Sharing my moon making experience

Methods One:
 
    This should be safe and cause no problem, but only self rotation.
 
  Setp1: Scale a planet mesh smaller in 3dsmax or xsi, and make a texture.
  Setp2: Edit AsteroidDef.asteroidDef, add meshGroup and template, also remember change the meshGroup/template count.
For example:
meshGroup
 name "Moon"
 meshNameCount 1
 meshName "PlanetMoon"
----------------------------------
template  
 name "Moon1"
 clusterCount 1
 cluster
  meshGroupName "Moon"
  asteroidCount 1
  minDistance 0.1
  maxDistance 1.0
  maxZOffset 1.1
  minAngle 0
  maxAngle 360
  minAngularSpeed 0.1
  maxAngularSpeed 0.5
template
 name "Moon2"
 clusterCount 1
 cluster
  meshGroupName "Moon"
  asteroidCount 2
  minDistance 0.1
  maxDistance 1.0
  maxZOffset 1.1
  minAngle 0
  maxAngle 360
  minAngularSpeed 0.1
  maxAngularSpeed 0.5
template
 name "Moon3"
 clusterCount 1
 cluster
  meshGroupName "Moon"
  asteroidCount 3
  minDistance 0.1
  maxDistance 1.0
  maxZOffset 1.1
  minAngle 0
  maxAngle 360
  minAngularSpeed 0.1
  maxAngularSpeed 0.5
template
 name "Moon4"
 clusterCount 1
 cluster
  meshGroupName "Moon"
  asteroidCount 4
  minDistance 0.1
  maxDistance 1.0
  maxZOffset 1.2
  minAngle 0
  maxAngle 360
  minAngularSpeed 0.1
  maxAngularSpeed 0.5
  Step3: Edit PlanetXXXX.entity edit or add meshInfo, where asteroidTemplate replace your new template.
For example:
meshInfoCount 4
meshInfo
 typeNameStringID "IDS_PLANETTYPE_TERRAN"
 asteroidTemplate "Moon1"
 dustCloudTemplate "Sparse"
 meshName "Planet_Terran_0"
 cloudColor ffffffff
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_TERRAN0"
 smallHudIcon "HUDICONSMALL_PLANET_TERRAN0"
 infoCardIcon "INFOCARDICON_PLANET_TERRAN0"
 mainViewIcon "MAINVIEWICON_PLANET_TERRAN0"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_TERRAN0"
 picture "PICTURE_PLANET_TERRAN0"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_TERRAN"
 asteroidTemplate "Moon2"
 dustCloudTemplate "Sparse"
 meshName "Planet_Terran_1"
 cloudColor ffffffff
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_TERRAN1"
 smallHudIcon "HUDICONSMALL_PLANET_TERRAN1"
 infoCardIcon "INFOCARDICON_PLANET_TERRAN1"
 mainViewIcon "MAINVIEWICON_PLANET_TERRAN1"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_TERRAN1"
 picture "PICTURE_PLANET_TERRAN1"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_TERRAN"
 asteroidTemplate "Moon3"
 dustCloudTemplate "Sparse"
 meshName "Planet_Terran_2"
 cloudColor ffffffff
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_TERRAN2"
 smallHudIcon "HUDICONSMALL_PLANET_TERRAN2"
 infoCardIcon "INFOCARDICON_PLANET_TERRAN2"
 mainViewIcon "MAINVIEWICON_PLANET_TERRAN2"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_TERRAN2"
 picture "PICTURE_PLANET_TERRAN2"
meshInfo
 typeNameStringID "IDS_PLANETTYPE_TERRAN"
 asteroidTemplate "Moon4"
 dustCloudTemplate "Dense"
 meshName "Planet_Terran_2"
 cloudColor ffffffff
 nullMeshRadius 0.000000
 nullMeshParticleEffect ""
 hudIcon "HUDICON_PLANET_TERRAN2"
 smallHudIcon "HUDICONSMALL_PLANET_TERRAN2"
 infoCardIcon "INFOCARDICON_PLANET_TERRAN2"
 mainViewIcon "MAINVIEWICON_PLANET_TERRAN2"
 undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_TERRAN2"
 picture "PICTURE_PLANET_TERRAN2"
 
Okay, all finished.
Here is two pictures(I don't know making texture, the screenshot just use Uzii's PlanetRock's texture, Thanks!)
 Screenshot1:
 Screenshot2:
 
Methods Two:
    I'm not sure could this methods cause any problem, but it's really cool!
Everything same as above, just two difference.
1: After scale the mesh, move it's far from the centre, and keep Above/centre/aura points still.
2: Keep the moon's min/maxDistance 0 in AsteroidDef.asteroidDef to avoid rotate inside the planet.
Here is a short record video:
17,911 views 16 replies
Reply #1 Top
Nice I like the moon idea Someone should create models to put on the moon like secret reaserch stations or some type of planetary defense.
Reply #2 Top
But i just watched the video. And....... i think they move to fast. slow them down a little.
Reply #3 Top
Very cool stuff, good work. The moons do move a little fast but great stuff none the less.
Reply #4 Top
So what you've done is replaced the asteroid floating junk u tend to see at asteroid sites with a moon model, correct? Well not replaced but added in a new group from what I can understand.

But heres a question apart from the visual side of things do those moons do anything else. Like could you build something on them or would we have to use things like planet bonus's to simulate that part?
Reply #5 Top
So what you've done is replaced the asteroid floating junk u tend to see at asteroid sites with a moon model, correct? Well not replaced but added in a new group from what I can understand.But heres a question apart from the visual side of things do those moons do anything else. Like could you build something on them or would we have to use things like planet bonus's to simulate that part?
End of quote


At first I've made the moon as resouce asteroids, so that maybe can make a special extractor(maybe a weapon? a plane shield?)
I've tried resouce type as 'Invalid' or blank, but the game load failed.
Very special failed, not minidump but load over 2~3 minutes and continue...

So, I share my method just want others maybe can develope from my idea. ;p 
Reply #6 Top
Oh i do like the idea of having moons even if its just a visual thing and you could do the samething with some station models as well if you wanted to. I was just wondering if you managed to make it into anything more than a visual thing thats all. The info on how is very useful none the less for to look at later on when i put more focus into systems.
Reply #8 Top
Would it be possible to tie that to the moon(s) planetary bous present in Uzii's mod?
End of quote


Sory, i can't find it out. Maybe others could.
Reply #9 Top
Heres a example of how I made a extractor into a weapon.

TXT
entityType "PlanetModuleWeaponDefense"
minZoomDistanceMult 3.000000
ability:0 ""
ability:1 ""
ability:2 ""
ability:3 ""
MaxAntiMatter 0.000000
AntiMatterRestoreRate 0.000000
numRandomDebrisLarge 4
numRandomDebrisSmall 16
numSpecificDebris 0
armorType "VeryHeavy"
hudIcon "HUDICON_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR"
smallHudIcon "HUDICONSMALL_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR"
infoCardIcon "INFOCARDICON_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR"
planetUpgradeSlotType "Tactical"
planetUpgradeSlotCount 3.000000
basePrice
credits 1000.000000
metal 150.000000
crystal 75.000000
BuildTime 60.000000
NameStringID "IDS_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR1_NAME"
DescriptionStringID "IDS_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR1_DESC"
planetModuleRoleType "WEAPONDEFENSE"
statCountType "ModulePointDefense"
Prerequisites
NumResearchPrerequisites 0
MaxHullPoints 3500.000000
HullPointRestoreRate 12.000000
BaseArmorPoints 5.000000
MaxShieldPoints 8000.000000
ShieldPointRestoreRate 6.000000
maxShieldMitigation 0.6
ExperiencePointsForDestroying 20.000000
angularSpeed 0.000000
rotateSoundName ""
resourceExtractionType "Crystal"
cultureSpreadRate 0.000000
rotateToFacePlanet FALSE
rotateConstantly FALSE
isAffectedBySimilarModuleCostResearch FALSE
ShieldMeshName "Shield_PsiOrbitalExtractor"
NumSoundsFor:ONATTACKORDERISSUED 0
NumSoundsFor:ONCREATION 0
NumSoundsFor:ONGENERALORDERISSUED 0
NumSoundsFor:ONSELECTED 1
SoundID "PLANETMODULE_PSIORBITALEXTRACTOR_ONSELECTION_0"
NumSoundsFor:ONSTARTPHASEJUMP 0
MeshName "PlanetModule_PsiOrbitalExtractor1"
ExplosionName "PlanetModuleLarge"
mainViewIcon "MAINVIEWICON_PLANETMODULE_PSIORBITALCRYSTALEXTRACTOR"
picture "PLANETMODULEPICTURE_PSIORBITALCRYSTALEXTRACTOR"
minShadow 0.000000
maxShadow 0.300000
formationRank 3
NumWeapons 2
Weapon
WeaponType "Beam"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 200.000000
DamagePerBank:BACK 200.000000
DamagePerBank:LEFT 200.000000
DamagePerBank:RIGHT 200.000000
Range 100000.000000
PreBuffCooldownTime 1.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.750000
TravelSpeed 0.000000
Duration 4.000000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 30.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
Weapon
WeaponType "Beam"
damageEnums
AttackType "ANTIMEDIUM"
DamageAffectType "AFFECTS_SHIELDS_AND_HULL"
DamageApplyType "OVERTIME"
DamageType "ENERGY"
WeaponClassType "BEAM"
DamagePerBank:FRONT 200.000000
DamagePerBank:BACK 200.000000
DamagePerBank:LEFT 200.000000
DamagePerBank:RIGHT 200.000000
Range 120000.000000
PreBuffCooldownTime 2.000000
CanFireAtFighter FALSE
SynchronizedTargeting TRUE
PointStaggerDelay 0.750000
TravelSpeed 0.000000
Duration 4.000000
WeaponEffects
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName "Weapon_PsiCapitalBeamHeavy_Muzzle"
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName "Weapon_PsiCapitalBeamHeavy_Hit"
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "WEAPON_PSICAPITALBEAMHEAVY_TRAVEL"
beamGlowTextureName "PsiCapitalBeam_Glow"
beamCoreTextureName "PsiCapitalBeam_Core"
beamWidth 50.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
m_weaponIndexForRange 0


I edit the mesh to include weapon hardpoints.
Hope it helps.
Reply #10 Top
can the moons run into things ... and does the colision work so ships fly around them?
Reply #11 Top
Since the ships can fly into things and not get damaged I would expect that the physics is the same, so yes. Ships would normally fly around a mesh since it is a physical boundary, but this does not always hold up, especially in combat. The pathfinding is fairly good, but the physics of their collisions still needs work. I have seen four frigates stop a battleship at full speed.



Thanks for the great tutorial HammerSun!
Reply #12 Top
very very nice :CONGRAT:
i think to include it into my solar-mod...its must be nice "Jupiter with moons"
Reply #13 Top
Well that is just great.
Is there coming a downloadable version out soon?
It would be cool to use the moons as resource asteroids, that would be way cooler than the simple asteriods. maybe there is a way to combine those e.g. 2 asteroids 1 moon!

Greetz

Dr Zod
Reply #14 Top
Funny, I made moons in mod using the same system you did, and then I came here and saw that you did the same thing!

FOURACESII:
Funny to see you here. This is how I did it.

Hammersun:
You could add Uzii's planet bonuses to those planets that you gave moons too, as I am doing the same. You need to edit the entity file, scroll to the bottom, and pick out which bonuses to use (providing you have SINS PLUS or 7 DEADLY SINS).

This way you can utilze the moons, instead of them being just for looks.

DANMAN
Reply #15 Top
Heres a example of how I made a extractor into a weapon.TXTentityType .................
End of quote


Thanks, after solved my weapon dummy problem, i'll go on make some try on this moon.:)

Funny, I made moons in mod using the same system you did, and then I came here and saw that you did the same thing!FOURACESII:Funny to see you here. This is how I did it.Hammersun:You could add Uzii's planet bonuses to those planets that you gave moons too, as I am doing the same. You need to edit the entity file, scroll to the bottom, and pick out which bonuses to use (providing you have SINS PLUS or 7 DEADLY SINS).This way you can utilze the moons, instead of them being just for looks.DANMAN
End of quote



One planet type maybe use any of the mesh info, so we can't bound this moon to Uzii's Planetbonus except make a planet which same as original but only has one mesh we made.
Any other methods?

Well that is just great.Is there coming a downloadable version out soon?It would be cool to use the moons as resource asteroids, that would be way cooler than the simple asteriods. maybe there is a way to combine those e.g. 2 asteroids 1 moon!GreetzDr Zod
End of quote


hi, just share my idea and test here, After further progress i'll consider make a MOD of mine. :)
Reply #16 Top
Can you make solar and lunar eclipses too?
 :HOT: