Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Wednesday 29 December 2004 00:33, Dave Martin wrote: > I was thinking more about callsigns; if each AI aircraft is given a > callsign, they could then take a registration from a pool (simple list) of > correct registrations for their 'type' (ie: SqueezyJet 737) If a > registration is taken by an AI traffic, the aircraft is given another from > the same list. For those op you interested: Some rudimentary support for this is already in the traffic manager: Have a look at one of the traffic files in ${FG_ROOT}/data/Traffic for an idea. I'm not using most of these tags yet, but they're there for future purposes. > > For airline fanatics, they could even help by providing 'flag-name' details > for real-world registrations which would mean that: > > callsign: Speedbird 6 > > Recieves: Reg: G-CIVW and flag-name: City of Lichfield. :-). The traffic manager actually organizes this the other way around: Aircraft/MD11/Models/KLMmd11.xml KLM PH-KCA true KLM0605 IFR EHAM 0/09:45:00 330 KSFO 0/20:55:00 WEEK > > Of course, this is both extreme and probably pointless when it comes to > flag-names but it is the sort of thing that you could apply to textures > using Imagemagick if the flag-names were pre-made. > I did keep a flag name as a comment in my xml files. However, while I hate to spoil the party: This approach would require several copies of each aircraft type (each with a slightly modified registration texture) to be loaded. I recently changed the system so that we use multiple instances of the same copy of each aircraft model, because the original code that loaded separate copies of each model was taking up way too much resources. I don't think we want to go back to the original situation, just to display a registration number on an AI craft, which we wouldn't be able to read 99% of all times. Cheers, Durk ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tue, 28 Dec 2004 23:33:16 +, Dave wrote in message <[EMAIL PROTECTED]>: > On Tuesday 28 Dec 2004 23:16, Arnt Karlsen wrote: > > On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message > > > > <[EMAIL PROTECTED]>: > > > If it were to be done, it could be limited to aircraft that it > > > would be compatible with. Say, if the aircraft were in a certain > > > airline livery, you could be sure of the reg position. > > > > ..shouldn't the livery define the reg position? > > If you follow, I mean the livery of one a/c type of one airline. > > In the case of Airlines, they typically have a production run of one > livery per type (sometimes with tail variations) but generally, all > of the registrations will be marked in the same location. ..yup. > I was thinking more about callsigns; if each AI aircraft is given a > callsign, they could then take a registration from a pool (simple > list) of correct registrations for their 'type' (ie: SqueezyJet 737) > If a registration is taken by an AI traffic, the aircraft is given > another from the same list. > > For airline fanatics, they could even help by providing 'flag-name' > details for real-world registrations which would mean that: > > callsign: Speedbird 6 ..yeah, but airliners usually get their call signs from their routes, such as "Finnair won too trrree" going from say Tampere, SF to Helsinki (Is it?). Your "Speedbird 6" idea should work nicely with one-off charter flights, and could be made a fallback when the plane isn't simming a scheduled flight. > Recieves: Reg: G-CIVW and flag-name: City of Lichfield. > > Of course, this is both extreme and probably pointless when it comes > to flag-names but it is the sort of thing that you could apply to > textures using Imagemagick if the flag-names were pre-made. > -- ..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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
Dave Martin wrote: On Tuesday 28 Dec 2004 23:38, Jon Stockill wrote: Would it not be easier to generate an image containing all the required characters in known positions so that they could be displayed in the correct position - otherwise you're creating a dependency on imagemagick, which is not a small package. Thats an interesting idea; Perhaps, all the characters could be generated and then used to texture a mesh in the location where the reg. is displayed. (The mesh would be specially placed just to accept reg letters). Is this what you were getting at? Yes. You've then removed the dependency, and the display of the registration could probably even be handled with the xml config, just by poking the registration into the correct place in the property tree. -- Jon Stockill [EMAIL PROTECTED] ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tuesday 28 Dec 2004 23:38, Jon Stockill wrote: > Would it not be easier to generate an image containing all the required > characters in known positions so that they could be displayed in the > correct position - otherwise you're creating a dependency on > imagemagick, which is not a small package. Thats an interesting idea; Perhaps, all the characters could be generated and then used to texture a mesh in the location where the reg. is displayed. (The mesh would be specially placed just to accept reg letters). Is this what you were getting at? Dave Martin ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
Dave Martin wrote: On Tuesday 28 Dec 2004 20:54, Paul Surgeon wrote: On Tuesday, 28 December 2004 22:24, Dave Martin wrote: So I made it write a text string in a freefont typeface onto an aircraft texture - Not that it was in the right place but that is only a question of knowing the right co-ordinates to start at. This will work if we know exactly how the aircraft are textured. However if someone decided to make an aircraft that has a registration number that spans across more than one texture we will have a problem. If it were to be done, it could be limited to aircraft that it would be compatible with. Say, if the aircraft were in a certain airline livery, you could be sure of the reg position. Would it not be easier to generate an image containing all the required characters in known positions so that they could be displayed in the correct position - otherwise you're creating a dependency on imagemagick, which is not a small package. -- Jon Stockill [EMAIL PROTECTED] ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tuesday 28 Dec 2004 23:16, Arnt Karlsen wrote: > On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message > > <[EMAIL PROTECTED]>: > > If it were to be done, it could be limited to aircraft that it would > > be compatible with. Say, if the aircraft were in a certain airline > > livery, you could be sure of the reg position. > > ..shouldn't the livery define the reg position? If you follow, I mean the livery of one a/c type of one airline. In the case of Airlines, they typically have a production run of one livery per type (sometimes with tail variations) but generally, all of the registrations will be marked in the same location. I was thinking more about callsigns; if each AI aircraft is given a callsign, they could then take a registration from a pool (simple list) of correct registrations for their 'type' (ie: SqueezyJet 737) If a registration is taken by an AI traffic, the aircraft is given another from the same list. For airline fanatics, they could even help by providing 'flag-name' details for real-world registrations which would mean that: callsign: Speedbird 6 Recieves: Reg: G-CIVW and flag-name: City of Lichfield. Of course, this is both extreme and probably pointless when it comes to flag-names but it is the sort of thing that you could apply to textures using Imagemagick if the flag-names were pre-made. Dave Martin. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message <[EMAIL PROTECTED]>: > If it were to be done, it could be limited to aircraft that it would > be compatible with. Say, if the aircraft were in a certain airline > livery, you could be sure of the reg position. ..shouldn't the livery define the reg position? -- ..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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tuesday 28 Dec 2004 22:56, Ampere K. Hardraade wrote: > On December 28, 2004 03:24 pm, Dave Martin wrote: > > For AI traffic (or multiplay) where any given aircraft has its own > > callsign, when the texture for that callsign is loaded, Imagemagick can > > quickly and quietly write the callsign onto the fuselage so the aircraft > > becomes visually identifyable. That is that every aircraft in the > > environment would have to have its own texture tho. > > > > Still, the idea is there (but I haven't the knowledge to implement it). > > > > Dave Martin > > What you want to print on the aircraft is its registration number, not the > callsign. > > This is a good idea. I was planning to add registration number(s) to a > model of mine but realized Durk will need the registration to be changable. > I have no idea how it will be achieved, so I ended up not adding any. It would undoubtedly look best if the textures were modified 'on the fly' to include the text rather that using polygon text (as in some older sims) but whether it will be doable is another matter. I did actually meant registration rather than callsign; in terms of the aviation I have done personally, our callsign was always our registration ;-) (light GA) Dave Martin. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tue, 28 Dec 2004 17:56:24 -0500, Ampere K. Hardraade <[EMAIL PROTECTED]> wrote: > What you want to print on the aircraft is its registration number, not the > callsign. Right -- for private aircraft and commercial aircraft not flying for a proper organization, the callsign and registration number are usually identical, but even a private plane can sometimes have a different callsign (like "Angel Flight XXX " in the US, I think). All the best, David -- http://www.megginson.com/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On December 28, 2004 03:24 pm, Dave Martin wrote: > For AI traffic (or multiplay) where any given aircraft has its own > callsign, when the texture for that callsign is loaded, Imagemagick can > quickly and quietly write the callsign onto the fuselage so the aircraft > becomes visually identifyable. That is that every aircraft in the > environment would have to have its own texture tho. > > Still, the idea is there (but I haven't the knowledge to implement it). > > Dave Martin What you want to print on the aircraft is its registration number, not the callsign. This is a good idea. I was planning to add registration number(s) to a model of mine but realized Durk will need the registration to be changable. I have no idea how it will be achieved, so I ended up not adding any. Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tuesday 28 Dec 2004 20:54, Paul Surgeon wrote: > On Tuesday, 28 December 2004 22:24, Dave Martin wrote: > > So I made it write a text string in a freefont typeface onto an aircraft > > texture - Not that it was in the right place but that is only a question > > of knowing the right co-ordinates to start at. > > This will work if we know exactly how the aircraft are textured. > However if someone decided to make an aircraft that has a registration > number that spans across more than one texture we will have a problem. If it were to be done, it could be limited to aircraft that it would be compatible with. Say, if the aircraft were in a certain airline livery, you could be sure of the reg position. If someone were to choose to use a non-compatible model for AI traffic, presumable that could just show its default reg. > MS have been doing the registration painting in their sims for several > years already. > Just goes to show how much attention I pay to MS FS ;-) Dave Martin ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future
On Tuesday, 28 December 2004 22:24, Dave Martin wrote: > So I made it write a text string in a freefont typeface onto an aircraft > texture - Not that it was in the right place but that is only a question of > knowing the right co-ordinates to start at. This will work if we know exactly how the aircraft are textured. However if someone decided to make an aircraft that has a registration number that spans across more than one texture we will have a problem. MS have been doing the registration painting in their sims for several years already. Paul ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Idea for AI Traffic / Multiplayer in future
I had a little idea (take cover now!) I had a play about with Imagemagick a while back to see if it could write text onto an RGBA image (which, of course, it can). So I made it write a text string in a freefont typeface onto an aircraft texture - Not that it was in the right place but that is only a question of knowing the right co-ordinates to start at. So... For AI traffic (or multiplay) where any given aircraft has its own callsign, when the texture for that callsign is loaded, Imagemagick can quickly and quietly write the callsign onto the fuselage so the aircraft becomes visually identifyable. That is that every aircraft in the environment would have to have its own texture tho. Still, the idea is there (but I haven't the knowledge to implement it). Dave Martin ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d