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tornadotodd
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Help with creating Mods and Addons

09 Jan 2018 14:28

mtl file I need to manually make itno a sml?
No, SpaceEngine does the conversion, you have to manually correct wrong texture path, usually. And adding bump maps, specular maps... if you have it or you make it.
And for some reason no matter what I do with the obj once in should result In SE making a file?
The reason it does make a file is because you prepared a .sss file with a <nameofyourobjfile>.cfg in it, as described in the manual - creating a ship, under "Importing the model from the *.obj format".
is it possible to have just the mesh show up wo texture so atleast you can know if your on the right track?
Never tried. If you don't provide a mtl material file, the cfg file will be without material list, it means you'll have to manually add what it needs, as per manual.
Also how do you know if the model has defects?
If SE doesn't create the mesh, and there are errors in console or in se.log, then you should open your original file in your 3d editor and check for usual issues, like degenerate vertices, flipped normals, duplicated points...

Edit:
On second thought, if there are no replies yet and yours is the last post, you may prefer to edit that post instead of creating another one
I'm not sure what you mean at the end.. But anyway I created the sss as stated in the manual. I have checked my file paths over and over... I do have an mtl file with my obj. So once I have done those things SE should create the additional files at least from what I understand. But in my case it is not:(( I have really have no option but to throw in the towel bc my SE log shows my sss but no errors concerning the obj... I really hate this. I would literally drive a couple hundred miles to learn how to do this.. I am beyond frustrated.. Thanks for the input. Evidently I am not savvy enough or lack the understanding. idk thanks.
 
ZeGamingCuber
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Troubleshooting and bug reports - SpaceEngine 0.9.8.0

09 Jan 2018 14:33

How do you create a star cluster?
 
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ettore_bilbo
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Help with creating Mods and Addons

09 Jan 2018 16:47

I'm not sure what you mean at the end.. But anyway I created the sss as stated in the manual. I have checked my file paths over and over... I do have an mtl file with my obj. So once I have done those things SE should create the additional files at least from what I understand. But in my case it is not:(( I have really have no option but to throw in the towel bc my SE log shows my sss but no errors concerning the obj... I really hate this. I would literally drive a couple hundred miles to learn how to do this.. I am beyond frustrated.. Thanks for the input. Evidently I am not savvy enough or lack the understanding. idk thanks.
Space Engine does not create the sm file? it's strange.
attach the obj to the message so I can try to see if it's ok
 
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Planetkid32
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Help with creating Mods and Addons

09 Jan 2018 21:08

The Kepler-62 f works great with SE 0.980!
 
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tornadotodd
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Help with creating Mods and Addons

09 Jan 2018 21:37

Is this an example of what a normal obj file should look like? I am nearly positive that my file paths are correct, but when I convert the 3ds with blender to obj and mtl and try to load the ship in the game SE does not create the cfg, sm, or sml.?? I  am still trying at this. At this point there has to be some simple error that I am making. I will post my mtl as well.
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New Text Document.txt
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Last edited by tornadotodd on 09 Jan 2018 22:02, edited 1 time in total.
 
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tornadotodd
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Help with creating Mods and Addons

09 Jan 2018 21:59

I added the wrong file a second ago. here is the mtl created with blender. Does this look about like what I should be seeing? I still cant get SE to convert. There has to be some simple error that I am making somewhere. My file paths are correct.
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JackDole
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Help with creating Mods and Addons

10 Jan 2018 01:24

How do you create a star cluster?
Look here: Creating a deep space object
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)
 
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ettore_bilbo
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Help with creating Mods and Addons

10 Jan 2018 04:45

Tornadotodd, why are files .txt?
 
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ettore_bilbo
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Help with creating Mods and Addons

10 Jan 2018 05:54

I added the wrong file a second ago. here is the mtl created with blender. Does this look about like what I should be seeing? I still cant get SE to convert. There has to be some simple error that I am making somewhere. My file paths are correct.
I imported for you. here the pak file.

The model was full of errors. many faces with wrong normals; it is also decentralized and crooked. mtl was ok.
I corrected errors in blender and imported.

when I have time, I will prepare a visual guide to import ships :-D
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SpaceEngineer
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Help with creating Mods and Addons

10 Jan 2018 08:47

And now I'm trying to make a mod where lifeless terras have the old ugly default rivers, while the lifeterras get the rivers designed by Rodrigo:
Terrain generator shader has no variable named 'life'.
I also noticed the texture files in the DATA folder for the Surface pak, in the 6 separate folders of neg_x, neg_y, neg_z, pos_x, pos_y, pos_z have black and white pictures with the suffix "_a" and the color pictures have the suffix "_c". The texture files in the ADDONS SolarSystemHD Earth-Surface-PBC-16k.pak folders all have the landmasses cut out of the PNG (made transparent), and do not have separate "_a" and "_c" versions of each. I figured I would only use higher resolution versions of my map to make additional pak files that do have transparent holes, later on.
B/W textures are water mask. PNG textures are in lossless RGBA format, ie alpha channel is a water mask, it is not a "transparent holes". Default SE textures are split into two JPG textures: RGB color and B/W water mask, because they have less disk size than a single compressed PNG. HD and Ultra packs are focused on a max quality instead of a small disk size.
I had trouble trying to create an alpha channel for an RBGA PNG in Photoshop though. So I simply used CubeMap to make the 2047 files in the Surface folders, added the suffix “_c” to each one with a batch renamer. Then I converted all of those to black and white greyscale versions and added the suffix “_a” to each one. So then I had the same number (4,094) of file as in the Earth's Surface folders, in the Data folder. I made sure the Base files also had their respective suffix.
Yes, you can't save alpha-PNG in Photoshop. Use CubeMap's option to output a single RGBA textures, if you want. Or leave your addon with a separate RGB + water textures.
Rather than using the pre-loaded values of 8192 x 4096, I created a RAW version of map at 10800 x 5400 because I noticed the Base Bump PNG was 675 x 337 (Which is 10800/16 x 5400/16). I was then able to use CubeMap to make the 6 folders with the same number of files (511) that the Earth's bump folder has.
Wait, why did you do this? You texture has a resolution of 16384*8192, what means that cube faces will have resolution of 4096*4096 (plus borders), or 16*16 tiles of resolution 256*256 (258*258 with borders). Total tile count in each neg_x ... pos_z folder is 16*16 + 8*8 + 4*4 + 2*2 + 1 = 341.
To create a base texture, you must specify BaseTexDownSize 32 (to reduce 16384*8192 by 32 times = 512*256).
It seems you must read the CubeMap manual again attentively.
I named these two folders with the 6 position sub-folders after the name of the planet, Toril-Bump-PBC & Toril-Surface-PBC
PBC is a nick name of a user who was the author of the texture. Use you own nick or its abbreviation. You also must use a folder for your planet:
Toril\Surface-GN\pos_x\...
Toril\Bump-GN\pos_x\..
Why don't my new textures work?
You must specify paths to your texture folder in the planet script: parameters DiffMap, BumpMap and their resolution in the Surface {} tag instead of procedural terrain parameters. Read here a section about Surface {} tag.
 
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SpaceEngineer
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Help with creating Mods and Addons

10 Jan 2018 08:52

So I have a text file saved as the user-eng-db.cfg for the description of my planets in my add on, but the descriptions are not showing up in game
Currently it is not possible to add a description that way. SE has only one file user-eng-db.cfg. This means that you must add a description there manually. As well as any user who want to install your addon.
 
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SpaceEngineer
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Help with creating Mods and Addons

10 Jan 2018 09:05

tornadotodd wrote:
is it possible to have just the mesh show up wo texture so atleast you can know if your on the right track?

Never tried. If you don't provide a mtl material file, the cfg file will be without material list, it means you'll have to manually add what it needs, as per manual.
Ship model without a material will not show up in SE, because SE have no idea what shader to use. You may create a simple dumb material to test out the model:
addons/textures/spacecraft/test.sml
Material	"dump_test"
{
	// just a solid red color, nothing more
	DiffColor       (1.0 0.5 0.5)
}
And then specify it manually in the end of your ship's cfg file:
your_ship.cfg
Unit     1.0
Length   4.3114
Mass     9.9973e+012
Material "dumb_test"
Yes, importing ships is not easy, even I am doing it through many iterations. Aside from materials, another problem is a mesh scale: you have to choose appropriate Unit and Length in the ship's cfg file. If you don't see the ship in SE, try to zoom out - maybe your ship apparently has a size of a planet. Or try to zoom it, maybe it is a tiny like a sand grain. Then change Unit/Length accordingly.
 
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tornadotodd
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Help with creating Mods and Addons

10 Jan 2018 10:20

Tornadotodd, why are files .txt?
Because I just copied them that way it wouldn't let me attach an mtl file on the SE website.. So I had to open it and copy to a txt file so I could put it on here for you guys to have a look at same with the obj. 
 
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tornadotodd
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Help with creating Mods and Addons

10 Jan 2018 10:24

I added the wrong file a second ago. here is the mtl created with blender. Does this look about like what I should be seeing? I still cant get SE to convert. There has to be some simple error that I am making somewhere. My file paths are correct.
I imported for you. here the pak file.

The model was full of errors. many faces with wrong normals; it is also decentralized and crooked. mtl was ok.
I corrected errors in blender and imported.

when I have time, I will prepare a visual guide to import ships :-D
That would be so awesome for you to do that and thank you for taking time to reply and look at my stuff. The model being full of errors is that why SE would not create the files after loading? And yes there definitely need to be a good visual tutorial on imports. I cant wait till you do that.
 
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tornadotodd
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Help with creating Mods and Addons

10 Jan 2018 10:53

I added the wrong file a second ago. here is the mtl created with blender. Does this look about like what I should be seeing? I still cant get SE to convert. There has to be some simple error that I am making somewhere. My file paths are correct.
I imported for you. here the pak file.

The model was full of errors. many faces with wrong normals; it is also decentralized and crooked. mtl was ok.
I corrected errors in blender and imported.

when I have time, I will prepare a visual guide to import ships :-D
I just tried it out and it WORKED!! THANK YOU SO MUCH!! Although I still wish that I could have figured it out myself as I am still going to have future problems getting anything to import.. Is it because of of error that SE wouldn't generate the files?? What program do you use? How did you spot all of the errors??? Anyway I'm so happy to have this ship I have personal 3d models that are high quality of my own making that I hope to learn how to do this. I have read and re read that manual many times so.. YOU ARE AN AWESOME AND KIND PERSON.. Def make the video! It will help a lot of people.

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