Problems encountered with Cartrite's Celestia installer
- cartrite
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Danielj,
If your addons are virtual textures, I already noticed a problem with this cvs version. There was also talk about it in one of the forums. There are too may files getting loaded when you are in the level 5 or 6 zone. I'm not sure when this started but I used to be able to goto the surface and load my 64k vt of earth using about 350mb of ram veiwing straight down. But now my ram climbs to about 1.8 gb. I do have other files running so I'm not sure the exact amount being used by the VT. But there is a big difference compared to older cvs verions. Too bad I don't have those older versions anymore. I'll upload new setups if it gets fixed.
cartrite
If your addons are virtual textures, I already noticed a problem with this cvs version. There was also talk about it in one of the forums. There are too may files getting loaded when you are in the level 5 or 6 zone. I'm not sure when this started but I used to be able to goto the surface and load my 64k vt of earth using about 350mb of ram veiwing straight down. But now my ram climbs to about 1.8 gb. I do have other files running so I'm not sure the exact amount being used by the VT. But there is a big difference compared to older cvs verions. Too bad I don't have those older versions anymore. I'll upload new setups if it gets fixed.
cartrite
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cartrite wrote:Danielj,
If your addons are virtual textures, I already noticed a problem with this cvs version. There was also talk about it in one of the forums. There are too may files getting loaded when you are in the level 5 or 6 zone. I'm not sure when this started but I used to be able to goto the surface and load my 64k vt of earth using about 350mb of ram veiwing straight down. But now my ram climbs to about 1.8 gb. I do have other files running so I'm not sure the exact amount being used by the VT. But there is a big difference compared to older cvs verions. Too bad I don't have those older versions anymore. I'll upload new setups if it gets fixed.
cartrite
This is avoided with our nmtools. A familiar problem of too many tiles opened at one time in polar regions. So one has to reduce the horizontal resolution of the tiles appropriately with increasing abs(latitude). I also wrote a shell script to do the job with arbitrary tiles afterwards.
But after my experiences with people messing with simple command line operations, I simply have not enough time right now to explain the use of the shell script to the required detail.
Bye Fridger
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cartrite wrote: But there is a big difference compared to older cvs verions. Too bad I don't have those older versions anymore. I'll upload new setups if it gets fixed.
cartrite
I hope to fix this soon . . . I know what the problem is, but I haven't investigated how difficult the fix is. It shouldn't be too bad . . . In any case, virtual textures are due for a rewrite soon, but it won't happen until after 1.5.0. I have a lot of ideas for ways to make them perform *much* better.
--Chris
- cartrite
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Fridger,
I understand about the polar region stuff, I think. I never tried to come up with a plan to cure it though. If your tools can do this , that would be GREAT.. I also need to remove a lot of level 4 and 5 ocean tiles from my diffuse texture.
But this is something that changed in the code. My performane level dropped not too long ago. When the files are loading at the surface, I am in the Gulf of Mexico looking down at the sea. I'm not looking at the horizon. And my ram goes to 2gb and the swap drive a starts a fillin. No kidding. Right to the MOON!!!!! I know I read something about this in one of the forums not too long ago.
cartrite
I understand about the polar region stuff, I think. I never tried to come up with a plan to cure it though. If your tools can do this , that would be GREAT.. I also need to remove a lot of level 4 and 5 ocean tiles from my diffuse texture.
But this is something that changed in the code. My performane level dropped not too long ago. When the files are loading at the surface, I am in the Gulf of Mexico looking down at the sea. I'm not looking at the horizon. And my ram goes to 2gb and the swap drive a starts a fillin. No kidding. Right to the MOON!!!!! I know I read something about this in one of the forums not too long ago.
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
- cartrite
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Chris wrote:
Yikes. Afraid too ask. Great Job so far though.
In any case, virtual textures are due for a rewrite soon, but it won't happen until after 1.5.0.
Yikes. Afraid too ask. Great Job so far though.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
A weird bug
It??s realy hard to understand.I have 2 textures of Don Edwards:clouds-121303-4k.dds and clouds-121303-8k.dds.Only the 8k texture works,when I put the code of the overlay.
There isn??t any apparent reason for this.But it appears that I CAN??T combine a 4k cloud texture map with a 4k cloud shadow map!
The overlay is 4k-CloudShadowMap.dds,apparently from Don Edwards,too.
There isn??t any apparent reason for this.But it appears that I CAN??T combine a 4k cloud texture map with a 4k cloud shadow map!
The overlay is 4k-CloudShadowMap.dds,apparently from Don Edwards,too.
Re: A weird bug
Remember the Open GL 2.0 bug?See it,again, in Mars:
http://img98.imageshack.us/my.php?image=marsbugil7.jpg
But this time,it didn??t happened in Venus and Ganymede/Callisto.
But I really like the MGS with the shiny reflections:
http://img139.imageshack.us/my.php?image=mgslz1.jpg
It??s not as good as that gorgeous pictures show in Developer Forum,but it??s a nice improvement...
Another picture:
http://img139.imageshack.us/my.php?image=mgs2ag4.jpg
http://img98.imageshack.us/my.php?image=marsbugil7.jpg
But this time,it didn??t happened in Venus and Ganymede/Callisto.
But I really like the MGS with the shiny reflections:
http://img139.imageshack.us/my.php?image=mgslz1.jpg
It??s not as good as that gorgeous pictures show in Developer Forum,but it??s a nice improvement...
Another picture:
http://img139.imageshack.us/my.php?image=mgs2ag4.jpg
- cartrite
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danielj,
from what I can tell from your image of mars, you may be trying to use a normalmap in the solarsy.ssc file with no normalmap for mars in the texture folders.
from what I can tell from your image of mars, you may be trying to use a normalmap in the solarsy.ssc file with no normalmap for mars in the texture folders.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
Listen,
If you put the textures in Celestia/hires folder, you must check in solarsys.ssc if you can use these textures.
Here the original solarsys.ssc
As you see, if you want use your textures, you must put the same filename !
For the base texture:
For the Normal texture:
Note: You must remove "BumpMap ...." AND "BumpHeight ..." if you use a "NormalMap ...."
If you put the textures in Celestia/hires folder, you must check in solarsys.ssc if you can use these textures.
Here the original solarsys.ssc
Code: Select all
"Mars" "Sol"
{
Texture "mars.*"
# Texture "mars8k.dds"
BumpMap "marsbump.*"
BumpHeight 2.5
Color [ 1 0.75 0.7 ]
HazeColor [ 1 1 1 ]
HazeDensity 0.45
Radius 3396 # equatorial
# Oblateness 0.0069
.....
.
.....
As you see, if you want use your textures, you must put the same filename !
For the base texture:
Code: Select all
Texture "MarsV3-Shaded-8k.dds"
For the Normal texture:
Code: Select all
NormalMap "mars-normalmap-16k.dds"
Note: You must remove "BumpMap ...." AND "BumpHeight ..." if you use a "NormalMap ...."
Motherboard: Intel D975XBX2
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
- cartrite
- Posts: 1978
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- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: A weird bug
danielj wrote:Remember the Open GL 2.0 bug?See it,again, in Mars:
http://img98.imageshack.us/my.php?image=marsbugil7.jpg
I produed similar images from a dxt5 normalmap that I just created but I was in Open GL vertex program when Celestia produced an image similar to yours and not OpenGL 2.0
The normalmap was remapped as black=r, r=>g, b=b, g=>alpha.
So the red channel was black, the green channel had the red channel of the original png map, the blue channel had the blue channel from the original png map,
and the alpha channel had the green channel from the original png normalmap. Then it was saved as dds dxt5 with mipmaps.
This first shot is taken in Open GL vertex program render mode:
This shot is taken in Open GL 2.0 render mode:
This shot is almost at the same time and place using the png version in Open GL vertex program render mode:
using cvs-10/11/2006 KDE version on Suse 10.
Some dds normalmaps that are on the motherlode don't work correctly with the new cvs code so I suggest using png normalmaps for now.
cartrite
Last edited by cartrite on 14.10.2006, 02:52, edited 1 time in total.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
But I put the symbol # in front of BumpMap and BumpHeight.So,Celestia was supposed to ignore these lines...
Fightspit wrote:Listen,
If you put the textures in Celestia/hires folder, you must check in solarsys.ssc if you can use these textures.
Here the original solarsys.sscCode: Select all
"Mars" "Sol"
{
Texture "mars.*"
# Texture "mars8k.dds"
BumpMap "marsbump.*"
BumpHeight 2.5
Color [ 1 0.75 0.7 ]
HazeColor [ 1 1 1 ]
HazeDensity 0.45
Radius 3396 # equatorial
# Oblateness 0.0069
.....
.
.....
As you see, if you want use your textures, you must put the same filename !
For the base texture:Code: Select all
Texture "MarsV3-Shaded-8k.dds"
For the Normal texture:Code: Select all
NormalMap "mars-normalmap-16k.dds"
Note: You must remove "BumpMap ...." AND "BumpHeight ..." if you use a "NormalMap ...."
- cartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
danielj wrote:But I put the symbol # in front of BumpMap and BumpHeight.So,Celestia was supposed to ignore these lines...Fightspit wrote:Listen,
If you put the textures in Celestia/hires folder, you must check in solarsys.ssc if you can use these textures.
Here the original solarsys.sscCode: Select all
"Mars" "Sol"
{
Texture "mars.*"
# Texture "mars8k.dds"
BumpMap "marsbump.*"
BumpHeight 2.5
Color [ 1 0.75 0.7 ]
HazeColor [ 1 1 1 ]
HazeDensity 0.45
Radius 3396 # equatorial
# Oblateness 0.0069
.....
.
.....
As you see, if you want use your textures, you must put the same filename !
For the base texture:Code: Select all
Texture "MarsV3-Shaded-8k.dds"
For the Normal texture:Code: Select all
NormalMap "mars-normalmap-16k.dds"
Note: You must remove "BumpMap ...." AND "BumpHeight ..." if you use a "NormalMap ...."
Some dds normalmaps that are on the motherlode don't work correctly with the new cvs code so I suggest using png normalmaps for now.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
I discover yet another bug...well,sort of:
I can??t manually add more comets in the comets.ssc main file.
I add this lines:
"81P P/Wild 2" "Sol"
Texture "wild.jpg"
Mesh "wild2.cmod"
Radius 5.00
EllipticalOrbit
{
Period 6.413064697904271
SemiMajorAxis 3.4420889832286887
Eccentricity 0.540215368291726
Inclination 3.24257226908017
AscendingNode 136.156878764538
ArgOfPericenter 41.7673631364317
Epoch 2450574.0
}
Albedo 10
}
But Celestia don??t show anything.
Other possibility is to create the folder Wild2 and put in in Extras,but in this case,I can only see the comet near the momento of the impact of Deep Impact probe.
I can??t manually add more comets in the comets.ssc main file.
I add this lines:
"81P P/Wild 2" "Sol"
Texture "wild.jpg"
Mesh "wild2.cmod"
Radius 5.00
EllipticalOrbit
{
Period 6.413064697904271
SemiMajorAxis 3.4420889832286887
Eccentricity 0.540215368291726
Inclination 3.24257226908017
AscendingNode 136.156878764538
ArgOfPericenter 41.7673631364317
Epoch 2450574.0
}
Albedo 10
}
But Celestia don??t show anything.
Other possibility is to create the folder Wild2 and put in in Extras,but in this case,I can only see the comet near the momento of the impact of Deep Impact probe.
cartrite wrote:danielj wrote:But I put the symbol # in front of BumpMap and BumpHeight.So,Celestia was supposed to ignore these lines...Fightspit wrote:Listen,
If you put the textures in Celestia/hires folder, you must check in solarsys.ssc if you can use these textures.
Here the original solarsys.sscCode: Select all
"Mars" "Sol"
{
Texture "mars.*"
# Texture "mars8k.dds"
BumpMap "marsbump.*"
BumpHeight 2.5
Color [ 1 0.75 0.7 ]
HazeColor [ 1 1 1 ]
HazeDensity 0.45
Radius 3396 # equatorial
# Oblateness 0.0069
.....
.
.....
As you see, if you want use your textures, you must put the same filename !
For the base texture:Code: Select all
Texture "MarsV3-Shaded-8k.dds"
For the Normal texture:Code: Select all
NormalMap "mars-normalmap-16k.dds"
Note: You must remove "BumpMap ...." AND "BumpHeight ..." if you use a "NormalMap ...."
Some dds normalmaps that are on the motherlode don't work correctly with the new cvs code so I suggest using png normalmaps for now.
danielj wrote:"81P P/Wild 2" "Sol"
Texture "wild.jpg"
Mesh "wild2.cmod"
Radius 5.00
EllipticalOrbit
{
Period 6.413064697904271
SemiMajorAxis 3.4420889832286887
Eccentricity 0.540215368291726
Inclination 3.24257226908017
AscendingNode 136.156878764538
ArgOfPericenter 41.7673631364317
Epoch 2450574.0
}
Albedo 10
}
You have forgotten a "{" at the begin.
"81P P/Wild 2" "Sol"
{
Texture "wild.jpg"
Mesh "wild2.cmod"
Radius 5.00
EllipticalOrbit
{
Period 6.413064697904271
SemiMajorAxis 3.4420889832286887
Eccentricity 0.540215368291726
Inclination 3.24257226908017
AscendingNode 136.156878764538
ArgOfPericenter 41.7673631364317
Epoch 2450574.0
}
Albedo 10
}
Motherboard: Intel D975XBX2
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
Processor: Intel Core2 E6700 @ 3Ghz
Ram: Corsair 2 x 1GB DDR2 PC6400
Video Card: Nvidia GeForce 8800 GTX 768MB GDDR3 384 bits PCI-Express 16x
HDD: Western Digital Raptor 150GB 10000 rpm
OS: Windows Vista Business 32 bits
Now I am seeing the ghosts of the continents,when I put in alternate texture Cloud Shadows:
http://img205.imageshack.us/my.php?imag ... stswx9.jpg
See my solarsys.ssc to say if anything is wrong:
"Earth" "Sol"
{
Texture "NA-SS_16kDDS.dds"
NightTexture "EarthNight16K.dds"
SpecularTexture "earthspec.*"
Color [ 0.85 0.85 1.0 ]
SpecularColor [ 0.5 0.5 0.55 ]
SpecularPower 75.0
HazeColor [ 1 1 1 ]
HazeDensity 0.3
Radius 6378.140 # equatorial
# Oblateness 0.0034
NormalMap "8kEarthNormal.*"
# BumpMap "earthbump.*"
# BumpHeight 4.5
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 ]
Mie 0.001
MieAsymmetry -0.15
Rayleigh [0.001 0.0025 0.006]
Absorption [0 0 0]
MieScaleHeight 12
CloudHeight 12
CloudSpeed 0
CloudMap "clouds-121303-8k.dds"
}
CustomOrbit "vsop87-earth"
EllipticalOrbit {
Period 1.0000
SemiMajorAxis 1.0000
Eccentricity 0.0167
Inclination 0.0001
AscendingNode 348.739
LongOfPericenter 102.947
MeanLongitude 100.464
}
RotationPeriod 23.9344694 # 23.93419
Obliquity -23.45
RotationOffset 280.5 # offset at default epoch J2000
Albedo 0.30
}
AltSurface "CloudShadows" "Sol/Earth"
{
Texture "NA-SS_16kDDS.dds"
OverlayTexture "4k-CloudShadowMap.dds"
NightTexture "EarthNight16K.dds*"
SpecularTexture "earthspec32k.ctx"
Color [0.85 0.85 1.0]
SpecularColor [0.5 0.5 0.55]
SpecularPower 25.0
HazeColor [1 1 1]
HazeDensity 0.36
Radius 6378.140 # equatorial
#Oblatness 0.0034
NormalMap "EarthNormal.dds"
}
http://img205.imageshack.us/my.php?imag ... stswx9.jpg
See my solarsys.ssc to say if anything is wrong:
"Earth" "Sol"
{
Texture "NA-SS_16kDDS.dds"
NightTexture "EarthNight16K.dds"
SpecularTexture "earthspec.*"
Color [ 0.85 0.85 1.0 ]
SpecularColor [ 0.5 0.5 0.55 ]
SpecularPower 75.0
HazeColor [ 1 1 1 ]
HazeDensity 0.3
Radius 6378.140 # equatorial
# Oblateness 0.0034
NormalMap "8kEarthNormal.*"
# BumpMap "earthbump.*"
# BumpHeight 4.5
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 ]
Mie 0.001
MieAsymmetry -0.15
Rayleigh [0.001 0.0025 0.006]
Absorption [0 0 0]
MieScaleHeight 12
CloudHeight 12
CloudSpeed 0
CloudMap "clouds-121303-8k.dds"
}
CustomOrbit "vsop87-earth"
EllipticalOrbit {
Period 1.0000
SemiMajorAxis 1.0000
Eccentricity 0.0167
Inclination 0.0001
AscendingNode 348.739
LongOfPericenter 102.947
MeanLongitude 100.464
}
RotationPeriod 23.9344694 # 23.93419
Obliquity -23.45
RotationOffset 280.5 # offset at default epoch J2000
Albedo 0.30
}
AltSurface "CloudShadows" "Sol/Earth"
{
Texture "NA-SS_16kDDS.dds"
OverlayTexture "4k-CloudShadowMap.dds"
NightTexture "EarthNight16K.dds*"
SpecularTexture "earthspec32k.ctx"
Color [0.85 0.85 1.0]
SpecularColor [0.5 0.5 0.55]
SpecularPower 25.0
HazeColor [1 1 1]
HazeDensity 0.36
Radius 6378.140 # equatorial
#Oblatness 0.0034
NormalMap "EarthNormal.dds"
}
Solved,but the problem is that 4k CloudShadows simply don??t work.When I try to use it,it has several weird bugs.
And it??s really strange,since my texture limit is 4k.
But I think there have being a confusion here.Cloud Shadows bigger than 4k won??t work if your cloud speed is not ZERO.If it wasn??t this,no one could even test 8k or 16k cloudmaps,since only the future Geforce 8800 GT/GTX will be able to display 8k clouds moving,meshes and rings.
And it??s really strange,since my texture limit is 4k.
But I think there have being a confusion here.Cloud Shadows bigger than 4k won??t work if your cloud speed is not ZERO.If it wasn??t this,no one could even test 8k or 16k cloudmaps,since only the future Geforce 8800 GT/GTX will be able to display 8k clouds moving,meshes and rings.