Handmade Maps Update

Discussion in 'Planets & Playfields' started by binhthuy71, Dec 13, 2017.

  1. binhthuy71

    binhthuy71 Rear Admiral

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    Ouch! I just looked over the files and I'm starting from scratch again. Generating heightmaps is the easy part.
     
    #41
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  2. Needleship

    Needleship Master of Custom Terrain

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    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'...)
     
    #42
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  3. Kassonnade

    Kassonnade Rear Admiral

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    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)"
     
    #43
  4. Ithirahad

    Ithirahad Ensign

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    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...
     
    #44
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  5. jmcburn

    jmcburn Rear Admiral

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    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
     
    #45
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  6. Kassonnade

    Kassonnade Rear Admiral

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    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)...
     
    #46
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  7. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

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    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.
     
    #47
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