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Old 10-11-2016, 08:51 PM   #31
fort
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Je pense que tu as tout à fait raison!!
C'est aussi mon avis et je suis d'accord avec ( mais nul n'est parfait )

Je n'ai jamais quitté ce sujet, depuis qu'il a été initié par Simfan et SpacingblueFrog en 2004; et j'ai souvent expérimenté avec. Ca m'est familier.

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pour Kourou, j'utilise des tuiles de 512 pixels comme recommandé dans la doc.
C'est à dire...on fait comme on veut, mais au final, quelle que soit la taille de départ, elles finiront, peu ou prou, en 512 pixels.

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Je commence juste à "attaquer" les textures de nuit (mask) et ça marche !!!
Les textures de nuit, c'est un boulet que je traine depuis des années, dans un contexte Orbiter d'alors assez contraint avec un niveau de définition faible ( 13 maxi jusqu'à la version 2010 je crois ), pour quiconque veut détailler des aéroports par exemple ( Heathrow ).

Avec la release 2016, tout se simplifie et permet des améliorations nettes

Un niveau de textures de nuit jusqu' à 13, partout, de bonne qualité, serait déjà bien.

J'essaie de mettre quelque chose comme ça au point. Voir quelques images assez brutes de Orlando que j'ai laissées sur le topic Orbiter beta textures issues, dernière page. J'ai pas mal encore progressé depuis.

Une question: est-ce que tes textures de Kourou version 2010 sont géographiquement au bon endroit ?

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I think you're absolutely right !!
I never left that subject, since it was initiated by SimFan and SpacingblueFrog in 2004; and I often experimented with it.

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for Kourou, I use tiles of 512 pixels as recommended in the doc.
For say: we do as we like, but in the end, regardless of the original size, they will end as 512 pixels.

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I'm just starting to "attack" the night textures (mask) and it works !!!
Night textures was not so accessible in the past with a level of definition low (13 to the 2010 version I think), for anyone who wants details on airports (Heathrow here).

With the 2016 release, everything is simplified and allows for significant improvements.

A level of night textures up to 13 for all the planet, of good quality, could be already well.

I try to create something like that. I made good progress since the pictures i put in the orbiter beta textures issues topic.

Last edited by fort; 10-11-2016 at 09:04 PM.
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Old 10-11-2016, 08:59 PM   #32
marcogavazzeni
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 That would be incorrect, since it messes up the LOD adjustment. The 1024x1024 level 15 tiles should be split into 512x512 tiles and added at level 16. After that, the level 14 and level 15 tiles should be interpolated down to 512x512.
Indeed the Ascension tiles are all 512 * 512

Edit:
Wehaveaproblem it reported that some tiles are more than 512 * 512, I have taken action to correct.

Last edited by marcogavazzeni; 10-11-2016 at 10:39 PM.
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Old 10-11-2016, 11:09 PM   #33
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Originally Posted by fort View Post
 Une question: est-ce que tes textures de Kourou version 2010 sont géographiquement au bon endroit ?
One question: do the textures of Kourou 2010 version are geographically in the right place?
Non ! Je m'était basé sur les batiments de papyref et mustard, et j'ai adapté mes textures.
Je me suis rendu compte pendant mes études préliminaires avec Orbiter
2016 que la localisation de kourou était fausse : beaucoup trop près de Cayenne... Cela sera corrigé dans la version 2016... Du coup ça m'a compliqué les choses...

No ! I was based on the location of the Papyref and mustard's buildings, and I adapted my textures.
I realized during my preliminary studies with Orbiter in 2016 that the localisation of kourou was wrong: too close to Cayenne ... This will be fixed for the 2016 version ... So this take me more time... ..


(nobody has noticed this....)
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Old 10-11-2016, 11:42 PM   #34
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Originally Posted by jacquesmommo
 Non ! Je m'était basé sur les batiments de papyref et mustard, et j'ai adapté mes textures.
Au moment ou je prenais connaissance de la structure des tuiles orbiter de la version 2016, j' avais, parmi d'autres choses, examiné la situation de quelques bases, dont Kourou - avec l'intention de voir si c'était intéressant de créer une texture de nuit pour elles - et ce, notamment, surftilecalculator " en mains " et formules corrigées du pdf de Martin sous les yeux. J' avais été étonné de la position de Kourou dans Orbiter 2010 vis à vis de ses coordonnées réelles J'ai effectivement pensé que ceci devait être dû à un positionnement erroné du meshe qui supporte l'ensemble. Trop au sud, à minima, si ma mémoire est bonne.

Sinon, plus généralement, comme tu peux probablement le penser maintenant, s'agissant du tuilage dans la version 2016, comparé à celui de 2010, rien de bien nouveau sous le soleil, et réaliser une base - excepté la question de l'élévation - dans la dernière version, n'est pas plus difficile que dans la précédente.

.../...

By the time I took knowledge of the structure of the orbiter tile in the 2016 release, I 'd, among others, looked at the situation of a few bases, including Kourou - with the intention to see if it was interesting to create a night texture for them - and that, surftilecalculator "in hands" and the corrected Martin's formulas under the eyes. That is what I had been surprised by the position of Kourou in Orbiter in 2010 with respect to real coordinates. I actually thought this would be due to an incorrect positioning of meshe that supports all of Kourou. Too south at least, if memory serves.

Otherwise, more generally, as you can probably think it now, as regards the tiling in version 2016, compared to 2010, nothing really new under the sun, and making a base - except the issue of elevation - in the latest version, is not more difficult than in the 2010's one

Last edited by fort; 10-12-2016 at 05:54 AM.
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Old 10-12-2016, 08:57 AM   #35
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Originally Posted by fort View Post
  J' avais été étonné de la position de Kourou dans Orbiter 2010 (...) Trop au sud, à minima, si ma mémoire est bonne.
That is what I had been surprised by the position of Kourou in Orbiter in 2010 (...) Too south at least, if memory serves.
Eh oui, c'est bien ça...
Yes, that's right ...

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Originally Posted by fort View Post
  réaliser une base - excepté la question de l'élévation - dans la dernière version, n'est pas plus difficile que dans la précédente.

Otherwise, in the latest version, is not more difficult than in the 2010's one
C'est juste un peu plus difficile pour les tuiles : avant, il suffisait d'arranger les bords car les tuiles s'empilaient les unes sur les autres. Maintenant il faut faire attention à ce qui est "dessous" pour que la transition soit bonne...
It's just a bit more difficult for the tiles: before, it was sufficient to arrange the edges because the tiles were piled on each other. Now it is necessary to be careful with what is "below" for the transition to be correct ...


Et au passage, un petit aperçu des iles du salut :
a little preview of the islands of "salut":



royale island is nearly finished, diable island in the way and Saint joseph island to make.
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Old 01-31-2017, 04:01 PM   #36
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Originally Posted by martins View Post
 tileedit doesn't currently work with compressed (.tree) texture archives. You have to unpack the archive with texpack -e (or Face's treeman utilities) before running tileedit.
Trying to run texpack.exe I get error message pop-up "This app can't run on your PC"

and "Access is denied" in command line.......

Any ideas ?
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Old 01-31-2017, 04:19 PM   #37
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 Trying to run texpack.exe I get error message pop-up "This app can't run on your PC"

and "Access is denied" in command line.......

Any ideas ?
x86 machine? I think texpack.exe only runs on x64.
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Old 01-31-2017, 07:07 PM   #38
fort
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 x86 machine? I think texpack.exe only runs on x64.
I used texpack, few weeks ago, on my x86 XP.
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Old 01-31-2017, 08:02 PM   #39
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 Trying to run texpack.exe I get error message pop-up "This app can't run on your PC"

and "Access is denied" in command line.......

Any ideas ?
Have you tried running as administrator?
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Old 01-31-2017, 09:30 PM   #40
JMW
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Yup.
And is x64 (a humble one)
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Old 02-01-2017, 12:48 AM   #41
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The command in that image wouldn't work. Try:
Code:
.\Orbiter2016\Utils\texpack.exe D:\Orbiter2016\Textures\Earth Surf -e
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Old 02-01-2017, 09:41 AM   #42
JMW
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Same messages.
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Old 02-01-2017, 10:07 AM   #43
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 Same messages.
It's still wrong. Mind the space character between Earth and Surf instead of the backslash. Also there is no "-e" as it seems.

You need to be exact with command-line interaction.
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Old 02-01-2017, 11:22 AM   #44
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On the command line every character matters. These 2 (linux) commands have 1 character difference, but one removes a directory in the root directory called 'tmp', the other removes every file and folder on the entire system. (if logged in as root)
Code:
rm -rf /tmp/
Code:
rm -rf / tmp/
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Old 02-01-2017, 03:04 PM   #45
JMW
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Same messages.

Don't forget I'm still getting pop-up message "This app can't run on your PC".
Screenshot is just what appears on the command line when I close that.

Also what is the significance of brackets in " [<Flags>]" ?

Thanks for your patience
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