32k BlueMarble Virtual Earth Texture is now available

Tips for creating and manipulating planet textures for Celestia.
Star Lion
Posts: 116
Joined: 09.08.2003
With us: 21 years 3 months
Location: Mosesto CA

Post #141by Star Lion » 01.11.2003, 01:17

http://www.marfig.com/celestia is down, the link is dead
Come visit my:
Celestia Add-on website at:
http://www.starlionfiles.50megs.com
Reconstruction of Bruckners Celestia Page at:
http://www.bruckner.50megs.com
Celestia Mirror at:
http://www.celestiamirror.50megs.com

Guest

Post #142by Guest » 01.11.2003, 20:18

When is the site gonna spring back to life? I've been swamped with animation work at school, so I've been out of the celestia loop for a while. Now I'm back into it and I'd like to get these 32k virtual textures.

Guest

Post #143by Guest » 05.11.2003, 02:51

...but i can`t d/l this! Is the link still working? This site apears to be deleted for me...

deepo
Posts: 1
Joined: 09.03.2003
With us: 21 years 8 months

updating links appreciated...

Post #144by deepo » 18.01.2004, 09:48

good day,

i am pretty new to the mistries and wonders of celestia, so i would appreciate a lot if outdated links, posted in the initial post of a thread could be updated or marked as not available...
i highly recommend the work done by many here and the public availability, but for new users it shouldn't be necessary to read a 10-page-thread only to find out that it is outdated.

nevertheless thanks all for the amazing work.
deepo

Harry
Posts: 559
Joined: 05.09.2003
With us: 21 years 2 months
Location: Germany

Re: updating links appreciated...

Post #145by Harry » 18.01.2004, 11:25

deepo wrote:i highly recommend the work done by many here and the public availability, but for new users it shouldn't be necessary to read a 10-page-thread only to find out that it is outdated.

Sorry, this is not surprising for a forum.

If you are looking for the 32k Bluemarble VT:

http://exp.arc.nasa.gov/downloads/celestia/extras/
(the file is called bm_vtex.zip)

Harald

jestr
Posts: 612
Joined: 14.09.2003
With us: 21 years 2 months
Location: Bridgwater,UK

Post #146by jestr » 18.01.2004, 20:57

Harry,I have the same lines on my 64K PNG and JPG versions,but I cant see them along the edges of every tile.There is one really obvious one at the equator and others both horizontal and vertical but they are harder to spot-more visible over the land (but my sea texture is quite dark blue).Could it be the faces of the sphere (geosphere?) that we are seeing,or something to do with how the light is rendered on them?
Its not on the original textures,cheers Jestr

Harry
Posts: 559
Joined: 05.09.2003
With us: 21 years 2 months
Location: Germany

Post #147by Harry » 19.01.2004, 00:30

jestr wrote:Harry,I have the same lines on my 64K PNG and JPG versions,but I cant see them along the edges of every tile.There is one really obvious one at the equator and others both horizontal and vertical but they are harder to spot-more visible over the land (but my sea texture is quite dark blue).Could it be the faces of the sphere (geosphere?) that we are seeing,or something to do with how the light is rendered on them?
Its not on the original textures,cheers Jestr

If you are talking about my screenshot: my best explanation is still the difference between the pixels within a tile, which are filtered (i.e. get blurred) and the pixels at the border to a neighbouring tile, which are not filtered (the texture ends, there are no more pixels to use the filter for), resulting in a sharp transition without any blurring - it's difficult for me to explain this. Of course you won't see this sharp transition if there is not much contrast at the transition.

If the difference in light-rendering was the cause, you should be able to reduce it by increasing ambient light.

Of course my explanation only matches what I see on my system, with its gfxcard and textures - your system may be different.

Harald


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