Space Engineers

Space Engineers

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Planet Exporter (Real Solar Systems)
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Type: Mod
Mod category: Other
File Size
Posted
Updated
117.074 MB
18 Oct, 2024 @ 1:13am
9 Nov, 2024 @ 10:59am
3 Change Notes ( view )

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Planet Exporter (Real Solar Systems)

Description
This tool can be used to export unwrapped planet textures in order to create custom proxies for use with the Real Solar Systems mod. This can be used to define new proxy types for modded planets so that they will look correct in proxy space.

Tutorial


Set Up World
1. Add this mod and any desired planet mods to new world.

2. Load in and go into spectator mode.

3. Spawn whichever mod planets into the world that you want to export at maximum size (120 km diameter).

4. Save and quit.

Configure Config
5. How to Edit Config

Export Textures
6. How to Export Textures

Creating Custom Textures
6 (alt). How to Create Custom Textures

Convert Textures
7. Once you have the textures you want, you will need to convert them to the correct file type. Look for "Paint.NET" or some other program which can export to dds format. You can edit the textures in the program of your choice if you want at this stage, but it isn't necessary.

The "cm" and "add" textures need to be exported as dds with compression type BC7 (sRGB).

The "ng" texture needs to be exported as dds with compression type BC7 (Linear).

Using the wrong compression type will result in the texture looking wrong or being unreadable in-game, so pay close attention.

Also, make sure that the "Generate Mip Maps" checkbox is checked before exporting. If you forget this, the texture may look grainy/pixelated from far away (aliasing artifacts).

Creating the Mod
8. Create a new mod in your local mod folder ("C:\Users\18587\AppData\Roaming\SpaceEngineers\Mods"). Add the "Data" and "Textures" folders inside it. Copy your exported dds textures to the "Textures" folder.

9. Download the Real Solar Systems mod. Go to the Real Solar Systems mod Data folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\3351055036\Data) and copy the PlanetProxyDefaults.sbc file. Paste it in the "Data" folder of your new mod.

10. Open the pasted file. Delete all definitions in the file except for the first one (if you want to define your own custom cloud layer, you can leave one of the "CloudProxyType_" definitions).

Replace the "EarthLike" in the EntityComponent SubtypeId with the SubtypeId of the planet the proxy will be associated with (i.e. it should look like "PlanetProxyType_NewPlanetName").

Configuring the Proxy
11. How to Configure Proxy

Publish Mod
12. Publish your mod

Console Commands
/ExportCM
Exports the ColorMetalness texture of the planet. This is the "color" texture file.
Texture will export at:
width = SamplingWidth / (2 ^ ScaleReductionTexCM),
height = SamplingHeight / (2 ^ ScaleReductionTexCM).
(i.e. if SamplingWidth = 8192, SamplingHeight = 4096, and ScaleReductionTexCM = 1, resulting texture will be 4096x2048)

/ExportNG
/ExportNG <BumpScale>
Exports the NormalGloss texture of the planet. This is the "bump and gloss" texture file.
Can add a number parameter after the command which modifies the intensity of the bump map. High numbers (above 1) will make the map make mountains and valleys have more severe shadows. Lower numbers (below 1) will make them shallower and make the planet smoother.
Texture will export at:
width = SamplingWidth / (2 ^ ScaleReductionTexNG),
height = SamplingHeight / (2 ^ ScaleReductionTexNG).

* Do not try to rescale or modify this texture with a texture editor after exporting unless you really know what you are doing.

/ExportADD
Exports the Additive texture of the planet. This is the "glow" texture file.
You do not need to export or configure this file unless the planet has glowing voxels (i.e. lava or something similar).
Texture will export at:
width = SamplingWidth / (2 ^ ScaleReductionTexADD),
height = SamplingHeight / (2 ^ ScaleReductionTexADD).

/ReloadConfig
Reloads the Config file immediately including whatever changes you've made.

/ToggleVoxelHelper
Toggles a visual marker that appears above the planet you are currently near to help highlight which voxel is associated with the name currently on the screen. This can be useful if you are trying to identify a voxel on the planet surface from a distance so you can adjust its color/gloss/additive in the Config.
Popular Discussions View All (4)
8
19 Dec, 2024 @ 2:06pm
PINNED: Configure the Proxy
Echthros
5
14 Dec, 2024 @ 10:41am
PINNED: Editing Config
Echthros
1
8 Nov, 2024 @ 1:31pm
PINNED: Exporting Textures
Echthros
18 Comments
Duoblade 27 Dec, 2024 @ 11:00pm 
Damn, I tried it 4 times and the none of the proxies never worked, I think I am doing something wrong
Echthros  [author] 27 Dec, 2024 @ 10:41am 
Added an embed link to an excellent tutorial video by Robotaus: https://www.youtube.com/watch?v=ljxPs1NEzug
YourDadBrad23 13 Dec, 2024 @ 9:30pm 
Ah okay that makes more sense. I cant believe i actually got this working btw i am dumb so freaking props on everything,(especially detailed instructions) I am going to try and make a lot of proxies for my favorite planets. Thanks for the amazing mods!
Echthros  [author] 13 Dec, 2024 @ 9:27pm 
The proxies can't replicate planet rings currently, only normal clouds.
YourDadBrad23 13 Dec, 2024 @ 9:25pm 
do i just re-add the cloud layer lines for them to show?
YourDadBrad23 13 Dec, 2024 @ 9:24pm 
i have no idea what i did but i deleted my proxy and edited my Config file and it worked the planets ring and atmosphere are not their but i'm assuming that is because i removed the cloud layer?
Echthros  [author] 13 Dec, 2024 @ 9:14pm 
Send me the log of your crash and I'll see if I can understand the error.
YourDadBrad23 13 Dec, 2024 @ 9:10pm 
Im stumped after exporting and adding my mod to my RSS world it crashes have i setup the config wrong? I know i exported correctly im trying to look at how my mod changes the planets gray proxy if at all but i cannot seem to get it to let me load in after following the steps. please help!
Echthros  [author] 12 Nov, 2024 @ 11:15am 
Good catch. Fixed now.
cptnoname 12 Nov, 2024 @ 8:21am 
Should probably edit the text above to read (C:\Program Files (x86)\Steam\steamapps\workshop\content\244850\3351055036\Data) instead, as a lot of people will probably give up when they search over and over again and can't find that old mod number in their Steam folder