Hi all,
let me write up typically all the commands that would be necessary for generating a full-sized (64k) set of VT tiles for the base & spec textures. For testing purposes, it might also be useful to transscribe the file sizes given below to the
"dwarf" 5400x2700 data set I prepared for you here:
http://www.forum.celestialmatters.org/v ... 4&start=11
Well, with a few scripting commands the whole procedure that I am simply listing below can be entirely automatized. I did not yet add such scripts to the archive to stimulate some creativity from the user side

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So here are the obvious commandline steps:
(in Unix scripting language the whole procedure below can be done with just a few lines!)
To economize on the used harddisk space I assume that the familiar
'gzip' command-line utility is installed on your machine. It is installed by default in Linux and MAC's. For Windows you find it here:
http://gnuwin32.sourceforge.net/packages/gzip.htm
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Throughout, I assume that on the console, you work in the SAME directory where the three INPUT 85k monster textures from the snowy. arctic NASA server,
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http://mirrors.arsc.edu/nasa/world_big/ ... 200.bin.gz
http://mirrors.arsc.edu/nasa/landmask/w ... 200.bin.gz
http://mirrors.arsc.edu/nasa/topography ... 200.bin.gz
are located.
First of all, you must create a set of tile directories with
Code:
mkdir level0
mkdir level1
mkdir level2
mkdir level3
mkdir level4
mkdir level5
Next turn to the 85k input texture files:
You MUST first unzip the watermask file via
Code:
gzip -d world.watermask.86400x43200.bin.gz
Then you create a much improved, binary specmap.bin graytexture:
Code:
gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin
NOTE: Watch out to do the correct byteswapping here, depending on your machine (last parameter in the specmap tool!!
Normal Windows & Linux PC's & MAC Intels : NO CHANGES in the above command line!
(Older)
Power PC MACS: delete the last parameter ('1') of specmap in the above command line.
Next you mount the specmap.bin file as
alpha channel on top of the RGB base texture in a 64k binary RGB
A output texture:
Code:
gzip -dc < world.200406.3x86400x43200.bin.gz | tx2rgba 86400 specmap.bin | tx2pow2 4 86400 > level5/world.200406.3x65536x32768.RGBA.bin
NOTE: The directory slashes are for Unix (Linux, MAC) consoles here. For Windows/DOS just replace with level5\world.200406.3x65536x32768.RGBA.bin and so on...
scale the 64k RGBA texture to half size:
Code:
tx2half 4 65536 < level5/world.200406.3x65536x32768.RGBA.bin > level4/world.200406.3x32768x16384.RGBA.bin
NOTE: The directory slashes are in Unix notation (Linux, MAC) here. For Windows/DOS just replace with level5\world.200406.3x65536x32768.RGBA.bin and level4\world.200406.3x32768x16384.RGBA.bin
and so on...
Windows: Just replace ALL '/' directory slashes by '\' below! E.g. also in 'cd ../level4' etc.
scale the 32k RGBA texture to half size:
Code:
tx2half 4 32768 < level4/world.200406.3x32768x16384.RGBA.bin > level3/world.200406.3x16384x8192.RGBA.bin
scale the 16k RGBA texture to half size:
Code:
tx2half 4 16384 < level3/world.200406.3x16384x8192.RGBA.bin > level2/world.200406.3x8192x4096.RGBA.bin
scale the 8k RGBA texture to half size:
Code:
tx2half 4 8192 < level2/world.200406.3x8192x4096.RGBA.bin > level1/world.200406.3x4096x2048.RGBA.bin
scale the 4k RGBA texture to half size:
Code:
tx2half 4 4096 < level1/world.200406.3x4096x2048.RGBA.bin > level0/world.200406.3x2048x1024.RGBA.bin
Then you do the tiles. If you want to stay with PNG finally, you can increase the PNG compression factor if you are short of space. Otherwise one will want to use the new cross-platform
nvcompress utility from NVIDIA later, to do high-quality DXT5nm/DXT3 compression of the tiles..
First generate
2048 tiles in level5:
Code:
cd level5
txtiles 4 65536 5 2.7 < world.200406.3x65536x32768.RGBA.bin
512 tiles in level4:
Code:
cd ../level4
txtiles 4 32768 4 2.7 < world.200406.3x32768x16384.RGBA.bin
128 tiles in level3:
Code:
cd ../level3
txtiles 4 16384 3 2.7 < world.200406.3x16384x8192.RGBA.bin
32 tiles in level2:
Code:
cd ../level2
txtiles 4 8192 2 2.7 < world.200406.3x8192x4096.RGBA.bin
8 tiles in level1:
Code:
cd ../level1
txtiles 4 4096 1 2.7 < world.200406.3x4096x2048.RGBA.bin
2 tiles in level0:
Code:
cd ../level0
txtiles 4 2048 0 2.7 < world.200406.3x2048x1024.RGBA.bin
Here you are done

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Note that the resulting tiles have the specular texture as alpha channel of the RGB base texture tiles. This is VERY favorable for speed and storage!
The lower levels go VERY fast indeed...
Good luck,
Fridger