Re: [Flightgear-devel] mp and animations

2006-07-03 Thread Mathias Fröhlich
On Saturday 01 July 2006 18:05, Josh Babcock wrote:
 Is there some property that plane modelers can use to do LOD and turn
 off certain animations on aircraft that are being flown remotely? Planes
 like the bo105 with complex animations look pretty funny when they are
 not being flown locally, with doors missing, rotor blades all in one
 spot etc. It would be nice to have some property to key on and just
 present a low-LOD version of a plane when it is being viewed as a remote
 mp aircraft.
I hoped that the bo105 will look correct with the current release?

The network packets include as much additional properties as fit into the one 
udp packet. They just need to have a unique number assigned in 
FGMultiplayMgr::sIdPropertyList.

For the LOD as such, that is a problem where we can stand help from the 
scenegraph. Did I already note that osg has built in support for Imposters?

   Greetings

  Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] mp and animations

2006-07-02 Thread Vassilii Khachaturov
On Sun, 2 Jul 2006, Lee Elliott wrote:

 On Saturday 01 July 2006 17:05, Josh Babcock wrote:
  Is there some property that plane modelers can use to do LOD
  and turn off certain animations on aircraft that are being
  flown remotely? Planes like the bo105 with complex animations
  look pretty funny when they are not being flown locally, with
  doors missing, rotor blades all in one spot etc. It would be

AFAIR the CVS MP code has added the blades position reporting
to the network packet format, so bo105 now looks OK over the net.
Or has this been broken back again (I haven't flown in the MP mode
for several months already - new baby at home and a firewall in the office
:-) )

V


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[Flightgear-devel] mp and animations

2006-07-01 Thread Josh Babcock
Is there some property that plane modelers can use to do LOD and turn
off certain animations on aircraft that are being flown remotely? Planes
like the bo105 with complex animations look pretty funny when they are
not being flown locally, with doors missing, rotor blades all in one
spot etc. It would be nice to have some property to key on and just
present a low-LOD version of a plane when it is being viewed as a remote
mp aircraft.

Josh

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Re: [Flightgear-devel] mp and animations

2006-07-01 Thread Dene


Lee Elliott wrote:
 On Saturday 01 July 2006 17:05, Josh Babcock wrote:
   
 Is there some property that plane modelers can use to do LOD
 and turn off certain animations on aircraft that are being
 flown remotely? Planes like the bo105 with complex animations
 look pretty funny when they are not being flown locally, with
 doors missing, rotor blades all in one spot etc. It would be
 nice to have some property to key on and just present a
 low-LOD version of a plane when it is being viewed as a remote
 mp aircraft.

 Josh
 

 I believe the mp 'team' ;) are aware of this problem but it's not 
 a trivial one to solve.

 It's not impossible, of course, but in addition to everything 
 that is currently being passed between mp clients, a widely 
 varying range of animation data would also have to be exchanged, 
 in a scheme that would also have to cope with multiple instances 
 of identical aircraft.

 Certainly, having some standardisation in the model and animation 
 scheme would help but atm, I don't think that enough people have 
 developed enough aircraft to have gathered enough knowledge to 
 know what requirements would have to be met in the standards.

 Put another way, I don't think we know enough yet, to be able to 
 define a standard that would cope with any eventuality.

 LeeE


   
 From my investigations this problem of missing model bits is caused 
because some XML animations turn model objects off (de-select them)  
when the view is from the cockpit. When the models is used for MP it's 
essentially an AI model and these bits get turned off because the AI 
property tree doesn't support views... the Spitfire had the same thing 
that I cured by removing the de-select parts of the animation XML

:-D ene

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Re: [Flightgear-devel] mp and animations

2006-07-01 Thread Josh Babcock
Lee Elliott wrote:

 It's not impossible, of course, but in addition to everything 
 that is currently being passed between mp clients, a widely 
 varying range of animation data would also have to be exchanged, 
 in a scheme that would also have to cope with multiple instances 
 of identical aircraft.

I was thinking more of continuing to not pass that animation data, but
also locally setting some property that the animations could use as a
key to do one static thing, instead of relying on those missing
properties. The bo105 rotor, for instance, uses all sorts of Nasal
provided props to set up the doors, rotors, etc.

With some property, like /sim/mp=true, you could use a select anim to
hide all that cool but non-functional stuff and substitute static doors,
and maybe a simple unanimated rotor disc instead. The property would
have to have it's value change depending on if it is being referenced by
an ai/mp aircraft or one controlled by the local FDM.

Josh

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