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MOD - Creating custom textures for planets 0.97
VoekoevakaDate: Friday, 01.03.2013, 03:39 | Message # 31
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Quote (HarbingerDawn)
That looks like a consequence of not specifying the parameters correctly. Are you SURE that the RAW image was 1-channel, and not 3-channel?


I tried the two values, and that's leads to the same results. I'll try IrfanView.





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Gondor2222Date: Tuesday, 02.07.2013, 07:35 | Message # 32
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Where is the surface color texture for Earth located? I've searched the texture files for Earth and the cache for likely candidates to the image, but I can't seem to find it. All I can find is the bumpmap and an odd diffmap that is transparent except for bodies of water, which it colors.
 
SpaceEngineerDate: Tuesday, 02.07.2013, 09:43 | Message # 33
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Quote (Gondor2222)
odd diffmap that is transparent except for bodies of water, which it colors.

This is a color texture of Earth. It have a water mask in the alpha channel.





 
Gondor2222Date: Saturday, 20.07.2013, 06:13 | Message # 34
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If I want to add individual slices for levels 7 and beyond, what is the best way to warp a local 2D image of the area (taken from Google Earth, for example) to the same local distortion of the previous level?
 
PillowvineDate: Friday, 31.01.2014, 19:43 | Message # 35
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Does anyone know where Google Earth gets their elevation data or bump maps for their program? I would love to know how to obtain those to aid me in creating close-up textures!!
 
AndreySantosDate: Wednesday, 05.02.2014, 01:24 | Message # 36
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Hello!
Thank you Voekoevaka for you help so far.
This is my config file:

I can see that my raw file is color when I open it in Photoshop. But when generating the tiles in CubeMap. All of then are black and white and the "base" nini sample of the raw is like a mosaic.
What could be the issue?

Attachments: Config_file.txt (2.9 Kb)
 
VoekoevakaDate: Wednesday, 05.02.2014, 01:35 | Message # 37
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Maybe try to disable normalization.

How did you create your imput file ?





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AndreySantosDate: Wednesday, 05.02.2014, 01:54 | Message # 38
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Hi,

I created the input file from a jpg image from the EarthMap.

Added (05.02.2014, 04:54)
---------------------------------------------
I use Photoshop and export the 3000 x 1500 jpg picture to Raw. In the export dialog I choose Interleaved order. So the picture stays the same appearence when re-opening. When I try to reopen it I choose Channels - Count 3, Interleaved, 8 bits. Header 0. Voila'.. and the picture is colorful just like the original jpg.
But when I export using Cube... just black and white...
sad

 
VoekoevakaDate: Wednesday, 05.02.2014, 02:12 | Message # 39
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There are several types of RAW. Try the others. In my case, I use IrfanView for export, and it works.




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AndreySantosDate: Wednesday, 05.02.2014, 02:47 | Message # 40
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Yes, it is working!!
Thanks!!
 
Bill3000Date: Saturday, 14.06.2014, 03:48 | Message # 41
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I created a bump map for my fictional planet from Fractal Terrains (8192 x 4096) and it works perfect in-game. However when I zoom in, the planet is as flat as Kansas; even with parameters set in the .sc file. It's not flat when I remove the bump map. Is there any way to have both a custom bump map and close-up procedural landscape simultaneously?

Edited by Bill3000 - Saturday, 14.06.2014, 03:52
 
HarbingerDawnDate: Saturday, 14.06.2014, 11:18 | Message # 42
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The bump map needs to be in cube map format to function as a height map, otherwise it will only affect lighting.

Anyway, bump maps from files aren't augmented by procedural generation, so they will always produce low-resolution landscapes compared to purely procedural planets.





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Bill3000Date: Saturday, 14.06.2014, 19:46 | Message # 43
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Yeah, the map's in cube map format; there isn't any issue with the planet as long as I don't land on it.

Oh well, that's too bad; I really wanted to see my purdy world up close. sad Are there any plans to augment bump maps from files with procedural generation in the future?


Edited by Bill3000 - Saturday, 14.06.2014, 19:50
 
HarbingerDawnDate: Saturday, 14.06.2014, 20:24 | Message # 44
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Quote Bill3000 ()
Are there any plans to augment bump maps from files with procedural generation in the future?

Yes, but not soon. That will take a lot of work and is pretty far down on the priority list.





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VoekoevakaDate: Wednesday, 16.07.2014, 00:00 | Message # 45
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Hey !

I'm trying to create some level 7 to level 12 tiles for Earth, using celestia add-ons. But I have a bunch of problems :

♦ I was trying to blend the new tiles directly with the ones in the earth texture, but at level 6, there's styll a big distorsion between cylindrical and cubemap. So, I don't think it is possible for such a small level (maybe there's a software to do interpolation blending, starting with a bunch of points to match, but I didn't found)

♦ So I was thinking about creating a big texture with the wanted tiles inside, and use cubemap to create the maps. But there is a big problem : as I have level 12 tiles in cylindrical, it should be a very big image ! Impossible without a nasa computer...
Maybe it should be good to add in cubemap an option to process a bit of a cylindrical map as it is a very big map, and to create the corresponding tiles. Like I imput a 1024x512 image, saying it is part of a 32768x65536 map, between x=23040 and x=24064, and between y=5632 and y=3144 and I export this part in 512x512 tiles.

♦ After, it works well with grayscale and RGB images, but I never succeed to cubemapize a RGBA map : there is always an aliasing, or crashes. I use IrfanView to create these, and I think there's a problem in the way it create RGBA raw images. So it could be useful to have a png imput option in cubemap.





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Edited by Voekoevaka - Wednesday, 16.07.2014, 00:01
 
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