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**Tutorial** - Making big planets

Here you find the different tutorials on editing and MODing Freelancer

Post Sun Feb 22, 2004 4:36 am

**Tutorial** - Making big planets

This tutorial explains how to make BIG planets, of course this can also be used to make smaller planets as well

EDIT: Screenshot links don't work anymore

Firstly, I opened up the folder that holds the kind of planet i wanted to enlarge (in this case data\solars\planets\planet_earth\') I then copied the existing sph file (planet_earth_3000.sph) and renamed it using the radius of the planet i wanted to create (i was making a planet of radius 50000, so i named it 'planet_earth_50000.sph'.

Next I used utf-edit to open this new file and found the node called radius, I then edited the data in this node as a float array and changed it to 50000.000000.

Then I opened solararch.ini and made a copy of the 'planet_earth_3000' entry and changed it:

[Solar
nickname = planet_earth_50000 <-- changed this
ids_name = 60203
ids_info = 60204
type = PLANET
DA_archetype = solar\planets\planet_earth\planet_earth_50000.sph <--and this
material_library = solar\planets\planet_earth.txm
material_library = solar\planets\detailmaps\detailmap_rock01.txm
material_library = solar\planets\detailmaps\detailmap_ocean.txm
material_library = solar\planets\atmosphere.txm
material_library = solar\planets\planet_earth\planet_earth.mat
mass = 1000000
solar_radius = 50000 <--- and this
shape_name = NNM_SM_MEDIUM_FOREST_MOON

I then created a new system and added this:

[Object
nickname = LI06_planet_1
ids_name = 524290
spin = 0.000000, 0.000000, 0.000000
rotate = 0, 0, 0
pos = 394, 0, 0
archetype = planet_earth_50000 <-- note this
atmosphere_range = 50500 <-- and this
burn_color = 255, 222, 160
ids_info = 66069

This planet hasnt yet got a death zone yet for testing purposes

There is no objective truth other than schplurg,
Everything is relative to schplurg

Edited by - Chips on 10/31/2004 3:41:34 PM

Edited by - pSYCHO on 11/14/2004 3:30:29 AM

Post Thu Nov 11, 2004 2:42 pm

Dude, you rule! I was looking exactly for this! A planet_neutron_2500! Thank you!

Post Wed Dec 08, 2004 5:30 am

Ha ha, exactly what i was after too, top stuff m8, big planets here i come.

On a side note, i've created giant suns if anyone is interested

Post Wed Dec 22, 2004 4:51 am

where is the sur files to planets, if you want to make a small planet it is boring when you crash into a invisable wall a killometre from the visable surface

Post Mon Dec 27, 2004 6:30 pm

.sph files need no SUR files. They are both SUR and visual.

Post Tue Dec 28, 2004 6:11 am

Yeh, SUR files re for more complicatedly shaped objects, to make ingame physics calculation faster. But collision detection on a simple sphere is fast anyway.

Post Sat Jan 01, 2005 11:59 am

@Gibbon - the sun.sph file doesn't have any textures so how would you see a difference in size if it's invisible in the first place?

Post Sat Jan 01, 2005 4:09 pm

I think he means creating giant Star (With Stararch.ini)

Post Mon Jan 03, 2005 8:06 am

This is great but, erh, wont the textures look a bit stretched? how to change?

Post Mon Jan 03, 2005 12:02 pm

great pSYCHO!

I just startet today to test if i could make suns and planets from a bigger size as i realized that the .sph files must be converted too. Seraching here in LancersReactor brought me direct to your tutorial. Saved a lot of time :-)

Does anybody know how to change the textures and what in detail the sub-entries in the .mat file for each used material mean? Seems to me that there are used different materials for the LOD. Maybe also something like orientation or coordinates ?

Has somebody successful created and maped new textures to a planet ?

Post Tue Jan 04, 2005 12:29 pm


Has somebody successful created and maped new textures to a planet ?


I can answer that, partially, with "yes" (Partially because I've found it can be a real bugger to really fit the textures on the 6 sides of the globe perfeclty together - a planet is, as it were, a cube inflated to a globe. So I haven't done it entirely perfect, but came close.)

I have no time to write an elaborate "how-to", but you can use the UTF editor to examine the files making up a planet. There are three specific files for each planet: a txm-file, a sph-file, and a mat-file.

In case of the planet_gasgrncld_3000, there are

DATA\SOLAR\PLANETS\PLANET_GASGRNCLD\planet_gasgrncld_3000.sph

The nodes M0, M1, M2, M3, M4, M5 refer, in ASCII mode, to the names of the nodes in corresponding mat-file.

(Note that more than one sph-files can refer to the same mat- and txm-files; that's why some planets come in various sizes)


DATA\SOLAR\PLANETS\PLANET_GASGRNCLD\planet_gasgrncld.mat

In each main node of this file, there's a sub-node called Dt_name , which in ASCII refers to a node in the corresponding txm-file.

(There are also often references to other generic texture-files,like Dt_name refering to "detailmap_ocean"; I haven't really found out how these are precisely used in relation to the specific texture files)


DATA\SOLAR\PLANETS\planet_gasgrncld.txm

The nodes of the txm-file each contain a DDS-file which is the actual texture of one of the six sides of the planet.


(The original planets actually only use 3 different sides, and use the same texture for the opposing side. Look in the sph-files.)


So, if you want to create a new planet, copy-and rename an entry in solararch.ini, and copy-and-rename the corresponding txm-, sph- and mat-files (and note that the last two of these are in a separate folder, while the txm-files are all in DATA\SOLAR\PLANETS). And play around with the different values. You can use the UTF editor to export the DDS-files from the txm-file, and, after editing the, re-import them into it.

NOTE: make sure you change all the node names, otherwise the game will confuse between the custom and original ones.

I hope this will help you a bit. Good luck with it!









Edited by - moonhead on 1/4/2005 12:30:14 PM

Post Thu Jan 20, 2005 1:32 am

@ Louva Deus

You're correct but there is a workaround, i can make them any size you like and they work! Screenshots are available if you think i'm telling porkies lol
It's one of the features of the Galactica Hellgate mod from Gizmo Studios which i'm working on...

@Friendly Fire

You know what i'm talking about lol, well spotted!


Edited by - Gibbon on 1/20/2005 3:58:56 PM

Post Fri Feb 04, 2005 9:25 pm

Is there a program or mod already made that will scale the planets and bases to a realistic size already made, or will I have to do such a task by hand?

I'd appreciate it if there was a program

BTW, what is the planet name of Planet Manhattan (ie what folder under the solars directory cooresponds to it?)? I was thinking that it was either earth plain or earth_city, but does anyone know for sure?

Thanks,
VrmlBasic

Edited by - vrmlbasic on 2/4/2005 9:50:05 PM

Post Fri Feb 04, 2005 11:14 pm

Lol, realistic size. That would be thousands of km even for the smaller planets. With FLs rendering limitations etc. etc., the result would not be very pretty. You would never be able to have a look at the thing from some distance, because once you are far enough the thing will not be rendered anymore due to the distance...

Post Sat Feb 05, 2005 5:39 pm

has anyone got a way to make a ship lets say the titan but with 12 turrets or like all dimondbacks or somethin like that

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