Developing a different surface map generator.

When you choose to use FT to generate surface maps these are what gets passed to the FT program.

C:\Program Files\nbos\AstroSynthesis2\Planets\{F0C7E228-9FB9-4FB7-AEAD-1AFD414947A2}.ftw
-image=C:\Program Files\nbos\AstroSynthesis2\\Textures\SurfaceMaps\{F0C7E228-9FB9-4FB7-AEAD-1AFD414947A2}.bmp
-imgwidth=512
-color=Coloring\moon.lgt
-colortype=1
-parms=31428470,29462,58,10000,-10000,2,1,0,0,0,0,0,0,1,-300,1,0.99864,2,13,1,2,0,1,1,1,1,,,,,,,,0.000175472976619731,1.04528930633006,0.47,,50,10,,
-parms=temp=-244.15,55,

That is from a planet with this information in the Sector Report.

Distance: 8,813,105,982 km
Radius: 4689 km
Gravity: 0.44G
Orbit Period: 485.26 years
Rotation: -32 hrs
Mean Temp: 29K/-244C
Atmosphere: 6.18 atm (H2 55%,He 29%,N2 11%)
Water / Ice Index: 58.28
Inhospitable
Population: 627

I'm coding my own fractal world generator and was wondering if there was any issue with setting it up to be able to be a FT substitute by using this information. If no issues is there any documentation on what the info being passed to FT is?

I can always write my own astroscript to pass the needed information but this would be a keen addition.

Here is a dev shot of my current output. Still have a ton of work to do but it's looking pretty good
4280465229_fa649d5b0d_o.png

Comments

  • It shouldnt be a problem substituting an exe of the same name. I can also look at adding support for custom terrain editors in AS3. That just hasnt been something people have asked for.

    As for documentation of the FT call.... I dont have anything available on that.
  • AS doesn't care what the exe is named. I got the output by creating a quick program called inputtest.exe that basically just passes any arguments it receives to the clipboard.

    More than likely I'll just use an astroscript and pass the information I need to my program, at least for now.
  • Another Dev shot.

    I took a break from Terrestrial planets to work on the Gas Planet Generation code. I'm pretty happy with it for a days work.

    On the left is my output and on the right is the default FWE created map.
    4287710924_94b411519e_o.jpg

    Researching generating atmospheric elements/pressures of gas giants as a side project since having that would help with coloration. It's pretty much a random choice now.

    I think I'll continue working on Gas Giants and release it with a #popmenu astroscript that will gen for a single planet.
  • Well I have the program
    I have the astroscript written

    I'm using v2.01e

    A couple of issues.

    There is no way I could find to just pull the UABI. I had to "GenerateGasGiantAtmTexture secSector, boBody, 8, 8 " and then grab the boBody.TextureName() and strip the UABI out of that.

    This may or may not be contributing to my other issue. When I set body.PreviewImageFile to my generated .png it puts it in the correct place but will not update. You still have to manually go into the body properties->surface map and select the image again. Even if you save the sector and go back it still will not load the selected image. I could find no method to force AS to update with the new image.
  • btw, the gas giant generation (all atmosphere generation, actually) has been redone for AS3:
    gg.jpg 17.7K
  • Wow! this look awesome, I really like the Gas giant textures!
  • These look really something. Every time I look into AS2 following a posting on the list, I get the urge to immerse myself in a new SciFi project just so I can use the software with a specific objective in mind. The troble is there always seems to be insufficient time to do it. Does anyone have an astroscript that will provide more hours in my day? ;)

    Cheers,

    Mike

Leave a Comment