Re: [nbos] [AS] Binary Star Systems
Robin Jones
Tue Dec 12th, 2006
Could I ask you chaps to change the subject line please? You seem to
have gone off-topic somewhat and, although what you're talking about is
interesting enough it does make it rather hard to reference
conversations at a glance if there are three all with the same title!

Many thanks,

Rob

Doug Jessee wrote:
> Thanks for the reply.
>
> So, in going from FWE to FM7, it does not import the negative
> elevation, is that correct?
>
> Just hoping to avoid trying to do something that will only make me
> more frustrated.
>
> LDJ
>
> On 12/12/06, *NBOS Support* <support2-at-nbos.com
> <mailto:support2-at-nbos.com>> wrote:
>
>
> 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:
> >Hello,
> >
> >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?
> >
> >LDJ
> >
> >On 12/11/06, Charles Sykora
> ><<mailto: charlesdsykora-at-mac.com
> <mailto:charlesdsykora-at-mac.com>>charlesdsykora-at-mac.com
> <mailto:charlesdsykora-at-mac.com>> wrote:
> >Doug,
> >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.
> >--Dale--
> >
> >On Dec 11, 2006, at 9:22 AM, Doug Jessee wrote:
> >
> >>Hello,
> >>
> >>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 <<mailto: charlesdsykora-at-mac.com
> <mailto:charlesdsykora-at-mac.com>>
> >>charlesdsykora-at-mac.com <mailto:charlesdsykora-at-mac.com>> 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.
> >>--Dale--
> >>
> >>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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