Posts by LoneHiker
- 11.11.2006, 05:25
- Forum: Celestia Users
- Topic: help!
- Replies: 5
- Views: 4139
Re: help!
I see your 128k texture has come into question from t00fri. Is it the surface texture level 5 or the specular that is being debated, or both? I don't presume to speak for t00fri, but I can address the generalities of your question. The reason some people have chosen not to use the 128k texture is b...
- 31.10.2006, 16:01
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12494
Re: 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-- Hello Dale, I'm glad you were able to get it to work. :) This is one of those things that seems so ...
- 31.10.2006, 06:15
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12494
Re: Thanks for PSP help
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 opened the image in PSP and there is nothing saved in the alpha channel. (I'm using PSP X so for other versions these instructions ...
- 31.10.2006, 01:39
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12494
Re: 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 show...
- 30.10.2006, 06:16
- Forum: Celestia Users
- Topic: Nebula texture trouble
- Replies: 16
- Views: 12494
Re: 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...
- 22.10.2006, 22:50
- Forum: Celestia Users
- Topic: Logarithmic functions and shell scripting
- Replies: 3
- Views: 3110
Re: Logarithmic functions and shell scripting
With zsh there is the mathfunc module that you just have to load like so in your shell scrip: zmodload zsh/mathfunc Thanks for pointing me in the right direction, Fridger. I'll look for more information on this. BTW, I added two new arguments to virtualtex to work with the eight BMNG monthly tiles....
- 22.10.2006, 22:07
- Forum: Celestia Users
- Topic: Logarithmic functions and shell scripting
- Replies: 3
- Views: 3110
Logarithmic functions and shell scripting
I had the idea of writing a shell script that would reduce a texture to the nearest power of two before tiling it into virtual textures. But it would require a logarithmic function (and a floor and exponent function). I have very little experience with shell scripting and I'm unsure these functions ...
- 21.10.2006, 05:54
- Forum: Textures
- Topic: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
- Replies: 81
- Views: 65734
Re: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
DXT1 compression ratios are 6:1 to 8:1 DXT3/DXT5 compression ratios are 4:1 The doubling of size you were getting between DXT1 and DXT3 is normal. ;) BTW, I found out certain older Nvidia cards (mine included) have an issue with DXT1 in that only 16-bit color precision is used (instead of 32-bit). T...
- 21.10.2006, 05:25
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Re: Update to virtualtex needed?
Cartrite,
I concur. I did have some line ending issues earlier, but those were resolved and aren't related to these other problems. Good work.
Lone
I concur. I did have some line ending issues earlier, but those were resolved and aren't related to these other problems. Good work.
Lone
- 19.10.2006, 17:10
- Forum: Textures
- Topic: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
- Replies: 81
- Views: 65734
Re: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
Maybe I'm a bit dense but I didn't notice any compression at all. I tried the conversion on the level1 files and with dxt1, the size was 2.6 mb and with dxt3, it was 5.3 mb for *every* converted file. I used the command C:\Programme\NVIDIA Corporation\DDS Utilities>nvdxt -all -deep C:\temp\BMNG\tex...
- 18.10.2006, 17:02
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Re: Update to virtualtex needed?
I have just confirmed again that at least virtualtex 1.03 (try it!) runs well with the latest cygwin installation and using zsh on my core 2 duo notebook. And I have confirmed that virtualtex 1.03 works using bash. :) Here is the link: http://www.celestiaproject.net/~t00fri/virtualtex_1.03 I don't ...
- 18.10.2006, 05:43
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Re: Update to virtualtex needed?
cartrite wrote:LoneHiker,
Just to make sure, which instructions did you follow? The ones in Dummies.pdf?
I tried both that and the instructions by wcomer in the original thread:
http://www.celestiaproject.net/forum/viewtopic ... c&start=30
Lone
- 18.10.2006, 05:37
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Re: Update to virtualtex needed?
Hi Fridger, I'm addressing this to you specifically just to let you know I understand why you may be loathe to take on problems people may have with virtualtex and Cygwin. There are just so many variables--from user error to line ending issues to changes in Cygwin--that it would be a never ending pr...
- 17.10.2006, 13:52
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Re: Update to virtualtex needed?
Like I said, I got an earlier version of the script to run, so it's not critical to me personally that the latest publicly available version works with the most recent Cygwin--especially if Fridger has chosen to devote his talents to something with much greater potential usefulness. I'm going to use...
- 17.10.2006, 09:43
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Re: Update to virtualtex needed?
t00fri wrote:Sorry I am very busy professionally right now, but yes I have written a number of (unpublished) updates of my script. It would be good if you refer to the version number of what you are using!
Version: 1.04, 02/15/05
http://www.celestiaproject.net/~t00fri/virtualtex
Lone
- 17.10.2006, 04:58
- Forum: Celestia Users
- Topic: Update to virtualtex needed?
- Replies: 37
- Views: 21496
Update to virtualtex needed?
http://www.celestiaproject.net/forum/viewtopic.php?t=3089&postdays=0&postorder=asc&start=0 Back in 2003 Fridger wrote a useful script for auto-tiling virtual textures. But the script was last updated (AFAIK) in 2005. I recently installed Cygwin / ImageMagick / Netpbm according to the dir...
- 16.10.2006, 07:38
- Forum: Textures
- Topic: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
- Replies: 81
- Views: 65734
Re: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
I have just a doubt: why dxt1 and not dxt3 or something else? I suggested DXT1 because the VTs have no alpha data (as Cartrite correctly surmised). But you are also right, there is a quality difference between DXT1 and DXT3/DXT5. It's particularly noticeable in flat ocean color areas at extreme zoo...
- 15.10.2006, 13:36
- Forum: Textures
- Topic: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
- Replies: 81
- Views: 65734
Re: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
It's been a while since I did this and the computer I did it on only had 512 mb ram but I could't run the ommand "nvdxt -all -deep" if the folder I ran it on had a total size being too large. I was also converting smaller 512x512 tiles. I ran nvDXT on 512 tiles at a time (1024 x 1024) without any p...
- 15.10.2006, 13:19
- Forum: Textures
- Topic: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
- Replies: 81
- Views: 65734
Re: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
I know the BMNG VT tiles are in PNG which provide the best quality of the tiles but decrease a lot of fps probably. I hesitate to do a BMNG in DDS version but I don't know if DXT5 (with specific compresion ?) get the same result than PNG. What do you think ? BTW, I didn't mean to sound too critical...
- 15.10.2006, 12:56
- Forum: Textures
- Topic: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
- Replies: 81
- Views: 65734
Re: 64K/128K Specular Map Blue Marble Next Generation VT PNG !
I know the BMNG VT tiles are in PNG which provide the best quality of the tiles but decrease a lot of fps probably. On my modest system DDS makes the difference between being able to view a 64K set at high oblique/low altitude and not being able to. :wink: I hesitate to do a BMNG in DDS version but...