OK noob help required adding Mars CTX and PNGs...

General discussion about Celestia that doesn't fit into other forums.
Topic author
NeilF
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Joined: 20.03.2005
With us: 19 years 8 months

OK noob help required adding Mars CTX and PNGs...

Post #1by NeilF » 20.03.2005, 19:38

I've so far added a couple of things to Celestia, but for the life of me cannot seem to get a Mars addon working.

I've downloaded all the parts of the "VT Mars Surface Map":-
CTX
Levels 0-2
Level 3
Level 4, parts 1,2,3 & 4.

This has given me the following files:-
Mars.ctx
level0/*various .png files*
level1/*various .png files*
level2/*various .png files*
level3/*various .png files*
level4/*various .png files*

I've tried numerous setups but Mars always looks the same.

Can someone simply tell me where these files/directories should be added/placed?

Thanks!

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selden
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Post #2by selden » 20.03.2005, 20:17

Selden

essee
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Post #3by essee » 20.03.2005, 20:35

Have you created an ssc file for this VT?
Example-
AltSurface "m46 shaded JPG" "Sol/Mars"
{
Texture "m46shaded JPG.ctx"
# NormalMap "m46Normal PNG.ctx"
}

Topic author
NeilF
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Post #4by NeilF » 21.03.2005, 20:09

essee wrote:Have you created an ssc file for this VT?
Example-
AltSurface "m46 shaded JPG" "Sol/Mars"
{
Texture "m46shaded JPG.ctx"
# NormalMap "m46Normal PNG.ctx"
}


I suspect this is what the problem is... So I've created a ".ssc" file - which I suspect is completely wrong!?

This is my current setup:-

Code: Select all

extras/
        mars/
                  mars.ssc (see below)
                  textures/
                        hires/
                        lowres/
                        medres/
                                Mars.ctx (see below)
                                Mars/
                                        level0/
                                                *png files*
                                        level1/
                                                *png files*
                                        level2/
                                                *png files*
                                        level3/
                                                *png files*
                                        level4/
                                                *png files*


My mars.ssc file (god knows what this does):-

Code: Select all

AltSurface "Mars" "Sol/Mars"
{
   Texture "Mars.ctx"
}


My Mars.ctx file:-

Code: Select all

VirtualTexture
{
        ImageDirectory "Mars"
        BaseSplit 0
        TileSize 512
        TileType "png"
}




So what's wrong please? God... I'm a programmer by profession, so if I have problems.... :(

jestr
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Post #5by jestr » 21.03.2005, 23:15

I take it you know you have to right click on Mars and select 'Alternate Surfaces-Mars' ?Jestr

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Adirondack M
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Post #6by Adirondack » 22.03.2005, 08:28

selden wrote:Have you looked through the VT Addon writeups?

One is at http://home.earthlink.net/~bobhegwood/sitebuildercontent/sitebuilderfiles/Dummies.pdf


This link doesn't work (at the moment?). Try this instead:
http://celestiamotherlode.net/creators/bhegwood/Dummies.zip
This ZIP contains also a Mars VT example.

Adirondack
We all live under the same sky, but we do not have the same horizon. (K. Adenauer)
The horizon of some people is a circle with the radius zero - and they call it their point of view. (A. Einstein)

Topic author
NeilF
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Post #7by NeilF » 22.03.2005, 08:48

jestr wrote:I take it you know you have to right click on Mars and select 'Alternate Surfaces-Mars' ?Jestr


I do now!!

From playing around I see once you've selected an alternate surface, it uses it as the default from then on... Nice!

Thanks!

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John Van Vliet
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re

Post #8by John Van Vliet » 23.03.2005, 12:06

hi have a look at my solsys.ssc

Code: Select all

...........
"Mars" "Sol"
{
   Texture "Mars.ctx"
   NormalMap "MarsNormal.ctx"
   Color   [ 1 0.75 0.7 ]
   HazeColor [ 0.5 0.5 0.5 ]
   HazeDensity 0.25
   Radius 3396 # equatorial
   Oblateness 0.0069

   Atmosphere {
.................

and this is the texture folder


Code: Select all

c:/celestia/textures/hires
                 mars.ctx
                /mars
                       /level0
                       /level1
                       ...
                       /level5
               /marsnormal
                       /level0
                       ...
                       /level5


and this is the mars.ctx

Code: Select all

VirtualTexture
{
        ImageDirectory "Mars"
        BaseSplit 0
        TileSize 512
        TileType "png"
}

Topic author
NeilF
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Re: re

Post #9by NeilF » 23.03.2005, 15:16

john Van Vliet wrote:hi have a look at my solsys.ssc

Code: Select all

...........
"Mars" "Sol"
{
   Texture "Mars.ctx"
   NormalMap "MarsNormal.ctx"
   Color   [ 1 0.75 0.7 ]
   HazeColor [ 0.5 0.5 0.5 ]
   HazeDensity 0.25
   Radius 3396 # equatorial
   Oblateness 0.0069

   Atmosphere {
.................

and this is the texture folder


Code: Select all

c:/celestia/textures/hires
                 mars.ctx
                /mars
                       /level0
                       /level1
                       ...
                       /level5
               /marsnormal
                       /level0
                       ...
                       /level5


and this is the mars.ctx

Code: Select all

VirtualTexture
{
        ImageDirectory "Mars"
        BaseSplit 0
        TileSize 512
        TileType "png"
}


Would using this "normal" be a means of using higher than 4K? For example, 8K bump maps make my video card really slow down!

jestr
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Location: Bridgwater,UK

Post #10by jestr » 23.03.2005, 15:27

He is on about using a Normal map Virtual Texture-using any Virtual Texture (VT) means that ,for example a 16k texture is cut up into smaller pieces (usually 512pixels or 1024pixels) which makes it a lot easier on your computer,Jestr

Topic author
NeilF
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Post #11by NeilF » 23.03.2005, 16:16

jestr wrote:He is on about using a Normal map Virtual Texture-using any Virtual Texture (VT) means that ,for example a 16k texture is cut up into smaller pieces (usually 512pixels or 1024pixels) which makes it a lot easier on your computer,Jestr


OK... So in the case of Mars for example, the only download in this category at Motherload is about 500megs worth? And this should run smoother on my card (Radeon 9800XT) than a 8K normal/bumpmap map?

http://www.celestiamotherlode.net/catalog/marsbump.php

jestr
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Post #12by jestr » 23.03.2005, 16:28

I dont know which texture on the Motherlode you are on about,and I dont know if a normalmap will run any different to a bump map,but a VT will work on more limited machines (which couldnt load for example an 8k texture all in one piece).DDS textures will run the smoothest of all if your machine can use these.A Virtual Texture has different sized textures depending on how close you are to the planet so it may start off with a 2048x1024 pixel texture,then 4096x2048,then 8192x4096,then 16384x8192 for when you are really close,but as the texture is cut up into more manageable chunks you will only need to use a few 1024x1024 pixel tiles when you are really close to the surface.Hope this makes things a little clearer.Jestr

Topic author
NeilF
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Post #13by NeilF » 23.03.2005, 17:07

jestr wrote:I dont know which texture on the Motherlode you are on about,and I dont know if a normalmap will run any different to a bump map,but a VT will work on more limited machines (which couldnt load for example an 8k texture all in one piece).DDS textures will run the smoothest of all if your machine can use these.A Virtual Texture has different sized textures depending on how close you are to the planet so it may start off with a 2048x1024 pixel texture,then 4096x2048,then 8192x4096,then 16384x8192 for when you are really close,but as the texture is cut up into more manageable chunks you will only need to use a few 1024x1024 pixel tiles when you are really close to the surface.Hope this makes things a little clearer.Jestr


Well... There is only on VT normal map for mars... I'll download it and give it a go... All 500-600meg of it :)

http://www.celestiamotherlode.net/catalog/marsbump.php

Topic author
NeilF
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Post #14by NeilF » 23.03.2005, 19:45

Works beautifully!

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John Van Vliet
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re

Post #15by John Van Vliet » 24.03.2005, 01:45

good to hear


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