SEUT Planet Editor

 

The SEUT Planet Editor hosts most planet-related functionality of SEUT. It can be found on the right side of the 3D Viewport of Blender and opened by pressing N while the cursor is within the viewport. For the planet editor to become active, the Scene Type must be set to Planet Editor.

Note that this version of the Planet Editor is only available from SEUT 1.1.0-alpha.2 onwards.


Space Engineers Utilities

MyTestPlanet

This is the name you set under File Name.

Type

Allows selection of scene type. Depending on the scene type, a scene is exported differently and certain functionality becomes available. Valid types are:

  • Main - This is the default scene type. Most of your scenes will be of this type.

  • Subpart - This scene contains a subpart that is part of a Main scene.

  • Character - This scene contains a character model. It is treated in a specific way by the exporter to make it appear correctly ingame.

  • Character Animation - This scene contains either a character pose or character animation and is treated differently by the exporter.

  • Planet Editor - This scene can be used to create a Space Engineers planet with. Only one can exist per BLEND file.

File Name

The File Name is this planet’s unique identifier under which all of its data will be saved and under which it will show up ingame.

SEUT Notifications

This button will open up the  SEUT Notifications screen. It is the place where SEUT logs everything happening within this file, and informs you of errors. Should an error appear, this button will appear in red.

Simple Navigation

By default, because SEUT relies on collections to organize your model, you will be switching between collections fairly often. However, generally you’ll only really want to look at the contents of a single collection at a time. Enabling this option will hide all non-active collections automatically. Thus, whenever you click on another of the SEUT collections, it will be unhidden and all other collections will be hidden in turn.


Planet

Spawn Setup

This button will spawn the two spheres that are used to represent the planet within the SEUT Planet Editor.

Surface Detail

Texture

This texture is used like a heightmap on defined slopes in the terrain to add additional detail.

Size

Defines the size in which the Surface Detail texture is applied to the terrain. Larger values result in less detailed voxel geometry.

Scale

Defines how much the generated voxel geometry is offset from the terrain through the Surface Detail texture.

Slope Minimum & Slope Maximum

The minimum and maximum slope angle (in degrees) the Surface Detail texture should be applied to.

Transition

Defines the range of degrees over which the Surface Detail texture fades away.

Hill Parameters

The minimum and maximum offset by which the terrain is displaced according to the height map.

Voxel Defaults

Surface

The default surface voxel material that is placed in all places not covered by a Complex Material rule.

Max Depth

The max depth to which this voxel material is placed.

Subsurface

The default subsurface voxel material that is placed in all places not covered by a Complex Material rule.

Minimum Surface Layer Depth

The minimum depth in meters of the surface layer.

Atmosphere Settings

Default Surface Temperature

The default surface temperature of the planet, changing with height.

  • Extreme Freeze

  • Freeze

  • Cozy

  • Hot

  • Extreme Hot

Surface Gravity

The gravity on height zero on the planet, falling off with distance.

Gravity Falloff Power

The power to which the gravity falls off after exiting the height defined by Hill Parameter Maximum. The smaller the value, the lower the falloff.

Has Atmosphere

Whether the planet has an atmosphere or not. False overrides the Oxygen Density property.

Oxygen Density

The ratio of oxygen within air (air being defined as the Air Density property).

Breathable

Whether the atmosphere is breathable or not. False overrides any Oxygen Density property and prevents oxygen from being gathered by vents.

Air Density

The density of air at height zero, falling off with height. This value directly corresponds to thruster MinPlanetaryInfluence and MaxPlanetaryInfluence settings.

Limit Altitude

Defines how high the atmosphere reaches, relative to the Hill Parameter Maximum property.

Maximum Wind Speed

The maximum wind speed on a planet. This value can be multiplied by weather effects.


Complex Materials

Material Groups

(Complex) Material Groups are used to define where on the planet what voxels are placed. This is done by tying a material group definition to a color value, and that color being placed on the Biome Map.

Value

The luminosity value of the color in the Red channel onto which this material group should be placed.

Distribution Rules

Distribution rules enable defining exactly where, in the area specified by the parent Material Group, which Voxel Layers are placed.

Height

The minimum and maximum height at which this material group should appear.

Note: The maximum possible height (1.0) is always 6% of the spawned planets diameter in km. Ex.: the maximum height of a 120km diameter planet is 7.2km

Latitude

The minimum and maximum latitude in degrees at which the material group should spawn.

Slope

The minimum and maximum slope / angle in degrees on which this material group should be placed.

Voxel Layers

Voxel Layers are associated with distribution rules and define layers of voxels in these areas.

Voxel

The Voxel Material the layer consists of.

This references a material in Blender. Link the voxel material you would like to associate with this layer from the Asset Browser into the file. Note that the material must be an asset and include the tag voxel to be eligible for being selected.

Depth

The thickness of this layer of voxels.


Environment Items

Environment Item definitions determine biomes, and which items (such as boulders, trees, bushes, etc.) spawn on which voxels within them.

Biomes

Biomes are tied to a color value and appear in places on the planet that have said color value mapped to them via the Biome Map.

Value

The luminosity value of the color in the Green channel onto which these Environment Items should be placed.

Voxels

The voxel on which the Items are placed.

Items

TypeId

The TypeId of the environment object.

SubtypeId

The SubtypeId of the environment object.

GroupId

The GroupId of the environment object.

ModifierId

The ModifierId of the environment object.

Density

The density in which this environment item should be placed.

Distribution Rule

The Items Distribution Rule enables defining under which circumstances the items are placed on the specified voxel.

Height

The minimum and maximum height at which items should appear.

Note: The maximum possible height (1.0) is always 6% of the spawned planets diameter in km. Ex.: the maximum height of a 120km diameter planet is 7.2km

Latitude

The minimum and maximum latitude in degrees at which the items should spawn.

Slope

The minimum and maximum slope / angle in degrees on which the items should be placed.


Ore Mappings

Ore Mappings correspond to color values on the Biome Map, which enables the placement of specific ores in specific places on the planet.

Ore Type

The ore to be placed by this Ore Mapping.

Value

The luminosity value of the color in the Blue channel onto which the Ore Mapping should be placed.

Start

The depth in meters below ground at which the deposit should start.

Depth

The thickness of the ore deposit.

Target Color

The color that is applied to the ore spots above this ore deposit.

Note: Due to Blender weirdness, the color shown here is not the exact same color the game will use.


Export & Bake

Export

Exports all planet data to the mod folder, as defined in the options.

Options

SBC

If and in what manner information should be exported to SBC.

Maps

Individually enable / disable the export of specific map types.

Mod

The folder in which to export.

Bake

Bakes the contents of the SURFACE material on the BAKE SOURCE into the individual image files in the format defined by the Map Type in the baking options.

Options

Map Type

Defines which map type to bake from the SURFACE material on the BAKE SOURCE.

Resolution

The resolution at which to bake the planet maps.

  • 128x128

  • 2048x2048

  • 8192x8192

  • 32768x32768


Import

Import Planet Definition

Imports a SBC planet definition.