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Forum » SpaceEngine » Mods and Addons » MOD - Creating custom textures for planets 0.97 (How to import NASA's textures for the planets)
MOD - Creating custom textures for planets 0.97
VoekoevakaDate: Thursday, 03.01.2013, 23:45 | Message # 16
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Hey !

I want to transform a normal map into a bump map. And this normal map in very big (1.5Gb), and ShaderMap is unable to open it. Did you know another way to cenvert it ?

Thanks.





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TimDate: Friday, 04.01.2013, 00:08 | Message # 17
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I'll ask my question here as well, this thread seems more appropriate.
Is it normal that I can't open the textures (TGA files) in Gimp? I can open the bump, but colorl is just empty and normal is all purple. What program should I use or should I change some settings in Gimp?
 
HarbingerDawnDate: Friday, 04.01.2013, 01:12 | Message # 18
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Voekoevaka, converting a normal map to a bump map is not really a good way to go, though I understand if you have no alternative. But I have no idea how you would go about doing that so I have no suggestions for you, sorry.

Tim, define "empty". And normal maps are supposed to be purple. GIMP is able to open anything SE can export.

I already addressed similar questions by another user here: http://en.spaceengine.org/forum/21-514-17417-16-1357089490
Maybe that will help you.





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Edited by HarbingerDawn - Friday, 04.01.2013, 01:14
 
VoekoevakaDate: Friday, 04.01.2013, 02:00 | Message # 19
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(HarbingerDawn)
Voekoevaka, converting a normal map to a bump map is not really a good way to go, though I understand if you have no alternative. But I have no idea how you would go about doing that so I have no suggestions for you, sorry.

I kow that converting a normal map to a bump map can be made of integrations, and, by integrating a big image, it will add all the little errors, pixel by pixel. And as you said, converting normal maps to bump maps is a bad idea. But I have a plan against this :
• Instead of integrating one big image only, I will integrate several images with differents sizes.
• In the biggest one, there will be a very big error, but only on the low frequencies, buit it would be very accurate in the high frequencies.
• In the smallest ones, there will be no information about the big frequencies, but it would be accurate in the low frequencies.
• Then, I will eliminate the errors by a Fourier high pass filter, and select which frequencies the images will represent. The final step will be to sum the images, and to apply a linear correction to eliminate a discontinuity un the 0th meridian.





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HarbingerDawnDate: Friday, 04.01.2013, 02:16 | Message # 20
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Very nice plan, Voekoevaka! If you're able to get it done make a post showing how it worked out smile




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VoekoevakaDate: Friday, 04.01.2013, 02:18 | Message # 21
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Very nice plan, Voekoevaka! If you're able to get it done make a post showing how it worked out.

My plan is just theoritical, but my computer haven't the ressources to compute it...





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VoekoevakaDate: Thursday, 28.02.2013, 18:02 | Message # 22
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Is it normal ?


Attachments: 8290186.png(10Kb)





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HarbingerDawnDate: Thursday, 28.02.2013, 23:19 | Message # 23
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Quote (Voekoevaka)
Is it normal ?

No, an error occurring is not normal wink





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VoekoevakaDate: Thursday, 28.02.2013, 23:54 | Message # 24
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Lolilol. biggrin What can I do to avoid it ?




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HarbingerDawnDate: Thursday, 28.02.2013, 23:59 | Message # 25
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Quote (Voekoevaka)
What can I do to avoid it ?

I don't know, I don't have enough information. Take a screenshot or something of the config file, and also give the specs of the map file that you're working with.





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VoekoevakaDate: Friday, 01.03.2013, 01:07 | Message # 26
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I attached the config.

The file I am working with is a raw file I created with Mathematica, with a 1024x2048 greyscale png image.

Attachments: default.ccf(3Kb)





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HarbingerDawnDate: Friday, 01.03.2013, 02:22 | Message # 27
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I'm assuming that it's an 8-bit grayscale image.

Why are you doing 128 pixel tiles? You should probably do 256. Probably also a good idea to do AddExtraData true. I would also make the base texture smaller (256 wide) so do BaseTexDownSize 8 or just don't use CubeMap to make it and make it later manually (which is what I do). You should also make the base PNG unless you have some specific reason for wanting TGA.

You might also want to set all 16-bit related options to false if you're using an 8-bit image.

I don't know that any of these are the reason that you're having a problem, it's just my only input that I can see to give.

I can probably help more if you send me the original image file. I'll try to cubemap it and if I get it to work I'll share the settings with you and we can compare yours with mine to find the source of the problem.





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VoekoevakaDate: Friday, 01.03.2013, 02:39 | Message # 28
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This doesn't works. Maybe it is a problem of windows user rights, but I don't have experience on the subject.

Here is the original png file.





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HarbingerDawnDate: Friday, 01.03.2013, 03:06 | Message # 29
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It worked just fine for me.

There are two things that I think could have been your problem:

1) The PNG was not grayscale, did you convert it to grayscale before saving the RAW (must be made a single-channel grayscale image, not just a desaturated RGB 3- or 4- channel image)?

2) Did you remember to create your output folder before telling CubeMap to output there?

I'll attach the settings I used.

Attachments: 5147834.ccf(3Kb)





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VoekoevakaDate: Friday, 01.03.2013, 03:22 | Message # 30
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Thanks, it worhed, but there is a strange aliasing-like bug :



Edit : maybe Mathematica doesn't create the raw files the good way. What do you use to convert the png to raw ?

Attachments: 9296856.png(36Kb)





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Edited by Voekoevaka - Friday, 01.03.2013, 03:30
 
Forum » SpaceEngine » Mods and Addons » MOD - Creating custom textures for planets 0.97 (How to import NASA's textures for the planets)
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