Confirmed, i took lot of time checking all the details and your filesOk, confirmed the image is correct, and its not upside downI'm only 99% , needs more testing. I have added the jpg names and paths, and the HEX address that they start at in the official 4.85 earth.qrc. This could be a bit of a cheat sheet for modders.
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Nice one. Yeah for something that should be kind of simple, I mean it was not 500 textures, but it was harder than I expected to place them all.Confirmed, i took lot of time checking all the details and your files
At this point one of the most important things that can be deduced from this test is how was aligned the groups of the poles in relationship with the groups of the "horizontal row"
With the image i prepared we are representing them as a cross. Now we know the center of the cross is next to madagascar and the groups of the poles are aligned to it, in the way you ordered the tiles
the next thing we need to do to normalize this weidness is to rotate the cross 180º ... the point is we need to represent it with the north pole at north and south pole at south... you know... otherway is a complete mess to work with the images flipped
This images we are doing are the kind of thing you take a look for reference when working in other stuff... so needs to be the most intuitive posible
The other thing we should do is to get used to deal with them using the official codenames... is going to be a lot easyer
The point is... by now we have been talking about them labeling with numbers "from 1 to 24", but when working with the files is better to use names derivated from the officials, using 3 digits (first is 000, and last is 511)
I been working in the photoshop layout and i will post some good looking versions of it with this changes soon
Also... i been thinking a lot (since couple of days ago) how the hell are applyed the textures, and is very tricky, i have a bunch of ideas related with this but by now i dont know how to do it accuratelly
The way how it works is by projecting a cube into an sphere, some interesting links
https://github.com/cix/QuadSphere
https://www.researchgate.net/figure...-the-six-faces-of-a-cube-Polar_fig3_228641121
https://catlikecoding.com/unity/tutorials/cube-sphere/
https://www.researchgate.net/figure...ome-spherical-polygons-bounded_fig1_257465329
Funny thing... blender have a command named "to sphere" that creates the polygonal sphere object with a mouse click (handy to apply textures on it using the same poligonal mesh than the PS3)
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/transform/to_sphere.html
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Im going to copy some images opsted before where can be seen how the textures are deformed
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Cool. Did you have to rotate all the jpegs to fit that? Because I noticed when I flipped it the other way all the jpgs seemed to just fit in.
I was convinced too. It looked really good and then I decided to inject the texture.... and it seems there is a different stretch applied to this![]()
Yeah, im convinced about it, is using that distortion pattern, there are 2 rules easy to see
-The center of every group (composed by 4 images) preserves well his dimmensions
-The corners of every group (composed by 4 images) are very deformed
Note:
-South pole preserves his dimmensions almost perfectly because is very well centered in his group of 4
-Spain is squeezed like a bubblegum
-South america is ok... but north america is double the width (it takes the deformation from 3 corners of 010, 111 and 511)
-North africa have the same effect than north america
-South africa and india are ok
We need an accurate pattern of that btw... by now i could not find a decent one in google... i guess i could do it in photoshop but i dont really know which rules to follow to draw that curves accuratelly






General options for Stars and Project
Currently MMPS supports the following projections, specified as a command line parameter:
Most of the maths for the projection is home grown, so I may well have got some things wrong. The Bonne equations, as well as some other things, are taken from the splendid MathWorld site, so are more likely to be correct. Mathworld is an excellent source of general information about map projections and all kinds of other wonderful stuff.
- latlong - unprojected, or Plate Carree
- equalarea - cylindridal.
- sinusoidal.
- sinusoidal2 - sinusoidal with a flat bit in the middle.
- mollweide - projecting into an ellipse.
- mercator - conformal cylindrical.
- azimuthal - polar, radial distance equal to angle.
- orthographic - polar, projection from infinity.
- rectilinear - same as orthographic.
- stereographic - conformal polar, projection from "south pole".
- gnomonic - polar, projection from globe centre.
- perspective - perspective view.
- bonne - a rather nice heart-shaped projection.
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