Hi,

> Hi Heiko,
> 

> The question is wether contributors are inclined to follow
> these
> guidelines. Basically this is most likely to end up in the
> maintainers
> being the target of nasty accusations - like the one on
> this very list:
> 
> "My [...] scenery is downloadable but not included into
> Jon
> Stockill's database as it has been offered but *rejected*
> by one of the
> maintainers of this database due to the technics I am using
> to create
> it. So this scenery and the [...] and the new
> coming [...] scenery are only available from my homepage
> due to this
> rejection which is not my fault (except that I have special
> technics to
> create them)."

Yep, I really can remember this story... He could have solved this after using 
his technics, but well... 
> 

> In fact this is a rather delicate issue since quite a few
> modellers
> have rather little understanding beyond the "works for
> me"-point. The
> current, rather moderate list of guidelines is subject to
> frequent
> ignorance. On the other hand I'm happy to report that the
> topic has
> quite a few sunny sides as well since some of 'our'
> contributors are
> _really_ careful about doing things right and are
> submitting
> _excellent_ work !

Exactly that's why I wish a list of rules. You can't prevent some "stupid" 
peoples, but it will surly help to make it easier for both sides.

> Another delicate point is the fact that the understanding
> of
> "collaborating as a community" among model contributors
> covers, to put
> it mildly, a wide range of ideas. To be a bit more precise,
> the "Not
> Invented Here"-attitude is pretty much wide spread and some
> of the
> involved people behave as if the primary target of their
> involvement is
> to alienate contributors over to their very own private
> collection of
> models (there's more than just one single prominent case
> for such
> effort).

Yep, as long that isn't because any licences issues, I don't like this too.
> 
> You, see, the topic is not _that_ easy to deal with,
> especially
> because a) some of the contributors are excellent modellers
> but not
> highly technical people and b) parts of this rather small
> side-project
> resemble a wide political mine field.

We can't prevent b) but we can gain improvements on a)!

>If someone starts a wiki page, or directs me to an existing one, I'll >write 
>down my thoughts.

As long noone else is faster, I will try it the next two days. Would be also 
good to collect them and make it sticky in the forum.

I would like to see some "Don't do!" and something about textures. As an 
example the f14-b is splitted into several objects with its own textures- good 
or bad? I did the same for the Bell UH-1 model and Helijah disagreed as it is 
not-optimal and against the "rules".

>Also, as I've mentioned before, I want to be sensitive to the modeling 
>>workflow and what's possible with the popular tools. If we need to work >on 
>post-processing and optimization at load time, then so be it.

Yep, but there will be still some "Don't Do!"! and it would be helpfull to know 
them.

>This is a difficult problem for the programmers too: people run >Flightgear on 
>machines with a range of performance of several orders of >magnitude. Also, 
>the "works for me" phenomenon is very tricky to deal >with graphics 
>programming: If someone is getting 20fps they are happy to >still get that 
>with their snazzy new model, whereas the user who is >getting 60fps will be 
>pissed when that model causes his frame rate to >drop to 30fps. And that 
>situation is possible even if the modeler follows >all the rules.

Perfomance vs. looking/handling. There is no rule, as hardware increases in 
perfomance. 

Cheers
Heiko

 

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