[SotF] Cosmos Ad Infinitum


 

Welcome to the Cosmos Ad Infinitum Mod for Sins of a Solar Empire

 

Project Goal

Provide the potential for an infinite number of new systems to Sins of a Solar Empire without dramatically changing core game play elements.

To accomplish this, the mod will make use of script generation developed by me to automate the redundant time consuming tasks of creating entity files, wiring the GalaxyScenerioDef, planetary bonuses and planet abilities.

 

Downloads

 

Features of the mod:

New Planet Sizes: Moon, Dwarf, Normal, Giant
Custom icons and pictures for all new planets
Matching mainview icon sizes for planets
New planetary bonuses, potentially based on planet type (WIP)
New planetary abilities (WIP)
TBD (new stars, moons, non-traditional planets, etc)

 

Comments:

Planet Types/Sizes

New planet types must be mapped to one of the existing: Terran, Volcanic, Ice, Desert, Asteroid, or GasGiant equivalent. The new planet type may get some tweaking but will mainly be used to drive the planetary type specific bonus/minus applied to the planet.

Planet sizes may be used to determine bonuses, abilities, upgrades and resource asteroids available. Still researching what I like best.

I'm still in the process of improving a few elements for this mod. One being a script to generate the brush entries for the mainview, hudicons infocards, pictures and undetected icon sets. I've also improved the process for icon and pictures which results in a better quality image (not in the test systems yet).

 

Current Iteration 1 test Systems:

Compatibility: Diplomacy 1.34

Fictional Sol
(Textures from Celestial Bodies, and various other public sources)

Rigel
(Textures from Rigel system in Celestial Bodies)

Tenorias
(Textures from Tenorias system in Celestial Bodies)

 

Will these planets work with my favorite mod?

Without additional modifications the answer is no. Many things hinder multiple mods from working together harmoniously. In this case the modifications to the GalaxyScenarioDef and is the largest limiting factor. However, it will be possible to re-generate these or new planet textures for various other mods. I'm currently looking at creating new systems for Distant Stars and Sins of the Fallen which are two mods I play the most (latter expected of course).

Will you make system X work with mod Y?

Probably not unless asked by the modding team to do so.

If I provide you with planet textures for my mod will you do the coding?

Maybe yes. Easiest way to find out is to ask. I would want all planet textures in a 2:1 format and would need to know some other specifics before I agreed to do the work.

Why are some planets pinched at the top?

Some 2:1 planet textures work really well especially if they have some polar ice cap or other uniform top/bottom. Others don't work quite as well due to the way these textures are made and the mapping of a sphere to a 2:1 texture. (You'll see this in a lot of other mods that use mapping like this as well).

 

 

45,718 views 49 replies
Reply #1 Top

You, sir, are absolutly insane.

 

In a good way.

 

Seriously.

 

How you did it all is simply mindboggling.

Reply #2 Top

Sooo.... I'm confused.  Does this generate new systems (during or outside of gameplay?), new textures, or just make the process of moding easier for the user?

Reply #3 Top

Quoting Pbhead, reply 1
How you did it all is simply mindboggling.
End of Pbhead's quote

Coming up with a mod name is the hardest part.

Quoting Retsof90, reply 2
Sooo.... I'm confused. Does this generate new systems (during or outside of gameplay?), new textures, or just make the process of moding easier for the user?
End of Retsof90's quote

It's not too confusing...

I'll be releasing planet system mods using the tools I've created.

I won't be releasing the tools.

There are a lot of neat and interesting fictional planet textures available. This mod attempts to make them available for Sins.

In regards to your other question, Sins can't dynamically generate systems during gameplay, so I'm pre-generating systems as separate mods. I'm also generating some planet textures myself and will build my own fictional system. I may combine the planet textures I like the most into one single mod down the road. If you like variety in planets then you might enjoy this. Either way, I'm creating this because I like seeing the different planets and plan to use some of them in my mod as well.

I have around 12 other systems picked out I'd like to convert already (13 if you count mine).

Reply #4 Top

Quoting ZombiesRus5, reply 3
reply 1How you did it all is simply mindboggling.
Coming up with a mod name is the hardest part.
End of ZombiesRus5's quote

Still the amount you create is a lot, and does seem quite astounding to people like me who just seem stumble around. X|

Thats a good name, I like it. Great stuff! :thumbsup:

Reply #5 Top

Awww crap, you beat me to it. 

I was also trying to come up with a way to easily switch planets between games to give more variety with less game load. Also added a good chunk to http://soase.weebly.com/add-planets.html

 

I made up some blocks to represent the sizes of the icon set required for planets. Now I can use this single image to determine how to lay out my new planets icon sheet.

icons_planets_set.xcf is a Gimp project file for a single planets icons.

Make sure both layers are on and the icons layer is selected. Line up a copy of each icon over the proper block. Turn off the yellow Background Layer and save as TGA.

 Some examples from Sins Plus

City Forest Grass

 See http://soase.weebly.com/new-planets.html for the rest of Sins Plus. This page is a WIP.

This shows a new 512 x 512 sheet will fit 12 sets of icons with little waste area. To add more than 12 create a sheet 512 x 1024 that will hold up to 24 icon sets or even 1024 x 1024 will hold 48 sets.

I was thinking that multiple sheets of 12 sets might be a good way to switch the extra planets loaded.

icons_planets_x12.xcf is a Gimp project file for 12 planets icon set.

Make sure both layers are on and the icons layer is selected. Line up a copy of the icon set created above onto 1 of the 12 placements. Turn off the yellow Background Layer and save as TGA.

I am hoping to have a collection of icon_planet_sets.tga so people can easily build there own icons_planets_m0d.tga sheets.

 

Add 12 Planets 512 x 512 icon sheet icons_planets_x12.xcf planets_m0d_x12.brushes
Add 24 Planets 512 x 1024 icon sheet icons_planets_x24.xcf planets_m0d_x24.brushes
Add 48 Planets 1024 x 1024 icon sheet icons_planets_x48.xcf planets_m0d_x48.brushes

 

planets_m0d.brushes has all the brush locations for the 12 sets of icons. Just rename or match up the brush name with the planet entities brush links.

Also working on http://soase.weebly.com/planet-bonuses.html and a way to easily add your own choices to each planet.

 

 

Reply #6 Top

Quoting SuperZERO0, reply 4
Still the amount you create is a lot, and does seem quite astounding to people like me who just seem stumble around.

Thats a good name, I like it. Great stuff!
End of SuperZERO0's quote

Thanks, it's mainly just my coding skills I'm leaning on here. Lots of other people like you make really creative pieces of work. Your modelling abilities are really becoming fantastic from what I'm seeing.

Quoting myfist0, reply 5
I made up some blocks to represent the sizes of the icon set required for planets. Now I can use this single image to determine how to lay out my new planets icon sheet.
End of myfist0's quote

We think a like. I've setup similar blocks with my latest builds to help layout my icons. It's a little different but serves the same purpose. For example I have undetected icons for each icon size moon, dwarf, giant in addition to normal.

I like the dark side effect on those icons and pictures though. I may have to create a filter to simulate that effect for my stuff.

Quoting myfist0, reply 5
I was also trying to come up with a way to easily switch planets between games to give more variety with less game load.
End of myfist0's quote

It's amazing the game stays fairly fresh with only 2 of each planet type in regular sins. I just want some variety that will feel more random with the increased amount of planet texture possibilities.

On the side, I'm considering baking the Sins plus planets to the optimized model which would reduce their texture size down to 2.7 meg.

Reply #7 Top

I never thought about the undetected and mainview needing different sizes. 8C

I did start on this before as I really didn't like the ticks that Celestial Bodies added so I should have remembered. Maybe each planet size should have its own set so the large PICTURE_PLANET brush image can be sized to suit.

EDIT:

Desert Giant  

1st attempt at resizing. The bottom 2 will need render shots from XSI but you get the idea.

 
Desert
 
Desert Dwarf
 
Desert Moon

 

Reply #8 Top

*lurks patiently in the background to consider use in Distant Stars*

Reply #9 Top

Quoting myfist0, reply 7
I did start on this before as I really didn't like the ticks that Celestial Bodies added so I should have remembered. Maybe each planet size should have its own set so the large PICTURE_PLANET brush image can be sized to suit.
End of myfist0's quote

I don't care for the ticks either... The different main view icons make it look much neater anyway.

I also like the picture sets you've got their for the different planet sizes (I may shamelessly use that ;) )

I take projections from 3d-coat to make my icons...

Reply #10 Top

Quoting Ryat, reply 8
*lurks patiently in the background to consider use in Distant Stars*
End of Ryat's quote

I think there's some good possibilities. I'm considering the ramifications to DS as I go through my coding.

Reply #11 Top

Removed section due to redesign.

With Rendering in XSI I can use lights for great effect. I still need to test the Giant icons in-game as I don't want them to large, just noticeably larger.

 

Reply #12 Top

Quoting myfist0, reply 11
I am thinking that moons should be in the same grav well as the planet and I can make some assorted binary meshes.
End of myfist0's quote

I've been doing some research on planetary bodies and it's probably more of a naming issue. The smallest planetary (Spherical Bodies) are generally accepted as Dwarf Planets which their general size is less than Luna (Moon). Also calling it Moon felt wrong to me and I'll probably shift it around to be a little more accurate. The dwarf size is still good for smaller planets, just need to rename it (ugh!, names). I don't feel I need to be entirely accurate but it helps to have a model to work from.

Asteroids

Dwarf Planets will be the smallest spherical planets in one size.

Terrestrial Planets will be the next, possibly in two sizes.

Gas Giants will be the largest with possibly two sizes.

I'm not sure how I want to handle moons currently. Nova's attempt is interesting and adds visual flavor and may be used for ambience. The binary planet model also is ok and adds some visual flavor. I have another idea I may try when I get on my home computer too. But I do agree, moons should be in the gravity well of the system.

 

Reply #13 Top

I haven't been able to get 7DS's "DeadlyForge" anywhere and haven't had the time to hand create it but within it is a "supermassive black hole".   Neat concept (I know, it's a star).  Would be wonderful to see that done as well. 

Along the same line, supermassive Blue stars and red super giants would be great adds in the stellar models--all could use the same "extra large" mesh--and for the insanely creative it provides one more planet mesh to work with.

So I would love to see Red Super Giants, Blue Super Giants and Supermassive Singularities.

I'm also wondering if an invisible star could be made--one that is physically there but doesn't show in game.  A small, very low count one would be useful for creating no-pass zones in plasma storms and the like and using them to generate additional ranged effects from them.

Reply #14 Top

Why are some planets pinched at the top?

Some 2:1 planet textures work really well especially if they have some polar ice cap or other uniform top/bottom. Others don't work quite as well due to the way these textures are made and the mapping of a sphere to a 2:1 texture. (You'll see this in a lot of other mods that use mapping like this as well).
End of quote

So I may have figured out how to fix this (or atleast make look better) today googling at work. Will give it a test when I get home :P

Reply #15 Top

i once was going to add a blackhole, then i read that blackholes were invisible, and though "wow, that would be boring as hell." and gave up.

Reply #16 Top

I have been going through the planet mesh files fixing the texture links and wondering why half the planet meshes are exact duplicates.

  • Planet_Terran_0.mesh = Planet_Terran_1.mesh
  • Planet_Terran_2.mesh = Planet_Terran_3.mesh
  • Planet_Ice_0.mesh = Planet_Ice_1.mesh
  • Planet_Ice_2.mesh = Planet_Ice_3.mesh
  • Planet_Desert_0.mesh = Planet_Desert_1.mesh
  • Planet_Desert_2.mesh = Planet_Desert_3.mesh
  • Planet_Volcanic_0.mesh = Planet_Volcanic_1.mesh
  • Planet_Volcanic_2.mesh = Planet_Volcanic_3.mesh

GomDad Rotten hell  x_x X(  

Why the crap is there 3 sets of icons for each planet when there are only 2 sets of textures. I may as well start from scratch. Does a different asteroidTemplate or dustCloudTemplate justify a different set of icons that do not look like the planet? Now I have to redo my template sheet.

Reply #17 Top

No black hole is completely invisible.  They emit non-visible energy as they "evaporate" which gives off heat and that heat in turn excites gas near the singularity--as does it's magnetic field.  Also, matter is "falling" into a black hole at near the speed of light--dust makes quite a sparkle as it collides at that speed.

So a black hole would have at the very least a diffuse glow about it--even if it was simply a dusty grey slightly lighter than space.  Most black holes will have swirling clouds of glowing gas about them and some will be brighter than entire galaxies.

The large star sizes is what I am looking for--which would also make an interesting "superplanet".

Is there a way for texturers out there to make truly seamless textures for planets?  A tutorial might be nice for that aspect.

Nova's approach would be really nice for "artificial  worlds" or worlds with permanent, man-made  capturable structures about them.

Reply #18 Top

if you have 3ds max 2011 then you can use the viewport canvas, i have found it to be quite handy.

Reply #19 Top

I wish.  I don't do warez and I ain't got the cash to spring for it.

So MyFist0/Rus--what IS with the redundant textures he's talking about?

Reply #20 Top

Quoting Sinperium, reply 19
I wish.  I don't do warez and I ain't got the cash to spring for it.

So MyFist0/Rus--what IS with the redundant textures he's talking about?
End of Sinperium's quote

It's redundant meshes really. Sins only uses two textures per planet type but has 4 meshes (2 for each) defined. It may be at one time they had additional meshes but decreased the amount due to system memory limitations at the time.

Reply #21 Top

Basically they took something out of the fridge and didn't clean up the stain it left (yay analogy)

Reply #22 Top

Ok--new name proposal for your mod:  "Flux Aeterna"...Latin for "Always in Change".

Har Har...I crack me up. :rofl:

Reply #23 Top

After re-reading the OP I was wondering how this script would work. I was hoping that my tutorial could be incorporated into a working planet mod but not sure if thats possible here.

I was thinking of having all the planet entities included but having a script that would load a new entity.manifest, brush.manifest and GalaxyScenarioDef. I did at one time make a UI that renamed files so have 4 or 5 files like

  • GalaxyScenarioDef_SOL
  • GalaxyScenarioDef_RIGEL
  • GalaxyScenarioDef_TENORIAS

Each system would have its own brush file and planet_icons.tga with different brush.manifest for different systems.

Then upon picking the desired system the UI would rename the original GalaxyScenarioDef to GalaxyScenarioDef_ORG then rename the picked system to GalaxyScenarioDef then do the same for the brush.manifest and entity.manifest. Almost instant new planets without loading all the assets from all the planets.

I updated post 5 with different size icon templates and corresponding brush files

Reply #24 Top

Interesting idea.

Quoting myfist0, reply 23
After re-reading the OP I was wondering how this script would work. I was hoping that my tutorial could be incorporated into a working planet mod but not sure if thats possible here.
End of myfist0's quote

So what do my scripts do? They do all the leg work for generating new planet and bonus entities, generating brushes files, generating mesh files, and wiring into the GalaxyScenarioDef. The input to this process is reading the planet cl textures. The only manual work I need to do is create proper cl and da textures and the icons.

Then with mod stacking you can place the desired system above the base mod or expansion it is configured for.

Quoting myfist0, reply 23
Each system would have its own brush file and planet_icons.tga with different brush.manifest for different systems.
End of myfist0's quote

Yes, this is how I'm building my systems. Every file excluding the common shared have unique names so as to support blending of the systems if desired.

Quoting myfist0, reply 23
Then upon picking the desired system the UI would rename the original GalaxyScenarioDef to GalaxyScenarioDef_ORG then rename the picked system to GalaxyScenarioDef then do the same for the brush.manifest and entity.manifest. Almost instant new planets without loading all the assets from all the planets.
End of myfist0's quote

As I'm a fan of randomization though, I could see running a script the swaps out what the active system prior to starting up Sins. That would be a very simple script to do what you are suggesting and would be a cool feature.

First problem though is getting enough systems to make it worthwhile.

Quoting myfist0, reply 23
I updated post 5 with different size icon templates and corresponding brush files
End of myfist0's quote

I like them, but I'm using a different template set for these system that works well with what I'm trying to do.

 

 

Reply #25 Top

Click the planet to jump to the weebly page. Download includes the Dwarf, Standard and Giant mesh, icons, textures and XSI scenes. This page will act as a template for other planets as I add them. Images and icons are from 3d renders.

Should I start a new thread, post on different page or keep bumping this thread.

Crap I forgot the GF icons.