Back in 2013 I created a bunch of Earth textures using Blue Marble Next Generation, one for each month:
https://www.orbiter-forum.com/resources/authors/felix24.4173/
Not sure if it's compatible with the latest Orbiter.
The difference in the ISS solar panels could be caused by one or more reasons.
1. Maybe the translucency shader code didn't make it into the D3D9 client included with Orbiter 2024.
2. Maybe the code was included but there is a code problem that breaks the feature.
3. Maybe the required...
Looking good! I started my own project a while back doing a similar thing, modifying the Atlantis VC in Blender. The main reason was I wanted to try baking raytraced VC lighting into texture sets, but I immediately discovered that a lot of panels here and there share the same UV mapping...
That's incredible! And just what I was hoping they would capture if they tried a timelapse!
I think what's going on is more akin to what you see when a sheet of laser light is scanned through a puff of smoke. It illuminates a thin 2D slice of smoke and shows swirls and details. The smoke itself...
I have a bunch of files I downloaded back in January 2015 that were torrents at the time.
Earth.7z - 22 GB
EarthLo.zip - 542 MB
Earth_Cloud.zip - 301 MB
Mars_HiRes.zip - 3.4 GB
MarsLo.zip - 439 MB
Moon_HiRes.7z - 7.7 GB
MoonLo.zip - 501 MB
You could try to fake it by adding dark lines in the gaps in the diffuse texture. That will help to break up the texture and make it look like the tiles are separated by a small gap.
thewonderidiot scanned these early shuttle control panel blueprints recently: https://drive.google.com/file/d/1KqvgG5GWm6WiJ8A17Z4nGMPYH4KikaHr/view?usp=sharing
Where can I find the original image files used for the default Atlantis VC textures? I have the .dds files that came with Orbiter, but does anyone know who the original artist was for the Atlantis VC, and if the original .psd files are available somewhere? Thanks!
Would it be possible to use Blender's built-in render enable/disable buttons (the little camera icon next to each object) in the Outliner part of the interface? It would be handy if we wanted to disable objects from the mesh output for whatever reason, in the same way that it's already possible...
There's probably a simple additive blending going on. The star pixel's value is getting added to the glare value for the same pixel, and displaying the sum. This is how the real world works, except that the sun is much brighter in reality and completely washes out all stars within its glare.
A...
When I made that addon, there were problems with the normal map implementation in D3D9 with certain meshes that I had to work around when creating the textures. The green channel (up-down axis, I think) is flipped for some sections of the texture. Those problems have been fixed in D3D9 for a...
That seems a bit too complicated. The way I'm thinking, if a gauge has backlighting, the needle/pointer is black and doesn't itself need illumination. If the addon developer wants to illuminate the needle, all they would have to do is use an image texture material for the needle, and then define...
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