[Flightgear-devel] Next world scenery build

2005-12-20 Thread Curtis L. Olson
In case anyone is wondering, I just wanted to let you all know that I am 
indeed working on the next world scenery rebuild.  I am maintaining a 
little blurb on my home page with status updates and ETA's for those 
that are really keen on tracking my progress.


This next world scenery build will include SRTM2 data.  In the USA I 
have filled the srtm voids from the USGS DEM data, outside the usa, I 
simply interpolate across the voids because there are no other detailed 
data sources generally available.  I have done quite a bit of (subtle) 
work on the airport generator code and there have been a few other bug 
fixes along the way as well.  Right now I am processing the vmap0 - 
shapefile conversion data.  Now that our basic land use/land cover data 
is in shapefile format, the hope is that we will be able to use more 
common tools to fix and update the data for specific locations.  This 
build will also have all the latest objects from Jon's object database.  
My goal is to have everything done (for this round) by Jan 1 of the new 
year.  But I reserve the right to push that date back in case I run into 
any new glitches.


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] Next world scenery build

2005-12-20 Thread Vassilii Khachaturov
 This next world scenery build will include SRTM2 data.  In the USA I
[snip]
 My goal is to have everything done (for this round) by Jan 1 of the new
 year.  But I reserve the right to push that date back in case I run into
 any new glitches.

Thanks! Don't forget to take the rest on the seventh day of the world
creation :-)

Vassilii


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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Curtis L. Olson

Vassilii Khachaturov wrote:


Thanks! Don't forget to take the rest on the seventh day of the world
creation :-)
 



As I go through the process of world modeling, it become very clear that 
God is God and I am not even close! :-)  It gives me a renewed 
appreciation for the immensity, complexity, beauty, and variety of our 
little Earth and it's surroundings.  I don't feel so bad about the FG 
scenery shortcoming when I consider who I'm competing against. :-)


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] Next world scenery build

2005-12-20 Thread Martin Spott
Vassilii Khachaturov wrote:
 This next world scenery build will include SRTM2 data.  In the USA I
 [snip]
 My goal is to have everything done (for this round) by Jan 1 of the new
 year.  But I reserve the right to push that date back in case I run into
 any new glitches.

 Thanks! Don't forget to take the rest on the seventh day of the world
 creation :-)

Hah, good point !
I'm in favour of Curt's current approach because it enables us to iron
out those glitches that might surface during the shapefile-based
scenery generation   _before_ we start major changes alias
improvements in the landcover nomenclatura.
It's always dangerous to work on two different ends of such a complex
building because you never know where the problems lie if something
fails in the end. After the 'standard' shapefile-based scenery has
proven to work we can start tackling issues like the Great Lakes
shorelines and such.

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

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Dave Culp
On Tuesday 20 December 2005 09:55 am, Martin Spott wrote:
 ... After the 'standard' shapefile-based scenery has
 proven to work we can start tackling issues like the Great Lakes
 shorelines and such.

I think whoever is the gate keeper for scenery improvements is going to be a 
VERY busy person!  Once we have the tools to make permanent improvements to 
the scenery we'll have lots of people working on their favorite locales.  
Airplanes?  This is about airplanes?  ;)

I'm still itching to get the approach light structures working at KSFO, and I 
think Curt's improvements will allow accurate modeling of unusual airports, 
like KLGA, where both runways are extended out over the water on decks.

Dave

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Stefan Seifert

Martin Spott wrote:

Dave Culp wrote:
  
Adding to that, think of the Scenery Objects database. This database

has been live for several months now and we're far from the situation
where we have to queue submissions because we can't cope with the
workload. The opposite is the case: I'm happy for every contribution.
Think of TaxiDraw: This is a great tool for creating or improving
airport layouts. It appears to me that the number of X-Plane users
employing TaxiDraw for their airport layouts supersedes the number of
FlightGear-TaxiDraw users significantly.
  


Well, TaxiDraw is it's own story. Took me some hours to get it running 
(due to wxGTK incompatibilities that are worked on in the CVS version). 
Did one airport as good as I could but never submitted because actually 
looking at the result would have taken me several more hours to play 
with terragear and scenery generation, which I just did not have then.


That's not really encouraging to do more.

Nine

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Paul Surgeon
On Tuesday 20 December 2005 18:17, Dave Culp wrote:
 I'm still itching to get the approach light structures working at KSFO, and
 I think Curt's improvements will allow accurate modeling of unusual
 airports, like KLGA, where both runways are extended out over the water on
 decks.

We're still stuck not being able to model airports properly.
TaxiDraw is a great tool but I really don't like being limited to rectangular 
taxiway sections - they look awful.

I started playing with the idea of modeling them as a 3D model in Blender and 
sticking that into the terrain instead. Yes it's a lot slower but you can get 
things spot on like the real thing. A few decent, well known airports would 
be nice in FG. I'm sure Curt would love to include a few dozen of them 
everytime he does a scenery rebuild. :P

What would be really helpful though is a way to snap the vertices of the 
terrain in fgsd to the vertices of a placed model to eliminate seams or a way 
of converting a 3D model to one of those special binary model files that the 
airports are in. (*.btg.gz)

In the long term an automatic airport slicer/cutter would be the best option.
Pre-generate or generate an airport on the fly and cut and stitch it into the 
underlying terrain at run time.

Paul

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Robicd

Paul Surgeon wrote:

We're still stuck not being able to model airports properly.
TaxiDraw is a great tool but I really don't like being limited to rectangular 
taxiway sections - they look awful.


NURBS surface primitives would be a great tool instead of being stuck to 
rectangles; of course, a further conversion to triangles would be 
necessary but that could be accomplished with a postprocessing 
algorithm, right before including the taxiways into the final airport file.


 Roberto

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Martin Spott
Stefan Seifert wrote:

 Well, TaxiDraw is it's own story. Took me some hours to get it running 
 (due to wxGTK incompatibilities that are worked on in the CVS version). 
 Did one airport as good as I could but never submitted because actually 
 looking at the result would have taken me several more hours to play 
 with terragear and scenery generation, which I just did not have then.
 
 That's not really encouraging to do more.

I usually don't judge a piece of software after just one single use - I
wonder how you managed to stick to FlightGear as it definitely has some
rough edges for the first-time user.
Having at least a second try with TaxiDraw does not only get you into
routine, you probably also have the chance to explore additional
features. _And_, you don't have to build the scenery - just submit your
airport and you'll see how it looks after the next scenery update.

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

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Ralf Gerlich

Hi,

Paul Surgeon schrieb:

We're still stuck not being able to model airports properly.
TaxiDraw is a great tool but I really don't like being limited to rectangular 
taxiway sections - they look awful.


Work is under way for major modifications to TaxiDraw, which also target 
different modelling possibilities. However, this is nothing which is 
done in a day or even seven days ;-)


Regards,
Ralf


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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Curtis L. Olson

Paul Surgeon wrote:


We're still stuck not being able to model airports properly.
TaxiDraw is a great tool but I really don't like being limited to rectangular 
taxiway sections - they look awful.


I started playing with the idea of modeling them as a 3D model in Blender and 
sticking that into the terrain instead. Yes it's a lot slower but you can get 
things spot on like the real thing. A few decent, well known airports would 
be nice in FG. I'm sure Curt would love to include a few dozen of them 
everytime he does a scenery rebuild. :P


What would be really helpful though is a way to snap the vertices of the 
terrain in fgsd to the vertices of a placed model to eliminate seams or a way 
of converting a 3D model to one of those special binary model files that the 
airports are in. (*.btg.gz)


In the long term an automatic airport slicer/cutter would be the best option.
Pre-generate or generate an airport on the fly and cut and stitch it into the 
underlying terrain at run time.
 



Hi Paul,

We have had past discussions about making FG specific extensions to the 
X-Plane airport format and possibly maintaining the extra data 
ourselves.  Curved taxiways is very high on that list, as well as some 
(yet to be determined) way to lay down arbitrary taxiway and hold short 
markings on top.


That won't let you do every thing you want to do, but could be a big 
step in the right direction and make future airport building better and 
faster.  (If you haven't noticed, I like to concentrate my effort on the 
db/algorithms side of life, rather than the one-off hand modeling side 
of life.)


In terms of matching airport cutouts, you could provide an exact hole to 
the terragear scenery builder and it would honor that and leave that 
exact hole cut out of the scenery.  There are some issues when a hole 
crosses tile boundaries, you might get some transformation/math errors 
so your points end up being up to a pixel off (from frame to frame) in 
the tiles that don't own the airport object.  One idea to work around 
this problem is to build small skirts around the airport and the 
cutout.  That hides the gaps pretty well if both sides have skirts.


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] Next world scenery build

2005-12-20 Thread Stefan Seifert

Martin Spott wrote:

I usually don't judge a piece of software after just one single use - I
wonder how you managed to stick to FlightGear as it definitely has some
rough edges for the first-time user.
Having at least a second try with TaxiDraw does not only get you into
routine, you probably also have the chance to explore additional
features. _And_, you don't have to build the scenery - just submit your
airport and you'll see how it looks after the next scenery update.
  


I'm sorry, I did not want to offend anyone and I for sure did not judge 
TaxiDraw. If I had to, I'd say it's a great tool, as it allowed even me 
to somehow model that airport quite easily.


I just wanted to point out, that the reason for so few people (if it 
really are few) use it yet is, that it may be just too difficult and/or 
time consuming to start using it. I actually took some hours to port 
TaxiDraw to wxGTK-2.6 so I could finally compile it. Never submitted the 
patch though, because someone else obviously did the same and without 
CVS history it was nearly impossible to merge the changes. I'm for sure 
no one that gives up too early because of a few rough edges.


I normally try to get something into the best shape possible before 
submitting my work. Using TaxiDraw for the first time and not knowing if 
I did it anything nearly correct, I just didn't feel comfortable 
submitting it. Also like I said, it's not too much fun to do something 
and having to wait for months before being able to try it out and see 
the results. Maybe I, or someone else finds the time somewhere to try to 
make the scenery generation part easier.


So I hope you accept my apologies.

Nine

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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Karsten Krispin
Am Dienstag, 20. Dezember 2005 22:05 schrieb Martin Spott:
just submit your
 airport and you'll see how it looks after the next scenery update.


Hi Martin,

but that's the point where Stefan and I and probably many other don't agree 
with. When I produce something, I want to see the result before pulluting the 
FGFS-Enviroment with broken stuff. Do you contribude C++-Code to CVS without 
testing it for functionality or even for syntac correctness, you don't, 
right?

And in particular this is the same with Taxiways:
I don't believe that what I see in TaxiDraw is exactly what I get in FGFS. To 
become clear: Taxiways without centerlines, because the taxiway is to big; 
wrong overlapping curve-tiles (immitating a curve with many small rects, you 
know..) and so on.

Karsten


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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Martin Spott
Stefan Seifert wrote:

 I just wanted to point out, that the reason for so few people (if it 
 really are few) use it yet is, that it may be just too difficult and/or 
 time consuming to start using it. I actually took some hours to port 
 TaxiDraw to wxGTK-2.6 so I could finally compile it.

I took an easier route and used wxX11-2.4 for TaxiDraw  :-)
O.k., I admit that I had a very urgent desire to get a certain airport
accepted into the airport database that there was almost no room for
investigation if I like TaxiDraw or not 

 I normally try to get something into the best shape possible before 
 submitting my work. Using TaxiDraw for the first time and not knowing if 
 I did it anything nearly correct, I just didn't feel comfortable 
 submitting it.

Then, why don't you simply post a link to your work and ask someone
else to have a look at it. I didn't feel offended by your decision not
to try TaxiDraw, I simply can't follow your argument.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Stefan Seifert

Martin Spott wrote:

Then, why don't you simply post a link to your work and ask someone
else to have a look at it. I didn't feel offended by your decision not
to try TaxiDraw, I simply can't follow your argument.
  


That's actually an interesting idea. Didn't occur to me.
So if someone wants to see my first steps in TaxiDraw, here it is...

Nine


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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Martin Spott
Stefan Seifert wrote:
 Martin Spott wrote:
 You can zoom in and see, if the curves match your expectation and so
 on. O.k., you probably should not submit your very first try but the
 second one might be a good guess. If the result in FlightGear looks
 much worse, then blame Curt  :-)
   

 But how do I know what's wrong about the first try?

I simply redid my favourite airport from scratch a second time,
profiting from the expience I gained the first time   and because I
had the desire to make it nearly perfect, I redid it a third time
before submitting  :-)

Martin.
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Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Jon Stockill

Martin Spott wrote:


fails in the end. After the 'standard' shapefile-based scenery has
proven to work we can start tackling issues like the Great Lakes
shorelines and such.


The SRTM water body dataset seems to give some nice improvements on this 
front. It does need smoothing though, since all the points are the SRTM 
pole locations - so when viewed close up it's just made up a lots of 
perpendicular lines.


Jon

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