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HeitorBarbosa47842
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10 May 2018 14:38

Sorry. I made a mistake in writing it actually meant that it even appears in the search bar but when I try to go to it it does not work at all;
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AlexanderCadere
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Help with creating Mods and Addons

10 May 2018 18:40

[quote="DoctorOfSpace"][ref]AlexanderCadere[/ref], Maya and 3ds Max are the ones that seem to give the best results.[/quote]

Yeez! I just saw the price tag on these. Thanks for the quick reply!
 
HeitorBarbosa47842
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13 May 2018 10:01

Hi, I'm trying to make a blue gaseous planet in orbit from Jorgea (Star I created to make a mod) with the rings of Saturn. when I search it appears, but when I click on "Go To" it shows a message saying "Object not found". Can someone help me.
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Mosfet
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13 May 2018 11:17

Since you're a newly registered user and you can't attach files here yet, please use http://pastebin.com to let us see your scripts.
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13 May 2018 18:04

I'm having a little trouble understanding the proper use of tags and the settings for using CubeMap & IrfanView 64 to create custom textures. The instructions on the Forum are helpful, but a bit confusing or lacking certain clues.

I've never had much trouble creating 8bit RGB PNGs and converting them to RAW files and then creating the 6 folders and base texture. But I have yet to make a proper 16-bit greyscale bump map. (or a proper RGBA PNG, oh well, that can happen later on).

Usually, I will create a Photoshop PNG or PSD image 16384x8192, RGB 8-bit and save it. Since Photoshop can't work with images that large (anything over 30,000 pixels wide), or save in the RAW file format, I convert the PNG or PSD to Greyscale in IrfanView 64 and increase the number of colors to 16 million. Then I'll resize it up to 32768x16384. I will then save it as a RAW file, around 1.5GB in size. They usually work fine for the detail I want when doing clouds or surface textures. Even with than many colors I think it is still an 8-bit file. Also, I don't know why, but Irfanview 64 calls images with than many colors a 24-bit image file.

I have tried converting a few of them to 16-bit Greyscale RAWs with Irfanview but after running CubeMap they were terribly distorted and completely unusable, even though I was able to load and save them as 16-bit greyscale after running CubeMap. I'm pretty sure I was saving the RAWs as Planar (RRR, GGG, BBB).

I have created colored (not modulated) cloud layers in the past by setting InputChannels to 3, but with all these Bump Maps, I've kept it on the setting for Greyscales; 1, even if I didn't specifically convert it to greyscale in Irfanview. It looks greyscale but it is still RGB. Those worked fairly well too. They were all 8-bit files.

What should the settings be in CubeMap for the following tags in order to create a working 16-bit Bump Map?

# Input RAW file format
InputWidth      32768    
InputHeight     16384    
InputChannels   1
Input16bit      true       # capacity: 16 or 8 bits per channel        //true = 16-bit so, yeah
InputByteSwap   false        # for 16-bit: little endian                //true is for MAC computers?
InputUnsigned     true        # for 16-bit: unsigned or signed values    //I don't have a clue

# Output files format
OutFormat       png         //I like PNGs
OutFormat2      png         //I like PNGs
TileWidth       256         //Pretty sure this is right
TileBorder      1           //Pretty sure this is right
Out16bit        false      //Would be set as true if I could get it to work right
OutByteSwap     false       //Pretty sure this stays false
OutUnsigned     true       //I don't have a clue
OutInvertAlpha  true        //I don't have a clue
OutJPEGquality  100         //I think I know what this means lol
SeparateRGBA    false       //Once I figure out Bump Maps I will use this to make Alpha images
SeparateHiLo    false       //I wouldn't mind if they are separate files...
DoublePrecision false      //I don't have a clue

# Normalization of the elevation map
Normalize       true            //I think this is correct...
EnterNormData   false           //I think this is correct...
NormMinValue    -32768        //Is this right at all?
NormMaxValue    32768            //Is this right at all?

# The basic cylindrical texture
BaseTexFormat   png             //I like PNGs for base textures
BaseTexDownSize 64              //32768/512=64

# Parameters for optimization of homogeneous tiles
MinVar          20.0            //Is this supposed to be what the Bump Map height is set on in the scripts?

# Memory settings
MaxMem          1024        //I don't have a clue
MethodSide      Line        //I don't have a clue
MethodPolar     Line        //I don't have a clue

# Faces to process        //I don't have a clue
Create_NEG_X    1    
Create_POS_X    1
Create_NEG_Y    1
Create_POS_Y    1
Create_NEG_Z    1
Create_POS_Z    1

# Stages                //I don't have a clue
CreateBaseTex   1       
ComputeFaces    1       
DownsizeFaces   1      
UpdateEdges     1       
TileFaces       1       
OptimizeTiles   0       
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GeoPlayer123YT
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Help with creating Mods and Addons

14 May 2018 08:30

i have no idea what that is but maybe ill learn at some point...
 
HeitorBarbosa47842
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14 May 2018 11:59

The Planet Script :
[code]Planet     "Jorgea D"
{
       ParentBody       "Jorgea"
       Class            "GasGiant"

       DiscMethod       "Transit"
       DiscDate          "2010.06.15"

       Mass              4
       Radius            2741

       Age               1

       RotationPeriod    24
       RotationEpoch     8
       Obliquity         1
       EqAscendNode      9
       PoleRA            1
       PoleDec           1
       RotationOffset    0
 
       AlbedoBond        -270
       AlbedoGeom        2
       Albedo            9

       NoLife          true

       Atmosphere
       {
            Model    "Earth"
            Height    100
            Pressure  1
            Density   8
            MolarMass 9
            Adiabat   0
            Greenhouse   10
            Bright    10
            Opacity   21
            SkyLight  3.3333
            Hue       0
            Saturation     1
            Composition
            {
                N2 44
                O2 15
                Ar 0.9303
                H2O 0.400
                CO2 0.0398
             }
             
             Rings
             {
                     InnerRadius      1250
                     OuterRadius      2250
                     FrontBright      9
                     BackBright       -9
                     Density          1
              }
  
              Orbit
              {
                    Epoch            974
                    Period           8
                    MeanMotion       4
                    SemiMajorAxis    6
                    Eccentricity     0.24
                    Inclination      7
                    AscendingNode    0
                    ArgOfPericenter  0
                    MeanAnomaly      200.119
                    RefPlane         "Ecliptic"
              }
       }[/code]

If something is missing I'm sorry. I'm not used to making gas giants so I do not know how the difference should be.
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JackDole
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Help with creating Mods and Addons

14 May 2018 14:29

The Planet Script :
It lacks a closing parenthesis in your script.
Also, I've added a few notes to the script, you may want to change the appropriate parameters.
Planet     "Jorgea D"
{
    ParentBody       "Jorgea"
    Class            "GasGiant"

    DiscMethod       "Transit"
    DiscDate          "2010.06.15"

    Mass              4
    Radius            2741          // very small for a gas giant !!!

    Age               1

    RotationPeriod    24
    RotationEpoch     8
    Obliquity         1
    EqAscendNode      9
    PoleRA            1
    PoleDec           1
    RotationOffset    0
 
    AlbedoBond        -270          // ???? (must be between 0 and 1)
    AlbedoGeom        2
    Albedo            9

    NoLife          true

    Atmosphere
    {
        Model    "Earth"
        Height    100
        Pressure  1
        Density   8
        MolarMass 9
        Adiabat   0
        Greenhouse   10
        Bright    10
        Opacity   21
        SkyLight  3.3333
        Hue       0
        Saturation     1
        
        Composition
        {
            N2 44
            O2 15
            Ar 0.9303
            H2O 0.400
            CO2 0.0398
        }
    }                               // is missing !!!
    
    Rings
    {
        InnerRadius      1250       // to small, must be larger as the planet radius !!!
        OuterRadius      2250       // must be many larger as planet radius !!!
        FrontBright      9
        BackBright       -9
        Density          1
    }
    
    Orbit
    {
        Epoch            974
        Period           8
        MeanMotion       4
        SemiMajorAxis    6
        Eccentricity     0.24
        Inclination      7
        AscendingNode    0
        ArgOfPericenter  0
        MeanAnomaly      200.119
        RefPlane         "Ecliptic"
    }
}
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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Mosfet
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Help with creating Mods and Addons

14 May 2018 14:35

[s]HeitorBarbosa47842,[/s]
[s]Atmosphere tag is missing a closing bracket. It's always a good idea to count opening/closing brackets.[/s]
"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 |
 
HeitorBarbosa47842
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14 May 2018 19:33

Thank you, sorry to bother you, I am accustomed to making stars, galaxies, nebulae, clusters and rocky and dwarf planets.

But I am not used to create gas giants
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Macronicus
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Help with creating Mods and Addons

15 May 2018 13:02

Created a system called Zuay and I wanted to export the procedural planets but the exporter doesn't do it right with the names by making it from "Zuay 1" to simply "1"
To a Galaxy billion light-years away from a Dark World.
 
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Mosfet
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15 May 2018 13:57

That's normal, you have to change names manually.
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Macronicus
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Help with creating Mods and Addons

15 May 2018 14:50

That's normal, you have to change names manually.
Pretty all the objects that includes asteroid comets and many moons. Is there a faster way?
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Mosfet
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15 May 2018 17:09

Is there a faster way?
Usually the simplest method in a case like this is using the "search & replace" feature commonly available in every text editor.
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| 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 |
 
Macronicus
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15 May 2018 18:36

Is there a faster way?
Usually the simplest method in a case like this is using the "search & replace" feature commonly available in every text editor.
I'll try.....
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