Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I found the textures folder under 773189417 in my :\SteamLibrary\steamapps\workshop\content\244850 folder and copied textures to the appropriate S.E. app folder. Had to rename the file to .zip from .bin to get inside it, but that worked. I then redownloaded the file in its original .bin format after copying the textures so it wouldn't throw off anything in the workshop.
Still getting critical error every time I run the mod with it rendering big cubes around the planets that should have rings.
Oddly, with the mod disabled, I get no errors, but still have cubes.
However the mwm file is bugged.
I've tried this with Blender + plugin, but it didn't work (software does not import/export mwm files)
What program did you use to create this file?
Planets which require this mod look for the texture data in ....\Steam\steamapps\common\SpaceEngineers\Content\Textures\Models\Environment
I'm only asking because I would like to try someone's world on my server, but it uses this as a prerequisite.
-Adria
when i download mod and have unzipped.BIN file that is new workshop format.
Placed item into correct steamfolders i still get error when loading map with mod.
Pastebin to error: https://pastebin.com/SwjgxCyL
Cheers.
Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1835731149
Aibos\Data\PlanetDataFiles\Aibos
This is where the heightmaps are located as well some other files for managing where ores spawn.
In the Data folder contains the two files which define how the planet is rendered, properties of that planet, and definitions of the textures which are used and how and where they are applied.
This file structure matches the same as the base game uses. If one deviates from it....things tend to break.
With the sky texture mod, its put into a different location than normal, and all references to it in the planet mods point to that very specific location. Since it's not there (or you drop it in the correct location and also load in the mod, its gonna run into a confusion as its got textures which aren't packed in the normal way and can't load it properly.
I'm going to be looking into breaking the mod down so the actual sky textures come with each mod, but that's down the road.
I don't know if I can get the ring model to work properly though without it having to be dropped in the appropriate file, so there's that issue.
The disadvantage to doing this is that you will have multiple versions of the same texture occupy your vram. This isn't a problem if you use a single planet, but becomes an issue if you use a lot of the planets and have a graphics card with low vram. This would cause EXTREME stuttering.
The textures are 2k for most everything.
MOD PARTIALLY SKIPPED, LOADED ONLY 1/6 PHASES] this error : /
Keep in mind, there's a load of planets that I need to fix, and I'm currently trying to balance mod work and getting my work situation squared away.
It sucks, as I loved seeing your gas giants in my worlds due to how striking they looked.