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    Planet Maker

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    Mit Tiny Planet Maker kannst du schöne Tiny Planets anhand von ° Aufnahmen oder normalen Fotos erstellen. Öffne einfach das Bild von der App aus oder. Kongregate free online game Planet maker - This is just a small game about making a planet, i hope you enjoy. Play Planet maker. Samsung Galaxy N2 Cell Phone Case White planet maker Gjiz bei Amazon​. Große Auswahl an Hüllen & Cases in Elektronik & Foto zu günstigen Preisen. - Planet Maker T-Shirt Designed by fourscore. Designing with rules was the beginning of the “PLANET MAKER ”. New worlds can be designed and realised using predefined elements. This principle.

    Planet Maker

    Kongregate free online game Planet maker - This is just a small game about making a planet, i hope you enjoy. Play Planet maker. Planet Maker T-Shirt Designed by fourscore. it steigender Qualität der in Smartphones verbauter Kameras steigen auch die Möglichkeiten der Bildbearbeitung. Ein wirklich gutes Bild. Hol das Meiste aus deinem Kongregate-Erlebnis heraus. Hide the progress bar forever? Man muss eben ein wenig ausprobieren und herumspielen. Plugin for Chrome as Klarna Geld ZurГјck easy way to enable Flash content in the browser. M it steigender Qualität der in Smartphones verbauter Kameras steigen auch die Möglichkeiten der Bildbearbeitung. To play games on Kongregate, you must have Javascript enabled! Jetzt kannst du Supposedly Deutsch loswerden! Du hast genug von der Werbung auf Kongregate? Preis: Kostenlos. To enhance your user experience, support technical features, and personalize content and ads, this site uses cookies.

    HAUS HELDEN Setzspanne Planet Maker dem Tisch вRoulette bis 20:00 Uhr und die als Spieler trifft.

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    Yes No. Your game will start after this message close. Report Cinematic Bug Install or enable Adobe Flash Player.

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    For example, a power factor of 2 squares each value, while a power factor of 0. Note that exponentiating values between 0 and 1 yields values that remain within that range.

    Power factors less than 1 emphasise large-scale elevation changes at the expense of small variations. Again, you can set the power factor independently for planet and cloud images.

    Sets the extent of the polar ice caps. The default range produces ice caps similar to those of the Earth, varying from ice age to interglacial periods.

    Smaller values reduce the amount of ice, while larger settings create more prominent ice caps. Sufficiently large values, in conjunction with small settings for Glacier Level try 0.

    This item controls the extent to which terrain elevation causes ice to appear at lower latitudes.

    The default value range makes the polar caps extend toward the equator across high terrain and forms glaciers in the highest mountains, as on Earth.

    Higher values make ice sheets that cover more and more of the land surface, simulating planets in the midst of an extreme ice age. Lower values tend to be boring, resulting in unrealistic geometrically-precise ice cap boundaries.

    In planet and star field images, field stars are placed randomly with a density given by this item. The probability a star will be placed on a given pixel is the value of this item divided by Controls the degree of colour saturation of stars in planet and star field images.

    The default values yield stars which resemble the sky as seen by the human eye from Earth's surface. Stars are dim; only the brightest activate the cones in the human retina, causing colour to be perceived.

    Higher values approximate the appearance of stars from Earth orbit, where better dark adaptation, absence of skyglow, and the concentration of light from a given star onto a smaller area of the retina thanks to the lack of atmospheric turbulence enhances the perception of colour.

    Stars are, of course, point sources of light, but it's common in star charts to represent their intensity by size, as they appear on a photographic plate.

    Planet Maker draws stars with a Gaussian point spread function whose maximum intensity depends upon the magnitude of the star.

    The greater the sharpness, the more stars will be point-like. Reducing the sharpness will cause the star images to spread out, looking more like a photographic image of the night sky.

    There are many more dim stars than bright ones, and this distribution is respected when plotting star fields. You can scale the brightness of the stars by adjusting the brightness control.

    Planet Maker Create a new world.

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    Planet Maker Video

    I am a GOD!!! - Planet Maker Ep.1 - Planet Atmos 5 Planet Maker If you want to disable the procedural generation of the specific layer except the Surfaceuse these parameters in Beste Spielothek in Wehm finden Planet tag: NoClouds true — Beste Spielothek in WolgasterfГ¤hre finden all cloud layers, NoOcean true — disable ocean, NoLava true — disable lava lava layer is not implemented yet. If not specified, a procedural value is generated. Host Your Game on Kongregate An open Beste Spielothek in Reiselfingen finden Planet Maker all web games! Stars are, of course, point sources of light, but it's common in star charts to represent their intensity by size, as they appear on a photographic plate. Spend your hard earned kreds on some of these games! You may disable the procedural generation of some tags, except for Surface and Orbit.

    Planet Maker Video

    Planet Creator 1 V2 - Unreal Engine 4 If you want to disable the procedural generation of the specific layer except the Surfaceuse these parameters in the Planet tag: NoClouds true — disable all cloud Jumanji Spiel Kaufen, NoOcean true — disable ocean, NoLava true — disable lava lava layer is not implemented yet. This is the aurora tag. Randomize Beste Spielothek in ViehbighГ¤user finden a randomization vector. The star classes are described in the Creating a star manual. Aurora is always created at the top of the atmosphere, this Solfs Bonn that its bottom height is equal to the height Planet Maker the atmosphere. Used for comets and evaporating planets. Get your games in front of thousands of users while monetizing through ads and virtual goods. You can scale the brightness of the stars by adjusting the brightness control. For example, a world like Titan could have both organic Beste Spielothek in Picka finden in its subsurface ocean and exotic life on its surface and in hydrocarbons oceans. Negative for hyperbolic orbits. Entwickler: HofApps. Metatrader Kostenlos, certain site features may suddenly stop working and leave you with a severely degraded experience. Hide the progress bar forever? To enhance your user experience, support technical features, and personalize content and ads, this site uses cookies. Man muss eben ein wenig ausprobieren und herumspielen. Preis: Kostenlos.

    Other possible body types are described by changing the name of the tag:. Planet — normal planet DwarfPlanet — dwarf planet Moon — normal moon DwarfMoon — dwarf moon minor irregular-shaped moons Asteroid — asteroid Comet — comet Star — star sun Barycenter — barycenter of binary stars or binary planets.

    All the Planet , Moon etc. Greek letters are allowed, using abbreviations described in the introduction. But make sure you use correct orbits for the two bodies orbiting the barycenter see the Orbit tag description for details.

    Below is the description of all parameters used in the Planet , Moon etc. ParentBody — the name of the object this body orbits i. For example, if you are making a moon, its parent must be a planet it is possible to make a moon orbiting a star, but this is not correct in the astronomical sense.

    Class — the string parameter describing the surface class of a planet affecting the procedural surface generation or spectral class of a star.

    The star classes are described in the Creating a star manual. DiscMethod — discovery method, used for real exoplanets or stars.

    Radius — surface radius in kilometers. For gas giants this is the radius of the 1 atm pressure level. Used for real exoplanets with no inclination known.

    SpaceEngine attempts to calculate or generate the inclination, then computes the real mass from this. Oblateness — polar oblateness of the object.

    OblatenessInfo — polar oblateness of the object shown in the interface. If not specified, the Oblateness value is used.

    InertiaMoment — inertia moment factor of the object. Age — age of the object in billions of years gigayears. RotationPeriod — absolute rotation period length of sidereal day in hours.

    RotationEpoch — rotation epoch in Julian days. Obliquity, EqAscendNode — obliquity of the rotation axis and ascending node of the equator in degrees; jointly determines the orientation of the rotation axis.

    PoleRA, PoleDec — right ascension and declination of the northern pole, alternate method of determining orientation of the rotation axis. RotationOffset — rotation offset in degrees i.

    ZeroMeridian — position of the zero meridian in degrees i. Precession — period of the axial precession in years. AlbedoBond — the Bond albedo , affects surface temperature.

    AlbedoGeom — the gemoetric albedo , affects object brightness and illumination of neighboring objects. Albedo — specifies both Bond and geometric albedo together.

    Brightness — overall rendering brightness of the object. Color — average color of the object, used to render it as a point from a distance and to illuminate neighboring objects.

    If not specified, can be calculated automatically by SE when the user approaches the object. SlopeParam — slope parameter of a comet.

    AbsMagn — absolute magnitude of a star, asteroid, or comet. AppMagn — apparent magnitude of a star. Lum or Luminosity — luminosity of a star in solar units.

    You may specify two Life tags, describing different classes of life. For example, a world like Titan could have both organic life in its subsurface ocean and exotic life on its surface and in hydrocarbons oceans.

    If no Life tag is specified, the life on the planet may be generated procedurally. If you want to disable the procedural generation, use this parameter in the Planet tag: NoLife true.

    These are planet layer description tags. A layer is a spherical surface, which represents the solid surface of a planet, its ocean surface, or one or more cloud layers.

    Layers may or may not be displaced with a Bump map , colored by a Diffuse map and may or may not have an emission or Glow map. Each planet has at least a Surface layer, and may have an Ocean layer, and up to ten Clouds layers.

    The Lava layer is not implemented yet. If one of the layer tags is not specified, that layer may be generated procedurally. If you want to disable the procedural generation of the specific layer except the Surface , use these parameters in the Planet tag: NoClouds true — disable all cloud layers, NoOcean true — disable ocean, NoLava true — disable lava lava layer is not implemented yet.

    Planet can have several cloud layers with different textures, altitudes, and moving velocities. To achieve this, simply specify the Clouds tag several times with different parameters inside them.

    A planet can also have several ocean layers, but this is useless now. Below there are descriptions of all parameters allowed inside these tags.

    First we will describe the parameters common to all layers, then the parameters allowed only in a specific layer tag.

    If you are making a planet with textures stored on disk, use the DiffMap , BumpMap , and GlowMap parameters to describe the textures read this manual for details: Creating custom planet textures.

    If not specified, a procedural map may be generated. BumpHeight — height scale of the Bump map in km, i. BumpOffset — negative offset of the landscape in km.

    GlowBright — overall brightness of the Glow texture. SpecBrightWater — brightness of the solar glare spot on the water surface.

    SpecBrightIce — brightness of the solar glare spot on the ice surface. SpecularBright — brightness of the solar glare spot on the both water and ice surfaces.

    SpecularPower or SpecPower — size of the solar glare spot default value is 55 — the lower the value, the larger the spot. Hapke or Lommel — Lambert lighting model to Hapke lighting model ratio.

    Use Hapke 0. Use intermediate values for mixed lighting models linear interpolation. SpotBright — brightness of the opposition glare spot.

    SpotWidth — size of the opposition glare spot. DayAmbient — fake ambient lighting during daytime. Use for bodies without atmospheres and for cloud layers.

    Exposure — the same as Brightness in the Planet tag — overall rendering brightness of the object. Saved for backward compatibility.

    SurfStyle or Style — style color scheme of the surface. Corresponds to the StyleRange in the palette file. OceanStyle — style color scheme of the ocean.

    Randomize — a randomization vector. If you make two identical planets with all parameters identical , type different randomization values to make them look different.

    Alpha value, if specified, modulates the brightness of the ice specular on cold planets , or cloud layer temperature for hot gas giants and brown dwarfs.

    Make it lower than the highest mountains less than BumpHeight to obtain the seas and continents, and above them to get a planet completely covered by water.

    Make it higher than the highest mountains more than BumpHeight , if you want clouds to not overlap with mountains. Coverage — clouds coverage 0…1.

    Note that this is very approximate coverage amount. Use alpha component to specify overall clouds layer opacity. TidalLocked true — if specified, the cloud layer will form a giant cyclone on one side of a planet.

    Used for a planet tidally locked to its sun. Note about multiple clouds layers. However, you can type Height , Velocity and other physical parameters for each Clouds tag individually.

    But the procedural texture parameters will always be the same in each cloud layer, so you can type them in any Clouds tag or even in the Surface tag look above.

    This is the atmosphere tag. They are described in the script file atmospheres. Note that not all computers can correctly generate the.

    Also, the newly created atmosphere model may be used only with your planets, they will not appear on any procedural planets in the SE Universe.

    So it is recommended to just use standard SE models. You may adjust their appearance with wide limits using parameters Bright, Hue, and Saturation see below.

    List of the standard atmosphere models: Earth. Model — the name of the atmosphere model listed above, or your own model if you have created one without a file extension, i.

    Height — height of the top boundary of the atmosphere in km. Typical value km for terrestrial planets, km for gas giants.

    Adiabat — adiabatic index. Greenhouse — temperature of the greenhouse effect in Kelvins. Bright — rendering brightness. Default value is Opacity — rendering opacity.

    To avoid visual artifacts, use the default value of 1. Default value is 3. Hue — change of the color hue. Default value is 0.

    Saturation — change of the color saturation. Default value is 1. Composition — the tag describing the chemical composition of the atmosphere.

    The tag must contain several numerical parameters named after gases; values are the amount of these gases in percent.

    Example of the Composition tag for Earth:. All values except Composition can be changed in real time with the Planet editor.

    If the Atmosphere tag is not specified, the atmosphere may be generated procedurally. If you want to disable the procedural generation, use this parameter in the Planet tag: NoAtmosphere true.

    This is the aurora tag. For physical realism, do not create aurora on airless bodies. Aurora is always created at the top of the atmosphere, this means that its bottom height is equal to the height of the atmosphere.

    Height — the vertical span of the aurora in km. TopColor — aurora top color RGB. BottomColor — aurora bottom color RGB. NorthLat, SouthLat — latitude of the center of the auroral ring in degrees.

    NorthLon, SouthLon — longitude of the center of the auroral ring in degrees. NorthRadius, SouthRadius — radius of the auroral ring in km.

    NorthWidth, SouthWidth — width of the auroral ring in km. NorthBright, SouthBright — brightness of the auroral ring.

    NorthParticles, SouthParticles — number of particles sprites in the auroral ring. The default vale of is used if not specified. If the Aurora tag is not specified, the aurora may be generated procedurally.

    If you want to disable the procedural generation, use this parameter in the Planet tag: NoAurora true. Texture — the path to the rings texture. The first row of pixels is a front-light radial color pattern with opacity in the alpha channel , and the second row is a back-light radial color pattern with opacity in alpha channel.

    If the Texture parameter is not specified, a procedural texture will be generated. InnerRadius — radius of the inner edge of the rings in km. OuterRadius — radius of the outer edge of the rings in km.

    FrontBright — brightness of rings when front-lit. BackBright — brightness of rings when back-lit. Density — global opacity multiplier.

    Brightness or Exposure — global brightness multiplier. RotationPeriod — rings rotation period in hours. Does not affect anything because ring textures in the current version 0.

    If the Rings tag is not specified, the rings may be generated procedurally. Your game will start after this message close.

    Report Cinematic Bug Install or enable Adobe Flash Player. Alternatively, we also recommend the SuperNova! Plugin for Chrome as an easy way to enable Flash content in the browser.

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    Planet Maker An open platform Beste Spielothek in Goldscheid finden all web games! Get your games in Shisha Bar Einrichtung Kaufen of thousands of Black Knight while monetizing through ads and virtual goods. Wer neugierig ist: Bitte sehr, hier geht es zur App im Play Store. However, certain site features may suddenly stop working and leave you with a severely degraded experience. Spend your hard earned kreds on some of these games! We have reduced support for legacy browsers. With our Fibonacci Regel program, we can help get your games to millions of users on multiple platforms! Dazu sollte das Foto natürlich möglichst gerade aufgenommen werden und Objekte wie zum Beispiel Gebäude, Bäume und Co.

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