Posts by sombrehombre

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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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 ...
by sombrehombre
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 ...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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...
by sombrehombre
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
by sombrehombre
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...

Go to advanced search