Chris Metzler wrote:

> Sent: 10 August 2004 08:49
> To: [EMAIL PROTECTED]
> Subject: [Flightgear-devel] Two scenery design issues.
> 
> 
> 
> Hi.  I'm just finishing up a set of general-purpose "runway 
> length remaining" signs, along with a python script that will 
> insert them into appropriate .stg files as desired.  I used 
> the FAA Advisory Circulars 150/5340-18C (Standards for 
> Airport Sign Systems) and 150/5345-44 (Specification for 
> Taxiway and Runway Signs) for the physical size of the signs, 
> the physical size of the numerals upon them, and for the 
> script's placement of the signs (including checking taxiways 
> and other runways in runways.dat to avoid conflicting 
> placements, adjusting +/- 50 feet as necessary).  This is 
> part of an effort overall to do up KDCA and KSDF, but the 
> signs and accompanying script should be generically 
> applicable, at least in the U.S.  I dunno whether the 
> international standards are different (if you do, please let 
> me know). Right now, they're single-sided signs (I may adjust 
> the script to do double-sided signs by placing two 
> single-sided signs back to back, but I'm holding off on 
> making double-sided signs directly because that's 105 or so 
> signs to make and I'm tired).
> 
> I've run into two issues with which I'm hoping folks here can 
> help me. One's a Blender/ac3d materials + texturing problem.  
> The other deals with the relationship between the parameters 
> in the .stg file, and the actual placement of the object.
> 
> 1.  When I first tried to make these guys, I applied a black 
> material to the entire sign; then, I took the appropriate 
> white-numeral-on-black texture and UV-mapped it to one face, 
> rotated so that it looks correct from Blender's "front" view. 
>  Everything looked great in Blender, both in the 3D windows 
> (with "textured view" on), and in the rendering window.  Once 
> exported to ac3d and brought into fgfs, though, what I got 
> was a black square.  After lots of tinkering around with the 
> shading numbers for the material by editing the .ac file 
> directly, I found that the only way I could get the numeral 
> to show was by assigning emissivity to the material.  Does 
> this make sense to you?  It sure doesn't to me. Even worse, 
> when I did this (added emissivity to the material), the 
> opposite side from the side where the numeral is supposed to appear
> *also* showed the numeral, but rotated 90 degress.  It was as 
> if I'd UV-mapped it to that face too (with a bad/uncorrected 
> rotation), even though I didn't (I've checked and checked).  
> Why is this other side showing the numeral too, and with a 
> bogus rotation on the face?  Any ideas on things I might check?
> 
> I solved this problem in the interim by UV-mapping *all six* 
> faces on the sign, but mapping the five blank faces to small 
> parts of the white-numeral-on-black image that only showed 
> black.  Naively, I would expect that texturing all six sides 
> like this involves needless texture manipulation at runtime 
> -- hence my desire to just paint the whole thing black, then 
> apply texture to one face.  But as noted above, this hasn't worked.
> 

AC3D seems to add the material colour to the texture. Try using material
colour white, and mapping the texture onto all faces that you want to be
black. The export from Blender to AC3D has some problems too, ISR, so you
might try applying the texture in AC3D, if you have it. 

Regards,

Vivian




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