Hi CuCuMBeR, thanks a lot
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So what do you dislike about current sea specularity? Do you find it poor or something?
Thanks for the attachment, althoug I'm using object material properties rather than specular maps, because I think the maps need a shader to work, right? And I want it to be specular on any videocard, or at least that's what I wanted when I started.
I tried to make some shader to work properly for this, but it was giving me headaches instead of something worthy.
I now I should be using specular maps nowadays, but as I said, right now I use material properties.
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I use 1024x768 maps at the highest quality. I think they would became sluggy if they were bigger. Don't you think so?
The earth maps are great in detail, but I think they won't run on a real-time rendering, they are too huge.
Also, I'm using only
free for commercial use media. Thanks for the map offer, but are those for free?
It is the same thing about the galaxy maps. I made my own maps for all, or used absolutely free media. If I want to use the maps at the link, I have to start talking and sending emails to every author. Maybe it would be a good idea, although I don't have time at the moment and of course some of them may refuse.
Remember that Celestia is for free, so they can use almost any media! That's one of my major backdraws.
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Thanks a lot also for the Lunar cell, Solar cell and Glitterado links, I didn't know about them, and they are a
must for anyone making a space game or something like that. They work fine with Corel Photopaint too (the tool I use to work with).
I'll post a little mosaic of the different planets the simulation has, so everybody can take a look. Maybe they can be improved with Lunar cell.
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As for the real data, all that has been already taken into account. For example, when the program opens, it shows the Earth at its current orbit position and rotation (date & time, no matter where you are around the world)
Thanks again, please tell me what you think.