
- Hold altitude command while landing starts takeoff sequence
- Thin dust rings around procedural planets like Saturn's E ring
- Uranus-like narrow rings around procedural planets
- Updated impostors system for galaxy/nebula rendering
- Editor for ray-marched nebula
- Fully customizable shader for ray-marched nebulae: config file describes parameters/uniforms, witch automatically added to the shader, editor and scripts
- When the Solar System Browser is opened and user selects a new star system and presses F2, the Solar System Browser updates the planets table instead of closing itself
- Context menu point "Browse planetary system" opens the Solar System Browser on a currently selected object's hierarchy level
- Number of eclipse shadows per planet increased to 8
- Updated textures and elevation maps for Phobos and Deimos
- Added credits screen and donate button to the main menu
- Colors of orbits, labels and markers could be adjusted in the GUI skin config file
- Added new soundtracks
- Large drop-down boxes (as like module selector in the ship editor) could be scrolled with mouse wheel, and are adaptive to the screen resolution
- Drop-down box behaviour changed to classic (stays opened until left click)
- Labels are drawn with the big font
- Variables to control labels and marker size
- All variables can be animated using script command Interpolate
- Changed terrain error metrics to higher level of detail
- CPU/GPU performance counters, better debug screen
- Asynchronous downloading of generated textures from GPU back to CPU
- New planet classification, based on their bulk composition: terra, carbonia, ferria are rocky, carbon and iron planets, aquaria is a water/ice planet, neptune and jupiter are ice and gas giant
- A size prefix is added to the planet class based on its mass: mini-, sub-, (no prefix), super- (subneptune, superterra etc)
- A surface volatiles word is added to the planet class string: airless, desertic, lacustrine, marine, oceanic
- Changed format of localization files, to support the new planet classification
- Added "eng-gui.cfg" localization file
- Added displaying, generation and usage of metallicity data for stars
- Separate specular power for water and icy surfaces on planets
- New displaying style of binary planets in the Solar System browser: both components are rendered into the table cell
- Probability settings for a very massive moons and binary planets are moved to the config file
- Planets with a large moons with a mass ratio <20 are classified as a binary planets
- Binary planet and its companion are named "a" and "b"
- Optimized orbital paths rendering
- Implemented ephemerides for planets and moons: JPL (DE-xxx), VSOP87, MARS1.0, L1.2 TASS1.7, GUST86
- Implemented IAU rotational model for planets and moons, and JPL (DE-xxx) lunar libration model
- Support of all JPL ephemeris binary files up to DE436 from this site ftp://ssd.jpl.nasa.gov/pub/eph/planets/Linux/
- Wiki displays current (osculating) orbital parameters for objects using custom ephemeris
- Added a new overlay - displaying the full phase area of the eclipse shadow
- More realistic eclipse shadow "darkness" and gamma
- Changed the nearest planetary system search algorithm, so now star will not blink during approaching to it
- Wide diversity of a possible ocean composition on planets: water, ammonia, carbon dioxide, sulfur dioxide, hydrocarbons and others; mixtures are also possible
- Updated planetary chemistry code generates not only the composition of the atmosphere, but also composition of oceans and surface ices
- Composition of ocean is in consistence with the temperature atmospheric pressure
- Supercritical ocean planets (where water vapor is a supercritical fluid) are classified as minineptunes
- Terrestrial planets with atmospheric pressure greater than 1000 atm are classified as minineptunes
- Planet bulk composition is added to the "Physical" tab of the Wiki
- New tab in the Wiki to show the ocean data and its composition
- Conditions on the ocean bottom is calculated to determine whether it is rocky or covered by ice VI or ice VII; it is used to determine habitability of the planet
- Updated Star Browser:
--- Planet classes filters are updated for the new planet classification
--- Added new filters: atmosphere and ocean composition, ocean depth
--- A list of a life-bearing bodies is displayed while hovering the mouse cursor over the cell in the "Life" column of the table, as like the "Filter" column
--- Consequential selection of the planets in the match list by clicking on the "Life" and "Filter" column
- All auto-generated rendering shaders are changed to the uber-shaders with custom defines: planet.glsl, water.glsl, sky.glsl, rings.glsl, ships.glsl
- Wiki displays equatorial, polar and mean radius of a planet, info table displays mean radius instead of equatorial
- New hi-resolution terrain textures on procedural planets:
--- Detail textures atlas is replaced with individual textures
--- Biome presets system to configure detail textures and palettes, replaces the planet palette system
--- Biome preset editor, embedded into the Planet editor
--- Updated procedural terrain generation shaders to support new system
- Updated terrain engine:
--- Geometry is independent of textures, faster loading of mountain silhouettes
--- Nodes/textures loading priority: closer to camera are loads first
- Support of export of 16-bit skybox textures (in png and tiff formats)
- More responsive texture export dialog (no hanging while doing job)
- Support of encrypted pak files
- Added "depth" effect to the lens flares and ghosts in VR, controlled by a parameter in the flare/ghost config file
- New landforms, based on Rodrigo's mod: rivers/canyons, rifts
- Experimental PBR + IBL rendering
- Added fake aerodynamics model with just a drag force, to use with UFO cheat
- Smooth appearance of generated stars and galaxies while moving at large speed
- Gamma-corrected rendering of E galaxies
- Switch to a shooter-like rotation controls near surface of a planet (fixed vertical axis)
- Experimental procedural description generator for Wiki
- Esc button closes currently opened dialog window first, then opens main menu
- Customizable main menu, all buttons and actions are described in a special script script data/scripts/MainMenu.cfg
- Each button in the main menu can launch a custom scenario script
- GUI skin scripts have a link to a main menu script, so each skin can use its own menu layout
- New BB code [LOC]text[/LOC], used to translate a text enclosed in it; supported in Wiki, scripts and main menu
- Localizations have the "Custom" section to work with the [LOC] code
- Any text displayed in scenario scripts can be translated (implicit use of the [LOC] code)
- New editor menu
- Binary shaders in the cache are updated automatically if source glsl shader were modified
- Added parameters RotationOffset to the Clouds {} tag and to the Planet editor
- Added ability to switch off (hide) space ships: a button on the Filters toolbar and a checkbox in the Settings menu, also script commands and console variables
- Custom models for asteroids and other planetary bodies
- Script parameter 'Type' for space ships and custom planetary body models to filter them out in the Ships manager (controllable, real static, game static, custom model)
- Support for 3-axial ellipsoid planetary bodies, new script parameters: Oblateness (x,y,z) and Dimensions (x,y,z)
- Gaze controls in VR
- VR controller ray is limited by the GUI plane
- SE is going to menu if VR helmet is taken off from user head
- Packed (smaller) formats of *.sm models, console command OptimizeSM to convert between them
- Support for Hapke BRDF for custom planetary body models
- Fine-tuning parameters to the Goto script command: acceleration, drift and deceleration duration, acceleration and deceleration exponent power
- PBR textures on planets
- Lens flares are rendered in Fish eye, Cylindrical and Cube map modes
- Anisotropic mipmapping for Fish eye, Cylindrical and Cube map modes (improves quality)
- Configurable sensitivity of analog actions for keyboard and controller: turns, change of velocity, stereobase, time speed, exposure and interface scrolling
- Configurable controller axis dead zone (in the controller config file)
- Alpha component of ModulateColor parameter in the Clouds {} tag is separated to its own parameter - Opacity
- Support of the Oculus Touch controllers
- Names of axes and buttons of VR controllers in the settings menu
- Ability to change keys, mouse and joysticks bindings by scripts
- Support of importing obj saved in 'quads' (no need to convert to 'triangles' anymore)
- New orbital lines rendering, settings menu have options to control thickness of lines for major and minor bodies separately
- Ability to create a custom menu with script-running buttons
- Constellation lines, boundaries and names, ability to show/hide for every single constellation via scripts
- Added more error checks for the catalogs loading
- Script command to switch the audio output device
- Command line argument to launch SE in a specified 3D/VR mode (for Steam launch options)
- Added ability to use super-resolution in VR (VRRenderScaleMax in the config file)
- Ability to change position of labels near planetary and deep space objects (stars, galaxies)
- Graphics settings menu have options to set up resolution of warp and reflection textures, resolution of render buffer for fish eye and 360° projections
- Rendering of various celestial coordinate grids: equatorial, ecliptic, galactic
- In the HDR mode star surface automatically become darker on approach to reveal details
- Option in user settings to choose between planetary class name sets: terra/aquaria/neptune/jupiter or earth/titan/ice giant/gas giant
- Mini-neptunes have Venus-like clouds texture
- Analytical model of orbits of Saturn's trojan moons Helene (trojan of Dione), Calypso and Telesto (trojans of Tethys)
- Analytical model of orbits of Saturn's co-orbital moons Janus and Epimetheus, swapping orbits every 4 years
- More realistic moon system generation for gas giants
- Added "Hide/show object" option to the right-click menu
- Script command to load custom image and put it on top of screen as overlay

Bugfixes:
- Fixed bug with not initialized user name in the user settings menu at startup
- Fixed flipped sign of declination labels on the equatorial grid
- Fixed issues in main menu in 3D modes
- Fixed back with inability to open a toolbar
- Fixed incorrect initializing of orbital point markers mode
- Fixed too bright planets/moons on a previews in the Solar System browser
- Fixed some errors in catalogs
- Fixed "blackout" bug
- Fixed disappearing of a planet when camera is in it's shadow and planet is unselected
- Fixed bug with wrong calculating of barycenter mass of Sagittarius A* and other supermassive black hole systems
- Fixed bug with cached shader caches when disabling detail textures
- Fixed bug with saving the rebuilt atlas.cfg to incorrect folder
- Fixed non-initialized object info in the Journey log
- Fixed a bug with disappearing of lens flares near a surface of a planet
- Fixed discontinuity in lighting on asteroids
- Fixed bug with lighting of a night side of tidally locked planets with opaque clouds
- Fixed z-fighting of clouds on gas giants
- Fixed redundant lines in stars motion blur
- Fixed some errors in the planet script exporting
- Fixed issues with camera rotation on a window resolutions larger than screen resolution
- Fixed inclinations of procedural outer moons of gas giants
- Fixed a crash when rendering a ship module with a detail diffuse texture, but without a main diffuse texture
- Fixed saving of a ship's cfg file into '#' folder
- If music player was stopped, it will not resume after entering the main menu or minimizing and restoring of the SE window
- Fixed incorrect orientation of a planet rotation axis defined by PoleRA/PoleDec
- Fixed incorrect rotation of the Sun
- Fixed Wiki database import function
- Fixed depth of labels in VR mode
- Fixed some bugs in the script parser
- Fixed hot titans/iceworlds bug
- Fixed shifting of the solar eclipse shadow on sky and water on oblate planets
- Fixed inability to specify more than 2048 Mb of the VRAM in the config
- Fixed "horizon" command on oblate planets
- Fixed behaviour on the mouse cursor then closing a window beneath it
- Fixed positions and/or names of 21 star systems in the binary stars catalog
 
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SpaceEngineer
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Re: Work progress - 0.9.8.1

02 Nov 2016 12:21

(reserved)
 
Duke
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Re: Work progress - 0.9.8.1

02 Nov 2016 16:05

This is a copy of my post from the previous forum.
Supernovae really will expand and dissipate over time. Similarly itself in this regard will lead a catalog and procedural supernovae. Also I hope it will be possible to adapt the previous texture mods for this method. In close range nebulae looks like this: 
Image
Image
Image
Image
Image
Still need a lot of work to optimize and improve this method, as well as the addition of new types of space objects.
 
Inarius
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Re: Work progress - 0.9.8.1

03 Nov 2016 03:37

@Duke : I'm not sure to understand, with what did you do these images ? (very nice, btw)

Second question , when you say "Supernovae really will expand and dissipate over time" it means that the universe in SE would be "living". It's not what i thought Space Engine was.
 
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Kexitt
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Re: Work progress - 0.9.8.1

03 Nov 2016 03:40

 it means that the universe in SE would be "living". It's not what i thought Space Engine was.
Maybe universe in SE will be living in future, and this is the first step!
There are two problems with new nebulae models. They are blury inside, and they look strange in galaxies. Nebulas do not blend in SE.
 
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Solaris_
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Re: Work progress - 0.9.8.1

03 Nov 2016 07:35

Will the volumetric clouds(which appears on the planets) be like this?
I'm always ready to see news,regardless what is it.
 
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SpaceEngineer
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Re: Work progress - 0.9.8.1

03 Nov 2016 07:36

Yes, 3D clouds also will be implemented using raymarching.
 
Duke
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Re: Work progress - 0.9.8.1

03 Nov 2016 16:01

I'm not sure to understand, with what did you do these images ?
This images was made with new volumetric shaders in SE (http://en.spaceengine.org/forum/21-3498 ... 1475960727).
Second question , when you say "Supernovae really will expand and dissipate over time" it means that the universe in SE would be "living". It's not what i thought Space Engine was.
Yes, SE would be "living" someday.
 
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PlutonianEmpire
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Re: Work progress - 0.9.8.1

04 Nov 2016 00:45

I'm not sure to understand, with what did you do these images ?
This images was made with new volumetric shaders in SE (http://en.spaceengine.org/forum/21-3498 ... 1475960727).
Second question , when you say "Supernovae really will expand and dissipate over time" it means that the universe in SE would be "living". It's not what i thought Space Engine was.
Yes, SE would be "living" someday.
There goes any ability to run future versions of SE on my laptop :lol:

Regardless I look forward to it and keep up the great work guys! :)
Specs: STGAubron desktop PC; NVIDIA GeForce RTX 3060/PCIe/SSE2 12 GB Vram, Intel Core i7-8700 3.2 GHz, 12 cpus; 32 GB RAM; Windows 11 x64
 
Knochey
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Re: Work progress - 0.9.8.1

04 Nov 2016 14:46

Hello guys :) greetings from germany ^^

I'm a little bit confused about the development progress. So there will be everything we can see on the screenshots from "Duke" in 0.9.8.1?
Also can we hope it will be released before holiday? That would be really awesome ^^

Thanks to all developers on this project :)
 
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Re: Work progress - 0.9.8.1

04 Nov 2016 14:54

Hello guys :) greetings from germany ^^

I'm a little bit confused about the development progress. So there will be everything we can see on the screenshots from "Duke" in 0.9.8.1?
Also can we hope it will be released before holiday? That would be really awesome ^^

Thanks to all developers on this project :)
Yes, Duke's nebula are in 0.9.8.1! And just as an FYI, there's only really one developer: Vladimir
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." - Douglas Adams
 
Knochey
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Re: Work progress - 0.9.8.1

04 Nov 2016 15:31

Hello guys :) greetings from germany ^^

I'm a little bit confused about the development progress. So there will be everything we can see on the screenshots from "Duke" in 0.9.8.1?
Also can we hope it will be released before holiday? That would be really awesome ^^

Thanks to all developers on this project :)
Yes, Duke's nebula are in 0.9.8.1! And just as an FYI, there's only really one developer: Vladimir
Thanks for the answer :)
 
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Re: Work progress - 0.9.8.1

07 Nov 2016 12:02

I have a question : Do you plan to add a "CityLightsMap" or "GlowMapN" (N : Number of map) on Surface tag (for modding, I don't know if it is plan for procedural for the moment). I told this idea because if you make a planet with procedural modded area but we want to keep the light of volcanoes, it would be really convenient to add this.
Example :
Planet "Earth"
{
 ParentBody     "Earth-Moon"
 Class        "Terra"
 Mass            1
 Radius          6378.14
 InertiaMoment   0.33518
 Oblateness      0.00335
 RotationPeriod  23.9345
 RotationOffset  -79.5
 Obliquity       23.4393
 EqAscendNode    180
 Precession      25592
 AlbedoBond      0.306
 AlbedoGeom      0.367
 Brightness      1.4
 Color          (0.850 0.850 1.000)
 Life
 {
  Class   "Organic"
  Type    "Multicellular"
  Biome   "Marine/Terrestrial"
 }
 Surface
 {
  DiffMap        "Earth/Surface-PBC"
  DiffTileSize    258
  DiffTileBorder  1
  BumpMap        "Earth/Bump-PBC"
  BumpTileSize    258
  BumpTileBorder  1
  GlowMap        "Earth/Lights-HD"
  GlowTileSize    258
  GlowTileBorder  1
  GlowMap2        "Earth/Volcanos"
  GlowTileSize2    258
  GlowTileBorder2  1
  BumpHeight      19.475
  BumpOffset      10.896
  DiffMapAlpha   "Water"
  SpecBrightWater 0.35
  SpecBrightIce   0
  SpecularPower   55
  Hapke           0
  SpotBright      4
  SpotWidth       0.05
  DayAmbient      0.07
 }
 Clouds
 {
  DiffMap        "Earth/Clouds-SE"
  DiffTileSize    258
  DiffTileBorder  1
  BumpMap        "Earth/Clouds-SE"
  BumpTileSize    258
  BumpTileBorder  1
  Height          9
  Velocity        100
  BumpHeight      2.5
  Hapke           0.2
  SpotBright      2
  SpotWidth       0.15
  DayAmbient      3
  mainFreq        0.8305
  mainOctaves     10
  Coverage        0.356904
  stripeZones     1.57903
  stripeTwist     0
 }
 Ocean
 {
  Height          10.896
  Hapke           0
  SpotBright      2
  SpotWidth       0.15
  DayAmbient      2
 }
 NoLava          true
 Atmosphere
 {
  Model          "Earth"
  Height          60
  Density         1.2929
  Pressure        1
  Greenhouse      33
  Bright          10
  Opacity         1
  SkyLight        3
  Hue             0
  Saturation      1
  Composition
  {
   N2     77.7729
   O2     20.8625
   Ar     0.9303
   H2O    0.4
   CO2    0.0398
  }
 }
 Aurora
 {
  Height      100
  NorthLat    82
  NorthLon    -113
  NorthRadius 2500
  NorthWidth  600
  NorthRings  3
  NorthBright 0.3
  NorthParticles 50000
  SouthLat    -63
  SouthLon    138
  SouthRadius 2000
  SouthWidth  600
  SouthRings  3
  SouthBright 0.3
  SouthParticles 50000
  TopColor    (0.500 0.500 0.500)
  BottomColor (0.000 1.000 0.000)
 }
 NoRings         true
 NoAccretionDisk true
 NoCometTail     true
 Orbit
 {
  RefPlane        "Ecliptic"
  SemiMajorAxis   3.16102e-005
  Period          0.0748042
  Eccentricity    0.0549
  Inclination     5.15
  AscendingNode   125.08
  ArgOfPericenter 138.15
  MeanAnomaly     135.27
 }
}
Otherwise another form :
Planet "Test planet"
{
  ParentBody "Test star"
 Mass 1
 Radius 6732.28
 Surface
 {
  Glow //For volcanos
  {
   Mode "Permanent"
  }
  Glow
  {
    Texture "Test/City-Lights"
    TileSize 256
    TileSizeBorder 1
    Mode "Night"
  }
 }
 Clouds { } //Procedural clouds
 Clouds
{
  Height 11.47
  DiffMap "Test/City-floaters-Diff"
  DiffMapAlpha "Transp"
  BumpMap "Test/City-floaters-Bump"
  BumpOffset 0
  BumpHeight 4.257
  Glow
  {
    Texture "Test/City-floaters-lights-blue"
    Mode "Night"
  }
  Glow
  {
    Texture "Test/City-floaters-lights-red"
    Mode "Night"
  }
 }
 Orbit
 {
  RefPlane "Equator"   
  Period 1  
 }
}
I hope you understand and good luck.
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SpaceEngineer
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Work progress - 0.9.8.1

09 Nov 2016 03:56

I have a question : Do you plan to add a "CityLightsMap" or "GlowMapN" (N : Number of map) on Surface tag (for modding, I don't know if it is plan for procedural for the moment). I told this idea because if you make a planet with procedural modded area but we want to keep the light of volcanoes, it would be really convenient to add this.
A single glow map can have all kind of lights simultaneously (volcano/thermal, city, and permanent). The alpha channel of each pixel specifies which kind of light is in that pixel.

0.0-0.33 = night light (switched off at a daytime),
0.34-0.66 = permanent (don't switched),
0.67-1.0 = thermal (RGB is temperature, see below).

Obviously, you can't have city inside volcano, so this works. You must specify GlowMode “Alpha” in the Surface { } tag in the planet script to use this kind of glow texture.

Using thermal map it tricky for modding, because the temperature must be encoded in RGB channels as a 24-bit integer. SpaceEngine calculates color based on this temperature value and heating by the sun (significant for hot planets). You can simply use permanent lights for volcanoes for now (like this done for Io).

All this is about a planets with a custom textures. You can't use procedural textures for city lights, because they are not implemented. Of course you can modify the texture generator shaders, but you still can't assign a specific shader to each planet layer/texture.
 
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Quarior
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Work progress - 0.9.8.1

09 Nov 2016 06:45

I have a question : Do you plan to add a "CityLightsMap" or "GlowMapN" (N : Number of map) on Surface tag (for modding, I don't know if it is plan for procedural for the moment). I told this idea because if you make a planet with procedural modded area but we want to keep the light of volcanoes, it would be really convenient to add this.
A single glow map can have all kind of lights simultaneously (volcano/thermal, city, and permanent). The alpha channel of each pixel specifies which kind of light is in that pixel.

0.0-0.33 = night light (switched off at a daytime),
0.34-0.66 = permanent (don't switched),
0.67-1.0 = thermal (RGB is temperature, see below).

Obviously, you can't have city inside volcano, so this works. You must specify GlowMode “Alpha” in the Surface { } tag in the planet script to use this kind of glow texture.

Using thermal map it tricky for modding, because the temperature must be encoded in RGB channels as a 24-bit integer. SpaceEngine calculates color based on this temperature value and heating by the sun (significant for hot planets). You can simply use permanent lights for volcanoes for now (like this done for Io).

All this is about a planets with a custom textures. You can't use procedural textures for city lights, because they are not implemented. Of course you can modify the texture generator shaders, but you still can't assign a specific shader to each planet layer/texture.
I didn't know that we could do like this, I'll have to try (in Photoshop, it is Alphamask the channel I presumed) and I am not yet ready to modify the shaders.
Otherwise, I found a mistake :
Parsing of SepceEngine executable's command line parameters - ability to run a script file by double clicking on it
It is Space Engine I think. And files sc, sss, cfg will still be taken care of with the new extension se or will have to be converted this files to se extension ?
According to the post, the software for the creation of the ships will also have an update :) .
According to the planned changelog, the functional wormholes and waves (3D liquid) will not be in this version :( . But already, this update will be enormous :) .
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