Ultimate space simulation software

 
bananain
Observer
Observer
Posts: 4
Joined: 03 Mar 2024 08:24

Re: Help with creating Mods and Addons

03 Mar 2024 08:29

Hi, I'm new on space engine and I found how to create and link wormholes, but it only works for object in the solar system. When I want to link a wormhole to an another system he didn't work and I don't know why :/
I copy-pasted your script as it is in a .sc file, placed into an addons > catalogs > planets folder and it works correctly.
Here attached the resulting file.
 A new user here, it might be a stupid question but i cant find the addons > catalogs > planets folder  in my directory. Is it a space engine pro version only?
Attachments
Screenshot (152).png
cannot find addons > catalogs > planets
 
bananain
Observer
Observer
Posts: 4
Joined: 03 Mar 2024 08:24

Re: Help with creating Mods and Addons

03 Mar 2024 08:42

Hi, I'm new on space engine and I found how to create and link wormholes, but it only works for object in the solar system. When I want to link a wormhole to an another system he didn't work and I don't know why :/
hi man, im in a similar boat as you, what tutorial did you follow to create and link wormholes?
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1778
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Re: Help with creating Mods and Addons

03 Mar 2024 09:54

 A new user here, it might be a stupid question but i cant find the addons > catalogs > planets folder  in my directory. Is it a space engine pro version only?
Hi, in the manual https://spaceengine.org/manual/user-manual/ there's a chapter that explains how the addons folder works, it's a must-read if you want to use scripting to create or modify planets, stars, ships, etc... The shorter version of it, if a needed folder is missing under addons, you'll have to create it manually.
As for how to create wormholes, what I posted can be used as an example or an How-To, and you can refer to https://spaceengine.org/manual/making-a ... g-a-planet and https://spaceengine.org/manual/making-a ... ng-a-star/ for the common tags used in the above scripts.
"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 |
 
bananain
Observer
Observer
Posts: 4
Joined: 03 Mar 2024 08:24

Re: Help with creating Mods and Addons

07 Mar 2024 06:09

 A new user here, it might be a stupid question but i cant find the addons > catalogs > planets folder  in my directory. Is it a space engine pro version only?
Hi, in the manual https://spaceengine.org/manual/user-manual/ there's a chapter that explains how the addons folder works, it's a must-read if you want to use scripting to create or modify planets, stars, ships, etc... The shorter version of it, if a needed folder is missing under addons, you'll have to create it manually.
As for how to create wormholes, what I posted can be used as an example or an How-To, and you can refer to https://spaceengine.org/manual/making-a ... g-a-planet and https://spaceengine.org/manual/making-a ... ng-a-star/ for the common tags used in the above scripts.
Hi, it works now thanks!
Im struggling to locate one of the wormhole within the solar system (saturn) and one away at another location(horsehead nebulae). Well, i changed the RA and Dec and distance from the sun values to the current time within the .sc file and the wormhole never ends up at this location. What do i do?
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1778
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Re: Help with creating Mods and Addons

07 Mar 2024 15:22

I guess the wormhole is orbiting around Saturn, with ParentBody "Saturn"? Maybe it's named "Saturn wormhole"? Then it should be available with the Find Object tool (F3) with that name.
The Horsehead nebula, being not a catalogued star but, well, a nebula, can't have an object orbiting around it as a ParentBody.
I'm sorry but it's not clear to me if you have placed a star near the nebula.
May I see your scripts for the stars folder and for the planets folder?
"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 |
 
bananain
Observer
Observer
Posts: 4
Joined: 03 Mar 2024 08:24

Re: Help with creating Mods and Addons

08 Mar 2024 16:03

I guess the wormhole is orbiting around Saturn, with ParentBody "Saturn"? Maybe it's named "Saturn wormhole"? Then it should be available with the Find Object tool (F3) with that name.
The Horsehead nebula, being not a catalogued star but, well, a nebula, can't have an object orbiting around it as a ParentBody.
I'm sorry but it's not clear to me if you have placed a star near the nebula.
May I see your scripts for the stars folder and for the planets folder?
Here it is. its pretty much unchanged from the files you attached above, with only the RA, Dec and Dist values changed. Perhaps, do you suggest another visually appealing nebulae?
Attachments
WormholePlanets.sc
(603 Bytes) Downloaded 37 times
WormholeStars.sc
(278 Bytes) Downloaded 34 times
 
User avatar
Spinecone
Space Tourist
Space Tourist
Posts: 28
Joined: 27 Jul 2017 11:43
Location: France

Re: Help with creating Mods and Addons

15 Apr 2024 07:30

Hello there, how exactly do you add texture/cloud colors into the SC file? I've been trying to maintain cloud colors for an add-on that I plan on releasing eventually!
Here's a sneak peek:Image
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1778
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Re: Help with creating Mods and Addons

15 Apr 2024 09:45

Hello there, how exactly do you add texture/cloud colors into the SC file? I've been trying to maintain cloud colors for an add-on that I plan on releasing eventually!
The manual here https://spaceengine.org/manual/making-a ... t-textures explains the use of the Cubemap utility to create cubemap textures. it's used for cloud textures too, not necessarily as greyscale values. If you look at the script for the Solar System, which is in data\catalogs\Catalogs.pak\planets\SolarSys.sc, you can see an example for Venus:
	Surface
	{
		// Surface map author: John van Vliet
		DiffMap        "Venus/Surface-JVV"
		DiffMapAlpha   "None"

		// Elevation map author: Vladimir Romanyuk "SpaceEngineer"
		BumpMap        "Venus/Bump-SE"
		BumpHeight      13.7
		BumpOffset      2.9

		// Flip the map by 180°
		FlipMap         true
		
		ModulateColor  (1.0 0.84 0.70)
	}

	Clouds
	{
		// Surface map author: "Snowfall"
		DiffMap        "Venus/Clouds-SF"
		DiffMapAlpha   "None"

		// Flip the map by 180°
		FlipMap         true

		ModulateColor  (1.0 1.0 1.0)
		Hapke           0
		Height          50
		Velocity        264 // km/h
	}
Where even for the Clouds command there is ModulateColor ( r g b ) (from the manual: scale (multiply) the RGB and Alpha colors of the Diff texture by this value.), meaning that you can fine-tune the color of the texture.
ModulateColor can be used even on procedural clouds.
"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
Spinecone
Space Tourist
Space Tourist
Posts: 28
Joined: 27 Jul 2017 11:43
Location: France

Re: Help with creating Mods and Addons

16 Apr 2024 14:02

The manual here https://spaceengine.org/manual/making-a ... t-textures explains the use of the Cubemap utility to create cubemap textures. it's used for cloud textures too, not necessarily as greyscale values. If you look at the script for the Solar System, which is in data\catalogs\Catalogs.pak\planets\SolarSys.sc, you can see an example for Venus:
	Surface
	{
		// Surface map author: John van Vliet
		DiffMap        "Venus/Surface-JVV"
		DiffMapAlpha   "None"

		// Elevation map author: Vladimir Romanyuk "SpaceEngineer"
		BumpMap        "Venus/Bump-SE"
		BumpHeight      13.7
		BumpOffset      2.9

		// Flip the map by 180°
		FlipMap         true
		
		ModulateColor  (1.0 0.84 0.70)
	}

	Clouds
	{
		// Surface map author: "Snowfall"
		DiffMap        "Venus/Clouds-SF"
		DiffMapAlpha   "None"

		// Flip the map by 180°
		FlipMap         true

		ModulateColor  (1.0 1.0 1.0)
		Hapke           0
		Height          50
		Velocity        264 // km/h
	}
Where even for the Clouds command there is ModulateColor ( r g b ) (from the manual: scale (multiply) the RGB and Alpha colors of the Diff texture by this value.), meaning that you can fine-tune the color of the texture.
ModulateColor can be used even on procedural clouds.
Thank you lots! I guess I should have taken a better look at the help page, but this works for me

Who is online

Users browsing this forum: Ahrefs [Bot] and 1 guest