Introduction

After loading a level, open Edit → Galaxy to launch the Galaxy Editor. It authors the level's skybox starfield: a generation definition plus the star list written under RENDERABLE/GALAXY/.

  • GALAXY.DEFINITION_BIN — name, star count, and frequency-weighted star templates (authoring; used to regenerate)
  • GALAXY.ITEMS_BIN — generated stars the game reads at runtime (size, intensity, colour, position)

There is no 3D star preview or per-star position editor in this window — edit templates, then regenerate.

Star Templates

Set the definition Name: and Number of Stars: (maximum 16384). The grid lists star templates used as weighted RNG classes when generating:

  • Frequency — relative weight (0–10000)
  • Min Size / Max Size — size range in radians (0–10)
  • Min Intensity / Max Intensity — intensity range (0–1)
  • R (0-1) / G (0-1) / B (0-1) — colour components

Use Add Entry / Remove Entry to grow or shrink the template list. New rows default to frequency 1, a small size range, intensity 0.51, and white colour.

Generate Galaxy

Click Generate Galaxy to regenerate the in-memory star list from the current definition (unseeded RNG; positions are random in roughly a unit cube). A successful run shows Successfully regenerated galaxy!

Generating does not write to disk by itself — use File → Save Level afterward. There is no import/export of star lists.

Saving

The Galaxy Editor has no separate Save button. Persist definition and items with File → Save Level (Ctrl+S), which writes both GALAXY.DEFINITION_BIN and GALAXY.ITEMS_BIN under the level's RENDERABLE/GALAXY/ folder.

Saving closes the game if it's running so install files aren't locked.