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Hi Everyone,
i was wondering if there is a trick/Tool for creating Planet Rings, i have read some Threads that has some explaination about it but i decided to make a dedicated thread for it.
would be great if someone could help out!
Thanks!
Hey Luke, Will get to that when i get more Time to do some modelling i hope this or next week :) it has been sitting on my Harddrive for Ages but work keeps spoiling my time to do it, i did not forget it :)
Trying a new way of showing what i am doing with the upcoming Star Trek Universe Add-on, this is my Progress on the close Star Systems so far (this does not include Planets, they will follow later)
please let me know if you like this setup :D
i could not find anything about this on the forum, but im trying to get my Planets to work in D3d9, now the textures look good but i can not get the night lights to work.. the night side of the planet will just be pitch black, anything i can do about this to get it to work right?
hope someone...
@jarmonik does the D3D9 client support the way level 8 planetary textures are created by the Pltex with night lights included? my planets do not show the nightlights in D3D9 client, maybe they are not supported?
Here its increased by a Factor of 10
here is the config file
Name = Proxima_Centauri
EllipticOrbit = TRUE ; ignore perturbations
HasElements = TRUE ; orbital elements follow
; === Planetary Mean Orbits ===
;***cfgBatchDataCalculator
Epoch = 2005.41409993155...
This is the Sun Proxima Centauri as a .MSH in the Normal D3D7 Orbiter 2016, i do use Blender to export them to a .MSH file
And this is the same Sun .MSH in the D3D9 Client
it like dissapears and when you get very close it returns to normal.. i dont know if its because of my mesh or if its a...
i found a bug when i want to load my upcoming Star Trek universe add-on into the D3d9 client.. i use Custom mesh as a Planet which represents a Sun, now the problem i have is that it dissapears when i zoom out and it does not appear untill i am very close.. i dont know if this is fixable, i...
What might be a usefull trick to use is that if you have trouble with the normals, then you should export your model out of blender as an .OBJ and then import again into Blender where you corrrect everything again and then to export to Orbiter.. then after you loaded in your mesh into orbiter...
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