Convert 3d file into cmod with texture
Convert 3d file into cmod with texture
Hi Everyone:
I found this nice vesta 3ds model but I´m afraid I cannot load texture when running into Celestia;
https://nasa3d.arc.nasa.gov/detail/asteroid-vesta
Can everyone convert it to cmod or make this 3ds able to load texture and not only the naked 3D model?
Thanks a lot!
I found this nice vesta 3ds model but I´m afraid I cannot load texture when running into Celestia;
https://nasa3d.arc.nasa.gov/detail/asteroid-vesta
Can everyone convert it to cmod or make this 3ds able to load texture and not only the naked 3D model?
Thanks a lot!
Alejandro wrote:Hi Everyone:
I found this nice vesta 3ds model but I´m afraid I cannot load texture when running into Celestia;
https://nasa3d.arc.nasa.gov/detail/asteroid-vesta
Can everyone convert it to cmod or make this 3ds able to load texture and not only the naked 3D model?
Thanks a lot!
Few minutes ago I made a cmod binary model and add texture
![Smile :)](./images/smilies/smile_real.gif)
Adam Hurcewicz
Bialystok, Poland
Bialystok, Poland
Thank a lot! and new line code to add color and ambient light
Thank you very much for you answer!
The model looks fine! However I would like to ask you if the mesh model you use to create this cmod file is the same as I suggested, because that 3d model is full of details!
Regarding the other user, it is true that there is a bit of "double Effect".
I would like to suggest this line that includes color for the asteroid and lunar lambert for a more realistic general light feeling (rewrite the following code at inside "asteroids.ssc" file in "Data" folder and it could be fixed this double effect we won´t be more happy!
"4 Vesta:Vesta" "Sol"
{
Class "asteroid"
Mesh "vesta_big2.cmod"
Texture "vesta.jpg"
Color [ 1.000 0.923 0.851 ]
BlendTexture true
LunarLambert 0.8
Radius 279 # maximum semi-axis
MeshCenter [ 0.77 3.424 -0.554 ]
InfoURL "http://www.solarviews.com/eng/vesta.htm"
EllipticalOrbit
{
Epoch 2452000.5 # 2001 Apr 1 00:00UT
Period 3.62729
SemiMajorAxis 2.3670775
Eccentricity 0.089753
Inclination 7.1346
AscendingNode 103.9510
ArgOfPericenter 149.4585
MeanAnomaly 104.980
}
UniformRotation
{
Period 5.342
Epoch 2450124.90833 # 1996 May 11 09:48UT
Inclination 40
AscendingNode 91
MeridianAngle 325.77
}
Albedo 0.423
}
Regars!
Alejandro
The model looks fine! However I would like to ask you if the mesh model you use to create this cmod file is the same as I suggested, because that 3d model is full of details!
Regarding the other user, it is true that there is a bit of "double Effect".
I would like to suggest this line that includes color for the asteroid and lunar lambert for a more realistic general light feeling (rewrite the following code at inside "asteroids.ssc" file in "Data" folder and it could be fixed this double effect we won´t be more happy!
"4 Vesta:Vesta" "Sol"
{
Class "asteroid"
Mesh "vesta_big2.cmod"
Texture "vesta.jpg"
Color [ 1.000 0.923 0.851 ]
BlendTexture true
LunarLambert 0.8
Radius 279 # maximum semi-axis
MeshCenter [ 0.77 3.424 -0.554 ]
InfoURL "http://www.solarviews.com/eng/vesta.htm"
EllipticalOrbit
{
Epoch 2452000.5 # 2001 Apr 1 00:00UT
Period 3.62729
SemiMajorAxis 2.3670775
Eccentricity 0.089753
Inclination 7.1346
AscendingNode 103.9510
ArgOfPericenter 149.4585
MeanAnomaly 104.980
}
UniformRotation
{
Period 5.342
Epoch 2450124.90833 # 1996 May 11 09:48UT
Inclination 40
AscendingNode 91
MeridianAngle 325.77
}
Albedo 0.423
}
Regars!
Alejandro
Alejandro wrote:Thank you very much for you answer!
The model looks fine! However I would like to ask you if the mesh model you use to create this cmod file is the same as I suggested, because that 3d model is full of details!
Regars!
Alejandro
Yes, this is model from your suggestion https://nasa3d.arc.nasa.gov/detail/asteroid-vesta
Pozdrawiam
Adam Hurcewicz
Bialystok, Poland
Bialystok, Poland
- SpaceFanatic64
- Posts: 427
- Joined: 16.08.2018
- Age: 18
- With us: 6 years
- Location: Southern California
Alejandro, it's best not to modify SSC files in the data folder unless you know what you're doing. It can sometimes cause objects to not appear. You should take the code posted above and make it it's own SSC file. Use this code below, paste it into Notepad or equivalent, and name it vesta.ssc and place it in your extras folder.
Code: Select all
Replace "4 Vesta:Vesta" "Sol"
{
Class "asteroid"
Mesh "vesta_big2.cmod"
Texture "vesta.jpg"
Color [ 1.000 0.923 0.851 ]
BlendTexture true
LunarLambert 0.8
Radius 279 # maximum semi-axis
MeshCenter [ 0.77 3.424 -0.554 ]
InfoURL "http://www.solarviews.com/eng/vesta.htm"
EllipticalOrbit
{
Epoch 2452000.5 # 2001 Apr 1 00:00UT
Period 3.62729
SemiMajorAxis 2.3670775
Eccentricity 0.089753
Inclination 7.1346
AscendingNode 103.9510
ArgOfPericenter 149.4585
MeanAnomaly 104.980
}
UniformRotation
{
Period 5.342
Epoch 2450124.90833 # 1996 May 11 09:48UT
Inclination 40
AscendingNode 91
MeridianAngle 325.77
}
Albedo 0.423
}
If you see that I made a dumb or nonsensical post years ago, please forgive me in advance.
-
gironde
- Posts: 839
- Joined: 16.12.2016
- Age: 71
- With us: 7 years 8 months
- Location: Montigny-Les-Metz, France
your texture is interresting, the East-West orientation corresponds to what we see on the IAU website, my old texture was upside down. But the ssc file is a problem. When displaying the locations on the asteroid (coordinates from the IAU) there is a shift of about 20 ° to the west. Should not we correct the MeshCenter or Orientation ?
![Hi! :hi:](./images/smilies/smile_hand.gif)
Code: Select all
Replace "Vesta:4 Vesta:1807-4*" "Sol"
{
Class "asteroid"
Mesh "vesta_big2.cmod"
Texture "vesta8K.jpg"
Color [ 1.000 0.923 0.851 ]
BlendTexture true
LunarLambert 0.8
Radius 279 # maximum semi-axis
MeshCenter [ 0.77 3.424 -0.554 ]
EllipticalOrbit
{
Epoch 2452000.5 # 2001 Apr 1 00:00UT
Period 3.62729
SemiMajorAxis 2.3670775
Eccentricity 0.089753
Inclination 7.1346
AscendingNode 103.9510
ArgOfPericenter 149.4585
MeanAnomaly 104.980
}
UniformRotation
{
Period 5.342
Epoch 2450124.90833 # 1996 May 11 09:48UT
Inclination 40
AscendingNode 91
MeridianAngle 325.77
}
Albedo 0.423
InfoURL "http://www.solarviews.com/eng/vesta.htm"
}
Code: Select all
Location "Africana" "Sol/Vesta"
{
LabelColor [ 0.380 0.663 0.725 ]
LongLat [ 345.87 68.99 0 ] # [ 345.87 68.99 0 ]
Size 30 # forced to 30, reality 25.43
Type "AA"
}
![Hi! :hi:](./images/smilies/smile_hand.gif)
-
gironde
- Posts: 839
- Joined: 16.12.2016
- Age: 71
- With us: 7 years 8 months
- Location: Montigny-Les-Metz, France
What to change in the ssc file:
After modification
![Hi! :hi:](./images/smilies/smile_hand.gif)
Added after 1 hour 47 minutes:
the original texture vesta-topo.dds (Art Blos) does not match the orientation of your vesta8k.jpg
As an attachment, the corresponding texture (Nasa) : 11521x5761 pixel
(dimensions can be reduced if necessary)
Code: Select all
Orientation [ 30 0 1 0 ]
#MeshCenter [ 0.77 3.424 -0.554 ]
After modification
![Hi! :hi:](./images/smilies/smile_hand.gif)
Added after 1 hour 47 minutes:
the original texture vesta-topo.dds (Art Blos) does not match the orientation of your vesta8k.jpg
As an attachment, the corresponding texture (Nasa) : 11521x5761 pixel
(dimensions can be reduced if necessary)
Code: Select all
AltSurface "Topography" "Sol / 4 Vesta"
{
Texture "vesta-topo8k.jpg"
}
- Attachments
-
vesta-topo8k.zip
- (6.17 MiB) Downloaded 293 times
-
gironde
- Posts: 839
- Joined: 16.12.2016
- Age: 71
- With us: 7 years 8 months
- Location: Montigny-Les-Metz, France
it's the same alignment as the 8k texture of vesta_big
If you use the vesta_big texture, the vesta-topo.dds texture will not be aligned in the same way.
In addition the mesh should be oriented 30 ° on the y-axis as I said before, so the surface locations will be in the good place.
![Hi! :hi:](./images/smilies/smile_hand.gif)
Added after 7 minutes 21 seconds:
vesta8k (normal), this is the texture of the addon of limax7 viewtopic.php?p=140710#p140710
vesta-topo8k is the texture AltSurface "topography" which corresponds to it
![Hi! :hi:](./images/smilies/smile_hand.gif)
If you use the vesta_big texture, the vesta-topo.dds texture will not be aligned in the same way.
In addition the mesh should be oriented 30 ° on the y-axis as I said before, so the surface locations will be in the good place.
![Hi! :hi:](./images/smilies/smile_hand.gif)
Added after 7 minutes 21 seconds:
vesta8k (normal), this is the texture of the addon of limax7 viewtopic.php?p=140710#p140710
vesta-topo8k is the texture AltSurface "topography" which corresponds to it
Code: Select all
AltSurface "Topography" "Sol/4 Vesta"
{
Texture "vesta-topo8k.jpg"
}
![Hi! :hi:](./images/smilies/smile_hand.gif)
gironde wrote:
vesta-topo8k is the texture AltSurface "topography" which corresponds to itCode: Select all
AltSurface "Topography" "Sol/4 Vesta"
{
Texture "vesta-topo8k.jpg"
}
Ups, my mistake. Long=0 is in the center. Sorry
![Embarrassed :oops:](./images/smilies/smile_redface.gif)
Source:
https://astrogeology.usgs.gov/search/map/Vesta/Da ... HAMO_ClrShade_DLR_Global_48ppd
Adam Hurcewicz
Bialystok, Poland
Bialystok, Poland
- John Van Vliet
- Posts: 2941
- Joined: 28.08.2002
- With us: 22 years
for any interested back in 2014 i created a med res cmod and 4ktextures
texture and normalmap
a 21.1 Meg zip
https://drive.google.com/file/d/0B6ZYAd08tZL-RzlSX1FSc2ZjbzA/view?usp=sharing
i do have a hires 57 meg cmod ( the original obj file it was created from is 456 Meg )
texture and normalmap
a 21.1 Meg zip
https://drive.google.com/file/d/0B6ZYAd08tZL-RzlSX1FSc2ZjbzA/view?usp=sharing
i do have a hires 57 meg cmod ( the original obj file it was created from is 456 Meg )
for any interested back in 2014 i created a med res cmod and 4ktextures
texture and normalmap
a 21.1 Meg zip
https://drive.google.com/file/d/0B6ZYAd08tZL-RzlSX1FSc2ZjbzA/view?usp=sharing
Thank you, what ssc file are you using?
- John Van Vliet
- Posts: 2941
- Joined: 28.08.2002
- With us: 22 years
the ssc is for SPICE orbits
whth a spice Vesta.bsp kernel i created from the ftp horizons site
Code: Select all
Replace "4 Vesta:Vesta" "Sol"
{
Class "asteroid"
Mesh "Vesta.Med.bin.cmod"
# Texture "" # coded into the cmod
# NormapMap "" # coded into the cmod
Orientation [ 90 1 0 0 ] # did NOT rotate it on export to cmod
Radius 280
Albedo 0.2 # guess, a bit random
OrbitFrame { EclipticJ2000 { Center "Sol" }}
Beginning "1900 01 01 00:00:00.000"
Ending "2101 01 01 00:00:00.000"
SpiceOrbit
{
Kernel "Vesta.bsp"
Target "2000004"
Origin "10"
Period 3.63
BoundingRadius 1e10
}
SpiceRotation
{
Kernel [ "pck00010.tpc" "../../data/naif0012.tls" ]
Frame "IAU_VESTA"
}
}
whth a spice Vesta.bsp kernel i created from the ftp horizons site