Hi there,
Could somebody tell me why some jpg textures will load and others don't.
I downloaded some textures of mars and earth and some don't show up on the planet. I checked the ssc file and the name of the file under altsurface was correct. Please help...
Thanks
jpg problem
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- Developer
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- Developer
- Posts: 1863
- Joined: 21.11.2002
- With us: 22 years
Is the name of your defined alternate surface appearing in the Alternate Surface menu when you right-click on the object of interest? If not, I think you might have a syntax error in the AltSurface definition. If the alternate surface name is there but you're coming up with a white sphere when you select it, then Celestia is having trouble finding the correct texture, for some reason.
Grant
Grant
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Topic authorjrr
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OK, where have you made the AltSurface statement, and where have you put the texture?
If you've edited solarsys.ssc with the AltSurface statement, then your texture needs to be in the main Celestia textures/medres directory. If you've created the AltSurface in a little add-on ssc, then the usual thing would be to place the associated texture in the same directory tree, so you'd have something that looked like:
Grant
If you've edited solarsys.ssc with the AltSurface statement, then your texture needs to be in the main Celestia textures/medres directory. If you've created the AltSurface in a little add-on ssc, then the usual thing would be to place the associated texture in the same directory tree, so you'd have something that looked like:
Code: Select all
extras\
myaddon\
myaltsurface.ssc
textures\
medres\
mynewtexture.jpg
Grant
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Topic authorjrr
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Topic authorjrr
jrr,
The most common problem is trying to use a surface texture image that's the wrong size. It has to be a power of two on a side (e.g. 1024x512).
Also, you haven't mentioned how big the image is. A JPEG or PNG has to fit in the memory of your graphic card after it has been fully expanded along with all of the other images you've previously looked at. A 1024x512 JPEG, for example, requires 1024x512x4 bytes = 2MB of grahics memory. In contrast, a DDS texture only needs as much room in graphics memory as it occupies on disk.
The most common problem is trying to use a surface texture image that's the wrong size. It has to be a power of two on a side (e.g. 1024x512).
Also, you haven't mentioned how big the image is. A JPEG or PNG has to fit in the memory of your graphic card after it has been fully expanded along with all of the other images you've previously looked at. A 1024x512 JPEG, for example, requires 1024x512x4 bytes = 2MB of grahics memory. In contrast, a DDS texture only needs as much room in graphics memory as it occupies on disk.
Selden
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Topic authorjrr