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  #1  
Old December 8th, 2007, 06:55 PM
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Default Planet Textures

I've uploaded a smattering of in-game shots of the planet textures MasterChiToes has been working on:

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.

You can try them out for yourself with the Dev version of FQM, available here:

http://fqm5.spaceempires.net/dev.php

For reference, see this thread:

http://www.spaceempires5.com/en-US/node/4644
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  #2  
Old December 8th, 2007, 07:51 PM

MasterChiToes MasterChiToes is offline
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Default Re: Planet Textures

Maybe the rotation speeds and even the initial conditions could be randomized a bit... so they aren't all turning in sync?

Continual Rotation Speed := Random(-0.0002, 0.0002)
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Old December 9th, 2007, 02:58 AM
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Default Re: Planet Textures

Hmm... that would probably get some planets rotating at 0. Probably need to just increase/decrease a base amount.
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Old December 9th, 2007, 05:51 AM
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Default Re: Planet Textures

I find them a bit fluorescent in comparison to the existing planet textures. I do support more realistic depictions though. I was going through my copy of GURPS Space last night considering how interesting it would be to implement the realism rules for creating systems, utilising Titus-Bode law. However I am pretty much off modding now as I spent a year making a mod for another game and the effort involved was more than I expected, or am prepared to do again.
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Old December 9th, 2007, 01:40 PM
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Default Re: Planet Textures

There are some more subdued earth-like planets for Oxygen floating about:

http://fqm5.spaceempires.net/gpt.php?i=sys_24
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Old December 10th, 2007, 01:43 AM
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Default Re: Planet Textures

I have uploaded a cropped set of icons for the new planet textures (warning: 1.4 MBs in size!). I have placed the color labels down the side. These labels are currently used as the following:

Code:
Carbon Dioxide: Amber, Yellow, Green
Hydrogen: Red, Vermilion, Orange
Methane: Indigo, Violet, Magenta
Oxygen: Terran, Forest, Cyan, Blue
None: None



Note: In the screenshots, "Forest" is set to be a Carbon Dioxide atm, but I think it makes a better Oxygen.

What do you think?

Planet Icons Link - 1.4 MB
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Old December 10th, 2007, 02:30 AM

MasterChiToes MasterChiToes is offline
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Default Re: Planet Textures

I turned the Gas Planets in the None row into Hydrogen... but the conditions should maybe set to 0 for those. Otherwise, that chart is what I am using.

The fluorescence concern is valid, but it was up against being able to recognize the planet types by the icon... and muted colors quickly make them indistinguishable. Still, the "Brightness Offset Percent RGB" can be easily reduced in the XFileClasses_Stellar.txt to make them darker in the system map.

My main critique is that the portraits are a bit convex, mostly apparent in the Gas Planets which have the horizontal clouds. They could have been realistically mapped to spheres, but the effort involved was too great for the return, (the batch conversion for the current portraits "as is" took over 6 hours to run).

If it is feasible to host the textures, then maybe you should just make them available as one or more downloads at the mm page. That way with a couple beta data files and the "required" genesis map editor, people can give better thumbs up/down to all or some of the textures.
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Old December 10th, 2007, 01:21 PM
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Default Re: Planet Textures

They are available on the dev page of FQM site (see first post). People can also see the increased rotation speeds in action.

Note that ringed planets still use old-style textures, due to having to manually edit the model files and such. Another interesting project might be a new set of ring textures..
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Old December 10th, 2007, 01:57 PM
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Default Re: Planet Textures

I found it difficult at best working with the ringed planets.
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Old December 10th, 2007, 04:30 PM
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Default Re: Planet Textures

The ringed planet model is in plain-text format, so it's just a matter of opening all of them up and editing the textures they use. Certainly could have been better if we could specify texture overrides for both textures in the XFileClasses data file, but alas...
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