Posts by Fenerit

by Fenerit
12.09.2016, 08:35
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

When trying to generate tangents the mesh disappears... This issue might derives because triangles do not ensure continuity along the so-called "edge-loops" and therefore needs quads. If you mean 8bit RBG ("24bit") it is.PNG, no Alpha channel present. This doesn't ensure that pn...
by Fenerit
11.09.2016, 22:01
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

Yes, it is possible, it would work in Celestia with a color texture applied on it through .ssc but not if assigned within the cmod. but evidently wasn't this the case. The conversion in cmod through Anim8or did have applied the material; sorry, my fault. Then the thing is more intriguin. Possibly: 1...
by Fenerit
11.09.2016, 19:09
Forum: Textures
Topic: Realistic HD planetary textures?
Replies: 14
Views: 5577

Re: Realistic HD planetary textures?

OK, but what about the details? What would we see at 32k? What you do paint on it. :smile: You can do another 32k layer with different procedural parameter being took up just the overlaid parts which meet the original landmass outline and erasing what is out of borders, e.a into water. Even on proc...
by Fenerit
11.09.2016, 18:43
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

So far so good... and so early suspected. The mesh doesn't have the material. The main texture, like the Dione map itself, is not the material. Do try to change the mesh color within cmodview: it will not change. Then in Blender or Anim8or you must apply the material (phong, blinn, etc., phong is ra...
by Fenerit
10.09.2016, 11:40
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

Well, I do not want to make the things confused, so I apologize whether they seems a bit messy. Yes, quads = quadrangles or quadrilaters. In Blender you can do the job in selecting Edit Mode->Mesh-> Faces->Tris to Quads to "join triangles into quads".
by Fenerit
10.09.2016, 09:46
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

Please, do look at further my question in the previous post.
The image does clarify to me, thanks. Then another thing do can do is to check whether the original model is made of triangles o quads. If triangles, then do convert it in quads (I don know how the Anim8or's options behaves).
by Fenerit
10.09.2016, 09:25
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

Sorry, I read just now that: "I applied just a diffuse texture in anim8or". This is a bit misleading: what do you mean with "diffuse texture"? Whether you in Anim8or did apply material color for then texturing the cmod through .ssc the model still doesn't have UVmap. Instead, whe...
by Fenerit
09.09.2016, 16:40
Forum: Modelling
Topic: CMOD models and normal maps
Replies: 48
Views: 8108

Re: CMOD models and normal maps

The issue could be: 1) 3D model is lacking of UV maps; 2) 3D model's normals points inward. The point 1) is unclear whereas obj->Anim8or->apply texture->cmod DO make UV maps, and you have the texture displayed within the cmodview, but then you are referring of just "shading" within Celesti...
by Fenerit
05.09.2016, 18:01
Forum: Textures
Topic: a dry mars like
Replies: 8
Views: 2467

Re: a dry mars like

These maps are beautiful, John. True realism, imho.
by Fenerit
30.08.2016, 23:47
Forum: Celestia Users
Topic: Pictures from Celestia
Replies: 158
Views: 43697

Re: Pictures from Celestia

Few quicks screenshots of an add-on I'm trying to finish... :cry: More detailed plates and spreading ridges integrates the Cham's ones... geo_1.png Vectorial quaternary eolian deposits' stamps. An equally spaced tiny circle overlayed upon the areas has been rendered as level curve with QGis and inse...
by Fenerit
23.08.2016, 00:04
Forum: Ideas & News
Topic: Collecting all Celestia add-on site links?
Replies: 9
Views: 2573

Re: Collecting all Celestia add-on site links?

If I remember well, bdfd - aka all the others - was banned from Shatter.net because the complains of the administrator of the 3d model site from which he picked up the ST models without permission for then convert them in CMODs... :think:
by Fenerit
22.08.2016, 23:52
Forum: Celestia Users
Topic: Changing Colors in Celestia
Replies: 16
Views: 2663

Re: Changing Colors in Celestia

I use the "d" key to gotolonglat the observer at my coordinates; for all objects. :razz:
by Fenerit
22.08.2016, 17:19
Forum: Celestia Users
Topic: Changing Colors in Celestia
Replies: 16
Views: 2663

Re: Changing Colors in Celestia

BTW, the best way, imho. :biggrin:
by Fenerit
22.08.2016, 16:48
Forum: Celestia Users
Topic: Changing Colors in Celestia
Replies: 16
Views: 2663

Re: Changing Colors in Celestia

You should delete the main "locale" folder; this will set english by default. Mind to move your new start.celx to Celestia's root.
by Fenerit
22.08.2016, 10:01
Forum: Celestia Users
Topic: Changing Colors in Celestia
Replies: 16
Views: 2663

Re: Changing Colors in Celestia

This is the start.celx I use. Note that there are set in some add-ons you couldn't have. I've left them just to show some procedure about how to show/hide add-ons through shortcut keys when they are loaded at Celestia's loading. The .ssc of all the specified add-ons must have the propriety Visible f...
by Fenerit
22.08.2016, 09:30
Forum: Celestia Users
Topic: Changing Colors in Celestia
Replies: 16
Views: 2663

Re: Changing Colors in Celestia

OrbitColor need a CELX script, not the CEL script. You can switch from CEL to CELX through "celestia.cfg" at string InitScript.

Code: Select all

InitScript "start.celx"
...


Within this new script then you can insert the CEL commands.
by Fenerit
20.08.2016, 20:03
Forum: Add-on releases
Topic: Dynamic atmosphere of Jupiter (updated)
Replies: 5
Views: 2351

Re: Dynamic atmosphere of Jupiter (updated)

To get this add-on working fine, I have ought: 1) replace my Jupiter texture with the shipped one (this is without GRS); 2) place all "frame" textures inside the main Celestia's "/textures/medres" folder (maybe due to ".*" extension, I will try to set the proper "....
by Fenerit
19.08.2016, 08:44
Forum: Add-on releases
Topic: Curiosity on Mars
Replies: 19
Views: 3971

Re: Curiosity on Mars

FYI, the optimization works fine also on linestrips got from georeferenced shapefiles, where their polygons shares lots of common vertices. In this case the vertices decimation is close to 50%. On geological SHPs I've gained half a million of lesser vertices throghout. My fault: half-a-million only ...
by Fenerit
19.08.2016, 00:54
Forum: Add-on releases
Topic: Curiosity on Mars
Replies: 19
Views: 3971

Re: Curiosity on Mars

Sorry, but I do not see weirdness...

normal
curiosity_1.png


wireframe
curiosity_2.png
by Fenerit
17.08.2016, 18:54
Forum: Add-on releases
Topic: Curiosity on Mars
Replies: 19
Views: 3971

Re: Curiosity on Mars

The STL format doesn't support textures, then the conversion in 3DS cannot display them. You could make VT normalmap of the area from xyz elevation data written like ASCII STL by importing the file in Blender or through a GIS program. The Curiosity model is beautiful. It can be optimized with the CM...

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