Planet ring
-
Hi all,
I have a problem with the planet rings in clouds:
If i make an exclusion zone in cloud, and place there a planet with ring, the ring doesnt appear.
I tried to add in FLe, after i delete the planet, planet death and ring from the system.ini file, and i made an entry by manually, but the ring is still missing.
There is a solararch object name is planetstorm, it has a ring but nothing else except death zone, i added this into my system.ini to see whats happening, but the ring has dissappeared also.What did i miss?
Thanks in advance,
-
select_equip.ini
[AttachedFX]
nickname = planet_storm_5000
particles = planetstormsolararch.ini
[Solar]
nickname = planet_storm_5000
type = NON_TARGETABLE
DA_archetype = solar\misc\gravity_buoy.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 1, 2, 3, 4, 50000
distance_render = 5000
mass = 10000.000000
loadout = planet_storm_5000
solar_radius = 2.443000
shape_name = NNM_SM_NAVBUOY;D
-
select_equip.ini
[AttachedFX]
nickname = planet_storm_5000
particles = planetstormsolararch.ini
[Solar]
nickname = planet_storm_5000
type = NON_TARGETABLE
DA_archetype = solar\misc\gravity_buoy.3db
material_library = solar\Solar_mat_misc02.mat
LODranges = 0, 1, 2, 3, 4, 50000
distance_render = 5000
mass = 10000.000000
loadout = planet_storm_5000
solar_radius = 2.443000
shape_name = NNM_SM_NAVBUOY;D
Ok, ok, got it
I will check the name of that object which has ring and not planet.
But my question is still same: why its non-visible in cloud if it has exlcusion zone? -
@Gibbon:
Also one other thing to remember, planet storm 5000 isn’t a planet. Look at the model used, it’s a gravity buoy
Yes, but i checked i can add ring to the planet storm in FLE and i could make it manually also in the sytem.ini file.
But the main problem is still on: why do the planet rings dissappear in the cloud exclusion zones? -
**The main problem is that it’s in an ‘exclusion’ zone, this means it’s considered something that should be excluded. Rings are simply glorified nebula in FL, it works exactly the same way. Outside of the ring it displays a billboard in the ring’s place, same as a nebula. Inside it uses nebula features such as billboarded nebula tiles, support for lightning, phantom physics, volumetric fog and more…
In this case a simple workaround is in order. Create a huge square billboard in Milkshape, apply a ring shaped texture to it with an alpha channel and export it as a CMP. Then simply add it into FL as a regular object where you need it at. I would also suggest making your material nodes with the ‘Two’ addition to them (for a double sided texture).**
-
What LS says is fine, but also remember to make a SUR and use phantom_physics, otherwise chances are it’ll disappear when the center goes off-screen.
Also, it’s possible you’d experience what I call “poly flipping” if you see the ring from a long distance, something which does not happen with vanilla rings. Unfortunately, the only way to lessen this creates a flicker on SPH-based planets (which are all vanilla FL planets).
-
What LS says is fine, but also remember to make a SUR and use phantom_physics, otherwise chances are it’ll disappear when the center goes off-screen.
Also, it’s possible you’d experience what I call “poly flipping” if you see the ring from a long distance, something which does not happen with vanilla rings. Unfortunately, the only way to lessen this creates a flicker on SPH-based planets (which are all vanilla FL planets).
@Lancer:
**The main problem is that it’s in an ‘exclusion’ zone, this means it’s considered something that should be excluded. Rings are simply glorified nebula in FL, it works exactly the same way. Outside of the ring it displays a billboard in the ring’s place, same as a nebula. Inside it uses nebula features such as billboarded nebula tiles, support for lightning, phantom physics, volumetric fog and more…
In this case a simple workaround is in order. Create a huge square billboard in Milkshape, apply a ring shaped texture to it with an alpha channel and export it as a CMP. Then simply add it into FL as a regular object where you need it at. I would also suggest making your material nodes with the ‘Two’ addition to them (for a double sided texture).**
Thanks the answers!
Unfortunatelly, i am by no mean an expert on milkshape, thats why i cant texturing my custom ships too and insert them into my mod.
I was thinking about what if i make a solarach entry for the ring only and definate it somehow as non-excludeable object…. or is it perversion?