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multiplierSOI: Multiplies the planet's sphere of influence by 100 thousand kilometers by this number to get the final SOI.
eccentricity: How elliptical your orbit is, 0 means the orbit is round, higher numbers make the orbit elliptical (more oval in shape).
Known as semi-major axis in astrogeek speek.
semiMajorAxis: the distance in meters your body is away from the center of the primary body.
parent: the object your body is orbiting (the name of object file, not object name).
verticeSize: I don't know what is this value.
Use false when your planet is a gas giant or a star. True means the planet has a surface, and false means it has no solid surface.
Collider: The values are true and false.
Only change the numbersĬheck out Planet Editor Tutorial/Terrain Editing for more info.
terrainFromula: How the terrain is modeled.
surfaceTexture_A & surfaceTexture_B: the 2 images that define the upper and lower terrain textures.
This stretches the image to fill the parameters you have set elsewhere such as: radius. Lower this number to cut away the texture's outer edge.
planetTextureCutout: How much is removed from the original image.
planetTexture: the texture used to see the planet in physics mode.
The color (r, g, b),transparency (a) and the height (distance) of layers of atmospheric fog.
cloudVelocity: How fast the clouds move around the planet, in meters per second.
Raise the number to make very translucent clouds.
alpha: How transparent the clouds are.
height: When the clouds stop or how thick the clouds are.
startHeight: The altitude in which the clouds start.
cloudTexture: The texture used for rendering the clouds.
gradientHeight: How tall the atmosphere texture is in meters.
gradientTexture: The texture used for rendering the atmosphere.
upperAtmosphere: How high the upper atmosphere is.
Users will have to play with the number and judge for themselves how thick they want the atmosphere when constructing planets.
Higher "curve" numbers result in the atmosphere fading much slower.
such as "curve": 0.01 will provide nearly the same density in space.
Lower "curve" numbers result for the atmosphere fading faster.
Curve: how fast or slow the atmosphere thins.
Multiply this to deploy a parachute in higher altitudes, but it will cause only less drag when deployed higher.
parachuteMultiplier: How high parachutes can be used in the atmosphere.
0.005 (1/200) is equal to 1 bar of pressure
Density: atmospheric pressure at surface level.
Height: how high the atmosphere goes, in meters.
To convert the decimal numbers to rgb(r, g, b), multiply by 255.
map color: the color you see in map view.
timewarpHeight: the minimum height you can time warp, in meters.
Gravity: acceleration due to gravity in meters/second squared (m/s²) (on the planet's surface).
Radius is the measure between the planet's surface and center
Radius: The radius of the planet in meters.
This part explains what each line of a file does.
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Mount and blade clash of kings
What do volus look like
Diablo 2 uber tristam
Deep ze for windows 7 ultimate 32 bit
Bmw car game
Marine aquarium 3 mac torrent
Skyrim pc console cheats
How to change name on discord
More planets mod wiki
Super collapse 3 free
Civ 6 cracked
Fallout 4 house cat
Clone troopers phase 1
Download tortoisegit for mac
Kodi download 16-1 for android box
The long dark concept art
Far cry 5 savegame