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V1.3.2pre7 secrets
Posted: 17.03.2004, 19:38
by maxim
I'm running pre7 now and everything works well so far with my numerous addons. I haven'd switched on all of them yet, but I'm slighly optimistic
But watching the solsystem from above and having switched on planet orbits and sampling rate set to 500, I wonder what this is?
The new sign for intergalactic peace?
maxim
Re: V1.3.2pre7 secrets
Posted: 17.03.2004, 20:31
by t00fri
maxim wrote:I'm running pre7 now and everything works well so far with my numerous addons. I haven'd switched on all of them yet, but I'm slighly optimistic
But watching the solsystem from above and having switched on planet orbits and sampling rate set to 500, I wonder what this is?
The new sign for intergalactic peace?
maxim
could you quote the cel:url, please...
Bye Fridger
Posted: 17.03.2004, 21:49
by jim
As far as I know had Kendrix the same problems with an early version of KCelestia.
I can really not untersand why we must invent the weel again. Is it such a big problem to ask Kendrix for it's code. Celestia1.3.2pre7 is still far away from KCelestias smooth orbits and rings.
Bye Jens
Posted: 17.03.2004, 22:08
by chris
jim wrote:As far as I know had Kendrix the same problems with an early version of KCelestia.
I can really not untersand why we must invent the weel again. Is it such a big problem to ask Kendrix for it's code. Celestia1.3.2pre7 is still far away from KCelestias smooth orbits and rings.
Aside from extra orbit lines (sorry about that), it looks exactly the same to me . . . I can't see what he would have been doing differently.
--Chris
Posted: 17.03.2004, 23:16
by maxim
Fridger,
A similar
cel://URL is:
cel://Follow/Sol/2004-03-17T23:09:01.69 ... =6051&lm=0
In celestia.cfg I've set these parameters:
OrbitPathSamplePoints 500
RingSystemSections 500
Unlike the picture may indicate, the knot-points don't reflect the positions of the planets. All in all, such a view could be nice as a kind of graticule. Having the central dividing line for comparision, it'll show well how the orbits are twisted against each other, and how things slow down from inner to outer orbits - at least more picturing than watching some small white dots move.
maxim
Posted: 17.03.2004, 23:21
by TERRIER
jim wrote: Is it such a big problem to ask Kendrix for it's code. Celestia1.3.2pre7 is still far away from KCelestias smooth orbits and rings.
Bye Jens
Jens
Are the rings of Saturn in 1.3.2pre7 not comparable with Kcelestia, using a RingSystemSections setting in the new .cfg file of 1000 (or greater
) ?
They look pretty smooth to me.
regards
TERRIER
Posted: 18.03.2004, 12:25
by maxim
I've discovered that all my specs are gone with pre7. No way to get them back. The spec images load, but don't display.
Furthermore I now have only three renderpaths left (basic,multitexture and nvidia combiners) instead of five with 1.3.1 - but my card is still a MX4.
maxim
Posted: 18.03.2004, 15:57
by Darkmiss
TERRIER wrote:Are the rings of Saturn in 1.3.2pre7 not comparable with Kcelestia, using a RingSystemSections setting in the new .cfg file of 1000 (or greater
) ?
They look pretty smooth to me.
regards
TERRIER
Terrier could you explain a bit more about this setting and how to use it.
Posted: 18.03.2004, 16:01
by Darkmiss
maxim wrote:I've discovered that all my specs are gone with pre7. No way to get them back. The spec images load, but don't display.
Furthermore I now have only three renderpaths left (basic,multitexture and nvidia combiners) instead of five with 1.3.1 - but my card is still a MX4.
maxim
Maxim did you just download the exe only or the full install ?
there are new shaders with the latest two pre-releases. (6/7)
did you copy these across if you downloaded the full install?
Posted: 18.03.2004, 22:02
by TERRIER
Paul
No prob, first open up (with notepad or similar text editor) your new
celestia.cfg file that is found in Celestia 1.3.2pre7 main directory . (Also it's probably best to make a copy of the original before you start altering it, and put it in a safe place, just in case of a mistake) Then look for the following section;
Code: Select all
The following lines are all rendering detail settings. Assigning
# higher values will give better quality images, but may cause some
# slowdowns on older system.
#------------------------------------------------------------------------
OrbitPathSamplePoints 100
RingSystemSections 100
# These values should both be powers of two; using larger values will
# reduce the jagged edges of eclipse shadows and shadows on planet
# rings, but it will decrease the amount of memory available for
# planet textures. The maximum useful setting is 2048 for the shadow
# texture and 1024 for eclipse textures.
ShadowTextureSize 256
EclipseTextureSize 128
and adjust the settings to suit;
These are mine;
Code: Select all
The following lines are all rendering detail settings. Assigning
# higher values will give better quality images, but may cause some
# slowdowns on older system.
#------------------------------------------------------------------------
OrbitPathSamplePoints 800
RingSystemSections 1000
# These values should both be powers of two; using larger values will
# reduce the jagged edges of eclipse shadows and shadows on planet
# rings, but it will decrease the amount of memory available for
# planet textures. The maximum useful setting is 2048 for the shadow
# texture and 1024 for eclipse textures.
ShadowTextureSize 2048
EclipseTextureSize 1024
You probably don't need the ring settings at 1000, but at this setting they don't seem to cause me much slowdown.
regards
TERRIER
Posted: 18.03.2004, 22:58
by maxim
Darkmiss wrote:Maxim did you just download the exe only or the full install ?
there are new shaders with the latest two pre-releases. (6/7)
did you copy these across if you downloaded the full install?
I have the full install, and the new shaders. But there are only four ones (for ring shadows, eclipses and multishadows) - nothing new for reflections.
maxim
Posted: 19.03.2004, 19:03
by maxim
Is the loss of specularity commonly verified, or is this only a problem I have?
maxim
Posted: 19.03.2004, 19:31
by selden
When using Celestia v1.3.2pre7, 1.3.0 final and 1.3.1 final,
I see specularity on the Earth when using an FX5200 card.
It shows up only in the OpenGL vertex program and higher rendering paths.
It does not show up when using the Basic, Multitexture or Nvidia combiners rendering paths.
Have you tested your card with v1.3.1 final to make sure vertex programs are available with that version?
Posted: 19.03.2004, 19:55
by maxim
I used 1.3.1final before, and I had two more rendering paths: 'OpenGL vertex program' and 'Nvidia combiners/OpenGL vertex program'.
These two I don't have anymore now, still using my MX card.
maxim
Posted: 19.03.2004, 20:12
by chris
I know what the problem is, and it will be fixed for the next prerelease. The multishadow_arb.vp shader uses more texture coordinates than your graphics card supports, so it fails to load. Try copying one of the ARB vertex shaders (any one of the files ending in _arb.vp) over it.
--Chris
Posted: 19.03.2004, 20:17
by maxim
I,ll gonna do that, Chris. Thank you for the hint.
maxim