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SpecularTexture is not working

Posted: 01.08.2003, 21:10
by Star lion
I Just got the SpecularTexture from earth centrial v2.0, and it dident make the watter shiny

here are my settings for earth:

"Earth" "Sol"
{
Texture "earth.dds"
# Texture "earth8k.dds"
NightTexture "earthnight.jpg"

SpecularTexture "8kEarthSpecular.dds"
Color [ 0.85 0.85 1.0 ]
SpecularColor [ 0.5 0.5 0.55 ]
SpecularPower 25.0
HazeColor [ 1 1 1 ]
HazeDensity 0.3
Radius 6378
# Oblateness 0.003

NormalMap "earthbump.jpg"
BumpMap "earthbump.jpg"
BumpHeight 9.0

Atmosphere {
Height 60
Lower [ 0.5 0.5 0.65 ]
Upper [ 0.3 0.3 0.6 ]
Sky [ 0.3 0.6 0.9 ]
CloudHeight 7
CloudSpeed 65
CloudMap "Northern Winter earth clouds.dds"
}

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
}

Whats wrong?

Posted: 01.08.2003, 21:25
by JackHiggins
It helps to include your system specs...

Make sure you have Render path set to at least OpenGL vertex program (press Ctrl + V a few times) otherwise the specularity doesn't show up

Tried it

Posted: 01.08.2003, 21:33
by Star lion
I tryed it, dident work.

My system specs are:
AMD Atholon XP 2800+ 1.8ghs
512 MB of ram
Windows XP Home
GeForce FX 5600 (256 MB of vidio ram)

Posted: 01.08.2003, 22:20
by Darkmiss
Why are you using a Normal map and a bump map ?
maybe this could be your problem.

NormalMap "earthbump.jpg"
BumpMap "earthbump.jpg"
BumpHeight 9.0


looks as though you dont have a normal map at all.
as they both have the same name.


Also make sure the file name for the spec map matches the spec map name in the ssc file.

tryed

Posted: 02.08.2003, 02:09
by starlion
O.K, I turned off normal map (what does that do anyway?) and bump hight is set to 9.0 because I cant seem to make my 8k bump map sho up eather
Btw ther is no OpenGL vertex program when I press Ctrl v, all I have is Nvidia Combiners, Basic, And Multitextur!
Still no efect

Could there be sompthing rong with these settings? :

SpecularTexture "8kEarthSpecular.dds"
Color [ 0.85 0.85 1.0 ]
SpecularColor [ 0.5 0.5 0.55 ]
SpecularPower 25.0
HazeColor [ 1 1 1 ]
HazeDensity 0.3
Radius 6378
# Oblateness 0.003

P.S. I am using celestia 1.3.0

Posted: 02.08.2003, 08:48
by Darkmiss
Well there is your problem, so now to find the cause.

What vidoe card a drivers are you useing ?

better still post you full machine spec.


A normal map and a bumpmap do exactly the same thing, they are both bump maps.
But of different kinds.
So you either use one or the other.
A bump map is 256 colour grey scale and looks like a black and white shot of the earth.

And a Normal map looks like a deyglow pinky texture.

OK

Posted: 02.08.2003, 09:10
by Star lion
Just dounloaded the most recent drivers from nvidia (no effect)
Also Got the latest Open GL (Still No Effect :? )
AND I even tried to reinstall Celestia (Still No Efect :evil: )

Here are my spec's:

OS: Windows XP Home
System Manufacturer: Custum Made
Muther Bord Manufacturer: MSI
BIOS Version: 7.00T
Muther Boad Version: MS-6712
Physical Memory: 512 MB
Page File Space: 1.5 GB
Processor: AMD Atholon XP 2800+ 1.8ghs
Vidio Card: GeForce FX 5600 (256 MB of vidio ram)
Vido Processor Speed: 400 MHS

Whats wrong? I just built this new system (My old one was made in 1998, and only had a 166 MHS Processor)

Normal Map

Posted: 02.08.2003, 09:13
by Star lion
I also got a real normal map (I cant see it in celestia eather :cry: It was a 32 mb dds to!)

Posted: 02.08.2003, 13:01
by JackHiggins
Normal maps are broken in 1.3.0 final... Get the latest version from here http://celestiaproject.net/celestia/files/cele ... .1pre6.exe it may fix your problem. If you can only go as far as multitexture you won't be able to see spec maps or good bump/normal maps...

Posted: 02.08.2003, 20:14
by Darkmiss
Well something is very wrong here. if you have all that system....
And a GforceFX5600 with the 43.45 drivers there relly should not be any problem at all.

give us a rundown of what files you are useing
Full file name, (EG: Earth-Spec.jpg) with File type (DDS, PNG, JPG ?)
then print your earth code again for us so we can see if there is a mismatch in there somwhere.

Aslo Run Celestia and goto the Help pull down menu
and click on the "OpenGL Info"
Then copy all the information there and print it here for us to read also.
This is vital information.

Should look somthing like this....

Code: Select all

Vendor: NVIDIA Corporation
Renderer: GeForce4 Ti 4600/AGP/SSE2
Version: 1.4.0
Max simultaneous textures: 4
Max texture size: 4096

Supported Extensions:

GL_ARB_depth_texture
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_S3_s3tc
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_HP_occlusion_test
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_clamp
GL_NV_fence
GL_NV_fog_distance
GL_NV_light_max_exponent
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NVX_ycrcb
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_WIN_swap_hint
WGL_EXT_swap_control

Posted: 02.08.2003, 20:19
by Darkmiss
Also NoOne has asked if you are putting the file you are trying to use in the right Folder yet

The files you are trying to use should be put into the Textures/Medres folder.

Sorry if you already know this, just trying to get to the bottom of your problem.

Fixed

Posted: 02.08.2003, 20:22
by Star Lion
That fixed it :!: :D :D :D :D
I re downloaded celestia 1.3.0, and installed it in a new folder, copyed my extras folder, my moddels folder, and my sollersys.scc file to the new celestia folder, then I ran celestia and everything worked. I even have: OpenGL vertex program/Nvidia Combiners now :D

btw I compaired the new instal with the old install of celestia, and there is no shaders folder in the old celestia folder :!: :!: :!: 8O :!: :!: :!:

was this my problem :?:

Posted: 02.08.2003, 22:01
by JackHiggins
Star Lion wrote:btw I compaired the new instal with the old install of celestia, and there is no shaders folder in the old celestia folder

was this my problem

Almost certainly yes