Re: [nbos] [AS] Binary Star Systems
NBOS Support
Tue Dec 12th, 2006

Negative elevations have always been supported in FWE (just hover your
mouse over any area below sea level and it'll report the elevation). I
think what Dale is referencing is the binary export which doesnt export
negative values. I believe this was because one or more of the terrain
visualizers created some odd results when importing binary files (this was
back in 1997/1998). I'll change this in future builds since I doubt it
still applies.

At 10:23 PM 12/11/2006, you wrote:
>Thanks for the suggestion.
>NBOS, will this be a feature of future versions, negative elevations? Or
>is there a recommended work around, like knowing what your deepest point
>will be, and start that as Zero elevation and somehow mark what elevation
>is sea level?
>On 12/11/06, Charles Sykora
><<>> wrote:
>I know very little about FWE or its sister program from nbos, Fractal
>Mapper. If you want to edit your landforms, I'd recommend Fractal
>Terrains, the other program AS can link to. FWE is probably easier to do
>landform editing (I really haven't tried), but the problem there is that
>it doesn't handle negative elevations ( i.e. ocean bathymetry), whereas AS
>does. I am part of a group trying to put together a tutorial for taking
>Fractal Terrains to CC3, but the current weaknesses in FT Pro make the
>procedure so complicated that I doubt anyone has the patience to do it (I
>actually got very far with the tutorials for the FT Pro part of taking a
>hand-drawn continent, adding random additional landforms in FT Pro and
>controlling climate, etc). I have currently shifted, however, to the
>Celestia<->AS conversions.
>To answer your question, I'd start in FT Pro and then substitute the map
>into your solar system in AS.
>On Dec 11, 2006, at 9:22 AM, Doug Jessee wrote:
>>I for one would greatly appreciate something like that. I am working on
>>learning AS to build a custom solar system and would like the kind of
>>renderings that Celestia can do of this system.
>>I have a newby type question. Where do you start to map your planet? Do
>>you start with AS or FWE? I have a pretty good idea how I want continents
>>laid out and specific details of one of the continents, but as I am
>>learning, I am not sure where to start.
>>Thanks in Advance,
>>Lloyd D. Jessee
>>On 12/10/06, Charles Sykora <<>
>>> wrote:
>>Mike, if you want photorealistic astronomy renders, check out
>>Celestia. I am working on import and export scripts for AS that will
>>take data from or send data to Celestia. While you can load
>>artificial systems/worlds into Celestia, they are hard to generate,
>>and that's why I think the answer is to generate much of your
>>universe randomly in AS, edit it to your liking, and then export to
>>Celestia for photo-realistic renders.
>>On Dec 10, 2006, at 7:42 AM, Mike Oliver wrote:
>> > I don't know how complex orbital mathematics (mechanics?) is, but I
>> > suspect it would be beyond the ordinary member of Joe Public. It is my
>> > belief, from gaming experience, that the average player doesn't
>> > actually
>> > recognise whether some of the science is inaccurate. For instance,
>> > in my
>> > current game, I showed them a system diagram in AS with all-circular
>> > orbital paths (VERY unusual, I suspect) and nobody mentioned it.
>> >
>> > I don't even know if AS is capable of showing elliptical orbital
>> > paths.
>> > I would LOVE to see detailed, astronomically accurate, 3D views of
>> > space
>> > within AS but, until Ed and his colleagues can employ an astronomer
>> > who
>> > has an intimate knowledge of 3D visual programming and doesn't want
>> > more
>> > than a small financial nod, I suspect we may have a while to wait.
>> > Meanwhile AS does almost everything I really need and I suspect a lot
>> > more if only I had the courage to try to understand, write and
>> > implement
>> > scripts. So thanks and congratulations to the NBOS boys.
>> >
>> > In the long run, I suspect it is we Game Masters who have the desire -
>> > the players just want a good scenario, well run and pretty to look at;
>> > no need for scientific accuracy.
>> >
>> > Cheers,
>> >
>> > Mike
>> >
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