Hi Stuart,

I have a merge request adding an optional  materials.xml definition with 
regional texturing here:

https://gitorious.org/fg/fgdata/merge_requests/149

This is based on Adrian's alternative texture pack with my rice and lava 
textures thrown in. In detail, this contains

* redefinition of agricultural textures in Europe and Asia
* redefinition of city and town textures in Europe
* new forest textures everywhere
* changed the lava textures in the base pack (i.e. for everyone and every 
texture pack) to a less jarring contrast

This is based on an edited copy of the default/ subdir of the materials, so it 
should get all the sanitized features correct.

What I haven't done yet is to make use of the effects Adrian originally had 
included into his materials.xml, or to provide placement masks for the new 
textures. Also, some of the European textures have tiling problems and are 
really more suitable for hires custom scenery than for default scenery.

The regional concept really is more powerful if people start contributing 
special textures from their part of the world. The idea and implementation is 
pretty easy - all exceptions go before the default declaration. An exception to 
the exception (say, specific Irish textures with a Europe declaration present) 
go in front of the less detailed. And so on. Basically, the first valid 
declaration is taken.

This is a conditional header specifying Europe

 <condition>
 <and>
   <equals>
    <property>sim/startup/season</property>
    <value>summer</value>
   </equals>
    <and>
     <greater-than>
      <property>position/longitude-deg</property>
      <value>-20.0</value>
     </greater-than>
     <less-than>
      <property>position/longitude-deg</property>
      <value>40.0</value>
     </less-than>
     <greater-than>
      <property>position/latitude-deg</property>
      <value>35.0</value>
     </greater-than>
    </and>
   </and>
  </condition>

so any regional texture would have a similar structure.

It is possible to use the same scheme to change sea color (this is asked now 
and then in the forum), but that would produce sharp transitions which don't 
look very natural - I've cooked up a different scheme to smoothly change base 
(= for clear sky) sea color (which is then modified by the environment) which 
seems to be working just fine. All this needs is the following information

# St. Maarten
s = seaColorPoint.new(18.03, -63.11, 1.0,0.08, 0.40, 0.425);

which is latitude, longitude, weight (in 1000 km), (rgb) - if the weight is 1, 
the declaration will be valid about 1000 km around the specified radius, if the 
weight is 0.1, it will be valid about 100 km, and so on. So please consider 
submitting any sea color information in this form rather than as a regional 
texture statement.

Cheers,

* Thorsten
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