Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Frederic Bouvier

 I sent model updates to fgf...@stockill.org a while ago. Is there any
 chance they will be inserted in the database ?

Nobody monitors this address anymore ?

 My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?

And effects and shaders ?

It came to me that a future-proof solution would be to allow any number of 
files of any kind, maybe with a check on a set of allowed format/extensions.

BTW: here is the list of modified models in the base package that are not 
in the database :

- Golden Gate bridge : http://scenemodels.flightgear.org/modeledit.php?id=78
  (with fixed geometry by the way. The one in the database got corrupted
   I don't know how).
- Bay bridge west : http://scenemodels.flightgear.org/modeledit.php?id=75
- Bay bridge east : http://scenemodels.flightgear.org/modeledit.php?id=77
- Airport beacon : http://scenemodels.flightgear.org/modeledit.php?id=34
- Airport light pole : http://scenemodels.flightgear.org/modeledit.php?id=359

I think Gijs modified the Alcatraz model :
http://scenemodels.flightgear.org/modeledit.php?id=74

Regards,
-Fred

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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Vivian Meazza
Fred,

 -Original Message-
 From: Frederic Bouvier [mailto:fredfgf...@free.fr]
 Sent: 18 August 2012 12:23
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 3D models import webform in production.
 
 
  I sent model updates to fgf...@stockill.org a while ago. Is there any
  chance they will be inserted in the database ?
 
 Nobody monitors this address anymore ?
 
  My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?
 
 And effects and shaders ?
 
 It came to me that a future-proof solution would be to allow any number of
 files of any kind, maybe with a check on a set of allowed
format/extensions.
 
 BTW: here is the list of modified models in the base package that are not
in
 the database :
 
 - Golden Gate bridge :
 http://scenemodels.flightgear.org/modeledit.php?id=78
   (with fixed geometry by the way. The one in the database got corrupted
I don't know how).
 - Bay bridge west : http://scenemodels.flightgear.org/modeledit.php?id=75
 - Bay bridge east : http://scenemodels.flightgear.org/modeledit.php?id=77
 - Airport beacon : http://scenemodels.flightgear.org/modeledit.php?id=34
 - Airport light pole :
 http://scenemodels.flightgear.org/modeledit.php?id=359
 
 I think Gijs modified the Alcatraz model :
 http://scenemodels.flightgear.org/modeledit.php?id=74
 

I've been trying to contact Jon for a week now - no luck - perhaps he's on
holiday.

Vivian



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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Olivier
Hi Fred,




 De : Frederic Bouvier fredfgf...@free.fr
Envoyé le : Samedi 18 août 2012 13h23

 I sent model updates to fgf...@stockill.org a while ago. Is there any
 chance they will be inserted in the database ?
 Nobody monitors this address anymore ?
This is Jon's personal address for FG, as far as I know. A few 3D modellers 
told me they sent their 3D models to this address over the last 3 months or so, 
without answer, so I guess he's not watching it anymore. The 3D model webforms 
now allow for multiple adresses to be used, and that's the case for now. If I 
or Martin quit FG one day, then there can be some people updating the recipient 
adresses to take the work further.

 My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?
And effects and shaders ?
As I told in my latest email, the current form was made in urgency because for 
a few months nobody was able to put anymore 3D model in the database. Now we've 
been receiving over 50 of them by this mean over the 15 latest days. With or 
without textures, with or without XML, etc.
Multiple textures is a currently handled feature. Now, effects, shaders, and 
multiple XML are to be added on the to-do list for a future enhancement. I 
don't know when this can be added, as we also have some other fixes and plans 
for the near future, noticeably on the Terragear side and on the scenery web 
overall design. However, be sure I understand the need. However we'll have to 
think on how to implement it into our current database as this would be quite 
experimental for now.

 It came to me that a future-proof solution would be to allow any number of 
 files of any kind, maybe with a check on a set of allowed format/extensions.
It'll be hard to parse and test any number of files formats/extensions. 
Currently for 3D models we have approximately 30 to 40 tests (on the thumbnail, 
the textures, the XML, the AC3D...) running for each submission, and a visual 
check, to make sure that what is committed is right and not putting into danger 
our shared infrastructure. Don't know how we would cope with a infinite number 
of format.

Oliver
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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Gijs de Rooy
Hi,

 Olivier wrote:
 Don't know how we would cope with a infinite number of format.

 It's great that we can easily add most new models via the forms, but there 
will always be creative exceptions. The webform cannot handle updates yet for 
example, but all my and Fred's Rembrandt edits are updates to existing models. 
You'll have to come up with a way to handle those exceptions. 

Models that don't fit the webforms could be send directly to an email address, 
just like we used to do. But what address can we send them to?



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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Frederic Bouvier

  It came to me that a future-proof solution would be to allow any
  number of
  files of any kind, maybe with a check on a set of allowed
  format/extensions.
 It'll be hard to parse and test any number of files
 formats/extensions. Currently for 3D models we have approximately 30
 to 40 tests (on the thumbnail, the textures, the XML, the AC3D...)
 running for each submission, and a visual check, to make sure that
 what is committed is right and not putting into danger our shared
 infrastructure. Don't know how we would cope with a infinite number
 of format.

Not an infinite set of formats. A fixed/allowed number of format. Say :

. AC3D
. OSG (several variants)
. PNG
. JPG
. RGB
. EFF (effect)
. FRAG/VERT/GEOM (shaders)
. XML

You cover a wide range of needs if you allow any number of files in this 
set of formats

Regards,
-Fred

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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Olivier
Hi Fred/Gijs,




 De : Frederic Bouvier fredfgf...@free.fr
À : Olivier acom...@yahoo.com; FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Envoyé le : Samedi 18 août 2012 16h23
Objet : Re: [Flightgear-devel] 3D models import webform in production.
 
 . AC3D and XML
Done (not multiple yet however)

 . PNG
 . JPG
Done

 . OSG (several variants)
 . RGB
 . EFF (effect)
 . FRAG/VERT/GEOM (shaders)

 You cover a wide range of needs if you allow any number of files in this 
 set of formats
This list is great, we now just have to think about what is to be parsed in 
those file, this means, what checks have to be done in them so we're sure the 
model is OK when submitted. For instance, in AC3D file, we currently check that 
the format is OK (file starting with AC3D header) and that all the textures 
named in the AC3D file are shipped with the submission. Else, we report an 
error automagically. So, if for each of those 4 types, we're able to tell what 
format they must be like, and where they're to be defined (XML, for instance), 
then a good part of the job is done.

For Gijs:
 The webform cannot handle updates yet for example,
No, because we had to set the priority on the insertion tool. Note the update 
feature is in the todo list (xiii has been asking for it for a while, and we 
intended to do so). However, now it's done, creating the update script is 
easier. However, the first step will still be on updating current 3D models 
(this means with one single AC file, with optional XML and PNG files).

 but all my and Fred's
 Rembrandt edits are updates to existing models. You'll have to come up 
with a way to handle those exceptions.
We will. But your updates are not simple ones, they differ from the majority 
of existing models we have. We should first make sure the Terrasync export from 
the scenemodels DB can handle this type of models (for instance, for now we 
have 1 ID for 1 model having 1 thumbnail, 1 XML file and n textures). We have 
to test it: 1 ID for 1 model having 1 thumbnail, n XML files and n textures and 
n of the above file formats. (Martin tell me if I say something wrong).

 Models that don't fit the
 webforms could be send directly to an email address, just like we used 
to do.
This has shown some limitations lately. While this is possible for testing 
purposes (and we'll have to do it in that case), don't think it's the best way 
to do on a long term basis, I think we all agree on this. As I had the same 
questionning lately on another point, is it possible to create @flightgear.org 
email addresses, which would get redirected to a few emails or to a mailing 
list (I had this question for eventual spam reports).--
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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Vivian Meazza
Fred wrote:

 -Original Message-
 From: Frederic Bouvier [mailto:fredfgf...@free.fr]
 Sent: 18 August 2012 15:23
 To: Olivier; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 3D models import webform in production.
 
 
   It came to me that a future-proof solution would be to allow any
   number of files of any kind, maybe with a check on a set of allowed
   format/extensions.
  It'll be hard to parse and test any number of files
  formats/extensions. Currently for 3D models we have approximately 30
  to 40 tests (on the thumbnail, the textures, the XML, the AC3D...)
  running for each submission, and a visual check, to make sure that
  what is committed is right and not putting into danger our shared
  infrastructure. Don't know how we would cope with a infinite number of
  format.
 
 Not an infinite set of formats. A fixed/allowed number of format. Say :
 
 . AC3D

.AC (AC3D) to be consistent 

 . OSG (several variants)
 . PNG
 . JPG
 . RGB
 . EFF (effect)
 . FRAG/VERT/GEOM (shaders)
 . XML
 
 You cover a wide range of needs if you allow any number of files in this
set of
 formats
 


Vivian



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