Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread J. Holden
Yves:

Towns are not point features. The vmap0 represents towns as points, but these 
particular points are parsed by terragear and turned into 1km by 1km polygons 
which are burned into the terrain. That gives the square appearance in the 
default scenery.

In custom scenery, medium to low density urbanized is typically mapped to 
town.

In any case in my opinion materials.xml should represent the cs_ layers on the 
mapserver in order to increase flexibility for scenery generation.

Thanks
John

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[Flightgear-devel] California Scenery Update

2012-04-22 Thread J. Holden

I now have landcover for more than 2/3rds of the state of california batch 
processed, along with parts of Southern Oregon (including Crater Lake): 
http://www.stattosoftware.com/california_fg.png

The exciting news is the very northern block actually is flush with the very 
southern edge of the Pacific Northwest scenery, so once all of this is actually 
turned from data into scenery, a flight from Seattle to Orange County will be 
possible without flying over any vmap0 scenery using data specifically 
generated for use in FlightGear - about 1000 miles in length.

If you would like any of these chunks to turn into scenery yourself, please let 
me know - I will be uploading them to a server (not mapserver) in May.

Thanks
John

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Re: [Flightgear-devel] Adding Airports

2012-04-17 Thread J. Holden

I know I can export airports as .dat files. I'm more wondering about the
file format for the .dat file, 8.10 and 8.50.

If I export the files as .dat, can I simply append these files to apt.dat or
do I have to merge them somehow?

And these airstrips are just a runway and one or two or three short taxiways
(which lead nowhere). Is the 8.50 file format so different these would be
difficult to convert?

Thanks
John

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[Flightgear-devel] Adding Airports

2012-04-13 Thread J. Holden
I have made a couple airports which are not in the airport database in the 8.10 
format in TaxiDraw.

Before anyone tells me about 8.50 these airports are nothing more than missing 
grass/dirt airstrips.

What is the best way to add them to apt.dat, so I might be able to use 
Terragear with these airstrips included?

Thanks
John

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Re: [Flightgear-devel] Adding Airports

2012-04-13 Thread J. Holden
The airports I would like to add within my area of interest are HUJI Jinja, 
HUKJ Kajjansi, and HUKK Kakira. They are all in Uganda - many Ugandan airports 
are not in the database, but there are also less than five airports with paved 
runways in the country, as far as I can tell.

How can I append the .tpj files to apt.dat? Also what's the best way to get 
these airports submitted to the database, is the answer still Robin Peel?

Thanks
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[Flightgear-devel] Western U.S. Scenery

2012-04-03 Thread J. Holden
Hey guys,

I have 17 chunks of 3x1 degree or 2x2 degree raw shapefile data I've been 
generating from USGS data for the western United States.

These should be as topologically clean (as is practicable with shapefiles) 
because they've been exported from a 'clean' GRASS database and are ready to be 
turned into scenery.

My goal is to get these onto mapserver but there's a delay there - and now I'm 
generating more data I'm realizing these folders are not backed up anywhere. I 
am running low on space on my local online server as well.

Can anyone recommend a good place to store this future scenery data online?

Thanks
John

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Re: [Flightgear-devel] Willfully violating Google Terms of Use under the FlightGear umbrella ?

2012-03-13 Thread J. Holden
Considering the same legal issues arise frequently, would you mind posting a 
link to the discussion, because all I can find is this: 
http://wiki.flightgear.org/index.php/Copyright_Inquiry

And in a quick response to the second question, your scenery would be more 
detailed if you built it using SRTM-3 and CORINE data. I think SRTM-3 is 
already used for the areas it is available for, though, and there is possibly 
previously generated CORINE scenery available for the area you are interested 
in...

Thanks
John

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[Flightgear-devel] Wordmark terrasync

2012-03-13 Thread J. Holden
It looks like the trademark claim is energy based, in my opinion no possible 
consumer confusion between a piece of integrated software fetching a virtual 
world from a computer server and natural gas drilling.

Thanks
John

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Re: [Flightgear-devel] Landcover Contribution

2012-03-13 Thread J. Holden
Terrasync only downloads from the Terrasync server. If the scenery data on the 
Custom layer has not been placed in the Terrasync server, you will not be able 
to download it.

I have no idea why the improved Washington, DC is not on the Terrasync server 
(or for that matter, the improved Rio de Janeiro, and the improved London (not 
CORINE)). It's been on the custom scenery layer for awhile. If I can help 
remedy this please let me know.

Also, as you know that region of Italy you is already covered by CORINE data - 
it would be difficult to get more detailed with hand-created data based off 
LANDSAT, but please feel free to make an attempt.

Thanks
John

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Re: [Flightgear-devel] Re : Landcover Contribution

2012-03-13 Thread J. Holden
Forgive my ignorance, but what is the current reason for the backlog of adding 
new scenery areas to the custom scenery server?

Thanks
John

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Re: [Flightgear-devel] Log of Scenery IRC Meeting

2012-02-28 Thread J. Holden
Here is a list of scenery I have generated. Some of the scenery is not on the 
mapserver, but should not be considered private, as I have always intended 
for this scenery to be included in the public server.

Switzerland (partially replaces Bodensee)
Juneau/Sitka
Colorado (entire state)*
San Francisco/Oakland/Reno*
Minneapolis*
Florida*
London (on server)
Madrid (?-probably not as good as Corine)
New England (Long Island/Connecticut/Rhode Island/Vermont) (on server)
Pacific Northwest (Portland/Seattle) (on server)
Caribbean (Anguilla to Nevis) (on server)
Washington DC (on server)
Hawaii (on server)
Rio de Janeiro (on server)
Phoenix (on server)
Toronto lakefront (on server)

Don't forget about Qatar either (not mine). Also, Sydney is in progress (not 
myself either, but helping with the project).

Thanks
John

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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread J. Holden
Curt:

I would be happy to help, though I don't know of many non-CORINE sceneries 
(Helgoland and some photoreal sceneries). I can make a list of the sceneries 
I've created and hopefully other scenery developers will come forward?

Oliver:

All the sceneries I've been creating are GPL, with the exception of the 
sceneries where I've been using OSM data (unsure about the CC license 
compatibility with GPL).

At the same time I do not support the inclusion of some sceneries I've created 
in the main FlightGear repository, as users with lower-end machines may wish to 
use the vmap0 scenery over the more detailed ones - plus there is now a marked 
difference in scenery versions between scenery compatible with 2.4 and scenery 
not compatible with 2.4. The user should be allowed to choose.

Furthermore, the data I've been creating is also generally available to 
end-users.

Cheers
John

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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread J. Holden
Well, the scenery structure is dissimilar to the normal structure of patching 
git.

A scenery like Washington, DC does not have the same frame rate hit as Juneau 
or Innsbruck does.

And as stated there are now sceneries incompatible with older versions of 
FlightGear.

The problem is, some new sceneries are detailed enough and different enough to 
be distinct from the base scenery.

Even if I had git access, I would be reluctant to put these on TerraSync, even 
though Hawaii and St. Maarten are on there.

However, Hawaii is heavily cleaned and St. Maarten is a very simple scenery.

I would like to see these areas placed in the base FlightGear package, though.

The only idea I've had is perhaps creating a new server for high-end scenery.

There's not much of it at the moment, only Europe and selected parts of North 
America, but it does take up some bandwidth.

But setting up a separate distribution channel is better than overwriting the 
existing scenery.

Cheers
John

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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread J. Holden
Curt:

Thanks for the update, is there any way I may be able to ask you for a 
screenshot of the concrete things?

To everyone: any noticeable problems with scenery tile loading, swirlies, or 
holes down to sea level?

Cheers
John


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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread J. Holden
Minneapolis used OSM roads (well, just motorways), I don't know how that 
changes distribution but if there are no problems feel free to distribute the 
package.

I have no idea how this would be distributed en masse. Part of the problem is 
it does not work in 2.4.

Thank you to everyone for the screenshots, I apologize I have to beta-test 
scenery on this list but I'm waiting for 2.6 to try my hand at the whole 
compilation thing.

Now off to try and figure out what is causing all these problems with Denver...

Cheers
John

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[Flightgear-devel] New Minneapolis Scenery

2011-12-19 Thread J. Holden
Hello everyone,

I've released a new version of Minneapolis scenery: 
http://www.stattosoftware.com/flightgear/minneapolis.zip

I cannot make this scenery load in version 2.4, probably because it hopefully 
fixes the nasty 'swirlies' problem. 

If anyone gets this scenery to work, and it actually compiled successfully, 
please let me know.

Cheers
John

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Re: [Flightgear-devel] Strange 2.4 Scenery Issue

2011-12-12 Thread J. Holden
Thank you for testing!

When you said nothing showed up, were you flying over ocean, or an endless void 
of nothing at all?

There seems to be a problem loading this newly generated scenery and I have no 
idea how to fix it.

Cheers
John


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[Flightgear-devel] Strange 2.4 Scenery Issue

2011-12-05 Thread J. Holden
Just reporting, I've been working on creating some models near PASI.

When I started up PASI using fgfs --disable-real-weather-fetch --airport=PASI 
--aircraft=ufo

none of the OBJECT_STATIC or OBJECT_SHARED models loaded. OBJECT_SIGN models 
DID load, however.

I was rather livid for a few minutes thinking something had changed with the 
manual placement of objects but I remembered some problems with the Sitka 
scenery in the past so I started from PAOH and slewed to PASI using the ufo, 
and the models loaded.

The (brand new) Sitka scenery (the chunk south of Juneau) is at 
http://www.stattosoftware.com/sitka_scenery.zip if anyone wants to take a look 
to see if there's a problem with this particular bit of scenery and maybe 
memory issues? on loading the scenery at startup. I don't know what else it 
could be?

Cheers
John

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Re: [Flightgear-devel] Strange 2.4 Scenery Issue

2011-12-05 Thread J. Holden
http://www.stattosoftware.com/flightgear/sitka_scenery.zip

I need to stop sending emails when tired :)

Cheers
John


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Re: [Flightgear-devel] Southwest Colorado Scenery - beta 4

2011-11-29 Thread J. Holden
Also, note the scenery is not working because of specific problems with the 
cs_scrub.shp file. There are no elevation problems with the SRTM, for whatever 
reason the Scrub file is not being turned into scenery properly.

Because I am using ignore-landmass, it is being turned into ocean, which of 
course is at 0 elevation.

Cheers
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[Flightgear-devel] Southwest Colorado Scenery - beta 4

2011-11-25 Thread J. Holden
Think I've got it this time. I did test though, still works only with versions 
2.6

Download here: http://www.stattosoftware.com/flightgear/Durango.zip (90Mb)

Please let me know if this works for you - if it does I'll keep compiling 
Colorado scenery, possibly to co-release with the next FlightGear version.

Cheers
John


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[Flightgear-devel] Southwest Colorado Scenery - beta 3

2011-11-21 Thread J. Holden
http://www.stattosoftware.com/flightgear/Durango.zip

I have hope as the file size actually went down in this build, but perhaps 
something else went awry.

The only change is remapping Scrub to ShrubCover. Please let me know if 
this works.

In other news, this is 3 square degrees of scenery - I have now generated data 
for 24 of the 28 square degrees which make up the state of Colorado, so when 
this build works, watch out.

Yours
John

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Re: [Flightgear-devel] Southwest Colorado Scenery - beta 3

2011-11-21 Thread J. Holden
Roland, thank you for the screenshots!

From your screenshots it looks to me as if the ShrubCover worked this time 
around as this was the cause of the null-elevation ocean areas in the first 
two builds.

The other elevation errors, do they still drop down to zero elevation as well? 
If so, then there is a problem with another land cover type. I fear it's an 
error with the SRTM data, though.

Cheers
John

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Re: [Flightgear-devel] Southwest Colorado Scenery - beta 3

2011-11-21 Thread J. Holden
It looks like there are a number of holes in the SRTM-1 data. I don't know if 
GRASS can export HGT files using r.out.binary so I'm not sure if I can fill 
nulls, so I'll have to go back and re-generate the scenery using SRTM-3 data.

Cheers
John


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[Flightgear-devel] Future of Scenery Maintenance

2011-11-20 Thread J. Holden
As we've now proven highly detailed scenery is now only for the latest versions 
of FlightGear, perhaps it is time to create two scenery forks - basic scenery 
and advanced scenery.

This would serve two purposes, first to keep scenery available to 
lower-end/lower-bandwidth users, and to increase the access of higher-quality 
scenery to end users in general.

Basic scenery is what we are currently packaging, the base vmap0 scenery. In 
locations where the updated scenery does not have a huge performance or 
bandwidth hit, for instance St. Maarten, that area continues to be packaged as 
part of the basic scenery. Basic scenery is designed for users who are using 
old versions of FlightGear, users who have poor bandwidth, or users who have 
poor performance in detailed scenery areas.

Advanced scenery is highly-detailed, BTG v10 scenery we distribute as part of 
the base package. Considering highly detailed scenery is limited to specific 
areas at this time. Perhaps these areas could be bundled together as one or two 
downloads by the area of detail. For instance, I am working on generating 
scenery for western Colorado (currently w109-104, n37-39 with plans to generate 
up to n37-41) - this would be its own separate download package. On the world 
scenery page, an option to download detailed European 
scenery/Colorado/California/Florida/Rio de Janeiro scenery, et cetera, would be 
available.

The areas would be organized in the same manner, but only detailed subfolders 
would be included in the advanced scenery repository. For instance, with 
Durango, w109n37 would be in the w110n30 folder but w109n36 would not be since 
it has not been generated.

This would also make the scenery easier to maintain as the basic scenery would 
remain static or relatively static.

Just a thought

Cheers
John


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Re: [Flightgear-devel] Buildings and landscape out of synch

2011-11-20 Thread J. Holden
The DC area buildings are placed accurately, but the underlying terrain is not 
placed as accurately.

I am assuming you are using the default scenery and not the updated Washington 
DC scenery, which is available here and should fix your problem, if that is 
indeed your problem: http://www.stattosoftware.com/Terrain.zip

Cheers
John

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[Flightgear-devel] Southwest Colorado Scenery - beta 2

2011-11-20 Thread J. Holden
The new build of the Durango scenery is available at 
http://www.stattosoftware.com/Durango.zip

I'm sure there's going to be problems with this scenery as well - the file size 
went up slightly but probably not enough to solve the problem.

The problem with the first batch was that Scrub Cover did not get picked up by 
fgfs-construct, and with --landmass-ignore as part of my building process, 

I changed:
ogr-decode --max-segment 500 --area-type ScrubCover work/ScrubCover 
data/shapefiles/cs_scrub.shp
to
ogr-decode --max-segment 500 --area-type Scrub work/Scrub 
data/shapefiles/cs_scrub.shp

and ran fgfs-construct: fgfs-construct --ignore-landmass --work-dir=work 
--output-dir=output --lon=-107.5 --lat=37.5 --xdist=2 --ydist=1 AirportArea 
SRTM-30 AirportObj Lake Road DeciduousForest EvergreenForest MixedForest 
GrassCover GrassLand Marsh MixedCrop DryCrop BarrenCover Scrub Town Urban 
HerbTundra SnowCover

in an attempt to fix the problem.

I don't have any of the FG 2.5 or 2.6 builds, just 2.4, so if someone could 
test this I would greatly appreciate it.

Thanks
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[Flightgear-devel] Southwest Colorado Scenery

2011-11-18 Thread J. Holden
I haven't been able to test this, but if anyone wants to test newly generated 
quality scenery, Durango and Telluride are available here:

http://www.stattosoftware.com/flightgear/Durango.zip

Three square degrees of scenery from 37-38N to 107-110W, about a 95Mb download.

Cheers
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[Flightgear-devel] fgfs error question

2011-11-17 Thread J. Holden
Hi everyone,

Just compiled three degrees of improved scenery in southwest Colorado 
(including airports KDRO, KTEX). My problem is FlightGear hangs upon loading 
the scenery. It's still responsive because the refresh-meter keeps working in 
the bottom left, but the scenery never loads.

This is my command line output:
:~$ fgfs --airport=KTEX --aircraft=ufo
Processing command line arguments
Compatibility layer: testing for hard coded support
* can set light saturation:yes
* can set horizon scattering:  yes
* hard coded terrain presampling:  yes
* terrain presampling initialized: yes
* can disable global weather:  yes
Compatibility layer: tests done.
Loading local weather routines...
loading scenario 'nimitz_demo'
ALSA lib pcm.c:2212:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear
ALSA lib pcm.c:2212:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe
ALSA lib pcm.c:2212:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
bt_audio_service_open: connect() failed: Connection refused (111)
ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only 
playback stream
ALSA lib pcm_dmix.c:1018:(snd_pcm_dmix_open) unable to open slave
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
We detected an error while reading the file.
We detected an error while reading the file.
We detected an error while reading the file.

Apart from not being happy fgfs apparently now reverts to local weather on 
simple command-line startup, the final three lines:
We detected an error while reading the file
are incredibly undescriptive - what file is being read? I assume this has 
something to do with a bad scenery build or maybe remotely a hard drive 
problem, but any help would be appreciated.

Thanks
John

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Re: [Flightgear-devel] fgfs error question

2011-11-17 Thread J. Holden
Thanks for your response.

The TerraGear build finished successfully, could this be a problem with a 
stable 2.4 build not liking a new TerraGear scenery format, especially with 
detailed scenery?

Cheers
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Re: [Flightgear-devel] New KSFO Data

2011-10-31 Thread J. Holden
Looks like coastline correction and vmap0 classification, apart from the 
previously submitted Oakland data? Good work, but curious as to why TerraGear 
would be so problematic.

The USA's land cover is in raster format, so this data is just the end result 
of the script which cleans and vectorizes that data similar to the how-to found 
on http://www.custom-scenery.org

I'm going to generate Fresno and the central valley to make a nice 4x4 degree 
square, but I need to add hand-created vector cover (Oakland) on top of the 
KSFO square before I submit it to the database.

Cheers
John

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Re: [Flightgear-devel] New KSFO Data

2011-10-31 Thread J. Holden
NLCD 2006 data. Previous digitization efforts have usually used NOAA coastal 
land cover data, but that is obviously only for coastal regions.

Cheers
John


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[Flightgear-devel] New FlightGear Terrain Data

2011-10-28 Thread J. Holden
I have just uploaded 15 square degrees of land cover data to my website.

These is the raw shapefiles needed to run TerraGear - they're ready to go to 
create scenery. THIS IS NOT FINISHED SCENERY. 

However after generating shapefiles for Lake Tahoe/Reno I realized that this 
scenery touched the northeast corner of the default San Francisco scenery.

As a result I generated another 2x2 degree batch directly north of the default 
scenery, and directly west of Reno/Lake Tahoe.

Should I go ahead and generate 30m land cover data to replace or augment the 
KSFO data?

I am thinking, since this data is compatible with the FlightGear license, it 
may be possible once this scenery is generated to give users who are 
downloading the program for the first time a choice between the current 2 
degrees around KSFO scenery, or up to 16 square degrees of detailed scenery 
around KSFO (and including Sacramento, Reno, Fresno, and Monterey).

Their choice would be dependent on their graphics card and download speed.

==

The shapefiles I have generated are downloadable here. Please only download 
these files if you are interested in the raw shapefiles or if you wish to use 
the shapefiles as a base to run TerraGear:

Minneapolis/St. Paul: http://www.stattosoftware.com/flightgear/w094n44.zip

Durango/Telluride, Colorado: 
http://www.stattosoftware.com/flightgear/w109n37.zip

Reno/Lake Tahoe: http://www.stattosoftware.com/flightgear/w121n38.zip

Sacramento/Santa Rosa: http://www.stattosoftware.com/flightgear/w123n38.zip

Cheers
John

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-02 Thread J. Holden
Very good read - thanks. I was worried the limit had been reached and that may 
have been demoralizing - but I'm going to keep pushing forward now.

Still, as a scenery developer and not a programmer, I'm still wondering what 
the limit is before the swirlies start floating around. Is it vertices? Fans? 
Triangles?

I'm going to try to reduce some of the vertices for Minneapolis-St. Paul and 
try a rebuild before moving onto my next project... wherever that may be :)

Cheers
John

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[Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-29 Thread J. Holden
I apologize in advance considering I'm in a very complaining mood at the moment.

I've just compiled 4 square degrees of scenery around the Minneapolis/St. Paul 
area in an attempt to figure out whether or not my Alaska scenery creation 
process worked on places in the lower 48 states.

Fortunately, the answer is yes, the process works and the scenery built 
successfully. Minneapolis is kind of boring minus the lakes, but the scenery 
also looks like the upper midwest, and there are a lot of interesting rivers to 
follow.

Unfortunately, I've run into problems with what I'll call the swirlies and 
the staircases.

The first is the swirlies - I'm sure people have seen these before, where 
someone builds a dense road network and all of a sudden all the textures are 
stretched into oblivion.

I'll call them the swirlies because up close the texture pattern looks like a 
swirl.

The second is the staircases. Basically, the fan constructions don't include 
any sort of centroids, so for large glaciers the elevation literally goes up in 
steps as the fans walk up.

This staircases effect also causes an issue in mountainous valleys. Sometimes 
the fan will not pick up part of the canyon floor, instead going from peak to 
peak. This can have a very pronounced effect when you are flying, and there are 
instances of this in the Alaska scenery as well (and others, but this is the 
cause).

My question is, what can I do from a data point of view to fix these problems?

I'm using v.generalize instead of v.clean in my GRASS workflow this time 
around, which is much faster and gives better results - but it doesn't clean 
any vertices.

As a result, for both Alaska and Minneapolis sceneries, there are a number of 
strange constructions with the irregular mesh.

I know how the irregular mesh is formed. I've designed a couple golf courses 
for Links 2003 using a similar method and dropping a centroid or a few really 
can help the wireframe - unfortunately I don't have access to the actual 
wireframe scenery structure, nor is this a recommended way to edit the files.

I could also use v.clean and remove some of the vertices, which in turn would 
reduce the number of fans. I know there is a limit on fans or vertices? with 
.btg files, but this scenery is only of a medium-high quality, and compared 
to other sceneries I've created I'm not sure there's really a need to do this 
other than for performance. Plus, I'm loathe to run v.clean because pruning 
became very, very slow sometime in between GRASS 5 and GRASS 6.4, even though 
v.generalize doesn't remove any vertices, which is a problem.

Oh, and Minneapolis/St. Paul scenery is available for anyone who wants it, but 
please email me personally because it's buggy. (However there is one very nice 
grass-runway airport which is placed on the cliff of a river - technically a 
bug but taking off is a fun challenge!)

PS - I only get around 3-6 FPS on this brand new laptop(!), and I'm finding 
with 2.4 simply launching fgfs --airport=KMSP --aircraft=ufo loads up local 
weather/real-time weather, which is terrible for a simple scenery flyover test 
on a poorly performing computer - I get 1 FPS because I can't change 
visibility - is there a way to disable this feature from loading on startup 
from the command line?

Cheers
John

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[Flightgear-devel] Alaska Scenery

2011-09-22 Thread J. Holden
I've released a beta build of the area surrounding PAJN (two square degrees)
http://www.stattosoftware.com/flightgear/Alaska.zip

I've used a different technique to create the data for the underlying scenery. 
Please let me know what you think, as I'm not too happy with the outcome - I 
think it sort of underscores the difficulty of creating good scenery, 
especially through automated techniques such as the one I use.

I've already made a couple changes to the underlying shapefiles as well, 
especially to the rocks in the harbor.

Cheers
John

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Re: [Flightgear-devel] Alaska mapping/scenery improvements

2011-09-21 Thread J. Holden
I believe the Anchorage terminal is in the scenery models repository, but no 
one I know of has worked on Alaska scenery until this month.

While there are some square degrees still conspicuous by their absence, here is 
11 square degrees worth of Alaska land cover data, developed specifically for 
inclusion in the official FlightGear repository:

http://www.stattosoftware.com/flightgear/alaska.zip

This is ready to be added to the mapserver, at Martin's leisure - and feel free 
to add it to your own mapserver.

Also, TerraGear isn't working for me on the server I've been graciously granted 
access to - so if anyone wishes to compile and share this area I'd be very 
happy,

Cheers
John

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Re: [Flightgear-devel] Mapping Airspace

2011-09-21 Thread J. Holden
This is somewhat off-topic to FlightGear, so I apologize - but I respond to 
John Denker: Having looked over what you are trying to do, I strongly recommend 
using QGIS with the GRASS plugin.

Very rarely do I use any of GRASS' built-in visualization programs - and very 
rarely do I use any of QGIS' built-in geospatial functions - but QGIS is the 
best program I've found to visualize GRASS data at the moment (with the 
possible, rare, exception of NVIZ).

In fact, I believe the whole GRASS d.mon was rewritten as of GRASS 7 and now 
works differently (and hopefully better). I think most of the GRASS display 
functions were very, very old.

Cheers
John

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Re: [Flightgear-devel] Mapping Airspace

2011-09-21 Thread J. Holden
John:

Admittedly I work with GRASS solely on the text-based side - rarely if ever 
touching the GUI - but hopefully I can help:

1) To be honest, it's probably easiest to continue to use d.his and then 
display the resulting map using the GRASS plugin - QGIS doesn't really have 
many (if any?) raster tools, while GRASS was created primarily to deal with 
raster features (and added vectors later).

2) I believe r.mapcalc is the way to do this on the fly - not sure what you are 
asking, because I'm sure d.rast calls this on the fly when you go to display 
the image?

You can always do something like
r.mapcalc {$output_map} = if({$input_map[0,0]} = 3000, {$input_map[0,0]}, 
null())
so it doesn't stop the processing.

3. You CAN do raster reprojection on the fly. However, your results won't be 
anywhere near as clean as a vector reprojection as a result of the different 
format type. Also, there are some rules - I believe the projection has to be in 
the current region of the location you're reprojecting to, and also the 
resolution must be sufficient in order to handle the map.

The r.proj part of the manual has two good procedures for doing so: 
http://grass.osgeo.org/grass64/manuals/html64_user/r.proj.html
(old version but should still be okay)

4) I think it's an actual limitation - I am assuming, for a categorical map, 
you would like say all cats  10 to have a transparency but all cats = 10 to 
not have a transparency? I'm not sure how to do this, if this exists - I'd just 
use r.mapcalc and display two different layers.

I hope I didn't misinterpret what you're writing, and hopefully that was of 
some help.

Cheers
John

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Re: [Flightgear-devel] too many scenery objects

2011-09-19 Thread J. Holden
I don't know why it's crashing, but I've done tests with +600 objects all in a 
very small area and sometimes there is a slight delay as FlightGear loads a new 
view as all the objects load. Not a lag, but you look out the window and 
suddenly an object appears.

If the scenery is crashing, then I believe there's probably something wrong 
with an object somewhere.

Cheers
John

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[Flightgear-devel] 2.4.0 scenery texture problems

2011-09-16 Thread J. Holden
Couple things I've noticed with 2.4.0:

- the dirt texture maps to rock - which makes KOAK look very strange  as there 
is a thin dirt barrier between the airport and the ocean which is now mapped to 
rock. Rock and dirt are two different concepts. Unfortunately, a lot of the 
time remotely sensed data only picks up barren land cover, meaning it's hard 
to distinguish between dirt and rock. I've probably been messing up this 
classification in what terrain I've been sending in. I believe dirt should 
map to dirt, rock to rock and barren to some unknown texture, perhaps 
again rock - but 'dirt' needs to be 'dirt'. I'll start sending in unknowns as 
barren unless someone has a better idea, though.

- the golf course material is stretched too wide and needs to be tightened up 
in materials.xml. I'd make this fix but don't have access to the repositories.

- same with the bright green evergreen texture. I believe this texture has been 
with the program for a very long time and it needs to make its way out. I 
created a texture based on USGS aerial imagery from around the Portland area. 
Thorsten made an adjustment: 
http://flightgear.org/forums/viewtopic.php?f=19t=11612start=15

The current mossy green texture is in the start of the thread. Anyways, I hope 
someone is able to commit that change to git as it's much better.

- this is just sort of a general complaint considering you can switch them on 
and off as you need, but the landmass shader and the crop texture shader don't 
really work when dealing with specific and detailed parts of the world. The 
crop texture looks good for European scenery but when  dealing with the 
American West doesn't create a realistic landscape, while the landmass shader 
doesn't distinguish between forest types, obvious when flying over Portland's 
Forest Park (the hills to the west of the airport). In other areas they make a 
big difference however.

I apologize for not being able to make these changes, hopefully someone agrees 
and can make them on my behalf.

Cheers
John

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Re: [Flightgear-devel] Openstreetmap v. G**gl

2011-09-16 Thread J. Holden
The coordinates for the runway ends for the ES03 Hova airport John Denker 
mentioned are:
17.727745
59.720191

17.712885
59.723231

The other airport wasn't available unfortunately, and I don't have TaxiDraw to 
fix and send this in.

Consider airports may appear misplaced for two reasons:
a) the vmap0 scenery isn't 'bad', but it's often less accurate than the 
correct apt.dat scenery;
b) there is a lot of guesswork done for the apt.dat scenery, even with major 
airports. Heck, the KPDX layout in 8.50 is awful.

The solution is to acknowledge, identify and fix as we can. Fortunately, the 
number of users who have started up at ES03 is probably very small - and the 
number of users who have noticed it's misplaced won't be much larger. You'd 
have to have local knowledge of Stockholm.

At the same time, you've got small airports like 59S which have been paved over 
for years which are still in the database. Again, that drives me crazy but only 
because I'm familiar with the Portland area.

For the USA, there is an interesting website chronicling some of these 
airports: http://www.airfields-freeman.com/

Cheers
John

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[Flightgear-devel] Default Takeoff Runway

2011-09-15 Thread J. Holden
As an aside, someone needs to check the runway startup code, I'm sure my cessna 
or piper cub started on Helipad 1 at KOAK. 

Also will be looking at the golf course texture, it's displaying way too large.

Cheers
John

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[Flightgear-devel] Shapefiles to Buildings

2011-07-19 Thread J. Holden

I have a shapefile of buildings in Honolulu and I'm trying to figure out the 
best way to turn this into FlightGear scenery.

I'm less interested in generating all ~12 buildings ( think of the frame 
rate hit ! ) and more interested in getting the footprints of the tallest 
buildings and airport buildings, properly texturing them, and submitting them.

Cheers
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[Flightgear-devel] Golf Course Textures

2011-05-01 Thread J. Holden
http://www.stattosoftware.com/flightgear/golfcourse.png
AND
http://www.stattosoftware.com/flightgear/golfcourse_winter.png

If someone could commit these to git and update materials.xml, well, I'd be 
very happy.

Not the best textures admittedly ... but considering we don't currently have a 
golf course texture, I think necessary.

Cheers
John

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[Flightgear-devel] Other New Textures

2011-05-01 Thread J. Holden
I've also been making other textures other than just golf courses, here's a 
list of them. Feel free to commit or add them as I don't have access, am not 
completely sure what to do, and am not even sure if these are quality.

Most of these were created out of the desire to get some real Pacific Northwest 
textures.

http://www.stattosoftware.com/flightgear/dec_evergreen.png (probably needs to 
be lightened just a bit)
http://www.stattosoftware.com/flightgear/mixedforest.png (alternative mixed 
forest - probably my least favorite)

Intended to be used for uncultivated grassy areas (non-parkland):
http://www.stattosoftware.com/flightgear/cropgrass1.png

A town texture for desert areas:
http://www.stattosoftware.com/flightgear/desert_town.png
http://www.stattosoftware.com/flightgear/desert_town_winter.png

Could probably be used for cs_drycrop or cs_naturalcrop:
http://www.stattosoftware.com/flightgear/drycrop1.png

Red rock texture from near Sedona (not for global consumption, but probably a 
good class to add for custom scenery purposes?):
http://www.stattosoftware.com/flightgear/redrock.png
http://www.stattosoftware.com/flightgear/redrock_winter.png

Let me know what you think is usable, and feel free to commit any good ones.

Cheers
John

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[Flightgear-devel] Changing ICAO codes

2011-04-10 Thread J. Holden
A number of Pacific Northwest airports have changed their identification.

For instance Ranger Creek, WA (near Mt. Rainier) is now K21W (from 6WA8?).

Pierce Co. Thun is now KPLU, from 1S0.

Tillamook is now KTMK, from S47.

How do we make these changes?

Cheers
John


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Re: [Flightgear-devel] Pacific Northwest Scenery Available

2011-04-09 Thread J. Holden
If you want to get 'really' fancy, rwy_prec.cxx and rwy_visual.cxx should also 
be updated at line 101 with the same fix.

Cheers
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Re: [Flightgear-devel] Pacific Northwest Scenery Available

2011-04-09 Thread J. Holden
It seems to me, on line 97 of rwy_nonprec.cxx, the current line:

double length = rwy_info.length / 2.0 + 2.0;

should be:

// we also check for the displaced threshold, which may make the runway too 
short (old KVUO bug).
double length = ((rwy_info.length - (rwy_info.disp_thresh1 + 
rwy_info.disp_thresh2)) / 2.0) + 2.0;

Please let me know if I am wrong, I am not all that great with C++. For 
instance, it looks to me as if this just prints an error message, but if this 
is tripped the function should break and print basic markings instead.

Yours
John Holden

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[Flightgear-devel] Pacific Northwest Scenery Available

2011-04-07 Thread J. Holden
First and foremost, a huge THANK YOU goes out to Martin Spott. Without his 
help, including giving access to resources I otherwise would not have, I would 
have not been able to create the underlying data for this scenery much less 
generate it. So thank you, Martin.

This scenery product is released under the GPLv2.

There are over eight square degrees of scenery to download - I believe eight 
times the area of the Innsbruck scenery. For the most part, I think it is 
fantastic, especially compared to the area's current scenery build. SRTM-1 is 
used for elevation.

There are some problems with elevation, especially around airports, so this 
should be treated as a beta product. Also, stream and road data is largely 
still vmap0 data and not as accurate as the rest of the scenery, so some odd 
placement is probable.

There are also some other minor problems with the scenery the majority of users 
will not notice.

Developers of genapts should note KVUO - a part of the runway does not appear 
in either the current scenery or the new scenery, probably due to a bug in this 
program.

If you are interested, the scenery is available for download at my website, 
http://www.stattosoftware.com/flightgear

Interesting airports to start from include:
KHQM
KSEA
KPDX
KVUO
S47
KAST
KPAE

Please enjoy,
John


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Re: [Flightgear-devel] Pacific Northwest Scenery Available

2011-04-07 Thread J. Holden
Ron:

Thanks for the help with the airports, I'll recompile the scenery to fix the 
problem. I'm still learning my way around TerraGear.

Is the problem with KVUO's definition, or rather within the program?

While a quick aerial check of KVUO shows the runway does have basic markings, 
no reason why there shouldn't be a check in the program to make sure there is 
length to draw non-precision markings, since there may be other problem 
airports in the world.

Cheers
John




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[Flightgear-devel] Rio de Janeiro Scenery

2011-04-07 Thread J. Holden
Hey everyone,

I've just finished compiling custom Rio de Janeiro scenery. It is beautiful and 
I didn't mess up airport elevations this time :)

It should be available on my website soon, 
http://www.stattosoftware.com/flightgear

However Sugarloaf Mountain just does not exist in the scenery.

Is there a way to hand-create elevation points for use in TerraGear or are we 
just out of luck?

Cheers
John

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[Flightgear-devel] Special Request

2011-03-30 Thread J. Holden
Hey everyone,

There is a lot of custom scenery I've contributed just sitting on the mapserver.

Due to some problems it seems as contributions in the scenery department have 
fallen off recently, despite some great recent work with adding buildings to 
New York City, and a new contributor adding important skyscrapers from across 
the world.

I've just determined again I can't compile these areas myself.

Can someone with TerraGear please download and compile at least one of these 
scenery areas?

The Pacific Northwest (Portland/Seattle) is most interesting to me, there are 8 
square degrees(!) of good quality land cover data including some intriguing 
mountainous terrain.

However, Rio de Janeiro, Hong Kong, Toronto, and Connecticut/Rhode 
Island/Vermont would also be greatly appreciated.

There are a couple other areas as well I can't remember, I think Phoenix.

Let me know if you have the ability to compile these scenery areas. I would 
greatly appreciate this and happily host a download link.

Yours
John

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Re: [Flightgear-devel] Logos and licensing

2011-02-27 Thread J. Holden
It has been very frustrating to watch this community repeatedly trip over legal 
issues. This has finally become a great enough source of frustration to me 
where all I can say is good luck in the future and enjoy the scenery (whenever 
it comes out).

Yours
John

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Re: [Flightgear-devel] Logos and licensing

2011-02-27 Thread J. Holden
 I find this interesting- wasn't it you (beside Martin) telling us that Google 
 Earth can't be used anymore for scenery models due to legal issues?

Yes. The Google Maps/Google Earth license is not compatible with the GPL. If 
you are interested in this OpenStreetMap has a good discussion of the legal 
problems with the use of Google Maps imagery. That is one of the rare instances 
where we have been able, as a community, to figure out what we can or can't do 
legally and apply the reasoning consistently.

There is a big distinction with the trademark issue here and the copyright 
issue presented with FlightProSim. With the trademark issue, you have a whole 
spectrum of opinions but none of the opinions are geared toward working to a 
final solution. There's a general we should avoid litigation vibe here, but 
part of avoiding litigation is being smart and understanding our rights as 
software developers. It's quite frustrating because I don't think we are 
consistently achieving being smart and understanding our rights as a community, 
and we have been blundering along as a result.

 What's so bad about discussing legal issues? 

Nothing, except when the discussion breaks down because no one really knows 
what OUR rights are.

We need to be working toward achieving concrete solutions on these problems, 
figuring out how we handle these issues as a community when they arise, and 
also working to minimize the threat of litigation while still maximizing the 
usefulness and realism of our program. I've made proposals in the past based on 
my understanding of copyright law and the Lanham Act. For instance, there is no 
reason why we shouldn't have a prominent disclaimer saying FlightGear is not 
associated or endorsed by any companies possibly represented in the program, 
either in the base distribution or through add-ons. There is no reason why 
there is no umbrella copyright notice anywhere within the executable file, 
except some people seem to think there is no copyright on GPL software - but 
then what does the GPL protect?

 Repainting liveries is a big grey zone- it always have been, and unless the 
 laws will change, it will.

So why not make it easier on ourselves if someone whose livery is in our 
database takes umbrage?

I'm just very frustrated, I'm still going to use the software, I'm probably 
still going to contribute to the scenery database because that is a very small 
pool of developers all of whom seem to understand what the legal limits are in 
that area, but I've got better things to do than to not get anywhere arguing 
about the law on this list.

Cheers
John

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Re: [Flightgear-devel] Logos and licensing

2011-02-27 Thread J. Holden
 Well, until now you didn't say much about in this topic here. But as I can 
 see, you are the one in the whole Project who does understand much more of 
 laws and legal issues than anyone others here.

I cannot tell if this is sarcasm but in defense I have done a lot of reading to 
try and figure out what we can or can't do. I also wouldn't say I understand 
more about laws and legal issues because I am not yet a lawyer. (Give me a 
couple years on that.) I'm honestly just trying to help the project.

Another problem is contributors come from all over the world so reading the 
Lanham Act won't necessarily help us if the angered corporation and data 
contributors are German. That's why we need a community effort to figure out 
what to tell Jack when he's presenting his next model to get included into git. 
(Not calling out Jack here, just using an example.)

Cheers
John

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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread J. Holden
Jack:

I don't have commit power, but I strongly recommend you include text along with 
the model which says Red Bull does not endorse your model or FlightGear. I'd 
also write why you think it's okay to use the trademark in this instance, which 
is to accurately reflect a real-life livery of a helicopter. That makes it less 
of an issue in my non-legal opinion because there's no confusion about why 
we're deciding to commit this - we're not incorporating their trademark for any 
commercial gain, but rather to simulate flight more realistically!

To all currently arguing:
Consider it is going to be difficult for whoever would sue us to show how we've 
cost them any financial damage. Likely, someone being aggressive with trademark 
infringement is probably going simply to ask us to stop distribution of 
whatever trademark we are using.

Cheers
John

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Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge Request

2011-02-17 Thread J. Holden
You are all being ridiculous except for Curt.

We have the ability to sell the product and could theoretically get sued even 
though we are open-source. As I have said, the best thing to do is put in a 
legal disclaimer saying we are not affiliated with any companies which may be 
represented in our product. It appears much of trademark law deals
with misrepresentation - if we misrepresent the fact they are not associated
with us then we are in trouble (IE: an ad saying Red Bull (logo) loves
FlightGear to practice air racing would be bad).

Cheers
John

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Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge Request

2011-02-17 Thread J. Holden
Fair use is also a defense for trademarks.

The problem is these are defenses - they will only work if we are defendants in 
a lawsuit, and we don't want to litigate.

We should take a path which maximizes our resources while minimizes our 
potential to get sued, or at least have a lot of data removed from our 
repository.

For instance, it is clear we can't use Google data for mapping by the terms of 
their license agreement.

It is less clear on these trademark issues. Stating we do not endorse any 
companies or products which may be used within the simulator is a step forward, 
because it seems we would be in compliance. However as I've said before I am 
not a lawyer and this is not legal advice.

The good news is we are unlikely to be sued. Still it is a good idea to state 
we do not endorse any products or companies presented in this software, stated 
in section 1125(a) found here: 
http://www.law.cornell.edu/uscode/html/uscode15/usc_sec_15_1125000-.html

Cheers
John

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Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge Request

2011-02-16 Thread J. Holden
Hey everyone,

Based on my (brief) reading of some United States statutes, I would suggest we 
can continue using these trademarks until asked not to do so. I don't think 
this will bring forth a lawsuit, most likely a cease and desist action which is 
easily complied with, if it is on trademark grounds. However I would definitely 
suggest whenever we do use trademarks we should publish a notice we are not 
affiliated, connected, or associated with the companies whose trademarks we 
use. I think we should also be cautious of the screenshots we use to advertise 
the software.

See: 
http://www.law.cornell.edu/uscode/html/uscode15/usc_sec_15_1125000-.html#a

I am not a lawyer and this is not a legal opinion.

Yours
John Holden
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Re: [Flightgear-devel] Terrasync

2011-01-27 Thread J. Holden
Just to comment on this recent thread, most of my scenery work is not in 
TerraSync nor complied - the areas I know of are the Caribbean between Anguilla 
and Nevis, all of Hawai'i but Ni'ihau, and I believe Oakland Int'l Airport.

I have available a finished London landclass and a finished 
Baltimore/Washington, DC landclass available on my website at 
http://www.stattosoftware.com/flightgear - they should be part of the next 
release.

The Pacific Northwest, Rio de Janeiro, parts of Hong Kong, Phoenix, Shoreham, 
Madrid, Toronto (harbor), and New England are on the mapserver, but have not 
been compiled.

Southern New York has been sent in and is waiting to be added to the mapserver. 
New Hampshire is waiting to be cleaned, which I will probably start tonight.

Switzerland land cover is almost done but does not include Sion - it is 
basically the northwestern half of the country. I have hand-created scenery for 
Sion which I have been working on for the past few years, but the terrain is so 
difficult the Vancouver, Canada project I started last week already has almost 
as many polygons.

Hope this helps,

Cheers
John
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Re: [Flightgear-devel] New airport textures

2011-01-21 Thread J. Holden
Part of the texture problem is with the current data format we are using - 
there are a number of airports where the texture is incorrect, especially the 
threshold textures - but we currently only have four options for runways. Also, 
some countries use yellow textures for some airports - see (from 30m!): 
http://maps.yahoo.com/#mvt=slat=42.775718lon=141.691422zoom=14

Plus there are different aiming point textures in different countries (texture 
already added), different thresholds for different airports, et cetera. The 
question is figuring out what is needed. While this is a data-side problem (and 
an easy one to fix in game if the format is corrected) it would be nice to have 
a varied set of runway and taxiway textures for the future. Just imagine 
landing at RJCB for the first time and wondering if your simulator has gone 
haywire because all the runway texures are yellow - another FlightGear first!

Cheers
John

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[Flightgear-devel] 2000 Models!

2011-01-19 Thread J. Holden
With a large addition to the database today, there are now 2009 unique models 
in the scenery model database! We have now surpassed the 2000 mark as the 
FlightGear world continues to be populated, especially with non-generic models.

A thank you to everyone who has submitted unique models to the database.

Cheers
John



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Re: [Flightgear-devel] Magnetic North

2011-01-17 Thread J. Holden

 c) Doesn't 213 seem like a small number compared to the thousands of
 updates that have been applied to Robin's apt.dat since FG forked
 it in 2008?

If you are looking for a project, we need someone to incorporate the new 
X-Plane format into TerraGear - while keeping polygon counts as low as possible,

Cheers
John

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Re: [Flightgear-devel] TerraSync: question about file directoy

2011-01-16 Thread J. Holden
Hi Heiko

This isn't just a Terrasync problem as I have scenery files in multiple scenery 
folders for testing purposes. So if the helipad was in my Scenery2/ folder, it 
also wouldn't work...

The solution as I think has been said is to figure out if there is a way to get 
the name of the top level folder using Nasal, or to figure out a way to use 
nasal within the scenery folder? You could always try calling the nasal script 
from the xml (I have absolutely no idea if this will work or not and it may 
well be impossible).

Good Luck

Cheers
John




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Re: [Flightgear-devel] Magnetic North

2011-01-16 Thread J. Holden
Hi,

I have sent Martin an updated layout for KTPA. As is my understanding, thie 
runways will be updated in the next world scenery build, unless I've done 
something wrong.

Cheers
John


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[Flightgear-devel] World Scenery Reissue?

2011-01-06 Thread J. Holden
Just tonight I have finished modeling the first skyscraper in FlightGear for 
Vancouver, BC, Canada.

I am running FlightGear and the modeling software on an old laptop (which I am 
using FlightGear on solely for scenery development purposes). I downloaded the 
proper world scenery tile from:
http://flightgear.org/Downloads/scenery-1.0.1.html

I then used the ufo to fly around a bit. I did not use TerraSync.

I have added a few buildings to Friday Harbor (KFHR?) and wanted to see if they 
showed up in the scenery. They did not. I then flew on to Seattle and I noted 
the scenery lacked any custom models, and the original generic skyscrapers were 
still in place. Finally I flew to Portland and the original generic skyscrapers 
were also in place.

I am wondering, therefore, given the current difficulty in mass-generating new 
terrain from the mapserver, how difficult it would be to push what is in the 
current TerraSync directory out as World Scenery 1.1.0?

There would be a number of new models, and I think Hawai'i would have better 
scenery, but it would mean there is a new scenery release which would basically 
coincide with the release of the new version. While those who have been using 
TerraSync would not notice any improvement, those who don't would notice at 
least 400 unique models in their scenery contributed over the course of over 
two years.

Of course when we are ready to generate terrain from the mapserver, this would 
be World Scenery 2.0.0 - and the most important FlightGear scenery release for 
almost a decade,

Cheers
John

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Re: [Flightgear-devel] terragear roadmap

2011-01-03 Thread J. Holden
Hi Pete,

Currently, TerraGear is mostly being redeveloped in order to handle more 
detailed scenery - recent advances in FlightGear scenery data technology have 
made this necessary. I think this is a lot of GIS C++ work - I am primarily a 
data contributor. So please note anything you do should be compatible with this 
roadmap - other than that, I think there's just a TerraGear wish list, but 
those actually programming can correct me if I'm wrong.

I would say feel free to work on uv-mapping and brainstorm on the idea of 
transition polygons. However, I am working on some quite detailed scenery at 
the moment and can say when scenery data is at about 30m precision transition 
polygons become difficult to manage. The problem with vector-only data is it 
doesn't allow for the fuzzy pixels you see in remotely sensed imagery, which 
allow - somewhat - for realistic transitions - everything is hard-edged. Some 
sort of automated seam blending would be really cool, but I think this is hard 
to do...

As far as updating apt.dat goes, we've done a fork of 8.10 and have quite a 
number of updated airports sitting on the mapserver somewhere. Curved taxiways 
would be brilliant but because of both distribution and performance limitations 
the problem is inserting curved polygons as cheaply as possible when it comes 
to polygon counts. A somewhat dated but interesting primer can be found here: 
http://custom-scenery.org/Research-Deve.274.0.html (make sure to click on the 
sub-links on the left).

Have fun and welcome 

Cheers
John

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Re: [Flightgear-devel] Some community comments

2010-12-23 Thread J. Holden
I appreciate the ephithet being hurled in my direction, especially because all 
we are pointing out is that CORINE data should eventually be part of the land 
cover database anyways, which may deprecate some (but not necessarily all) of 
the third-party scenery projects currently being produced,

Cheers
John

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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread J. Holden
To help put things in perspective, the people who are generating the beautiful 
scenery on the forum are using the same CORINE data set we are attempting to 
get into the scenery, and are using OSM roads, the license about which I am 
unsure.

The advantage of this is we get to fly over higher quality land cover sooner 
than we otherwise would have, because we're also trying to get CORINE into the 
landcover database.

However, with the exception of scenery models, no one is really developing 
anything new - just using existing data and programs to create the sceneries 
without much apparent thought to topology.

This isn't bad as it gives us a larger, better area to fly through, and 
promotes scenery model creation. Still, none of the third party sceneries 
directly help the goal of adding data to the server or helping fix TerraGear to 
push out a new World Scenery package (and there will be a number of new places 
to explore in the next official version...)

Cheers
John

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Re: [Flightgear-devel] Some community comments

2010-12-22 Thread J. Holden
Replying to Heiko:
 But increases the attractiveness of a whole project called FlightGear, as it 
 shows that it is not difficult to make an attractive qualitity scenery for 
 free, and enlarges the freedom of use to any users.

I am not arguing that point - as I said the CORINE data is available to users 
before it is in the database, and that is fine. However, cleaning the data and 
placing the data into the database would be much more productive, as it would 
allow us to include the data in the world scenery release. Right now these are 
third party-only.

I am in no way opposed to people creating third party scenery for FlightGear. 
However I believe there is a difference between, say, the Brest photoreal 
scenery, and the CORINE scenery, because we should be able to get CORINE 
scenery in the database for more than just France in the future, whereas I 
believe Brest is separate from the scenery package for licensing reasons?


Cheers
John

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Re: [Flightgear-devel] Airport Water Clipping

2010-12-10 Thread J. Holden
More and more users are starting to generate scenery which cannot be reconciled 
with the mapserver database - usually, by taking CORINE and OSM data and 
incorporating them together. Some of the results are very nice and are 
inspiring others to contribute in certain parts of the world, especially the 
collaboration around Innsbruck, and the coordination to get better GPL textures 
into the program to make it look better in general.

For Australian purposes, if you =have= land cover data, by all means you can 
probably compile it using TerraGear - but you are in charge of distributing it 
and making sure the license requirements are all right, and there's no 
guarantee the scenery structure will be backwards-compatible in the future. 
This would be third-party scenery.

Perhaps the biggest problem with third-party scenery is potential conflicts 
with objects, but as long as we continually encourage people to submit 
GPL-compliant objects regardless of the license of their terrain we're okay.

I am more interested in =developing= the data for inclusion on the mapserver. 
I'm also greatly hoping TerraGear will be upgraded soon so that the World 
Scenery 2.0 can be released sometime in my lifetime, as there are a number of 
interesting places no-one has flown over yet on the mapserver :)

Cheers
John

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[Flightgear-devel] Airport Water Clipping

2010-12-09 Thread J. Holden
There's a big visual problem with some airports, especially when they are next 
to lakes or water in the more top-drawer scenery.

For an airport like Innsbruck, where the airport automatically generated grass 
polygon juts into the river cs_lake, or like Honolulu or Macau, when there is 
a lake in the middle of the airfield, would it be possible to take a lake 
layer (or the lake layer) and burn the water texture into the airfield before 
any of the taxiways are applied?

Cheers
John

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[Flightgear-devel] Waterfalls

2010-11-22 Thread J. Holden
I'm trying to figure out the best way to model the Rheinfall in Switzerland for 
an upcoming scenery project.

There is no land cover layer for waterfalls. A fountain-like particulate model 
may work but there are problems with creating terrain-like models.

What is the best way to go about this?

Cheers
John

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[Flightgear-devel] TerraGear Problem

2010-11-13 Thread J. Holden
Hi,

I'm using the most recent .exe build of TerraGear from the uni-duisburg website.

I believe I have followed all the steps properly to set up the work directory - 
I have run hgtchop, terrafit, genapts, and ogr-decode on everything, and have a 
work folder which appears to resemble what it should resemble.

However I am getting a problem with fgfs-construct when it goes to clip the 
shapefiles - the shapefiles should be properly clipped to each other already, 
but the program crashes immediately after it tries to clip the files for the 
first time.

I originally thought it was a problem with ocean - there is one tile in the 
scenery build which is all ocean (it's a 2x4 degree build) and even after 
removing that from the cycle it still crashes on first instance.

I have no idea what the exact error is because this is an executable on Windows 
XP and the error crash doesn't give you any good information on what happened.

How might I fix this problem, not including compiling the program myself?

Cheers
John

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Re: [Flightgear-devel] FlightProSim advert on FaceBook

2010-11-12 Thread J. Holden
For the love of...

Whatever your opinion on the legality of what they are doing, this is indeed a 
problem and reflects negatively on the community.

Ignoring it will not make it go away. We need to know what we can do.

Please, please, someone with a copyright interest in the software please 
contact the lawyers at http://www.softwarefreedom.org/

I am not saying this for fun.

Cheers
John

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Re: [Flightgear-devel] FlightProSim advert on FaceBook

2010-11-11 Thread J. Holden
Either Curt or someone who has contributed a significant amount of code to the 
FlightGear project should look into talking with an open source lawyer.

On copyright grounds, we can only sue to enforce the GPL. Basically, we can 
only make FPS GPL-compliant, which I do not believe they are, but I do know 
they have attempted to become more GPL-compliant (even if it's not technically 
GPL-compliant).

There are other grounds we may be able to sue on besides GPL, though, such as 
false advertising! Only a lawyer can help us figure out what is going wrong 
here. Please look at http://www.softwarefreedom.org/ to see if anyone there can 
help us

Yours
John

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[Flightgear-devel] Airport Textures

2010-09-01 Thread J. Holden
Hi All,

Recently, I have been working on Switzerland scenery for FlightGear. Hopefully 
beta landcover will be released soon.

At the moment, I've been making use of as many materials as I can find to 
accurately model the control tower at LSZB - Bern/Belp, and through some 
pictures I've noticed the arrows in the displaced threshold are different than 
the FlightGear textures.

I would very much like to represent this if I can as it adds a level of 
localized realism.

I also thought of another previous mailing list discussion about aiming point 
textures in Great Britain, and of yellow runway markings in northern Japan.

This leads me to my question: Is there an easy way to replace the default 
textures on an airport-by-airport basis?

Currently there is one texture set for every airport.

I am thinking of possibly indexed airport folders, such as Airport_1. If the 
airport is somehow classified as taking the textures from Airport_1, then load 
the textures (with the same file names) from that airport folder, and then fall 
back to the main texture folder if the texture is not found.

For instance, Heathrow uses different aiming point marks than most airports.

If you had a folder: Runway/EGLL_Textures with only the file pc_aim.png, and 
then you somehow had a file telling the program to look for textures in 
/Runway/EGLL_Textures BEFORE it looks in /Runway JUST for Heathrow, you could 
load the different pc_aim.png just for Heathrow.

My gut thinks this is impossible, but my gut is also very hungry.

Thanks
John

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[Flightgear-devel] Request to Compile Beta Scenery

2010-09-01 Thread J. Holden
Hi All,

I have failed yet again to get TerraGear running on two computers.

I recently tried a technique for the first time to determine land cover from 
satellite images. I am glad to say I succeeded, but there are still a number of 
problems with the scenery, from null values to cloud cover.

This is 45Mb worth of shapefiles, beta land cover for northern Switzerland 
(Zurich, Bern, Neuchatel, Luzern, Interlaken), eastern France (Mulhouse) and 
southwestern Germany (Konstanz, Friedrichshafen). I would like to have compiled 
before I submit it to the land cover database so the community has a chance to 
fly over the area and note any special problems.

My hope is this landcover will ultimately be a high-interest area for 
FlightGear users.

Please reply here or email me off the list if you are able to download and 
compile this area - I think it is 3x2 degrees.

Thanks
John

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Re: [Flightgear-devel] Improvements to the material library and materials.xml

2010-03-30 Thread J. Holden
I've made some simple Hawaii textures based on real, freely available USGS 
aerial imagery of Oahu. I have sand, grass, scrub and farming textures so far. 
I'd be happy to provide these even though they're not excellent.

Cheers
John

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Re: [Flightgear-devel] News from FlightProSim

2010-03-17 Thread J. Holden
I've /probably/ done the most extensive amount of research into this at the 
moment, some key points:

1) If we want or need legal representation, please visit 
http://www.softwarefreedom.org/

I have already contacted them, so please don't send them a bunch of emails 
about FlightProSim.

2) FlightProSim has at least one violation of the GPL2 because they distribute 
the source code on their website; they need to either distribute the source 
code with their product or provide a written offer for up to three years under 
subsection 3b of the GPL. 

3) FPS may be in further violation of the GPL under section 2a, which states 
the modified files must contain notices they were modified from the original 
FlightGear source code. I have not done this investigation.

4) I have strongly recommended in the past that FGRun or FGFS contain some sort 
of copyright statement. However, my suggestion was dismissed. JUST BECAUSE YOU 
CONTRIBUTE TO FLIGHTGEAR DOES NOT MEAN YOU FORFEIT YOUR COPYRIGHT.

So let me make this suggestion again.

On the splash screen, or somewhere on the launcher, or under the about menu, 
include the following text:

FlightGear is copyright by its respective contributors. Please refer to the 
source code for the copyright to specific components of the software.

You may redistribute FlightGear under the terms of the GPL version 2. 
FlightGear comes with absolutely no warranties.

Perhaps the reason this suggestion was dismissed so readily is that I suggested 
that FlightGear become one copyright holder by aggregating the copyrights of 
the contributors. However, the reason I believe adding this text to be 
important is:

1) Any future distributors cannot obfuscate this copyright or else they are in 
violation of the GPLv2 section 1;

2) If they do obfuscate the copyright, they must also edit the file to say they 
obfuscated the copyright under the GPLv2 section 2a to be compliant, which is 
sort-of beside the point;

3) It makes it easy to check to see if there's been a GPL violation even if 
everything else appears okay, because the copyright appears on something other 
than the source code.

Even just adding text such as www.flightgear.org to the splash screen would 
require someone who modifies and redistributes the program to comply with 1) 
and 2) in the second-list set out above if they wished to disguise the program 
as being FlightGear. Now, there ARE some people who legitimately use FlightGear 
who need to may wish to disguise the fact the program is FlightGear - I'm 
thinking airplane simulators - but they can easily comply with the GPL by 
remarking how they modified the file from the original FlightGear version.

Finally, we should be seeking to make violators comply with the GPL, not shut 
them down, even if they're distributing our program for profit. If it's 
GPL-compliant, this still helps us, even if someone is making money off our 
work.

Now, some opinion:

In my opinion Aircraft and scenery models in the base package need to remain 
GPL, as this allows for easier license management. If you don't want other 
people profiting off your work, release your add-on as a third party add-on 
under a different license. I'm sure there are people who legitimately make 
money as a direct result of FlightGear, and because of the GPL, you may even be 
able to dishonestly make some money off of the product, but if you're 
compliant we can't constrict your right to do so,

Cheers
John

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[Flightgear-devel] FlightGear and Copyrights

2010-03-17 Thread J. Holden
Hello all -

My previous email may have been lost in the fray so I'd just like to float my 
recommendation again.

If you have contributed code, please check to make sure your copyright, and the 
date, is in the header for the source code you have contributed.

This will make it easier for us to track if there has been a copyright and GPL 
violation. If someone modifies a copyrighted file AND distributes that file IN 
VIOLATION OF the GPL version 2, then the person or people who hold the 
copyright on that file can force compliance.

However, I also believe we should put a copyright statement within the 
executables of FlightGear which we distribute - we should have a statement 
saying FlightGear is copyrighted by its contributors - please see the source 
code for information. (Perhaps several statements, in the console and under the 
menu for instance.)

Just because we release the software and the components of the software under 
the GPL does not necessarily mean the contributors forfeit their copyright on 
the work.

By including copyright information within the essence of our product 
components, we thereby make it more difficult for resellers to rebrand and 
resell our product (because they can't just remove the copyright without being 
in violation of the GPL - and if they do they have to state how they modified 
the file from the original copy in the source code, AND distribute that source 
code).

At the same time, we maintain the fact the copyright is held by the individual 
contributors, which was important to people the last time around. This also 
does not constrict the freedom of the software under the GPL and therefore I 
would strongly recommend adding this into the software.

If people are opposed to this for whatever reason, a softer suggestion would 
be including an About menu with version information in each version, say 
FlightGear version 2.0.0 release date X/X/2010.

Since this doesn't include a copyright, though, anyone can remove it as long as 
they state they removed it within the source code of the product; and since the 
people likely to be negatively affected by someone reselling our product as-is 
aren't going to be looking at the source code, I strongly recommend the 
copyright components,

Cheers
John

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Re: [Flightgear-devel] [FlightGear-devel] materials.xml request

2010-01-31 Thread J. Holden

 I'm a bit confused. Are random objects actually starting up at different
points in each run now? I haven't noticed that nor have I seen a report of
that. All I've seen in this thread is that the code that resets the random
generator in each tile (well, several times per tile) may be affecting the
random distribution of some models.

I have not seen anything proving this is broken (did a couple test flights), 
can someone please independently verify that this code is indeed broken?

Cheers
John

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Re: [Flightgear-devel] materials.xml request

2010-01-26 Thread J. Holden
 It's been a long time since I (re-)wrote the random object code for OSG, but 
 my
 recollection is that we use the same random number seed when generating
random model placements, to ensure that a building is in the same place on
 every computer.

 I suspect that part of the problem with the water-tower may be an artifact of 
 the
 random number generator, though having one every 300,000 m^2 was also a bit
much!

 However, I've never investigated sufficiently to determine if that
 is the case.

Stuart:

What happened is that towns are usually defined as points, which get 
interpreted by the scenery-generation system as the landcover type town. Back 
when the water tower was first implemented, towns were turned into squares 
about 1km on a side and there was one water tower per town.

As myself and others have improved on the quality of the scenery, these towns 
went from small squares with one church, water tower, house, etc to much larger 
expanses with many churches, water towers, et cetera.

I like those shared German and Dominicaian houses in the shared model directory 
for town autogen... perhaps those could be substituted in the water tower's 
wake? However, I don't have cvs privileges... has someone stepped up to the 
plate and fixed this yet?

Cheers
John

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[Flightgear-devel] materials.xml request

2010-01-25 Thread J. Holden
I don't know if we've gone final with everything yet, but if we haven't, would 
it be possible for somebody here to:
* double-check to see if the mushroom water-towers still exist under the town 
definition in materials.xml; and, if so,
* remove them.

As we'll have a lot more areas defined as town in the upcoming scenery build, 
and there are far too many water towers per square 
land-area-measurement-category) in FG as it is, and it looks tacky. After the 
release, I'll try and look at improving the randomly generated scenery.

Cheers
John

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Re: [Flightgear-devel] Copyrights

2010-01-08 Thread J. Holden
LeeE:

I appreciate your comments, but in that case, why is FlightGear licensed under 
the GPL at all if we're not willing to enforce it? The GPL is designed to be as 
open as possible, but still giving rights to the people who hold the copyright 
on the product!

See section 1 of GPLv2:

1.  You may copy and distribute verbatim copies of the Program's source code 
as you receive it, in any medium, provided that you conspicuously and 
appropriately publish on each copy an //appropriate copyright notice and 
disclaimer of warranty//;

That's certainly not very hard to comply with! If you're in violation - let's 
say you remove the copyright information - the goal isn't to restrict you from 
using the software, the goal is to ensure you put the copyright //back//. 
Anyone wishing to build on FlightGear shouldn't have a problem with keeping the 
copyright information intact - in fact, they're supposed to add to that under 
section 2 of the GPL.

Your final paragraph said I am concerned with restricting how people use the 
product. That's only true because my goal is for people who use and improve 
FlightGear can't remove the copyright notice under the GPL. That's the only 
restriction I care about. You can throw FlightGear off a cliff to a friend or 
sell it for a million dollars, but if you're redistributing you don't have any 
good reason to remove the copyright notice - and if you do, the copyright 
holders on the project, namely, the very people who are improving, promoting, 
and allowing new, can ask you to put it back. Right now, however, there's no 
visible notice to remove on the executable part of the product.

That's how you protect free software.

Cheers
John

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Re: [Flightgear-devel] Copyrights

2010-01-06 Thread J. Holden
With regards to what has been said, the GPLv2 gives the end user the right to 
both modify the software and, if certain conditions are met, distribute the 
software. It does NOT change the fact that all the contributors actually own 
the copyright on the software, or it appears in FlightGears' case, a lot of 
different people own the copyright to the software. 

In either case we need a system where we either start tracking who owns what 
copyrights in different parts of the software, or assigning the copyright to 
FlightGear while ensuring the contributors have all the rights they would 
otherwise have.

The reason for this, which I didn't state, is so we are better prepared to 
protect our software from people who may violate the GPL down the distribution 
line. If someone modifies FlightGear and obfuscates the copyright, that's a 
clear violation of the GPL - copyrights must be intact under the license.

Now, let's say someone takes parts of the FG source code for inclusion in a 
proprietary, closed-source product, and the copyright is NOT consolidated. 
Let's assume I track down the problem - now I have to track down the copyright 
holder of the code which was used in that piece of software and get them to 
enforce their own license. Not everyone would be willing to do that.

If everyone consolidates their copyrights under FlightGear, that violation is 
much easier to enforce. However, FlightGear would need to be a legal entity 
in this case. I'm not sure how to do that, but I can do the research.

If you'd like a read, check section 2.3:
http://www.softwarefreedom.org/resources/2008/foss-primer.html#x1-70002.2.1

Cheers
John

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[Flightgear-devel] Copyrights

2010-01-04 Thread J. Holden

I've been doing research into copyrights and am shocked to see there is no (C) 
(years)-2010 FlightGear anywhere in FGRun or in the main flight simulation 
program.

However, it appears looking through a sample of the source code the code is 
indeed (C) (year) by the authors who wrote it. This makes sense, considering 
the contributors to the project hold the copyright, unless the contributors 
agree to assign their copyright to an entity (FlightGear). I don't think this 
has happened, but it should.

By assigning the copyright to FlightGear instead of the contributor who 
contributed a part of the work, this helps FlightGear move forward to help 
defend the software legally - and the original developer still has the right to 
use that part of the code they contributed elsewhere, as long as you don't 
grant anyone an exclusive license to use the code.

We should also revise the fgrun and fgfs components to include (C) 2001-2010 
FlightGear in visible areas. I'd add something to the menus - probably the file 
menu - in fgfs called About with the following text, if the copyright is 
unified:

--
This software (C) 2001-2010 FlightGear
Licensed under the GPLv2.

Contribute to FlightGear! Visit our website at http://www.flightgear.org/ for 
more information.
--

On fgrun, and if there are any installation programs we currently use, there 
should be a similar copyright notice.

If I've completely missed where these notices are, please let me know, but this 
is important to help protect our software.

Cheers
John

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[Flightgear-devel] FYI: Contacting Counsel

2009-12-14 Thread J. Holden
I just wanted to drop a note I will be contacting the Software Freedom Law 
Center - http://www.softwarefreedom.org - on behalf of FlightGear.

If you have any questions, comments or concerns please don't hesitate to email 
me -off the list-.

Cheers
John



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Re: [Flightgear-devel] International Runway Issue (leading zeros)

2009-11-15 Thread J. Holden
Given the number of airfields in the US I think this is a good idea as long as 
we can implement it without breaking genapts,

I'm going to go forward with heuristically-defining other runway markings since 
there shouldn't be any problems with defining single-wide markings for some 
European countries.

Cheers
John


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Re: [Flightgear-devel] Center Runway Issue

2009-11-14 Thread J. Holden
 Yes, I understand that. My vision was the flag would be set before
 genapts is ran. Or are all airports generated at a single pass? If
 that's the case perhaps genapts should use the literal runway number
 from apt.dat, and apt.dat can be edited to replace the leading zero with
 a space on US GA airports? This should still keep us compatible with
 x-plane 8.10 datafile specs...

The problem is one single flag won't be enough. I've been doing some 
research... some airports have different precision markings on different 
runways at the same airport, so maybe I've opened up a larger bag than I'm 
capable of opening here.

However, the code for UK aiming styles should still stand as long as it's 
proper:
string texture_name = aim;
if(airport_id.substr(1,2) == EG) { texture_name = aim_uk; }
should, in my mind, change the texture from pc_aim or pa_aim to pc_aim_uk 
whenever the airport_id/ICAO code comes up as EG and, therefore, England. As 
far as I know, this is the only country which uses a different aiming point.

The problem with the leading 0 is that there are a LOT of small US airports 
which have ICAO codes which don't start with the letters K or P. If we could 
determine a way to determine what these airfields are, that would be a huge 
step in the right direction.

Also, for countries which have single bars as opposed to two- and three-bars, I 
see no problem (again, mind my C++ newbishness) with adding something like:
if(airport_id.substr(1,2) == CY /* Canada */ ||
   airport_id.substr(1,2) == EG /* England */ ||
   airport_id.substr(1,2) == ED /* Germany */ ||
   airport_id.substr(1,2) == ET /* Germany (add Australia, Japan) */) {
 texture_name = one_a; }

Though you'd have to check to see if you use texture one_a or one_b.

Other than that this is a bigger problem than we can solve in one sitting... 
I think eventually going to a database-driven way would work better, but not 
until we extricate ourselves from the X-Plane 8.10 airport style, whenever that 
is.

Cheers
John

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[Flightgear-devel] TerraGear and International Runway Precision Markings

2009-11-13 Thread J. Holden
Hello,

I've been reading through a lot of the TerraGear code after I've read the 
center line problem but I'm interested in tackling a different problem. It 
doesn't help I don't have an intimate knowledge of C++, nor have I ever 
properly compiled TerraGear on Linux... so please bear with me.

Runway precision markers have an international flair to them. The UK uses a 
different set of aiming point bars, for instance. There are a lot of countries 
which use solid single stripes instead of having three- and two-bars, too - 
from Canada to the UK to Germany.

I've sent in a new UK aiming point texture to Martin to have him include that 
in the CVS (thank you in advance, Martin). Still, I need to create the code to 
get it into TerraGear so the texture can actually be used. A screenshot of what 
I'm trying to achieve can be found here: 
http://flightgear.org/forums/viewtopic.php?f=6t=6338

Ideally, Heathrow would have all solid stripes as well instead of the 3-aim-2-2 
setup it currently has, but I want to make sure I have this correct first.

Right now I have this in rwy_prec.cxx, but there are a couple things I'm not 
sure about. Does airport_id get passed down into this subroutine from 
build.cxx? Am I calling airport_id correctly if it is? And did I even define 
texture_name correctly? Any help would be appreciated.


// Check to see if ICAO code merits UK-style aiming stripe
// Otherwise, load normal aiming stripe

string texture_name = aim;

if(airport_id.substr(1,2) == EG) { texture_name = aim_uk; }

//
// Aiming point
//

start1_pct = end1_pct;
end1_pct = start1_pct + ( 400 / length );
gen_runway_section( rwy_info, runway_a,
start1_pct, end1_pct,
0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
rwy_info.heading,
material, texture_name,
rwy_polys, texparams, accum );

start2_pct = end2_pct;
end2_pct = start2_pct + ( 400 / length );
gen_runway_section( rwy_info, runway_b,
start2_pct, end2_pct,
0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
rwy_info.heading + 180.0,
material, texture_name,
rwy_polys, texparams, accum );


Cheers
John

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