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Mars VT by Dbrady
Posted: 14.09.2004, 11:11
by guest jo
deleted
hi guest
Posted: 14.09.2004, 14:59
by athor
flat mars has ugly artifacs in his texture because his format is DXT1
but MDIM texture has a overlay texture for give colour on it in very bad quality
MDIM texture work like normalmap and I think that MDIM is a 64k tx.
I think that the flat and normal map are better than MDIM texture.
Normal map is very good with flat map but with a texture shaded (MDIM)don't work well
Posted: 14.09.2004, 23:11
by Kolano
The MDIM, doesn't "work like a normalmap" but it is shaded (ie it has shadows on the ridges and mountains). This will cause some odd effects if it is used with a normal map.
Posted: 15.09.2004, 10:35
by guest jo
deleted
Posted: 16.09.2004, 14:49
by danielj
The biggest texture map for Mars is still 16k.There isn?t any 64k Dbrady Mars or even 32k.Only the Normal Map is 32k.
Posted: 16.09.2004, 18:56
by DBrady*
The mdim texture is 32k( the listing is wrong). heres a pic...
While the normal map is also 32k the dxt3 encodeding effectively makes it comparable to a 16k texture. There is more detail on the MDIM texture then other textures but it is very raw.
Posted: 16.09.2004, 22:37
by danielj
First,what does raw mean?Is lacking what kind of detail?Then,explain,why is 32k since the textures go only until level 4?To me,a 32k texture should have a level 5 VT
[quote="DBrady*"]The mdim texture is 32k( the listing is wrong). heres a pic...
Posted: 17.09.2004, 07:43
by guest jo
deleted
Posted: 29.09.2004, 23:31
by phoenix
guest jo wrote:Have just improved Earth with 64k JMIIDDS, 32k night, 32k normal and 32k cloudmap. And it works faster then I thought.
At least in real time orbit with hubble or iss there are almost no jumps
when textures are loaded too slowly.
hmm thats odd, i use the same textures here except i switch off clouds and whenever i get close to earth the slide-show starts, 10-20 secs loading for every move i make... the only way i can watch this somehow smoothly is by switching to basic-rendering (no night-lights, no vertex)
my system:
AMD Athlon 2.6G+
1 Gig of PC333 MHz RAM
GF 5900 Ultra (128) MB
i've tried everything so far but celestia runs extremely slow
any tricks you can give me?
greets
phoenix
Posted: 30.09.2004, 05:00
by Guest
What resolution are you running in Phoenix?
With usual texture load I can run Celestia at 1600x1200 with no problem. But get similar results as you when close to earth with 1024 tiles. Lowering my resolution to 1024x768 or so seems to abate the issue though. I think its due to too many tiles being onscreen at once with the higher resolution tiles.
no jumps
Posted: 30.09.2004, 10:38
by guest jo
deleted
Posted: 30.09.2004, 11:43
by Guest
well i figured it out myself
I ran dual-view on 1280x1024 each and recently installed the new 61.77 nvidia driver which caused a ~90% performance-loss in all openGL-applications in dualview.
I reinstalled 53.03 today and everything now runs smoothly as before, yay
Posted: 30.09.2004, 12:01
by phoenix
oops forget to login, that last posting was me