why is this happening

General discussion about Celestia that doesn't fit into other forums.
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fsgregs
Posts: 1307
Joined: 07.10.2002
With us: 22 years 1 month
Location: Manassas, VA

Post #21by fsgregs » 03.03.2007, 14:17

Guys:

Thanks for your advice. It is a relief to discover that the problem may be my hard drive and not the graphics card. I have a 120 MB HD, but I don't know how to check or evaluate how it is performing. I have defragmented twice without any real increase in speed of tile loading. For all of us computer novices on the forum, this may be a problem lots of us face. Is there anything I can do to tweak my hard drive to speed it up?

I have been running Celestia 1.4.1. I have been waiting to try 1.5.0 until most of its bugs have been worked out. I will download the latest version and try it out. Thank you for the tip.

Vincent, I will also try reverting back to the earlier Nvidia driver set, and see if that matters.

Since my latitude-optimized
64k VTs are not yet publicly available, I suppose you were using the ones from Fightspit. These, however, have, NO polar optimizations of their resolution built in and THEREFORE ===>

+++++++++++
produce a great loading stress due to VERY large overlap of tiles closer to the poles!! Depending on memory, this fact can even lead to crashes, but certainly it leads to lousy (tile loading) performance north and south of the equator!


I am using Fightspit's 64K VT Earth. I was unaware that there is a major problem with tiles loading in it. Since no one except Fridger is using Fridger's 64k Earth, I assumed that Fightspit's texture set was being used by everyone else, who did not seem to be reporting many problems.

If true that the only publicly available 64K Earth is flawed with bugs, Fridger, the entire Celestia community would be very grateful to you if you would only release your 64k Earth set for all of us to use. Given that you fixed all of its bugs, and it loads wonderfully, and you are a major contributor to the worldwide enjoyment of space, and you have skills that very few of us have, and you have already solved the problems that are plaguing many of us in enjoying the beauty of Celestia ... won't you be kind enough to share Earth with us :?

bh
Posts: 1547
Joined: 17.12.2002
With us: 21 years 11 months
Location: Oxford, England

Post #22by bh » 03.03.2007, 14:46

+1 Frank!
regards...bh.

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t00fri
Developer
Posts: 8772
Joined: 29.03.2002
Age: 22
With us: 22 years 7 months
Location: Hamburg, Germany

Post #23by t00fri » 03.03.2007, 15:14

fsgregs wrote:If true that the only publicly available 64K Earth is flawed with bugs, Fridger, the entire Celestia community would be very grateful to you if you would only release your 64k Earth set for all of us to use. Given that you fixed all of its bugs, and it loads wonderfully, and you are a major contributor to the worldwide enjoyment of space, and you have skills that very few of us have, and you have already solved the problems that are plaguing many of us in enjoying the beauty of Celestia ... won't you be kind enough to share Earth with us :?


In order to make monster VT's of highest quality, available to everyone, I spent quite a number of recent weekends coding a high-performance set of new cross-platform tools (=> txtools) that perfectly complement my nmtools for monster normalmaps.

The new tools work marvelously fast and well. Together with a set of shell-scripts (Win32 & Linux/OSX) they allow the generation of the entire set of optimized 64k texture VT's with just one single command!

This includes

++++++++++++++++++++++++++++++++
1) setting up the required directory structure,
2) generating the tiles for base, spec and normal map textures,
3) mounting the RGB base texture tiles and the spec tiles
(A-channel) into storage-economic RGBA tiles (!)
4) generating a much improved 64k spec map with
adjustable tiny "rest light" for the land to considerably
improve the normalmap rendering,
5) implementing all lattitude optimizations, corresponding
to a latitude dependent resolution reduction without
loosing quality.
6) fast, high-quality DXT5nm compression for
normalmap tiles
and
7) fast high-quality DXT3 compression of all other tiles
8 ) Ready-to-use binaries for Windows, MAC (PPC and Intel) and Linux
and the sources, of course.
++++++++++++++++++++++++++++++++

These tools are essentially ready and well tested, but since Dirkpitt has not shown up recently, still require the compilation and tests of OSX binaries by someone knowledgeable in this busyness...

Moreover, one utility in the toolset requires the DeVIL-library that exists in a new reliable version (1.6.8RC2) both for Windows and Linux. Unfortunately, a OSX-universal version is still lacking! I am in contact about this with the DeVIL developers. They promised to publish a OSX-universal version of DeVIL-1.6.8 ASAP.

Then there will be green light for my txtools ;-)

+++++++++++++++++
As you will know, I do NOT provide ready-to-use textures, but only the needed tools and the help for everyone to making their own high-quality textures directly from the original, published data sets on their own home-computers. I am doing this for good reasons, trying to make people know more about their computers, which they are using daily ;-)
+++++++++++++++++

NOTE: I will cut short any further texture-related coding and support, if I find the resulting (ready-to-use) textures on the Motherlode. While I cannot forbit this legally, this is my essential, non-negotiable prerequisite for proceeding. I have my reasons for this request.

On the other hand, it is OK with me, if someone volunteers to deposit all required original binary data files from the various scientific servers on the Motherlode for easy retrieval, e.g. along with a reference to my tools at Celestial Matters.

My new tools together with instructions for use will soon be published in our Celelstialmatters site. Stay tuned. Remember that you may easily add CM and/or my CM column as a RSS feed to your browser!

Bye Fridger
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Topic author
Robertbobby91
Posts: 11
Joined: 25.02.2007
With us: 17 years 9 months

Post #24by Robertbobby91 » 04.03.2007, 20:52

zOMFG!!!!

Try this tutorial to get awsome frames.

1. follow this tutorial, only edit it from medevial 2 total war to celestia

http://www.twcenter.net/forums/showthread.php?t=68690

2. in the section about adding the "2" in present changer, also edit the refresh rate to above or equal to 100 (i use 500 refresh rate)

3. Witness the "zOMFG, Look at thos frekin awsome FPS !!!!!!!" factor

There is a catch, heat is EMENSIVE! I sugest either your video card's provided overclocking utility to bost the fan speeds(Example: nTune), or use this:

http://www.almico.com/sfdownload.php

peace out


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