Posts by Slalomsk8er

by Slalomsk8er
26.08.2005, 20:51
Forum: Development
Topic: The modelling quality discussion thread
Replies: 50
Views: 38367

Re: The modelling quality discussion thread

The 3ds export script is not officialy supported and has some issues.
I am asking me why there is a converter from a high prized commercial proprieter file format for a free opensource programm but not one single converter for a open standart file format?
by Slalomsk8er
26.08.2005, 07:43
Forum: Development
Topic: The modelling quality discussion thread
Replies: 50
Views: 38367

Re: The modelling quality discussion thread

Meanwhile the modeling, I have noticed the following: - As I was thinking making 3 models represent much more work in 2 aspects: The modeling: The use of a decimation tool is unfortunatly not the ultimate and easiest solution. Lot of meshes have to be treaten with special care, in some case you wil...
by Slalomsk8er
14.08.2005, 03:24
Forum: Development
Topic: The modelling quality discussion thread
Replies: 50
Views: 38367

Re: The modelling quality discussion thread

I suppose the automated hierachy you are suggesting would be based on size or poly count, but as I pointed on the above example, some exeption can exist like strong contrast in color or form... what about those case? This a job for a texture as the inside of the door would be a texture at about lev...
by Slalomsk8er
23.05.2005, 20:21
Forum: Development
Topic: ONE OpenGL GUI
Replies: 11
Views: 8899

Re: ONE OpenGL GUI

Looks good, I would like to try this on Linux :lol:
by Slalomsk8er
23.05.2005, 10:34
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

http://hubblesite.org/sci.d.tech/behind_the_pictures/meaning_of_color/filters.shtml http://hubblesite.org/sci.d.tech/behind_the_pictures/meaning_of_color/hubble.shtml http://hubblesite.org/sci.d.tech/behind_the_pictures/meaning_of_color/rgb.shtml http://hubblesite.org/sci.d.tech/behind_the_pictures/...
by Slalomsk8er
22.05.2005, 22:54
Forum: Celestia Users
Topic: Limit between day and night... Bug ?
Replies: 20
Views: 11237

Re: Limit between day and night... Bug ?

I do not know if this is a bug but it can be, as I observed a out of sync in the shadow on the earth and nightfall at my location.
by Slalomsk8er
12.05.2005, 17:13
Forum: Celestia Users
Topic: Envisat making sharpest ever global Earth map
Replies: 13
Views: 7902

Re: Envisat making sharpest ever global Earth map

Don, I don't know what you'd call a "real good VT utility", but my simple virtualtex script has cut many many 32k textures into tiles already with just one command during the last 2 years. Many people have used it without any problems. You dont' want a "click" menue type of structure for this, do y...
by Slalomsk8er
11.05.2005, 21:17
Forum: Celestia Users
Topic: Envisat making sharpest ever global Earth map
Replies: 13
Views: 7902

Re: Envisat making sharpest ever global Earth map

If I got it right, the land part is finished but the water part is tricky. Can you write down, what the real good VT utility has to do in detail? I know the right lib to implement this big picture manipulations ;) It looks like the celestia source is a bit over my head at the moment, but a VT utilit...
by Slalomsk8er
11.05.2005, 01:11
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

Yes and no. The things you imagine are possible to fake with textures but to get it look right an animated mesh is needed.
by Slalomsk8er
10.05.2005, 09:58
Forum: Development
Topic: Time is a spiral vortex
Replies: 25
Views: 17486

Re: Time is a spiral vortex

I think he's just referring to the movement of the solar system in space and how cool it would look if the the planets would not just show there orbits but additional there trace in space drawn like the orbits.
by Slalomsk8er
09.05.2005, 19:58
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

You are right but, the answer to question 2) [wich to skip?] should be NONE. This is obviously impossible. So this feature must be for specific objects only. Not for entire classes of objects. Why not change all ojects that have the feature? Accordingly to these answers and in order to be realistic...
by Slalomsk8er
09.05.2005, 02:17
Forum: Development
Topic: Future Development suggestion.
Replies: 11
Views: 8884

Re: Future Development suggestion.

Celestia loads things as needed. If you do scripts you know there is a command to preload textures, so your script will run better if it get to an object with a loaded texture. But this topic is a little bit tricky, because there is the memory of the graphiccard and your system main RAM. The bottom ...
by Slalomsk8er
05.05.2005, 13:34
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

Clearly, if Celestia ever will involve multi-wavelength displays, we should contemplate about a false color standard encoding to be applied to all IR imaging in Celestia. Same for UV. So people will quickly memorize the color - wavelength correspondence and can immediately read off the dominant emi...
by Slalomsk8er
04.05.2005, 01:14
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

Seemless is just asked too much for a start. Astronomers also do not use "seamless" filters in reality. In my view we should start with a discrete set that implements the most common wavelength bands that are used in astronomy/space explorations I think there are not things like common wavelength b...
by Slalomsk8er
04.05.2005, 00:41
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

I did not think about the stars! This would be a great point to start but I think we need then one more thing to o it right, the source spectum of every star in the catalog. IMHO to get the source spectum of the stars is a task for the sciense team and not that easy with the binary star errors in th...
by Slalomsk8er
02.05.2005, 23:35
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

1. logarythmical from 1pm to 10 Mm (pm, nm, um, mm, m, km, Mm) with 3 digits after the point (333.333 nm) A new texture every 0.001 nm? You don't propose to store about 400000 textures alone for the visual spectrum, do you? Nope, this says, that we would have a grain size of a 1/1000 at the actual ...
by Slalomsk8er
01.05.2005, 17:12
Forum: Development
Topic: Missed Chances without Wavelength Filters in Celestia
Replies: 26
Views: 18845

Re: Missed Chances without Wavelength Filters in Celestia

http://celestiaproject.net/forum/viewtopic.php?t=6054&start=0&postdays=0&postorder=asc&highlight= 1. logarythmical from 1pm to 10 Mm (pm, nm, um, mm, m, km, Mm) with 3 digits after the point (333.333 nm) 2. 1 and 3 band images, raw, color tables and sensor data. Where 1 band is 8bit ...
by Slalomsk8er
29.04.2005, 12:30
Forum: Development
Topic: Is it time to fork Celestia?
Replies: 85
Views: 56563

Re: Is it time to fork Celestia?

0.5; 0; 1; 0 (I hope 0.5 eqals 180?° on the y axis) * old axis quad = new axis quat
I know this is not what you asked for but I would need to look at the code to give exact units and signs.

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