Could someone please fix those corrupted archives?

General discussion about Celestia that doesn't fit into other forums.
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Redfish
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Could someone please fix those corrupted archives?

Post #1by Redfish » 09.06.2002, 19:39

on the asimov server. I really don't like downloading 80 Meg and then conclude that the archive doesn't work. Someone said they work fine for him, but can't he compress them again so they work for everyone?

About half the archives is corrupt. Mars 16k, Earth 16k and some others.
:(

D.Edwards
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The Files

Post #2by D.Edwards » 10.06.2002, 01:40

They are not corrupt as far as I can tell. I had the same problem. Do not download them through Internet Explorers built in ftp utility. Copy the links into a real ftp utility or use a download utility like Download Accelarator. The files recieved should then be fine. Good luck.

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Post #3by Redfish » 10.06.2002, 19:56

I Used WSFTP. Came out corrupted. I'll try someting else now.

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Post #4by Redfish » 10.06.2002, 21:54

Now i used netvampire to download the files earth 16k and earthclouds 8k

Wont work.

Pixel
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Post #5by Pixel » 11.06.2002, 12:36

I don't know what is wrong with your connection. I just downloaded mars_16k_dds.zip and once again it was OK - i unzipped the dds file successfully. I suppose the ftp site is located in Russia and i am from east Europe and never had problems with it. Did you logon as user-'Celestia', passwd-'uploads'?

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Post #6by Smirnov » 13.06.2002, 00:21

The server is located in my cupboard which is in the UK. Hooked up over an ADSL line.

I've checked the files before and they're not corrupted and just checked them again.

The server was heavily bogged down 2 or so weeks ago, which I suppose made an error during transit more likely, but it's been pretty quiet over the last few days.

Another thing to try is setting your FTP client to passive mode, although this shouldn't make any difference during a tranfer only when connecting.

I've have had one other report regarding non-Celestia files that got screwed up, zip files are a bit fragile, flip a bit and they go mental. So it does seem that it's mainly just these large zips that are more vunerable.

If anyone wants to send me some cash for more bandwidth and a better server, it could help solve the problems. :-)

You could try slowing the download down a bit, I know the odd times I got errors with things, it sometimes helped.

Again any mirrors would be useful.

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Redfish
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Post #7by Redfish » 14.06.2002, 07:47

I'm now downloading in passive mode, and letting the ftp program select whether it is ascii or binary file types.

And if zip files are so vulnerable, can't you uncompress them on your disk, and recompress them with winrar or winace? Because its your server, you don't have to download them first, then change the archive and then upload it again. (I hope).

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t00fri
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Post #8by t00fri » 14.06.2002, 09:09

Redfish wrote:I'm now downloading in passive mode, and letting the ftp program select whether it is ascii or binary file types.

And if zip files are so vulnerable, can't you uncompress them on your disk, and recompress them with winrar or winace? Because its your server, you don't have to download them first, then change the archive and then upload it again. (I hope).


Please, remember that Celestia is not just for Windows! Winace or Winrar are not available on most other OS's. 'zip' does exist e.g. for Unix flavors etc...

After all, you seem to be the only one with download problems.

Bye Fridger

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Post #9by Redfish » 15.06.2002, 17:33

Yeah i know.

I downloaded the earth16k.dds.zip now. It worx.
Earth_clouds8k was corrupt again.
This really shouldn't happen, but i'll keep trying :)

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Post #10by phoenix » 18.06.2002, 03:42

i mirrored and compressed those nice textures on my ftp :

ftp://212.84.245.251/

don't use passive transfers and hope you have no firewall running ;)
should work for most users...

for win-users : i think winace (http://www.winace.com) or winzip can extract .bz2 files

could someone please send me a dds-formatted cloud map 8k or better 16k wide ... the png version crashes my linux-celestia scince i recompiled it with gtk :(

greets
Phoenix
most recent celestia win32-SVN-build - use at your own risk (copy over existing 1.5.1 release)

Pixel
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Post #11by Pixel » 18.06.2002, 08:47

phoenix wrote:could someone please send me a dds-formatted cloud map 8k or better 16k wide ... the png version crashes my linux-celestia scince i recompiled it with gtk :(

greets
Phoenix



The 4k and 8k dds cloud texstures don't work with current version of Celestia. I can use 8k png however. But for me, visual differences between 2k and 8k clouds are neglectable. It is because the nature of clouds :wink:

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Post #12by phoenix » 18.06.2002, 12:27

well hmm... i use a 1k cloud texture now and there _really_ is a big difference to the 8k texture that worked before... especially if you zoom very close to the surface like i do alle the time :)

i tried a 21k x 10k texture (145 MB PNG) today and it crashed with my Geforce3 Pro 128 MB (+256 MB AGP shared PC2700 RAM) :-/
damnit :)

how do i make DDS files under linux?

greets
Phoenix
most recent celestia win32-SVN-build - use at your own risk (copy over existing 1.5.1 release)

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Post #13by t00fri » 18.06.2002, 12:44

phoenix wrote:how do i make DDS files under linux?

greets
Phoenix


Get the nvdxt tools from the NVIDIA developper site and do it under Windows. Chris promised some time ago to try the port of the source code to Linux... ;-). The good point is that there are sources. The bad one is that many system headers are missing. I am not equipped for compiling under Windows.

Have a look through the forum. There are lots of threads about making dds with nvdxt!

Bye Fridger

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Post #14by phoenix » 18.06.2002, 15:50

damnit.. i won't boot winblows just for the nvdxt-tool :evil:

first i tried to compile it under linux (with the includes from the winex-cvs-tree) but its an endless search for missing header-files :x

then i tried running it with winex itself , it seems to work but gives me this :

winex nvdxt.exe /mnt/temp/pov-archiv/earthmap.tga -outdir /tmp/
output directory /tmp/
/mnt/temp/pov-archiv/earthmap.tga --> Image is not a power of 2 (2000 x 1000) master:/downloads/Drivers/nvidia/DXT_TOOLS/Command Line#

with bigger input files (eg. my 700 MB earth-texture) it just crashes ;)

Phoenix
most recent celestia win32-SVN-build - use at your own risk (copy over existing 1.5.1 release)

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Post #15by t00fri » 18.06.2002, 16:14

phoenix wrote:damnit.. i won't boot winblows just for the nvdxt-tool :evil:

first i tried to compile it under linux (with the includes from the winex-cvs-tree) but its an endless search for missing header-files :x

then i tried running it with winex itself , it seems to work but gives me this :

winex nvdxt.exe /mnt/temp/pov-archiv/earthmap.tga -outdir /tmp/
output directory /tmp/
/mnt/temp/pov-archiv/earthmap.tga --> Image is not a power of 2 (2000 x 1000) master:/downloads/Drivers/nvidia/DXT_TOOLS/Command Line#

with bigger input files (eg. my 700 MB earth-texture) it just crashes ;)

Phoenix

I have no idea how things behave with Windows emulators (winex??).

But I never have problems with the following syntax directly under Windows:

a) for rgb (no alpha, 8:1 compression):

nvdxt -f <file>.tga -dxt1a

b) for rgba (with alpha, 4:1 compression):

nvdxt -f <file>.tga -dxt3

In each case, a file is generated in the same dir, named <file>.dds.

In case you have problems with /very/ large files, the user Pixel has an older version of nvdxt that is said to be more stable in this respect. In that case you must explicitly request mipmap generation, else the tool crashes.

Bye Fridger

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Post #16by Pixel » 18.06.2002, 16:25

phoenix wrote:
with bigger input files (eg. my 700 MB earth-texture) it just crashes ;)

Phoenix



Yea - sure. To convert to 8k dds with crappy 'nvdxt' tool you need at least 384 MB system memory. To convert to 16k dds you need at least 700MB RAM. :?
this tool allocates many buffers and doesn't check for null pointers. :x
... and don't forget that the texture size must be power of two (21k just wouldn't work).
The maximum you can achieve with GF3 (128Mb) is 16k with alpha -(dxt3) compression - the resulting dds file should be around 174MB.
For 32k (dxt1) you will need at leat 256 MB board and 1GB system ram 8O


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