CelestialMatters News

General discussion about Celestia that doesn't fit into other forums.
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t00fri
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Post #21by t00fri » 08.10.2007, 22:32

Hi all,

Some time ago, the three of us have submitted a formal application to the
Ibiblio consortium for hosting our Celestial Matters project on their proven server!

Today, we wish to proudly announce that a few days ago, our request was COMPLETELY approved, without ANY specific limitations in storage (despite requesting a lot)!!

We are now looking forward to a strongly increased reliability and performance of our site!

Somewhen tonight the switching will take place, and we hope to see you all at http://www.celestialmatters.org/

Cheers,

ElChristou, Fridger & Runar

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LordFerret M
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Post #22by LordFerret » 08.10.2007, 22:55

Congrats! 8) :D

ElChristou
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Post #23by ElChristou » 08.10.2007, 23:12

Tx! :wink:
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Post #24by rthorvald » 10.10.2007, 16:40

NOTE:
The Celestial Matters Forum is temporarily closed for update work. It will be back up sometime late tonight.

- rthorvald
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BobHegwood
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Post #25by BobHegwood » 15.10.2007, 16:42

rthorvald wrote:NOTE:
The Celestial Matters Forum is temporarily closed for update work. It will be back up sometime late tonight.

- rthorvald


After your Mona made some changes to the registration process, the thing
works GREAT now. Thanks to you guys too, for inviting me on. You've got
GUTS - I'll give ya that! :lol:
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN

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t00fri
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Post #26by t00fri » 15.10.2007, 22:01

Hi all,

the CelestialMatters forum was just augmented by a new board,

Textures for Celestial Bodies
Exhibit and discuss your latest textures for celestial bodies based on scientific imaging data.

http://forum.celestialmatters.org/viewforum.php?f=9

I have opened the respective activities with a "photo shooting" of two of my latest textures of the Saturn moons Iapetus (4k) and Enceladus (16k !) by means of Celestia.

Some of you might be interested.

Cheers,
Fridger
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Post #27by selden » 15.10.2007, 23:52

Fridger,

Every time I try to login on the Forum, I get an error message:
phpBB : Critical Error

Could not open fisubice template config file

DEBUG MODE

Line : 503
File : functions.php
Selden

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Post #28by t00fri » 16.10.2007, 00:02

Selden,

what a horror...looking after it right away. Sorry!

Fridger
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Post #29by t00fri » 16.10.2007, 00:25

Fixed. See you PM.

Fridger
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Post #30by selden » 16.10.2007, 00:45

Thanks!
It works fine now.
Selden

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Post #31by t00fri » 24.10.2007, 19:20

Hi all,

I am pleased to announce the fourth update of the F-TexTools, for making the greatest monster textures for Celestia, directly from the scientific imaging data:

For download at
CelestialMatters

along with a binary installer version for Windows users
which --as usual-- can be just installed by double-clicking the archive.

The main archive contains besides the sources, Makefiles and VS-2003.net project files, all the binaries for Windows, MAC-OSX-Universal (PPC and Intel) and Linux!

The one-and-only change in this pre4 version is a new routine, png2bin that may be very useful!

With it?€™s help, any .png textures can be converted to bpp x 8 bit integer binary format bpp=1,3,4), that is
supported by all other F-TexTools.

Here is a little motivating example:

Some of you may still own Mario's@Space-Graphics.com great 32k Mars texture in lossless PNG format: m46_color_32k.png. With the help of my new png2bin routine you can generate in a bit more than only 3 minutes 512 highest quality 1k x 1k, polar optimized VT tiles of level 4 from that texture with this simple commandline:

Code: Select all

> png2bin < m46_color_32k.png|txtiles 3 32768 4

So here is the practical test output, including timing info:

Code: Select all

> time bash -c 'png2bin < m46_color_32k.png|txtiles 3 32768 4'

[png2bin]: Converting PNG format to binary output
           bpp: 3  size:  32768 x 16384

[txtiles]: Input file is a 3x8 bit RGB color map: 32768 x 16384

           Generating  512 optimized VT tiles for level 4
           in PNG format,of size from 256 x 1024 to 1024 x 1024

           PNG_compression level = 1 (range: 0..9)

bin [  1024 rows of 16384 ->   1.38 s]
tile[    32 VT's of   512 ->   2.31 s]
bin [  2048 rows of 16384 ->   3.88 s]
tile[    64 VT's of   512 ->   7.32 s]
bin [  3072 rows of 16384 ->   6.55 s]
tile[    96 VT's of   512 ->  16.82 s]
bin [  4096 rows of 16384 ->   9.27 s]
tile[   128 VT's of   512 ->  26.51 s]
bin [  5120 rows of 16384 ->  12.05 s]
tile[   160 VT's of   512 ->  36.48 s]
bin [  6144 rows of 16384 ->  14.83 s]
tile[   192 VT's of   512 ->  46.56 s]
bin [  7168 rows of 16384 ->  17.63 s]
tile[   224 VT's of   512 ->  56.67 s]
bin [  8192 rows of 16384 ->  20.40 s]
tile[   256 VT's of   512 ->  66.86 s]
bin [  9216 rows of 16384 ->  23.23 s]
tile[   288 VT's of   512 ->  77.15 s]
bin [ 10240 rows of 16384 ->  26.04 s]
tile[   320 VT's of   512 ->  87.35 s]
bin [ 11264 rows of 16384 ->  28.86 s]
tile[   352 VT's of   512 ->  97.20 s]
bin [ 12288 rows of 16384 ->  31.63 s]
tile[   384 VT's of   512 -> 106.95 s]
bin [ 13312 rows of 16384 ->  34.37 s]
tile[   416 VT's of   512 -> 116.57 s]
bin [ 14336 rows of 16384 ->  37.09 s]
tile[   448 VT's of   512 -> 125.81 s]
bin [ 15360 rows of 16384 ->  39.65 s]
tile[   480 VT's of   512 -> 130.84 s]
bin [ 16384 rows of 16384 ->  41.10 s]
tile[   512 VT's of   512 -> 133.05 s]
bash -c 'png2bin < ../m46_color_32k.png|txtiles 3 32768 4'  168.69s user 5.49s system 88% cpu 3:17.02 total

Here are two nice tiles of the 512:

Click for a larger image (1024x1024):
Image
Click for a larger image (1024x1024):
Image

My new commandline tool png2bin is strictly the inverse of bin2png. Here I check with my recent 16k Enceladus texture
http://forum.celestialmatters.org/viewtopic.php?t=100
by first converting PNG -> bin and back bin -> PNG

Code: Select all

> png2bin < enceladus16k.png|bin2png 3 16384 > out16k.png

[png2bin]: Converting PNG format to binary output
           bpp: 3  size:  16384 x  8192
[bin2png]: Converting binary to PNG format output
           bpp: 3  size:  16384 x  8192
bin [  1024 rows of  8192 ->   0.77 s]
png [  1024 rows of  8192 ->  12.37 s]
bin [  2048 rows of  8192 ->   1.54 s]
png [  2048 rows of  8192 ->  25.11 s]
bin [  3072 rows of  8192 ->   2.40 s]
png [  3072 rows of  8192 ->  37.45 s]
bin [  4096 rows of  8192 ->   3.29 s]
png [  4096 rows of  8192 ->  49.49 s]
bin [  5120 rows of  8192 ->   4.12 s]
png [  5120 rows of  8192 ->  61.61 s]
bin [  6144 rows of  8192 ->   4.98 s]
png [  6144 rows of  8192 ->  73.87 s]
bin [  7168 rows of  8192 ->   5.87 s]
png [  7168 rows of  8192 ->  84.72 s]
bin [  8192 rows of  8192 ->   6.72 s]
png [  8192 rows of  8192 ->  94.18 s]

The crucial check on the identity of the two PNG images is then done with the VERY useful tool from the new NVIDIA texture tools package:

> nvimgdiff enceladus16k.png out16k.png

Image size compared: 16384x8192
Total pixels: 134217728
Color:
Mean absolute error: 0.000000 <====Great
Max absolute error: 0.000000
Root mean squared error: 0.000000
Peak signal to noise ratio in dB: 999.000000

Let me know how it goes...

Throughout, I want to cordially acknowledge active help by

Da Woon Jung <dirkpitt2050@users.sf.net> aka dirkpitt aka DW

Enjoy,
Fridger
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Access to the Professional BMNG-2 NASA Imaging Database!

Post #32by t00fri » 01.11.2007, 14:44

Hi all,

after my renewed communication with the BMNG lead scientist Reto Stoeckli, he supported that I now got access to the professional BMNG-2 NASA imaging database that is closed to the public. We are also allowed to host these latest original texture data in CelestialMatters@Ibiblio and they are free to use for everyone!
They will form a principal new input for my F-TexTools and the nmtools.

That is very good news, and indeed the connection now works very nicely. I am busy scanning what is new in there...

Bye Fridger
Last edited by t00fri on 01.11.2007, 15:07, edited 1 time in total.
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Post #33by cartrite » 01.11.2007, 14:54

This is indeed good news. :D Can't wait to see what the differences are. :wink:
cartrite
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Post #34by bh » 01.11.2007, 14:57

Good news indeed... I'm still girding my loins in preparation for my go with the textools... watch out!
regards...bh.

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Post #35by ElChristou » 18.11.2007, 19:24

A new model is available; still don't have a web page but you can find it at CM forum!
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Post #36by Cham » 18.11.2007, 19:39

ElChristou wrote:A new model is available; still don't have a web page but you can find it at CM forum!


It should be announced in the addons forum. Not in the users forum.

Thanks for this model. It's a nice one.

It's sad, however, that the resolution is low. On my large screen, and at a reasonable distance, I can see very easily the polygons on most circular parts (especially dishes and rings).
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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Post #37by ElChristou » 18.11.2007, 19:48

Cham wrote:...It should be announced in the addons forum. Not in the users forum.

Thanks for this model. It's a nice one.

It's sad, however, that the resolution is low. On my large screen, and at a reasonable distance, I can see very easily the polygons on most circular parts (especially dishes and rings).


Well I put this in the CM news thread; the "real" announcement is there!
BTW, you will read why it's a medres; you can imagine what will be next to this model, so definitively I cannot increase it's size more than this! (and for the purpose it's already more than enough I think...)

Too bad that Celestia don't use LOD for the models, here the situation could be different... :?
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Post #38by Vincent » 18.11.2007, 20:13

Chris,

Your model is great, as usual. :D

However, something very strange happens when I put your addon in my extras directory: when I right-click on Earth to bring up the contextual menu in order to select Soyouz, I can find there 2 long lines, and when I click on them, some text about internationalization appears in the Selection overlay elements... 8O

Here's a screengrab:
Image


I'm not sure this is related to your addon, but this doesn't happen when I delete your addon from the extras directory...
@+
Vincent

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GeForce 8600 GT 1024MB / AMD Athlon 64 Dual Core / 4Go DDR2 / XP SP3

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Post #39by cartrite » 21.11.2007, 02:00

I just published a few web pages at Celestial Matters. You can find them by navigating to Stephen, in the Friends section on the Celestial Matters home page.
The top page, Stephen, introduces the reader to the Watermask file I created last week and it also contains a link to a much more detailed page that has previews and links to data sources and information about programs used to create the file. There are also links that show how the source data was created from a past Space Shuttle mission. The detailed page, SWBD Watermask, also contains a link to the file itself of course.
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Post #40by Christophe » 21.11.2007, 08:17

Vincent wrote:Here's a screengrab:
Image
I'm not sure this is related to your addon, but this doesn't happen when I delete your addon from the extras directory...


That's because the addon includes objects with empty names, and the empty string gets translated as the header of the catalog file.

So the bug is in Celestia, not in the addon, we should filter those objects out in the popup menu.
Christophe


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