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Lord_Reavous

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May 1, 2016
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Hello,

I'm working on an attempt to make a new starting planet that is, essentially, a city-planet. I was playing around to see if I can get a unique texture to apply to the planet. I've started the mod by editing:
planet_entities
planet_class
prescripted_species_systems
added custom (placeholder) textures in normal, diffuse, and specular dds files
and failed at adding a description to the localisation folder

However, upon loading the game and finding the system, it gives me a generic continental world. Do I have to run this through Maya or is there a step I may be missing? I've scoured the directory, most information was in Common and GFX.

Any help would be greatly appreciated
 
Heya!

Would be interesting to see an Ecumenopolis ingame. If you'd like to post the scripts you've created for your planetary mod it could help diagnose what's going on there. From my understanding you can either define the textures used inside Maya, but it should also be possible in the .asset or .gfx file. Also, the error log can also sometimes tell if the engine is resorting to a fallback if it fails to load something (\Documents\Paradox Interactive\Stellaris\logs\error.log)
 
Alright I'll organize it by the file I modified (currently I have not checked the error log):

Planet Class:
pc_coruscant = {
entity = "coruscant_entity"
icon_frame = 1

entity_scale = @planet_standard_scale

atmosphere_color = hsv { 0.59 0.45 0.95 } #DONE
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_continental.dds"


min_distance_from_sun = @habitable_min_distance
max_distance_from_sun = @habitable_max_distance
spawn_odds = 0.0

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.0

planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }

colonizable = yes
colonization_tech = { "tech_continental_colonization" }
starting_planet = yes
}
 
Here's the Prescripted Solar System Initializer:
### Coruscant System
coruscant_system_initializer = {
name = "Coruscant"

class = "sc_g"
asteroids_distance = 40

usage = custom_empire

planet = {
name = "Coruscant"
class = "pc_g_star"
orbit_distance = 0
orbit_angle = 1
size = 30
has_ring = no
}

planet = {
name = "Blaze"
class = "pc_molten"
orbit_distance = 20
orbit_angle = 45
size = 10
has_ring = no
}

planet = {
name = "Coruscant"
class = "pc_coruscant"
orbit_distance = 10
orbit_angle = 200
size = 16
starting_planet = yes
has_ring = no
entity = "coruscant_entity"
tile_blockers = none
modifiers = none

init_effect = {
prevent_anomaly = yes
}

init_effect = {
random_tile = {
limit = { has_blocker = no has_building = no num_adjacent_tiles > 3 }
set_building = "building_capital_1"
add_resource = {
resource = food
amount = 1
replace = yes
}
add_resource = {
resource = minerals
amount = 1
}
random_neighboring_tile = {
limit = { has_blocker = no has_building = no }
set_building = "building_hydroponics_farm_1"
add_resource = {
resource = food
amount = 1
replace = yes
}
}
random_neighboring_tile = {
limit = { has_blocker = no has_building = no }
set_building = "building_power_plant_1"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_neighboring_tile = {
limit = { has_blocker = no has_building = no }
set_building = "building_power_plant_1"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_neighboring_tile = {
limit = { has_blocker = no has_building = no }
set_building = "building_mining_network_1"
add_resource = {
resource = minerals
amount = 1
replace = yes
}
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
set_blocker = "tb_failing_infrastructure"
add_resource = {
resource = engineering_research
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
set_blocker = "tb_failing_infrastructure"
add_resource = {
resource = society_research
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
set_blocker = "tb_failing_infrastructure"
add_resource = {
resource = physics_research
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
set_blocker = "tb_decrepit_dwellings"
add_resource = {
resource = energy
amount = 2
replace = yes
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
set_blocker = "tb_decrepit_dwellings"
add_resource = {
resource = food
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
set_blocker = "tb_decrepit_dwellings"
add_resource = {
resource = energy
amount = 1
replace = yes
}
}
random_tile = {
limit = { has_blocker = no has_building = no }
add_resource = {
resource = food
amount = 1
replace = yes
}
}
}
}

planet = {
name = "CS-128a"
class = "pc_asteroid"
orbit_distance = 10
orbit_angle = 340
size = 5
has_ring = no
}

planet = {
name = "CS-54d"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = 160
size = 5
has_ring = no
}

planet = {
name = "CS-589c"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = 270
size = 5
has_ring = no
}

planet = {
name = "Galicia"
class = "pc_barren_cold"
orbit_distance = 10
orbit_angle = 325
size = 10
has_ring = no
}

planet = {
name = "Regent"
class = "pc_gas_giant"
orbit_distance = 20
orbit_angle = 110
size = 30
has_ring = no
entity = "gas_giant_05_entity"

moon = {
name = "Aldairon"
class = "pc_frozen"
size = 8
orbit_distance = 14
orbit_angle = 14
has_ring = no
}
}

planet = {
name = "Craggus"
class = "pc_barren"
orbit_distance = 10
orbit_angle = 35
size = 15
has_ring = no
}

planet = {
name = "Vascila"
class = "pc_frozen"
orbit_distance = 10
orbit_angle = 150
size = 20
has_ring = no
}

neighbor_system = {
distance = { min = 10 max = @distance }
trigger = {#scope = galactic_object ( parent ). root = root gal obj. from = closest parent. from from = grand parent...
#want this?
}
initializer = "neighbor_t1"
}
neighbor_system = {
distance = { min = 10 max = @distance }
trigger = {#scope = galactic_object ( parent ). root = root gal obj. from = closest parent. from from = grand parent...
#want this?
}
initializer = "neighbor_t1_first_colony"
}
}
 
And the Planet Asset:

entity = {
name = "coruscant_entity"
pdxmesh = "planet_clouded_mesh"

meshsettings = {
name = "planet_geosphereShape"
texture_diffuse = "coruscant_diffuse.dds"
texture_normal = "coruscant_normals.dds"
texture_specular = "coruscant_spec.dds"
}

##pole texture override
meshsettings = {
name = "polesShape"
texture_diffuse = "poles_1_diffuse.dds"
texture_normal = "poles_1_normal.dds"
texture_specular = "poles_1_specular.dds"
}

##cloud texture override
meshsettings = {
name = "clouds_geosphereShape"
texture_diffuse = "clouds_medium_diffuse.dds"
texture_normal = "clouds_medium_normal.dds"
texture_specular = "clouds_medium_specular.dds"
}

##cloud shadow texture override
meshsettings = {
name = "clouds_shadow_geosphereShape"
texture_diffuse = "clouds_medium_shadow_diffuse.dds"
texture_normal = "nonormal.dds"
texture_specular = "nospec.dds"
}

default_state = "idle"
state = { name = "idle" animation = "idle" time_offset = { 0 100 }
start_event = { trigger_once = yes sound = { soundeffect = "amb_planet_class" } }
start_event = { trigger_once = yes sound = { soundeffect = "amb_planet_class_02" } }
}

}
 
Sorry to quadruple post, but all of it in one post was just confusing. If you can see anything I can't please tell me. I also would love to override the Night_Lights file for multiple variations.

Essentially I want to recreate Coruscant and a couple other city-planet ideas such as a more parallel striation design as opposed to the circular look of Coruscant.

Thanks for any help in advance!
 
Hmm, well it looks correct, since you said it's loading the system but providing the wrong planet, try spawning it manually.

If you try to use the console ingame and input the following to spawn the planet: spawnentity coruscant_entity

The planet should appear at your mouse pointers location. If it's the right planet, then the issue lies with the solar system loading the wrong planet. If it still looks like a continental world when spawned then the textures seem to get overridden.

Also, you seem to have put the shader override in the code for the entity instead of the pdxmesh that loads the planet. It should be in the .gfx file that loads the pdxmesh planet_clouded_mesh.
 
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