Space Engineers

Space Engineers

Planet Exporter (Real Solar Systems)
 This topic has been pinned, so it's probably important
Echthros  [developer] 18 Oct, 2024 @ 2:40pm
Editing Config
Overview
The Config is for setting up the export configuration of the texture files. You can change the sampling resolution (how many voxels are sampled from the planet) and scale reduction for each texture type. This is also where you can set the color, gloss, and additive values for each voxel so that the exporter knows how to interpret each voxel that in finds on the planet.

Any changes you make to the Config can be reloaded in the game without exiting/reloading the world by typing "/ReloadConfig" in the chat.

Location
Go to the save folder for the world and look for the Config.xml inside of the Storage folder (...\Roaming\SpaceEngineers\Saves\<SteamId>\<SaveGameName>\Storage\3350589349.sbm_PlanetUnwrapper\Config.xml).

Open the Config.xml file. Set the desired texture export width and height (<ExportWidth> and <ExportHeight>). Values should be powers of 2 (i.e. 1024, 2048, 4096, 8192, etc.) and the width should generally be double the height.

(Optional) If the mod planets use any modded voxels on their surface, you will need to set the visual settings for the new voxels under the <ModdedVoxelInfoList>. The X, Y, Z color values are between 0 and 1 and map to R, G, B for the color that the voxel will appear in the exported colormap texture. There are also <VoxelGloss> and <VoxelAdditive> values which control the gloss value for the voxel (shows up in the exported normal/gloss map) and the additive value (shows up in the additive map).

It will likely take several iterations to get the values for new voxels to look right in game, so you may need to go through the flow from this step onward a few times.

NOTE: Any custom voxels will default to appearing magenta if they are not configured, so keep an eye out for any magenta pixels in the cm texture.
Last edited by Echthros; 1 Nov, 2024 @ 8:51pm
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Showing 1-5 of 5 comments
DisasterAhead 8 Nov, 2024 @ 11:20am 
What size are texture exports in the ones you made? If I wanted to keep the resolution consistent.
Echthros  [developer] 8 Nov, 2024 @ 11:40am 
For the SD skins:
SamplingWidth = 4096
SamplingHeight = 2048
ScaleReductionTexCM = 1 (makes 2048x1024)
ScaleReductionTexNG = 2 (makes 1024x512)
ScaleReductionTexADD = 2 (makes 1024x512)

For the HD skins:
SamplingWidth = 8192
SamplingHeight = 4096
ScaleReductionTexCM = 1 (makes 4096x2048)
ScaleReductionTexNG = 1 (makes 4096x2048)
ScaleReductionTexADD = 2 (makes 2048x1024)
YourDadBrad23 14 Dec, 2024 @ 12:52am 
Sorry to bother Again all my proxies are working i managed to make 3 completely but for some reason the rest are turning pink when i load the mod? seems only to be the modded voxel i edited the config for the modded voxels like the instructions said.
Echthros  [developer] 14 Dec, 2024 @ 2:23am 
Did you export the CM texture after configuring the modded voxel color in the Config? Make sure to:
1. Set the voxel Config.
2. Save the Config.
3. Type "/ReloadConfig" if you are currently in-game.
4. Export with "/ExportCM".
5. Convert the new tga file to dds.
6. Import the new dds to your custom mod.
7. Open the debug menu with F11 if you are in-game and click Reload Textures.
YourDadBrad23 14 Dec, 2024 @ 10:41am 
That worked i restarted my game on top of that and did the /Reload config and it worked Thank you!
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