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FGmeta/Nasa2FGearthview

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* 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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chris_blues 2019-03-25 18:20:43 +01:00
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# Nasa2FGearthview
A bash-script to convert NASA satellite images to ready-to-use
textures for FG's EarthView using ImageMagick.
textures for FG's EarthView using ImageMagick and normalmap
For info about FGearthview, see the forum thread:
You can get "normalmap" there:
https://github.com/planrich/normalmap
For info about FGearthview, see the forum thread:\
https://forum.flightgear.org/viewtopic.php?f=6&t=15754
or this FG-wiki-page:
or this FG-wiki-page:\
http://wiki.flightgear.org/Earthview
### Caution!
Don't use this script on a server! It will most likely cause
Denial-of-service (DoS). When working on these huge images, the
harddisk throughput will cease occasionally and CPU / RAM usage will
spike tremendously! So, only use this script on your home desktop
computer, or if you don't mind several long server-outages...
------------------------------------
About:
## About:
This script runs on Linux (maybe Mac also?) in a Bash
(Bourne Again Shell) - Windows is not supported (by the nature of the
script). Maybe it works on windows as well, I don't know, feel free
to try, and please let me know! :)
This will download the raw images from http://visibleearth.nasa.gov -
their server is not very fast, so I provide an alternative download
location: https://musicchris.de/download/FG/EarthView/raw-data-NASA.7z
This one is much quicker! If you really want the images directly from
NASA, then provide "nasa" to the script (see below)
In the end you will have 8 world-textures in .png and .dds format.
Generally .dds is better in performance, but it won't work on some
graphics cards. If this is the case for you, then try the .png files.
For further information see:
For further information see:\
http://wiki.flightgear.org/index.php?title=DDS_Textures_in_FlightGear&redirect=no
If you also converted the clouds, then you'll also find 8 cloud-
textures in the format .png. Because the .dds-format has trouble with
rendering heavy alpha images, which is because of it's compression
algorythm [1], I think it's useless to also build faulty files.
However, this is not entirely true! It is possible to switch off the
.dds/DXT compression. But this results in huge files and is rather
heavy on the GPU's RAM.
If you also converted the clouds and the height maps, then you'll also
find 8 cloud- and 8 height textures (as well as their conversion to
normal maps) in the format .png. Because the .dds-format has trouble
with rendering heavy alpha images, which is because of it's
compression algorythm [1], I think it's useless to also build faulty
files. However, this is not entirely true! It is possible to switch
off the .dds/DXT compression. But this results in huge files and is
rather heavy on the GPU's RAM.
Buckaroo has created a nice overview on dds-compression:
[1] http://www.buckarooshangar.com/flightgear/tut_dds.html
------------------------------------
Installation and usage:
## Installation and usage:
Simply copy "convert.sh" into a folder of your liking and run it:
$ ./convert.sh
```shell
./convert.sh
```
This will show a help text, since you didn't specify any target(s).
Possible targets are:
* world
* clouds
* heights
* all
Additionally, there are some options you could specify (further
explained below):
* 1k | 2k | 4k | 8k | 16k
* nasa
* no-download
* download | no-download
* world
* clouds
* heights
* cleanup
* rebuild
* check
So your call could look sth like this:
$ ./convert.sh world no-download cleanup 8k
```shell
./convert.sh world download alt cleanup 8k
```
------------------------------------
Requirements:
## Requirements:
WARNING!
This script uses a *lot* disk space! Make sure you have at least 90GB
available!
This script uses a *lot* disk space! In my last test run, which
generated all maps in all resolutions, the disk usage was about 330GB!
Beware!\
Also, I wouldn't recommend doing this on a SSD! While SSDs are
generally faster, they also get more wear-and-tear when write such
huge files. So this script might cause your SSD to die earlier as it
should. Generally speaking, this won't kill your SSD, but it might
cause it to die earlier. HDDs are much more robust in that respect.
Also, this script will run for a *very long* time! It might be best to
let it run over night - your computer might become unresponsive from
time to time, due to the heavy CPU and memory load, which tends to
occur, when converting 54000x27000 images. ;-)
I also recommend to deactivate swapping!
$ sudo swapoff -a
To reactivate swapping do:
$ sudo swapon -a
This script relies on wget and imagemagick. Both are easily installed
by your systems package-management-system.
(On Debian/Ubuntu this is "apt-get")
I also recommend to deactivate swapping!
```shell
sudo swapoff -a
```
To reactivate swapping do:
```shell
$ sudo swapon -a
```
This script relies on wget, ImageMagick and, for converting the height
maps to normal maps, on "normalmap". Some of these programs are easily
installed by your systems package-management-system.\ (On
Debian/Ubuntu this is "apt-get").
So, on Debian for instance, you only need to put the following into
the console:
$ sudo apt-get install wget imagemagick
```shell
sudo apt-get install wget imagemagick
```
Depending on your distro, the package names might differ slightly! Use
a search engine of your choice to find out, how the packages are named
@ -98,70 +125,92 @@ in your distro!
You may want to check:
$ apt search imagemagick
```shell
apt search imagemagick
```
### IMPORTANT!
Check out your ```/etc/ImageMagick-6/policy.xml```
On some distros, there are limits set, which will cause IM to abort
the conversion of images larger than
[rediculously small images](https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=860763).
Edit and set to our needs:
* width: at least 55000
* height: at least 55000
* area: less than your free RAM
### Normalmap
For normalmap, you can download and compile it from
https://github.com/planrich/normalmap
You can install the binary into your system, or just copy it next to
convert.sh - both should work.
------------------------------------
Targets:
## Targets:
world
Generates the world tiles, needed to run FG with EarthView.
You will find the results in output/[$resolution]/*. Copy
these into $FGDATA/Models/Astro/*. More about the installation
of these textures can be found here:
http://wiki.flightgear.org/Earthview#Customization
**world**\
Generates the world tiles, needed to run FG with EarthView.
You will find the results in output/[$resolution]/\*. Copy
these into $FGDATA/Models/Astro/\*. More about the installation
of these textures can be found here:
http://wiki.flightgear.org/Earthview#Customization
clouds
Generates the cloud tiles, needed to run FG with EarthView.
The locations are the same as the other textures mentioned
above. Note that clouds are only available with up to 8k
resolution, due to the available data at NASA.
**clouds**\
Generates the cloud tiles, needed to run FG with EarthView.
The locations are the same as the other textures mentioned
above. Note that clouds are only available with up to 8k
resolution, due to the available data at NASA.
all
Converts everything needed for a full-blown earthview texture
set. Does the same as:
$ ./convert.sh world clouds
**heights**\
Generates the height tiles, which are then converted to the
normal maps needed to run FG with EarthView. The locations are
the same as the other textures mentioned above. Note that
heights are only available with up to 8k resolution, due to the
available data at NASA.
**all**\
Converts everything needed for a full-blown earthview texture
set. Does the same as:
```./convert.sh world clouds heights```
Options:
## Options:
1k | 2k | 4k | 8k | 16k
Lets you specify a desired resolution of the textures.
Possible values are 1k, 2k, 4k, 8k and 16k. If nothing is
specified, the script will generate all of the resolutions.
16k is only available for earth textures.
**1k | 2k | 4k | 8k | 16k**\
Lets you specify a desired resolution of the textures.
Possible values are 1k, 2k, 4k, 8k and 16k. If nothing is
specified, the script will generate all of the resolutions.
16k is recommended only for earth textures, it will induce
oversampling from clouds and height maps.
nasa
Causes the script to download directly from
http://visibleearth.nasa.gov . If omitted the script will
download from
https://musicchris.de/download/FG/EarthView/raw-data-NASA.7z
which is much faster!
Uses wget either way.
**download**\
Causes the script to download the needed data, this is the
default behavior (and can be omitted).
no-download
Causes the script to skip the download function. If you
already have the source images, then you don't need to
re-download them. (About 2.4GB!)
If omitted, the script will download the source images from
https://musicchris.de/download/FG/EarthView/raw-data-NASA.7z
**no-download**\
Causes the script to skip the download function. If you
already have the source images, then you don't need to
re-download them. (About 2.4GB!)
If omitted, the script will download the source images from
the default location.
cleanup
Deletes the temporary files created during texture generation.
These can be found in tmp/
Note: if for some reason you later want some other resolution,
then it's good to have the data there. So only do this, when
you're quite sure that you're done.
Frees up a lot of disk-space! Which would have to be
regenerated if needed again.
**cleanup**\
Deletes the temporary files created during texture generation.
These can be found in tmp/
Note: if for some reason you later want some other resolution,
then it's good to have the data there. So only do this, when
you're quite sure that you're done.
Frees up a lot of disk-space! Which would have to be
regenerated if needed again.
rebuild
Deletes only the temporary files of the given target. So if
you call './convert.sh rebuild world' the script will delete
all corresponding temp-files of the target world, which will
trigger a complete regeneration of the relevant (instead of
skipping existing files)
**rebuild**\
Deletes only the temporary files of the given target. So if
you call ```./convert.sh rebuild world``` the script will delete
all corresponding temp-files of the target world, which will
trigger a complete regeneration of the relevant (instead of
skipping existing files)
check
Creates mosaics of the tiles, so you can look at them and see
if all went well.
**check**\
Creates mosaics of the tiles, so you can look at them and see
if all went well.

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