Posts by Troy
- 04.11.2003, 02:34
- Forum: Development
- Topic: Minor configure.in Change
- Replies: 0
- Views: 1658
Minor configure.in Change
Some systems ( like my Gentoo Linux ) have multiple instances of Autoconf installed for compatability reasons, and they use a script to determine which version needs to be run for a given project. For Gentoo, this script looks for: # - defaults to autoconf-2.13 # - runs autoconf-2.57 if it exists an...
- 02.11.2003, 13:20
- Forum: Development
- Topic: Add-On Manager Discussion
- Replies: 22
- Views: 17404
Re: Add-On Manager Discussion
Great job on the design doc, don! :) I've been working hard to get OpenGL working under my development environment. Once that is fixed I'll be happy to help with both the KDE gui for the addon manager and the new Celestia backend code that would be required. I agree with Christophe that this isn't t...
- 31.10.2003, 03:15
- Forum: Development
- Topic: Add-On Manager Discussion
- Replies: 22
- Views: 17404
Re: Add-On Manager Discussion
Hi Christophe, I agree zip may not be the best solution. My plan could even work with each package unzipped into it's own subfolder. In any case, I'm sure you can agree that no user should have to manually edit a text file ( read: *.ssc ) to get an addon to work, nor should they have to worry about ...
- 30.10.2003, 23:48
- Forum: Development
- Topic: Add-On Manager Discussion
- Replies: 22
- Views: 17404
Re: Add-On Manager Discussion
IMHO, no addon system would be useful without a way to manage the data currently stored in SSC files. My recommendations: - Store ALL data in the new addon data package format. ( ie zip files ) Remove the textures, extras, and models directories ( shaders too? ) Like files would then be grouped toge...
- 30.10.2003, 23:08
- Forum: Celestia Users
- Topic: Question to users who know C++
- Replies: 56
- Views: 23767
Re: Question to users who know C++
Wow, this is kinda exciting. I don't post around here much, ( in fact I haven't really checked the forum for a couple of months. ) so if no one knows who I am I'll forgive ya. :wink: I'm a C++ programmer w/ Qt GUI experience and basic OpenGL experience. I didn't realize the Celestia project was recr...
- 19.04.2003, 02:30
- Forum: Development
- Topic: Timed Texture Reload
- Replies: 0
- Views: 1746
Timed Texture Reload
Could I interest the Celestia developers in including code in .ssc files to automate new texture downloads? This code could be useful in obtaining current cloud maps for earth ala XPlanet: Atmosphere { CloudMap "http://www.mirror.com/earth-clouds2k.png" MapUpdate 10800 ... The MapUpda...
- 19.12.2002, 10:47
- Forum: Bugs
- Topic: trouble on a TNT card
- Replies: 8
- Views: 4838
trouble on a TNT card
O.K. I tried to install celestia on a system with Win-2k a 350 Megaherts pentum 2 Processor and an old Nvidia TNT card. But it is very choppy, even with the low res textures :cry: . I cant even play Quake III it sys it cant initulise OpenGL, is this my problem, and if so can somebody provide a DIRE...
- 03.12.2002, 07:10
- Forum: Celestia Users
- Topic: What Video Card Are You Using?
- Replies: 59
- Views: 31605
Re: What Video Card Are You Using?
NVidia TNT2 32meg
I also have a GeForce2 32... PCI!!! It's useless if I have any desire to play audio.. even browsing the web with it causes choppy music playback. I've traced it back to NVidia's drivers.
I also have a GeForce2 32... PCI!!! It's useless if I have any desire to play audio.. even browsing the web with it causes choppy music playback. I've traced it back to NVidia's drivers.
- 03.12.2002, 07:00
- Forum: Textures
- Topic: Neptune Clouds
- Replies: 4
- Views: 5146
Re: Neptune Clouds
Hello, That's not a bad start. The biggest recommendation I can make from the avi is that you won't want the white cloud whisps to move through the great dark spot. I would just move that whisp somewhere else and avoid the spot completely since Celestia can't warp the cloud texture around it. :) You...
- 23.11.2002, 06:47
- Forum: Textures
- Topic: Jupiter and Neptune textures, anyone?
- Replies: 32
- Views: 23314
Re: Jupiter and Neptune textures, anyone?
Ack!!!
Nice texture on the Neptune rings, but I guess no one remembered mine that I posted a while back.
Neptune Texture + Neptune Rings
Triton Texture
Neptune Rings Only
Original Post
Nice texture on the Neptune rings, but I guess no one remembered mine that I posted a while back.
Neptune Texture + Neptune Rings
Triton Texture
Neptune Rings Only
Original Post
- 15.11.2002, 08:01
- Forum: Textures
- Topic: ddsproblem_earth_mars
- Replies: 5
- Views: 5506
ddsproblem_earth_mars
I don't know what I'm doing wrong but I can't get highres texture to work. I've been trying serveral times to put the ddsfiles into the texture\medres map but when I start Celestia You only see a bad texture. It seems that the program cant read the highres files. I have the latest version of Celest...
- 15.11.2002, 06:52
- Forum: Textures
- Topic: New source material for star textures?
- Replies: 6
- Views: 7478
Re: New source material for star textures?
Ok 4k for jpg is a bit much so Im making them 2k instead...anyhoo heres the m class star...since it has the best detail...I am wondering if in one of the next versions if the flare can be rendered behind the star instead of in front...This will bring out tons of detail... Wow, that was fast! :) Wel...
- 14.11.2002, 17:11
- Forum: Textures
- Topic: New source material for star textures?
- Replies: 6
- Views: 7478
New source material for star textures?
I'm sure many of you have already seen this, but a story on Slashdot presents a new Swedish telescope in this story that can image the sun more accuratly than ever before. Although the site is currently suffering from the slashdot effect, you can see one of it's images here . I hope this can inspire...
- 24.10.2002, 06:15
- Forum: Textures
- Topic: Painting the Poles
- Replies: 2
- Views: 3892
Re: Painting the Poles
Thanks for your reply Rassilon, but could you explain how I should use Flexify? I first projected my texture from 'equirectangular' to 'polar', then I made my changes. However, I can't seem to reverse the projection. Trying to go from 'polar' to 'equirectangular' made a mess, as did all the other 'o...
- 23.10.2002, 20:04
- Forum: Textures
- Topic: Painting the Poles
- Replies: 2
- Views: 3892
Painting the Poles
Hello all, I'm trying to finish a new texture, but I'm having a little trouble with the poles. I used the Photoshop 'Polar Coordinates' filter to paint them, but when I check out the texture in Celestia, there is still a noticable shearing at the poles ( although it does look better than when I hadn...
- 06.10.2002, 06:30
- Forum: Celestia Users
- Topic: Chris! A few suggestions for Celestia 125 final/126
- Replies: 9
- Views: 4948
Chris! A few suggestions for Celestia 125 final/126
chris wrote:Mir will remain in the default installation, but I've added (just last night) Beginning and Ending fields to .ssc object definitions.
Wow, I wasn't expecting that so quickly. You're my hero.
- 01.10.2002, 23:34
- Forum: Celestia Users
- Topic: A bit of info...
- Replies: 5
- Views: 3504
Re: A bit of info...
Have you looked at http://www.dixiesys.com?
- 01.10.2002, 08:24
- Forum: Development
- Topic: Fun with time (Collisions, Explosions, Collapses)
- Replies: 12
- Views: 8787
Re: Fun with time (Collisions, Explosions, Collapses)
I love all these ideas and would love to see them implemented at some point. However, I think it would be prudant to concentrate on the most profound, yet basic changes required to make all these ideas work. They are: 1) Multiple orbit definitions per body 2) Start/End times per orbit 3) Reparenting...
- 28.09.2002, 10:39
- Forum: Celestia Users
- Topic: What is "hires", "medres", "lores"
- Replies: 3
- Views: 3225
Re: What is "hires", "medres", "lores"
And can i do something like that in Windows? I'm afraid not. :( I even tried renaming my .png to a .jpg to match what was already in the .ssc, but apparently Celestia's texture reader depends on the file name extension to determine the file type, rather than peeking into the header. ( This is my be...
- 27.09.2002, 14:29
- Forum: Bugs
- Topic: Negative Time Display in 1.2.5 pre
- Replies: 0
- Views: 1627
Negative Time Display in 1.2.5 pre
If you travel back in time to January 1st, -4715 and continue to travel backward through time, the Month/Day/Time display will begin to display incorrect data. First it begins counting the time for January 0 -4715, then it starts displaying the month 0. Once we go through that month, the year change...