Re: [Flightgear-devel] buildings or planes?

2001-12-08 Thread David Megginson

Alex Perry writes:

   You're thinking of the US.  In most of Canada (outside of the big
   urban areas), they're the only big buildings around, and, once you get
   out of the southern agricultural areas, the only large clearing in the
   woods.
  
  Really ?!  I've been wanting to spend a few days with a plane up there ...

Warning: there's a lot of up there up there.  Most of us have never
seen much of it.


All the best,


David

-- 
David Megginson
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RE: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Norman Vine

VS Renganathan writes:

You can see the carrier in FlightGear by giving the lat,lon,alt in
~scenery.objects.txt.
Or use the 3dexplorer (windows only) shareware viewer. If you 
are interested
I could send you the wavefront .obj file format specs. The 
carrier model is
a simple low polygon one which I edit manually!!. It uses 
object coordinates
with its (0,0,0) at waterline (or metacenter, there is no hull below
waterline in this model).

You can use 3dexplorer to convert it some format that PPE 
supports and then
use PPE to edit. But I havent tried that.

I'll be glad to help anyone who is interested in using it.

Hi Ranga

The .obj file is in the FlightGear / Models directory but I have 
never seen see the associated .mtl file or any of the materials :-(

Are these available ?

FYI - PPE can load .obj files
As a general rule any file that FlightGear can load PPE 
can load as they both use the SSG file loaders :-)

Cheers

Norman


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Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Jeff

I could put that on my web page, no problem.

Jeff

 I also have built some 3ds models. It
 would be nice if the web page had a 3D model repository with a little
 screenshoot for each.

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Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Jeff

David wrote:

 Aside from eye candy, we need buildings at airports for two practical
 reasons:

 1. they make the airports easier to spot from a distance, and

 2. they give the user a visual cue for distance and altitude during an
approach.

Hm, You know I was kinda thinking planes but yah got a good point 
here! Think I'll push for buildings and pick away a little with the planes. 
Love to read all the good ideas!

Jeff


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Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Jeff

Curtis wrote:


 2. Don't forget this is a 'real time' sim.  We are on a polygon
 budget, and hey, it would be great to see your 15,000 polygon
 beautifully detailed model in all it's full glory, but something like
 that will ***kill*** frame rates ... especially if you want to
 duplicate buildings or aircraft or trees or whatever the object is.

I'm with you on this one. Learned that making a lot of static models for Fly!


 This is one of the real 'tricks' to 3d modeling and is what separates
 the masters from the wannabes ... building nice looking models out of
 minimal polygons. It is hard to do, 

It is hard to do. The wire frame was easy for me but my texturing needed 
work. I did learn a few things along the way and hope to learn more.


Jeff

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Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread John Wojnaroski



 David wrote:

  Aside from eye candy, we need buildings at airports for two practical
  reasons:
 
  1. they make the airports easier to spot from a distance, and
 
  2. they give the user a visual cue for distance and altitude during an
 approach.

 Hm, You know I was kinda thinking planes but yah got a good point
 here! Think I'll push for buildings and pick away a little with the
planes.
 Love to read all the good ideas!

to add to that thought, it is the relative angular motion of near and
distance objects that a pilot learns to recognize during an approach/landing
to help judge the aircraft's motion and vertical structures and buildings
really make a difference.

JW



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Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Alex Perry

   1. they make the airports easier to spot from a distance, and

Yeah, but unless we put buildings everywhere, the airports will be too
easy to find.  It is already easier to spot airports on the simulator
than they are in real life; let's not make it too trivial.

   2. they give the user a visual cue for distance and altitude during an
  approach.

Maybe; not for me.  I was taught to use perspective off the runway itself
and ignore the terrain underneath/around (other than for clearance of course).

 to add to that thought, it is the relative angular motion of near and
 distance objects that a pilot learns to recognize during an approach/landing

Yes, compressing the view into a flat perspective on the monitor makes the
whole estimation thing a lot easier on the simulator than in real life,
where some people can spend hours of training learning to 'see' perspective.
It's a shame we have to disable antialias for rendering performance.


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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread John Check

On Thursday 06 December 2001 8:47 pm, you wrote:
 Jeff wrote:
   So my question is: What is more important to FlightGear buildings or
   planes?

 For me?  Neither:

 Aircraft carrier!


Pretty sure Objects/Geometry/saratoga.obj is a carrier


 Adding a tail hook and catapult mechanism would be really, really
 simple, and a meatball (and VASI/PAPI) renderer wouldn't be too hard.
 A cockpit AoA indexer would be trivial (well, for someone with a knack
 for making pretty gauges -- I could make an ugly one).  But there's
 got to be something to land on...

 That said, I'm sure other people have much more practical priorities.
 I'd guess that buildings and other ground stuff would probably top the
 list.  In particular, bridges and radio towers are important landmarks
 (obstacles) for VFR (IFR) navigation.  Having the Golden Gate, Bay
 Bridge and San Mateo bridge in the default scenery would be awfully
 cool.  All of these are really obvious during approaches into SFO and
 OAK.  Some of the SFO approaches go over the San Mateo bridge at
 something like 400 feet.

 Andy

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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread David Findlay

On Fri, 7 Dec 2001 11:58, you wrote:
  That said, I'm sure other people have much more practical priorities.
  I'd guess that buildings and other ground stuff would probably top the
  list.  In particular, bridges and radio towers are important landmarks
  (obstacles) for VFR (IFR) navigation.  Having the Golden Gate, Bay
  Bridge and San Mateo bridge in the default scenery would be awfully
  cool.  All of these are really obvious during approaches into SFO and
  OAK.  Some of the SFO approaches go over the San Mateo bridge at
  something like 400 feet.

We need to think about how we are going to format these though. My personal 
preference would be the ability to create a FlightGear-Extended format that 
allows you to call the models, but have modifiers that allow time dependant 
scenery, and other procedural scenery stuff. I'd also like the abitlity to 
embedd all the models and textures and model config files, etc in a gzip 
file, because i don't like messy directories with millions of models in it. 
Thanks,

David

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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Andy Ross

John Check wrote:
  Andy Ross wrote:
   For me?  Neither:
   Aircraft carrier!
 
  Pretty sure Objects/Geometry/saratoga.obj is a carrier

You're kidding, really?  OK, I feel dumb.

I've never touched the geometry side of fgfs, so any pointers would be
appreciated.  What can I use to look at this thing?  I don't recognize
wavefront .obj format (although it's ASCII at least -- big plus).  I'm
not a big modelling guy, so be gentle.  I just need to figure out the
coordinate system and where the deck plane and arrestor wires are.

If plib supports it, then is Pretty Poly the best editor to use?  Does
ssg support API-side inspection of the geometry once it's loaded?
(dumb question, I could just look it up...)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
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Men go crazy in conflagrations.  They only get better one by one.
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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt

 So my question is: What is more important to FlightGear buildings
 or planes?
 I never made a 3D model of a plane before but AC3D looks so nice
 I think I
 could come up with something.

Buildings. I can't see how any sane person could say Planes (I could be
wrong, though ;-) I like to be PIC when I fly a simulator. I don't want to
sit outside my plane and watch me fly it. The cockpit panels we have now are
fine. The ground looks so barren. Adding buildings, IMHO, would increase
the realism FAR more than adding aircraft models - which under normal
circumstances you won't even see, anyhow, I would think.


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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread C. Hotchkiss

A man after my own heart. How about creating a small airport and jack it up
30 meters from the surrounding terrain? You'll get the same effect without
getting seasick.. :-)

Charlie H.

Andy Ross wrote:

 Jeff wrote:
   So my question is: What is more important to FlightGear buildings or
   planes?

 For me?  Neither:

 Aircraft carrier!
 ...

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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Curtis L. Olson

Jeff writes:
 Well, I am finally ready to start to make some 3D models for FlightGear. Went 
 all out and purchased AC3D, I like it and it's a good fit for me!
 
 So my question is: What is more important to FlightGear buildings or planes? 
 I never made a 3D model of a plane before but AC3D looks so nice I think I 
 could come up with something.
 
 Don't have much time so I'll be vary slow to crank something out...

You'll find that your first 3d models will take a lot of time just
learning about 3d modeling, but as you get better, things will go a
lot faster.  From my limited 3d modeling experience, here's a couple
tips.

1. Avoid T intersections ... they lead to cracks in the model.  They
are so tempting to put in, either for convenience or mistake, but if
you ever let one slip though, you'll wish you hadn't, because the
resulting cracking at the seam when the model is drawn in the sim will
make it look bad.

2. Don't forget this is a 'real time' sim.  We are on a polygon
budget, and hey, it would be great to see your 15,000 polygon
beautifully detailed model in all it's full glory, but something like
that will ***kill*** frame rates ... especially if you want to
duplicate buildings or aircraft or trees or whatever the object is.
This is one of the real 'tricks' to 3d modeling and is what separates
the masters from the wannabes ... building nice looking models out of
minimal polygons. It is hard to do, but it's what we need for
FlightGear.  Low polygon count, but nice looking.  I know that's like
saying I want it fast, cheap, and reliable, but high polygon count
models will kill us.  And it really sucks having to reject something
that someone's put a ton of work into becuase it is *too* detailed,
especially when it's beautiful.

3. We also have a texture budget, so the fewer textures the better as
well.  If it's an object that will typically be viewed from a
distance, you might be able to get away with a 32x32 texture rather
than a 256x256 texture ... that sort of things saves a ton of texture
ram.  Again, that's where the 'art' part comes in and is another thing
that sets the really good modelers and artists apart.

(Note that I'm a really sucky 3d modeler myself and I don't even use
my name and any derivation of the word 'art' in the same sentence.)

Regards,

Curt.
-- 
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt

 Both of them. It is ugly too see an empty airport. An airport filled not
 only with buildings but also with planes on ground would bring an airport
 to life.

Next time you fly around look out the window. What do you see more of by
far? In fact, for great distances you may not see any aircraft.


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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt

  Next time you fly around look out the window. What do you see more of by
  far? In fact, for great distances you may not see any aircraft.

 You see aircraft three ways ...

Yes, of course. You are kind of biased, though - given what you want to do
with the sim. The scene - no matter which direction you look, is still
almost entirely dominated by buildings. Aircraft even blend in with
buildings. It's almost pointless to stick aircraft in there when we don't
even have a tower, yet.

Jon


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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Norman Vine

Martin Olveyra writes:
 It
would be nice if the web page had a 3D model repository with a little
screenshoot for each.

see
http://home.t-online.de/home/Wolfram.Kuss/

Cheers

Norman

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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Alex Perry

  You see aircraft three ways ...
 Yes, of course. You are kind of biased, though

Yeah, but think of it this way ... do you really think many people want
to dogfight with C172s ?  I mean, it's one thing to do a highres dogfight
model of a fighter, or an aerobatic biplane ...


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Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Alex Perry

 When did we get bullets, or collision detection? First things first.

Collision detection (with bullets) is relatively easy.  And anyway,
I thought someone was implementing secondary aero bodies  8-)

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RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread VS Renganathan

Hi everyone,

I have been following this thread.

 Pretty sure Objects/Geometry/saratoga.obj is a carrier
 Yes, this would be cool.Definitely.
 Jon

Jon, as pointed out by John, we already have an aircraft carrier. It is one
with a ski-jump and 3 arrestor  wires. We use it in our design work.

Andy,

You can see the carrier in FlightGear by giving the lat,lon,alt in
~scenery.objects.txt.
Or use the 3dexplorer (windows only) shareware viewer. If you are interested
I could send you the wavefront .obj file format specs. The carrier model is
a simple low polygon one which I edit manually!!. It uses object coordinates
with its (0,0,0) at waterline (or metacenter, there is no hull below
waterline in this model).

You can use 3dexplorer to convert it some format that PPE supports and then
use PPE to edit. But I havent tried that.

I'll be glad to help anyone who is interested in using it.

Regards
Ranga

I've never touched the geometry side of fgfs, so any pointers would be
appreciated.  What can I use to look at this thing?  I don't recognize
wavefront .obj format (although it's ASCII at least -- big plus).  I'm
not a big modelling guy, so be gentle.  I just need to figure out the
coordinate system and where the deck plane and arrestor wires are.

If plib supports it, then is Pretty Poly the best editor to use?  Does
ssg support API-side inspection of the geometry once it's loaded?
(dumb question, I could just look it up...)


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