Posts by bidmaron
- 06.01.2007, 21:04
- Forum: Petit Bistro Entropy
- Topic: Submarine sea trials
- Replies: 7
- Views: 6548
Submarine sea trials
Well, what I am discussing is not classified. It is all public record if you do the research. Just trying to discuss the things that I think scientifically minded folks like many that use Celestia might be interested in. If there are other areas, I'll do my best to discuss as classification permits.
- 06.01.2007, 20:57
- Forum: Celestia Users
- Topic: Random universe generation using Astrosynthesis and Celestia
- Replies: 23
- Views: 16270
Atmosphere conversion
Well, if someone will do the research, I'd be happy to convert that to code, but I have other priorities than doing such research right now. I agree it would be nice, but... only so much time
- 06.01.2007, 20:50
- Forum: Petit Bistro Entropy
- Topic: Submarine sea trials
- Replies: 7
- Views: 6548
Sea Trials (cont)
I will have to wait until the rest of my family returns from the holidays to get my photos, but I'm afraid I only have photos of the exterior. I didn't take any from in-hull. Anyway, the submarine had completed their refueling overhaul, which is normally a two year period during which the reactor ge...
- 06.01.2007, 06:53
- Forum: Petit Bistro Entropy
- Topic: Submarine sea trials
- Replies: 7
- Views: 6548
Submarine sea trials
Well, I am finally returning from leave after completing sea trials on USS Jacksonville SSN 699, and Selden thought there might be some interest in my discussing some of my experiences. First, as for my background, I have been in the Navy for 23 years now and commanded USS DALLAS (SSN 700) for 3 yea...
- 13.12.2006, 01:31
- Forum: Celestia Users
- Topic: Random universe generation using Astrosynthesis and Celestia
- Replies: 23
- Views: 16270
Atmosphere
Sorry for the late reply, but work has been busy, and I go to sea tomorrow for sea trials on one of my submarines. I won't be back for several days, so when you reply to this, don't worry if it takes me a while to get back. As for your question, no I had not thought of converting atmospheres into gr...
- 01.12.2006, 04:05
- Forum: Celestia Users
- Topic: Random universe generation using Astrosynthesis and Celestia
- Replies: 23
- Views: 16270
Re: Random universe generation using Astrosynthesis and Celestia
As I get to the code to deal with close multiples, I'll let you know and see if you have any preferences on it. As for the surface textures, the ones AS generates, while pretty good, don't include cloud textures, night textures, and other advanced features of Celestia. My thoughts right now are to c...
- 30.11.2006, 00:58
- Forum: Celestia Users
- Topic: Random universe generation using Astrosynthesis and Celestia
- Replies: 23
- Views: 16270
Re: Random universe generation using Astrosynthesis and Celestia
Yes, I have made a lot of progress, but I'm still not done. Right now, I have both export and import scripts that will take data either from Celestia to Astrosynthesis or the other way around. When you take data into Astro, you have the option of converting each ssc file into a 'subsector' (and an a...
- 16.11.2006, 04:31
- Forum: Scripting
- Topic: Is this possible yet?
- Replies: 6
- Views: 9066
Hooks ready?
Are the Lua hook patches ready yet? Will it be in 1.5 release? Is there going to be a hook in the rendering part or just overlay? (by overlay, I presume you mean the constellation and boundary stuff?) Would it be possible to use your hooks to force the drawing of an image (e.g. to implement constell...
- 31.10.2006, 12:28
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12481
My thanks
It worked! It was the step to convert the mask to the alpha channel I was ignorant about. I assumed the mask WAS an alpha channel, and that's why my image had no transparency. Thanks to all!
--Dale--
--Dale--
- 31.10.2006, 02:55
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12481
Thanks for PSP help
The image of concern is below:
I'd sure be grateful if you can give me the step by step to have a transparent background and a ghostly scarab translucent image (about 50% is what I'm looking for).
I'd sure be grateful if you can give me the step by step to have a transparent background and a ghostly scarab translucent image (about 50% is what I'm looking for).
- 31.10.2006, 00:11
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12481
PSP Help
OK, I set the preference as you describe, but now when I save it and load it in Celestia, the background is solid white. I'm feeling pretty dumb, but I just can't figure out how to get PSP to make a translucent png. It looks translucent in PSP, but when loaded is either like I showed before or shows...
- 30.10.2006, 04:36
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12481
Transparency problem
Selden, I fear this may be the problem, but I don't know how to fix it. I'll try a mask layer with a 50% opacity set on the bug outline and 0% opacity elsewhere and see how that works. Appreciate the help. I can't afford Photoshop, but if I can't get PSP working, I guess I'll have to figure out how ...
- 29.10.2006, 20:07
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12481
Billboard CMOD tutorial
Selden, I am following (or tyring, anyway) your instructions on the CMOD billboard at http://www.lepp.cornell.edu/~seb/celestia/billboard-cmod.html Here is a screenshot of how my 512x512 png looks in PSP: http://img159.imageshack.us/img159/7945/pspshotdb2.png But here is how the screenshot in Celest...
- 28.10.2006, 20:31
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12481
Nebula texture trouble
I am having trouble getting my nebula png to have the desired transparency. I would post the images, but I can't even figure out how to get this forum to post images. Anyway, the image shows up with 50% transparency just perfect in Paintshop Pro, but when I view the nebula in Celestia, the backgroun...
- 28.10.2006, 00:14
- Forum: Celestia Users
- Topic: Milkyway question
- Replies: 1
- Views: 2125
Milkyway question
I am working on the Celstia<->Astrosynthesis converter. When inside the Milkyway galaxy, the star cloud displayed--is this programatically done or is there some kind of control over this at the user level that I haven't discovered? I ask because I want to know what happens if the user creates a new ...
- 28.10.2006, 00:10
- Forum: Celestia Users
- Topic: DOWNLOAD Celestia patch3 final: sound, image/text overlay...
- Replies: 79
- Views: 74413
Update for 1.5
It is unclear from this thread ---what was the final decision? Which of this patches functionality will be in 1.5?
- 27.10.2006, 21:54
- Forum: Bugs
- Topic: starnames.dat question
- Replies: 6
- Views: 4805
HIP # solution
Guess I missed that fact. This is certainly workable. Perhaps I can do something about collisions of existing add-ons.
--Dale--
--Dale--
- 27.10.2006, 20:54
- Forum: Bugs
- Topic: starnames.dat question
- Replies: 6
- Views: 4805
HIP number collisions
While we're on the subject of modifications and updates, the issue of HIP number collisions also should be dealt with. There should be an option in an SSC/STC to replace the HIP number with something such as '#' and a name such that the program takes the next unused HIP number as its unique id. For ...
- 27.10.2006, 01:34
- Forum: Bugs
- Topic: starnames.dat question
- Replies: 6
- Views: 4805
starnames.dat question
The starnames.dat file has several stars with names separated by colons (e.g. 677:Alpheratz:Sirrah:ALF And:21 And:DEL Peg, which is displayed on Celestia when you enter 'Alpheratz' as [alpha] And A/HIP 677/HD 358/SAO 73765, where [alpha] is greek alpha letter). What does it mean when you have more t...
- 12.10.2006, 11:24
- Forum: Development
- Topic: Adding Lua Hooks to Celestia
- Replies: 29
- Views: 25738
Adaptive parser
Why not add a hook such that any Celestia-uncrecognized token in an stc or ssc or dsc file is passed to the Lua hook for parsing by a Lua routine? This would permit new objects to be defined in catalog files without changing base Celestia code and to add parameters (e.g. for games, like 'Population'...