3DS models in Celestia
Posted: 07.02.2003, 18:44
If you build 3DS models for Celestia Version 1.2.5 you should following regard.
1. Each 3D object can have only one material that means you can't give any face a separate color and texture (one color and one texture per object). Built models with separate objects for each material.
2. Celestia supports no multitextured materials that means no bumpmaping, specular reflection and self illumination. Only the diffuse map is used.
3. If a material with texture is used set ambient and diffuse color to white (specular color usual to).
4. Avoid black color and black textures use a dark grey. (Celestia render all very dark.)
5. All texturs yes also these of 3DS models must be power of two. But the size of each edge can differ. (e.g. 256x256, 256x64 , 4x128,...)
6. All texturs must be vertical mirrored before they can be used in Celestia.
7. It'is possible to build transparent textures by useing the alpha channel. Use PNG or DDS (dxt3 or dxt5) files (BMP files also possible but not usual).
8. Textures shoud be placed in the medres folder.
9. 3DS models can't cast and receive shadows that means the model is also lighted within the shadow of a planet or moon.
Some exceptions:
1. If you build a model with one object (mesh) without a texture then celestia can texture this one. In this case bumpmaping, specular reflection, clouds and nightlights are possible by a ssc file. But i don't how the mapping works in this case.
2. The hole model can self illuminate. Use the command 'Emissive true' in a ssc file.
Ok this is what i find out by testing. I'm not sure if all statements are correct but i hope these can help someone.
Bye Jens
1. Each 3D object can have only one material that means you can't give any face a separate color and texture (one color and one texture per object). Built models with separate objects for each material.
2. Celestia supports no multitextured materials that means no bumpmaping, specular reflection and self illumination. Only the diffuse map is used.
3. If a material with texture is used set ambient and diffuse color to white (specular color usual to).
4. Avoid black color and black textures use a dark grey. (Celestia render all very dark.)
5. All texturs yes also these of 3DS models must be power of two. But the size of each edge can differ. (e.g. 256x256, 256x64 , 4x128,...)
6. All texturs must be vertical mirrored before they can be used in Celestia.
7. It'is possible to build transparent textures by useing the alpha channel. Use PNG or DDS (dxt3 or dxt5) files (BMP files also possible but not usual).
8. Textures shoud be placed in the medres folder.
9. 3DS models can't cast and receive shadows that means the model is also lighted within the shadow of a planet or moon.
Some exceptions:
1. If you build a model with one object (mesh) without a texture then celestia can texture this one. In this case bumpmaping, specular reflection, clouds and nightlights are possible by a ssc file. But i don't how the mapping works in this case.
2. The hole model can self illuminate. Use the command 'Emissive true' in a ssc file.
Ok this is what i find out by testing. I'm not sure if all statements are correct but i hope these can help someone.
Bye Jens