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PostPosted: Sun, 21-10-07, 23:26 GMT 
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t00fri wrote:
I hope you did RGBA tiles with the spec map as alpha channel of the RGA base map ('tx2rgba')?


I did.

t00fri wrote:
These tiles you should compress to DXT3
and the normalmap tiles to DXT5NM


Done. Seems to be working much better. What's that? Results, you ask? ;)

Over the Pacific Ocean, looking at California. Cloud map is Harald Schmidt's 32k VT.
Image

ISS, over Arabia.
Image

Texture list:
Surface/Spec Texture: 64k Blue Marble VT created w/ F-TexTools
Normal Map: 64k SRTM VT created w/ NMTools
Night Texture: Jestr's 32k Earth Night Map Mark II
Cloud Texture:Harald Schmidt's 32k VT

I'm happy now. :) Currently working on building January, April and October surface textures. Kinda excited to see January's.

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 Post subject:
PostPosted: Mon, 22-10-07, 8:16 GMT 
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Great, Johaen,

that's how it should be.

Yes, doing the other months is fun! We should have a method for picking the right textures for every month...

Bye Fridger

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 Post subject:
PostPosted: Mon, 22-10-07, 8:29 GMT 
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Holy Roman Catholic Church Batman! :shock:

Anyone got similar results on mac?

Breathtaking johaen.


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 Post subject: "Seam Artifact"
PostPosted: Wed, 24-10-07, 5:34 GMT 
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Location: Minnesota, USA
Hi all,

I know this has been brought up before, but thought I would share
my results. Here is a cel script of an artifact on my system : here

It is definitely in the Normalmap, as this is an image with level0-5 vt tiles with the default Earth texture.

Edit: Actually if I spend sometime looking there are a number of these "seams". But they can only be seen at pretty low altitude.


Ozark

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 Post subject:
PostPosted: Wed, 24-10-07, 14:29 GMT 
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The seams are faintly there even if you don't use a normal map.
However I've found I needed to use a high-res 64k rgba tile set generated with F-TexTools (not the default Earth texture) in order to see any noticeable seams.
Not sure if you get the same problem with other 64k tile sets (not generated with F-Tex).


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 Post subject:
PostPosted: Wed, 24-10-07, 14:40 GMT 
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dirkpitt wrote:
The seams are faintly there even if you don't use a normal map.
However I've found I needed to use a high-res 64k rgba tile set generated with F-TexTools (not the default Earth texture) in order to see any noticeable seams.
Not sure if you get the same problem with other 64k tile sets (not generated with F-Tex).



johaen wrote:
I can report that I am also seeing the seams along the wireframe lines, both with and without the normal map. The base texture I'm currently using is 64K Jestr Earth Mark II. Just a little report. :)


johaen wrote:
Here is the same view with Don Edward's "Don's Pale Blue Dot" 16k DDS, no normal map at all.


From two pages back... :)

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 Post subject:
PostPosted: Wed, 24-10-07, 15:13 GMT 
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Are you sure?
Here is a shot without normalmap and only default earth tex:

Image


And here is a shot with default RGB tex and vt normalmap:

Image

I can see no seam in the earth RGB texture. But with the added normal tiles it is easily visible

Ozark

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 Post subject:
PostPosted: Wed, 24-10-07, 15:28 GMT 
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Ozark wrote:
Are you sure?
Here is a shot without normalmap and only default earth tex:

Image



That's too low res to see much of anything, lol.



Here is the 64K Jestr Earth Mark II texture, no normal map.

Image

Here is Don Edward's "Don's Pale Blue Dot" 16k DDS no normal map, not even a VT.

Image


I am sure.

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 Post subject:
PostPosted: Wed, 24-10-07, 15:35 GMT 
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:shock:
Sorry,
Didn't know resolution was a factor in order to see the seams.

I stand corrected! :)

Ozark

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 Post subject:
PostPosted: Wed, 24-10-07, 16:33 GMT 
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Ozark wrote:
Didn't know resolution was a factor in order to see the seams.


I don't know if it is for sure. That's just my observation. There's so little color variation in the default texture shot you posted that it may or it may not be there.

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 Post subject:
PostPosted: Wed, 24-10-07, 23:05 GMT 
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Several different datasets, processed with different tools, and all show seams - I think it's safe at this point to conclude this is a Celestia bug.


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PostPosted: Wed, 24-10-07, 23:35 GMT 
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dirkpitt wrote:
Several different datasets, processed with different tools, and all show seams - I think it's safe at this point to conclude this is a Celestia bug.


Of course....

How could we prove it| find the buggy?

Bye Fridger

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 Post subject:
PostPosted: Thu, 25-10-07, 7:34 GMT 
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Definite proof might be obtained by manufacturing a small number of tiles from an image with a regular pattern on it. Say, just two tiles from a single white image with one straight line drawn across it.

We'd then confirm that the tiles were not corrupted in the tile generation process, then look for seams in the actual render.


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 Post subject:
PostPosted: Thu, 25-10-07, 10:06 GMT 
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dirkpitt wrote:
Definite proof might be obtained by manufacturing a small number of tiles from an image with a regular pattern on it. Say, just two tiles from a single white image with one straight line drawn across it.
We'd then confirm that the tiles were not corrupted in the tile generation process, then look for seams in the actual render.

I did it, tiling a 2k image with a geometric pattern, this one (click the link to the real size ones):

Image
http://ftp.tiscali.it/andrea_celestia/test-1.png

in two 1024x1024 tiles, using png2bin.exe and txtiles.exe from F-TexTools-1.0pre4.

Image
http://ftp.tiscali.it/andrea_celestia/tx_0_0.png

Image
http://ftp.tiscali.it/andrea_celestia/tx_1_0.png

I cannot see any seam! :shock:
Hope this helps.
Bye

Andrea :D[/url]

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Last edited by Andrea on Thu, 25-10-07, 12:25 GMT, edited 2 times in total.

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 Post subject:
PostPosted: Thu, 25-10-07, 12:30 GMT 
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t00fri wrote:
Andrea, the other users will certainly be grateful, since images larger than 700 px will distort the whole writing platform etc.
Many thanks! Bye Fridger

Done!
Sorry for the problem, in the Celestia forum I searched the way to do this using the small image link to the big one, because I remember a thread speaking of this, but... I didn't find it. :oops:
Anyway, this works the same. :wink:
Bye

Andrea :D

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