Offset of cloud VT

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ElChristou
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Offset of cloud VT

Post #1by ElChristou » 08.08.2008, 16:51

Folks, I just build 32k cloud VT, I change the cloud speed to 0 but within Celestia I have a really big offset (~60 to 90°) vis-?-vis the color map. Any idea what's going on?
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Re: Offset of cloud VT

Post #2by ElChristou » 08.08.2008, 18:49

(BTW, the reference files of the cloud map and color map match perfectly of course...)
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Re: Offset of cloud VT

Post #3by chris » 08.08.2008, 20:10

ElChristou wrote:Folks, I just build 32k cloud VT, I change the cloud speed to 0 but within Celestia I have a really big offset (~60 to 90°) vis-?-vis the color map. Any idea what's going on?

No idea. Does it work correctly when you use a smaller (say 2k) cloud texture that's not a VT?

--Chris

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Re: Offset of cloud VT

Post #4by Don. Edwards » 08.08.2008, 21:06

Ok this is probably going to sound dumb, but.
It sounds like several rows of tiles somehow got miss labeled. Not enough to throw the whole VT out of whack, but just enough to shift everything over your 60 to 90 degrees.
The only way I can think to test this is to restitch the VT as it stands back into a single 32k texture, resize it and then place it over another texture of the Earth and see if in fact things have gotten shifted. If not than Celestia must be doing it. If that's the case, its back to Chris.

Working with 32k is a whole new ball game. I though it was tough enough to make 16k VT clouds.

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I might answer a PM or a post if its relevant to something.

Ah, never say never!!
Past texture releases, Hmm let me think about it

Thanks for your understanding.

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Re: Offset of cloud VT

Post #5by ElChristou » 09.08.2008, 07:54

chris wrote:
ElChristou wrote:Folks, I just build 32k cloud VT, I change the cloud speed to 0 but within Celestia I have a really big offset (~60 to 90°) vis-?-vis the color map. Any idea what's going on?

No idea. Does it work correctly when you use a smaller (say 2k) cloud texture that's not a VT?

--Chris

Nope, same thing. Seems at zero speed the cloud map is miss-aligned... This is a bit annoying because the 32k map (done with the old ~42k map from BMOG (old generation :wink:) have zones upon lands that are clearly visible (Yucatan for example) or clouds blocked by mountains in the Andes that are pretty cool...
Should this be considered as a bug?
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Re: Offset of cloud VT

Post #6by ElChristou » 09.08.2008, 08:01

Don. Edwards wrote:Ok this is probably going to sound dumb, but.
It sounds like several rows of tiles somehow got miss labeled. Not enough to throw the whole VT out of whack, but just enough to shift everything over your 60 to 90 degrees.
The only way I can think to test this is to restitch the VT as it stands back into a single 32k texture, resize it and then place it over another texture of the Earth and see if in fact things have gotten shifted. If not than Celestia must be doing it. If that's the case, its back to Chris.

Nope, the VT is perfect, I done a test with a 2k reconstituted png and get the same...

Don. Edwards wrote:Working with 32k is a whole new ball game. I though it was tough enough to make 16k VT clouds.
Indeed if one want it really well done, those maps from BMOG are really bad, lot of stuff have been duplicated, several res have been mixed some part have lost their "density" etc...
I tried this 32k to see the result upon my fresh 64k, the result is indeed quite interesting, but the overall quality (despite removing almost all artifacts) is not enough constant... :x
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Re: Offset of cloud VT

Post #7by bh » 09.08.2008, 13:30

No idea... would like to see a screenie.
regards...bh.

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Re: Offset of cloud VT

Post #8by cartrite » 13.08.2008, 21:20

The outline of the west coast of South America is clearly visible in that cloud map. Where is this lining up?
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Re: Offset of cloud VT

Post #9by ElChristou » 13.08.2008, 22:03

Here (the marker):
Image 2.jpg
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Re: Offset of cloud VT

Post #10by cartrite » 13.08.2008, 22:10

The only thing that comes to mind is that you may have a setting in your solarsys.ssc file that shifts the earths rotation east by about 60 to 90 degrees. Try modifying an original solarsys.ssc file to include your new cloudmap.
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Re: Offset of cloud VT

Post #11by ElChristou » 13.08.2008, 22:17

cartrite wrote:The only thing that comes to mind is that you may have a setting in your solarsys.ssc file that shifts the earths rotation east by about 60 to 90 degrees. Try modifying an original solarsys.ssc file to include your new cloudmap.
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I tried that, now way... The odd part is that I begun by a test with half texture (only west, east transparent) and it was OK... :cry:
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Re: Offset of cloud VT

Post #12by Don. Edwards » 14.08.2008, 22:18

Well maybe your 32K VT has reached an unknown memory ceiling in Celestia. Or that using such a large VT as a cloudmap throws off Celestia's positional calculations a bit. Can't think of any other reason that could be causing it.

Have you tried not to implement the clouds on Earth but a transparent shell model as a cloud layer on that to see if by chance it lines up right. At least with the other model you could fine tune the texture to line up were you want it to. But its going to take some work. Just an idea though.

Don. Edwards
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I might answer a PM or a post if its relevant to something.

Ah, never say never!!
Past texture releases, Hmm let me think about it

Thanks for your understanding.

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Re: Offset of cloud VT

Post #13by cartrite » 14.08.2008, 23:41

Here is something you can try so you can rule out any offset that was caused by stitching the east and west files together. In my level5 folder, here is tx_46_20. Does it look the same as your 46_20. My tiles are 512x512 and I used the same data files you did.
tx_46_20.jpg

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Re: Offset of cloud VT

Post #14by ElChristou » 15.08.2008, 08:07

cartrite wrote:Here is something you can try so you can rule out any offset that was caused by stitching the east and west files together. In my level5 folder, here is tx_46_20. Does it look the same as your 46_20. My tiles are 512x512 and I used the same data files you did.

Stephen, how can you have a level5 with a 32k? Do you begin with 1k at level0?
Perso I do begin with 1k at level 0 so yes I do have a level 5 (and a level6 for the 64k color) and it's the tx_36_20 that correspond almost to your tile. I say almost because it's not exactly the same offset... :x
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Re: Offset of cloud VT

Post #15by cartrite » 15.08.2008, 08:44

Sorry, I did my clouds long ago and they were 512x512. I thought you did them at 512x512. If you did your VT at that size, you would have had the same tiles I had unless something went wrong when you were making them.
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Re: Offset of cloud VT

Post #16by ElChristou » 15.08.2008, 09:16

It' s a 512x512 set... I wonder if something could go wrong with the PS raw export... I will have to redo all the process again I fear... :roll:
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Re: Offset of cloud VT

Post #17by cartrite » 15.08.2008, 09:34

The clouds can be any size. I did mine at 512x512 long ago when I had an older computer. I also used Fridger's old virtualtex script. That old Blue Marble cloud data had some problems with seams between the east and west. The best way of dealing with these seams is to offset the image and blend them. I thought that maybe you had offset the image while working on it and didn't change it back which would account for your problem.

Also, after you put the images together and add in the transparency with your image editor, save it as png. Then you can use png2bin.
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Re: Offset of cloud VT

Post #18by ElChristou » 15.08.2008, 10:19

Nope , I revert back the offset after editing the seam... I'll test saving png and using png2bin...
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Re: Offset of cloud VT

Post #19by cartrite » 15.08.2008, 16:19

Alright, just did a cloudmap with 1k tiles. Here is tx_15_4 from level4. Does this look the same as yours.

tx_15_4.jpg


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