t00fri's Mars Texture Rotated?

General discussion about Celestia that doesn't fit into other forums.
Topic author
Drake

t00fri's Mars Texture Rotated?

Post #1by Drake » 18.11.2004, 21:20

I just installed t00fri's really beautiful hi res textures from the foundry for Earth and Mars. Earth is fine, but the features of Mars seem to be 180° off. If I turn on the surface feature labeling, for example, Mons Olympus is on the opposite side of the planet from the label.

File name: redmars8k-bmp-um-redcorr.dds

Did I do something wrong and is there a way to fix this?

Apologies if this is the wrong forum - none of the others seem to fit.

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t00fri
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Re: t00fri's Mars Texture Rotated?

Post #2by t00fri » 18.11.2004, 21:44

Drake wrote:I just installed t00fri's really beautiful hi res textures from the foundry for Earth and Mars. Earth is fine, but the features of Mars seem to be 180° off. If I turn on the surface feature labeling, for example, Mons Olympus is on the opposite side of the planet from the label.

File name: redmars8k-bmp-um-redcorr.dds

Did I do something wrong and is there a way to fix this?

Apologies if this is the wrong forum - none of the others seem to fit.


Indeed, since my Mars texture (as well as several others) exist/s in the Texture Foundry site from before we changed the conventions of counting the central Meridian position in Celestia, it has to be horizontally rotated by 180 degrees. Every image manipulation program can do this trivially (Gimp, Photoshop,...). Just perform a (warped) x-offset by width/2.

The best procedure is to start from the JPG version, do the offset and convert the result into DDS (DXT3 format) with a tool depending on your OS.

In another recent thread (in users) I had anounced to completely upgrade my Texture Foundry site with all my latest textures. The reason why this upgrade was overdue for so long was that only since 2 weeks I have a private fast ADSL3000 line available...

This time consuming project was "welcomed" by some users so much that I decided to cancel it. Apparently, my offer was not formulated polite enough for the taste of some....

Bye Fridger
Last edited by t00fri on 18.11.2004, 22:13, edited 1 time in total.

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selden
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Post #3by selden » 18.11.2004, 21:48

Drake,

This is as good a place as any for mentioning the problem.

Yes, most (and maybe all) of Fridger's Mars textures are offset by 180 degrees. They were designed long ago, before Celestia started using standardized rotation offsets for all of the planets and moons. Now that he has a high-speed network connection, he may be updating them in the not too distant future. But that could still be months, considering his workload and the other Celestia related projects he's working on.

In the meantime, you'll have to correct the map images yourself. The offset will be correct if you exchange their left and right halves.

P.S.
I guess Fridger and I responded at the same time :)
Selden

Topic author
Drake

Post #4by Drake » 18.11.2004, 22:25

Thanks both for the reply! Fridger, very beautiful work, I showed it to my wife (also a bit of a space nut) and she said, "Wow, that is amazing!"

I will find a converter program online so I can get at the DDS format and do as you advise.

Cheers!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When evolution is outlawed, only outlaws will evolve.

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Post #5by Bob Hegwood » 18.11.2004, 22:48

Drake wrote:I will find a converter program online so I can get at the DDS format and do as you advise.

Drake,

You can download the Gimp (A spectacular freeware image manipulator)
at http://www.gimp.org.

Simply load the texture, and press CTRL, SHIFT and O to specify the
number of degrees you wish to offset the texture. Should be 180 as I
recall.

Hope that helps.

Take care, Bob
Bob Hegwood
Windows XP-SP2, 256Meg 1024x768 Resolution
Intel Celeron 1400 MHz CPU
Intel 82815 Graphics Controller
OpenGL Version: 1.1.2 - Build 4.13.01.3196
Celestia 1.4.0 Pre6 FT1

Topic author
Drake

Post #6by Drake » 19.11.2004, 04:05

Bob, that will help enormously.

Thanks!

I am sending virtual good karma to you three. Here it comes...

Topic author
Drake

Post #7by Drake » 19.11.2004, 06:45

Err, Bob. wher'd ya get the DDS plugin for The Gimp?

Cheers!

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Re: t00fri's Mars Texture Rotated?

Post #8by DaveMc » 19.11.2004, 19:28

t00fri wrote:This time consuming project was "welcomed" by some users so much that I decided to cancel it. Apparently, my offer was not formulated polite enough for the taste of some....

Fridger,

I don't want to rehash the thread that insued after you announced your upgrade plans but I think in your quote above you should replace "some" with "vast minority". The huge majority I believe would welcome the texture upgrade, please reconsider.

Dave

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Re: t00fri's Mars Texture Rotated?

Post #9by TERRIER » 19.11.2004, 21:13

DaveMc wrote:I don't want to rehash the thread that insued after you announced your upgrade plans but I think in your quote above you should replace "some" with "vast minority". The huge majority I believe would welcome the texture upgrade, please reconsider.

Dave


Yeh !, redmars8k-bmp-um-redcorr.dds was my favourite texture, when I could only run 8k maximum size textures ( in dds ) with my old MX 440.
1.6.0:AMDAth1.2GHz 1GbDDR266:Ge6200 256mbDDR250:WinXP-SP3:1280x1024x32FS:v196.21@AA4x:AF16x:IS=HQ:T.Buff=ON Earth16Kdds@15KkmArctic2000AD:FOV1:SPEC L5dds:NORM L5dxt5:CLOUD L5dds:
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS

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Post #10by Bob Hegwood » 19.11.2004, 21:50

Drake wrote:Err, Bob. wher'd ya get the DDS plugin for The Gimp?

Oops! :oops:

I didn't even think about that part of it... Since I can't even use DDS on
my machine, I have always offset JPG textures. Maybe you could use
IrfanView to convert your DDS to a non-compressed JPG, offset it, then
convert it back toa DDS texture?

Sorry, didn't realize that the Gimp couldn't handle DDS.

Take care, Bob

EDIT: By the way, if you'd simply like a spectacular texture for Mars,
one which is already corrected and absolutely beautiful in my usually
counter to the norm opinion, just let me know. I can e-mail you a copy
of the one I'm using if that would help?
Bob Hegwood

Windows XP-SP2, 256Meg 1024x768 Resolution

Intel Celeron 1400 MHz CPU

Intel 82815 Graphics Controller

OpenGL Version: 1.1.2 - Build 4.13.01.3196

Celestia 1.4.0 Pre6 FT1

Guest

Post #11by Guest » 20.11.2004, 05:01

Heh, don't worry Bob - I found some, I just need to figure out how to get them installed to the Gimp. I love the concept of open-source, but sometimes it means I have to go back and relearn some stuff that is behind the scenes in commercial programs.

Thanks for the great lead, though. The Gimp looks like a fabulous program!

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Post #12by Ptarmigan » 21.11.2004, 00:15

Bob Hegwood wrote:
Drake wrote:Err, Bob. wher'd ya get the DDS plugin for The Gimp?
Sorry, didn't realize that the Gimp couldn't handle DDS.
This fella recons it can :
http://nifelheim.dyndns.org/~cocidius/dds/
an extention of
http://www.dr-reuter.de/arne/dds.html

The trouble is you need to be running Linux Gimp 2+

Guest

Post #13by Guest » 21.11.2004, 06:15

Ptarmigan wrote:
Bob Hegwood wrote:
Drake wrote:Err, Bob. wher'd ya get the DDS plugin for The Gimp?
Sorry, didn't realize that the Gimp couldn't handle DDS.
This fella recons it can :
http://nifelheim.dyndns.org/~cocidius/dds/
an extention of
http://www.dr-reuter.de/arne/dds.html

The trouble is you need to be running Linux Gimp 2+


Yep, I found that. Thanks!!! Still trying to figure out how to get XP to compile it. If you know of a xp binary, please let me know! I am still trying to find something to compile it. Since it has multiple .c files, apparently I can't use gimptool. (Not, you understand, that I have any clue what the last sentence meant - I am learning this on the fly...)

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Post #14by t00fri » 21.11.2004, 09:59

Anonymous wrote:
Ptarmigan wrote:
Bob Hegwood wrote:
Drake wrote:Err, Bob. wher'd ya get the DDS plugin for The Gimp?
Sorry, didn't realize that the Gimp couldn't handle DDS.
This fella recons it can :
http://nifelheim.dyndns.org/~cocidius/dds/
an extention of
http://www.dr-reuter.de/arne/dds.html

The trouble is you need to be running Linux Gimp 2+

Yep, I found that. Thanks!!! Still trying to figure out how to get XP to compile it. If you know of a xp binary, please let me know! I am still trying to find something to compile it. Since it has multiple .c files, apparently I can't use gimptool. (Not, you understand, that I have any clue what the last sentence meant - I am learning this on the fly...)


Whoever you are,

for Windows users the DXT conversion up to 16k textures is most easily done by means of the NVIDIA command-line tools (nvDXT), as was discussed many times in this forum.

Here is the place to download them:

http://developer.nvidia.com/object/nv_texture_tools.html

[I have also coded a superfast conversion tool, 'texconvert', based on the DevIL library both for Linux and Windows. I had planned to make it public together with my newest 'virtualtex' shell-script in my upgraded TextureFoundry ...]

Bye Fridger


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