![Wink ;-)](./images/smilies/icon_wink.gif)
14MB ==> 10.9 MB
rra wrote:Fridger,
could you please tell me/us what codec you used for this AVI ,
my media player (or windows itself) doesn't have this codec onboard ?
Ren?©
Christophe wrote:t00fri wrote:Actually VLC seems to be a neat slim and well working little player, e.g. also for the mp4 videos taken with my mobile phone camera etc.
Of course VLC is a neat video player! It's developped at ?‰cole Centrale Paris
Code: Select all
VirtualTexture
{
ImageDirectory "earth-normal"
BaseSplit 0
TileSize 512
TileType "ppm"
}
neo albireo wrote:Code: Select all
VirtualTexture
{
ImageDirectory "earth-normal"
BaseSplit 0
TileSize 512
TileType "ppm"
}
Fightspit wrote:neo albireo wrote:Code: Select all
VirtualTexture
{
ImageDirectory "earth-normal"
BaseSplit 0
TileSize 512
TileType "ppm"
}
Celestia doesn't support ppm pictures, you must convert them in jpg or png or dds (dx3 or 5).
Don't forget that png or dds in dxt5 is better quality than jpg or dds in dxt3 in general.
t00fri wrote:The best quality is certainly .png.
neo albireo wrote:Thanks a lot!t00fri wrote:The best quality is certainly .png.
I'm converting right now with Photoshop to .png and I'm looking forwards to the result.
If PNG is best for quality, what is best for speed (loading and performance)? Or does it not make any difference?
And one general question.. I read in august or september (was traveling since then, so I don't know what happened in the relevant threads) that Chris followed your suggestion and implemented a feature that allows to reduce the size of textures (or the number of textures) towards the poles. Sorry if I don't use the right words, but I understand what it's generally about. So your nmtools do already make use of that and don't produce Gigabytes of data around the poles, right?
++++++++++++++++++++++++++++++++++Now what about the other maps (surface, spec, night)? Will there be similar tools available to produce the adequate for these maps?
My computer is able to use a lot of data, but the loading time of the texture files is too big (probably because it's a laptop). So I'm very interested in having textures that are optimized in every aspect. I read in the post of Fightspit on Celestial Matters that he used the tool of RVS to do something (if not exactly) like that. I then found the relevant post in this forum, but it's a tool for Windows
That's definitely true: It took my MacBook Pro 3 hours just for level5. But now I can say:t00fri wrote:Photoshop is of course OK, but e.g. the command-line tool nconvert (XnView distribution) is much more effective for .png conversion!
Yes, that's what I meant. Chris just implemented something that allows that enables the use of reduced maps, not a reduction inside the program.As far as I know Chris did not automatically reduce the tile resolution near the poles. In any case an external high-quality reduction is far superior. The nmtools do that for normalmaps (without loss of quality).
++++++++++++++++++++++++++++++++++
Quite some time ago, I wrote a neat script that does that for any kind of /existing/ VT tiles! That script will also be discussed and published in CelestialMatters VERY soon...
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