V1.3.2pre7 secrets
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Topic authormaxim
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V1.3.2pre7 secrets
I'm running pre7 now and everything works well so far with my numerous addons. I haven'd switched on all of them yet, but I'm slighly optimistic
But watching the solsystem from above and having switched on planet orbits and sampling rate set to 500, I wonder what this is?
The new sign for intergalactic peace?
maxim
But watching the solsystem from above and having switched on planet orbits and sampling rate set to 500, I wonder what this is?
The new sign for intergalactic peace?
maxim
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Re: V1.3.2pre7 secrets
maxim wrote:I'm running pre7 now and everything works well so far with my numerous addons. I haven'd switched on all of them yet, but I'm slighly optimistic
But watching the solsystem from above and having switched on planet orbits and sampling rate set to 500, I wonder what this is?
The new sign for intergalactic peace?
maxim
could you quote the cel:url, please...
Bye Fridger
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jim wrote:As far as I know had Kendrix the same problems with an early version of KCelestia.
I can really not untersand why we must invent the weel again. Is it such a big problem to ask Kendrix for it's code. Celestia1.3.2pre7 is still far away from KCelestias smooth orbits and rings.
Aside from extra orbit lines (sorry about that), it looks exactly the same to me . . . I can't see what he would have been doing differently.
--Chris
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Topic authormaxim
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Fridger,
A similar cel://URL is:
cel://Follow/Sol/2004-03-17T23:09:01.69 ... =6051&lm=0
In celestia.cfg I've set these parameters:
OrbitPathSamplePoints 500
RingSystemSections 500
Unlike the picture may indicate, the knot-points don't reflect the positions of the planets. All in all, such a view could be nice as a kind of graticule. Having the central dividing line for comparision, it'll show well how the orbits are twisted against each other, and how things slow down from inner to outer orbits - at least more picturing than watching some small white dots move.
maxim
A similar cel://URL is:
cel://Follow/Sol/2004-03-17T23:09:01.69 ... =6051&lm=0
In celestia.cfg I've set these parameters:
OrbitPathSamplePoints 500
RingSystemSections 500
Unlike the picture may indicate, the knot-points don't reflect the positions of the planets. All in all, such a view could be nice as a kind of graticule. Having the central dividing line for comparision, it'll show well how the orbits are twisted against each other, and how things slow down from inner to outer orbits - at least more picturing than watching some small white dots move.
maxim
jim wrote: Is it such a big problem to ask Kendrix for it's code. Celestia1.3.2pre7 is still far away from KCelestias smooth orbits and rings.
Bye Jens
Jens
Are the rings of Saturn in 1.3.2pre7 not comparable with Kcelestia, using a RingSystemSections setting in the new .cfg file of 1000 (or greater ) ?
They look pretty smooth to me.
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
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS
TERRIER wrote:Are the rings of Saturn in 1.3.2pre7 not comparable with Kcelestia, using a RingSystemSections setting in the new .cfg file of 1000 (or greater ) ?
They look pretty smooth to me.
regards
TERRIER
Terrier could you explain a bit more about this setting and how to use it.
CPU- Intel Pentium Core 2 Quad ,2.40GHz
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
maxim wrote:I've discovered that all my specs are gone with pre7. No way to get them back. The spec images load, but don't display.
Furthermore I now have only three renderpaths left (basic,multitexture and nvidia combiners) instead of five with 1.3.1 - but my card is still a MX4.
maxim
Maxim did you just download the exe only or the full install ?
there are new shaders with the latest two pre-releases. (6/7)
did you copy these across if you downloaded the full install?
CPU- Intel Pentium Core 2 Quad ,2.40GHz
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
RAM- 2Gb 1066MHz DDR2
Motherboard- Gigabyte P35 DQ6
Video Card- Nvidia GeForce 8800 GTS + 640Mb
Hard Drives- 2 SATA Raptor 10000rpm 150GB
OS- Windows Vista Home Premium 32
Paul
No prob, first open up (with notepad or similar text editor) your new celestia.cfg file that is found in Celestia 1.3.2pre7 main directory . (Also it's probably best to make a copy of the original before you start altering it, and put it in a safe place, just in case of a mistake) Then look for the following section;
and adjust the settings to suit;
These are mine;
You probably don't need the ring settings at 1000, but at this setting they don't seem to cause me much slowdown.
regards
TERRIER
No prob, first open up (with notepad or similar text editor) your new celestia.cfg file that is found in Celestia 1.3.2pre7 main directory . (Also it's probably best to make a copy of the original before you start altering it, and put it in a safe place, just in case of a mistake) Then look for the following section;
Code: Select all
The following lines are all rendering detail settings. Assigning
# higher values will give better quality images, but may cause some
# slowdowns on older system.
#------------------------------------------------------------------------
OrbitPathSamplePoints 100
RingSystemSections 100
# These values should both be powers of two; using larger values will
# reduce the jagged edges of eclipse shadows and shadows on planet
# rings, but it will decrease the amount of memory available for
# planet textures. The maximum useful setting is 2048 for the shadow
# texture and 1024 for eclipse textures.
ShadowTextureSize 256
EclipseTextureSize 128
and adjust the settings to suit;
These are mine;
Code: Select all
The following lines are all rendering detail settings. Assigning
# higher values will give better quality images, but may cause some
# slowdowns on older system.
#------------------------------------------------------------------------
OrbitPathSamplePoints 800
RingSystemSections 1000
# These values should both be powers of two; using larger values will
# reduce the jagged edges of eclipse shadows and shadows on planet
# rings, but it will decrease the amount of memory available for
# planet textures. The maximum useful setting is 2048 for the shadow
# texture and 1024 for eclipse textures.
ShadowTextureSize 2048
EclipseTextureSize 1024
You probably don't need the ring settings at 1000, but at this setting they don't seem to cause me much slowdown.
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
NIGHT L5dds:MOON L4dds:GALXY ON:MAG 15.2-SAP:TIME 1000x:RP=OGL2:10.3FPS
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Topic authormaxim
- Posts: 1036
- Joined: 13.11.2003
- With us: 20 years 10 months
- Location: N?rnberg, Germany
Darkmiss wrote:Maxim did you just download the exe only or the full install ?
there are new shaders with the latest two pre-releases. (6/7)
did you copy these across if you downloaded the full install?
I have the full install, and the new shaders. But there are only four ones (for ring shadows, eclipses and multishadows) - nothing new for reflections.
maxim
When using Celestia v1.3.2pre7, 1.3.0 final and 1.3.1 final,
I see specularity on the Earth when using an FX5200 card.
It shows up only in the OpenGL vertex program and higher rendering paths.
It does not show up when using the Basic, Multitexture or Nvidia combiners rendering paths.
Have you tested your card with v1.3.1 final to make sure vertex programs are available with that version?
I see specularity on the Earth when using an FX5200 card.
It shows up only in the OpenGL vertex program and higher rendering paths.
It does not show up when using the Basic, Multitexture or Nvidia combiners rendering paths.
Have you tested your card with v1.3.1 final to make sure vertex programs are available with that version?
Selden