Re: [Flightgear-devel] Grass Runway Textures
On Fri, 2003-11-28 at 17:46, Julian Foad wrote: > Matthew Law wrote: > > > > Speaking of which, would it be possible to change the texture above a > > certain height AGL? We could have a texture with more detail for low > > altitudes and a shinier, more gaussian texture for higher altitudes... > > Just like real grass and short crops. > > Grass rarely reaches more than one meter AGL :-) Different textures for > grass growing at different altitudes AMSL would make some sense, but I > think you are talking about changing the material properties of the > ground cover according to the aircraft's height AGL ... but that > shouldn't make a difference to the shininess or the sharpness of the > specular reflection (which is what I am guessing you mean by "more > gaussian"; do I misunderstand?). I didn't explain myself very well and I've had some more thoughts on this: When you are sat on the runway you can see more detail in the grass itself. This could be conveyed with a different texture (since modelling grass blades would be a tad expensive!) which would change to another texture with less detail further away. 'Further away' as in distance; having thought about it, since even when you are sat at ground level you can't see detail in the grass a few hundred metres away. I also agree that all foliage should change with variations in altitude and latitude but that's a big change I would have thought... The reference I made to specularity was that to my eyes anyway, grass looks slightly 'shinier' at lower altitudes. This is especially so when it's wet of course. This is apparent when descending under a parachute since you spend a lot of time concentrating on the landing area which is usually grass. I don't seem to see the same effect with straight distance at ground level. Does this sound familiar? or is it just my eyes and I'm talking rubbish here... ;-) All the best, Matt ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
Matthew Law wrote: Speaking of which, would it be possible to change the texture above a certain height AGL? We could have a texture with more detail for low altitudes and a shinier, more gaussian texture for higher altitudes... Just like real grass and short crops. Grass rarely reaches more than one meter AGL :-) Different textures for grass growing at different altitudes AMSL would make some sense, but I think you are talking about changing the material properties of the ground cover according to the aircraft's height AGL ... but that shouldn't make a difference to the shininess or the sharpness of the specular reflection (which is what I am guessing you mean by "more gaussian"; do I misunderstand?). - Julian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
> One of the problems with these type of photographs is the fact that they > cover a very small area. When using these for textures you would end up > with a hight degree of very annoying repetitiveness. > > Another problem is the fact that they aren't shot straight down, making > the textures look weird when used for textures. > > But they are always very useful for comparing textures with the real > world to see if it looks at least a bit like expected. Speaking of which, would it be possible to change the texture above a certain height AGL? We could have a texture with more detail for low altitudes and a shinier, more gaussian texture for higher altitudes... Just like real grass and short crops. All the best, Matt. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
Richard Bytheway wrote: I don't know whether these are any use, but here: http://www.sucs.org/~mocelet/fgfs/ are some pictures I took from a hot air balloon flight a while back. Some grass, some trees, one small north-east England town, and some livestock. One of the problems with these type of photographs is the fact that they cover a very small area. When using these for textures you would end up with a hight degree of very annoying repetitiveness. Another problem is the fact that they aren't shot straight down, making the textures look weird when used for textures. But they are always very useful for comparing textures with the real world to see if it looks at least a bit like expected. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Grass Runway Textures
I don't know whether these are any use, but here: http://www.sucs.org/~mocelet/fgfs/ are some pictures I took from a hot air balloon flight a while back. Some grass, some trees, one small north-east England town, and some livestock. Feel free to use the images for anything FlightGear related. Richard > What sort of 'nice textures' are we looking for? I know this > is an odd question to ask, but a lot of games and sims just > can't get grass right and these are by no means the worst > textures I've seen around for this sort of material. If I > get some pointers to nicer textures I'll do my best to > produce similar versions for use under the GPL. > ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
Matthew Law wrote: I've looked at these and the grass textures look like green-tinted gaussian noise. The dirt runway looks quite like a filter I've seen somewhere before... ;-) It seems quite reasonable to me but it isn't quite symetrical and the X and Y join lines are visible up close. What sort of 'nice textures' are we looking for? I know this is an odd question to ask, but a lot of games and sims just can't get grass right and these are by no means the worst textures I've seen around for this sort of material. If I get some pointers to nicer textures I'll do my best to produce similar versions for use under the GPL. For the dirt runway it would be nice to have an irregular border implemented, surrounded by some grass. A bit like this: http://planet.state.ut.us/slas/kenw/KENW064.JPG Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
On 18:49 Tue 25 Nov , Erik Hofman wrote: > >So 75x75 textures of these types of surfaces are required, then? I might > >have a go at these during my attempts at modelling EGNF. Are there any > >restrictions to the making of textures that I need to be aware of oether > >than size and color depth? > > Not really. It's something I an to get rid of a long time. What would be > needed is a tileable (or seamless) texture covering the surface type, > just like the rest of the textures. > > Now that I'm thinking about it, does anybody know if the > dirt/grass/lakebed runway are modeled directional like the concrete and > asphalt runways (e.g. the textures would only need longitudinally be > seamless)? I've looked at these and the grass textures look like green-tinted gaussian noise. The dirt runway looks quite like a filter I've seen somewhere before... ;-) It seems quite reasonable to me but it isn't quite symetrical and the X and Y join lines are visible up close. What sort of 'nice textures' are we looking for? I know this is an odd question to ask, but a lot of games and sims just can't get grass right and these are by no means the worst textures I've seen around for this sort of material. If I get some pointers to nicer textures I'll do my best to produce similar versions for use under the GPL. All the best, Matt ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
On Tue, Nov 25, 2003 at 02:26:46PM -0600, Curtis L. Olson wrote: > I believe they are currently directional. If someone came up with a > really nice texture (or set of textures) we could probably do some > work on the terragear end to optimize the runway creation code for > that texture approach. I'll have a go, but I can't promise they'll be really nice ;-) All the best, Matt. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
Erik Hofman writes: > Not really. It's something I an to get rid of a long time. What would be > needed is a tileable (or seamless) texture covering the surface type, > just like the rest of the textures. > > Now that I'm thinking about it, does anybody know if the > dirt/grass/lakebed runway are modeled directional like the concrete and > asphalt runways (e.g. the textures would only need longitudinally be > seamless)? I believe they are currently directional. If someone came up with a really nice texture (or set of textures) we could probably do some work on the terragear end to optimize the runway creation code for that texture approach. Regards, Curt. -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.flightgear.org/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
[EMAIL PROTECTED] wrote: On Tue, Nov 25, 2003 at 04:09:50PM +0100, Erik Hofman wrote: It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb This is supposed to be a mowed perfect grass strip, but it's stretched due to the inclusion of 75 and 75 in FlightGear/data/materials.xml We could use some better textures for lake-bed runways, dirt runways, grass runways and lake-bed taxiways. So 75x75 textures of these types of surfaces are required, then? I might have a go at these during my attempts at modelling EGNF. Are there any restrictions to the making of textures that I need to be aware of oether than size and color depth? Not really. It's something I an to get rid of a long time. What would be needed is a tileable (or seamless) texture covering the surface type, just like the rest of the textures. Now that I'm thinking about it, does anybody know if the dirt/grass/lakebed runway are modeled directional like the concrete and asphalt runways (e.g. the textures would only need longitudinally be seamless)? Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
On Tue, Nov 25, 2003 at 04:09:50PM +0100, Erik Hofman wrote: > It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb D'oh! I didn't look in there! > This is supposed to be a mowed perfect grass strip, but it's stretched > due to the inclusion of 75 and 75 in > FlightGear/data/materials.xml > > > We could use some better textures for lake-bed runways, dirt runways, > grass runways and lake-bed taxiways. So 75x75 textures of these types of surfaces are required, then? I might have a go at these during my attempts at modelling EGNF. Are there any restrictions to the making of textures that I need to be aware of oether than size and color depth? Thanks, Matt. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Grass Runway Textures
[EMAIL PROTECTED] wrote: Is there a generic grass runway texture? I've looked in data/Textures.high/Runway and couldn't see anything immediately obvious. EGNF has slightly worn grass runways which I'd like to have. Do I need to create a global 'worn runway' texture to live in the above directory or should I package this as a local change together with any updates to the scenery somehow? It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb This is supposed to be a mowed perfect grass strip, but it's stretched due to the inclusion of 75 and 75 in FlightGear/data/materials.xml We could use some better textures for lake-bed runways, dirt runways, grass runways and lake-bed taxiways. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Grass Runway Textures
Is there a generic grass runway texture? I've looked in data/Textures.high/Runway and couldn't see anything immediately obvious. EGNF has slightly worn grass runways which I'd like to have. Do I need to create a global 'worn runway' texture to live in the above directory or should I package this as a local change together with any updates to the scenery somehow? Many thanks, Matt ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel