Textures

General discussion about Celestia that doesn't fit into other forums.
Topic author
Dain
Posts: 2
Joined: 19.02.2003
With us: 21 years 9 months

Textures

Post #1by Dain » 19.02.2003, 19:52

I copied the High res textures into the medres directory, but Celestia doesn't show them.
Is it possible that I have to edit the solarsys.scc??
There are the lines:

Texture "earth.png"
# Texture "earth8k.dds"
NightTexture "earthnight.jpg"

# SpecularTexture "earthspec2k.jpg"

and


# BumpMap "earthbump4k.jpg"
# BumpHeight 4.5

Do I have to edit the filenames?????

granthutchison
Developer
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Joined: 21.11.2002
With us: 22 years

Post #2by granthutchison » 19.02.2003, 20:06

You haven't said which hi-res textures you're using, but yes, their filenames do need to be inserted in solarsys.ssc.

Grant

Topic author
Dain
Posts: 2
Joined: 19.02.2003
With us: 21 years 9 months

Post #3by Dain » 19.02.2003, 21:11

I downloaded earth8k-BM-col-bmp-um.dds

I canged the filename and deleted the # in front of it, but when I started celestia I couldn't see any change, if I delete the # sign in front of bump mapping bump mapping works, but I can't get the high res texture running :(

praesepe
Posts: 220
Joined: 15.10.2002
Age: 44
With us: 22 years 1 month
Location: Barcelona, Spain

Post #4by praesepe » 19.02.2003, 21:26

Have you put the # in front of the old texture definition? (You can't have two at the same time)

Code: Select all

# Texture "earth.png"
Texture "earth8k-BM-col-bmp-um.dds"


P.S.: Remember that dds files can be only used by Nvidia chipset based videocards, so if you have a different one dds files will not be displayed :?
Greets :P

praesepe

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selden
Developer
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Location: NY, USA

Post #5by selden » 19.02.2003, 22:15

praesepe,

I had that same misunderstanding but got straightened out by Chris and others in another thread: DDS files work fine with most "modern" 3D cards (but they have to be more modern than ATI's Rage cards :( ).

It's the pixel and vector shaders that only work on Nvidia cards (e.g. specular reflections, bumpmaps and ring shadows). Chris is working hard on the OpenGL v1.4 versions of those routines for v1.2.6. Hopefully then they'll work on modern ATI cards.
Selden


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