Space Engineers

Space Engineers

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Planet Exporter (Real Solar Systems)
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Type: Mod
Mod category: Other
File Size
Posted
Updated
117.074 MB
18 Oct, 2024 @ 1:13am
9 Nov, 2024 @ 10:59am
3 Change Notes ( view )

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Planet Exporter (Real Solar Systems)

Description
This tool can be used to export unwrapped planet textures in order to create custom proxies for use with the Real Solar Systems mod. This can be used to define new proxy types for modded planets so that they will look correct in proxy space.

Tutorial


Set Up World
1. Add this mod and any desired planet mods to new world.

2. Load in and go into spectator mode.

3. Spawn whichever mod planets into the world that you want to export at maximum size (120 km diameter).

4. Save and quit.

Configure Config
5. How to Edit Config

Export Textures
6. How to Export Textures

Creating Custom Textures
6 (alt). How to Create Custom Textures

Convert Textures
7. Once you have the textures you want, you will need to convert them to the correct file type. Look for "Paint.NET" or some other program which can export to dds format. You can edit the textures in the program of your choice if you want at this stage, but it isn't necessary.

The "cm" and "add" textures need to be exported as dds with compression type BC7 (sRGB).

The "ng" texture needs to be exported as dds with compression type BC7 (Linear).

Using the wrong compression type will result in the texture looking wrong or being unreadable in-game, so pay close attention.

Also, make sure that the "Generate Mip Maps" checkbox is checked before exporting. If you forget this, the texture may look grainy/pixelated from far away (aliasing artifacts).

Creating the Mod
8. Create a new mod in your local mod folder ("C:\Users\18587\AppData\Roaming\SpaceEngineers\Mods"). Add the "Data" and "Textures" folders inside it. Copy your exported dds textures to the "Textures" folder.

9. Download the Real Solar Systems mod. Go to the Real Solar Systems mod Data folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\3351055036\Data) and copy the PlanetProxyDefaults.sbc file. Paste it in the "Data" folder of your new mod.

10. Open the pasted file. Delete all definitions in the file except for the first one (if you want to define your own custom cloud layer, you can leave one of the "CloudProxyType_" definitions).

Replace the "EarthLike" in the EntityComponent SubtypeId with the SubtypeId of the planet the proxy will be associated with (i.e. it should look like "PlanetProxyType_NewPlanetName").

Configuring the Proxy
11. How to Configure Proxy

Publish Mod
12. Publish your mod

Console Commands
/ExportCM
Exports the ColorMetalness texture of the planet. This is the "color" texture file.
Texture will export at:
width = SamplingWidth / (2 ^ ScaleReductionTexCM),
height = SamplingHeight / (2 ^ ScaleReductionTexCM).
(i.e. if SamplingWidth = 8192, SamplingHeight = 4096, and ScaleReductionTexCM = 1, resulting texture will be 4096x2048)

/ExportNG
/ExportNG <BumpScale>
Exports the NormalGloss texture of the planet. This is the "bump and gloss" texture file.
Can add a number parameter after the command which modifies the intensity of the bump map. High numbers (above 1) will make the map make mountains and valleys have more severe shadows. Lower numbers (below 1) will make them shallower and make the planet smoother.
Texture will export at:
width = SamplingWidth / (2 ^ ScaleReductionTexNG),
height = SamplingHeight / (2 ^ ScaleReductionTexNG).

* Do not try to rescale or modify this texture with a texture editor after exporting unless you really know what you are doing.

/ExportADD
Exports the Additive texture of the planet. This is the "glow" texture file.
You do not need to export or configure this file unless the planet has glowing voxels (i.e. lava or something similar).
Texture will export at:
width = SamplingWidth / (2 ^ ScaleReductionTexADD),
height = SamplingHeight / (2 ^ ScaleReductionTexADD).

/ReloadConfig
Reloads the Config file immediately including whatever changes you've made.

/ToggleVoxelHelper
Toggles a visual marker that appears above the planet you are currently near to help highlight which voxel is associated with the name currently on the screen. This can be useful if you are trying to identify a voxel on the planet surface from a distance so you can adjust its color/gloss/additive in the Config.
Popular Discussions View All (4)
8
26 Jul @ 5:54pm
PINNED: Editing Config
Echthros
8
19 Dec, 2024 @ 2:06pm
PINNED: Configure the Proxy
Echthros
1
8 Nov, 2024 @ 1:31pm
PINNED: Exporting Textures
Echthros
24 Comments
Echthros  [author] 2 Nov @ 1:38pm 
Alternately, if you are so inclined, you can just try replacing a color directly on the texture using GIMP or something similar to try to adjust it without reexporting from the game a bunch of times. If you figure out which color works, you can just copy those RGB values over to the Config for that voxel, or just keep working off the same texture without ever re-exporting. Technically, if you set every custom voxel to a different color and export, you can just edit that texture and replace colors until it looks how you want. The texture at the end is the only thing that matters, so you don't need to keep re-exporting if you have enough familiarity with editing textures to do color replacement for all pixels of the same color.
Echthros  [author] 2 Nov @ 1:38pm 
Yeah, it's pretty tedious. I would generally recommend using the "Reload Textures" button in-game to reload the textures without having to exit the game and also change several voxel colors at the same time to try to minimize the number of reloads. You can also try rendering the textures at a lower resolution while testing to reduce how long it takes to render them.
Mad Alchemist 2 Nov @ 12:08pm 
The workflow of making textures for planets that use custom voxels absolutely sucks.
For planets using only vanilla voxels it's ok, but guessing rgb values for each voxel, then reloading, then re-creating textures, then testing, multiple times... It's s nightmare!
Echthros  [author] 12 Oct @ 12:21pm 
Because the vanilla EarthLike and Alien planets are very poorly constructed and have hard dividing lines between biomes based on latitude that look really ugly. For the default proxies, I used the "Seams Fixed 2.0" version of those planets, but I also included the Vanilla proxy versions if those are preferred.
Space Ace 12 Oct @ 8:22am 
Out of curiousity, why does the PlanetProxyDefaults have some planets listed a second time with the (Vanilla) tag?
MasterJ 7 Jul @ 9:49am 
that's interessing!!, mmm but that's not for a total beginner lol
Duoblade 27 Dec, 2024 @ 11:00pm 
Damn, I tried it 4 times and the none of the proxies never worked, I think I am doing something wrong
Echthros  [author] 27 Dec, 2024 @ 10:41am 
Added an embed link to an excellent tutorial video by Robotaus: https://www.youtube.com/watch?v=ljxPs1NEzug
YourDadBrad23 13 Dec, 2024 @ 9:30pm 
Ah okay that makes more sense. I cant believe i actually got this working btw i am dumb so freaking props on everything,(especially detailed instructions) I am going to try and make a lot of proxies for my favorite planets. Thanks for the amazing mods!
Echthros  [author] 13 Dec, 2024 @ 9:27pm 
The proxies can't replicate planet rings currently, only normal clouds.