Problems encountered with Cartrite's Celestia installer

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danielj
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Post #1by danielj » 07.10.2006, 20:26

Uhn,first bug:apparently,the Extras folder don??t work at all.I put the MRO folder in Extras,but the probe don??t show off.It??s location is there,but the model don??t.I also put the 61 Cyg B in Extras folder,but the black hole also didn??t appear.
I realize,too,that only the Milky Way and some galaxies differ from Celestia 1.4.1.Still no improvement in models or in the atmosphere rendering...



cartrite wrote:I included an international version setup. This version also changes the default install directory from C:\Program Files\Celestia to C:\Program Files\Celestia-cvs to add some extra protection from your prior installed version being overwritten. It includes the po and po2 directories and the extra dll's. If there is a problem, let me know here. I have no way to test if the international features are working.

cartrite

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Post #2by Malenfant » 07.10.2006, 20:33

Check that the pointer to the Extras folder in your celestia.cfg is pointing to the right place. It sounds like it isn't.
My Celestia page: Spica system, planetary magnitudes script, updated demo.cel, Quad system

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Post #3by danielj » 07.10.2006, 20:39

I don??t know how to edit celestia.cfg.
Sorry,the black hole appeared.It seems that it didn??t because it was inside Deep Sky Objects and Celestia didn??t understand.But the MRO is another thing and don??t show up even when I put the xyz in the data folder.

Malenfant wrote:Check that the pointer to the Extras folder in your celestia.cfg is pointing to the right place. It sounds like it isn't.

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Post #4by cartrite » 07.10.2006, 20:44

danielj,
I suggest reading Selden's Celestia Notes found here.
http://www.lepp.cornell.edu/~seb/celest ... stia_notes
Especially read the sections that refer to V 1.5.0.
They explain how atmospheres work etc. Most of the enhancments require the render mode OpenGL2 to be active. So if you are in Basic, Multitexture, etc. renderering modes, you won't see many of the enhancments.

cartrite
Last edited by cartrite on 07.10.2006, 21:16, edited 1 time in total.
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Post #5by cartrite » 07.10.2006, 20:53

danielj wrote:
MRO is another thing and don??t show up

Which MRO addon are you using? The only model on the motherlode called MRO has no data files. I hope you were not expecting that to work without any data files.
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Post #6by danielj » 07.10.2006, 22:11

I changed the solarsys.ssc like this:
Atmosphere {
Height 60
Lower [ 0.43 0.52 0.65 ]
Upper [ 0.26 0.47 0.84 ]
Sky [ 0.40 0.6 1.0 ]
Sunset [ 1.0 0.6 0.2 ]
# Sunset [ 0.3 1.0 0.5 ]
CloudMap "earth-clouds.*"
Mie 0.001
MieAsymmetry -0.15
Rayleigh [0.001 0.0025 0.006]
Absorption [0 0 0]
MieScaleHeight 12
CloudHeight 7
CloudSpeed 65
}

And the sky,under Open GL 2.0 is too dark.Also,the sun don??t have that orange bright color in sunset,looking like some sort of HDR.What I did wrong?

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Post #7by cartrite » 07.10.2006, 22:24

try this

Code: Select all

   Atmosphere {
      Height 60
      Lower [ 0.43 0.52 0.65 ]
      Upper [ 0.16 0.37 0.74 ]
      Sky [ 0.40 0.6 1.0 ]
      Mie 0.0005
      #MieAsymmetry 0.40
      MieAsymmetry -0.15
      #Rayleigh [ 0.001 0.0025 0.006 ]
      Rayleigh [ 0.00025 0.0009 0.0015 ]
      #Rayleigh [ 0.000485 0.00165 0.00285 ]
      #Absorption [ 0.008 0.004 0.002 ] #dark blue
      Absorption [ 0.00018 0.00005 0.0 ]
      #Absorption [ 0.0 0.0 0.0 ]
      MieScaleHeight 18
      Sunset [ 1.0 0.6 0.2 ]
      #Sunset [ 0.3 1.0 0.5 ]
      CloudHeight 7
      CloudSpeed 0
      #CloudMap "4k_north_summer_clouds.png"
      #CloudMap "katrina-earth-clouds.*"
      CloudMap "earth-clouds.*"
   }
danielj wrote:
And the sky,under Open GL 2.0 is too dark
If you are refering to looking at the sky from the ground this is known and hasn't been fixed yet.
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Post #8by danielj » 08.10.2006, 01:13

The code is OK,but don??t simulate the new sunset.Only the sky itself and the sea looks more realistic.Look:
http://celestiaproject.net/forum/viewtopic.php?t=9891&start=0
I don??t understand why since the Rayleigh scattering is incorporated.
To not say I only bring bad news;I tested the new model of Eros and normal map and the result is very impressive.Can??t wait to use the specular map.


cartrite wrote:try this

Code: Select all

   Atmosphere {
      Height 60
      Lower [ 0.43 0.52 0.65 ]
      Upper [ 0.16 0.37 0.74 ]
      Sky [ 0.40 0.6 1.0 ]
      Mie 0.0005
      #MieAsymmetry 0.40
      MieAsymmetry -0.15
      #Rayleigh [ 0.001 0.0025 0.006 ]
      Rayleigh [ 0.00025 0.0009 0.0015 ]
      #Rayleigh [ 0.000485 0.00165 0.00285 ]
      #Absorption [ 0.008 0.004 0.002 ] #dark blue
      Absorption [ 0.00018 0.00005 0.0 ]
      #Absorption [ 0.0 0.0 0.0 ]
      MieScaleHeight 18
      Sunset [ 1.0 0.6 0.2 ]
      #Sunset [ 0.3 1.0 0.5 ]
      CloudHeight 7
      CloudSpeed 0
      #CloudMap "4k_north_summer_clouds.png"
      #CloudMap "katrina-earth-clouds.*"
      CloudMap "earth-clouds.*"
   }
danielj wrote:
And the sky,under Open GL 2.0 is too dark
If you are refering to looking at the sky from the ground this is known and hasn't been fixed yet.

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Post #9by cartrite » 08.10.2006, 01:49

danielj wrote:
The code is OK,but don??t simulate the new sunset.Only the sky itself and the sea looks more realistic.Look:
http://celestiaproject.net/forum/viewtopic.php?t=9891&start=0
Those settings should produce sunsets like seen here. http://www.celestiaproject.net/forum/viewtopic ... 5837#75837
Your original settings will produce the sunsets shown by your link.
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Post #10by danielj » 08.10.2006, 02:01

Sorry,but the original settings can??t produce the sunset in that link.Maybe this sunset improving is a work in progress...
None of the codes I tried produced that beautiful "radiant" sun!


cartrite wrote:danielj wrote:
The code is OK,but don??t simulate the new sunset.Only the sky itself and the sea looks more realistic.Look:
http://celestiaproject.net/forum/viewtopic.php?t=9891&start=0
Those settings should produce sunsets like seen here. http://www.celestiaproject.net/forum/viewtopic ... 5837#75837
Your original settings will produce the sunsets shown by your link.

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Post #11by cartrite » 08.10.2006, 02:07

Mabey Chris was using different settings when he took those screenshots. Try experimenting. Mabey you'll come up with something better.
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New bug

Post #12by danielj » 08.10.2006, 20:19

I discovered a new bug:
I can??t use Titan bump map,because the moon turns pink and feauterless.Look at this picture:
http://img66.imageshack.us/my.php?image ... inkai7.jpg

My code in solarsys.ssc is as follow:
Texture "titan.*"
BumpMap "titan-bump.*"
BumpHeight 12.0
Color [ 0.8 0.2 0.45 ]
# HazeColor [ 0.781 0.629 0.975 ]
HazeDensity 0.6
Radius 2575
There are also a big problem with Open GL 2.0.The moons,like Callisto and Ganymede and planets like Mars become dark even at full ilumination.I will provide with more details later...

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Post #13by cartrite » 08.10.2006, 22:31

You have to comment out the lines

Code: Select all

 BumpMap "titan-bump.*"
 BumpHeight 12.0

There is no such file in any of the texture folders. You'll have to find a titan-bump file somewhere if you want to use that line..
Last edited by cartrite on 08.10.2006, 22:55, edited 2 times in total.
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Post #14by danielj » 08.10.2006, 22:47

But I put the texture "titan-bump.png" in the medres folder.Even so,it didn??t work.
I think the texture is form t00fri...

cartrite wrote:You have to comment out the lines

Code: Select all

 BumpMap "titan-bump.*"
 BumpHeight 12.0

There is no such file in any of the texture folders. You'll have to find a titan-bump file somewhere if you want to use that line..

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Post #15by cartrite » 08.10.2006, 22:54

danielj wrote:
But I put the texture "titan-bump.png" in the medres folder.Even so,it didn??t work.
I think the texture is form t00fri...
Tell me where you got it (the link) and I'll try to confirm this. I'm running the same code.
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Post #16by phoenix » 08.10.2006, 22:59

danielj my advice to you is wait for an official pre-release with official data-files and textures.
unless you know what you are doing the CVS version is not for end users like you.
apparently you don't know a bit about celestia's config, ssc-files or textures but keep complaining about bugs you caused yourself by messing around with things you don't (or won't) understand.

no offense but thats just the way how it looks after following your posts for the past few month now...
at least try reading given howtos or turorials thoroughly.

in this case the texture is either missing or celestia cannot read it.
try opening the console by pressing "~" and search for the error.
most recent celestia win32-SVN-build - use at your own risk (copy over existing 1.5.1 release)

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Post #17by cartrite » 08.10.2006, 23:21

I found it. Daniel, your doing something wrong. I just added the lines

Code: Select all

 BumpMap "titan-bump.*"
 BumpHeight 12.0
to both my modified solarsys.ssc file with Titans new atmosphere.
Image

and the original solarsys.ssc file from CVS.
Image

In both cases the texture titan-bump.png loaded. See the logs in the images. I'm currently running the english version of Celestia installed on my system by the setup that started this thread.

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Post #18by cartrite » 09.10.2006, 03:02

I know that I'm guilty of going to the last page of multipage threads to see what is going on. :wink: That being said, I'll try to keep a copy of the reason this thread was started on each page.
cartrite wrote:I created a setup.exe from the inno sript from the cvs version dated 10/04/2006. Here is the link .

A couple of things to note are that this version was built with the international support but the .dll's and po directories are not included yet. Depending on the file size, I may include them in the future. I think for now that copying those files and directories to the installed version will make that feature work.

The setup wil install Celestia in C:\Program Files\Celestia so you will have to rename it or install it to a different location if you don't want to overwrite your current version of Celestia. You should prompted before this happens.

This was built with Spice disabled.

To keep the file size down I didn't include the files in the hires folder.

This is also a rather slow connection so you'll have to be patient.

Along with the slow connection is a 1gb daily limit on downloads. If the link desn't work, it probally means that my daily limit has been reached. Apparently it will become available again the next day.

If there are files that you know are left out other than those mentioned above or if there are any other problems post here in this thread.


cartrite wrote:I included an international version setup. This version also changes the default install directory from C:\Program Files\Celestia to C:\Program Files\Celestia-cvs to add some extra protection from your prior installed version being overwritten. It includes the po and po2 directories and the extra dll's. If there is a problem, let me know here. I have no way to test if the international features are working.



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Post #19by Malenfant » 09.10.2006, 07:09

I've put a link to this thread as an alternative in the stickied "how to get a compiled Windows 1.5.0" thread at http://www.celestiaproject.net/forum/viewtopic.php?t=10234 .
My Celestia page: Spica system, planetary magnitudes script, updated demo.cel, Quad system

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Post #20by cartrite » 09.10.2006, 11:51

That will work. Cool.
Whenever I update the setups, I will just change the links in the top 2 posts. The file names will change because they contain the dates as part of the name.
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