[QUOTE=Tuskin;29323979]Very cool.
[editline]20th April 2011[/editline]
A new file was added to the official site a week or two back
[url]http://spaceengine.org/load/predrasschitannye_modeli_atmosfer/1-1-0-5[/url]
Not sure what it is.
google gives me this as a translation
Something to do with Atmospheres, if we can figure out what "Predrasschitannye" means, maybe it will help.[/QUOTE]
Precalculated. I guess it means it doesn't need to generate atmospheres anymore, that's the generated files that you can copy to your SE folder. IMO. (Cache of atmospheres? Seeing as it says to copy to /cache/ subfolder)
I've just figured out something, if you remove the DiffMap and DiffTileSize from any planet or moon in Solarsys.sc, it will generate new landscape based on the bumpmap! But it slows down the computer to 0 fps, and it takes forever to generate the texture, but it's still pretty neat looking. I'm going to try and make a terraformed venus, and post the result.
[IMG]http://filesmelt.com/dl/scr000003.png[/IMG]
[IMG]http://filesmelt.com/dl/scr000012.png[/IMG]
Now THAT, is awesome! Also, i crashed like 4 times trying to take these two pictures.
SpaceEngine has a very strange definition of water world
[img]http://i56.tinypic.com/208fy4z.jpg[/img]
[QUOTE=Robber;29334057]SpaceEngine has a very strange definition of water world
[img_thumb]http://i56.tinypic.com/208fy4z.jpg[/img_thumb][/QUOTE]
It also has a strange definition of "Comfort".........and "World"...
I sent a mail to the creator of this engine so i could get the tools he use to make the textures, and guess what? He sent a link back! Here's what i got from the mail.
[QUOTE=Space Engine]Hi! You can speak English, if you understand it. To create special cubemap projection used in SpaceEngine I use special tool called CubeMap. You can download it here:
[URL]http://narod.ru/disk/16421470000/CubeMap-1.01.rar.html[/URL]
And here is an example textures and scripts for CubeMap tool:
[URL]http://narod.ru/disk/16355606000/CubeMap-Test.rar.html[/URL]
Sorry, but documentaion is on Russian, so you can use Goolge translator to understand it.
After you created cubemap pack of files, you must edit solar system catalog "SpaceEngine/data/catalogs/planets/SolarSystem.sc" to replace default texture to your own. Or you might create your own solar system, using default SolarSystem.sc file as example, and then edit config "SpaceEngine/config/universe.cfg" to add your solar system file to engine's database.
There is still no documentation about creting addons yet. I would write manuals some months later.
Enjoy!.[/QUOTE]Sadly, i can't seem to be able to download it. EDIT: I have been able to download it now, but i can't translate the readme, so i'm stuck. EDIT: I don't understand what's wrong here, i've downloaded the test files, but this is all i'm getting
[IMG]http://filesmelt.com/dl/notworking.png[/IMG]
I sent another mail, heres the response.
[QUOTE=Space Engine]Hi! The error is due to non existing folders. You must create yourself these folders inside your cube texture folder: neg_x, neg_y, neg_z, pos_x, pos_y, pos_z. This is done to prevent accidental catastrophe by running wrong script:) GUI version is not necessary I think, because this program are used few times. But due to its open source, you can implement some GUI:) There are SpaceEngine distribution with real planets textures on the project website (spaceengine.org): [URL="http://narod.ru/disk/2547117001/SpaceEngine%200.84b.zip.html"]http://narod.ru/disk/2547117001/SpaceEngine%200.84b.zip.html[/URL] (version 0.84) [URL]http://spaceengine.org/load/0-0-1-6-20[/URL] (version 0.90). Are you missed it? On this weekend I hope to upload new version of SpaceEngine. You might find it on SpaceEngine website. And I hope to launch English version of website. Wow, I find that there is new version of CubeMap tool. Now I try to assemble it and upload to SourceForge.[/QUOTE]
UPDATE CubeMap 1.03 is out!
[QUOTE=Space Engine]Hi! Here are new version of CubeMap with English documentation and example files.
[url]https://sourceforge.net/projects/cubemap/files/[/url][/QUOTE]
ironic that the first universe simulator i've ever seen finished is made by the people who we're first in space (russia).
Success! My very first custom planet texture for space engine!
[img]http://filesmelt.com/dl/scr000022.png[/img]
the tidbit about new build this weekend is exciting ...
Terraformed Mars.
[IMG]http://filesmelt.com/dl/scr000041.png[/IMG]
[IMG]http://filesmelt.com/dl/scr00005.png[/IMG]
[IMG]http://filesmelt.com/dl/scr00006.png[/IMG]
[IMG]http://filesmelt.com/dl/scr00007.png[/IMG]
I will release it when i figure out how to make the water specular without making the entire planet white.
Looks nice from afar, the problem with using actual heightmaps is they get really ugly the closer you get to them unless you have gigs and gigs of heightmaps, which I don't think this game could handle, at all, so the procedurally generated surfaces will always look better, unfortunately
[QUOTE=TheTalon;29350600]Looks nice from afar, the problem with using actual heightmaps is they get really ugly the closer you get to them unless you have gigs and gigs of heightmaps, which I don't think this game could handle, at all, so the procedurally generated surfaces will always look better, unfortunately[/QUOTE]That is not true, you see, he told me that you can use any texture of any size. he have a earth texture that is about 10 GB in space engine. But it's so large that he couldn't release the hires version. He also told me that it took him an hour to convert that texture. Heres a bit of information from the readme.
[QUOTE=Readme]===============================================================================
The Optimizer tool
===============================================================================
The SpaceEngine program supports the tiled cubemap texture of any level of
detail in any place of planet. This means that you can have for example the
Earth texture of resolution 6 x 32768 x 32768 (obtained from the NASA "Blue
Marble Next Generation" texure), but in some places, like in the cities, the
level of detail can be increased by adding tiles of 7, 8 etc. levels, or vice
versa, in the vast homogeneous areas with no details - the oceans - you can
remove the tiles up to 2-3 level, thus saving disk space and increase loading
speed. The Optimizer tool tries to identify these homogeneous regions and remove
them.
Determination of homogeneity is performed by calculating the variation of color
of the pixels of the tile - calculating a weighted sum of absolute difference
of current pixel color and average color of the tile. If this variation is less
than the value of MinVar parameter from the config, the tile is considered to
be homogeneous and moved to a temporary folder.
The temporary folders are created in a folder OutFolder and have names of
del_neg_x, del_neg_y, del_neg_z, del_pos_x, del_pos_y, and del_pos_z. There are
homogeneous tiles moved from the folders of neg_x, neg_y, neg_z, pos_x, pos_y
and pos_z respectively. Temporary folder is a candidate for deletion.
General guidelines for working with the utility are as follows. You start with
some MinVar value and run Optimizer for one face, selecting by the parameters
Create_NEG_X ... Create_POS_Z. After that, open the temporary folders and look
on the tiles were in, then correct MinVar, move the tiles back (manually) and
repeat this process several tiles until a satisfactory result. Then run
Optimizer for other faces with optimal MinVar value you have found.
The current version (1.03) does not use a very good algorithm, so there may be
mistakes - such as tile with a small island and the ocean around it uniformly
may reckoned entirely homogeneous, while the tile with a slight color gradient
may reckoned inhomogeneous, although there is should be the vise versa.
Therefore, I suggest you view all the tiles in the temporary folder and move
back those who thought not fit to remove. Also, for large texture is
recommended to save temporary folders somewhere, so you can quickly restore
incorrectly deleted tiles without starting CubeMap tool again.
[/QUOTE]
Okay, now we can email and creator and he replies, lets acquire the code and turn this into a game.
Ah so it can handle it, that's cool. Though the file size is astronomical still
See what I did there? I'm boring
X Rebirth should have something like this. :buddy:
I'm starting to feel a little power-crazy. I've been setting up a network of planets that have life, but I use the same method of finding them as the Strogg from Quake: Scan every star system at random until an orbiting planet with life is found.
No GDF forces so far.
[QUOTE=Joakim Lindb;29350298]Terraformed Mars.
[img_thumb]http://filesmelt.com/dl/scr000041.png[/img_thumb]
[img_thumb]http://filesmelt.com/dl/scr00005.png[/img_thumb]
[img_thumb]http://filesmelt.com/dl/scr00006.png[/img_thumb]
[img_thumb]http://filesmelt.com/dl/scr00007.png[/img_thumb]
I will release it when i figure out how to make the water specular without making the entire planet white.[/QUOTE]
This intrigues me because Mars once looked like this, at least the blue parts.
[QUOTE=Joakim Lindb;29350833]That is not true, you see, he told me that you can use any texture of any size. he have a earth texture that is about 10 GB in space engine. But it's so large that he couldn't release the hires version. He also told me that it took him an hour to convert that texture. Heres a bit of information from the readme.[/QUOTE]
so his engine does support Celestia like Virtual Textures but in way better sense it seems ... impressive
Look, news!
[QUOTE=AstroDigital@yandex.ru]Photoshop incorrectly saves alpha channel in PNG. Use TGA and then convert it with another graph editor. Or save your texture to RAW and use CubeMap tool, that saves alpha-PNGs correctly.
By the way, change SpaceEngine's sreeenshot format from PNG to JPG (find f_ScreenshotFormat parameter in the main.cfg). There is funny bug with saving screenshots to PNG:)
There is my terraformed Mars script. I think I include terraformed Solar system in the next release as a bonus:)
Planet "Mars"
{
ParentBody "Sol"
Class "Terra"
Mass 0.10745
Radius 3396
//Oblateness 0.0069
RotationPeriod 24.622962
RotationOffset 136.005
Obliquity 26.72
EqAscendNode 82.91
Color ( 0.850 0.850 1.000 )
Albedo 0.27
Surface
{
//DiffMap "Mars/Surface-Voyager"
//DiffMap "Mars/Surface"
DiffTileSize 514
DiffMapAlpha "Water"
BumpMap "Mars/Bump"
BumpTileSize 514
BumpHeight 29.457 // 21249 + 8208
BumpOffset 0.0//8.208
SpecularBright 20.0
SpecularPower 150.0
Exposure 2.5
Lommel 0.0 // Lommel-Seeliger lighting model
Style 0.9
Life true
Randomize (0.86, 0.43, 0.75)
seaLevel 0.13
snowLevel 0.6
climateEquator 0.625
climateTropic 0.5
climatePole 1.0
tropicWidth 0.07
latIceCap 0.9
}
Clouds
{
Exposure 2.0
Height 15
Velosity 40 // km/h
Coverage 0.25
}
Atmosphere
{
Model "Earth"
Height 100.0
Density 1.0
Bright 10.0
SkyLight 3.0
EclipseBright 10.0
EclipseColor ( 0.500 0.700 0.800 )
}
Orbit
{
Period 1.8809
SemiMajorAxis 1.5237
Eccentricity 0.0934
Inclination 1.8506
AscendingNode 49.479
LongOfPericen 336.041
MeanLongitude 355.453
}
}
[/QUOTE]
Someone should start heavily modding procedural planet bumpmaps and release them in a pack for all of us lazy-not-modders to download.
[QUOTE=Shotacon;29354673]This intrigues me because Mars once looked like this, at least the blue parts.[/QUOTE]
[img]http://filesmelt.com/dl/scr000011.jpg[/img]
[img]http://filesmelt.com/dl/scr000021.jpg[/img]
Take notice that it isn't water, it's fog.
[img]http://filesmelt.com/dl/scr00003.jpg[/img]
So I registered for this site to see if anyone can help me. I cannot see any distant stars or galaxies. I redownloaded the game, I turned on auto-exposure, played with the magnitude settings and nothing works. I can't even see the lens flare feature even though its turned on. I have a Geforce GTS 240 and exceed the minimum settings.
I can run the 'game' and see planets and the sun of the solar system I'm in but that's it. Just blackness beyond the solar system.
HELP! I can't find anyone who has these same problems. HELP!
VV 136 ...
[B]Edit:[/B]
Galateia OMFG
Sadachbia = Is this the start collition coming soon?
Orion Nebula
[editline]22nd April 2011[/editline]
IDK HOW I GOT TO GALAXY SYSTEM VIEW BUT ITS AWEASME
[editline]22nd April 2011[/editline]
NGC 4050 FOR EXAMPLE
:siren: [highlight]THE NEW VERSION OF SPACE ENGINE IS COMING OUT EITHER TOMORROW OR TODAY![/highlight] :siren:
[QUOTE=astrodigital@yandex.ru]Specular map is alpha channel of diffuse texture. If you have only RGB texture, you must bind alpha channel to it yourself. Then in CubeMap script simply set number of channels to 4.
Maybe you mean procedural diffuse texture, created by engine based on actual heightmap? In this case simply set DiffMapAlpha parameters, as I do in example Mars script. Maybe in current version there is no supporting of "terraforming", I dont remember:) Wait a bit while I upload new version of SE.
[/QUOTE]I'm a bit unsure of what this means, but i think he means it will come out either today or tomorrow.[QUOTE=AstroDigital@yandex.ru]Hello again, i was reading this [URL]http://spaceengine.org/forum/5-11-2[/URL] and you said that you'll either upload it tomorrow or today, me and my forum is really exited, and we don't want false hope. [URL]http://www.facepunch.com/threads/1075794-Space-Engine-Procedural-Universe-Simulator[/URL] <--- the forum
Yes, I upload new version today or tomorrow. (But not 1.0, just 0.93). I also try to launch fully functional English site with the forum: [URL]http://en.spaceengine.org/[/URL]
Wow, your forum thread is huge, I would like to read it later:).[/QUOTE]
[QUOTE=Joakim Lindb;29372215]:siren: [highlight]THE NEW VERSION OF SPACE ENGINE IS BEING UPLOADED RIGHT NOW![/highlight] :siren:[/QUOTE]
I'm kinda hoping for official in-game tools for terraforming and un-terraforming. And maybe the ability to concrete-up areas. Man, that would make so many good screenies...
[QUOTE=Pilotguy97;29373654]I'm kinda hoping for official in-game tools for terraforming and un-terraforming. And maybe the ability to concrete-up areas. Man, that would make so many good screenies...[/QUOTE]I will send a mail about that suggestion. Also, my terraformed mars texture is done! Here's the link. [url]http://filesmelt.com/dl/Terraformed_Mars_V0.1_.rar[/url]
[QUOTE=Pilotguy97;29373654]I'm kinda hoping for official in-game tools for terraforming and un-terraforming. And maybe the ability to concrete-up areas. Man, that would make so many good screenies...[/QUOTE]
Something like in From Dust? :v:
[QUOTE=Joakim Lindb;29373765]I will send a mail about that suggestion. Also, my terraformed mars texture is done! Here's the link. [url]http://filesmelt.com/dl/Terraformed_Mars_V0.1_.rar[/url][/QUOTE]
Thank you, kind sir. I will await your results. *Pulls out clipboard*
Do we know what's going to be in the new version?
[QUOTE=SilasX;29374659]Do we know what's going to be in the new version?[/QUOTE]I don't think so, and he hasn't responded yet, so i can't tell for sure. Also, if you read this [url]http://spaceengine.org/forum/5-11-2[/url] you see that it may be so that he'll upload it tomorrow instead. I await an answer.
[QUOTE=Agent_Mango;29361869]So I registered for this site to see if anyone can help me. I cannot see any distant stars or galaxies. I redownloaded the game, I turned on auto-exposure, played with the magnitude settings and nothing works. I can't even see the lens flare feature even though its turned on. I have a Geforce GTS 240 and exceed the minimum settings.
I can run the 'game' and see planets and the sun of the solar system I'm in but that's it. Just blackness beyond the solar system.
HELP! I can't find anyone who has these same problems. HELP![/QUOTE]
Yeah, so me being an idiot did not help me. I updated my video card drivers, and presto! Could see everything.
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