Planetary Textures and planets. |
At first I though that they were reflecting the conditions on the planet.
But then I realized that the crazy colors were there to stay!
So I can't spot planets with different atmos easily on the system view...
Please gimme my blue planets back!
Is anyone modding the textures (or the system generation specs) to that end?
Can we use custom hi rez textures?
The texture mapping on planets in combat is horrible...
And you can play snooker with planets in combat using tractor/repulsion comps..!!!
Talk about a lot of work!

Re: Planetary Textures and planets.
FQM doesn't add moons in the same sector as the planet due to display overlap of the objects. There are moons present (not labeled as A, B, etc), but they are in adjacent sectors.
High resolution is easy enough to do, but I suppose it's an issue with file sizes and performance. At one point in the past, new textures were to be made but it kind of got put on the backburner.
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Re: Planetary Textures and planets.
FQM adds an "atmospheric haze" around each planet that is indicative of the planet's atmosphere, such as blue for oxygen and green for CO2 etc.
Hi-resolution textures are easy enough.
The tractor/repulser bug still exists in stock because planet is listed as a target type.
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Space Empires Depot | SE:V Balance Mod