Posts by erostosthenes

by erostosthenes
29.09.2002, 22:17
Forum: Development
Topic: MU Cas System
Replies: 12
Views: 6214

MU Cas System

not sure if this link will work, but here's a pic of the planets in the system i'm making around MU Cas.

MU Cas System

left-right = furthest-nearest

4th planet has oceans of hydrocarbons.
1st planet has high concentrations of gold.
by erostosthenes
29.09.2002, 20:15
Forum: Bugs
Topic: shadows
Replies: 5
Views: 3172

Re: shadows

is it possible to add specularity from an emissive object? say a planet in a system with a red giant and a white dwarf will have varying levels of light falling on it and two specular sources. it's easy enough to find a white dwarf or a red giant and add the other to its system, but the other object...
by erostosthenes
29.09.2002, 20:11
Forum: Celestia Users
Topic: Feature request: star motions
Replies: 42
Views: 29571

Re: Feature request: star motions

star motions aren't just difficult to simulate, they're impossible with our current understanding of physics. if you take two gravitating bodies and ask for their motions, any physics 101 student can do it. take 3 gravitating bodies, and not even the fastest supercomputer ever built can do it (with ...
by erostosthenes
28.09.2002, 03:17
Forum: Celestia Users
Topic: Eclipse Finder +++
Replies: 17
Views: 9678

Re: Eclipse Finder +++

all planets have cone shadows behind them, since of course their star is much larger than the planet. so two planets would have to be extremely close for one to fall into the cone of darkness behind the other.
by erostosthenes
27.09.2002, 05:52
Forum: Bugs
Topic: shadows
Replies: 5
Views: 3172

shadows

i've noticed two oddities with the way celestia produces eclipse shadows. 1. eclipse shadows still occur on luminous objects, like companion stars. 2. (i only know this cos i saw shadows on a companion star) the shadows wrap around to the back of objects. it's not noticeable on a large object (in th...
by erostosthenes
24.09.2002, 02:26
Forum: Celestia Users
Topic: 1.2.5 prelease 4
Replies: 21
Views: 13490

Re: 1.2.5 prelease 4

hey chris, for your next installment, might you introduce whatever it was in that addon for 1.2.4 that made the lunar eclipse for the earth-moon system red?
by erostosthenes
23.09.2002, 01:19
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Re: Help! No Specularity

turns out it was the shader problem. i had only dloaded the executable. everything is working perfectly now, thanks.
by erostosthenes
22.09.2002, 19:03
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Re: Help! No Specularity

Which version of Celestia are you using? You need Celestia 1.2.5 prerelease 3 (for Windows; on Linux, you'll need the latest from CVS) in order for bump + specular to work properly. Older versions of Celestia rendered textures incorrectly when bump maps and color maps had different sizes. --Chris i...
by erostosthenes
22.09.2002, 18:33
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Re: Help! No Specularity

HA! it was cntrl v to turn on vertex shading that did it. however, now i have no bumpmapping. chris did say 1.2.5 allows both didn't he? EDIT - i just realised it's worse than no bumpmapping. the bumpmapping is still there, but once i turn on vertex shading for the specularity, the bumpmap gets scal...
by erostosthenes
22.09.2002, 08:06
Forum: Celestia Users
Topic: Off Topic: The Taurus Crab Nebula Pulsar reveiled!
Replies: 3
Views: 2460

Re: Off Topic: The Taurus Crab Nebula Pulsar reveiled!

yeh i work in the dept. with jeff hester as an undergrad at ASU, and i actually got to see this thing come together this past couple months. the ripples are caused by electromagnetic distubances (caused by the high rotation of the pulsar) in the charged particle nebula around the pulsar. almost forg...
by erostosthenes
22.09.2002, 07:03
Forum: Development
Topic: Announcement of Intent to checkin code
Replies: 3
Views: 2805

Re: Announcement of Intent to checkin code

that wouldn't be too difficult with some calculus. simply fashion a formula for the distance between the two, taking into account their relative motions and minimize the function.

also, running celestia very fast is bad idea. you end up with very strange orbits that curl back on themselves :?
by erostosthenes
22.09.2002, 03:36
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Re: Help! No Specularity

all my textures are in the medium res folder. but i tried copying them to the highres and switching with R to high res, but it still wasn't there. can anyone tell me they've had success using the SpecularTexture code in their solarsys file?
by erostosthenes
21.09.2002, 06:21
Forum: Textures
Topic: What colour is Mercury?
Replies: 13
Views: 12658

Re: What colour is Mercury?

iron by itself is not orange. that is iron oxide or more commonly known as ferric oxide. it's common enough on earth since we have oxygen in our atmosphere and organisms capable of fixing it into rocks containing iron or copper (which only turns green when oxidized). mercury is much too close to the...
by erostosthenes
20.09.2002, 01:23
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Re: Help! No Specularity

Does this mean you converted the 16k earth.dds into jpeg format, say, by means of nvdxt?? And then made a specular map out of it etc? If yes, you could have reduced the map size easily ... If yes, it seems you were able to handle 16k earth.dds files with nvdxt?? On my machine nvdxt's always crash w...
by erostosthenes
19.09.2002, 16:15
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Help! No Specularity

what is the line to use a separate specular map? i'm not using a bumpmap for earth, just the texture, and i'm using 1.2.5p3. maybe someone can upload their high res texture with specularity?? :wink:
by erostosthenes
19.09.2002, 03:37
Forum: Textures
Topic: Help! No Specularity
Replies: 23
Views: 15998

Help! No Specularity

I'm having trouble trying to figure out how specularity works in Celestia. I have Rasillion's Murphid system and the specularity on those planets/moons is perfect, but my earth has NONE. i'm using the earth16k.dds texture files, but there's no reflections at all. and when i try to make maps for a bl...
by erostosthenes
19.09.2002, 01:46
Forum: Development
Topic: Could we get a Long. & Lat. grid for Earth?
Replies: 2
Views: 2207

Could we get a Long. & Lat. grid for Earth?

you could take the medium res texture for earth, duplicate it and simply draw in the lattitude and longitude lines and put it in the lowres folder, then you just have to press r while in celestia to switch to it. i believe this is how celestia works, but i'm not 100% sure.
by erostosthenes
19.09.2002, 00:48
Forum: Celestia Users
Topic: OT - Giza Pyramids and Orion's Belt?
Replies: 12
Views: 7498

OT - Giza Pyramids and Orion's Belt?

you're talking about something suggested by Kurt Von Dannegen (sp.?). i normally don't like to argue against someone's opinion, but this one is just ludicrous. for one thing, there are many many pyramids in egypt that don't fit anywhere into orion and KVD simply omits these when he draws his orion o...
by erostosthenes
19.09.2002, 00:39
Forum: Celestia Users
Topic: 1.2.5 prerelease 3
Replies: 20
Views: 11612

1.2.5 prerelease 3

i was using my estimation of the mass of such a star based on the spectral class. super red giants can certainly have that size, but not W8 stars. unfortunately, i have no idea how to edit the stars.dat file (notepad gives garbage) to reflect the true size. interesting side note about Betelgeuse: wh...
by erostosthenes
18.09.2002, 06:49
Forum: Celestia Users
Topic: 1.2.5 prerelease 3
Replies: 20
Views: 11612

1.2.5 prerelease 3

chris: what is the new code you implemented to allow celestia to use specular maps as a separate image? i'm trying to terraform mars and i don't know how to add specularity to a texture image, but if 1.2.5 uses separates textures for specularity, it makes things much easier. also, i noticed a star '...

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