1.3.1 prerelease 11

General discussion about Celestia that doesn't fit into other forums.
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chris
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1.3.1 prerelease 11

Post #1by chris » 21.09.2003, 00:16

I've created another prerelease, mostly to accommodate Jens's ultra high resolution virtual texture tiles of the Kennedy Space Center.

Get it here:

http://www.celestiaproject.net/celestia/files/ ... 1pre11.exe

And if you have prerelease 10 already, there's an EXE-only ZIP file:

http://www.celestiaproject.net/celestia/files/ ... 11-exe.zip

In addition to allowing higher resolution tiles (up to and including level 10), this release has the following additional changes:

- Fixed the display of zero and negative distances
- Added a log message when meshes fail to load
- Included models of Epimetheus, Prometheus, and Janus

--Chris

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Post #2by TERRIER » 21.09.2003, 11:09

That was quick Chris, however I'm only seeing black squares for any resolution greater than the level 8 tiles.

I've swapped the Celestia.EXE file over and removed the 'x' from Jens level 9 and 10 texture files.
Maybe I've missed something?
Lets see if anyone else has a problem!

regards
1.6.0:AMDAth1.2GHz 1GbDDR266:Ge6200 256mbDDR250:WinXP-SP3:1280x1024x32FS:v196.21@AA4x:AF16x:IS=HQ:T.Buff=ON Earth16Kdds@15KkmArctic2000AD:FOV1:SPEC L5dds:NORM L5dxt5:CLOUD L5dds:
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS

ElPelado
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Post #3by ElPelado » 21.09.2003, 11:43

i have celestia 1.3.1pre9 installed on one disk, and i installed now the pte11 in the other disk. i put the whole bluemarble add-on, then i unzipped the level 6, 7, 8, 9 and 10 from the KSC. i launched celestia(BTW, IT LAUNCHED VERY VERY VERY QUICKLY, I DONT KNOW WHY THE OTHER INSTALATION TAKES MORE THAN A MINUTE TO LAUNCH). i went to the ksc, and started from a very high place. then i started to get close to it, and i only counted 8 levels. its like the level9 and level10 are not there...
---------X---------
EL XENTENARIO
1905-2005

My page:
http://www.urielpelado.com.ar
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http://www.celestiaproject.net/gallery/view_al ... y-Universe

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t00fri
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Post #4by t00fri » 21.09.2003, 13:25

ElPelado wrote:i have celestia 1.3.1pre9 installed on one disk, and i installed now the pte11 in the other disk. i put the whole bluemarble add-on, then i unzipped the level 6, 7, 8, 9 and 10 from the KSC. i launched celestia(BTW, IT LAUNCHED VERY VERY VERY QUICKLY, I DONT KNOW WHY THE OTHER INSTALATION TAKES MORE THAN A MINUTE TO LAUNCH). i went to the ksc, and started from a very high place. then i started to get close to it, and i only counted 8 levels. its like the level9 and level10 are not there...

Chris,

I have compiled your last CVS checkin (image.cpp still crashes, because of the missing #include <algorithm> header;-)). Florida tile loading works only to level8 inclusive! Of course I have removed the 'x' in front of Jens' level9 and level10 dir names;-). So everyone here seems to agree that something is still missing for level9,10 display.

chris wrote:-Included models of Epimetheus, Prometheus, and Janus


Also, in the CVS archive, the new models for
Epimetheus, Prometheus, and Janus appear to be missing...

Bye Fridger

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Post #5by jim » 21.09.2003, 14:00

t00fri wrote:. Florida tile loading works only to level8 inclusive! Of course I have removed the 'x' in front of Jens' level9 and level10 dir names;-). So everyone here seems to agree that something is still missing for level9,10 display.


Sorry, I guess it was my fault :oops:
See at my post in textur forum.

Bye Jens

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t00fri
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Post #6by t00fri » 21.09.2003, 14:41

jim wrote:
t00fri wrote:. Florida tile loading works only to level8 inclusive! Of course I have removed the 'x' in front of Jens' level9 and level10 dir names;-). So everyone here seems to agree that something is still missing for level9,10 display.

Sorry, I guess it was my fault :oops:
See at my post in textur forum.

Bye Jens


Indeed, after the required tile renumbering, everything works beautifully!

Bye Fridger

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Post #7by TERRIER » 21.09.2003, 15:28

Yes the renaming of the tiles has worked for me, I can see the higher detail. I'm still getting black squares cutting in however when I get in close. I guess this must be because of my graphics card.

I'll post those changes by Jens and El Pelado here too, for people who have the tiles with their original names;

level 9:
tx_242_174.dds --> tx_282_174.dds
tx_242_175.dds --> tx_282_175.dds

level 10:
tx_484_349.dds --> tx_564_349.dds
tx_484_350.dds --> tx_564_350.dds
tx_485_349.dds --> tx_565_349.dds
tx_485_350.dds --> tx_565_350.dds

regards
TERRIER
1.6.0:AMDAth1.2GHz 1GbDDR266:Ge6200 256mbDDR250:WinXP-SP3:1280x1024x32FS:v196.21@AA4x:AF16x:IS=HQ:T.Buff=ON Earth16Kdds@15KkmArctic2000AD:FOV1:SPEC L5dds:NORM L5dxt5:CLOUD L5dds:
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS

don
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Re: 1.3.1 prerelease 11

Post #8by don » 21.09.2003, 18:39

chris wrote:I've created another prerelease, mostly to accommodate Jens's ultra high resolution virtual texture tiles of the Kennedy Space Center.

Good job Chris, it works great (with the tile filename changes).

Are there any specific things in pre10/11 that you would like to be tested, aside from the level 10 tiles?

Thanks for all your hard work Chris!

-Don G.

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Re: 1.3.1 prerelease 11

Post #9by don » 21.09.2003, 19:24

chris wrote:I've created another prerelease, mostly to accommodate Jens's ultra high resolution virtual texture tiles of the Kennedy Space Center.

Hi Chris,

With the new high resolutions possible in Celestia, have you considered adding a distance factor to the RotateAcceleration value specified in the config file, as the camera gets closer and closer to the surface of an object, so that Celestia's Roll, Pitch, Yaw, etc. controls are still usable at these close-up distances?

-Don G.

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Post #10by JackHiggins » 22.09.2003, 22:03

There seems to be a bug in the new "Luminosity" line. For the sun, it gives a reading of 0.99999 x Sol.

This should be 1...!! :D
- Jack Higgins
Jack's Celestia Add-ons
And visit my Celestia Gallery too!

Guest

Post #11by Guest » 25.09.2003, 01:57

pre11 looks pretty good.

I have a few comments on the virtual textures. I'm using a level 4 earth image.

Currently when you're viewing earth at (say) level 1, it's showing the images at level one, but these look quite blurry as soon as they're not longer at 1:1 magnification. Instead if we showed level 2 images the hardware engine would do the scaling and it wouldn't look as blurry.

I have a bunch of 2.5 to 12m resolution images (and some much higher) that i'd like to insert at specific locations, e.g. impress people by zooming into your house, and reading number plates, or zooming into the moon and checking out the Hasselblads :). Maybe there could be another way of dropping files into a "lat-long" directory and give them names like.

ll_-34.348343.-29.233434.-34.400000.-39.300000.jpg

e.g. put the exact latitude/long coords into the filename.

thoughts?

cheers
Stu

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Post #12by dab » 25.09.2003, 10:34

I can hardly believe how much celestia has improved since I last updated! I mean -- it seemed perfect even then.

accoring to the changelog, axis precession I was bitching about in the past was added 1.2.4.

eclipses and comet tails are spectacular.

why, we have *light time delay*, for chrissake!
although I do not exactly understand what it is:

* Added new keyboard commands for dealing with light time delay
- ? : show light time delay between current position and selected object
- - (minus) : compensate for light time : subtract light travel time to selected object from the current time


does this mean, that when I switch '-', the selected object is rendered at the accurate moment in the 'past'? Or does it mean that every object is rendered where it would appear (delayed)? [it matters not for the stars, of course, I believe they are still stationary]
or would it eat too much processor time to render each object at its 'own' time (but then, why should it). Was this feature discussed somewhere, or could somebody explain?

Now, I have another idea, I guess you could call it a feature request:

So far, you can specify a cloud map for earth, and it will slowly be rotated around the equator. Which of course looks much better that a stationary cloud pattern. Still, if you observe it more closely, it seems strange to see typical cloud patterns of the pacific over Africa, for example.

I wonder, would it be possible to provide the option to specify a 'movie' of cloud patterns? not only could you create a credible loop of weather patterns, I have also been collecting composite snapshots of weather satellites for over a year now, 8 times a day. So for 'recorded' periods, you could actually render the 'correct' weather! this would be a fantastic features when simulating eclipses, for example. This would be something like a textfile with filenames and time intervals during which this file should be used as the cloud pattern...

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1.3.1 for mac?

Post #13by Startyger » 25.09.2003, 15:49

we're still enjoying the "pre- release for 1.3.0" did Chris buy his new comp (g4) ? If i had the change... i'd buy him a G5... to help speed things along... ;-)
"then He smiled at me...pa-rump-a-pum-pum..... me and my drum"

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Post #14by ajtribick » 09.10.2003, 20:09

Hmmm... I'll be sticking to 1.3.0 for a while.

My computer does not like the combination of shadows (ANY type) with planetary atmospheres under the prerelease. If you get too close to the planet (e.g. Mimas orbit around Saturn), really funky patterns appear which change every frame, all kinds of weird hexagons and stuff. Under 1.3.0 this only seems to happen on Earth when it is being eclipsed by the moon.

Also the program somehow managed to get stuck inside a star, and any goto option, or flying or anything just jumped straight into the blackness at the heart of other stars...

Also, would it be possible to change the cursor if it is over an object?


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