Ultimate space simulation software

 
User avatar
longname
Pioneer
Pioneer
Posts: 381
Joined: 13 Apr 2017 07:20
Location: ∞/The Multiverse/The Universe/Local Cluster/The Milky Way/Orion Arm/Sol System/Earth-Moon/Earth/UK

Re: Help with creating Mods and Addons

05 Feb 2023 07:21

I want to believe this is a frequent or an easy question but I can't find anything.
Can I add new types/classes of objects? I'm making a map of my and my friend's fictional objects, and quite a few stars have a non-existent spectral class, hence it can't be recreated with SE's usual system.
You can try approximating what spectral class it should belong to. If one of your fictional spectral classes is something like "small and white", then there's probably an existing spectral class that can take its place (e.g. G2V).
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
centurion
Observer
Observer
Posts: 10
Joined: 05 Feb 2022 17:56
Location: Australia

Re: Help with creating Mods and Addons

07 Feb 2023 21:07

Refer to the manual
The manual does not contain yet references to wormholes.
I would like to know if it is possible to create wormhole, and if yes, how we can create them ?
A simple pair of linked wormholes can be created with this script placed in SpaceEngine addons\catalogs\planets\ folder:

Star "Wormhole 2"
{
   ParentBody "Sol"
   ConnectTo "WormHole 1"
   TunnelLength 2
   Class "Z"
   
   Orbit
   {
   RefPlane "Equator"
   SemiMajorAxis 1.4
   Eccentricity 0.01
   Inclination    2
   }
}

Star "WormHole 1"
{
   ParentBody "Sargas"
   ConnectTo "Wormhole 2"
   Class "Z"
   
   Orbit
   {
   RefPlane "Equator"
   SemiMajorAxis 1.4
   Eccentricity 0.01
   Inclination    2
   }
}

G'day Folks

I have had success creating wormholes in our local planetary system but I cannot seem to create them to jump Interstellar or intergalactic.

When I set the parent body and load space engine the exit wormhole at the other end so to speak is not there.
Forgive for seeming dumb on this, I cannot seem to get enough info out of the Website manual to explain these things more clearly.

Also can I set something a little better than the semi major axis of the object so its easier to put closer to a destination planet.
I can't see or understand how I can maybe set the radius of the object from the parent body or something like that.

Thanks in advance folks, not sure where to sift this info if its exists already.

Cheers

Centurion
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1807
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Re: Help with creating Mods and Addons

08 Feb 2023 04:17

When I set the parent body and load space engine the exit wormhole at the other end so to speak is not there.
Forgive for seeming dumb on this, I cannot seem to get enough info out of the Website manual to explain these things more clearly.
Can't say much without looking at the actual script, but in general pay attention to the syntax or missing quotes. The se.log file in your spaceengine system folder probably has some clues about what's happening, search for "error" or "warning" lines.
As a general rule, ParentBody objects must be catalog objects so you can't use procedural objects like "RS 0-1-0-114-1828-4-2338-900 7" or "Benetnasch 4".

Also can I set something a little better than the semi major axis of the object so its easier to put closer to a destination planet.
I can't see or understand how I can maybe set the radius of the object from the parent body or something like that.
oh, It's not yet in the manual, but you can use
SemiMajorAxisKm
to express the orbital distance in kilometers.
"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 |
 
centurion
Observer
Observer
Posts: 10
Joined: 05 Feb 2022 17:56
Location: Australia

Re: Help with creating Mods and Addons

09 Feb 2023 16:21

When I set the parent body and load space engine the exit wormhole at the other end so to speak is not there.
Forgive for seeming dumb on this, I cannot seem to get enough info out of the Website manual to explain these things more clearly.
Can't say much without looking at the actual script, but in general pay attention to the syntax or missing quotes. The se.log file in your spaceengine system folder probably has some clues about what's happening, search for "error" or "warning" lines.
As a general rule, ParentBody objects must be catalog objects so you can't use procedural objects like "RS 0-1-0-114-1828-4-2338-900 7" or "Benetnasch 4".

Also can I set something a little better than the semi major axis of the object so its easier to put closer to a destination planet.
I can't see or understand how I can maybe set the radius of the object from the parent body or something like that.
oh, It's not yet in the manual, but you can use
SemiMajorAxisKm
to express the orbital distance in kilometers.


You have definitely answered my question if I cannot use procedural objects which is a shame.
Can you catalog objects out there to allow wormholes to exist in distant places?

Or can I go out and reference an area where I can simply place a wormhole anywhere in the procedural universe to connect to.

"Going to need some serious exotic matter to light these wormholes up" :lol:

Thanks Mosfet I appreciate the response.

Good fun tinkering with space engine.

Cheers

Centurion

 
User avatar
CaekDaemon
Observer
Observer
Posts: 2
Joined: 14 Feb 2023 17:34

Re: Help with creating Mods and Addons

14 Feb 2023 18:17

Okay, I've managed to get my mesh into the game and I'm like 90% sure my textures will work, but I've got a really, really strange problem. On the first load after generating the .cfg, .sml and .sm files, the model appears in game...but on the load after that, it doesn't, and starts moaning in the console about unknown materials which prevents it from loading the model. 

I know my way around a lot of 3D modelling software and I've worked a ton in Blender, so I'm like 90% sure the problem isn't there. This looks like an issue with the SE side of things, but "what" is something I've not got a clue for as this is my first attempt at trying to make a mod for the game. As far as I can tell, there's nothing actually wrong: it loads fine the first time and, with absolutely zero changes, fails to load again on the next. 

Anyone encountered a problem like that before? 
 
User avatar
CaekDaemon
Observer
Observer
Posts: 2
Joined: 14 Feb 2023 17:34

Re: Help with creating Mods and Addons

14 Feb 2023 20:33

Huh, doesn't seem you can edit posts on this forum. Just thought I'd say that I've solved the above problem - it was an issue with the file structure; the .sml was in the wrong place and had to be moved from meshes to textures for it to work properly. Once I solved that, it was a short step from that to this:

Image

With just a little tweaks, this happy little 40k ship will be ready to go! :D 
 
A-L-E-X
Galaxy Architect
Galaxy Architect
Posts: 3498
Joined: 06 Mar 2017 20:19

Re: Help with creating Mods and Addons

18 Feb 2023 22:18

Wow is that a huge ship with cockpit cameras? I love those kinds of ships.
 
User avatar
Spacespacespacey
Observer
Observer
Posts: 7
Joined: 14 Feb 2023 01:11

Re: Help with creating Mods and Addons

14 Mar 2023 10:03

Hi, I was trying to make the Arches star cluster in Space engine, but it isn't functioning, and I have no idea why. Can someone help me identify the problem?
Cluster	"Arches"
{
	Galaxy "Milky Way"
	Type "Open"
	RA 17 45 50.5
	Dec -28 49 28.0
	Dist 7665.0348
	Radius 1
	Age 2.5
	CenPow 0.35
	NStars 135
}
BTW, this is the first time I'm making a star cluster.
 
jjs_Lin
Observer
Observer
Posts: 1
Joined: 09 May 2023 11:00

Re: Help with creating Mods and Addons

13 May 2023 21:47

请问用blender导出的模型和贴图如何导入到游戏里
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1807
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Re: Help with creating Mods and Addons

14 May 2023 08:33

Hi, I was trying to make the Arches star cluster in Space engine, but it isn't functioning, and I have no idea why. Can someone help me identify the problem?
Cluster	"Arches"
{
	Galaxy "Milky Way"
	Type "Open"
	RA 17 45 50.5
	Dec -28 49 28.0
	Dist 7665.0348
	Radius 1
	Age 2.5
	CenPow 0.35
	NStars 135
}
BTW, this is the first time I'm making a star cluster.
The script is correct. It works fine, if you place it inside a addons/catalogs/clusters path.
"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
JupiterboyLuffy
Observer
Observer
Posts: 13
Joined: 01 Apr 2023 17:34

Re: Help with creating Mods and Addons

10 Jun 2023 15:11

I have my custom star as the same RA and Declination as my galaxy but a different distance (I want my star to be at the edge of one of the spiral arms) but it appears in the center.

This is a chart of my galaxy, where I want my star is marked in red.
Image

This is where it actually shows up.
Image
 
User avatar
JupiterboyLuffy
Observer
Observer
Posts: 13
Joined: 01 Apr 2023 17:34

Re: Help with creating Mods and Addons

10 Jun 2023 15:13

I have my custom star as the same RA and Declination as my galaxy but a different distance (I want my star to be at the edge of one of the spiral arms) but it appears in the center.

This is a chart of my galaxy, where I want my star is marked in red.
Image
This is where it actually shows up.
Image
This is what I meant to post lol
 
User avatar
JupiterboyLuffy
Observer
Observer
Posts: 13
Joined: 01 Apr 2023 17:34

Re: Help with creating Mods and Addons

10 Jun 2023 15:32

I have my custom star as the same RA and Declination as my galaxy but a different distance (I want my star to be at the edge of one of the spiral arms) but it appears in the center.

This is a chart of my galaxy, where I want my star is marked in red.
Image
This is where it actually shows up.
Image
This is what I meant to post lol
And the Star's code is
Star "Ilumina"
{

RA       20.365  
Dec     -40.1640
Dist     9222000
Class          "G2 V"
Luminosity      1.05
LumBol          1.1
MassSol         1.05
RadSol          1.12
Teff            5722

Age             5.72

InertiaMoment   0.045579
Oblateness      0.038429
RotationPeriod  20.93
RotationEpoch   0
Obliquity       100.28
EqAscendNode    84.984

AlbedoBond      0.3
AlbedoGeom      0.36
Brightness      1
BrightnessReal  1
Color          (0.673 0.739 1.000)

Surface
{
SurfStyle       0.23607
Randomize      (-0.443, 0.639, 0.336)
colorDistMagn   0
colorDistFreq   0
detailScale     32768
tropicLatitude  0.7
icecapLatitude  1
climatePole     0.41522
climateTropic   0.11218
mareFreq        113.14
mareDensity     0.0052916
erosion         1
montesMagn      0.03
montesFreq      537
dunesMagn       0.5
hillsMagn       0.03
hillsFreq       7780.5
canyonsMagn     0.28826
cracksOctaves   5
BumpHeight      903.96
BumpOffset      903.96
SpecBrightWater 0
SpecBrightIce   0
RoughnessWater  0.35
RoughnessIce    0.45
SpecularScale   1
RoughnessBias   0.5
Hapke           0.5
SpotBright      1.9239
SpotWidth       0.05
DayAmbient      0.07
}

NoOcean         true

NoClouds        true

NoLava          true

Atmosphere
{
Model          "Sun"
Height          10000
Density         0
Pressure        1
Bright          10
Opacity         0
SkyLight        0
Hue             0
Saturation      1
}

NoAurora        true

NoRings         true

NoAccretionDisk true

Corona
{
Radius      9.9337e+06
Period      0.029934
Brightness  0.5
RayDensity  4.6035
RayCurv     21.713
}

NoCometTail     true

Orbit
{
RefPlane        "Static"
Period          0
SemiMajorAxis   0
Eccentricity    0
Inclination     100.284082
AscendingNode   84.9844648
ArgOfPericenter 0
MeanAnomaly     0
}
}

and the galaxy's code is
Galaxy "Rambunksious/Rambo/Rembo/Rembonksia/RA2"
{
Type    "SBc"     // Though the Iuma sometimes classify it as a Spra Bar Two galaxy(SB2), or the Hubble Class SBbc
RA       20.365  
Dec     -40.1643 
Dist     9.223542e6 
Radius   30100   
AbsMagn -20.6   
Quat    ( -0.9269889 0.2641924 0.03661448 0.2637298 )

}
 
Osiris
Observer
Observer
Posts: 6
Joined: 11 Jun 2023 14:24

Re: Help with creating Mods and Addons

11 Jun 2023 14:40

TerraFormed Mars.sc
i made a addon
(2.85 KiB) Downloaded 88 times
 
thevoid010
Observer
Observer
Posts: 8
Joined: 13 Jul 2023 00:05

Re: Help with creating Mods and Addons

13 Jul 2023 00:09

Yo how do you make (not edit) galaxy textures? I really want to create my own galaxies with my own textures

Who is online

Users browsing this forum: Google [Bot] and 0 guests