OHM Project Nighthome

OrbitHangar

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Author: jgrillo2002

This is the first realistic earth texture that is ever made for Orbiter. it features New nightlights, realistic cloud bumpiness and true atmospheric color. it also features a blueish tint of the earth,s surface to match the atmospheric haze color. I would like to thank Don Edwards for making this wonderful texture before converting this to Orbiter. Enjoy

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Legacy Add-on Reviews from Orbit Hangar Mods


Review by joc
Review:
Full Ok! How would it be sometimes with level 10 Texture?
 
Hey do you think you could upload this addon for Orbiter 2010? :cheers:

What is the problem? It only contains some textures and a configuration file for the Earth, so why shouldn't it work?

Hm, but after looking at the config file, I guess your problem is there.
If you have problems with the config, I would recommend you to manually copy the values in it and paste them in your own Earth.cfg file.
Change it from this:
Code:
; === Atmospheric Parameters ===
;AtmPressure0 = 101.4e3         ; pressure at zero altitude [Pa] (defined via module)
AtmDensity0 = 1.293            ; density at zero altitude [kg/m^3]
AtmGasConstant = 286.91        ; specific gas constant [J/(K kg)]
AtmGamma = 1.4                 ; specific heat ratio c_p/c_v
;AtmAltLimit = 200e3            ; cutoff altitude [m]
AtmAttenuationAlt = 100e3;     ; cutoff altitude for light attenuation
AtmHorizonAlt = 64e3           ; horizon rendering altitude [m]
AtmHazeExtent = 0.14           ; horizon haze extent
AtmColor0 = 0.55 0.75 1.04
AtmHazeColor = 0.6 0.8 1.0
AtmFogParam = 5e-5 3e-5 4e3
AtmFogColor = 0.55 0.85 1.10

; === Cloud parameters ===
CloudAlt = 7e3                 ; altitude of cloud layer
CloudRotPeriod = 1e6
CloudShadowDepth = 0.3
CloudMicrotextureAlt = 35e3 300e3

; === Visualisation Parameters ===
MaxPatchResolution = 14        ; surface texture resolution limit (1-12)
MinCloudResolution = 1         ; cloud layer from this resolution
MaxCloudResolution = 8         ; highest cloud resolution level
SpecularRipple = TRUE          ; enable specular water microtexture
to this (changes in red):
Code:
; === Atmospheric Parameters ===
;AtmPressure0 = 101.4e3         ; pressure at zero altitude [Pa] (defined via module)
AtmDensity0 = 1.293            ; density at zero altitude [kg/m^3]
AtmGasConstant = 286.91        ; specific gas constant [J/(K kg)]
AtmGamma = 1.4                 ; specific heat ratio c_p/c_v
;AtmAltLimit = 200e3            ; cutoff altitude [m]
AtmAttenuationAlt = 100e3;     ; cutoff altitude for light attenuation
AtmHorizonAlt = 64e3           ; horizon rendering altitude [m]
[COLOR="Red"]AtmHazeExtent = 0.15           ; horizon haze extent
AtmColor0 = 0.61 0.70 1.2
AtmHazeColor = 0.91 0.95 0.95[/COLOR]
AtmFogParam = 5e-5 3e-5 4e3
AtmFogColor = 0.55 0.85 1.10

; === Cloud parameters ===
CloudAlt = 7e3                 ; altitude of cloud layer
CloudRotPeriod = 1e6
[COLOR="Red"]CloudShadowDepth = 0.0
CloudMicrotextureAlt = 35e3 140e3[/COLOR]

; === Visualisation Parameters ===
MaxPatchResolution = 14        ; surface texture resolution limit (1-12)
MinCloudResolution = 1         ; cloud layer from this resolution
MaxCloudResolution = 8         ; highest cloud resolution level
SpecularRipple = TRUE          ; enable specular water microtexture
[COLOR="Red"]MinNighttexResolution = 1      ; lowest night lighting level
MaxNighttexResolution = 8      ; highest night lighting level
MinWatertexResolution = 1
MaxWatertexResolution = 8
MaxDynamicResolution = 0       ; highest dynamic resolution level[/COLOR]
I have to admit, I don't know if the last lines still have a function in Orbiter 2010 as I never have heard about them, but I guess that they won't cause any trouble if they should be obsolete.
 
Since Orbiter2010 features programmatic atmospheric haze, it does not need to be added to the texture. If you leave the settings as-are, the results may be inaccurate now. This texture is also level 8 - Orbiter has moved on to higher resolutions.
 
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