Modding is a process
Published on December 18, 2007 By Zyxpsilon In Modding
I'm presently trying to complete the X-Worlds' set of planets for every some 40+ races and i do have a few more comments/questions to share before i step further more into the entire design shema(s).

1) Is there any way to integrate any of the five "extremes" (Barren, Toxic, etc) INTO a race's system?

2) Although i found it somehow odd, it boggles me to be restricted with the Rings "formatting" and appearances. The 32x32 files seem to take the first row of pixels only. Any chances this limit could be altered? There's huge potential for variety if the entire grid can spread as is in orbits; example - true small asteroids, colored "dots", waves, etc.

3) The Homestar definition (names and code-reference) gets flawed at first since the customrace.xml line doesn't get carried out from (or even, within) the customplanets tag. Slightly annoying, but this needs to be modified, i guess.

4) Observation; If a custom system has the maximum of five pre-sets it COULD happen that the last is discarded when certain conditions are met - Smaller maps, being one. Would it be possible to enforce Majors' planets creation priority against Minors or remaining "empties"?

5) The Raw format for terrain completely eludes me. I was able to use a workaround solution by copy/paste processing mines onto a faketemp file, but the sizing routine of my drawing-prog always ADDS header bytes to the valid (73728kb) 384x192 greyscale/8b... thus screwing up the readouts. What would be your recommended software (and other important settings) to properly create such files from scratch?

6) Is it absolutely essential to keep the previous defaults INTO the new customplanets.xml and list our stuff via append only? I understand that mix&match races could require the pre-defined sets, but would the huge numbers of specific planets added by my mod break a certain undefined memory limit? As a result, making the available planets that remains (in the twilight of procedures) useless!

7) 24b/png textures ONLY!! Why? I can show you some beautiful graphics for the XW-Aliens planets which would certainly be good enough at lower resolutions... and take a huge chunk of zipped bytes right off the ever-growing package size & making room for other things. Not that important, but if it could be possible, i'd find some reliable use for the new/alternate format.

I guess, i'll stop this list for now.
Please, i need some answers before i proceed with the remaining work on X-Worlds.

- Zyxpsilon.
Comments (Page 3)
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on Jan 07, 2008
mmm i tried to change the color of the clouds and it did not work they still came out white
on Jan 07, 2008
Logic used higher res clouds in his HRG mod, but i'm pretty sure you'll want to stick to a 2:1 ratio. no idea about different colors though, and i don't think there's any XML to mess with them directly. that would be really cool though, to enable clouds of different colors.
on Jan 07, 2008

Logic used higher res clouds in his HRG mod, but i'm pretty sure you'll want to stick to a 2:1 ratio. no idea about different colors though, and i don't think there's any XML to mess with them directly. that would be really cool though, to enable clouds of different colors.



Logic may know better but i think white is it !!!

on Jan 07, 2008
Guess i'm gonna have to go through some trial&error/basic steps to "optimize" a couple of cloud files... but, since it would be more reasonable to alter any for direct single access and tie them with a specific planet - i doubt the task would be worth it unless the xml CAN be edited accordingly.

I recon the engine picks those files at random it seems and spreads the lucky winners on planets. Having made an extra custom, doesn't guarantee its use on Planet X or Y which defeats the purpose of even adding it to some folder (Mod or not).

I was thinking more in the terms of... X-Com has a GeoScape/earth sphere model (as the main interface) which continually draws UFOs as tiny RED(+) symbols moving around, Pink squares for bases and green boxes for landing sites. So to be fair, i wanted to simulate the experience using a hovering fake clouds file... but only for Cydonia or T'leth. Small feature, but an accurate gizmo.

I'll see what i really can do without invading the entire galaxy with thousands of annoying reddy-pluses!

I also certainly agree that variable colors for clouds would be great. I'd make a big icy giant *slightly textured whites on surface*, where ghostlike blacky storms would haunt the spinning globes. Hell would even receive its very own Flaming torches.
With colors, one can produce some terrific effects. Plain alphablend whites everywhere simply doesn't cut it beyond a certain limit.

- Zyxpsilon.
on Jan 11, 2008
@Zyxpsilon
I think, the tilt values for "child" objects of planets, define the pathing/location relative to its parent, ie you could place a ring "shifted" around it's x/y-axis. I'm still trying to exactly reproduce this ingame behaviour in my mapeditor. There is probably a custom math function behind it, since it is possible to set a "slingering" path for moons, at least it looks like it ingame. As Kryo said, it's quite strange...
on Jan 11, 2008
Interesting hypothesis, (@-, too!)Korx.

If we could control tilts (indirectly) or even some paths geometry... the possibilities would be enormously terrific for variety and context. I'd even custom-patch the code by myself just to get this sort-of-feature working.
I'd love to see a single smally snap of this theory in action if you can, please!
Until then, great observation nevertheless.

- Zyxpsilon.
on May 02, 2008
Bump!

Now, that we can benefit from a genuine SD Map_Editor asset, i think i may have figured out a few things about how a planet is defined for mapping reasons and, with some deduction, which of these "values in specific call-lines" may represent similar conditions in the customplanets.xml file itself.

Yup, the infamous Rings, baby. Their geometry, the UV gimmicks, the whole concept behind a truly solid scaling of the WANTED rings around a planet.

Mind you, this is more about showing the ThunderBirds planets HOW they should.
So, take a look at this wonderful excerpt, taken at random;

_________________________________________
(Planet Name="Planet [15,10].[234,156]")
(CustomName)0(/CustomName)
(X)234(/X)
(Y)156(/Y)
(Quality)20(/Quality)
(Type)2(/Type)
(Size)35.0000(/Size)
(RotationSpeed)0.1400(/RotationSpeed)
(Influence)0(/Influence)
(Star)Upsilon Andromedae(/Star)
(FlipTerrainHorz)0(/FlipTerrainHorz)
(FlipTerrainVert)0(/FlipTerrainVert)
(TerrainTileOffset)0(/TerrainTileOffset)
(Ring)
(SatelliteSize)5.0000(/SatelliteSize)
(Orbit)57.0000(/Orbit)
(OrbitSpeed)0.5000(/OrbitSpeed)
(Tilt1)0.0000(/Tilt1)
(Tilt2)0.0000(/Tilt2)
(/Ring)
(/Planet)
_____________________________________________

Wow, this tells me a LOT about a number of issues.

-- TotA can randomize the surfaces images, flip 'hem, slap an offset and off we go; an nifty illusion on planets diversity. Smart, memory saved, ingenious!

And, now for a previous version found in a regular "customplanets.xml";

______________________
(Planet Name="Virgil")
(DisplayName)Virgil(/DisplayName)
(Class)22(/Class)
(Texture)gfx/planets/TB2.png(/Texture)
(RAWTerrain)TB.raw(/RAWTerrain)
(TerrainPalette)JunglePlanets1(/TerrainPalette)
(Rings)gfx/planets/r_TB2.png(/Rings)
(Orbit)1.75(/Orbit)
(InnerRadius)0(/InnerRadius)
(OuterRadius)16(/OuterRadius)
(PercentOfStarSize)0.55(/PercentOfStarSize)
(/Planet)
_________________________

Duh, hold it right there boy.

InnerRadius IS or ISN't the same thing as Tilt1?
Orbit(s)? Okay -- which one is THE one?
Speeds?

I think i may be onto something here -- also (right along side with MrKorx, btw).

So kryo or Carielf... care to volunteer any comments on this strange but essential discovery?
Or hopefully, stand up with the correct explanation or two?

on May 02, 2008
Darn stupid less-than-greater-than symbols as they are formatted, really messed up the above. Anyway, you certainly both understood what i meant.
on May 07, 2008
Oh... well... BUMPING this again.

But, not to waste valuable Forum space bytes - let me ask or comment about a almost different issue while i'm into this thread.

I want to re-create (or redesign) the 160+ XW-planets straight for TotA and it looks like i will certainly need a raw file for each.

- We have lost control over the distribution of tiles on surfaces since the previous 'planetdescription_terrainschema_etc' files, components, routine functions are now integrated into the code itself. That's fine. It works smoothly while grabbing less resources and does exactly what it's supposed to.

- The earlier system was pretty swift on the random factor and allowed for a huge number of relatively different planets. With that many raws (+400MBs in the heightmaps folder alone, IIRC), it's obvious huge diversity could happen.

Now, you have made us a planets folder with a 'general' naming convention for the types, sizes and quality. Again, this is okay.

So my question(s) would sound something like this;

Example -- PlanetQualMed_1..2..3 (List Stops)

1) If i were to simply add a bunch of pending numbers to this category (or any others, btw) would the game take these new assets into account and loop the extra files as valid stuff for the usual randomization proc? And if so... is there a maximum byte count which would somehow stack an overload when TOO many alternatives must be scanned for by the init process?

2) I really would need some sort of reference as to which new "raw_grey_scale" gaps represent the terrains diversity. Ocean seems to be pulled off pure-black, etc. This, in fact is an important aspect since whatever gets drawn on new images MUST make sense (geologically wise, so to speak) and of course - not to have a silly chain of Mountains colored like desert dunes... undetectable or even, miscued by any routine automated allocations.
Thus, i'd somehow need the parsing algorithm (indirectly that is, not the source itself!) to identify what should be painted on new surfaces BEFOREHAND.

And, only then -- would i be able to safely create all new planets or convert previous ones.

I'll be happy to read whatever comments or solution you may offer, Kryo or anyone else at SD.



on May 12, 2008
Bump


Kryo... SD.. Logic !!....AnyOne ???


Nasty
on May 12, 2008
We'll see. Eventually, probably, somehow - if i'm lucky!
on May 12, 2008
InnerRadius IS or ISN't the same thing as Tilt1?Orbit(s)? Okay -- which one is THE one?Speeds?


If they were the same thing, they'd be named the same thing.

Just because something is in the map format, doesn't mean it can also be in or has an analogue in the CustomPlanets file. It's a safe bet that nothing new would have been added to CustomPlanets if it wasn't needed, though it is possible. Cari would be the one to answer that, but it may have to wait until after the PM08 crunch is over.


1) If i were to simply add a bunch of pending numbers to this category (or any others, btw) would the game take these new assets into account and loop the extra files as valid stuff for the usual randomization proc? And if so... is there a maximum byte count which would somehow stack an overload when TOO many alternatives must be scanned for by the init process?


Just trying it out should answer that well enough


2) I really would need some sort of reference as to which new "raw_grey_scale" gaps represent the terrains diversity. Ocean seems to be pulled off pure-black, etc. This, in fact is an important aspect since whatever gets drawn on new images MUST make sense (geologically wise, so to speak) and of course - not to have a silly chain of Mountains colored like desert dunes... undetectable or even, miscued by any routine automated allocations.


Hard to say, and I'm not entirely sure that the old stuff was removed, rather it's just shared from DA/DL. The RAWs are indeed still used, though they're much smaller (don't know the exact dimensions offhand, Cari or Logic would know) and they're simply black and white. I don't think there's a lot of concern about the actual tile types the game picks (which was never perfect to begin with), just that it picks the continents to build on and not the oceans.
on May 12, 2008
Hard to say, and I'm not entirely sure that the old stuff was removed, rather it's just shared from DA/DL. The RAWs are indeed still used, though they're much smaller (don't know the exact dimensions offhand, Cari or Logic would know) and they're simply black and white.


size 384 X 192 8 bit gray scale

I don't think there's a lot of concern about the actual tile types the game picks (which was never perfect to begin with), just that it picks the continents to build on and not the oceans.
works for me !!!
on May 12, 2008
It never was any more clear than what i just witnessed above!!

Lazy me, i should just try (which IS the proper way to even claim being a true Modder!) instead of having everything spoon-fed by who knows why & when & where & what.


Duh... lemme think very hard here for a fraction of a second in my lazy(-sic) life about that next one again; continent=ground + ocean=water. oKay, check.
Grey-scale, 256 colors, check. (If memory serves well, i KNOW about this already)
Try it all out, check.
Patience & Intelligence, allllmmmmost check.

Thoroughly ordering my thoughts and concerns and reasonings and questions before listing a theory in a forum thread, check.
Sometimes, i feel so gawdawful weirdly stupid to even dare asking some stuff which is in fact, sooooooooo much easy to figure out by myself.
You've officially got my excuses, my grin, my apologies and whatever else may seem absolutely necessary.

Still, TerrainColorSchemes.xml & PlanetDescriptions.xml files are to be considered obsolete, unused, dead-wood with the new splendid way to create surfaces in Twilight, Right?

Never mind, double_check also.
Thanks.
on May 12, 2008
PM08=Political Machine 2008, check too.

But, but, but i AM a GC2_TA player-modder which would need to pressure SD staff into being at my exclusive service 32+hours/day round-the-clock so that i can get my monthly (regularly) dose of new Galactic options.

Otherwise, i'll sue a potatoe head with some of my own slick election (or is it predilection?!) tactics_lies_questions_theories only to realize today is not yesterday and that, baby, listen to this... tomorrow's knowledge is a mystery unless *I* TRY it out before i forget. C_H_E_C_K.
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