DSS file format

General discussion about Celestia that doesn't fit into other forums.
Topic author
mechano
Posts: 7
Joined: 07.05.2002
With us: 22 years 6 months
Location: Hungary

DSS file format

Post #1by mechano » 07.05.2002, 23:50

Hi Everybody!!

I have a little problem with these dss files, i have no ide how can i use them. I have a Geforce 2 mx 400 video card, i hope it knows this file format :?

Ortolan
Posts: 120
Joined: 31.03.2002
With us: 22 years 7 months
Location: Melbourne, Australia

Post #2by Ortolan » 08.05.2002, 00:38

Your card should support the compressed textures, you need to edit the file solarsys.ssc to get them working. In that file, go to the section for the planet or moon you have a dds texture for and make sure that the 'Texture' variable has the name of the dds file next to it instead of the default jpeg file. Also, make sure 'CompressTexture' is commented out (has a # at the start of the line). Then place any dds textures in the /textures/medres directory and start celestia and they should work.

Topic author
mechano
Posts: 7
Joined: 07.05.2002
With us: 22 years 6 months
Location: Hungary

it's working but..

Post #3by mechano » 08.05.2002, 06:54

thanks Ortolan!! It's working, but now an other problem: the blump files don't match whit these textures: It isn's so funny to look the shadows of the Mariner wally on the Olympos mountain ... Somebody can help me to repair the blump files? I dont have any garphic prog. to modify them :oops:

chris
Site Admin
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Location: Seattle, Washington, USA

it's working but..

Post #4by chris » 08.05.2002, 07:55

mechano wrote:thanks Ortolan!! It's working, but now an other problem: the blump files don't match whit these textures: It isn's so funny to look the shadows of the Mariner wally on the Olympos mountain ... Somebody can help me to repair the blump files? I dont have any garphic prog. to modify them :oops:

It's not documented, but the bump maps have to be the same size as the texture files. Actually, they'll work fine as long as there's no texture splitting, but for textures > 2048 pixels wide it's very likely that the textures will get split. You should probably just comment out the BumpMap line (by putting a # in front of it) . . . Bump maps don't compress well at all with DXT1, so it's impractical to use one larger than 2048x1024.

--Chris


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