Help! I found a very beautiful image of a portion of Vallis Marineris, at an astounding detail, so I decided to use it as Virtual Texture for Mars.chris wrote:...the highest I've gone to is level 5 (albeit with 1024x1024 tiles.) I'll test out some higher levels of detail . . .
--Chris
Following is how I made my attempt (negative!):
with Photoshop I obtained 2 different bigmarineris.jpg images, 8k x 8k and 8k x 4k.
I tried with both, because while Chris says the textures should be as usual in proportion 2 to 1
somewhere else (Hankr, Brendan and others) I found that images they used are square.chris wrote:2n x n texture tiles, where n must be a power of two
I prepared a bigmarineris.ctx file as follows
VirtualTexture
{
ImageDirectory "level0"
BaseSplit 0
TileSize 8192 # and 4096 for the smaller texture
TileType "jpg"
}
and I put it in the hires folder (where is the texture I'm using for Mars,
Mars-Shaded-16K.dds.
In the same folder I put the level0 subdirectory containing the bigmarineris.jpg texture to be used.
Then I made the bigmarineris.ssc as follows
AltSurface "bigmarineris" "Sol/Mars"
{
Color [ 0.85 0.85 1.0 ]
Texture "bigmarineris.ctx"
#BumpMap "bigmarineris.jpg"
#BumpHeight 4.0
and put it first in the data folder, later on in the extras folder.
I tried both, but nothing happened . I've searched in the forum some information on the way to perform this, but I found nothing sufficiently clear (at least clear for me ).
Could someone be so kind to tell me where I missed the right way? Is there a dimensional limit for virtual textures, so that 4k or 8k virtual textures are not allowed?
I have no problems with grphic card, it's a Nvidia GeForce Ti 4600 128 Mb.
I forgot to say that obviously I'm using Celestia 1.3.1 pre9. .
Thanks a lot .
Andrea