Ouch! I just looked over the files and I'm starting from scratch again. Generating heightmaps is the easy part.
Hi! - Textures are now placed by biome. The game auto-creates the splatmaps for that, and even takes those textures for the planetary view. Not sure, if in the current state of the game the old splatmaps are readable. >Check out the Temperate starter, playfield_dynamic. There should be a reference for each biome: e.g. Texture: [3, 6, 0.25] ((This is the shortened version)) First two numbers represent each a texture channel of the 'te' texture editor (=the 'childs' of the usual terrain.ecf) - A channel number for the 'top texture', and then a channel number for the 'side texture'. The last number is a value that sets at which point of slope the side tex takes over. (Channels 12-15 only for underground textures, channel 9-11 can be used for underground and surface tex.) There is also a more comlicated format, in which you can mix another tex channel into the top texture or the side tex, with a 'random chance'-value that determines how much of the sub-textures are mixed in. e.g. Texture: [4,4,1, 11,6,0.8, 0.2] (Values from 0-1 should work. Always mixing up, which higher value is for what... I think, for random chance it was '1 means: first tex only', and for side tex '1 means: only side tex'...)
So channels are "numbered" by "child" rank (terrain.ecf) but what about their respective RGB (no more A) assignments ? What do they correspond to ? Example: { Child 0 # Grass05 Brightness: "0.74" Saturation: "1" RGB: "(0.84, 0.92, 0.91)"
Tried to make an entire thread to ask about this, but since apparently people are paying attention here: Anyone know where the attribute/setting would be, and what it is called, to set a custom heightmap for my planet? I've created a .raw file that looks good with my biome settings in the new playfield viewer, but when I hit 'export YAML' the planet that I end up with ingame just uses procedural terrain. I heard a reference to playfield.yaml, but I have never seen any attribute for this in there...
It's for tinting the texture. Values from 0-3 allowed per color channel. But this can all be done in the ingame terrain editor 'te' in console. /Jmc
I had the same problem. It seems we can edit the playfield in the savegame folder, but trying to force a custome heightmap before the game generates the playfield gives strange results. I think the actual "large" heightmaps in the "terrain" folder are just a "template" to support the various "stamps". I tried making a playfield with almost all stamps removed, with a custom raw map, and ended up with something totally unexpected (after numerous crashes)...
so ive been watching tutorials on the 8.0 SSG and it sadly is wayyyy to complicated for me, notepad++ i cant even read if anyone has time, i have a easy request( was going to be earth but that be to hard) but have a planet idea if anyone is interested? its not hard like my earth idea just few settings and custom orbit pois i can give the files too this planet/orbit i wish to have for SP but if i can inject it on a server id like that option, ik this is a lot to ask and dont epect anyone to say "ok sure" but im trying and asked none the less.