Textures in SVN's
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Topic authorDerek
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Textures in SVN's
I'm busy sorting out textures I've accumulated by using the hires/medres/lores to sort and decide on which textures to retain, I'm using 1.5.1 final and everything works fine using 'rR' keys I then change the exe file to SVN4432 everything still fine, then I changed to the latest SVN4645 from cartrite and I find that the hires/medres/lores no longer works, there isalso no onscreen indication of changing either. Question what influences the changeing of resolution considering the only thing I changed is the exe file or have I missed something.
thsnks
thsnks
Derek
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Re: Textures in SVN's
Derek wrote:I'm busy sorting out textures I've accumulated by using the hires/medres/lores to sort and decide on which textures to retain, I'm using 1.5.1 final and everything works fine using 'rR' keys I then change the exe file to SVN4432 everything still fine, then I changed to the latest SVN4645 from cartrite and I find that the hires/medres/lores no longer works, there isalso no onscreen indication of changing either. Question what influences the changeing of resolution considering the only thing I changed is the exe file or have I missed something.
thsnks
Yep, rR no longer work. This as been removed for some kind of obscure reason; now the user must use the GUI to switch resolutions...
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Re: Textures in SVN's
I suspect that Chris has a new use intended for these keystrokes in an upcoming release (although he hasn't said anything to this effect).ElChristou wrote:Yep, rR no longer work. This as been removed for some kind of obscure reason; now the user must use the GUI to switch resolutions...
My guess would be something to do with toggling Reference Frame display.
I miss being able to easily switch texture resolutions with a keystroke If Chris does in fact want to use these keys for something else, maybe an alternate available key combination could be found for the texture resolution toggling.
BTW. The dropdown keyboard shortcuts (Help menu) is now out of date.
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Re: Textures in SVN's
The texture resolution keys r/R were removed because this function isn't used often enough to justify assigning a letter key for it. Also, this key assignment was troublesome because it made it easy for a new user to accidentally reduce the texture resolution without realizing what had happened or how to fix the problem. We will eventually reassign r/R to some function that is used more frequently.
--Chris
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Re: Textures in SVN's
chris wrote:The texture resolution keys r/R were removed because this function isn't used often enough to justify assigning a letter key for it. Also, this key assignment was troublesome because it made it easy for a new user to accidentally reduce the texture resolution without realizing what had happened or how to fix the problem. We will eventually reassign r/R to some function that is used more frequently.
Not that I want to re open the topic -in fact I don't recall any thread about this problem at all!- but where did you saw that it wasn't use often? I'm trilled because my vote would had been a big NO because perso I use it constantly. If you use low orbit models (like the ISS I'm building now) you have to switch to low res to keep a good FPS so it's a pain to have to open the GUI panel each time...
Re: Textures in SVN's
I fully agree with ElChristou. I used the r/R keys a lot before, and was a bit frustrated when I saw them removed. I'm using several high res textures in all the textures folders as alternate textures (no low res), and the r/R keys were very usefull. I'm voting for the keys back.
EDIT : And on the same note, I'm still asking for a change on the grids and nebulaes keys : Use ";" to activate the nebulaes (^ doesn't even work on my French keyboard !), and use "D" for the grid instead, while removing the #%&* demo item from the menu (and at last put the demo into the script folder). I'm also asking to associate shift-D to another important grid : Horizontal.
EDIT : And on the same note, I'm still asking for a change on the grids and nebulaes keys : Use ";" to activate the nebulaes (^ doesn't even work on my French keyboard !), and use "D" for the grid instead, while removing the #%&* demo item from the menu (and at last put the demo into the script folder). I'm also asking to associate shift-D to another important grid : Horizontal.
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Re: Textures in SVN's
Christophe, Martin,
An alternative is to add a celx function that sets the textures resolution, such as:
This way, you will be able to map this function to any key (including r/R) using your start.celx script.
Does this sound reasonable?
An alternative is to add a celx function that sets the textures resolution, such as:
Code: Select all
celestia:settexturesresolution("medium")
This way, you will be able to map this function to any key (including r/R) using your start.celx script.
Does this sound reasonable?
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Re: Textures in SVN's
Vincent wrote:Christophe, Martin,
An alternative is to add a celx function that sets the textures resolution, such as:Code: Select all
celestia:settexturesresolution("medium")
This way, you will be able to map this function to any key (including r/R) using your start.celx script.
Does this sound reasonable?
I guess so... Tx for proposing!
Re: Textures in SVN's
Vincent:
Your solution to map a key via the start.celx is a good compromise. Although I have used the Rr keys on occasion, and have instructions to press them for anyone using the educational activities, I now have to agree with Chris that the typical user may press them but once in a while, and that would be it. To assign two keys to them for a rare use is probably unnecessary, given that the pull-down menus, Vincent's lua toolkit and a new mapping function in the start.celx can do the same thing. That said, I can understand developers like Cham and EChristou using the keys more. I'm glad there are alternativesl.
Frank
Your solution to map a key via the start.celx is a good compromise. Although I have used the Rr keys on occasion, and have instructions to press them for anyone using the educational activities, I now have to agree with Chris that the typical user may press them but once in a while, and that would be it. To assign two keys to them for a rare use is probably unnecessary, given that the pull-down menus, Vincent's lua toolkit and a new mapping function in the start.celx can do the same thing. That said, I can understand developers like Cham and EChristou using the keys more. I'm glad there are alternativesl.
Frank
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Re: Textures in SVN's
I think that Vincent's solution is a good one: custom keyboard assignments in a script are a good way to get quick access to functions that you use a lot. The missing celx command to set texture resolution is an unfortunate oversight in Celestia, but fortunately one that can be easily corrected.
--Chris
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Re: Textures in SVN's
Sorry to trouble for this, as usual, but could it be implemented in cel scripts too?
It could be very useful for people that, like me, are unable to work with celx.
Vincent?
Thanks a lot for your patience.
Andrea
It could be very useful for people that, like me, are unable to work with celx.
Vincent?
Thanks a lot for your patience.
Andrea
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Re: Textures in SVN's
ANDREA wrote:Sorry to trouble for this, as usual, but could it be implemented in cel scripts too?
It could be very useful for people that, like me, are unable to work with celx.
Vincent?
Thanks a lot for your patience.
The command to change the texture resolution could be implemented for cel scripts, but it's not possible to implement custom keyboard controls in a cel script.
--Chris
Re: Textures in SVN's
Texture resolution settings from cel script would be OK for me, Chris, thank you.chris wrote:The command to change the texture resolution could be implemented for cel scripts, but it's not possible to implement custom keyboard controls in a cel script.--Chris
Will it be introduced in 1.6 or later?
Bye
Andrea
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Re: Textures in SVN's
I'm done with the code change. I'll check it in SVN soon.ANDREA wrote:Will it be introduced in 1.6 or later?
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Re: Textures in SVN's
chris wrote:I think that Vincent's solution is a good one: custom keyboard assignments in a script are a good way to get quick access to functions that you use a lot...
Is a more general approach with a real config panel for shortcuts is planned for the unified UI?
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Re: Textures in SVN's
ElChristou wrote:chris wrote:I think that Vincent's solution is a good one: custom keyboard assignments in a script are a good way to get quick access to functions that you use a lot...
Is a more general approach with a real config panel for shortcuts is planned for the unified UI?
I don't know--we haven't discussed it on the dev list yet. Personally, I think that making the default keyboard layout more sensible should have priority. But, I'll consider your post as a vote for a keyboard mapping UI
--Chris
Re: Textures in SVN's
Thanks a lot, Vincent, very appreciated.Vincent wrote:I'm done with the code change. I'll check it in SVN soon.ANDREA wrote:Will it be introduced in 1.6 or later?
Bye
Andrea
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Re: Textures in SVN's
Is it possible to build the Help menu in code from the same resources that the application uses for the shortcuts themselves? That way, if the keys change, the Help menu is updated automagically.Chuft-Captain wrote:BTW. The dropdown keyboard shortcuts (Help menu) is now out of date.
Re: Textures in SVN's
bdm wrote:Is it possible to build the Help menu in code from the same resources that the application uses for the shortcuts themselves? That way, if the keys change, the Help menu is updated automagically.Chuft-Captain wrote:BTW. The dropdown keyboard shortcuts (Help menu) is now out of date.
How would you do that? I mean, you would get the keys, but what about a good description of what the key does? Where do you get this from?
And we want to go away from the actual "help" menu to a HTML version for 1.6.1 onwards I think. Everything is already in preparation.
Best regards,
Guckytos
Re: Textures in SVN's
what about a good description of what the key does? Where do you get this from?
A description with examples of what every key in Celestia does and cel/URL's that a reader can click on to see the key's effect, is already in the Users Guide, which is currently available via hyperlink from the main Celestia website and the Motherlode.
A shorter version of it focused just on the keys, could be written in or converted to PDF or HTML and included with the default distribution, with access to it as a link in the Help menu.
If the development team felt that would be the best idea, I would be happy to work on it.
Frank