Planetary Pictures & Models |

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[edit]The links in this thread will expire by 2008. Most of the pictures linked are of test planets that won't/didn't make it into the final multimedia pack.
http://mm.spaceempires.net/index.php
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I am working on some new planet textures. Almost finished the first texture, yielding 20 Rock and Ice worlds (I just have to load and re-save 200 Pictures/Planets pictures using Paint... I've already loaded flipped and re-saved the model textures).
Rock_CO2_0001_huge_lp.jpg
Anyway, I have some questions...
Do I just need to add entries into StellarObjectTypes.txt and XFileClasses_Stellar.txt to be able to test the textures (in a test map I am manually editing)?
In StellarObjectTypes.txt what is "Picture Index := ###"?
When I have something ready to share, who should I send it to?
Re: Planetary Pictures & Models
All of the major report screens use the mini icon from Planets.bmp, via the Picture Index value. The larger portraits are only used in the individual planet report/details screen.

Re: Planetary Pictures & Models
Resaving in Paint? You ever tried IrfanView? If you do a batch BMP -> BMP conversion it will fix all the files at once 
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: Planetary Pictures & Models
To me, the minis look a little weird with the cut-off shadowed portion.
Why does the second set of rock/oxygen (minis 6-10) look more like carbon dioxide? Generally, its best to keep a fairly consistent overall color scheme for each atmosphere type. That was part of the problem with the stock texture set, oxygen planets that looked like methane, hydrogen that looked like carbon, etc...

Re: Planetary Pictures & Models
That looks like Final Fantasy 3 World 

Re: Planetary Pictures & Models
I personally like polar ice as it makes the planet look more Earthlike (and thus realistic in my mind). So on the rock worlds you could just make the icecaps smaller, while making them almost to the equator on the ice worlds...
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: Planetary Pictures & Models
Keep in mind we need to leave color sets for alternate atmospheres available. 
If you are feeling very ambitious, you could even make some textures for these possible types:
Ammonia, Sulfur Dioxide, Chlorine, H20, Phosphane/Phosphine
They could come in quite handy for certain modders... *cough*cough*

Re: Planetary Pictures & Models
Overall, your planets look great and I can't wait to use them.
I think it makes the oceans look strange.
Re: Planetary Pictures & Models
I was trying to get the extended set of atmospheres to be fixed at 10, to make all the math easy. Its harder than you'd think coming up with a good set of 10 plausible atmosphere types, where the type is the gas used for respiration by the primary lifeforms.
H2O is an extremely polar molecule, making it a prime candidate for usage by organisms. I just figured it would be good for fish-type creatures. Have any ideas for a better atmosphere than H2O?
Re: Planetary Pictures & Models
I'm wondering if it would be better to increase the cloud cover slightly, so there is more of the dominant gas color. It might make the planets easier to recognize at a glance in the planet screen and when they are rendered smaller on the map.
Re: Planetary Pictures & Models
When you get bottles of chlorine for your pool, they are always yellow. Dunno if there are other things in there or what, but its not typically green. I think Chlorine Dioxide is orange colored.
I'm not sure there really needs to be both Fluorine and Chlorine. They are fairly similar types of diatomic, highly electronegative elements. Better than a random noble gas, of course. 
Note that N2O and Ammonia are colorless. Maybe the Ammonia (NH3) atm could be orange, due to the presence of some NO2? I'm not sure, but I think Ammonium (NH4+) is also orangish.
Burning phosphine apparently creates dense white clouds of phosphorus pentoxide (P2O5) fumes.
Re: Planetary Pictures & Models
Once you get the first map down, shouldn't the rest be primarily a matter of recoloring the layers?
I suppose you could just make all of the 12 sets, plus a greyscale one, and label them with numbers. Individual modders could then just choose which colors they prefer to use. One might want to use 3 per stock atmosphere, another might want to have a whole bunch of different atmosphere types, etc. Just need to make sets of rock/ice/gas planets with the same color schemes, and name them the same way. Stock is really bad about just randomly labeling things...
I don't think labeling texture by just a number would be the best idea, though. It is better to have something identifiable directly in the name. One possible labeling scheme could be:
Planet_Ice_COLOR_0001.bmp
COLOR would be a 6 character string composed of abbreviations for the 3 colors, ordered in whichever method is appropriate (BAC to go with the primary/secondary/tertiary thing?). For example, 1 could be FgBuVi, for Forest Green, Blue, Violet. A preliminary chart, with 2 colors im not sure how to name:

Also, keep in mind that rock planets have 3 types of texture: Moon, Terr and Ven. Moon should be ocean-less and crater pock-marked. Terr is like earth. Ven is like Venus, some sort of rock planet with a very thick atmosphere. You could possibly name the "desert" versions you were making as "Arid" or something. You could also add an "Ocean" type without any land. Should be fairly easy to just make versions without the land parts, right? Maybe a version of pure ocean, and one with tiny island archipelagos. Could also make a primeval-looking world, with lots of marsh and jungle. Dunno how that would look at this scale though... maybe pangea land mass? Volcanic worlds could be interesting. Just brain-storming about ideas for more general variety certain modders might appreciate... Don't let me get carried away though.
Re: Planetary Pictures & Models
planet_terr_hydrogen_0001_large_lp.jpg
Though if you want to go with a more generic color code instead of a stock atmosphere name, there would only be 6 characters in place of hydrogen.
Re: Planetary Pictures & Models
You can disable the stupid mac filename compatibility thing; no need to support mac oses form the early 90s. 
I still think that if you are going to make a wide range of colored textures, it would be better to not tie the atmospheres to specific names, and just do it based on color templates. Perhaps just the primary color, rather than all 3?
I think "planet" should remain as part of the name so that textures don't get mixed up, with stars and planets interspersed. Plus, maintaining a consistent naming scheme for the multimeida pack is desirable.
Re: Planetary Pictures & Models
Is that the water parts? If so, its a little too two-toned, lacking a smoother gradient one would expect from a real ocean.
Re: Planetary Pictures & Models
The clouds should probably be a bit darker, to go with darker land masses. I'm primarily thinking of the large mass in the top left; the bottom right clouds and the thin wisps over the oceans are ok. Its mostly an issue of over-saturation, I think.
Re: Planetary Pictures & Models
You need an entry in AtmosphereTypes.txt for every atmosphere, planet models in XFileClasses_Stellar.txt, and object definitions in StellarObjectTypes.txt.

Re: Planetary Pictures & Models
Whoa, is the SE5-hating wombat actually posting on the SE5 forum??? 
/me thinks he just wants to use them for Invasion! 
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: Planetary Pictures & Models
Fantastic, make more soon!
---
Minister of Foreign Relations/System Lord Dkanre (PBCIV)
Re: Planetary Pictures & Models
You should be able to create a little batch script to do all of the spherizing for the base textures, so it shouldn't be a big deal to re-render them. In Photoshop you can either save a sequence of actions and use the batch processor, or learn to write an actual script.

Re: Planetary Pictures & Models
Perl script.
As for a 360 MB zip file...your best bet is a site like MegaUpload.com
Re: Planetary Pictures & Models
Make sure to not use Zip format; use RAR or 7z. Zip inflates archive sizes by 50-1000%.
360 MB? How big did you make the textures?
FQM includes python scripts that generate the data files, including the xfile classes. Adapting it should be fairly easy, depending on the naming pattern you ended up with. You are looking for the stellar_objects_textures.py script.
If you want to avoid going through an upload site, you could always make a torrent and get them to me that way.
uTorrent is a fairly simple and straightforward client. You'll want to go to File > New Torrent, then select the archive and put in the tracker URL (http://bt.spaceempires.net/announce.php). You might need to create an account to upload a torrent, I'm not sure. Once you do that, upload your saved .torrent file, then redownload it from the site and open it in uTorrent. Tell it to save over the archive file, and it will start seeding it.
btw, did I mention that you are my hero?
Re: Planetary Pictures & Models
I thought making 45 models was bad enough but 1120! Congrats on taking the time to put in all that effort.
Re: Planetary Pictures & Models
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MCT, I emailed you a test build of FQM with all of the textures and portraits in use. I didn't set up the mini icons yet.
Re: Planetary Pictures & Models
I'm not sure what's going on... the amount of objects I can define without access violation appears to be a moving target. SE5 peaked at 85 MB of virtual memory when I generated maps with tons of textures used (80% of the total), so you should be fine memory-wise.
Re: Planetary Pictures & Models
If it were an issue, I'd never be able to generate a map with any of your textures; there are only problems with very large numbers of stellar object/xfile entries. 43 characters is a fairly short filename anyways; long names are in the 128+ range. 
Re: Planetary Pictures & Models
I've thrown up a smattering of screenshots of the textures in action:
http://fqm5.spaceempires.net/gpt.php
What do you think? Note that the glow effects on each planet correspond with the actual atmosphere, and I tried to match texture colors to the atms. in an appropriate manner.

Re: Planetary Pictures & Models
Are the Gratuitous Planet Textures close to being released?
Re: Planetary Pictures & Models
I'm thinking we should get rid of the 5 sizes of portraits, and just use 1 (possibly the large since it is good sized, without stretching to the borders). You never see two portraits side-by-side, so the scaling isn't very relevant IMO. The only place you see more than one planet picture is in the Planets and Queues windows, which use the mini icons from Planets.bmp anyways. Cutting out the extra sizes of portraits would reduce the installed size of the Planets\GPT folder from 397 MB to 80 MB, with corresponding reductions in distribution size and bandwidth requirements. Any objections?

Re: Planetary Pictures & Models
Can you post a comparison between the 128x128 .bmp vs the 128x128 .jpg re-scale? SE5 doesn't scale down images nicely most of the time in game - for example the log pictures.
Re: Planetary Pictures & Models
Eh? I was talking about Small, Medium, Huge, etc. portraits for the same style planet texture.

















Re: Planetary Pictures & Models
In StellarObjectTypes.txt, the Picture Index field is a miniature portrait index in Planets.bmp.
When you have something to share, let Fyron know - he's in charge of the SE5 Multimedia Pack.
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious