Specular textures in OpenGL2.0

Tips for creating and manipulating planet textures for Celestia.

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Specular textures in OpenGL2.0

Postby fungun » Tue Apr 20, 2010 2:32 pm

Does anyone have a clue as to why when I go to the "OpenGL 2.0" render path the textures get all bumpy?
Since I don't now or have ever used this path before i never noticed it till now.
Here are 2 pics of the same planet in different render paths.
http://www.shatters.net/forum/download/file.php?id=2034&t=1

http://www.shatters.net/forum/download/file.php?id=2033&t=1

I even took the base texture, bump map texture, and the spec texture back into my graphics program and enlarged them 2400%. The blotches don't show up there.
I am afraid I am at a loss on this one.
Thanks,
Tim
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Re: Specular textures in OpenGL2.0

Postby Reiko » Tue Apr 20, 2010 2:36 pm

Some of my textures do that too but I have no idea why. :?
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Re: Specular textures in OpenGL2.0

Postby Fenerit » Tue Apr 20, 2010 3:26 pm

Need the method by exclusion.
1) planet's texture + specular only > ?
2) planet's texture + bumpmap only > ?
3) the bumpmap is a bumpmap 8, 16 bit internally converted in normal map or is just a normal map?
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Re: Specular textures in OpenGL2.0

Postby fungun » Tue Apr 20, 2010 4:28 pm

I took screen caps of your suggestions.
The bump map is a - grey tone image/256 colors (8 BitsPerPixel)/4096 x 2048 Pixels (8.39 MPixels) (2.00). This is the info that Infraview gives.
Weird they only show up when all 3 textures are used and in OpenGL2.0 render path.

Thanks for your help,
Tim
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showblotches.jpg
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Re: Specular textures in OpenGL2.0

Postby john Van Vliet » Tue Apr 20, 2010 9:34 pm

fungun

what 3d driver are you using and WHERE did you get it .
is it an ATI , nvidia, or intel pseudo 3d chip ( built in to the mobo )
-- edit --
The bump map is a - grey tone image/256 colors (8 BitsPerPixel)/4096 x 2048 Pixels


that is part of the problem
a "bumpmap" MUST be in 16 bit depth then converted into a "normalmap"
see: t00fri forum sticky
http://forum.celestialmatters.org/viewtopic.php?t=18
-- and --
http://forum.celestialmatters.org/viewforum.php?f=6
--and bob's thread --
http://forum.celestialmatters.org/viewtopic.php?t=217
Last edited by john Van Vliet on Wed Apr 21, 2010 12:02 pm, edited 1 time in total.
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Re: Specular textures in OpenGL2.0

Postby Fenerit » Wed Apr 21, 2010 4:58 am

Supposed also by me what John asking for, the problem seem the bumpmap. Try this:
- do convert the bumpmap 8bit 256colors grayscale to RGB grayscale into a photoretouch program.
- Alternatively, if you have a normal map maker, do make a normal map directly from the planet's texture (do not forgot to change the directive inside the SSC from BumpMap "your_bump.*" to NormalMap "your_normal.*")
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Re: Specular textures in OpenGL2.0

Postby fungun » Wed Apr 21, 2010 2:30 pm

Well, it has to be in the base texture somehow. My graphics program must be adding something to the image.
I went and updated everything that has anything to do with my graphics card. It is now updated to 3-10-2010.
I also found a normal map maker at the ATI site and tried that. It made no differance, the blotches are still there.
The funny thing is, all I did was take "jestr's" Bajor3 vt textures and made one 4096x2048 texture. Using the images in the level 2 folder, I opened each one up, then pasted it into a blank image, made sure they lined up right, then saved it as a jpg.
It makes me wonder now, that by going from a bunch of small png files to one large jpg file, something messed up.

Anyway thanks for the help guys :)

I can do with out the 2.0 render option, been doing so this long.
I will have to add that information to my readme files though. "Best viewed by not using OpenGL2.0 render path" :lol:
Well back to the drawing board to try some other things.

Thanks,
Tim
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Re: Specular textures in OpenGL2.0

Postby john Van Vliet » Wed Apr 21, 2010 2:51 pm

is this the ati 3d driver from the MS windows update
or the catalyst driver from the ATI web site???
The funny thing is, all I did was take "jestr's" Bajor3 vt textures and made one 4096x2048 texture

i will take a quick look at this
is it this one?
http://celestiamotherlode.net/catalog/s ... don_id=138
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Re: Specular textures in OpenGL2.0

Postby fungun » Wed Apr 21, 2010 6:44 pm

is this the ati 3d driver from the MS windows update
or the catalyst driver from the ATI web site???

Straight from the ATI website, the whole download was alittle over 45mb

i will take a quick look at this
is it this one?
http://celestiamotherlode.net/catalog/s ... don_id=138

Yes the Hi-res pakage. If I use the vt textures instead of the large one I made it looks fine.

Thanks again,
Tim
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Re: Specular textures in OpenGL2.0

Postby john Van Vliet » Wed Apr 21, 2010 7:57 pm

Yes the Hi-res pakage. If I use the vt textures instead of the large one I made it looks fine.
now you mention this

not all 3d cards can handle 1 ( a single) large bump map

is it a FULL 3d card or a built in chip
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Re: Specular textures in OpenGL2.0

Postby fungun » Wed Apr 21, 2010 8:08 pm

A full card.
I just checked Earth, it looks fine too.

Tim
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Re: Specular textures in OpenGL2.0

Postby fungun » Wed Apr 21, 2010 8:15 pm

Here is a texture I made by using cut up pieces of a earth texture and pasting into a blue 4096x2048 texture.
You will see it is not as bad except at the coast line.

Thanks,
Tim
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otherblotches.jpg
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Re: Specular textures in OpenGL2.0

Postby john Van Vliet » Wed Apr 21, 2010 8:26 pm

if that addon there is no vt in it .
Bajorhires.zip
http://www.celestiamotherlode.net/creators/jestr/
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Re: Specular textures in OpenGL2.0

Postby Reiko » Thu Apr 22, 2010 1:27 am

fungun wrote:Here is a texture I made by using cut up pieces of a earth texture and pasting into a blue 4096x2048 texture.
You will see it is not as bad except at the coast line.

Thanks,
Tim

That's how my coast lines always look. :?
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Re: Specular textures in OpenGL2.0

Postby fungun » Thu Apr 22, 2010 2:45 am

I'm sorry it must be in the main Bajor download. I thought it was in the hi-res package, but i guess not.

Thanks,
Tim
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