Space Engineers

Space Engineers

Planet Exporter (Real Solar Systems)
 This topic has been pinned, so it's probably important
Echthros  [developer] 18 Oct, 2024 @ 2:31pm
Configure the Proxy
The proxy that represents a planet currently supports three components that make up its visuals:
Surface sphere
The cm, ng, and add textures that you created will be applied to this opaque sphere.
Cloud sphere
The cloud proxy definition you reference will have its texture applied to this transparent sphere.
Atmo overlay
The additive glow drawn around the proxy planet; can be tinted and resized.

The planet proxy is defined by the associated EntityComponent definition which has a SubtypeId which begins with "PlanetProxyType_" and ends with the name of the planet (SubtypeId). You can also define proxies that do not associate with any particular planet type. In this case, they can be manually selected as proxy override options in the Editor, but will not be applied to any planet automatically. Additionally, you can assign extra planet ids to automatically associate with this proxy by using the "PlanetDefaults" option listed below.

Definition Values
"PlanetDefaults"
A list of additional planet subtypeids that the proxy should be automatically associated with (i.e. if you have a planet that has a normal and water mod variant and want the proxy to be assigned to both by default). The list is separated by commas (so something like "PlanetDefaults: EarthLike,Mars,Alien" would work). Can also be used if you want the name of the proxy skin (as it shows up in the Editor) to be different from the planet name.

"PlanetTexture_cm"
Local path from the mod root to the colormap texture. This should be set to point to the "_cm.dds" file you copied to the Textures folder.

"PlanetTexture_ng"
Local path from the mod root to the normal/gloss texture. This should be set to point to the "_ng.dds" file you copied to the Textures folder.

"PlanetTexture_add"
Local path from the mod root to the additive texture. This should be set to point to the "_add.dds" file you copied to the Textures folder (if you have one).

"CloudTexture"
Name of cloud definition that the proxy uses. Can be set to any "CloudProxyType_" definition even if it isn't in your mod. Remove this line if the planet does not have a cloud layer visible from space.

"CloudSizeMult" Default = 1
Multiplier to the size of the proxy cloud layer.

"CloudRotationPeriod" Default = 7200
Number of seconds that it takes for the proxy cloud layer to rotate around the planet once. Default is 7200 seconds (2 hours).

"CloudNormal" Default = (-0.2, 1.0, 0.2)
Up direction for cloud model. Clouds will rotate around this axis.

"CloudShowInOrbit" Default = false
If true, cloud layer will stay visible even when player is within the planet's zone and will fade/shrink out with the main proxy model. Normally not necessary since real planet clouds are visible and can replace the proxy clouds after entering the planet's zone.

"AtmoColor"
Color of the proxy planet's atmosphere. Remove this line if the planet does not have an atmosphere.

"AtmoThickness" Default = 1
Size multiplier of the proxy planet's atmosphere. Remove this line if the planet does not have an atmosphere.

"AtmoColorMult" Default = 1
Multiplier to the brightness of the planet's atmosphere. Remove this line if the planet does not have an atmosphere.

"Scale" Default = 1
Multiplier to the overall size of the proxy. Affects all parts of the proxy.

"ScaleFadeMin" Default = 0.7
Modifier to height at which proxy will shrink to and disappear when approaching a planet. You should generally only change this if the planet has deep canyons or pits and the proxy is not shrinking far enough before disappearing. Value must be between 0 and 1.

"EditorIconColor"
Sets the color of the planet icon as it appears in the Solar System Editor.

Testing the Proxy
As you make changes to the proxy definition, you will want to load into a world that has "Real Solar Systems", the planet mod you are making the proxy for, and your local mod that defines the new proxy. The changes you make to the proxy definition will appear upon exiting and reentering the world.

If you make changes to any of the texture files that the proxy points to, you will need to open the "Debug draw" menu with F11 and click the "Reload textures" button to see any changes to the texture files in game. This can be done without leaving and re-entering the world. The textures will NOT automatically reload if you just leave and re-enter the world, so you NEED to click this button or quit and reopen SE entirely.
Last edited by Echthros; 1 Nov, 2024 @ 9:36pm
< >
Showing 1-8 of 8 comments
Egonsi_the_One 3 Nov, 2024 @ 10:02am 
Hello, I'm really thankfull for the awesome mods you are making.
But i have a minor (i hope) problem with exporting proxy models for REAL SOLAR SYSTEM mod. Im using the exporter and spwned the planets i wanted the proxy from but neither of them got textures when i make my own mod for them.
The planets are:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3343005457
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309805284
I only got CM and NG file while exporting the textures, and used the recommended Paint.NET program for the conversion.
Would appreciate some pointers. Thanks.
Last edited by Egonsi_the_One; 3 Nov, 2024 @ 10:03am
Echthros  [developer] 3 Nov, 2024 @ 11:01am 
To get the ADD texture, you need to set the additive value for the custom voxels that the planet uses in the Config.xml. The ADD texture will not export if there are no voxels with additive (emissive) configured. You will also need to set the color and gloss values for each mod voxel in the Config.
Egonsi_the_One 4 Nov, 2024 @ 3:03am 
Helo again.
Yeah I configurated it some more since the last time and it is still not working. When i use my selfmade mod i get a grey globe (for Ignis planet) and no changes at all.
I set the additive value for some voxels and the ADD file is exported now, but still no changes for the proxy after rewriting the mod.
Example:
<VoxelName>IgnisLava</VoxelName>
<VoxelColor X="0.99" Y="0.60" Z="0.28" />
<VoxelGloss>0</VoxelGloss>
<VoxelAdditive>1</VoxelAdditive>
I configurated the lava with a bright orange color and wanted to change from that but no orange color just grey over the globe. Is it suppose to look like this, right?: (i configurated all the custom voxels on the planed... ohh and no pink "missing texture" on the proxy)
Echthros  [developer] 4 Nov, 2024 @ 9:52am 
What does your EntityComponent definition "PlanetProxyType_Ignis" look like? If you're still getting a gray sphere, then either your new mod does not define the proxy correctly, or the proxy is not automatically associating with the planet because of a name mismatch. You can look at your logs to see if any part of the proxy is not being parsed correctly.
Egonsi_the_One 4 Nov, 2024 @ 4:16pm 
okey! I found the mistake! In the star system mod's planetproxydefault.sbc the path was Textures\Planets\ but in my mod there is no planets folder, so the pathing was wrong... Ignis is now more or less visible and with colors.

<EntityComponent xsi:type="MyObjectBuilder_InventoryComponentDefinition">
<Id>
<TypeId>Inventory</TypeId>
<SubtypeId>PlanetProxyType_Ignis</SubtypeId>
</Id>
<Description>
PlanetTexture_cm: Textures\PlanetProxy_Ignis_cm.dds
PlanetTexture_ng: Textures\PlanetProxy_Ignis_ng.dds
EditorIconColor: (1.0,0.7,0.4,1.0)
</Description>
</EntityComponent>

I will add PlanetTexture_add to and i will have some glow too...
Egonsi_the_One 4 Nov, 2024 @ 4:18pm 
Thanks for the help with the export thing and the "EntityComponent definition" tip!
Your mods are great, keep up the good work! :steamhappy:
Demaros 22 Nov, 2024 @ 4:24pm 
@Egonsi_the_One do you have any config details about Ignis you could share? In particular what details you have you got set within PlanetProxDefaults.sbc?
I'm trying to match the AtmoColor with the real planet but not having much success yet.
NAT20 19 Dec, 2024 @ 2:06pm 
I cannot for the life of me get this to work. when I am far away, my planets just look black when I am far away, even the ones that use vanilla textures. If someone could help me out or just make proxy's for these I would be very grateful.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=829048149
< >
Showing 1-8 of 8 comments
Per page: 1530 50