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Releasing Your Inner Slartibartfast
Published on February 7, 2006 By CaretFarmer In Modding

If you've been itching to make your own dream planet and don't mind doing a little minor surgery on the game's data files, read on! It's not difficult, but it does require rudimentary knowledge of XML and basic file editing skills. For this example, I'll be changing the appearance of the Yor's home star system and planets, but the steps can be applied to any of the game's races (including the custom race). I won't cover every little detail, but by the time you've finished reading this article, you should have enough information to go forth and create your own custom planets.

Before you do anything else, you should make backup copies of the files you're going to be editing, namely, CustomPlanets.xml and RaceConfig.xml. You'll find these files in the Data\English directory of the game's install directory. It is possible to make the game unplayable if you mess up these files, so save yourself a tech support call by backing up these files! Also, make sure you're editing the normal game data files and not the Metaverse data files--changing the Metaverse data files in any way could very well make it so that you can't submit games to the Metaverse!

Now that you've backed up those files, open CustomPlanets.xml in notepad. I recommend using notepad because it won't try to add strange text formatting tags or other XML junk that can derail the game's XML parsing code. If your favorite editor doesn't add anything more than what you type, you can use that too.

In CustomPlanets.xml, find the StarSystem node whose Name attribute is "Icos". This node defines the data used to describe the Yor's star system. I edited mine to look like this:

<StarSystem Name="Custom Yor">

<DisplayName>Lapeer</DisplayName>

<Planet Name="Almont">

<DisplayName>Almont</DisplayName>

<Class>15</Class>

<RAWTerrain>Strange.raw</RAWTerrain>

<Rings>gfx/planets/R03.png</Rings>

</Planet>

<Planet Name="Lapeer II">

<DisplayName>Lapeer II</DisplayName>

<Class>0</Class>

</Planet>

<Planet Name="Lapeer III">

<DisplayName>Lapeer III</DisplayName>

<Class>0</Class>

</Planet>

<Planet Name="Lapeer IV">

<DisplayName>Lapeer IV</DisplayName>

<Class>4</Class>

</Planet>

</StarSystem>

Here's what I changed from the standard Yor star system:

1. In this example, I've taken away one of the (useless) class 0 planets that the Yor would normally start out with. Feel free to add or remove planets as you like, but to avoid undesired behavior, stars should always have between 1 and 5 planets (inclusive).

2. I've changed the Name attributes and DisplayName tags so that the Yor's star is named "Lapeer" and their home planet is named "Almont". The other planets in the system are named "Lapeer II", "Lapeer III" and "Lapeer IV".

3. I bumped up the initial quality of the Yor's home planet from 10 to 15 by changing the value of the Class tag. Planet classes can range from 0 to 26, but you should make sure the home planet is usable (i.e., is at least class 3).

4. Finally, I gave the home planet a custom surface by specifying the name of a raw bitmap file. More on that a little later.

Save your changes and open RaceConfig.xml. Find the Race tag with a Name attribute of "Yor Collective". Change the value of the Homestar tag from "Icos" to "Lapeer" and the value of the Homeworld tag from "Iconia" to "Almont". Save your changes. You're two thirds of the way there!

 

The final step in creating your own custom planets is to make a height map that describes the planet surface. For this purpose, GalCiv 2 uses 384x192 8-bit grayscale images saved out as raw (i.e., headerless) data. The simplest way to create a height map is to use an off-the-shelf paint program to "paint" a height map. I use Paint Shop Pro, the programmer's paint program, but Photoshop will probably do the trick too. Basically, the whiter a pixel is, the higher the elevation in the generated terrain. So, pure black pixels will appear as deep oceans and pure white pixels will appear as snow-covered mountain peaks. What happens in between depends on the planet's class, but those details would probably bore you and they're apparent enough when you see what happens in the game. Once you've created your height map, save it to the Data\HeightMaps directory of the GalCiv2 install directory. For our example, I named my height map file Strange.raw.

If you made these changes with the game running already, you'll need to exit the game and restart it for your changes to take effect. Start a new game playing as the Yor and enjoy your handiwork!


Comments (Page 6)
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on Jan 23, 2008
So once we've done the modifications to the above mentioned files should the game start applying them when its restarted and a new game is created? Coz none of my modifications are happening.
on Jan 23, 2008
So once we've done the modifications to the above mentioned files should the game start applying them when its restarted and a new game is created? Coz none of my modifications are happening.


What exactly are you doing?
on Jan 26, 2008
Hi everyone

Does anyone know how to edit the custom planets, with toxic, barren or radioactive restrictions.

I would like to make Mars a barren planet to begin with, so that it would be necessary to acquire that tech to colonize the red planet.

I have already re-created the inner solarsystem, with Mercury, Venus, Earth, Mars and Jupiter. It would be great if Venus could be made toxic or radioactive and Mars barren.

Is this, at all, possible?

If it is possible, how do I do it?

Best regards
Kieldsen
on Apr 04, 2008
I just posted this question myself & only one person has respond (who pointed me toward this thread.) He noted that Kyro had thoughfully linked to a thread that discussed this very problem. However, it appears that the gremlins have indeed made off with the thread & so we are bereft of an answer... Maybe Kyro could resurrect the thread or paste in the content that is now lost to us? Thank you!
on May 12, 2008
Hi everyone

Does anyone know how to edit the custom planets, with toxic, barren or radioactive restrictions.

I would like to make Mars a barren planet to begin with, so that it would be necessary to acquire that tech to colonize the red planet.

I have already re-created the inner solarsystem, with Mercury, Venus, Earth, Mars and Jupiter. It would be great if Venus could be made toxic or radioactive and Mars barren.

Is this, at all, possible?

If it is possible, how do I do it?

Best regards
Kieldsen


you can only have one planet type in a custom planets!!!
you`ll have to chose if it will be mars or Venus!!!also make that planet the 5th planet to be sure the other 4 show up when you start the game!!

Nasty
on Aug 02, 2008
Thanks for the info, but I'm trying to make a star system with a red star. How do I change the star type?
on Aug 02, 2008
Devin you can edit a custom map to have a red star.
But custom planets can`t be edited for different star type.
on Aug 03, 2008
Hey Nasty... i just came across some interesting 'tutorial' stuff to create planet surfaces & textures - you may wish to go have a look at those nifty tricks.

Planet texturing

on Aug 06, 2008
thanks Zyx I`ll check it out   

Nasty
on Aug 17, 2008
I am using twilight of the arnor and I tried to load gas giant textures from the dread lords directory. It didn't load. Is there a special way you have to type it? Also, it looks like you can choose a texture for your sun. Can you?
on Aug 17, 2008
I'd recommend using a mod folder and some copy_paste process (for gas giant images) to provide the necessary files as 'local assets'.
Then, a new customplanets.xml where you could define who gets to have what and where.

Similarly, the stars' texturing can be modded, but the fx re-coder still has to sort_of randomize the entire UV-mapping grid -- so i doubt, highly different alterations would be somehow 'visible'. One can always try, though.
on Aug 25, 2008

I would do that but I'm trying to keep my mods as metaverse compatible as possible, and I'm looking for a way to load the textures from their original directory.

on Aug 25, 2008

Then, simply replace any files with the new ones straight into the default folders. BUT... just in case, move the originals away in a temporary location for backup reasons.

Not a MOD anymore, btw.

 

And... considering the file naming convention was changed altogether in TotA, you'd have to adhere to the new cycle tags present. (As an example; you would need to add (or replace the others) an extra PlanetQualPoor_9.png (or more numbers) with a Jupiter image for it to show up at random, etc)

on Nov 16, 2008

Since The V2.0 update I have not been able to make a custom system for my faction.  Here's the code I have currently

 

<Homeworld>Command</Homeworld>
        <Homestar>Nemesis</Homestar>

</StarSystem>
    <StarSystem Name="Nemesis">
            <DisplayName>Nemesis</DisplayName>
            <Texture>gfx/planets/sol.png</Texture>
            <Planet Name="Planet1">
                <DisplayName>Nemesis I</DisplayName>
                <Class>0</Class>
                <Texture>gfx/planets/jupiter.png</Texture>
                <TerrainPalette>DesertPlanets1</TerrainPalette>
                <PercentOfStarSize>0.80</PercentOfStarSize>
            </Planet>
            <Planet Name="Command">
                <DisplayName>Command</DisplayName>
                <Class>10</Class>
                <Texture>gfx/planets/PlanetQualGood_5.png</Texture>
                <TerrainPalette>PlanetQualGood_5</TerrainPalette>
                <Rings>gfx/planets/r00.png</Rings>
                <Orbit>1.25</Orbit>
                <InnerRadius>0.2</InnerRadius>
                <OuterRadius>15</OuterRadius>
                <PercentOfStarSize>0.50</PercentOfStarSize>
            </Planet>
            <Planet Name="Planet3">
                <DisplayName>Nemesis III</DisplayName>
                <Class>4</Class>
                <Texture>gfx/planets/PlanetQualPoor_7.png</Texture>
                <TerrainPalette>RedPlanet</TerrainPalette>
                <PercentOfStarSize>0.60</PercentOfStarSize>
            </Planet>
           
    </StarSystem>

 

It is supposed to create a system with one "Hot Jupiter" gas giant (Nemesis I), a ringed class 10 planet the size of earth (Command), and a slightly larger Ice planet (Nemesis III)

on Nov 16, 2008

Lord Doom
Don't missunderstand me for me is the work from the programmers of Stardock art to manipulate something what not implementet from stardock is ...like to paint a beart on Mona Lisas face...

umm...i think the mona lisa would look better with a beard!...time for a new mod!

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