ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
i've tried to find a "modding" solution for this Planet Rotation issue, but it seems to come from the importer.
i don't understand how we could have missed this... it can clearly be considered as a bug! and i've just reported it on our Bug Tracking database!!
i hope we'll be able to fix this quickly
Barmat
AHHH! Thank you soo much! Glad we weren't going crazy and it's a bug! Thanks for putting in for a fix for us!
You wouldn't happen to know if there's a way we can use custom luminosity maps would u? I tried adding _ilum textures but it did not work, and using the lava planet prefab locks in the default lava planet luminosity textures.
4 currently, not many more. Maybe 5 or 6 total. They're rare, ~80% of planets are still default ones. Plasma planets are incredibly rare, no more than 2-3 on a medium map, and worth going to war over.
Yea, just frustrating reaching this stopping point. Done all the XML work i can, tied in all the improvements, anomolies, exploitations, all the stuff. But i can't do anything graphics wise if i can't see it in-game properly to see how it looks, and where i need to work on the textures.
I did try replacing one of the default planets by making an entry for it in index.xml, which works, but not surprisingly rotates incorrectly. So unfortunately you can't even replace an existing planet temporarily to see if your textures line up, look good, need blending, etc. And there's no way i know of to replace just the actual textures of a default planet themselves, without an xml entry, as far as i can tell.
I spoke to steph about it recently. Unfortunately she said it's very low priority. While she didn't say so directly, i took that to mean disharmony or, more likely, after disharmony.
And beleive me, it's been a very, very painful wait.
LogicSequence wrote: Yea, just frustrating reaching this stopping point. Done all the XML work i can, tied in all the improvements, anomolies, exploitations, all the stuff. But i can't do anything graphics wise if i can't see it in-game properly to see how it looks, and where i need to work on the textures.
I did try replacing one of the default planets by making an entry for it in index.xml, which works, but not surprisingly rotates incorrectly. So unfortunately you can't even replace an existing planet temporarily to see if your textures line up, look good, need blending, etc. And there's no way i know of to replace just the actual textures of a default planet themselves, without an xml entry, as far as i can tell.
Screenshots of the problem for those interested:
Default world, rotating correctly:
Custom World, rotating wrongly:
Hi LogicSequence,
We will release a fix for this bug in the coming public patch.
LogicSequence wrote: Great news!!! Talked with Pikou about it last week, very excited, and thank you! Were you, per chance, the programmer that wrote the fix?
Is there a way to view the .assets files? I have a feeling the answer to this is in there. I'm thinking we're missing some XML options (for index.xml), HaloColor can't be the only option. Is there a list of what options are available somewhere? Can a dev help us out?
It would be helpful to see the entries for the original ES planets ala index.xml, like this:
Well......rings could go from top to bottom as far as I am aware, I think it depends on how the planet goes around the sun to determine where they are.
Igncom1 wrote: Well......rings could go from top to bottom as far as I am aware, I think it depends on how the planet goes around the sun to determine where they are.
But I am no physicist.
Me neither, ask Nosfer
Real Physics is one thing, the ingame physics another - I'd say Ail might know an solution, as modder
It's your texture mapping, I dont know if you're attempting to model and texture a custom planet (not even sure that is possible) but I suspect you're retexturing the provided material? if so then just adjust so they better match the source material. It is not coding related
Igncom1 wrote: Well......rings could go from top to bottom as far as I am aware, I think it depends on how the planet goes around the sun to determine where they are.
"Like the other giant planets, Uranus has a ring system, a magnetosphere, and numerous moons. The Uranian system has a unique configuration among the planets because its axis of rotation is tilted sideways, nearly into the plane of its revolution about the Sun."
Were I say "north pole" i mean the top of the cubemap, which is always facing the user/screen. I guess its rotating on its axis, which is correct, but the axis is at a 90 angle which is not.
I've been trying to make my own custom planet/s and whenever I make one it seems to rotate on its side with the top facing the user, including moons and rings. Does anyone know what is causing this?
Indeed we do, i've been beating my head the last few hours against this again, i can find the answer nowhere in the current XMLs, we must be lacking some information here.
Well i figured they were archives of some kind, they have to hold all the textures, models, and other xml-like tables that we don't have access to at the moment. I don't have unity 3d, if you successfully open them, please let me know!
This is obviously a result of some missing information reguarding the prefab chosen in index.xml. It would be helpful if we knew the individual elements of the prefab, even more useful if we could set those elements ourselves, if it's even possible.
Using the Lava Planet prefab is the only one to use the correct rotation (don't get excited), however using it also allows for the use of luminosity textures (again don't get excited), however it defaults to the lava planet luminosity textures. So this means that you get a correctly rotating planet, with the absolutely wrong luminosity textures and you can't override them. I've tried using my own luminosity textures (suffix to use is _ILUM) to no avail. Also, using the lava prefab doesn't grab 1 of the 6 textures for a planet either.
We really need some help and information with this, if anyone reading this can get a dev to take a second or two to help, it would be amazing:
We need to get custom planets rotating properly, and enable the use of custom luminosity maps for custom worlds.
What other options we can use on custom planets, can we manually set rotation, can we add effects (like anomolies do), etc.?
Is there a way for us to see the setup for the default planets?
What exactly are the prefabs doing/setting, and can we manually set those properties to achieve a desired effect?
Can we set the use of custom cloud maps, or at least the RGB overlay of cloud maps?
We really need some help and information with this, if anyone reading this can get a dev to take a second or two to help, it would be amazing
You can always PM a dev. I believe they don't have much time to browse the forum, it's always better to PM them directly to bring their attention. I would suggest Meedoc or Pikou (she usually handly things related to modding).
Foraven wrote: You can always PM a dev. I believe they don't have much time to browse the forum, it's always better to PM them directly to bring their attention. I would suggest Meedoc or Pikou (she usually handly things related to modding).
Done! Thanks for the info, i hope they'll have time to respond.
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