BlueMarble-west

Tips for creating and manipulating planet textures for Celestia.
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cartrite
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BlueMarble-west

Post #1by cartrite » 06.11.2005, 00:43

Hi All,

First I'd like to say I'm sorry for posting so many pics in the thread I
started in the users forum. I'll use thumbs for now on. I didn't take into account
that some people may still use dial-up connections.

Second I would like to thank Fridger for his virtualtex script. I modified it to accept
the x and y coordinates so the file names come out right when doing the smaller
sections. That is A1-B2 ends up with 4 8k tiles each that are VT'd seperately.
Also Thanks to:
Selden for his texture.html page.
Bob Hedgewood for VT for dummies.
"Jim" Jens for his VT calulator.
The folks at Nasa for the texture files.

Now that I have an ocean layer for the west with the land area empty I
should be able to write a script to do these by batch for the other months.
The ocean color should be changeable via a script too.

Well time to start the East.
Here are a few thumbs of the West.

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cartrite

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Post #2by cartrite » 06.11.2005, 00:55

Sorry,

Forgot to thank:

Jestr and Don Edwards for their tips, ssc files, etc.

Harold Schmidt for his cloud map.

Leave anyone out? Hope not.

cartrite

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Post #3by cartrite » 07.11.2005, 11:44

After further thought,
There are a great number of people (sorry, names to numerious to mention here) that I forgot to thank.
Chris for starting this program in the first place.
All those who contributed to it's developement.
All those who contributed to open soure programming.
The cost of image editing software alone would be beyond my reach if it not for the Gimp or Image Magic, Blender, Anim8or, Linux, Etc. Thank You All
cartrite

Fightspit
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Post #4by Fightspit » 08.11.2005, 17:43

You can say thanks to people who have made this forum, to manufacturers of display (LG or Philips) and computer (dell or HP) that you can look this forum. :lol:


Edit: It is my 100 th post :!: :!: :!: 8)
Last edited by Fightspit on 09.11.2005, 17:39, edited 1 time in total.
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Cham M
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Post #5by Cham » 08.11.2005, 18:11

But the first (?) person to thank is your mother, to have placed you in the world so you can contemplate something. (and the father ? Well you can forget about him, has his role was quite secondary !) :P

And also don't forget to praise the universe itself to exists, so there's something out there to be appreciated in the first place.

Do I forget something ?
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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Post #6by cartrite » 08.11.2005, 18:30

I stand corrected.
And Thanks to Them Too!

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Post #7by cartrite » 20.11.2005, 00:29

I'm still trying to figure a lot of this stuff out. Every attempt
at creating a normal map has failed. Here is a look at what it could
look like with a normal map. The map I'm using is John van Vliet's 32k.
The other shot shows basic rendering mode. No normal map.
The spec map is Harald Schmidt's. I think when I find the time I should be able to create a spec map.
As for clouds, They are Harald's too. Maybe after I figure out these normal maps, I'll attempt the others.

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cartrite

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Post #8by cartrite » 05.12.2005, 00:44

I guess this should be renamed to just Blue Marble. I finished this thing
over the weekend. The original data was desaturated by 35 % and blended with the ocean mask I created by 80/20. I may have over done the desaturating part. Some day I'm going to try 20 %.
For my first full planet I can't complain. It still has some problem areas.
1. No north pole. 2. No normal map of my own. I can use the other maps but
they don't go to level six. 3. A lot of inland lakes still need to be blended.
4. And so on. I'm going to upgrade my ram to 1 gig before I attempt fixing
these things. Here are a few thumbs.

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cartrite

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Post #9by cartrite » 16.12.2005, 17:57

All level6 textures were finally VT'd. Just the main texture files (no spec, normal, etc) are 3.12 gb in png format. That's level's 0 thru 6. Here are a couple of shots. Pic 1 is basic rendering, pic 2 is open gl2.0, and pic3 is in nvidia/combiners.

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Did anyone else try to do these? 500 m that is?

cartrite

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Post #10by Fightspit » 16.12.2005, 20:06

Oh yes, I want to try this ! :D 8)
Let us a link to download your addon .

Thank You !!

:wink:
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Post #11by cartrite » 16.12.2005, 21:48

Sorry, I don't have a place that others can download this from. The only thing I thought about doing is burning it to a dvd and mailing it to someone willing to host it for others. Keep in mind this thing still needs a lot of work.

I was asking if anyone downloaded The Blue Marble Data tried to modify it like I did?

cartrite

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Post #12by Kolano » 17.12.2005, 20:39

How big are we actually talking here, I assume <8g if it will fit on DVD. Can it not be posted to the Motherlode in parts?
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Post #13by cartrite » 17.12.2005, 20:58

I have a cable modem. I can download anything I want. But uploading is close to dial up speed. The level 6 folder is around 2.2 GB and the whole thing is about 3.2 GB. Thats without normal,spec, and cloud maps. Which have not been made yet. Thats a lot of space for somthing thats not ready for "The World" yet. If it ever is.

cartrite

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Post #14by cartrite » 21.12.2005, 20:43

Well I did my own clouds. The data came from xplanet last summer. But they are only 2k. I also made a 16k normal map from a file from NASA's Earth Observatory. The height data was from file srtm_ramp2.world.21600x10800.jpg. I used the gimp to convert it to a rgb and NVDXT to convert it to a normal map. I have the 500m bin file but have not figured out how to open it yet. Does anyone know what I can use to tile this binary file. It's srtm_ramp2.world.86400x43200.bin.gz. Anyhow here is a look see.

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Currently working on a spec map. The bathy data that is next to the topo map has no inland lakes so I'm converting the ocean files I made while doing the main texture.
These files are available at :
http://earthobservatory.nasa.gov/Newsro ... hlies.html

Happy Holidays,

cartrite

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Post #15by jestr » 21.12.2005, 22:34

I would be wary of using the shuttle SRTM data for a normal map,although for most of the data it looks very detailed,there are lots of holes and spikes where they shouldnt be (especially over water).Maybe there is a cleaned up version available though,Jestr


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