[Flightgear-devel] Nits

2002-02-06 Thread jsb

1) The runways at KEDW appear to have no texture - they are pure white.
2) The date at bottom left on the screen flickers between todays date and the 
15th of February. Weird.

Jon



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RE: [Flightgear-devel] Nits

2002-02-06 Thread BERNDT, JON S. (JON) (JSC-EX) (LM)

 [EMAIL PROTECTED] writes:
  1) The runways at KEDW appear to have no texture - they are pure
  white.
 
 Hmmm, looks like no one ever created textures for 'dirt' runways.

A couple/few of those are supposed to be concrete, I believe. Can someone
create dirt runway textures before the next release? Or, tell me how to do
it? :-|

  2) The date at bottom left on the screen flickers between 
 todays date and the 
  15th of February. Weird.
 
 Tile loading appears to do this, although I cannot see anything in the
 tile loader that has anything to do with time.

It doesn't bother me; just thought someone should know.

Jon

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RE: [Flightgear-devel] Nits

2002-02-06 Thread Curtis L. Olson

BERNDT, JON S. (JON) (JSC-EX) (LM) writes:
  [EMAIL PROTECTED] writes:
   1) The runways at KEDW appear to have no texture - they are pure
   white.
  
  Hmmm, looks like no one ever created textures for 'dirt' runways.
 
 A couple/few of those are supposed to be concrete, I believe. Can someone
 create dirt runway textures before the next release? Or, tell me how to do
 it? :-|

The current runway textures are really great and I very much
appreciate the efforts of those that have done the work.  However, I
have a couple small nits and it would be nice to have someone go over
them and redo them.

This is a pretty large undertaking becuase whatever is done needs to
be repeated for asphalt, concrete, and the occasional marked dirt
runways.  You need to take into account how the various pieces fit
together to make them seamless.  It would be nice to put a transition
border of pixels around the perimiter of the textures to smooth the
hard edge transition with the grass.  It would be nice to move the
paint line markings to the center of the textures rather than the
edges to reduce aliasing effects from a distance.  (This would involve
restructuring the underlying polygon layout as well which I would
probably be involved with.)  It would also be nice to add skid marks
and more paint wear effects.

If anyone wants to take a look at this task, I'd be happy to take this
up with them offline.  I have a set of marking masks already drawn out
so you wouldn't need to worry about size and placement of the
markings.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   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] Nits

2002-02-06 Thread Curtis L. Olson

[EMAIL PROTECTED] writes:
  This is a pretty large undertaking becuase whatever is done needs to
  be repeated for asphalt, concrete, and the occasional marked dirt
  runways.  You need to take into account how the various pieces fit
  ...
  If anyone wants to take a look at this task, I'd be happy to take this
  up with them offline.  I have a set of marking masks already drawn out
  so you wouldn't need to worry about size and placement of the
  markings.
 
 Which tool does one use to edit the textures? GIMP? [I'm not volunteering, 
 here; just asking]

Yup, I would say something that is gimp-ish or photoshop-ish.  You'd
want to be able to handle layers (you can do the underlying surface as
one layer, then the paint markings as another layer.)  Then if you
give the marking layer a bit of transparency, some of the underlying
surface/texture shows through so it looks like the markings are
painted over an imperfect surface.

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

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