abramson wrote:
t00fri wrote:
I note, however, that your Tethys texture corresponds to the Feb 2010 release.
Nay. It's the November one. I just didn't update the text in the index page, just the zip file...
OK that's what I figured, but I wanted to make sure...
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Another suggestion of how to unify the requirements of brightness and detail is to manipulate the mipmaps of the level 0 tiles! There is a NVIDIA tool that allows to do that conveniently. This way you can slowly brighten the successive mipmap images that would be used by Celestia at larger distance from Tethys. Upon coming close, the rendering would take place via the hires tiles that could be high-contrast like mine above.
This is an excellent suggestion!
G
These MIPmap tools are part of the old DDS utilities from NVIDIA (which can still be downloaded from their developers' site). One is called '
detach.exe' and allows to extract the various MIPmap levels from a dds image. The other is called '
stitch.exe' and allows roughly for the opposite by combining individual MIPmaps in the proper manner. With these two tools you may extract, GIMP-modify and then rebind the mipmap textures for the two level0 DDS files.
For simpler such modifications, also the standard DDS tool
nvdxt.exe has various relevant commandline options:
- -fadealpha (fade alpha over MIP levels),
- -fadecolor (fade map [color, normal,...] over MIP levels),
- -fadetocolor <hex color> (color to fade to),
- -fadetoalpha <byte> ([0..255] alpha to fade to),
- -fadeamount <int> (percentage to fade of each MIP level).
As a first try, I suggest to just use the cited options in nvdxt.exe.
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PS: download from CM: 5Mb/s through my 5M ADLS medium quality connection, using 10 threads with DownThemAll.
OK 5 Mbit/sec is ~ 600 KB/sec which roughly matches my effective download speed from CM.
chers,
Fridger