fsgregs wrote:Fridger:
...but my personal knowledge of such topics as Normal maps, what goes into them, alpha channels, specular channels, bin files, VT tiles, tile sizes, tile parameters, etc ... are all topics I know virtually nothing about.
Frank,
while I can understand that Windows people don't feel at home with commandline programs, I am really surprised about what you wrote here.
Along with the first version of my texture tools, I have spent a large effort writing
a detailed step-by-step tutorial about normalmaps in general, their effect, virtual textures, and all that!
http://www.celestialmatters.org/?q=node/10This Tutorial is available since Oct 3rd
2007!
I conclude that despite my previous pedagogical efforts you didn't read / study it.
You might be surprised if I showed you the
long list of people who have successfully reported already completion of their personal VT monster tilesets with my F-TexTools / Nmtools...Many were not more familiar with computer matters or textures than yourself.
Furthermore, Bob had a second go at our
Celestial Matters site in his excellent and very elementary thread
Fridger?s Texture Tools for the Brain-Deadhttp://forum.celestialmatters.org/viewtopic.php?t=217 I think everyone in this community is meanwhile aware about
Celestial Matters being our dedicated website and forum, where all of this is VERY easy to find along with the latest updates of the software, models etc.
That is why your FX tools have been scary for many people to tackle. Even Bob's tutorial on it was still ... too confusing for some of us

For the general basic background about textures, VTs etc, there is Selden's pedagogical Document since a long time
http://www.lns.cornell.edu/~seb/celesti ... s.html#2.5as well as Bob's various elementary respective docs.
While this level might still be too advanced for some, for reasons of available time for such a project, I am unfortunately forced to assume an "average window of knowledge" about these Celestia related issues.
Now, since for you all these efforts apparently passed by unnoticed or at least with little learning effect, I am afraid that my GUI efforts will make little change for you in this respect.
So unfortunately, I will have to book your mail as a
demotivating one concerning this (ongoing) GUI project...
++++++++++++++++++++++
While others might well have a dedication to start at the
most elementary levels of knowledge about computers or textures, I have not, since there are plenty of other tasks of higher priority for me than writing additional super-elementary tutorials (that barely anyone reads...).
++++++++++++++++++++++
Will your GUI interfaces also generate main VT textures for Earth and moon, or is it confined to just normal and spec maps?
A few minutes inspection of the GUI display above might have answered your question.
As you may clearly read in that display, there are two main "toolbox compartments":
- The first one is called Base + Spec Texture,
- the second one is called Normalmap.
The header of the active compartment of my GUI "toolbox" is printed in bold face. Its purpose includes making VT's of any size from a quite general input (base) texture. Hence given the required input imaging data, my tools handle of course ANY celestial body.
+++++++++++++++++++++++++
Didn't you note the great
64k Moon VT images by
praesepe a couple of days ago that were done with the
commandline version of my F-TexTools??
viewtopic.php?f=5&t=13775 +++++++++++++++++++++++++
Beyond making VTs, there are many other options as you again may infer from the GUI display. The format of the input texture can be in binary = raw format (Usually being the format of scientific textures) or in PNG.
Since its early days, Celestia supported an
integration of the
specular texture into the (RGB)
base texture in its so-called Alpha channel. The default
earth.png texture in any previous Celestia distribution had always included the specular texture in integrated form, for example!
The Alpha channel is administrated in the texture like a
4th color, but usually it is responsible for
opacity or specularity properties of a texture. While the specular texture can also be entered as a separate file in solarsys.scc, its integration as a 4th color is advantagous for GPU storage reasons, speed etc. In the course of time, there were numerous discussions about this convenient option in this forum. My tools and hence also their GUI version can do this integration with a click (see GUI display). Then automatically, the resulting VTs also have the specularity integrated.
The second page of my GUI toolbox looks quite similar to the first one, but is devoted to making the corresponding Normalmaps as it's header says..
Fridger