because air pressure is calculated from air density and can't be manually set in the planet xml, probably because manually setting it would break the other things dependent on it. having it displayed on the website but not on the planet xml or even planet studio doesn't make any sense, although that may change in 0.9.600
So I've wanted to do a tutorial on this for quite a while but the main things you should change for the shape of the planet is, how SquReal put it:
-seed
-frequency
-strength
-min and max height (find a balance between strength and height as to not end up with plateaus and flats)
After that you can change the type of bumpiness of the terrain by using different types of
noise. At your disposal you have:
-ValueFractal
-PerlinFractal
-ValueFractalwithDerivative (Luna)
After that, to replace that bumpiness with interesting terrain, you have:
-FBM (which basically doesn't replace that bumpiness)
-IQSlopeErosion (combined with ValueFractalwithDerivative in Luna)
-RigidMulti (Droo)
-RigidMultiV2
-RigidMultiPowerV2 (Cylero Mountains)
And after that is done, you can choose sub-biomes (parts of the planet where you can change the color) to get divided via height or via noise
Biomes are connected to the vertex modifiers listed at the top. For example, Luna has a plains biome. That biome's edges are defined by the vertex data "Craters" modifier among other ones.
@LockSource
4.1 years agoIt's already tidally locked, just at the wrong face.
@AsteroidAsteroidTheBook both Tethys and Mimas look like the death star
4.1 years agoyou can't on a phone (at least not intuitively)
4.1 years agobecause air pressure is calculated from air density and can't be manually set in the planet xml, probably because manually setting it would break the other things dependent on it. having it displayed on the website but not on the planet xml or even planet studio doesn't make any sense, although that may change in 0.9.600
4.1 years agoclick/tap the file like you would with a craft
4.1 years agoNow you are at 2000... almost
4.1 years ago@WNP78 sorry
4.1 years ago@HSH thankfully they sent an ambulance to his house by tracking his IP address and he swore at everybody that helped him
4.1 years agoplease don't kill yourself
4.1 years agoSo I've wanted to do a tutorial on this for quite a while but the main things you should change for the shape of the planet is, how SquReal put it:
4.2 years ago-seed
-frequency
-strength
-min and max height (find a balance between strength and height as to not end up with plateaus and flats)
After that you can change the type of bumpiness of the terrain by using different types of
noise. At your disposal you have:
-ValueFractal
-PerlinFractal
-ValueFractalwithDerivative (Luna)
After that, to replace that bumpiness with interesting terrain, you have:
-FBM (which basically doesn't replace that bumpiness)
-IQSlopeErosion (combined with ValueFractalwithDerivative in Luna)
-RigidMulti (Droo)
-RigidMultiV2
-RigidMultiPowerV2 (Cylero Mountains)
And after that is done, you can choose sub-biomes (parts of the planet where you can change the color) to get divided via height or via noise
I'm in as well
4.3 years agoI haven't seen anybody invest this much time into a planet as you did with Titus!
+1 4.3 years agoBiomes are connected to the vertex modifiers listed at the top. For example, Luna has a plains biome. That biome's edges are defined by the vertex data "Craters" modifier among other ones.
+1 4.3 years ago