Planet Classifications -1 reply

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Flash525

The Carbon Comrade

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14th July 2004

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#11 15 years ago

We have 9 in our solar system, two are hot, then u have earth then mars then beyond there they are gass & ice...

So thats like 4 / 5 classes! on Armada i did have A - Z in planets (also posted them to a2files (but never got put up for downloading) but i only did that out of bordom lol! this mod im doing i want to use known existing classes. SO class J is gass? M is earth-like... K is ice, L is rock... these all right? if this doesn't get finalised or so within the next two weeks i guess i'm gonna have to use the original ones.. just have say three planets of each!




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#12 15 years ago

I wouldn't be too annoyed by having to use the stock planets, they were pretty damn good for being stock. If you do wanna make some more...there's nothing to stop you from taking standard ones and altering them slightly to have different alterations, in fact, that would probably look quite effective.




Flash525

The Carbon Comrade

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#13 15 years ago

I have some textures of my own, which i have gathered from places. I'm working on the planets at the moment - deciding which textures looks nice lol!




reaper617

Only in death does duty end

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25th September 2007

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#14 15 years ago

why not add the deathstars as like just giant planet-sized installations?

Plus actually Sedena's just a moon.... (look it up)




Flash525

The Carbon Comrade

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#15 15 years ago

what would be the point / reason for that?




Twitch1

The Borg will rock your world!

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4th December 2003

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#16 15 years ago

I've built about 200 planets and have tried to keep finding and creating different textures for each. I have loosely kept with the game's definitions for the planet classes but not exactly. I've done large D Class and larger than normal M Class too. Different resource amounts have varied for different classes too. The imagination is limitless really as there is not much known about real planets outside our system so you can get as wild as you want. I've tried NOT to make up new classes and just use the 'named planets' system and put them in whatever standard class they are appropriate for. Just because something is implausable doesn't mean it's impossible. Around_the_planet.gif




Flash525

The Carbon Comrade

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14th July 2004

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#17 15 years ago

thanks for that twitch.. makes sense and sounds good... could you possably send me some of your planet textures so that i may use them? [email]ashs87uk@yahoo.co.uk[/email] if you find the time. cheers!

also - this goes out to everyone - i am having a small problem applying a .tga texture to a class J planet (i am using the stock class J file) but am replacing the texture - it either comes up transparrent in-game of the planet texture goes black or white... ne ideas as to why this is and how to correct it?




Twitch1

The Borg will rock your world!

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4th December 2003

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#18 15 years ago

Check the downloads section here at Amada2files and you can take your pick of lots of my planets. Good, large images of all planets to pick from. As all my stuff is- anyone can use anything without any acknowledgement to me.

As for your problem- Make sure your TGA has the same name in the planet's ODF like this:

#include "planet.odf"

unitName = "Babaloo"

tooltip = "Babaloo" verboseTooltip = "Gas Giant"

maxHealth = 10000 maxCrewGain = 0

// maximum military garrision (crew) maximumCrew = 0

// maximum civilian population // can be unpopulated, sparse, light, medium, or heavy maxPopulation = "unpopulated"

ambientSound = "pb_clssj_am.wav" ambientMinimumFactor = .9 ambientMaximumFactor = 1

resource = "ResourcePlanetJ"

isColonizable = 0 requiresTerraform = 0

// Distance from atmosphere to ground. 0 means no atmosphere, < -1 means no ground. groundDistance = -100 atmosphereTextureName = "Babaloo"

//********************************************************************** //********************************************************************** //PLANET NAMES

//Possible Craft Names possibleCraftNames = "Babaloo"

spaceship.gif




Flash525

The Carbon Comrade

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#19 15 years ago

I have the following: and yes, the .tga texture file is called PB_CLSSJ. #include "planet.odf" unitName = "Class J Planet"

tooltip = "PLANET_CLASSJ" verboseTooltip = "PLANET_CLASSJ_V"

maxHealth = 10000 maxCrewGain = 0

// maximum military garrision (crew) maximumCrew = 0

// maximum civilian population // can be unpopulated, sparse, light, medium, or heavy maxPopulation = "unpopulated"

ambientSound = "pb_clssJ_am.wav" // make min bigger or smaller to change volume, leave max=1 ambientMinimumFactor = .25 ambientMaximumFactor = 1

resource = "ResourcePlanetJ"

groundTextureName = "PB_CLSSJ"

isColonizable = 0 requiresTerraform = 0

// Distance to ground, zero means no atmosphere, < -1 means no ground groundDistance = -100

//********************************************************************** //PLANET NAMES

//Possible Craft Names possibleCraftNames = "" "" "" "" "" "" "" "" "" "" "" "" "" "" "" ""

//**********************************************************************

ScaleSOD = 1.75




Twitch1

The Borg will rock your world!

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4th December 2003

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#20 15 years ago

That's got me. If you are only switching the TGA and not a SOD there should be no conflict. I've had the planet show white before when I forgot to change the texture name but never black as you mention. Thud.gif

I think one problem might be where you have GROUNDtexturename instead of atmospheretexturename.

And I'm sure you have actual names at the end there the "" marks are.