Well, I am new to the program but i decently know what is going on. I am having a hard time though. The night light virtual textures I cant seem to get working on earth. All the other vt's for earth work fine. I have tried JestrNight and http://celestia.h-schmidt.net/earth-vt/#cloud . I can get neither night vt's to work. I am running on a laptop.
CPU 3.4GHz
RAM: 1GB PC3200
WinXP pro SP2
100GB Serial ATA 150 hd.
Thanks.
-Steve
Getting frusterated with night VT's
You neglected to say what kind of graphics chipset is in your laptop and what its texture buffer size is.
Most laptops have low-end graphics chipsets which cannot handle moving cloud textures that are larger than 1K on a side -- the size of the texture buffer.
VTs can be tricky to get working because the authors often publish several partial sets that have to be merged. Some authors have published VTs with individual tiles that are larger than 1K on a side, too. Those can't work with low-end graphics chipsets, either.
Celestia's menu Help / OpenGL Info... will tell you the maximum texture size supported by your chipset.
VT documentation is available on the Motherlode's documentation page.
Most laptops have low-end graphics chipsets which cannot handle moving cloud textures that are larger than 1K on a side -- the size of the texture buffer.
VTs can be tricky to get working because the authors often publish several partial sets that have to be merged. Some authors have published VTs with individual tiles that are larger than 1K on a side, too. Those can't work with low-end graphics chipsets, either.
Celestia's menu Help / OpenGL Info... will tell you the maximum texture size supported by your chipset.
VT documentation is available on the Motherlode's documentation page.
Selden
ATI Radeon cards can use moving cloud textures up to 2K on a side. 4K cloud textures won't work with them, though, unless you specify "CloudSpeed 0"
This shouldn't be a problem with NightTextures, though. Since they're stationary surface textures, Celestia should be able to display them at any size. I dunno what your problem might be with them.
As I mentioned, Celestia's Help menu will tell you the info about the card's graphics support.
This shouldn't be a problem with NightTextures, though. Since they're stationary surface textures, Celestia should be able to display them at any size. I dunno what your problem might be with them.
As I mentioned, Celestia's Help menu will tell you the info about the card's graphics support.
Selden
- John Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 2 months
re
have you tried using a .jpg or .png vert tex insted of a dds map
the dds image may ? be your problem
also dose your solarsys.ssc file have the correct name for the map you are using
hear is a copy of mine
and my EarthNight.ctx in the hires dir
mine is in .png so you will nead to change it to dds
the dds image may ? be your problem
also dose your solarsys.ssc file have the correct name for the map you are using
hear is a copy of mine
Code: Select all
"Earth" "Sol"
{
Texture "Earth.ctx"
NightTexture "EarthNight.ctx"
NormalMap "EarthNormal.ctx"
SpecularTexture "EarthSpec.png"
Color [ 0.35 0.35 0.5 ]
SpecularColor [ 0.3 0.3 0.35 ]
SpecularPower 15.0
HazeColor [ 0.7 0.7 0.7 ]
HazeDensity 0.3
Radius 6378.140 # equatorial
Oblateness 0.0034
Atmosphere {
Height 60
Lower [ 0.43 0.52 0.65 ]
Upper [ 0.26 0.47 0.84 ]
Sky [ 0.40 0.6 1.0 ]
Sunset [ 1.0 0.6 0.2 ]
# Sunset [ 0.3 1.0 0.5 ]
CloudHeight 7
CloudSpeed 0
CloudMap "4kEarthClouds.png"
}
CustomOrbit "vsop87-earth"
EllipticalOrbit {
Period 1.0000
SemiMajorAxis 1.0000
Eccentricity 0.0167
Inclination 0.0001
AscendingNode 348.739
LongOfPericenter 102.947
MeanLongitude 100.464
}
RotationPeriod 23.9344694 # 23.93419
Obliquity -23.45
RotationOffset 280.5 # offset at default epoch J2000
Albedo 0.30
}
and my EarthNight.ctx in the hires dir
Code: Select all
VirtualTexture
{
ImageDirectory "EarthNight"
BaseSplit 0
TileSize 512
TileType "png"
}
mine is in .png so you will nead to change it to dds