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

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

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

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

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

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?

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

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.

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

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 xsize75/xsize and ysize75/ysize in

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 xsize75/xsize and ysize75/ysize in

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