Can anyone help me fit a texture

Tips for creating and manipulating planet textures for Celestia.
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Darkmiss
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Can anyone help me fit a texture

Post #1by Darkmiss » 25.08.2002, 11:00

Hello
I downloaded a really nice mars texture from here http://www.space-graphics.com/redmars.htm (they have the nice Blue mars too)

and tried to use it, but it just wont show
I downloaded the 5k texture and the 5k bump map

edited the sosarsys.ssc to reflect the changes
But all i get is a pink ball

Dose the texture have to aply to any rules ?

Ortolan
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Post #2by Ortolan » 25.08.2002, 11:13

Try resizing the textures to 4096x2048 pixels (dimensions must be a power of 2).

Topic author
Darkmiss
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Post #3by Darkmiss » 25.08.2002, 15:07

well in laymans terms I take it that means it has to exactly twice as wide as it is high

well i did that, I made it 5000 x 2500
and id did nothing

Sorry im still ver new with this program
and im like a big sponge ready to soak up all information 8O :!:

Well it worked, 'I used the size you said and now its fine, thank you :)

Ortolan
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Post #4by Ortolan » 25.08.2002, 16:00

I mean it has to be a power of 2. Valid numbers are: 2,4,8,16,32,64,128,256,512,1024,2048,4096,8192,16384 etc
(power of 2 means you take the previous number and multiply it by 2)
:D

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Darkmiss
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Post #5by Darkmiss » 25.08.2002, 18:05

yep im getting there slowly

got it working now, thank you very much 8)

Danila

I can't update textures too

Post #6by Danila » 17.09.2002, 06:35

Excuse me for asking the same question but I also tried to change
the Celestia textures for higher resolution ones, I resampled
them to the power of 2 and I see the same blurry sheres!..
What should I do - change some script in some way?
How have you managed to make Celestia use higher-resolution texture?

And one more question: why is the directory "hires" of the Celestia folder empty? I tried to put my new texture there but with no effect. And
by changing the texture in "medres" folder I obtain this blurry image.

What additional steps should be done?

Maybe, it needs some special format different from png or jpg?

Help me, please!

Ortolan
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Post #7by Ortolan » 17.09.2002, 06:52

Make sure you have edited the solarsys.ssc file to include the name of your new texture file. Celestia will look in the medres folder by default. Hold Shift and press 'R' to load the texture from the hires folder. If the texture you are using is a .dds file, you need to set the CompressTexture value to False. Good luck! :D

Guest

Post #8by Guest » 17.09.2002, 07:20

Thank you very much for answering but I went through these steps.
First, I renamed my new texture to make its name exactly the same as the old (original) one. This worked but instead of a planet become more refined, sharp it behaved to the opposite -- it became more blurry! Texture hadn't disappear completely, it just bacame less detailed then the original one. that's strange as I was using texture with HIGHER resolutuion...

Then I renamed my new texture to some name (say, earth4k.png) and corected the .ssc file. The texture disappeared completely! I just don't understand...

The texture copression is true by default and I hadn't touched it at all.

I prepared .png textures from my .jpeg maps taken from the Planet Portal. I used the ACDSee 3.0 for encoding.

I hadn't changed the bumpmapping texture though. Maybe, the problem lies here?

I have a GeForce 2MX400 64Mb video card.

Maybe I'm just stupid??? -- I don't know.. :-(

One proposition: maybe it's worth writing a short but clear instruction on changing textures for Celestia? Where all the procedure would be written step-by-step? For beginners...

Ortolan
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Post #9by Ortolan » 17.09.2002, 07:47

Hmm, it could be that the texture file and bumpmap file are different sizes (in celestia 1.2.4 and earlier they must have the same dimensions). Please post the relevant section from your solarsys.ssc file as well as the names of the files you are wanting to use. Thanks.

Danila

Post #10by Danila » 17.09.2002, 08:05

One more brief question: how to prepare .dds textures from ordinary .jpg files?

Ortolan
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Post #11by Ortolan » 17.09.2002, 08:53

You need the DXT Tools from Nvidia's website:
http://developer.nvidia.com/view.asp?IO ... ion_plugin

yanka
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Post #12by yanka » 17.09.2002, 16:19

Excuse me for asking the same question but I also tried to change
the Celestia textures for higher resolution ones, I resampled
them to the power of 2 and I see the same blurry sheres!..
What should I do - change some script in some way?
How have you managed to make Celestia use higher-resolution texture?



Your main problem is that you are never going to get the results that you want by going from a low resolution and trying to change it to a higher resolution by resampling. The blurriness is caused because the new image is created without any high frequency information, which you don't have but need to make the image sharp. In order to get the effects that you want you are going to need to find some higher resolution images to base you textures on.

Michael

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John Van Vliet
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To Danila

Post #13by John Van Vliet » 17.09.2002, 21:01

Dont give up It took me a while to figure out image formats , I started geting into digatle this past winter . I now have a prety nice grip on using GIMP (a very nice tool)

Guest

Post #14by Guest » 18.09.2002, 04:14

Guys, guys, guys,
I am not sure you are getting the meaning of power of 2. This means if a texture you downloaded has a size of 5000x2500 you need to resize the texture to 4096x2048. Don't divide it in half to 2500x1350 or close to that. All texture sizes must fall into the same size like system memory. 256,512,1024,2048,4096,8192, and so on. Just remember that the texture must be twice as wide as it is tall. this give textures a 2 to 1 ratio or 2.1 ratio. There are some textures that don't follow this rule as they are a 1.1 ratio or square. Good luck.


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