I download EarthBump & MarsBump files, plase it in to Celestia\textures\medres folder, and edit solarsys.ssc file, but surfaces of planets stay flat! It's not work! What can i do with this?
And second question: 'normal map' - what is it, and how use it?
My system is Athlon XP 2500+ FX5700 DDR3200-512Mb.
PS Sorry for bad English.
Help! BumpMapping is not work!
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Hello,
You have to check your syntax first; those lines are for bump mapping:
(you can change the value for bumpheight)
This one replace the 2 above if you use normal map:
(where xxxxxx is the name of your file)
Normal maps, are another way to do bump effect; it is based on normals wich are vectors giving a direction for the light to react with a surface...
You should do some search in the forum for more info...
If you still have problems, check your OpenGL info to give us the detail of your config.
Bye
You have to check your syntax first; those lines are for bump mapping:
Code: Select all
BumpMap "xxxxxxxx.*"
BumpHeight 2
(you can change the value for bumpheight)
This one replace the 2 above if you use normal map:
Code: Select all
NormalMap "xxxxxxxxx.*"
(where xxxxxx is the name of your file)
Normal maps, are another way to do bump effect; it is based on normals wich are vectors giving a direction for the light to react with a surface...
You should do some search in the forum for more info...
If you still have problems, check your OpenGL info to give us the detail of your config.
Bye
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Topic authorFenyx
- Posts: 9
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- Location: Russin Federation
Yes, i wrote this lines. No effect.
OpenGL Info:
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5700/AGP/SSE/3DNOW!
Version: 1.5.3
Max simultaneous textures: 4
Max texture size: 4096
Supported Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
OpenGL Info:
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5700/AGP/SSE/3DNOW!
Version: 1.5.3
Max simultaneous textures: 4
Max texture size: 4096
Supported Extensions:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
The model of graphics card that is in your system should have no problems displaying bumpmaps or normalmaps.
Celestia already provides a bumpmap for Mars. Do the volcanos of Mars look like hills or circles before you try to use different texture files? Do you see them change as you switch from one Render Path to another? (Type Ctrl-V several times to change render paths.) What Render Paths does Celestia say that it's using?
Celestia already provides a bumpmap for Mars. Do the volcanos of Mars look like hills or circles before you try to use different texture files? Do you see them change as you switch from one Render Path to another? (Type Ctrl-V several times to change render paths.) What Render Paths does Celestia say that it's using?
Selden
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Topic authorFenyx
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Yes, Celestia says that it's using all modes (by svitching Ctrl+V). The image differences in each of this modes. I trieng to use NormalMap for Earth (normal map - 8k) - it's working! But with wery long delays between show next screen (wery low FPS i mean). If i reduce resolution of it's image (normal map) to 4k with graphics redactor, then program run fast, but surface becomes flat. Default textures on Mars is working! Maybee i do'nt see effect bacause hires surfaces maps alredy has shadows? What textures i need tu use for better result? And what is "xxxtopo.xxx" textures?
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Fenyx wrote:Default textures on Mars is working! Maybee i do'nt see effect bacause hires surfaces maps alredy has shadows? What textures i need tu use for better result? And what is "xxxtopo.xxx" textures?
That could be it. If you have a surface map with a LOT of shadows, a bump map might not show through. Also...
I download EarthBump & MarsBump files, plase it in to Celestia\textures\medres folder, and edit solarsys.ssc file, but surfaces of planets stay flat
...you wrote "stays flat" - as far as I know (and correct me if I'm wrong someone), the bump and normal maps don't actually RAISE the surface at all, they just control shadow casting. So the surfaces are ALWAYS flat. The shadows are just illusions - and ones that only work from certain angles and distances.
Steven Binder, Mac OS X 10.4.10
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BlindedByTheLight wrote:...and ones that only work from certain angles and distances...
OOpps, small correction, bump mapping (as normal mapping) is visible from all angles and distances... the effect seems to disapear only in certain case and if the light comes just from behind you; the definition of the map will also make the result more or less visible. The use of an unshaded color map is more than recommended.
Bye
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Topic authorFenyx
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BlindedByTheLight wrote: The shadows are just illusions.
Yes, i know! And i do'nt see this illusion!
I test it again. On Mars normal&bump maps both work (~60fps). On Earth it's work only if resolution of those textures is 8192x4096! But it work WERY slow (~1-2fps). If resolution of bump or normal map less than 8k? then it's do'nt work! It's true, i wery attentively investigate resulting image! If res. is 8k then effect present, and seeng well! if res. is less than 8k, then no effect present!
Fenyx,have you tried any of the VT textures (Virtual textures) available on the motherlode site,these are a lot bigger resolution but cut up into smaller pieces,so you only use the tiles for the part of the planet you are currently over.It will run a whole lot smoother in Celestia especially dds format (if your graphics card can use these),Jestr
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Fenyx wrote:Yes, i know! And i do'nt see this illusion!BlindedByTheLight wrote: The shadows are just illusions.
Oops... sorry for the confusion. It's just that when you wrote:
but surfaces of planets stay flat
I was under the impression that you were under the impression the normal/bump maps actually "physically" raised the surface features off the flat sphere of the planets - which they don't. In other words, the surfaces ARE always completely flat (even on Mars, even with the bump maps)... and your statement that the "surfaces of planets stay flat" made me think you didn't understand that.
In any case, the fact that you see the effect on Mars but not on Earth (except at very high texture resolutions) makes me think the problem isn't a "problem" at all... it's just that Earth's various elevations really aren't all that elevated (compared to Mars) and thus don't stand out all that much, period, and even less so with lower res textures. Unless I'm at the Himalayas or the Rockies I can BARELY notice the effects on Earth (unless I cheat and change the bump map's height in the SSC).
The only other thing I can think of is that the difference in Earth's bumping has nothing to do with the size of the textures - just that they are DIFFERENT textures -- and maybe one add-on is properly configured whereas another is not (either a bad SSC or something like that).
Hope that helps.[/quote]
Steven Binder, Mac OS X 10.4.10
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Topic authorFenyx
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It's to big for my dialup connection!jestr wrote:Fenyx,have you tried any of the VT textures
No! The 4k bumpmap texture i make from 8k texture by lovering resolution in graphics redactor!BlindedByTheLight wrote:The only other thing I can think of is that the difference in Earth's bumping has nothing to do with the size of the textures - just that they are DIFFERENT textures
BlindedByTheLight wrote:I was under the impression that you were under the impression the normal/bump maps actually "physically" raised the surface features off the flat sphere of the planets
I can't communicate freely in english. Sorry.
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[quote=]No! The 4k bumpmap texture i make from 8k texture by lovering resolution in graphics redactor![/quote]
Well, that only makes me more suspicious then... since you are making these textures yourself, are you ABSOLUTELY sure that you have created the add-on properly? Addons are very tricky... you need to have files in the right places, you need to have file extensions correct in the SCC, you need to make sure the SSC is written correctly. Since you have made these textures yourself, are you absolutely sure that they are loading properly? Because, as far as I can tell, that still seems to be the most likely cause of your problem - which is NOT that the texture doesn't work, just that you are doing something incorrect with the way the texture is supposed to load.
Another way of putting this... why don't you post:
1) EXACTLY what you did to make this texture
2) Where ALL the files are stored
3) Post your SSC so we can look at
The trouble could easily be in 1-3... in fact, it often is.
Well, that only makes me more suspicious then... since you are making these textures yourself, are you ABSOLUTELY sure that you have created the add-on properly? Addons are very tricky... you need to have files in the right places, you need to have file extensions correct in the SCC, you need to make sure the SSC is written correctly. Since you have made these textures yourself, are you absolutely sure that they are loading properly? Because, as far as I can tell, that still seems to be the most likely cause of your problem - which is NOT that the texture doesn't work, just that you are doing something incorrect with the way the texture is supposed to load.
Another way of putting this... why don't you post:
1) EXACTLY what you did to make this texture
2) Where ALL the files are stored
3) Post your SSC so we can look at
The trouble could easily be in 1-3... in fact, it often is.
Steven Binder, Mac OS X 10.4.10
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Topic authorFenyx
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- Location: Russin Federation
Yesssssssssssss!!!! I found the Celestia's BUG! (I mind).
If color dephth of textures is 32bpp (in .png format only!), then it's wirk! If color dephth is 24bpp then ANY textures (surface/bump/normal) is do'nt load and not work! In's all, my problem is down! The safe of drowings is affayr of them own hands! Thank's to all.
If color dephth of textures is 32bpp (in .png format only!), then it's wirk! If color dephth is 24bpp then ANY textures (surface/bump/normal) is do'nt load and not work! In's all, my problem is down! The safe of drowings is affayr of them own hands! Thank's to all.