Posts by sombrehombre
- 26.02.2004, 08:26
- Forum: Add-on development
- Topic: New 16k Moon and 4k Io
- Replies: 34
- Views: 20226
183 pixels?
It looks like I did in fact leave a residual offset in my published texture. My base texture, to which everything else was aligned, was the uncompressed version of this: Global mosaic of Voyager hi-res and med-res images of Io, resampled to 16 pixels per degree or 1.99 km/pixel, size 5760 x 2880 pix...
- 26.02.2004, 02:44
- Forum: Textures
- Topic: Best Spec map i've seen...
- Replies: 7
- Views: 5653
T00fri
> have a look yourself (low quality spec's in the rivers!) At 16k, a pixel is 3.3 km accross. The upper tributaries of the Amazon aren't that wide. SG may have changed the way he splits ties (an 8k pixel has contributions from an average of 27.8 pixels of the 43k original), so that more pixels are m...
- 24.02.2004, 08:26
- Forum: Textures
- Topic: Johns Celestia page -image types
- Replies: 5
- Views: 4044
A vote for .png
However, only .png (among these choices) permits a file to be downloaded and converted to any other desired format without compression artifacts arising from intermediate file types. Its ideal for specular, light, bump, and normal maps. .DX3 is ideal for cloud maps. And for surface maps, you can get...
- 24.02.2004, 06:03
- Forum: Textures
- Topic: Best Spec map i've seen...
- Replies: 7
- Views: 5653
This spec is nothing new
It's the landcover map from the Blue Marble source files FTP. I used it for my texture as well. Hawaii and all deep atlantic/pacific/indian ocean islands are missing, because it was generated from the monthly 500m MODIS land albedo updates, which only cover the major continents and Indonesia. A sham...
- 22.02.2004, 03:42
- Forum: Textures
- Topic: 16k spec map using DXT1A alpha channel
- Replies: 5
- Views: 4168
T00fri
I just wanted to keep my specular map and surface map together as a logical unit, since they differ markedly from the other various flavors of Blue Marble in how they handle sea-ice - and at 16k, they appear a good deal more accurate than most spec maps on shorelines and deep ocean islands. It seeme...
- 21.02.2004, 23:47
- Forum: Add-on development
- Topic: New 16k Moon and 4k Io
- Replies: 34
- Views: 20226
Reply to Don
I didn't mean to slight your work in the least - my understanding from the text I read on your site was that RE was based on the SG Render Earth (which, AFAIK, is at ~10.5k), and that you had patched it with the ocean from your 32k Earth in progress. The main reason I did mine is that my favorite of...
- 21.02.2004, 17:52
- Forum: Textures
- Topic: 16k spec map using DXT1A alpha channel
- Replies: 5
- Views: 4168
Yeah, I thought as much
dxt1 has what, 17-18 effective/uncompressed bits per pixel, and if 6 are taken up by the 'z' constituent of the surface normal, and effective range of x and y constituents is only 3-4 bits for each, that means a dxt1 normal map would look worse than a 6 bit bumpmap. I installed Cygwin in any case so...
- 21.02.2004, 04:36
- Forum: Textures
- Topic: First Try at a Planet Texture
- Replies: 8
- Views: 5587
A suggestion
Very impressive. Is this Lunacell? Some suggestions that might improve the planet even more - from someone who's admittedly not at the stage of planet building from scratch at this point in my texture hobby. Consider adding a bit more color variation to the night lights/lava layer - right now it loo...
- 21.02.2004, 01:01
- Forum: Textures
- Topic: 16k spec map using DXT1A alpha channel
- Replies: 5
- Views: 4168
16k spec map using DXT1A alpha channel
Since I recieved a handful of requests, I'm converting my 'Home Planet' 16k Earth textures I originally made for the Orbiter community to Celestia .dds format. While it could readily use any normal/cloud/light map, it makes a lot of sense to package the specular map with the surface map because of h...
- 20.02.2004, 00:40
- Forum: Add-on development
- Topic: New 16k Moon and 4k Io
- Replies: 34
- Views: 20226
Terrier
Terrier: I don't plan on reissuing this Moon as a VT. In the works is another version of the Moon, with 1) superior matching of highland/maria albedo (artificially exaggerated in the 750nm/near-IR greyscale source) to true-color CCD imagery, while retaining contrast in both, 2) less color saturation...
- 19.02.2004, 23:26
- Forum: Textures
- Topic: Obtaining the 23k Viking merged color/MDIM 1.0 map
- Replies: 8
- Views: 5128
Another word for Jestr
With that Viking color map, I'm having a hard time improving much over an unweighted (set transparency/blend to 50%) average of red and blue channels, followed by a linear color remapping in each of the three channels, with the color triplet (0,0,0)->(68, 58, 68) and (255,255,255)->(255,255,255). It...
- 19.02.2004, 21:39
- Forum: Textures
- Topic: Obtaining the 23k Viking merged color/MDIM 1.0 map
- Replies: 8
- Views: 5128
Synthetic color
A lot of planetary imagery is taken with filters that don't correspond to human eyesight - Voyager color images are frequently 2 color images in orange and violet, with synthetic green. The Clementine based maps that you've seen before are green because they mapped blue to blue, near-IR to green, an...
- 19.02.2004, 21:10
- Forum: Add-on development
- Topic: New 16k Moon and 4k Io
- Replies: 34
- Views: 20226
Home Planet Earth
Okay, I'll post four files: 1) 16k surface/ 16k specular - which differ markedly from BM in sea-ice, so really should downloaded together - is .dds acceptable for spec fmaps? 2) 8k lights - tiny file, but higher res not done yet. 3) 8k clouds - should I bother? Only advantage is more realistic arcti...
- 19.02.2004, 08:44
- Forum: Textures
- Topic: Amalthea textures need correction
- Replies: 5
- Views: 3369
Maybe, maybe not
Two kinds of sawtooth effects are at work in the mesh - 1) from the fixed threshold for sharp edge rendering under OpenGL/DirectX, and 2) because the seam between -180 degrees and +180 degrees in the adaptations from spherical coordinates in most of the meshes was never closed, graphics cards don't ...
- 19.02.2004, 01:31
- Forum: Textures
- Topic: 32k Earth-Clouds Experiments
- Replies: 27
- Views: 16667
DBrady: response
I haven't even started looking at the 43k MODIS cloud set - that's why I questioned about the poles. At present they're just a gleam in my eye. 16k clouds would only make sense as VTs - DXT3 is out of the question at that scale, and as of yet, I don't have any experience making VTs. If anyone knows ...
- 19.02.2004, 01:00
- Forum: Textures
- Topic: Obtaining the 23k Viking merged color/MDIM 1.0 map
- Replies: 8
- Views: 5128
Jestr, thanks.
You rock - I had tried to obtain access to this site before, but it was down. The Viking map is a merge of a medium resolution color map, made from the red and purple Viking orbiter filter mosaics, with a synthetic green channel, and a higher resolution clear/bw channel. As far as I know, its the on...
- 19.02.2004, 00:50
- Forum: Add-on development
- Topic: New 16k Moon and 4k Io
- Replies: 34
- Views: 20226
Any interest in a set of 16k textures for Earth
I've also prepared a set of 16k textures for Earth (surface, specular map, bump map, and night lights) and 8k clouds, primarily for the Orbiter space simulator. They are similar to Don's Realistic Earth, but are entirely 16k with no upsampling from the lower res Space Graphics render Earth. Realisin...
- 18.02.2004, 23:52
- Forum: Textures
- Topic: Obtaining the 23k Viking merged color/MDIM 1.0 map
- Replies: 8
- Views: 5128
Yes, I've tried the PDS map server
I've placed orders for full resolution maps, for hemispheres, and for semi-hemispheres, in .tiff, .raw, and even .jpg format, with no luck. As far as I can tell, the automated system is rejecting my inquiries as being too large, and I'm getting filed in the junk mail folders of all the email contact...
- 18.02.2004, 23:17
- Forum: Textures
- Topic: Obtaining the 23k Viking merged color/MDIM 1.0 map
- Replies: 8
- Views: 5128
Obtaining the 23k Viking merged color/MDIM 1.0 map
Has anyone had any luck finding a contact (David Seal at JPL, or anyone
at USGS Flagstaff) that can provide access to this source material.
I've sent a volley of emails to any reasonable contact I can find regarding
these with no luck so far.
Thanks
Darryl Roy
sombrehombre@hotmail.com
at USGS Flagstaff) that can provide access to this source material.
I've sent a volley of emails to any reasonable contact I can find regarding
these with no luck so far.
Thanks
Darryl Roy
sombrehombre@hotmail.com
- 18.02.2004, 23:13
- Forum: Textures
- Topic: 32k Earth-Clouds Experiments
- Replies: 27
- Views: 16667
It will be easier working with larger tiles.
DBrady: I'm working on a similar project for Orbiter (only 16k though) Yours, needless to say, put my little project to shame. I suggest you color, bumpmap, and adjust shadow color in GIMP/Photoshop with 8192x8192 tiles, then chop up for the VTs - this should reduce scaling artifacts and speed the p...