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 ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel