Re: [nbos] [AS] Binary Star Systems
"Mike Oliver"
Tue Dec 12th, 2006

I normally use Fractal Terrains for creating planetary maps that I
intend making available to players for visiting. That is because I use
Campaign Cartographer Pro to do my detailed mapping and give that detail
to my players. FWE is not as versatile as CCP although FM8 may well be -
I haven't yet bought it (fixed income and anything but fixed outgoings)
but plan to do so a.s.a.p. However, I do use FWE as a rapid means of
showing players a world that I don't expect them to land on. I emphasise
that this is only because I find it more convenient to use FT - it
doesn't detract from FWE, which is much simpler to use from within AS
"on the fly".

I have been working with Dale in the FT group and can vouch for the
complexity of the operation - I may well be following him along the
Celestia <->AS path but, being far less technically capable, it will be
very much a following role :-)


-----Original Message-----
[] On Behalf Of Charles Sykora
Sent: 12 December 2006 02:30
Subject: Re: [nbos] [AS] Binary Star Systems

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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