New ETOPO2 Earth Texture.

Tips for creating and manipulating planet textures for Celestia.
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alan_federman
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New ETOPO2 Earth Texture.

Post #1by alan_federman » 13.01.2003, 22:38

http://explorer.arc.nasa.gov/Celestia/big3.jpg


Is my first attempt (well it took 3 tries) to get data into Celestia. This is 41meg (8k by 4k) cut and past of etop2 data tiles downloaded off the internet. This is a false color representation of the topgraphy/bathymetry of the earth in 3km resolution.


If you look close you can see where the paste line are. It might be cool to make this the "night" texture, turn up ambient light, and simulate earth with the oceans boiled off. :twisted:

I wonder if something similar might be done with Venus?
Alan Federman

billybob884
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Post #2by billybob884 » 14.01.2003, 01:29

very nice, although 43 mb is a little big, :mrgreen:
Mike M.

TacoTopia!

alegator
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Post #3by alegator » 14.01.2003, 06:51

What would be the line to add to the solarsys.ssc file to include this jpg? Thanks.
I have Celestia v1.2.5 running on the following machine:
Dell Dimension8200
WinXP Pro/SP1
P4 2.53Ghz 533MhzFSB
2Gb RDRAM PC800
ATI RADEON8500 PRO 128MB videocard
Viewsonic VP230mb 23.1" LCD 1600x1200 native
2 HD 120Gb each

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selden
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Post #4by selden » 14.01.2003, 18:14

change

Code: Select all

   Texture "earth.png"

to

Code: Select all

   Texture "earth.jpg"


copy the jpeg to the textures/hires directory and rename it to be earth.jpg

Celestia 1.2.5 doesn't come with any files named "earth.jpg", so that's the one it'll use.
Selden

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Post #5by alegator » 14.01.2003, 21:18

Thanks, now the question is, will that jpg work fine with the bumpmap and cloudmap I'm using?
I have Celestia v1.2.5 running on the following machine:

Dell Dimension8200

WinXP Pro/SP1

P4 2.53Ghz 533MhzFSB

2Gb RDRAM PC800

ATI RADEON8500 PRO 128MB videocard

Viewsonic VP230mb 23.1" LCD 1600x1200 native

2 HD 120Gb each

Avatar
selden
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Post #6by selden » 14.01.2003, 21:30

Only you can decide if they "work fine" together. (i.e. if they look good.)

Celestia will happily apply whatever surface, bump, reflection and cloud maps you provide it, so long as they are the right sizes (powers of two) and formats (jpg,png,dds).

Since the texture is a jpeg image, it doesn't have an alpha channel, so it doesn't include specular reflections, either. That'd be an additional texture map you could specify.
Selden

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Post #7by alegator » 15.01.2003, 00:56

Selden, I have an ATI card, and as far as I know, specular reflections in Celestia are not supported with ATI cards...is this so?
I have Celestia v1.2.5 running on the following machine:

Dell Dimension8200

WinXP Pro/SP1

P4 2.53Ghz 533MhzFSB

2Gb RDRAM PC800

ATI RADEON8500 PRO 128MB videocard

Viewsonic VP230mb 23.1" LCD 1600x1200 native

2 HD 120Gb each

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #8by selden » 15.01.2003, 18:47

alegator,

Yes, that's so. My understanding is that Chris hopes to remove that limitation in 1.2.6 for many ATI cards when he changes the code to use the shading routines availble in OpenGL v1.4.
Selden

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With us: 21 years 10 months

Post #9by alegator » 15.01.2003, 20:52

Is there any estimate as to when will 1.2.6 be released?
I have Celestia v1.2.5 running on the following machine:

Dell Dimension8200

WinXP Pro/SP1

P4 2.53Ghz 533MhzFSB

2Gb RDRAM PC800

ATI RADEON8500 PRO 128MB videocard

Viewsonic VP230mb 23.1" LCD 1600x1200 native

2 HD 120Gb each

chris
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Post #10by chris » 15.01.2003, 20:59

alegator wrote:Is there any estimate as to when will 1.2.6 be released?

Currently, I'm shooting for mid-February. 1.2.6 won't have as much new stuff as 1.2.5.

--Chris

Guest

Post #11by Guest » 16.01.2003, 00:19

but will it have support for ATI cards?


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