Latest high-res Jupiter Map

Tips for creating and manipulating planet textures for Celestia.
ElChristou
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Post #21by ElChristou » 18.10.2006, 18:05

Perso I use a map of mine (4k, dds) with extra details on the big spot...

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Based on this doc (I don't recall where it comes from, I hope not to breack some copyright :? ):

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Cham M
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Post #22by Cham » 18.10.2006, 18:23

ElChristou,

could you publish your texture ? I'm interested in those details.
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Post #23by Boux » 18.10.2006, 18:53

Yep, you can add as many "details" as you want in this fluffy environment.
It is changing all the time and there is no fixed outline.
Gas giants are the perfect playground for exotic image processing.
Add swirls, anticyclonic trails, whatever...
Auto-similar patterns all over the place.
Extract a detail, process it as pure bitmap without file-specific header, play with the 3x8 bytes xy matrix intensity values and throw it at a fractal generating software.
Can be endless. Why not a 512k or 1024k texture ... Eheh?
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Post #24by ElChristou » 18.10.2006, 21:37

Cham wrote:ElChristou,

could you publish your texture ? I'm interested in those details.


HERE
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Post #25by bh » 19.10.2006, 11:35

Wow again! Thanks Chris.
regards...bh.

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Post #26by fsgregs » 19.10.2006, 20:38

Boux and Chris:

thanks both for your new maps. they all look great. :)

Frank

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Post #27by jgrillo2002 » 20.10.2006, 02:38

ElChristou. the file seems to be corrupted. I cant open it on Photoshop nor converting it to JPG

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Post #28by ElChristou » 20.10.2006, 10:20

jgrillo2002 wrote:ElChristou. the file seems to be corrupted. I cant open it on Photoshop nor converting it to JPG


It's a dds file... do you have the plugin to open it? (has I don't have it I cannot test...)
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Post #29by rra » 20.10.2006, 10:40

jgrillo2002 wrote:
ElChristou. the file seems to be corrupted. I cant open it on Photoshop nor converting it to JPG


It's a dds file... do you have the plugin to open it? (has I don't have it I cannot test...)


ElChristou, this file really seems to be corrupted ,
I can't read it also , XNVIEW crashes immidiately !!


Ren?©

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Post #30by ANDREA » 20.10.2006, 11:42

rra wrote:ElChristou, this file really seems to be corrupted ,
I can't read it also , XNVIEW crashes immidiately !!
Ren?©

Same as Ren??, Chris, Xnview crashes as I open it. :cry:
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Andrea :D
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Post #31by ElChristou » 20.10.2006, 14:34

@ Jgrillo, Ren?© and Andrea:

Well I don't know what to say, this file has been converted by Squishdds from Dirkpitt, perso I have no problem with it on my config...

But, the file crash also Celestia?
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Post #32by bh » 20.10.2006, 14:40

Works fine for me.
regards...bh.

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Post #33by cartrite » 20.10.2006, 14:50

I checked it out in a hex editor and the depth feild is 0. It is also 4 mb. All the dxt1 files I did a t 4kx2k were 5.3 mb. Do you know what compression was used?
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Post #34by cartrite » 20.10.2006, 15:04

I can't open it with the gimp, but it works good in Celestia. The header is not recognized buy the affected image editors.
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Post #35by chris » 20.10.2006, 15:06

cartrite wrote:I checked it out in a hex editor and the depth feild is 0. It is also 4 mb. All the dxt1 files I did a t 4kx2k were 5.3 mb. Do you know what compression was used?


If it's exactly 4mb, that suggests that it doesn't have mipmaps. That's not good, since Celestia can't automatically generate mipmaps for compressed textures. It shouldn't cause a crash, but it can cause bad performance and a sparkling effect from texture aliasing.

--Chris

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Post #36by cartrite » 20.10.2006, 15:09

I'm gonna do a 4k with no mipmaps to see what the header looks like and see if I could get it to work.
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Post #37by cartrite » 20.10.2006, 16:02

I had to edit the header with a hex editor and increase the header size to 128 bytes to get the file to open with the gimp. The original had missing information in the header and it was only 88 bytes. If it opens with the gimp it would probally open with xnview.
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Post #38by ElChristou » 20.10.2006, 16:20

chris wrote:
cartrite wrote:I checked it out in a hex editor and the depth feild is 0. It is also 4 mb. All the dxt1 files I did a t 4kx2k were 5.3 mb. Do you know what compression was used?

If it's exactly 4mb, that suggests that it doesn't have mipmaps. That's not good, since Celestia can't automatically generate mipmaps for compressed textures. It shouldn't cause a crash, but it can cause bad performance and a sparkling effect from texture aliasing.

--Chris


I never dig about mipmaps; how to generate them in dds? all the tools on osX seems to be pretty bad for dds conversion; I was hoping Squishdds would save the situation but seems there is some more work to do... :?
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Post #39by bh » 20.10.2006, 16:32

I would guess the ps plug-in works the same in osx...that can regenerate the mipmaps. May give it a try meself. Still working well in celestia my end.
regards...bh.

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Post #40by cartrite » 20.10.2006, 17:18

I had no problem generating the mipmaps with the gimp after I changed the header so the gimp could open it.
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