Ok Metal 2 Horizons For Mac

2021年2月23日
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Horizon Agent 7.0.2 or later. Horizon Client computer or client access device n The webcam and audio device drivers must be installed, and the webcam and audio device must be operable, on the client computer. To support Real-Time Audio-Video, you do not have to install the device drivers on the desktop operating system where the agent is installed.
It is possible to create your own landscapes for Stellarium. There are four types of landscape:
*Polygonal Method Using a text file with azimuths/altitudes.
*Single Fish-eye Method Using a fish-eye panorama image.
*Single Spherical Method Using a spherical panorama image.
*Multiple Image Method (also called “old style” landscapes) Using a series of images split from a 360° “strip” panorama image + a ground image.
Each landscape has its own sub-directory in <user directory>/landscapes or <installation directory>/landscapes. The name of the sub-directory is called the landscape ID. The sub-directory must contain a file called landscape.ini which describes the landscape type, texture filenames and other data. Texture files for a landscape should by put in the same directory as the landscape.ini file, although if they are not found there they will be searched for in the ../textures directory, allowing shared files for common textures such as the generic fog texture.
For example, the Moon landscape that is provided with Stellarium has the following files:
The old Mac forums tracked this closely. Most who have followed this feel the best inference is that Frontier decided to cancel the Mac client before Horizons, falsely claimed it was due to a technical issue, stonewalled the Mac community for years, then announced the cancellation of the Mac client. Metal Mart offers high quality prefabricated steel buildings, metal roofing, steel building materials, carports, hardware & accessories and much more! Performance cookies are used to analyze the user experience to improve our website by collecting and reporting information on how you use it. They allow us to know which pages are the most and least popular, see how visitors move around the site, optimize our website and make it easier to navigate.
The landscape.ini file must contain a section called [landscape], which contains the details necessary to render the landscape (which vary, depending on the type of the landscape). Adobe acrobat 6.0 professional updates.
There is also an optional [location] section which is used to tell Stellarium where the landscape is in the solar system. If the [location] section exists, Stellarium can automatically adjust the location and observing conditions of the observer to match the landscape.Contents
*6Making a Multi panel Panorama
*7Making a Spherical PanoramaOk Metal 2 Horizons For Mac TorrentPolygonal Line Method
This is the technically simplest of the landscapes, but may be used to describe accurately measured horizon lines. The file that encodes horizon altitudes can also be used in all other landscape types. If present there, it will be used to define object visibility (instead of the opacity of the landscape photo textures) and, if horizon_line_color is defined, will be plotted.
There is a small caveat: Sometimes, there may appear vertical lines from some corners towards the zenith or the mathematical horizon, e.g. if there is a vertex including azimuth 0 or 180. If this irritates you, just offset this azimuth minimally (e.g., 180.00001).
The landscape.ini file for a polygonal type landscape looks like this (this example is based on the Geneve landscape which was borrowed from Cartes du Ciel and comes with Stellarium):
Where:
*name is what appears in the landscape tab of the configuration window.
*type identifies the method used for this landscape. “polygonal” in this case.
*author lists the author(s) responsible for images and composition.
*description gives a short description visible in the selection panel. The text will be superseded by optional description.<lang>.utf8 files.
*polygonal_horizon_list is the name of the horizon data file for this landscape.
*polygonal_horizon_list_mode (optional) the two first columns in the list are numbers: azimuth and altitude or zenith distance, in either degrees or radians or gradians(gon). The value must be one of azDeg_altDeg|azDeg_zdDeg|azRad_altRad|azRad_zdRad|azGrad_altGrad|azGrad_zdGrad. Default: azDeg_altDeg
*polygonal_angle_rotatez (optional, default=0) Angle (degrees) to adjust azimuth. This may be used to apply a (usually) small offset rotation, e.g. when you have measured the horizon in a grid-based coordinate system like UTM and have to compensate for the meridian convergence.
*ground_color (optional, default=’0,0,0’, i.e., black) Color for the area below the horizon line. Each R,G,B component is a float within 0.1.
*horizon_line_color (optional, default: invisible) used to draw a polygonal horizon line. Each R,G,B component is a float within 0.1.
*minimal_brightness (optional, default=-1, i.e. use preset landscape/minimal_brightness from global config.ini) Some minimum brightness to keep landscape visible.
*minimal_altitude (optional, default=-2) Some sky elements, e.g. stars, are not drawn below this altitude. Under certain circumstances you may want to specify something else here. (since V0.14)Single Fish-eye Method
The Trees landscape that is provided with Stellarium is an example of the single fish-eye method, and provides a good illustration. The centre of the image is the spot directly above the observer (the zenith). The point below the observer (the nadir) becomes a circle that just touches the edges of the image. The remaining areas of the image (the corners outside the circle) are not used.
The image file should be saved in PNG format with alpha transparency. Wherever the image is transparent is where Stellarium will render the sky.
The landscape.ini file for a fish-eye type landscape looks like this (this example is based on the Trees landscape which comes with Stellarium):
Where:
*name is what appears in the landscape tab of the configuration window.
*type identifies the method used for this landscape. “fisheye” in this case.
*author lists the author(s) responsible for images and composition.
*description gives a short description visible in the selection panel. The text will be superseded by optional description.<lang>.utf8 files.
*maptex is the name of the image file for this landscape.
*maptex_fog (optional) is the name of the fog image file for this landscape.
*maptex_illum (optional) is the name of the nocturnal illumination/light pollution image file for this landscape.
*texturefov is the field of view that the image covers in degrees.
*angle_rotatez (optional) Angle (degrees) to adjust azimuth.
*tesselate_rows (optional, default=20) If straight edges in your landscape appear broken, try increasing.
*tesselate_cols (optional, default=40) If straight edges in your landscape appear broken, try increasing.
*polygonal_horizon_list (optional) is the name of the (measured) horizon data file for this landscape.
*polygonal_horizon_list_mode (optional) the two first columns in the list are numbers: azimuth and altitude or zenith distance, in either degrees or radians or gradians(gon). The value must be one of azDeg_altDeg|azDeg_zdDeg|azRad_altRad|azRad_zdRad|azGrad_altGrad|azGrad_zdGrad. Default: azDeg_altDeg
*polygonal_angle_rotatez (optional, default=0) Angle (degrees) to adjust azimuth. This may be used to apply a (usually) small offset rotation, e.g. when you have measured the horizon in a grid-based coordinate system like UTM and have to compensate for the meridian convergence.
*horizon_line_color (optional, default: invisible) used to draw a polygonal horizon line.
*minimal_brightness (optional, default=-1, i.e. use preset landscape/minimal_brightness from global config.ini) Some minimum brightness to keep landscape visible.
*minimal_altitude (optional, default=-2) Some sky elements, e.g. stars, are not drawn below this altitude. Under certain circumstances you may want to specify something else here. (since V0.14)Single Panorama Method
This method uses a more usual type of panorama - the kind which is produced directly from software such as autostitch or Hugin (http://hugin.sourceforge.net/). The panorama file should be copied into the <config root>/landscapes/<landscape_id> directory, and a landscape.ini file created. The Moon landscape which comes with Stellarium provides a minimal example of the contents of a landscape.ini file for a spherical type landscape:
A more elaborate example is found with the Grossmugl landscape:
Where:
*name is what appears in the landscape tab of the configuration window.
*type identifies the method used for this landscape. “spherical” in this case.
*author lists the author(s) responsible for images and composition.
*description gives a short description visible in the selection panel. The text will be superseded by optional description.<lang>.utf8 files.
*maptex is the name of the image file for this landscape.
*maptex_top (optional; default=90) is the altitude angle of the top edge.
*maptex_bottom (optional; default=-90) is the altitude angle of the bottom edge. Usually you will not require this, or else there will be a hole at your feet. ;-)
*maptex_fog (optional; default: no fog) is the name of the fog image file for this landscape.
*maptex_fog_top (optional; default=90) is the altitude angle of the top edge of the fog texture. Useful to crop away parts of the image to conserve texture memory.
*maptex_fog_bottom (optional; default=-90) is the altitude angle of the bottom edge.
*maptex_illum (optional; default: no illumination layer) is the name of the nocturnal illumination/light pollution image file for this landscape.
*maptex_illum_top (optional; default=90) is the altitude angle of the top edge, if you have light pollution only close to the horizon.
*maptex_illum_bottom (optional; default=-90) is the altitude angle of the bottom edge.
*angle_rotatez (optional, default=0) Angle (degrees) to adjust azimuth. If 0, the left/right edge is due east.
*tesselate_rows (optional, default=20) If straight edges in your landscape appear broken, try increasing. This is the number of rows for the maptex. Fog and illumination textures will have a similar vertical angle.
*tesselate_cols (optional, default=40) If straight edges in your landscape appear broken, try increasing.
*polygonal_horizon_list (optional) is the name of the (measured) horizon data file for this landscape. Can be used to query horizon transparency (for accurate object rising/setting times)
*polygonal_horizon_list_mode (optional) the two first columns in the list are numbers: azimuth and altitude or zenith distance, in either degrees or radians or gradians(gon). The value must be one of azDeg_altDeg|azDeg_zdDeg|azRad_altRad|azRad_zdRad|azGrad_altGrad|azGrad_zdGrad. Default: azDeg_altDeg
*polygonal_angle_rotatez (optional, default=0) Angle (degrees) to adjust azimuth. This may be used to apply a (usually) small offset rotation, e.g. when you have measured the horizon in a grid-based coordinate system like UTM and have to compensate for the meridian convergence.
*horizon_line_color (optional, default: invisible) used to draw a polygonal horizon line.
*minimal_brightness (optional, default=-1, i.e. use preset landscape/minimal_brightness from global config.ini) Some minimum brightness to keep landscape visible.
*minimal_altitude (optional, default=-2) Some sky elements, e.g. stars, are not drawn below this altitude. Under certain circumstances (e.g. for space station panoramas where you may have sky below your feet, or for deep valleys/high mountains for efficiency, you may want to specify something else here. (since V0.14)
To save texture memory, since V0.13 you can trim away the transparent sky and define the angle maptex_top. Likewise, fogtex_top, fogtex_bottom, maptex_illum_top and maptex_illum_top. You should then stretch the texture to a full power of 2, like 4096x1024. The easiest method to create perfectly aligned fog and illumination layers is with an image editor that supports layers like the GIMP or Photoshop. Fog and Light images should have black background.Multiple Image Method
The multiple image method works by having a 360 panorama of the horizon (without wasting too much texture memory with the sky) split into a number of smaller “side textures”, and a separate “ground texture”. This has the advantage over the single image method that the detail level of the horizon can be increased further without ending up with a single very large image file, so this is usable for either very high-resolution panoramas or for older hardware. The ground texture can be a lower resolution than the panorama images. Memory usage may be more efficient because there are no unused texture parts like the corners of the texture file in the fish-eye method. It is even possible to repeat the horizon several times (for purely decorative purpose). The side textures are indeed mapped onto curved (spherical ring or cylinder) walls, not flat sides as shown here.
On the negative side, it is more difficult to create this type of landscape - merging the ground texture with the side textures can prove tricky. The contents of the landscape.ini file for this landscape type is also somewhat more complicated than for other landscape types. Here is the landscape.ini file which describes the Guereins landscape:
Where:
*name is the name that will appear in the landscape tab of the configuration window for this landscape
*type should be “old_style” for the multiple image method.
*author lists the author(s) responsible for images and composition.
*description gives a short description visible in the selection panel. The text will be superseded by optional description.<lang>.utf8 files.
*nbsidetex is the number of side textures for the landscape.
*tex0 .. tex<nbsidetex-1> are the side texture file names. These should exist in the ../textures/landscapes directory in PNG format.
*light0 .. light<nbsidetex-1> are optional textures. If they exist, they are used as overlays on top of the respective tex<..> files and represent nocturnal illumination, e.g. street lamps, lit windows, red dots on towers, sky glow by city light pollution, .. Empty panels don’t have to exist. If you need your light pollution higher in the sky, you must use a spherical or fisheye landscape. (New feature, V0.13.1)
*nbside is the number of side textures
*side0 .. side<nbside-1> are the descriptions of how the side textures should be arranged in the program. Each description contains five fields separated by colon characters (:). The first field is the ID of the texture (e.g. tex0), the remaining fields are the texture coordinates (x0:y0:x1:y1) used to place the texture in the scene. If you want to use all of the image, this will just be 0:0:1:1.
*groundtex is the name of the ground texture file. (This could also be a diagram e.g. indicating the mountain peaks!)
*ground [NO LONGER USED] used to be the description of the projection of the ground texture in the scene.
*fogtex is the name of the texture file for fog in this landscape. Note that for this landscape, accurate overlay of fog and landscape is only done if calibrated=true and tan_mode=true.
*fog [NO LONGER USED] used to be the description of the projection of the fog texture in the scene.
*nb_decor_repeat is the number of times to repeat the side textures in the 360 panorama. (Photo panoramas should have ’1’ here)
*decor_alt_angle (degrees) is the vertical angular size of the textures (i.e. how high they go into the sky).
*decor_angle_shift (degrees) vertical angular offset of the scenery textures, at which height are the side textures placed.
*decor_angle_rotatez (degrees) angular rotation of the scenery around the vertical axis. This is handy for rotating the landscape so North is in the correct direction.
*ground_angle_shift (degrees) vertical angular offset of the ground texture, at which height the ground texture is placed.
*ground_angle_rotatez (degrees) angular rotation of the ground texture around the vertical axis. When the sides are rotated, the ground texture may need to be rotated as well to match up with the sides.
*fog_alt_angle (degrees) vertical angular size of the fog cylinder - how fog looks. Accurate vertical size requires calibrated=true.
*fog_angle_shift (degrees) vertical angular offset of the fog texture - at what height is it drawn. Accurate vertical placement requires calibrated=true.
*draw_ground_first if 1 the ground is drawn in front of the scenery, i.e. the side textures will overlap over the ground texture.
*calibrated (optional, not used in this file). New since 0.10.6: Only if true, decor_alt_angle etc. really work as documented above. The (buggy) old code was left to work with the landscapes already existing.
*tan_mode (optional, not used in this file). If true, the panorama image must be in in cylindrical, not equirectangular projection. Finding decor_alt_angle and decor_angle_shift may be a bit more difficult with this, but now (V0.13) works also with calibrated. A fog image created as overlay on the pano will be perfectly placed.
*decor_angle_rotatez angular rotation of the scenery around the vertical axis. This is handy for rotating the landscape so North is in the correct direction. If 0, the left edge of tex0 is due east.
*ground_angle_shift vertical angular offset of the ground texture, at which height the ground texture is placed. Values above -10 are not recommended for non-photographic content due to high distortion.
*ground_angle_rotatez angular rotation of the ground texture around the vertical axis. When the sides are rotated, the ground texture may need to be rotated as well to match up with the sides. If 0, east is up. if North is up in your image, set this to 90.
*fog_alt_angle vertical angular size of the fog texture - how fog looks.
*fog_angle_shift vertical angular offset of the fog texture - at what height is it drawn.
*draw_ground_first if 1 the ground is drawn before the sides, i.e. the side textures may overlap the ground texture if ground_angle_shift > decor_angle_shift.
*polygonal_horizon_list (optional) is the name of the (measured) horizon data file for this landscape. Can be used to query horizon transparency (for accurate object rising/setting times)
*polygonal_horizon_list_mode (optional) the two first columns in the list are numbers: azimuth and altitude or zenith distance, in either degrees or radians or gradians(gon). The value must be one of azDeg_altDeg|azDeg_zdDeg|azRad_altRad|azRad_zdRad|azGrad_altGrad|azGrad_zdGrad. Default: azDeg_altDeg
*polygonal_angle_rotatez (optional, default=0) Angle (degrees) to adjust azi

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