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Повідомити про проблему з перекладом
https://steamproxy.net/sharedfiles/filedetails/?id=2923913586
But my process for creating new normal maps is to use a tool called Nividia Texture Tools Exporter Standalone (requires signing up for an Nvidia program) and opening a greyscale heightmap that you have created. That will produce a traditional bump map, but to get that to work in Stellaris you need to recompose the RGBA channels so R = R, G = R, B = nothing and A = G. This part of the wiki has what you need for that https://stellaris.paradoxwikis.com/Maya_exporter#Exporting_textures
Specular maps are easy to make, you just need to paint three greyscale images for specular, metal and glossiness, and then compose them into RGBA channels correctly as the wiki explains.
https://i.imgur.com/QcqkeBj.png
I don't know if the normal ecumenopolis star system is random, but if not its is a sad system, maybe lesser gigants and one terraform candidate would complete the menu. Additionally the debris should disappear if one repairs the ecumenopolis. I don't feel home there.
And I have an "UI Overhaul Dynamic" mod problem, so it is optional. The picture isn't big enough to completely fill the window, if I select the ecumenopolis.
You also need to edit bump maps and specular maps, but since I sourced textures from the base game I can mostly chop and change the corresponding bump and spec maps from the textures I used.
The system spawns with the ruined ecumenopolis, but they don't appear on the expansion planner tab or on the galaxy map. Not really and issue if u don't forget where it is, to colonize after researching the techs. can anything be done about it? thanks