Hi Thorsten, > 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 now checked in. Thanks very much for "trail-blazing" with these regionalized textures and the re-organized materials format. Do let me know if you think there's anything in the infrastructure that gets in the way, or you feel is inefficient. > 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. I've checked it in unchanged, but I'm going to spend a little time - fixing the tiling issue - removing the American Football field in the town texture, which isn't really appropriate for Europe! - adding a placement mask - reducing the size of the textures - at the moment I think they are a bit too large - 9MB in some cases. > 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. Yes, I'm hoping that someone with an interest in the Caribbean will create some new materials for that region. With the random buildings feature they should also be able to create realistic towns with the characteristic orange or green roofing, plus some more appropriate tree textures. > 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. I see/sea what you mean, having done a grep in Nasal/local_weather and found it in sea_colors.nas. Nice solution. Might be worth a note in the next newsletter to suggest that people submit sea colors. -Stuart ------------------------------------------------------------------------------ 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