Re: [Flightgear-devel] AI Aircraft Models

2005-11-16 Thread Durk Talsma
On Tuesday 08 November 2005 16:27, Harald JOHNSEN wrote: It's a quick hack, I try to find plausible surface/gear position depending on the ai aircraft attitude. From the aircraft_demo ai, you can see the 733 gears animation just after take-off :

Re: [Flightgear-devel] AI Aircraft Models

2005-11-08 Thread Erik Hofman
Josh Babcock wrote: possibly the Colditz glider to follow it. BTW, how come the Colditz never made it into CVS, IIRC it's GPL, and I personally thought it was a pretty neat little project. Anyway... The last message I saw about this subject indicated it wasn't ready for inclusion. After that

Re: [Flightgear-devel] AI Aircraft Models

2005-11-08 Thread Steve Hosgood
On Tue, 2005-11-08 at 08:39, Erik Hofman wrote: Josh Babcock wrote: possibly the Colditz glider to follow it. BTW, how come the Colditz never made it into CVS, IIRC it's GPL, and I personally thought it was a pretty neat little project. Anyway... The last message I saw about this

Re: [Flightgear-devel] AI Aircraft Models

2005-11-08 Thread Harald JOHNSEN
Durk Talsma wrote: On Monday 07 November 2005 18:53, Harald JOHNSEN wrote: Durk Talsma wrote: I'm trying to work out this idea a bit further and then we can see how it combines with the animations code. The most important animation is probably gear up/down, because that's quite

Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Josh Babcock
Durk Talsma wrote: On Friday 04 November 2005 23:40, Christian Mayer wrote: Durk Talsma schrieb: To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So, I'd be interested to know if anybody with reasonable 3d

Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Durk Talsma
On Monday 07 November 2005 14:20, Josh Babcock wrote: Durk Talsma wrote: On Friday 04 November 2005 23:40, Christian Mayer wrote: Durk Talsma schrieb: To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So,

Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Harald JOHNSEN
Durk Talsma wrote: I'm trying to work out this idea a bit further and then we can see how it combines with the animations code. The most important animation is probably gear up/down, because that's quite visible. Flap extension/retration would probaly also be quite visible. Cheers, Durk

Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Durk Talsma
On Monday 07 November 2005 18:53, Harald JOHNSEN wrote: Durk Talsma wrote: I'm trying to work out this idea a bit further and then we can see how it combines with the animations code. The most important animation is probably gear up/down, because that's quite visible. Flap

Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Josh Babcock
Durk Talsma wrote: On Monday 07 November 2005 14:20, Josh Babcock wrote: Durk Talsma wrote: On Friday 04 November 2005 23:40, Christian Mayer wrote: Durk Talsma schrieb: To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various

Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Ampere K. Hardraade
On November 4, 2005 04:23 pm, Durk Talsma wrote: So, for starters, I would like to explore some models of the more popular airliners series, i,e., the Boeing 7[0-8]7, Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers of course :-)). I'd build them myself If I had shown any

Re: [Flightgear-devel] AI Aircraft Models

2005-11-06 Thread Rodrigo Flores
@flightgear.org Sent: Saturday, November 05, 2005 11:44 PM Subject: Re: [Flightgear-devel] AI Aircraft Models Innis Cunningham wrote: I would think we are better ploting our own course this may mean we are a bit light on to start off with but with people helping it would take no time at all. Lots

Re: [Flightgear-devel] AI Aircraft Models

2005-11-06 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jon Stockill schrieb: Innis Cunningham wrote: I would think we are better ploting our own course this may mean we are a bit light on to start off with but with people helping it would take no time at all. Lots of airlines provide timetables

Re: [Flightgear-devel] AI Aircraft Models

2005-11-06 Thread Arnt Karlsen
On Sun, 6 Nov 2005 09:43:20 -0200, Rodrigo wrote in message [EMAIL PROTECTED]: There�s lot of flightplans for lots of carriers designed by indepedent simmers on usual flight sim sites: www.avsim.com , www.fsfreeware.com , www.flightsim.com so, no need for PAI flight plans. About models

Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Friday 04 November 2005 23:40, Christian Mayer wrote: Durk Talsma schrieb: To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So, I'd be interested to know if anybody with reasonable 3d modeling skills

Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Saturday 05 November 2005 00:26, Innis Cunningham wrote: Hi Durk From: Durk Talsmawrites interested to know if anybody with reasonable 3d modeling skills would be interested in contributing in this field. Although the traffic system shouldn't be limited to commercial airliners, this

Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Saturday 05 November 2005 01:42, Paul Surgeon wrote: It's a pity we can't use something like the Project AI aircraft packages. It's a lot of work modeling dozens of aircraft types and liveries. I agree. I've been trying to contact the folks at project AI at least five times to see if we

Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Innis Cunningham
Durk Talsma writes On Saturday 05 November 2005 01:42, Paul Surgeon wrote: It's a pity we can't use something like the Project AI aircraft packages. It's a lot of work modeling dozens of aircraft types and liveries. I agree. I've been trying to contact the folks at project AI at least

Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Jon Stockill
Innis Cunningham wrote: I would think we are better ploting our own course this may mean we are a bit light on to start off with but with people helping it would take no time at all. Lots of airlines provide timetables in PDF format - fed into pdftotext and parsed with a bit of perl we

Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Durk Talsma schrieb: To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So, I'd be interested to know if anybody with reasonable 3d modeling skills would be

RE: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Innis Cunningham
Hi Durk From: Durk Talsmawrites Hey Guys, The last couple of days I've been slowly but steadily progressing with my traffic editing tool, hereafter referred to as TrafficGear. I have a rough version of the aircraft selection choice menus working now. I've been playing a bit with loading

Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Paul Surgeon
On Friday 04 November 2005 23:23, Durk Talsma wrote: I've been playing a bit with loading different aircraft and different paint schemes. To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So, I'd be interested

Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Chris Metzler
On Wed, 24 Nov 2004 07:29:02 +0100 Durk Talsma [EMAIL PROTECTED] wrote: [ snip ] Another thing I noticed is that when the AIModel subsystem loads multiple copies of an aircraft, separate copies of each model are loaded each time, instead of referencing to the

Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Durk Talsma
On Monday 29 November 2004 11:03, Chris Metzler wrote: On Wed, 24 Nov 2004 07:29:02 +0100 Durk Talsma [EMAIL PROTECTED] wrote: [ snip ] Another thing I noticed is that when the AIModel subsystem loads multiple copies of an aircraft, separate copies of each

Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Chris Metzler
On Mon, 29 Nov 2004 17:30:51 +0100 Durk Talsma [EMAIL PROTECTED] wrote: After solving the multiple copy problem, the AI system became a lot more flexible and I was able to load close to 1200 aircraft, but when multiple aircraft came into view, I experienced some nasty problems, including

Re: [Flightgear-devel] AI Aircraft Models

2004-11-27 Thread Josh Babcock
Boris Koenig wrote: Durk Talsma wrote: [...] For this and other reasons, I'm currently leaning toward favoring having a separate set of low-polygon count models for AI aircraft. The basic idea would then be to have a directory looking like this: data/Aircraft/AI/ I like the idea of having such

RE: [Flightgear-devel] AI Aircraft Models

2004-11-27 Thread Norman Vine
Josh Babcock writes: There are automatic LOD reducing programs out there, but all the output that I have seen is ugly and only suitable to simple modeds viewed at a large distance. Michael Garland author of the Terra package we use to reduce the Terrain data has an interesting method for

[Flightgear-devel] AI Aircraft Models

2004-11-23 Thread Durk Talsma
Hi Folks, Following up on Curt's question about the aircraft directory layout, I would like to bring up a slightly different but related issue, that of aircraft models for use in AI traffic. Over the past summer, we've had to deal with many inconsistencies that were related to the AI traffic

Re: [Flightgear-devel] AI Aircraft Models

2004-11-23 Thread Boris Koenig
Durk Talsma wrote: [...] For this and other reasons, I'm currently leaning toward favoring having a separate set of low-polygon count models for AI aircraft. The basic idea would then be to have a directory looking like this: data/Aircraft/AI/ I like the idea of having such a low-polygon