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.