At the time, I've finished the level 0, 1 and 2.
Screenshots and thx to ImageShacks:



It's recommanded to have a speed computer.
Bye!
Ps: sorry for my bad english.
danielj wrote:t00fri,
How fast do you think the computer must be?
Actually I have an Athlon XP 1800 and 512 MB RAM.In July,I intend to upgrade to an Athlon 64 3000 socket 939 and 1 GB RAM.Do you think this second computer will run 128k VT nightmap?
My video card is a Geforce FX 5700 128 MB for at least more 6 months.
Congratulations for your computer!It??s a very good one.
Don. Edwards wrote:Well I have to disagree a little with Fridger here. I have 1.5 gigs of ram and I can work on 32k non-virtual textures with Photoshop CS. Photoshop CS has a better memory manager than version 7 or earlier versions had. This was the main reason I stopped work on my 32k texture 2 years ago was because of RAM issues. You do have to know how to tweak Photoshops settings for scratch disk and memory buffers but once setup you can work on 32k textures without much of a problem. Working on a 128k texture you will probably have to work on it in sections and that can cause problems unto itself. If you are not careful you can get color mis-matches along with seam lines and the list goes on. That is why I alway try to limit my work to at most 2 texture chunks. One single image file is best for keeping everything clean and balanced.
The main thing Fridger failed to answer is that you would be better off with a video card with 256mb of VRAM if you want to start using something that big.
The other thing is were are you going to getting this data from. As he said there isn't any data that create a texture that size as far as I know. If you are just going to blow the 43k texture up to 128k what would be the point of that? You would actualy be loosing detail as the image is being stretched and distorted to the size you wish. This happens to be the opposite of what you would really want.
Don. Edwards
t00fri wrote:danielj wrote:t00fri,
How fast do you think the computer must be?
Actually I have an Athlon XP 1800 and 512 MB RAM.In July,I intend to upgrade to an Athlon 64 3000 socket 939 and 1 GB RAM.Do you think this second computer will run 128k VT nightmap?
My video card is a Geforce FX 5700 128 MB for at least more 6 months.
Congratulations for your computer!It??s a very good one.
Daniel,
for doing anything "big" at the texture front, you need at least
3-4GB of RAM + lot's of swap (disk) space. You actually
need much more than me, since you are a "Windows-clicker",
while I usually work on the (Linux) console with my scripts.
The great advantage is that one saves another 500-700 MB
of RAM by not running Windows or the Linux X-server during
VT-cutting etc!
1GB Ram is really too little. With all tricks (that you probably
don't even know) you may barely do 32k texture work...
Please don't forget that Windows takes 500 MB alone to
work well. So you got 500 left, while a 32K file +buffers
need 4000 MB (!!!) of memory to load...I don't have to tell
you how much space you'd need for doing a 128K texture
Bye Fridger
danielj wrote:No,I don??t want to do anything in this texture.I only would like to know if it will work in my Celestia with a decent framerate.t00fri wrote:danielj wrote:t00fri,
How fast do you think the computer must be?
Actually I have an Athlon XP 1800 and 512 MB RAM.In July,I intend to upgrade to an Athlon 64 3000 socket 939 and 1 GB RAM.Do you think this second computer will run 128k VT nightmap?
My video card is a Geforce FX 5700 128 MB for at least more 6 months.
Congratulations for your computer!It??s a very good one.
Daniel,
for doing anything "big" at the texture front, you need at least
3-4GB of RAM + lot's of swap (disk) space. You actually
need much more than me, since you are a "Windows-clicker",
while I usually work on the (Linux) console with my scripts.
The great advantage is that one saves another 500-700 MB
of RAM by not running Windows or the Linux X-server during
VT-cutting etc!
1GB Ram is really too little. With all tricks (that you probably
don't even know) you may barely do 32k texture work...
Please don't forget that Windows takes 500 MB alone to
work well. So you got 500 left, while a 32K file +buffers
need 4000 MB (!!!) of memory to load...I don't have to tell
you how much space you'd need for doing a 128K texture
Bye Fridger
danielj wrote:No,I don??t want to do anything in this texture.I only would like to know if it will work in my Celestia with a decent framerate.
t00fri wrote:danielj wrote:No,I don??t want to do anything in this texture.I only would like to know if it will work in my Celestia with a decent framerate.
But the framerate is determined almost entirely by your graphics card.
If your continue with your old card on the new computer, not really much will change. The CPU speedand RAM is only of secondary importance for the graphics performance!
If you stick to VT's you should be fine with your present card, but certainly a modern (and quite expensive) 256MB card is much faster.
Bye Fridger
danielj wrote:Are you kidding?You are saying that increasing the memory is useless.But I always listen that Celestia needs video card power AND MEMORY!t00fri wrote:danielj wrote:No,I don??t want to do anything in this texture.I only would like to know if it will work in my Celestia with a decent framerate.
But the framerate is determined almost entirely by your graphics card.
If your continue with your old card on the new computer, not really much will change. The CPU speedand RAM is only of secondary importance for the graphics performance!
If you stick to VT's you should be fine with your present card, but certainly a modern (and quite expensive) 256MB card is much faster.
Bye Fridger
As far as I am aware, a raw 128k nightlights texture does NOT exist, certainly not from BlueMarble.
It would be useful to quote your raw image sources if you are making previews...
Bye Fridger
Fightspit wrote:Toofri say:As far as I am aware, a raw 128k nightlights texture does NOT exist, certainly not from BlueMarble.
It would be useful to quote your raw image sources if you are making previews...
Bye Fridger
I use Photoshops Elements 2.0 and I can increase the resolution of a picture (for example :to transform a 1024x1024 to 2048x2048).
And you can have a picture with more pixels.
bye!
t00fri wrote:Fightspit wrote:Toofri say:As far as I am aware, a raw 128k nightlights texture does NOT exist, certainly not from BlueMarble.
It would be useful to quote your raw image sources if you are making previews...
Bye Fridger
I use Photoshops Elements 2.0 and I can increase the resolution of a picture (for example :to transform a 1024x1024 to 2048x2048).
And you can have a picture with more pixels.
bye!
One moment of thinking will tell you that this is not a very clever idea, indeed. It is of course not the number of pixels that is relevant in a texture, but rather the imaging information contained in one pixel. You are just blowing up the original texture thus creating to yourself a huge amount of useless work, while the information content in your blown-up texture remained unchanged!
In addition, from an image manipulation point of view, blowing up images is much more damaging to quality than scaling down an image in size. In case you know just a bit of math, the reason is that interpolation is much safer than /extrapolation/...
Bye Fridger