Re: [Celestia-developers] Revised starnames.dat
Real-time 3D visualization of space
Status: Beta
Brought to you by:
cjlaurel
From: Fridger S. <t0...@ma...> - 2003-06-10 16:53:32
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Chris Laurel wrote: > > On Wed, 4 Jun 2003, Fridger Schrempp wrote: > > > Grant: > > > > Your recent argumentation convinced me instantanously to 'purify' my > > Pluto-Charon textures even further and strip out those faint 'surface markings' > > borrowed from Triton...I was just seduced momentarily to include this > > inappropriate stuff in view of the overboarding 'creativity' in the Forum... > > > > > But all we know of reality is summarized in Fridger's texture (me, I'd > > > strip out the various faint surface markings and leave it a real blur, > > > admittedly). So that's why I suggested it be used as the default texture - > not because it's beautiful (it's not), not because it's detailed (of course > it's not) and certainly not because its Fridger's (to a large extent, as > > > I'm sure he would agree, it's not), but because it's just precisely as > > > accurate as we can get right now. > > > > So I committed an upgrade that includes 1k textures in medres and 512b textures > > in lores. I decided to use .PNG format for Pluto (instead of .JPG) such that > > people may blow it up without quality loss and use it for further work with > > larger textures... > > > > I have also deactivated the respective bumpmaps in solarsys.ssc... > > It seems that the Pluto textures were checked as ascii files instead of > binary--I can't load them in either Celestia or an image viewer. > This I do not understand at all. I have downloaded my 4 committed textures in medres and in lores respectively, /directly/ from Sourgeforge/CVS and made sure that they all display perfectly in my browser. I have also controlled the image specification which is also OK. Finally, I am using the same textures (checked with 'diff' of course!) in my Celestia installation without the slightest problems... I guess we should clear this issue up before I upload the modifications you suggest below... > All the textures in lowres have a maximum size of 256x128 . . . There are still a number of textures with names like moonbump1k.jpg plutobump1k.jpg marsbump1k.jpg where naive people like me /immediately/ concluded that these files are 1k;-). So I felt 'safe' with 512x256... Incidentally, plutobump1k.jpg and marsbump1k.jpg are /bigger/ than 256x128, namely 256x256. > could you > shrink it from 512x256 to 256x128? Sure, as soon as we have cleared your problem above. > Also, I'm not sure if it's necessary > to use PNG instead of JPG. If someone wants to work on the Pluto texture, > they should download a high quality version from the Texture Foundry. For > the standard Celestia package priority should be given to making the > download small, and that generally means favoring JPG over PNG textures. > Well, of course, I had some reason for submitting pluto.png. I made various experiments and found that rescaling a 1k pluto.jpg up produces very bad artifacts. Since I thought it would be good to blend the 2k 'interpreted' pluto/charon textures by Presepe, Don or others in the future with the /identical/ LimitOfKnowledge textures, I chose a format that may indeed be blown up. Incidentally, it would be good to control whether the orientation of the dark markings are correct on the 'interpreted/ textures... But making a pluto.jpg is certainly fine with me... Bye Fridger |