Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-12 Thread Roy Vegard Ovesen
On Tuesday 08 June 2004 01:44, Ampere K. Hardraade wrote:
 I've just find this out.  Check out the Models/3ds folder in your home
 directory.  There is a mesh of KingAir in there.

I'm absolutely sure that I have looket through all the 3ds models at one 
point, but I must have forgotten that there was a King Air model there.

That model is much more detailed than the model I'm currently working on. It 
has over 31 000 vertices while the one I'm vorking on has about 5 000. I'll 
continue with the one that I've benn using, and maybe move the cockpit 
interior into the detailed model when I'm done.

-- 
Roy Vegard Ovesen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-08 Thread Jim Wilson
Roy Vegard Ovesen said:

 Frederic's solution to change the order using select animation in the xml file 
 worked great. I also think that that was by far the most attractive solution 
 too. Thanks Fred. I suspect that moving the fuel panel all the way to the 
 bottom of the of the AC model file would not have worked. When including the 
 fuel level gauge as another AC model, it would be placed below everything 
 else anyway, right?
 

Fred's solution is a good one.  I'm curious now about the piper's config.
Anyway, moving the fuel panel down the end puts it higher in the stack.  That
is what you want.  Transparent objects won't be blended with colors behind
unless they are known,  so what you are striving for is getting the
transparencies on the stack last or at least on top of anything that might
show up behind in the view.  If something goes on the stack after the fuel
panel then there will be a problem.  I can't remember but this probably
contradicts my earlier statement.  It can be difficult to remember...but
basically this is the rule: 

Last thing loaded onto to the stack is first thing processed during rendering.
 And you want transparencies processed earlier than stuff behind them.

 
  If none of this helps, then send your models and configs and I'll take a
  look. That wouldn't be until Sunday night at the earliest, because of a
  trip down to Portland.
 
  FWIW when modeling flat panels with bezeled guages I'm not sure there is
  any advantage to using this method unless there's something specific being
  modeled below the panel surface (e.g. certain mag compasses).  For example
  on the p51d and the cub it isn't all that obvious that the faces aren't
  below the surface. On the other hand you may need this method for that side
  fuel panel, because it is so close...not sure.  I guess I would always try
  it without the transparency to see what looks like first.  Keep in mind
  that there is a performance cost to rendering things through a
  transparency.
 
 Is there perhaps a difference when using a perfectly transparent er... 
 transparency and a semi-transparent transparency, performance wise?!

It seems like there should be, but not from my experience.

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Andy Ross
Roy Vegard Ovesen wrote:
 I've also thought about using a textured needle instead of an object
 colored one. The textured one might look a lot better with variable
 alpha creating an anti-alias effect, but I'm concerned about
 performance.

Alpha blending is almost free on modern hardware, so I wouldn't expect there
to be any performance difference.  So long as you have a sane/natural
order to draw your objects in, alpha is definitely the way to go.

Then again, on really modern hardware you can use FSAA to get
antialiasing for polygon edges anyway...

Andy

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Ampere K. Hardraade
I've just find this out.  Check out the Models/3ds folder in your home 
directory.  There is a mesh of KingAir in there.

Regards,
Ampere

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 00:25, Lee Elliott wrote:
 This might be due to the ordering of the transparent objects relative to
 the non-transparent parts.  Is/are the model objects in .AC format?

I use Blender, and export to .AC format.

  If so
 (I don't know if this also applies to other object formats such as .3DS)
 try moving the transparent parts to the bottom of the object
 hierarchy/list.

How do I do that? Editing the .AC file with a text editor?

-- 
Roy Vegard Ovesen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Erik Hofman
Roy Vegard Ovesen wrote:
If so
(I don't know if this also applies to other object formats such as .3DS)
try moving the transparent parts to the bottom of the object
hierarchy/list.
How do I do that? Editing the .AC file with a text editor?
In AC3D I can trick the program in doing that by selecting just one 
object and select merge. I don't know if other editors behave similarly.

Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 04:08, Ampere K. Hardraade wrote:
 I don't know how things are done in other 3D modelling softwares, but in 3D
 Studio, each effect has a seperated mapping channel.  For example, if you
 want transparency in certain areas of a texture, you need to assign a map
 to the transparency channel of that texture inorder for those certain
 portions of the latter to possess true transparency.  Usually, the map can
 be the same file as the texture itself, though you have to play around with
 the options a bit so that the transparency is based on the Alpha instead of
 RGB.

 Check this out: http://waylon-art.com/uvw_tutorial/tut401_a.jpg
 Notice the various mapping channels: ambient, diffuse, specular color,
 specular level, glossiness, self illumination; the list is quite long.

 As I said, I don't know how things are done in other 3D modelling
 softwares. Your best bet will be looking for the dialog box that allows you
 to apply different effects to a texture in the 3D modelling software that
 you are using.

In Blender one can select, at least, opaque or alpha, but I guess that this 
does not get carried through in the export to AC3D format. AC3D uses alpha. 
But as you can see from the screenshot the holes _are_ transparent because 
you can see the other panel texture through it.But you can't see the gauge 
face texture through it. The difference between the other panel texture and 
the gauge face texture is that the panel texture is part of the plane 3d 
model, and the gauge face texture is included to the model through the model 
xml config file. I suspect that this is what is causing the problem.



 Regards,
 Ampere

 On June 4, 2004 06:25 pm, Lee Elliott wrote:
  On Friday 04 June 2004 21:44, Roy Vegard Ovesen wrote:
   Here is a shot of the King Air cockpit i'm modeling:
  
   http://home.tiscali.no/rvovesen/king-air-cockpit.jpg
  
   Also I have a question: The fuel panel texture on the left has two
   semi circles that have alpha 0% (transparent) in order to show fuel
   level gauges that are supposed to be placed slightly behind the panel.
   The fuel level gauge that is visible on the right side of the fuel
   panel actually has a textured face, but it is not visible through the
   transparent semi circle. Note that the Fuel system circuit breakers
   panel texture is visible through the transparent semi circle.
  
   The fuel level gauge has been included in the model xml file as a
   model tag. Could this be the reason why the gauge face texture is not
   visible? I believe David Megginson's Piper cockpit uses the same
   technique: A panel texture with transparent holes and instruments
   behind those holes, so I guess it should be possible.

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

-- 
Roy Vegard Ovesen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Jim Wilson
Roy Vegard Ovesen said:

 Here is a shot of the King Air cockpit i'm modeling:
 
 http://home.tiscali.no/rvovesen/king-air-cockpit.jpg
 
 Also I have a question: The fuel panel texture on the left has two semi 
 circles that have alpha 0% (transparent) in order to show fuel level gauges 
 that are supposed to be placed slightly behind the panel. The fuel level 
 gauge that is visible on the right side of the fuel panel actually has a 
 textured face, but it is not visible through the transparent semi circle. 
 Note that the Fuel system circuit breakers panel texture is visible through 
 the transparent semi circle.
 
 The fuel level gauge has been included in the model xml file as a model tag. 
 Could this be the reason why the gauge face texture is not visible? I believe 
 David Megginson's Piper cockpit uses the same technique: A panel texture with 
 transparent holes and instruments behind those holes, so I guess it should 
 be possible.
 

So far this cockpit is really looking great!  Very nice work on the control box.

Scanning the other responses, I don't think this has been answered yet (sorry
if it has).  If your fuel panel is part of the main model, then it should be
lower on the stack and what you expect should be working.  However, I think
this might be affected by a select animation especially if the fuel panel is
grouped with objects like the fuel guage models (or other animations, but I
assume the only animation on a fuel panel would be select).  In any case the
problem isn't going to be solved by changing texture/polygon/color properties.
 That hole looks sufficiently transparent to me :-)

If none of this helps, then send your models and configs and I'll take a look.
 That wouldn't be until Sunday night at the earliest, because of a trip down
to Portland.

FWIW when modeling flat panels with bezeled guages I'm not sure there is any
advantage to using this method unless there's something specific being modeled
below the panel surface (e.g. certain mag compasses).  For example on the p51d
and the cub it isn't all that obvious that the faces aren't below the surface.
 On the other hand you may need this method for that side fuel panel, because
it is so close...not sure.  I guess I would always try it without the
transparency to see what looks like first.  Keep in mind that there is a
performance cost to rendering things through a transparency.

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Frederic Bouvier
Roy Vegard Ovesen wrote:

 On Saturday 05 June 2004 00:25, Lee Elliott wrote:
  This might be due to the ordering of the transparent objects relative to
  the non-transparent parts. Is/are the model objects in .AC format?

 I use Blender, and export to .AC format.

  If so
  (I don't know if this also applies to other object formats such as .3DS)
  try moving the transparent parts to the bottom of the object
  hierarchy/list.

 How do I do that? Editing the .AC file with a text editor?

I recently discovered that you can do that in the .xml animation file
using the 'null' animation type.

If you have in your model say Object1, Object2 and Object3 and want this
order reversed, just add :

animation
  object-nameObject3/object-name
  object-nameObject2/object-name
  object-nameObject1/object-name
/animation

and each mentionned object will be reparented and reordered.
You can also have :

animation
  nameNewSubBranch/name
  object-nameObject3/object-name
  object-nameObject1/object-name
/animation

animation
  object-nameObject2/object-name
  object-nameNewSubBranch/object-name
/animation

to make new sub branches if you want to without the need to create an
'empty' object with Blender.

You can have a look at ggb-fb.xml. At the end, there is :

!-- Transparency fix branch --
 animation
  object-nameBridge/object-name
  object-nameSolidLights/object-name
  object-nameStreetNightLights/object-name
 /animation

Bridge will be drawn first, then SolidLights will be blended with Bridge,
and finally, StreetNightLights will be blended with the first 2, without
z fighting, and no matter blender will rearange them in the .blend file or
in the generated .ac file.

I also used that trick in sutro-fb.xml

Cheers,
-Fred



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 14:16, Jim Wilson wrote:
 So far this cockpit is really looking great!  Very nice work on the control
 box.

Thanks. I found some very detailed close-up photos of a cockpit that I've 
recreated with a vector drawing program (OpenOffice Draw).


 Scanning the other responses, I don't think this has been answered yet
 (sorry if it has).  If your fuel panel is part of the main model, then it
 should be lower on the stack and what you expect should be working. 
 However, I think this might be affected by a select animation especially if
 the fuel panel is grouped with objects like the fuel guage models (or other
 animations, but I assume the only animation on a fuel panel would be
 select).  In any case the problem isn't going to be solved by changing
 texture/polygon/color properties. That hole looks sufficiently transparent
 to me :-)

Frederic's solution to change the order using select animation in the xml file 
worked great. I also think that that was by far the most attractive solution 
too. Thanks Fred. I suspect that moving the fuel panel all the way to the 
bottom of the of the AC model file would not have worked. When including the 
fuel level gauge as another AC model, it would be placed below everything 
else anyway, right?


 If none of this helps, then send your models and configs and I'll take a
 look. That wouldn't be until Sunday night at the earliest, because of a
 trip down to Portland.

 FWIW when modeling flat panels with bezeled guages I'm not sure there is
 any advantage to using this method unless there's something specific being
 modeled below the panel surface (e.g. certain mag compasses).  For example
 on the p51d and the cub it isn't all that obvious that the faces aren't
 below the surface. On the other hand you may need this method for that side
 fuel panel, because it is so close...not sure.  I guess I would always try
 it without the transparency to see what looks like first.  Keep in mind
 that there is a performance cost to rendering things through a
 transparency.

Is there perhaps a difference when using a perfectly transparent er... 
transparency and a semi-transparent transparency, performance wise?!

I've also thought about using a textured needle instead of an object colored 
one. The textured one might look a lot better with variable alpha creating an 
anti-alias effect, but I'm concerned about performance.

-- 
Roy Vegard Ovesen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-05 Thread Roy Vegard Ovesen
On Saturday 05 June 2004 21:34, Roy Vegard Ovesen wrote:


 Frederic's solution to change the order using select animation in the xml
 file worked great.

Ooops! That wasn't select animation it was just null animation or whatever I 
should call it.

-- 
Roy Vegard Ovesen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Roy Vegard Ovesen
Here is a shot of the King Air cockpit i'm modeling:

http://home.tiscali.no/rvovesen/king-air-cockpit.jpg

Also I have a question: The fuel panel texture on the left has two semi 
circles that have alpha 0% (transparent) in order to show fuel level gauges 
that are supposed to be placed slightly behind the panel. The fuel level 
gauge that is visible on the right side of the fuel panel actually has a 
textured face, but it is not visible through the transparent semi circle. 
Note that the Fuel system circuit breakers panel texture is visible through 
the transparent semi circle.

The fuel level gauge has been included in the model xml file as a model tag. 
Could this be the reason why the gauge face texture is not visible? I believe 
David Megginson's Piper cockpit uses the same technique: A panel texture with 
transparent holes and instruments behind those holes, so I guess it should 
be possible.

-- 
Roy Vegard Ovesen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Lee Elliott
On Friday 04 June 2004 21:44, Roy Vegard Ovesen wrote:
 Here is a shot of the King Air cockpit i'm modeling:

 http://home.tiscali.no/rvovesen/king-air-cockpit.jpg

 Also I have a question: The fuel panel texture on the left has two semi
 circles that have alpha 0% (transparent) in order to show fuel level gauges
 that are supposed to be placed slightly behind the panel. The fuel level
 gauge that is visible on the right side of the fuel panel actually has a
 textured face, but it is not visible through the transparent semi circle.
 Note that the Fuel system circuit breakers panel texture is visible
 through the transparent semi circle.

 The fuel level gauge has been included in the model xml file as a model
 tag. Could this be the reason why the gauge face texture is not visible? I
 believe David Megginson's Piper cockpit uses the same technique: A panel
 texture with transparent holes and instruments behind those holes, so I
 guess it should be possible.

-- 
Roy Vegard Ovesen

This might be due to the ordering of the transparent objects relative to the 
non-transparent parts.  Is/are the model objects in .AC format?  If so (I 
don't know if this also applies to other object formats such as .3DS) try 
moving the transparent parts to the bottom of the object hierarchy/list.

LeeE

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Ampere K. Hardraade
I don't know how things are done in other 3D modelling softwares, but in 3D 
Studio, each effect has a seperated mapping channel.  For example, if you 
want transparency in certain areas of a texture, you need to assign a map to 
the transparency channel of that texture inorder for those certain portions 
of the latter to possess true transparency.  Usually, the map can be the same 
file as the texture itself, though you have to play around with the options a 
bit so that the transparency is based on the Alpha instead of RGB.

Check this out: http://waylon-art.com/uvw_tutorial/tut401_a.jpg
Notice the various mapping channels: ambient, diffuse, specular color, 
specular level, glossiness, self illumination; the list is quite long.

As I said, I don't know how things are done in other 3D modelling softwares.  
Your best bet will be looking for the dialog box that allows you to apply 
different effects to a texture in the 3D modelling software that you are 
using.

Regards,
Ampere

On June 4, 2004 06:25 pm, Lee Elliott wrote:
 On Friday 04 June 2004 21:44, Roy Vegard Ovesen wrote:
  Here is a shot of the King Air cockpit i'm modeling:
 
  http://home.tiscali.no/rvovesen/king-air-cockpit.jpg
 
  Also I have a question: The fuel panel texture on the left has two semi
  circles that have alpha 0% (transparent) in order to show fuel level
  gauges that are supposed to be placed slightly behind the panel. The fuel
  level gauge that is visible on the right side of the fuel panel actually
  has a textured face, but it is not visible through the transparent semi
  circle. Note that the Fuel system circuit breakers panel texture is
  visible through the transparent semi circle.
 
  The fuel level gauge has been included in the model xml file as a model
  tag. Could this be the reason why the gauge face texture is not visible?
  I believe David Megginson's Piper cockpit uses the same technique: A
  panel texture with transparent holes and instruments behind those
  holes, so I guess it should be possible.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel