FGmeta/Nasa2FGearthview
----------------------- * merge contribution of eatdirt <chris@ringeval.com> add download, conversion and generation of normalmaps Big thanks Chris! * update README and some minor updates to the script
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# Nasa2FGearthview
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A bash-script to convert NASA satellite images to ready-to-use
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textures for FG's EarthView using ImageMagick.
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textures for FG's EarthView using ImageMagick and normalmap
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For info about FGearthview, see the forum thread:
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You can get "normalmap" there:
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https://github.com/planrich/normalmap
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For info about FGearthview, see the forum thread:\
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https://forum.flightgear.org/viewtopic.php?f=6&t=15754
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or this FG-wiki-page:
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or this FG-wiki-page:\
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http://wiki.flightgear.org/Earthview
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### Caution!
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Don't use this script on a server! It will most likely cause
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Denial-of-service (DoS). When working on these huge images, the
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harddisk throughput will cease occasionally and CPU / RAM usage will
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spike tremendously! So, only use this script on your home desktop
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computer, or if you don't mind several long server-outages...
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------------------------------------
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About:
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## About:
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This script runs on Linux (maybe Mac also?) in a Bash
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(Bourne Again Shell) - Windows is not supported (by the nature of the
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script). Maybe it works on windows as well, I don't know, feel free
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to try, and please let me know! :)
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This will download the raw images from http://visibleearth.nasa.gov -
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their server is not very fast, so I provide an alternative download
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location: https://musicchris.de/download/FG/EarthView/raw-data-NASA.7z
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This one is much quicker! If you really want the images directly from
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NASA, then provide "nasa" to the script (see below)
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In the end you will have 8 world-textures in .png and .dds format.
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Generally .dds is better in performance, but it won't work on some
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graphics cards. If this is the case for you, then try the .png files.
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For further information see:
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For further information see:\
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http://wiki.flightgear.org/index.php?title=DDS_Textures_in_FlightGear&redirect=no
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If you also converted the clouds, then you'll also find 8 cloud-
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textures in the format .png. Because the .dds-format has trouble with
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rendering heavy alpha images, which is because of it's compression
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algorythm [1], I think it's useless to also build faulty files.
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However, this is not entirely true! It is possible to switch off the
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.dds/DXT compression. But this results in huge files and is rather
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heavy on the GPU's RAM.
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If you also converted the clouds and the height maps, then you'll also
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find 8 cloud- and 8 height textures (as well as their conversion to
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normal maps) in the format .png. Because the .dds-format has trouble
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with rendering heavy alpha images, which is because of it's
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compression algorythm [1], I think it's useless to also build faulty
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files. However, this is not entirely true! It is possible to switch
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off the .dds/DXT compression. But this results in huge files and is
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rather heavy on the GPU's RAM.
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Buckaroo has created a nice overview on dds-compression:
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[1] http://www.buckarooshangar.com/flightgear/tut_dds.html
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------------------------------------
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Installation and usage:
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## Installation and usage:
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Simply copy "convert.sh" into a folder of your liking and run it:
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$ ./convert.sh
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```shell
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./convert.sh
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```
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This will show a help text, since you didn't specify any target(s).
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Possible targets are:
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* world
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* clouds
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* heights
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* all
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Additionally, there are some options you could specify (further
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explained below):
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* 1k | 2k | 4k | 8k | 16k
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* nasa
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* no-download
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* download | no-download
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* world
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* clouds
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* heights
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* cleanup
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* rebuild
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* check
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So your call could look sth like this:
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$ ./convert.sh world no-download cleanup 8k
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```shell
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./convert.sh world download alt cleanup 8k
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```
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------------------------------------
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Requirements:
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## Requirements:
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WARNING!
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This script uses a *lot* disk space! Make sure you have at least 90GB
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available!
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This script uses a *lot* disk space! In my last test run, which
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generated all maps in all resolutions, the disk usage was about 330GB!
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Beware!\
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Also, I wouldn't recommend doing this on a SSD! While SSDs are
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generally faster, they also get more wear-and-tear when write such
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huge files. So this script might cause your SSD to die earlier as it
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should. Generally speaking, this won't kill your SSD, but it might
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cause it to die earlier. HDDs are much more robust in that respect.
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Also, this script will run for a *very long* time! It might be best to
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let it run over night - your computer might become unresponsive from
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time to time, due to the heavy CPU and memory load, which tends to
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occur, when converting 54000x27000 images. ;-)
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I also recommend to deactivate swapping!
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$ sudo swapoff -a
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To reactivate swapping do:
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$ sudo swapon -a
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This script relies on wget and imagemagick. Both are easily installed
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by your systems package-management-system.
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(On Debian/Ubuntu this is "apt-get")
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I also recommend to deactivate swapping!
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```shell
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sudo swapoff -a
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```
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To reactivate swapping do:
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```shell
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$ sudo swapon -a
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```
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This script relies on wget, ImageMagick and, for converting the height
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maps to normal maps, on "normalmap". Some of these programs are easily
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installed by your systems package-management-system.\ (On
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Debian/Ubuntu this is "apt-get").
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So, on Debian for instance, you only need to put the following into
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the console:
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$ sudo apt-get install wget imagemagick
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```shell
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sudo apt-get install wget imagemagick
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```
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Depending on your distro, the package names might differ slightly! Use
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a search engine of your choice to find out, how the packages are named
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@ -98,70 +125,92 @@ in your distro!
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You may want to check:
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$ apt search imagemagick
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```shell
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apt search imagemagick
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```
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### IMPORTANT!
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Check out your ```/etc/ImageMagick-6/policy.xml```
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On some distros, there are limits set, which will cause IM to abort
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the conversion of images larger than
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[rediculously small images](https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=860763).
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Edit and set to our needs:
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* width: at least 55000
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* height: at least 55000
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* area: less than your free RAM
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### Normalmap
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For normalmap, you can download and compile it from
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https://github.com/planrich/normalmap
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You can install the binary into your system, or just copy it next to
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convert.sh - both should work.
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------------------------------------
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Targets:
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## Targets:
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world
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Generates the world tiles, needed to run FG with EarthView.
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You will find the results in output/[$resolution]/*. Copy
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these into $FGDATA/Models/Astro/*. More about the installation
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of these textures can be found here:
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http://wiki.flightgear.org/Earthview#Customization
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**world**\
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Generates the world tiles, needed to run FG with EarthView.
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You will find the results in output/[$resolution]/\*. Copy
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these into $FGDATA/Models/Astro/\*. More about the installation
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of these textures can be found here:
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http://wiki.flightgear.org/Earthview#Customization
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clouds
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Generates the cloud tiles, needed to run FG with EarthView.
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The locations are the same as the other textures mentioned
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above. Note that clouds are only available with up to 8k
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resolution, due to the available data at NASA.
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**clouds**\
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Generates the cloud tiles, needed to run FG with EarthView.
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The locations are the same as the other textures mentioned
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above. Note that clouds are only available with up to 8k
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resolution, due to the available data at NASA.
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all
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Converts everything needed for a full-blown earthview texture
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set. Does the same as:
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$ ./convert.sh world clouds
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**heights**\
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Generates the height tiles, which are then converted to the
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normal maps needed to run FG with EarthView. The locations are
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the same as the other textures mentioned above. Note that
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heights are only available with up to 8k resolution, due to the
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available data at NASA.
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**all**\
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Converts everything needed for a full-blown earthview texture
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set. Does the same as:
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```./convert.sh world clouds heights```
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Options:
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## Options:
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1k | 2k | 4k | 8k | 16k
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Lets you specify a desired resolution of the textures.
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Possible values are 1k, 2k, 4k, 8k and 16k. If nothing is
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specified, the script will generate all of the resolutions.
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16k is only available for earth textures.
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**1k | 2k | 4k | 8k | 16k**\
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Lets you specify a desired resolution of the textures.
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Possible values are 1k, 2k, 4k, 8k and 16k. If nothing is
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specified, the script will generate all of the resolutions.
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16k is recommended only for earth textures, it will induce
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oversampling from clouds and height maps.
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nasa
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Causes the script to download directly from
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http://visibleearth.nasa.gov . If omitted the script will
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download from
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https://musicchris.de/download/FG/EarthView/raw-data-NASA.7z
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which is much faster!
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Uses wget either way.
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**download**\
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Causes the script to download the needed data, this is the
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default behavior (and can be omitted).
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no-download
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Causes the script to skip the download function. If you
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already have the source images, then you don't need to
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re-download them. (About 2.4GB!)
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If omitted, the script will download the source images from
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https://musicchris.de/download/FG/EarthView/raw-data-NASA.7z
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**no-download**\
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Causes the script to skip the download function. If you
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already have the source images, then you don't need to
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re-download them. (About 2.4GB!)
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If omitted, the script will download the source images from
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the default location.
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cleanup
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Deletes the temporary files created during texture generation.
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These can be found in tmp/
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Note: if for some reason you later want some other resolution,
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then it's good to have the data there. So only do this, when
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you're quite sure that you're done.
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Frees up a lot of disk-space! Which would have to be
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regenerated if needed again.
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**cleanup**\
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Deletes the temporary files created during texture generation.
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These can be found in tmp/
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Note: if for some reason you later want some other resolution,
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then it's good to have the data there. So only do this, when
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you're quite sure that you're done.
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Frees up a lot of disk-space! Which would have to be
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regenerated if needed again.
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rebuild
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Deletes only the temporary files of the given target. So if
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you call './convert.sh rebuild world' the script will delete
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all corresponding temp-files of the target world, which will
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trigger a complete regeneration of the relevant (instead of
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skipping existing files)
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**rebuild**\
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Deletes only the temporary files of the given target. So if
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you call ```./convert.sh rebuild world``` the script will delete
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all corresponding temp-files of the target world, which will
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trigger a complete regeneration of the relevant (instead of
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skipping existing files)
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check
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Creates mosaics of the tiles, so you can look at them and see
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if all went well.
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**check**\
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Creates mosaics of the tiles, so you can look at them and see
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if all went well.
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