Localized hi-res areas
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Atmoscat | Date: Sunday, 28.04.2013, 16:35 | Message # 1 |
Astronaut
Group: Users
Germany
Messages: 68
Status: Offline
| Hello all,
I was wondering, is it yet possible to create localized surface tiles with higher-resolution (albedo and bumpmap), assuming one has the data available, perhaps using an alpha channel so that they'd smoothly blend into the global resolution data? I was thinking to do that for certain places on the moon, like the Apollo landing sites.
PC: Intel® Core™2 Duo Processor E8500 @ 3.16GHz, 3.25 GB / 4.00 GB DDR3 RAM, GeForce GTX750Ti 2048 MB VRAM, WinXP Home 32bit / Windows7Pro 64bit
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SpaceEngineer | Date: Sunday, 28.04.2013, 17:54 | Message # 2 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Yes, it is possible. Look here in the end of my post: http://en.spaceengine.org/forum/22-1191-13996-16-1351572199
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Atmoscat | Date: Sunday, 28.04.2013, 20:34 | Message # 3 |
Astronaut
Group: Users
Germany
Messages: 68
Status: Offline
| Thank you SpaceEngineer! I looked through the various config and texture file folders, though I could not figure out, how it is done. Any help appreciated. Thank you very much!
PC: Intel® Core™2 Duo Processor E8500 @ 3.16GHz, 3.25 GB / 4.00 GB DDR3 RAM, GeForce GTX750Ti 2048 MB VRAM, WinXP Home 32bit / Windows7Pro 64bit
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SpaceEngineer | Date: Sunday, 28.04.2013, 20:52 | Message # 4 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Just add new tiles to the cubemap textures. But don'm miss levels. I.e. if you have a city texture of level 10, you must create levels 7, 8 and 9. This is a bit tricky. You must found a tile or tiles of level 6 which covers the area where is your city located. Open them in a graphics editor, merge together, zoom them to level 10 (x16 times). Then put your city image as new layer, transform it to fit perfectly, blend out hard edges. After this, cut this level 10 images into tiles (512*512 or whatever you use) and save them in Earth/Surface/pos_x or whatever folder as level 10 tiles. Then reduce image twice, cut again and save as level 9. Continue it for levels 8 and 7. You must manually compute indices of each tile (i.e. 10_1562_324.png, 10 is a level number, 1562 and 342 is x and y indices). Earth used textures with borders (514 = 1 + 512 + 1). So you must update all you 512x512 tiles with 1 pixel border from neighboring tiles.
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AmericaisBabylon | Date: Monday, 06.05.2013, 17:41 | Message # 5 |
Space Tourist
Group: Users
United States
Messages: 32
Status: Offline
| This sounds so complicated, I would really like to be able to implement say a hi res map on earth of taylor county WV. I would even pay to have it done lol. The thought excites me so much. I would love to figure out how to do this. Unless someone wants to take me up on the map, I would love to find a step by step on how to do this as it is I am not the greatest with computers but do know enough. By the way I love .97 and the I stand corrected on the galaxy!! When a man is wrong he is wrong and I was wrong! The new milky way Is beautiful in every aspect thankyou for the wonderful release!!!
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