Re: [Flightgear-devel] Development of a virtual sports programme

2004-10-30 Thread Boris Koenig
Florian Schießl wrote:
Hi,
moin !
Thanks for the fast answer, that helps me. :)
you're welcome :-)
So, that way you could incorporate all information that is
required - in case that you should need to use external
variables, make sure to also check out the httpd/telnet
interface (again: 'fgfs --help --verbose') in order to
see how to start FlightGear in a manner so that it exports
its property tree via either a web server or a telnet server.
(Or even both)

Can I change the values of the properties over this external connection ?
I think that's exactly what I wrote: you can change/add properties quite
easily - just give it a go:
./fgfs --telnet=port
so:
./fgfs --telnet=5500
Would start up FlightGear using port #5500 for the telnet server.
Then you can simply connect to FlightGear by using:
telnet localhost 5500
As soon as you're connected you press once enter and then you'll
have a basic shell that enables you to use certain commands,
as well as fgcommands - in order to get a summary about what can
be done simply type
help [ENTER]
And you'll see a listing of currently supported commands.
You'll probably mainly want to use the set/get commands, though -
possibly you'll also want to switch FlightGear into raw mode,
so that it does not create any ir-relevant output: that makes it
easier to use a script or program to parse FlightGear's responses,
you can switch to the raw (data) mode by using:
data [ENTER]
In order to get a (full) prompt again, you can use:
prompt [ENTER]
And make sure to consult some of the docs under $FG_ROOT/data/Docs !
Some of what you want to do (XML dialogs, XML panel/instrument design,
Nasal scripting, aircraft design) is at least acceptably documented -
which is not the case for all of FlightGear's functionality/features,
so, consider yourself lucky so far :-)
For your project you would most likely have some kind of sensors
attached to the body of the pilot ?
These sensors will probably feed in data to some computer that
processes then what kind of action/maneuver is intended - so you
would basically first process the sensory input and then you could for
example use the telnet interface in order to change FlightGear's
internal values accordingly:
set /path-to-value/speed-in-kts 10
or
set /path-to-value/vertical-speed-in-fpm 50
Depending on how exactly you want to model the bird flight model,
you could also directly feed these values into a FDM - if you should
end up implementing that part of your project by doing some C++ coding
you could simply access the above property tree paths by using something
like:
SGPropertyNode * bird_speed;
bird_speed = fgGetNode(/path-to-value/speed-in-kts,true);
Using methods of SGPropertyNode like getIntValue() or getStringValue()
you could then retrieve the contents of a particular node and use
these values then for your simulation.
So I would first agree on what exact bird you want to model - and
then I would probably not try to mathematically model a bird but
rather split up the potential maneuver of YOUR bird so that you can
feed in the maneuver directly ...
I dont need a specific bird. The user should be able to steer easily but 
still using his muscles. It should be sports after all. The simulation 
is merely a motivation.
Arnt brought up an interesting idea - pedals are pretty easy to deal
with, because you could use a simple linear algorithm to determine the
speed of your virtual aircraft - also it's probably going to become a
lot easier concerning the underlying FDMs if you should decide to
model a pedal-driven aircraft instead of a bird, that would actually
create lift by moving it's wings upwards/downwards...
So, depending on HOW static the outline of your project is currently,
you might very well be able to save some time by skipping the bird
idea and deciding to model a pedal-driven aircraft, as was mentioned
before there was really such a thing and it did even fly :-)
You would probably be able to find the general specs of that aircraft
on the web, then you could create an aircraft model (3D) and start
implementing the FDM logics - that way you should ultimately have to
do less coding and thinking because you would mainly only add another
aircraft to FlightGear - something which has been done dozens of times
and works already quite well.
For the hardware side of things you would probably only need some simple
old bicycle, where you could simply use the dynamo (= the created power)
to calculate how much thrust is created, that value would then need to
be converted into the right format and fed into FlightGear/the FDM.
Likewise you would only have minimal hardware requirements for the
steering part, mainly you'd only need to make the handle also move
in a forward/back motion - adding sensors for both axes sounds
trivial, too.

YES, it would propably be very interesting to meet a confused pigeon
at FL350 :-)

lol. :)
I consider the confused pigeon to be the logo 

Re: [Flightgear-devel] a sweaty pigeon at FL350 is a doomed pigeon ... (was:Development of a virtual sports programme)

2004-10-30 Thread Boris Koenig
[OT]
Arnt Karlsen wrote:
On Fri, 29 Oct 2004 23:50:01 +0200, Florian wrote in message 
[EMAIL PROTECTED]:
I dont need a specific bird. The user should be able to steer easily
but still using his muscles. It should be sports after all. The
simulation is merely a motivation.

..get evil; model say a Gossamer Condor or whatever these pedal powered
Channel crossing planes were called, _truthfully_, including the pedal
power to power the sim computer at 300 - 450W or whatever it was.  ;-)
that sounds certainly like a lot of fun - I remember an expo some time
ago where you were allowed to (try to) power a bulb, fan, radio or even
TV by using merely pedal power ...
Nobody managed to get the TV working, though :-)

YES, it would propably be very interesting to meet a confused pigeon
at FL350 :-)
lol. :)
I consider the confused pigeon to be the logo for the software.. ;)

..make it sweaty.  ;-)
...at that altitude that sounds a bit nasty, or does it have anti-icing
equipment onboard ? ;-)
...of course Erik's penguin could possibly be able to deal with the
icing part, on the other hand how do get it up to FL350 - probably
only by dropping it from something like FL1000 ? :-)
At least we wouldn't have to care for the (lack of) lift anymore, I
think a penguin's body would probably make for a good illustration of
the lifted wing body concept ;-)

--
Boris
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Re: [Flightgear-devel] AI carrier

2004-10-30 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 22:08, Andy Ross wrote:
 Matthias Froelich wrote:
  This case kind of works for the arrester wires. The braking force is
  just hacked into the gear code. But this is just to be able to test.

 What would probably be a better idea (at least for YASim) would be to
 model the braking force as a *distance* over which the aircraft will
 be stopped.  In the real world, they have to calibrate the wires for
 the exact aircraft configuration that is going to be landing.

 You would figure out what constant acceleration would stop the
 aircraft in the distance available, and simply apply that force at
 the tailhook and towards the center of the arrestor wire.
I am talking with Vivian Meazza about that topic. He has more or less own 
experiences with those wires. He knows much about them and how they are 
built. I think we will get something well suited.

 The catshot is actually harder: in real life, the force is at the
 bottom of the nosegear.  But if you apply that to the dynamics model
 the aircraft will want to tilt backwards as it accelerates.  Real
 aircraft don't do this because the nosegear is artificially compressed
 and held that way during the shot.  Maybe the easiest way to simulate
 this would be to apply the force at the nose, or some other point
 forward of the c.g. and above the gear.
Yep this is problematic. I think one should apply the force like it is applied 
in a real aircraft. Take a fixed position of the nose gear strut about 30 cm 
above the ground level. Then apply the force at this position in direction of 
a point 50cm ahead of the nose gear on ground level.
When this force is applied the nose gear is compressed and the aircraft 
accelerates. When the aircraft tries to raise it's nose the force will pull 
it back downwards ...

 I'm honestly looking for something to get me back into FlightGear
 development.  I can do the YASim integration if you guys have an
 interface ready for the ground velocity and arrestor wire position
 values.
Ok, great. May be you will get preliminary patches soon ...

   Greetings

Mathias

-- 
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Re: [Flightgear-devel] GenAirports logic/process

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 07:20, Curtis L. Olson wrote:
 It does represent a large amount of work and a large amount of thought,
 and it is attempting to solve a non-trivial task, so it has grown to be
 fairly complex.  What specific changes or purpose were you angling towards?

 Curt.

I'm coding an OpenGL WYSIWYG taxiway app where you can draw taxiways by just 
creating lines and bending and adding nodes.
This will allow me to generate taxiways with directional textures, rounded 
corners, taxiway markings right onto the runway, hold short markings, etc.
Also one can do a fly-over view of the built and textured airport to see what 
it will look like in FG without having to go through the whole Terror Gear 
hassle.

I was initially going to use/modify genairports but I'm going to end up doing 
so much of the polygon work in my app that I may as well do a rewrite.
In fact I may turn it into a genairports replacement later on.

It may take a while and I'm just playing around so don't hold your breath.  :)
Paul

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Re: [Flightgear-devel] a sweaty pigeon at FL350 is a doomed pigeon

2004-10-30 Thread Arnt Karlsen
On Sat, 30 Oct 2004 08:32:25 +0200, Boris wrote in message 
[EMAIL PROTECTED]:

 [OT]
 
 Arnt Karlsen wrote:
  On Fri, 29 Oct 2004 23:50:01 +0200, Florian wrote in message 
  [EMAIL PROTECTED]:
 I dont need a specific bird. The user should be able to steer easily
 but still using his muscles. It should be sports after all. The
 simulation is merely a motivation.
  
  
  ..get evil; model say a Gossamer Condor or whatever these pedal
  powered Channel crossing planes were called, _truthfully_, including
  the pedal power to power the sim computer at 300 - 450W or whatever
  it was.  ;-)
 
 that sounds certainly like a lot of fun - I remember an expo some time
 ago where you were allowed to (try to) power a bulb, fan, radio or
 even TV by using merely pedal power ...
 
 Nobody managed to get the TV working, though :-)
 
 
 YES, it would propably be very interesting to meet a confused
 pigeonat FL350 :-)
 
 lol. :)
 I consider the confused pigeon to be the logo for the software.. ;)
  
  
  ..make it sweaty.  ;-)
 
 ...at that altitude that sounds a bit nasty, or does it have
 anti-icing equipment onboard ? ;-)

..hu, flapping wings?  ;-)

 ...of course Erik's penguin could possibly be able to deal with the
 icing part, on the other hand how do get it up to FL350 - probably
 only by dropping it from something like FL1000 ? :-)

..naaah, flap a bit harder.  ;-)
 
 At least we wouldn't have to care for the (lack of) lift anymore, I
 think a penguin's body would probably make for a good illustration of
 the lifted wing body concept ;-)


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Blender question

2004-10-30 Thread David Megginson
On Sat, 30 Oct 2004 00:01:04 -0400, Ampere K. Hardraade
[EMAIL PROTECTED] wrote:

 Now days, I am using a different method.  Say I want to model a pentagon: I
 will load the drawing in Gimp or Paintbrush, and measure the coordinates of
 the five corners in pixel.  After that, I will open 3D Studio, create fiver
 vertices at the aformention coordinates and connect them with lines... and
 voila, I have a pentagon.

My approach is fairly similar, except that I often use paper instead. 
At first, I wanted to try tracing, but it never works out well --
instead, I print the three-view (blown up a bit if necessary) then
take a known measurement, like the wingspan, and figure out how many
millimeters on the 3-view represent one meter in real life.  After
that, I usually start with wireframe squares and actually set the
coordinates based on measurements from the 3-view.  It goes
surprisingly fast (I start with a cross section of the fuselage, and
then extrude it as necessary).


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] Blender question

2004-10-30 Thread Curtis L. Olson
David Megginson wrote:
My approach is fairly similar, except that I often use paper instead. 
At first, I wanted to try tracing, but it never works out well --
instead, I print the three-view (blown up a bit if necessary) then
take a known measurement, like the wingspan, and figure out how many
millimeters on the 3-view represent one meter in real life.  After
that, I usually start with wireframe squares and actually set the
coordinates based on measurements from the 3-view.  It goes
surprisingly fast (I start with a cross section of the fuselage, and
then extrude it as necessary).
 

When I was working on the C99 flight model and trying to input 
dimensions into the YASim config file I discovered that gimp has a handy 
measurement tool where you can draw a line on the screen and it will 
tell you length in pixels.  I came up with a pixel to meters conversion 
factor.  Pretty similar to your approach, but if you have the image on 
the computer all ready it might save a bit of time.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Re: Blender question

2004-10-30 Thread Melchior FRANZ
* Matthew Law -- Saturday 30 October 2004 02:49:
 I'm trying to model some simple aircraft for use as 'airfield furniture'
 in Blender.  I have some 3-views to use but I can't find a sensible way
 of having them available in Blender to use as a guide.

o Create a new screen. (There's a 'combo box' next to the menu that says
  SCR: screen.001. Select ADD NEW there and call it 4 view or something.

o then split your 3D view into 4 parts (right click on the borders  split)

o make one the top view, one the side, one the front view, and the fourth
  a free view

o in each of the fixed screens select View/Background Image... and
  select the respective image. You may have to rescale and move in Gimp
  so that their reference point (origin) agrees.

o in the border-right-click context menu disable the menus (No header)
  of the three fixed views

  Example: http://members.aon.at/mfranz/blender-4view.jpeg  [119 kB]



 If possible, I'd like to texture some cubes with each of the 3-views and
 be able to see the texture in Blender as I model. 

Could be possible by actually texturing a cube in a different scene, and
display it in your editing scene. Unfortunately, I forgot how to do that.

m.

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[Flightgear-devel] Re: Blender question

2004-10-30 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 30 October 2004 15:05:
 o in each of the fixed screens select View/Background Image... and
   select the respective image. You may have to rescale and move in Gimp
   so that their reference point (origin) agrees.

Hehe ... as I see in my own screenshot, both scaling and shifting is now
possible in Blender. (It wasn't when I started the bo105.) No need for
Gimp then.  :-)

m.

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Re: [Flightgear-devel] AI carrier

2004-10-30 Thread Mathias Fröhlich

Hi,

Good progress so far. I managed to clean up that pure proof of concept to 
something more readable.

On Freitag 29 Oktober 2004 02:34, David Culp wrote:
 Thanks for your input.  Forward your code to Erik.
I will do so.
But not before tuedsay or wednesday, I have to leave now ...

Greetings

   Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux (was

2004-10-30 Thread Martin Spott
Ampere K. Hardraade wrote:

 Thanks for helping me out on this problem.  So far, I have tried:

I believe you want to dump the commercial ATI driver for the Radeon9200
i favour of the OpenSource alternative. I realize that I should
overhaul the chapter on ATI cards in the manual 
A typical Radeon9200 works perfectly with the DRM driver from a current
(2.6.8/2.6.9) kernel and the DRI driver from either a current XFree86
(4.3 and above) or XOrg (presumably 6.8.1 - 6.8.2 is in the works but
we'll have to wait some more weeks).

I could 'lend' you my 'xorg.conf' that I use on a customers's PeeCee if
you are ready to wait until tuesday,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Blender question

2004-10-30 Thread Ampere K. Hardraade
I always do the model first and scale the entire thing at the end.  I can keep 
the gross error to the minimium this way.

Ampere

On October 30, 2004 08:02 am, David Megginson wrote:
 My approach is fairly similar, except that I often use paper instead.
 At first, I wanted to try tracing, but it never works out well --
 instead, I print the three-view (blown up a bit if necessary) then
 take a known measurement, like the wingspan, and figure out how many
 millimeters on the 3-view represent one meter in real life.  After
 that, I usually start with wireframe squares and actually set the
 coordinates based on measurements from the 3-view.  It goes
 surprisingly fast (I start with a cross section of the fuselage, and
 then extrude it as necessary).

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Re: [Flightgear-devel] Development of a virtual sports programme

2004-10-30 Thread Curtis L. Olson
Florian Schießl wrote:
Hi.
My Name is Florian Schiessl, im 26, I write my master thesis in 
electrical engineering right now. I have been following the FlightGear 
project for some time now, and want first to make you a compliment 
that it is great that there are people working for this great and free 
project.

I make my master thesis about the development of a virtual sports 
game. The user will be hanging in some sports machine. He can move his 
arms and feet and fly like a bird. Sensors pick up the movement. He 
can fly through a virtual reality that is represented on a computer 
display.

I develop the simulation software. I want to use Flight Gear as a 
basic structure. I have some questions regarding your oppinions what 
the best place or method for implementeing some features is.
I will pulbish everything under the GPL. And It will still be obvious 
for the user that FlightGear is the basic software. I dont want do 
change stuff in the source code of FlightGear, so that it is a real 
addon. But of course, for some features written code could be useful 
for Flightgear. The property system seems to be very powerfull, but I 
havent still found out all details. Maybe u can help me.


1. GUI question.
I want to have a startup that is in the middle of the screen where the 
user can choose the scenarios he wants to do. I dont need the menu 
bar. The user needs to input some dates like weight, height, gender.
Can I start FlightGear with some start parameters that would allow that ?

It might be just as easy to write your own launcher / operator gui and 
have it communicate remotely with FG via the telnet properties interface.

2. Panels
I would need some panels that show stuff like burned calories or flown 
meters. I also need to keep some kind of Highscore board. This should 
be easy with the XMLs ?

The xml instrument configuration is very flexible to draw just about 
anything if you have the data available in the property tree.

3. I need a new flight model, that is similar to a birds flight model. 
Is there something like it or can i bend one of the existing to be 
satisfying.

You might look at the ornithopter which has flapping action ... 
otherwise you might just want some sort of ultra-ultralight design where 
the human power get's converted into a standard propeller.

4. I need an abstract flight scenario, where there is no real 
landscape but maybe a red floor, a green canyon and blue walls.(the 
colors were just for the example) Can i use terragear for that ?

You could probably just create a simple model of the abstract landscape 
with something like blender/creator/3d-studio/etc. and then just import 
that into the flightgear scenery.  If you start inside your box, you 
will never see the surrounding terrain, or you could even disable the 
surrounding terrain.

5. I need a network modus where two players can fly against each 
other. Is the network modul already able to do this or do I need to 
rewrite or enhance it. I would submit these changes of course to the 
offical source code if requested.

I haven't played around with the multiplayer stuff ... I know it isn't 
completely flexible towards everything we need to do in FG, but it may 
already do what you need?

6. I need to be able to add objects dynamically to the virtual 
reality. For example, i plan to have a scenario where the user hast to 
fly through gates in the right order within a specific time. Is it 
possible allready just with the properties system or do i need to 
write code.

You can create a variety of model animation based on properties ... you 
could just as easily animate your scenery and create a list of 
properties that are used to toggle objects on and off.

7. Is there a collition detection in the code ? I want the user to be 
able to collect for example coins that hang in the mid air. :)

You probably need to write something yourself for that ... (?) unless 
you can come up with something more creative than I can at the moment.

8. Is there a shoot on each other code in FlightGear. I would like 
to have a mutliplayer modus where two players can hunt each other down 
by shooting. (always remember that they have to do real sport to 
manuveur in the game) :)

You probably need to add your own code for this.
9. Can I add a new vrml model that represents a human hanging in some 
kind of glider.

I don't know how well we support vrml, but most likely you can find a 
tool that converts vrml into something that FG does support reasonably well.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Development of a virtual sports programme

2004-10-30 Thread Curtis L. Olson
Florian Schießl wrote:
Can I change the values of the properties over this external connection ?

Sure, for one project I implimented a remote operator gui that could 
read and set all sorts of FG internal variables.  The interface is quite 
powerful and flexible (although it's not high bandwidth.)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] ATI 9200 Direct Rendering problem on Linux

2004-10-30 Thread Alex Perry
From: Ampere K. Hardraade [EMAIL PROTECTED]
 Subject: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux
   (wasAI Carrier)

I didn't follow the prior thread title due to too much day work.

First, I assume you have the correct version from the ATI website,
use the alien package to convert it into a deb and are only using
that deb package so that all files are being properly tracked.

 Thanks for helping me out on this problem.  So far, I have tried:
 - compiling agpgart as builtin and as a module

I've got agpgart built in ... check your motherboard chipset choice.

 - compiling with and without DRM

I've got new DRM built in (for 4.1 version) ... check the video chip.
Note that these answers are for an ATI 9600 laptop, but the same
approach worked for a ATI 9200 video card in a workstation chassis.

 - enabling and disabling the useinternalagpart in XF86Config-4

I've got it enabled in the file (but it will fail and use the kernel).

 - using either XF86Config-4 generated by fglrxconfig,
   or that generated by dpkg-reconfigure xserver-xfree86

I generated both, then used the dpkg one as a source of ideas to 
modify the fglrx one to be more like the way I really wanted it.

 - removing xlibmesa and reinstalling it

I never bothered trying to do that.  If you have a file conflict,
just use dpkg-divert so that the fglrx version can replace the other.
My output from dpkg-divert --list includes this line ...
diversion of /usr/X11R6/lib/libGL.so.1.2 to \
 /usr/X11R6/lib/libGL.so.1.2.diverted by fglrx

 - removing xserver-xfree86 and reinstalling it

Never needed to do that.  I simply got everything working with the open
source driver, then archived the XF86Config-4 file (for comparison),
then installed the fglrx driver package on top, then the f*config.

 - removing and recompiling the fglrx modules

I load the fglrx module using /etc/modules on the line after agpgart.
I have the agpgart line in there so that it all still works if I use
a different kernel (such as a stock Debian one) that needs it loaded.

 - removing and reinstalling the fglrx drivers

Never needed to do that.  No opinions.

 (There is no enabling/disabling USB loading for DOS in my BIOS)

The setting doesn't affect me either way, but is handy to have on.
Among other things, it lets you use a USB keyboard during boot.

 This is the order at which I load the modules in /etc/modules:
 rtc
 agpgart
 intel-agp
 fglrx

Seems equivalent to mine.

 I think I am using unstable right now.  Originally, I installed Debian as 
 Sarge.  But I have changed the apt sources to use unstable/main and ran 
 apt-get dist-upgrade.

I'm running on Testing, and that install has been for about nine months.
Currently, Sarge and Sid are close enough that this should be fine for you.

 [EMAIL PROTECTED]:~$ uname -a
 Linux localhost 2.6.8 #1 Sat Oct 23 11:48:00 EDT 2004 i686 GNU/Linux

Aha.  I have been unable to compile a _working_ ATI fglrx module using
the source tree they provided for a 2.6.8 kernel (either i386 or amd64).
Their module source worked for either 2.6.7 and earlier or 2.4.x series.
Of course, they may have provided a newer source tree since then ...

Since the laptop has to have 2.6.8 (or a bunch of patches applied),
I've been using 2.4.25 for 3D work until I have time to investigate
the differences between 2.6.7 and 2.6.8 and come up with a workaround.

 XFree86 Version 4.3.0.1

Same.


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[Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
I decided to do a little pixel pushing today.

I've created a bush type texture for FlightGear that I used to replace the 
tundra. (BTW - isn't tundra supposed to be an icy climate?)

Screen grabs here :
http://surgdom.hollosite.com/flightgear/flightgear.html

Do people want textures like this in FlightGear?

Paul

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Curtis L. Olson
Paul Surgeon wrote:
I decided to do a little pixel pushing today.
I've created a bush type texture for FlightGear that I used to replace the 
tundra. (BTW - isn't tundra supposed to be an icy climate?)

Screen grabs here :
http://surgdom.hollosite.com/flightgear/flightgear.html
Do people want textures like this in FlightGear?
 

It looks pretty nice to my eyes ... some of the existing textures are 
better than others, so if people can come up with even better looking 
replacements, I'm generally all for it, as long as the new texture is 
representative of the land cover type.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Boris Koenig
Paul Surgeon wrote:
Screen grabs here :
http://surgdom.hollosite.com/flightgear/flightgear.html
Do people want textures like this in FlightGear?
I like it !
And I think such images would probably be nice to appear within the
screenshots section, likewise for the recent 747 livery - it's all
about impressing people :-)
...and still it would be good if one could find a compromise to enable
people to customize such settings - so that you can choose what kind
of textures to use.
--
Boris
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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux (was AI Carrier)

2004-10-30 Thread Arnt Karlsen
On Sat, 30 Oct 2004 01:51:52 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 Thanks for helping me out on this problem.  So far, I have tried:
 - compiling agpgart as builtin and as a module
 - compiling with and without DRM
 - enabling and disabling the useinternalagpart in XF86Config-4
 - using either XF86Config-4 generated by fglrxconfig, or that
 generated by dpkg-reconfigure xserver-xfree86
 - removing xlibmesa and reinstalling it
 - removing xserver-xfree86 and reinstalling it
 - removing and recompiling the fglrx modules
 - removing and reinstalling the fglrx drivers
 (There is no enabling/disabling USB loading for DOS in my BIOS)
 
 This is the order at which I load the modules in /etc/modules:
 rtc
 agpgart
 intel-agp
 fglrx
 
 Other information:
 
 I think I am using unstable right now.  Originally, I installed Debian
 as Sarge.  But I have changed the apt sources to use unstable/main and
 ran apt-get dist-upgrade.
 
 [EMAIL PROTECTED]:~$ uname -a
 Linux localhost 2.6.8 #1 Sat Oct 23 11:48:00 EDT 2004 i686 GNU/Linux
 
 XFree86 Version 4.3.0.1
 
 I have attached the output from dmesg | grep fglrx, lsmod, lspci
 -, XFree86.0.log as well as my current Kernel Config in a Zip
 file.

..according to your lspci -v, you have both an ATI card and an Intel
82845G/GL[Brookdale-G] integrated card, and AFAICT, a propeller head
driver from ATI telling your box fairy tales on seeing your Intel card.

..lose that ATI driver, use a fresh kernel, they have the DRI drivers,
and retry X setup.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 21:33, Curtis L. Olson wrote:
 It looks pretty nice to my eyes ... some of the existing textures are
 better than others, so if people can come up with even better looking
 replacements, I'm generally all for it, as long as the new texture is
 representative of the land cover type.

 Curt.

Curt, that is one of the things that bugged me a bit.
I had a quick look at the the VMAP0 data that is on the TerraGear website and 
it seems pretty limited when it comes to land cover types.

Do you only use VMAP0 data when generating scenery or do you use land 
cover/use data from other sources too?
Having a list of land types to develop textures against would help a lot.

Also I noticed that the textures in FlightGear seem to be pretty dark.
Is there a design reason for this that I need to take into account?

Paul
P.S. Getting textures to not repeat is hard work and unfortunately I have to 
remove any distinguishing features like houses or isolated roads which is a 
pity.

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Curtis L. Olson
Paul Surgeon wrote:
Curt, that is one of the things that bugged me a bit.
I had a quick look at the the VMAP0 data that is on the TerraGear website and 
it seems pretty limited when it comes to land cover types.
 

It is somewhat limited and low res ...
Do you only use VMAP0 data when generating scenery or do you use land 
cover/use data from other sources too?
Having a list of land types to develop textures against would help a lot.
 

Right now we are only using vmap0.  If you are aware of additional 
sources or better sources (especially if they have worldwide coverage) 
then please let me know.  Given my time constraints, I can't say I'll 
immediately jump on every tip, but land cover is one area where our data 
is somewhat lacking (and very dated.)

Also I noticed that the textures in FlightGear seem to be pretty dark.
Is there a design reason for this that I need to take into account?
 

Be careful, everyone has slightly different monitor gamma ... these can 
shade everything lighter or darker, sometimes significantly ... there 
isn't an easy answer to this since we have no control over the user's 
gamma settings or naturual monitor gamma.  And adjusting for this at the 
application level is generally a *very* bad thing to do.

Paul
P.S. Getting textures to not repeat is hard work and unfortunately I have to 
remove any distinguishing features like houses or isolated roads which is a 
pity.
 

Life is full of trade offs. :-)  Someone from the MSFS dev team posted a 
paper on tips and hints for making textures tile while reducing visible 
repeating artifacts ... I have no idea what the link is, but it might be 
worth a glance if you can dig it up.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
I just noticed that there are already similar textures like savanna, desert, 
desert1 and wash.

The question I now have is why are all the hills East of SFO mapped to 
tundra?!
I've looked at aerial photos of SFO and tundra is definately the wrong type of 
land cover.
The texture I created comes from textures around Concorde which a few clicks  
West of SFO.

Is VMAP0 data that bad?

Paul

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Erik Hofman
Paul Surgeon wrote:
I just noticed that there are already similar textures like savanna, desert, 
desert1 and wash.

The question I now have is why are all the hills East of SFO mapped to 
tundra?!
I've looked at aerial photos of SFO and tundra is definately the wrong type of 
land cover.
The texture I created comes from textures around Concorde which a few clicks  
West of SFO.
If you look at materials.xml you will see this:
material
 nameGrassCover/name
 nameBareTundraCover/name
 nameHerbTundraCover/name
 nameMixedTundraCover/name
 textureTerrain/tundra.rgb/texture
This means that all material named name are tied to the same texture.
You could try to move the appropriate name into it's own section with a 
reference to your texture file.

Erik
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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 22:55, Curtis L. Olson wrote:
 Right now we are only using vmap0.

What would be helpful is the mappings you use when generating the scenery.
I noticed TerraGear is quite flexible when it comes to mapping the data types 
to the texture types. Do you use a script or do you do it by hand every time?

I'm busy documenting the land to texture type mappings at the moment so that 
we don't end up with a mess.

 Be careful, everyone has slightly different monitor gamma ... these can
 shade everything lighter or darker, sometimes significantly ...

What I find useful is comparing the FG textures with real photos on my 
monitor. Not all but most of the FG textures are very dark.
I also notice that I have to crank up my brightness to 100% when I run FG as 
apposed to the normal 50% for all the other software I use.

 Life is full of trade offs. :-)  Someone from the MSFS dev team posted a
 paper on tips and hints for making textures tile while reducing visible
 repeating artifacts ... I have no idea what the link is, but it might be
 worth a glance if you can dig it up.

I have that article - very useful info.

Thanks
Paul
P.S. Now all we have to do is implement seasonal textures.  :P

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 23:24, Erik Hofman wrote:
 If you look at materials.xml you will see this:

 material
   nameGrassCover/name
   nameBareTundraCover/name
   nameHerbTundraCover/name
   nameMixedTundraCover/name
   textureTerrain/tundra.rgb/texture


 This means that all material named name are tied to the same texture.
 You could try to move the appropriate name into it's own section with a
 reference to your texture file.

That's weird.
Why do we map everything to one texture when we already have appropriate 
textures that we can use?
Let me go hash them up a bit.  :)

Paul

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux (was AI Carrier)

2004-10-30 Thread Ampere K. Hardraade
I have removed fglrx completely and use the driver from XFree86 instead.  The 
good news is that I have stopped getting errors in XFree86.0.log.  The bad 
news is that I still don't have direct rendering.

Ampere

On October 30, 2004 04:11 pm, Arnt Karlsen wrote:
 ..according to your lspci -v, you have both an ATI card and an Intel
 82845G/GL[Brookdale-G] integrated card, and AFAICT, a propeller head
 driver from ATI telling your box fairy tales on seeing your Intel card.

 ..lose that ATI driver, use a fresh kernel, they have the DRI drivers,
 and retry X setup.

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux (was

2004-10-30 Thread Ampere K. Hardraade
Sure.  Every little bit helps.

Ampere

On October 30, 2004 01:17 pm, Martin Spott wrote:
 I could 'lend' you my 'xorg.conf' that I use on a customers's PeeCee if
 you are ready to wait until tuesday,

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[Flightgear-devel] Re: Blender question

2004-10-30 Thread Matthew Law
Thank you all.  I'm now making some progress on my model using the
measure, scale and extrude technique.  It's not fit to be a flyable
model but it will make nice EGNF furniture for the moment :-)

Better to learn to taxy before you fly, eh?!


All the best,

Matthew.

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RE: [Flightgear-devel] Textures

2004-10-30 Thread Norman Vine
Curtis L. Olson writes:
 
 Paul Surgeon wrote:
 
 Curt, that is one of the things that bugged me a bit.
 I had a quick look at the the VMAP0 data that is on the TerraGear website and 
 it seems pretty limited when it comes to land cover types.
   
 
 
 It is somewhat limited and low res ...
 
 Do you only use VMAP0 data when generating scenery or do you use land 
 cover/use data from other sources too?
 Having a list of land types to develop textures against would help a lot.
   
 
 
 Right now we are only using vmap0.  If you are aware of additional 
 sources or better sources (especially if they have worldwide coverage) 
 then please let me know.  Given my time constraints, I can't say I'll 
 immediately jump on every tip, but land cover is one area where our data 
 is somewhat lacking (and very dated.)

I can't think of a better vextor global data  except for vmap1 

For the US their is much better data from the USGS
for example 
http://gisdata.usgs.gov/mapservices.asp?CategoryName=Land%20Cover

This service has come on line since we designed the
Scenery Generation tools
http://glcf.umiacs.umd.edu/index.shtml

Norman

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Re: [Flightgear-devel] ATI 9200 Direct Rendering problem on Linux (was AI Carrier)

2004-10-30 Thread Arnt Karlsen
On Sat, 30 Oct 2004 19:39:42 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 On October 30, 2004 04:11 pm, Arnt Karlsen wrote:
  ..according to your lspci -v, you have both an ATI card and an
  Intel 82845G/GL[Brookdale-G] integrated card, and AFAICT, a
  propeller head driver from ATI telling your box fairy tales on
  seeing your Intel card.
 
  ..lose that ATI driver, use a fresh kernel, they have the DRI
  drivers, and retry X setup.
 
 I have removed fglrx completely and use the driver from XFree86
 instead.  The good news is that I have stopped getting errors in
 XFree86.0.log.  The bad news is that I still don't have direct
 rendering.

..and the logs says? 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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