.trn file purpose/descriptions.

Timbab

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#21
:D

But yeah nah, it's been dragging on, motivation really wasn't high this year next to little time. Slowly getting back into it, solved a big issue that kept me from wrapping up the Object Editor, so hopefully progress will roll now. Doesn't help that I kept doing SWG stuff unrelated to SIE, when I did do SWG stuff.

So much to do, so little time.

P.S. Sorry for derailing the thread.
 
Jan 19, 2016
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#22
Arioch said:
yes, you cant create a new trn at this point, so pick one, copy and rename it. and yes you can change textures without changing the original.
Hmm I'll have to play around with this, I only ask because I was working on a texture mod for Dathomir and some of the rocks and mud that I replaced was changed on multiple planets that were all using the same texture. I forget what other planets it changed with as well. ( I think it was Endor or something)


Thanks for all the help fellas I always appreciate it.
 

Lasko

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#23
Hey:)

Best thing to do would be to learn how the trn file actually works...... It's actually pretty simple once you get the hang of it.

This is from memory, once i find my notes i can write a simple guide...... If i find my notes.

Start with Tatooine, as it's familiar and the trn has well labeled layers. Copy and rename to something completely random....ie Hoth!!!!! And also the corresponding snapshot file (you can delete snapshot contents at a later date.

Layers........... Remember that............... It's all in the layers!!!!

If you edit the layers correctly (or delete the city layers), you can have a completely bare planet (still covered with sand), and no flat spots ie. where Mos Eisley is.

Change the ground textures to something like...... snow textures and you have a completely empty snowy planet.

Now look at the original Tat trn and look for the layers titled Mos Eisely and see how the flat spots are created.

Now copy said Tat flat spot layer and copy into your new Hoth layer.

Edit centre waypoint, height and radius size and place it where ever you want on your new Hoth trn.

You now have a flat area on your new planet to the size you require, which you can place stuff on.

Trn is made up of the following layer family groups

Surface shaders
flora texture. Tree's etc.
radial flora
terrian modifyers
Something else lol

Look at the trn layer families in SIE and it'll all become clear...... After some beer, swearing and head scratching.
 
Jan 19, 2016
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#24
Hey thanks for this post Lasko! This has a lot of new information I wasn't aware of! I didn't realize you could move layers!? I've just been redoing the snapshots and keeping the existing layout of the planets geography.

Hmm, I'm gonna have to start over I think and try messing with the .trn files more than just repainting them.
 

Valkyra

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#25
Arioch said:
ok Tim, looks like we're almost out of gas here... looks like the only way to fill the tank again is to get you out of that dress.... oh.. sorry... another homecoming night flash back :p
Timbab be like ( ͡° ͜ʖ ͡°)
 
Aug 17, 2014
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#26
The biggest thing about the terrain file is knowing what you're looking for in the existing ones...   looking for examples of the syntax and structure...

Then it's really as easy as copying and pasting, setting the numbers to generate what you want.  I have actually been amazed by the versatility of the terrain file once I understood it.  

It's just a few banks of different types of assets, and a stack of layers, the order matters.  The best practice is to go right down to the bottom, make your own layer, and drop a boundary circle, a height affector, a shader affector, and turn the flora and radials off with affectors set to remove all.

Then start trying to carve out differences within your flat circle, learn how to use the different boundaries shapes, and then start applying fractals and color ramps...   then start trying to affect larger-scale changes. The first layer in the layers stack contains its own layer stack which is the general world shaping.  The lower layers are usually for regional flora, and local landforms for points of interest, cities, or cave cutouts.  So high in the stack is god stuff, the lower you go it's just little changes and niches.  

In the Taanab file I'm working on, for example though, I went ahead and put some of my planet-wide affectors at the bottom because I didn't want to go back up into the unlabeled and unfinished mess, because I couldn't account for the contents of all of the layers in the middle, and I wasn't seeking to change the base terrain as much as the details .  So it's not the most efficient way, but you can just override what's already there on a large scale even.  

You can make your own flora, radial, and shader groups easily as well, assign them random family numbers and call on them in the layers...  though it gets a bit tricky with the bytes in SIE, you will learn how to get what you want.  You can string search for the affectors I talked about, and find them in action to see how and where they work.  The ANH Wiki has a very complete breakdown that lists almost all of the available affectors, and a few that I have not seen used..
 

Pake

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#27
Takhomasak said:
The biggest thing about the terrain file is knowing what you're looking for in the existing ones...   looking for examples of the syntax and structure...

Then it's really as easy as copying and pasting, setting the numbers to generate what you want.  I have actually been amazed by the versatility of the terrain file once I understood it.  

It's just a few banks of different types of assets, and a stack of layers, the order matters.  The best practice is to go right down to the bottom, make your own layer, and drop a boundary circle, a height affector, a shader affector, and turn the flora and radials off with affectors set to remove all.

Then start trying to carve out differences within your flat circle, learn how to use the different boundaries shapes, and then start applying fractals and color ramps...   then start trying to affect larger-scale changes. The first layer in the layers stack contains its own layer stack which is the general world shaping.  The lower layers are usually for regional flora, and local landforms for points of interest, cities, or cave cutouts.  So high in the stack is god stuff, the lower you go it's just little changes and niches.  

In the Taanab file I'm working on, for example though, I went ahead and put some of my planet-wide affectors at the bottom because I didn't want to go back up into the unlabeled and unfinished mess, because I couldn't account for the contents of all of the layers in the middle, and I wasn't seeking to change the base terrain as much as the details .  So it's not the most efficient way, but you can just override what's already there on a large scale even.  

You can make your own flora, radial, and shader groups easily as well, assign them random family numbers and call on them in the layers...  though it gets a bit tricky with the bytes in SIE, you will learn how to get what you want.  You can string search for the affectors I talked about, and find them in action to see how and where they work.  The ANH Wiki has a very complete breakdown that lists almost all of the available affectors, and a few that I have not seen used..
I don't want to pester but if you ever say made a guide or a video of you doing some of this I'd love to see it.  I'd really love to learn how to do this.
 

Lasko

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#29
Takhomasak said:
I have started a guide (it's nowhere near complete yet), but I will add to it as soon as I can. I'm in the middle of moving house atm, so bear with me on this one:)
 
Aug 17, 2014
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#30
Lasko said:
Takhomasak said:
I have started a guide (it's nowhere near complete yet), but I will add to it as soon as I can. I'm in the middle of moving house atm, so bear with me on this one:)
I had one partially typed up too.  But I'm in major mod mode lately, so any time I sit down at the computer I know I should be firing up the VM and going to work.
 

Lasko

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#32
Vidi said:
I've been working on something like this as well.  Maybe we can collaborate.
That would be great..... 

Any collaboration with you and Takhomasak (or anybody else who would like to help), would be a massive help.

I don't pretend to be fully conversant with all the workings of the .trn but now have a pretty good handle on how it can be edited to achieve quite different results.

RL is starting to quieten down now so maybe we can either chat on irc or skype. I'll be in IRC at #modthegalaxy 24/7 so you can easily contact me there, even if I'm not ATK.

Feel free to PM me with what you have, so I can include it in the guide.

Look forward to working with you:)
 
Aug 17, 2014
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#33
If only I could make videos... I'd just record the start of my next project, which is generating a new TRN from scratch.... well... after my release... will see what I can contribute.
 
Jan 19, 2016
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#34
That would be awesome to have a guide from you three and a video would be awesome too! You can use free recording software to showcase your process.
 

Andarai

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#35
Hi guys, working hard those time, and i have some time to take a breath i back a little to pre-cu, yeah trn files works as Takhomasak says, its like layer families inside other layer families using filters to modify zones with fractal filters with diferent sizes to make the look it has, like the sand of tatooine or like mountains in a zone limited by other filters to certain height etc..., if you see the map as a whole you will see the patron. The thing is in SIE we see only rare numbers, atleast me, and the name of the things are called and what are called in that family. We will love if is possible to see real numbers, with the real size and form of the family, like circle or rectangle, or a geometric form. This month's my absense here, was working on making new planets hoth,korriban,anoth,coruscant etc...facing those problems., as i see Takho, he has a really good work.

So you Takhomasak , can see real numbers in SIE in the families? or just rare numbers like me. xD
 

Halyn

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#36
Takhomasak said:
If only I could make videos... I'd just record the start of my next project, which is generating a new TRN from scratch.... well... after my release... will see what I can contribute.
Open Broadcaster Software. Price is right (free), easy to setup, easy to record. I use it both for doing SWG videos and livestreaming church services.
 

Timbab

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#37
Andarai said:
Hi guys, working hard those time, and i have some time to take a breath i back a little to pre-cu, yeah trn files works as Takhomasak says, its like layer families inside other layer families using filters to modify zones with fractal filters with diferent sizes to make the look it has, like the sand of tatooine or like mountains in a zone limited by other filters to certain height etc..., if you see the map as a whole you will see the patron. The thing is in SIE we see only rare numbers, atleast me, and the name of the things are called and what are called in that family. We will love if is possible to see real numbers, with the real size and form of the family, like circle or rectangle, or a geometric form. This month's my absense here, was working on making new planets hoth,korriban,anoth,coruscant etc...facing those problems., as i see Takho, he has a really good work.

So you Takhomasak , can see real numbers in SIE in the families? or just  rare numbers like me. xD
Real and rare numbers? What?
 

Andarai

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Mar 24, 2013
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#38
Timbab said:
Real and rare numbers? What?
Yeah things like this rare numbers: 

size:8,407791E-45
weight:1,88923347E+31

that rare numbers.

When i say real numbers i don't know what want to tell, but like, cirle, square etc... that area that other area, i imagine that rare numbers mean this, but when i say real, i mean more friendly.
 

drdax

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Jun 11, 2015
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#39
I would be most appreciative of a terrain guide... i am 2 days into this area of modding .... and lost ... I am going to continue to experiment and hopefully catch on.

does anyone have the fundamentals laid out.. like making terrain shapes and maybe how many layers are and are they the same for each planet.. something to kick start the process for n00bs like me...
 

drdax

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Jun 11, 2015
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#40
Ok update from the #n00BTerrainGuy

found a primer guide at swganh Wiki..helps actually....

so now I have created a palm tree grove, a hill and a cluster of rocks next to my first WS scene build in progress..... wohoo baby steps !

it's true, trial and error is the teacher, and crasher of the off line client too :)

If you haven't tried it, it's like carving a bar of soap into a shape- using layers to carve out land flora mass -shaping it ..it's really too fun.

ok to the serious note: having the nextgen tool to world build would be really appreciated and accelerate new planets and content. Working on Skaradosh now and I guess i will take a few months part time to flesh it out and release. I think half of that time will be in the .TRN file

I have a lot of questions, but will play around more before I ask.. thanks all for the current tools and posts here !