Re: [Flightgear-devel] Grass Runway Textures

2003-12-02 Thread Matthew Law
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


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Re: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Julian Foad
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

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Matthew Law
> 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.





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Re: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Erik Hofman
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

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RE: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Richard Bytheway
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.
> 

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-27 Thread Erik Hofman
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

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-27 Thread Matthew Law
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

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-26 Thread matt
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.

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-25 Thread Curtis L. Olson
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

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-25 Thread Erik Hofman
[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

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-25 Thread matt
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.

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Re: [Flightgear-devel] Grass Runway Textures

2003-11-25 Thread Erik Hofman
[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

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[Flightgear-devel] Grass Runway Textures

2003-11-25 Thread matt
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

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