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

2012-08-19 Thread Martin Spott
Frederic Bouvier wrote:

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

The difficulty is not in processing a wider range of 3D model formats,
instead the most trouble is hidden in the consistency checking.

Traditionally, submitters are making more mistakes than you could
envision in your wildest dreams and a proper web form has to check all
of this.  Listing a couple of 'interesting' formats is easy, but to
make them work you also have to develop proper consistency tests.

Remember the standard disclaimer: All the code is on Gitorious.

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

2012-08-10 Thread Olivier
Hi Fred,

Could you copy/paste the lines you added in your STG file to have the model 
included?


Thanks.

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

2012-08-10 Thread Frederic Bouvier
Hi Olivier, 

 Hi Fred,

 Could you copy/paste the lines you added in your STG file to have the
 model included?

From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata :

OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105
(new Rembrandt version seen here : http://www.youtube.com/watch?v=q951rsP0DBk )

Regards,
-Fred

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

2012-08-10 Thread Frederic Bouvier
 From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata :
 
 OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105
 (new Rembrandt version seen here :
 http://www.youtube.com/watch?v=q951rsP0DBk )

Forgot: That I would desperately see in the repository before it got overwritten

-Fred

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

2012-08-09 Thread Olivier
Hi all,

Just to let you know that the 3D models import webform in now in early 
production. The first 3D models (both static and shared) imported for test have 
been correctly shipped downwards by Terrasync.

A big thank to Martin, Julien, Clément for their help and support.

I hope you enjoy this tool and that it will make more scenery available via 
Terrasync, without having to download here and there, so we have a beautiful 
(hopefully with a new generated terrain) scenery to show for 3.0.

Together with the other webforms for mass insertion, deletion, update, this is 
[yet another - but we're used to!] unique feature in the flight simulation 
world issued by FG!

All tools are available on the usual website with scenemodels and mapserver 
data : http://scenemodels.flightgear.org/submission/

Enjoy,

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

2012-08-09 Thread Curtis Olson
Thanks to all involved for all your hard work on this!!!  I'm busy right
now updating new scenery chunks that include Martin's recent duplicate
object clean up.  But everyone can get things quicker themselves via
terrasync (or running svn manually to keep their scenery tree in sync.)

Curt.


On Thu, Aug 9, 2012 at 11:03 AM, Olivier wrote:

 Hi all,

 Just to let you know that the 3D models import webform in now in early
 production. The first 3D models (both static and shared) imported for test
 have been correctly shipped downwards by Terrasync.

 A big thank to Martin, Julien, Clément for their help and support.

 I hope you enjoy this tool and that it will make more scenery available
 via Terrasync, without having to download here and there, so we have a
 beautiful (hopefully with a new generated terrain) scenery to show for 3.0.

 Together with the other webforms for mass insertion, deletion, update,
 this is [yet another - but we're used to!] unique feature in the flight
 simulation world issued by FG!

 All tools are available on the usual website with scenemodels and
 mapserver data : http://scenemodels.flightgear.org/submission/

 Enjoy,

 Olivier


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

2012-08-09 Thread Frederic Bouvier
Hi, 

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

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

Regards, 
-Fred 

- Mail original -

 De: Olivier acom...@yahoo.com
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Jeudi 9 Août 2012 18:03:47
 Objet: [Flightgear-devel] 3D models import webform in production.

 Hi all,

 Just to let you know that the 3D models import webform in now in
 early production. The first 3D models (both static and shared)
 imported for test have been correctly shipped downwards by
 Terrasync.

 A big thank to Martin, Julien, Clément for their help and support.

 I hope you enjoy this tool and that it will make more scenery
 available via Terrasync, without having to download here and there,
 so we have a beautiful (hopefully with a new generated terrain)
 scenery to show for 3.0.

 Together with the other webforms for mass insertion, deletion,
 update, this is [yet another - but we're used to!] unique feature in
 the flight simulation world issued by FG!

 All tools are available on the usual website with scenemodels and
 mapserver data : http://scenemodels.flightgear.org/submission/

 Enjoy,

 Olivier

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

2012-08-09 Thread Martin Spott
Frederic Bouvier wrote:

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

Sounds like it should be submitted as three distinct models.

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

2012-08-09 Thread Frederic Bouvier
 
 Frederic Bouvier wrote:
 
  My model is made of 3 xml, 3 .ac and 2 textures . How can I submit
  it ?
 
 Sounds like it should be submitted as three distinct models.

It can't : it's one bridge and it's light volumes. Our format supports 
submodels, you know ?

-Fred

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[Flightgear-devel] 3D models article

2006-09-22 Thread Nils Erik Svangård
Hi,
I read an article on some scientist that made som algorithm to
generate city buildings for use in google earth. Maybe something
flightgear could benifit from?
http://www.newscientisttech.com/article/dn10126
/nisse

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Robin van Steenbergen
Jason Cox schreef:
 Hi all,
 just wondering on weather some one has looked into tapping
 into the
 3d models that are available for downlaod from google earth?
 i think we maybeable to use these if we convert them as they are created
 by users of the sketchup program.
 any thoughts?
 Jason
   
That should be possible. Google SketchUp models are .kmz files which are 
nothing more than ZIPped XML files with vertices, polygons, textures etc 
in plain text. I'm a very big fan of SketchUp and it's great for 
developing scenery, the only thing is that no-one has ever attempted to 
create a converter for Keyhole Markup Language (XML with a defined 
format) to a 'regular' model format like 3DS or Gmax. Should be possible 
though.

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Martin Doege
On 7/27/06, Jon Stockill [EMAIL PROTECTED] wrote:
 So forget converting anything from their 3d warehouse - if you want to
 use a model you'll need to get it direct from the author.

There is one thing FG could learn from Google Earth's 3D Warehouse:The
GE Warehouse is linked to directly and prominently from the Google
Earth main page, while the link to FGFSDB is hidden somewhere in the
FG related websites list without any explanation of what it is about.
Users can easily miss it and if they miss it they cannot contribute.

So perhaps the FG main page should address user contributions, e.g. in
the Google Earth common questions format, like How can I put my
house/school/home town into the FG terrain?

Simply make it obvious how to create models for FG so that casual
users who may not have visited all related websites are not left out.

Martin

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Ampere K. Hardraade
On Friday 28 July 2006 06:21, Robin van Steenbergen wrote:
 I know that, since all the airports in the Netherlands are made that
 way. But there's one pretty important thing that's not generated on the
 ground chart: The buildings are all missing!
 Most ground charts do have the buildings on them but they're not labeled
 and they're pretty hard to auto-generate since they require modeling. Or
 you have to represent them as boxes like FS2004 does, but that's not
 exactly pretty. I'm using the ground chart to determine the correct
 sizes of my buildings (using the runway as a reference) and their
 placement.
Buildings too...

http://flamebunny.homelinux.net/svg2ac.php

Ampere

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[Flightgear-devel] 3d models

2006-07-27 Thread Jason Cox
Hi all,
just wondering on weather some one has looked into tapping
into the
3d models that are available for downlaod from google earth?
i think we maybeable to use these if we convert them as they are created
by users of the sketchup program.
any thoughts?
Jason




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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Robin van Steenbergen
Jon Stockill schreef:
 Jason Cox wrote:
   
 Hi all,
 just wondering on weather some one has looked into tapping
 into the
 3d models that are available for downlaod from google earth?
 i think we maybeable to use these if we convert them as they are created
 by users of the sketchup program.
 any thoughts?
 

 It may be possible if the authors of the models are happy to release 
 them under the GPL. The import script in the latest version of blender 
 works well on geometry, but doesn't seem to support textures yet, so 
 some retexturing may be required.
   
Does Blender do KML files now? That's awesome! I do all of my modeling 
in SketchUp because it's 100 percent free and very intuitive to work 
with. If Blender has support for it, you can do the rendering / 
texturing / animating there or export it to 3DS or MAX or LWO or whatever.

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Melchior FRANZ
* Robin van Steenbergen -- Wednesday 26 July 2006 18:01:
 Does Blender do KML files now?

Yes.

  $ head -18 ~/.blender/scripts/kmz_ImportWithMesh.py|tail -15 
  Name: 'Google Earth (.kml / .kmz)...'
  Blender: 241
  Group: 'Import'
  Tip: 'Import geometry of .kml or .kmz 3D models'
  
  __author__ = Jean-Michel Soler (jms)
  __version__ = 0.1.8, june, 25, 2006
  __url__ = Script's homepage, 
http://jmsoler.free.fr/didacticiel/blender/tutor/py_import_kml-kmz_en.htm;
  __bpydoc__ = \
  Use this to read 3d geometry from .kml and .kmz (zipped .kml) files.

  Caution: the geometry data of the Google Earth's files on the web
  is licensed and you can not load or use it in a personnal work.
  Be aware that the contents of the file you try to read must be free
  or legally yours.

m.

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Jon Stockill
Melchior FRANZ wrote:
 * Robin van Steenbergen -- Wednesday 26 July 2006 18:01:
 Does Blender do KML files now?
 
 Yes.
 
   $ head -18 ~/.blender/scripts/kmz_ImportWithMesh.py|tail -15 
   Name: 'Google Earth (.kml / .kmz)...'
   Blender: 241
   Group: 'Import'
   Tip: 'Import geometry of .kml or .kmz 3D models'
   
   __author__ = Jean-Michel Soler (jms)
   __version__ = 0.1.8, june, 25, 2006
   __url__ = Script's homepage, 
 http://jmsoler.free.fr/didacticiel/blender/tutor/py_import_kml-kmz_en.htm;
   __bpydoc__ = \
   Use this to read 3d geometry from .kml and .kmz (zipped .kml) files.
 
   Caution: the geometry data of the Google Earth's files on the web
   is licensed and you can not load or use it in a personnal work.
   Be aware that the contents of the file you try to read must be free
   or legally yours.

So forget converting anything from their 3d warehouse - if you want to 
use a model you'll need to get it direct from the author.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Curtis L. Olson
Jon Stockill wrote:
 Melchior FRANZ wrote:
   
 * Robin van Steenbergen -- Wednesday 26 July 2006 18:01:
 
 Does Blender do KML files now?
   
 Yes.

   $ head -18 ~/.blender/scripts/kmz_ImportWithMesh.py|tail -15 
   Name: 'Google Earth (.kml / .kmz)...'
   Blender: 241
   Group: 'Import'
   Tip: 'Import geometry of .kml or .kmz 3D models'
   
   __author__ = Jean-Michel Soler (jms)
   __version__ = 0.1.8, june, 25, 2006
   __url__ = Script's homepage, 
 http://jmsoler.free.fr/didacticiel/blender/tutor/py_import_kml-kmz_en.htm;
   __bpydoc__ = \
   Use this to read 3d geometry from .kml and .kmz (zipped .kml) files.

   Caution: the geometry data of the Google Earth's files on the web
   is licensed and you can not load or use it in a personnal work.
   Be aware that the contents of the file you try to read must be free
   or legally yours.
 

 So forget converting anything from their 3d warehouse - if you want to 
 use a model you'll need to get it direct from the author.

   

It sounds like we need to infiltrate google with FlightGear people.  Can 
I get some volunteers to go get jobs there?  I'll need a couple 
developers and at least one VP level manager type.  We can solve this 
problem for ourselves at least from the inside out. :-)  Or perhaps we 
could get a volunteer to purchase 51% of their stock?

Curt.

-- 
Curtis Olsonhttp://baron.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Robin van Steenbergen
Curtis L. Olson schreef:
 Jon Stockill wrote:  
   
 So forget converting anything from their 3d warehouse - if you want to 
 use a model you'll need to get it direct from the author.

   
 

 It sounds like we need to infiltrate google with FlightGear people.  Can 
 I get some volunteers to go get jobs there?  I'll need a couple 
 developers and at least one VP level manager type.  We can solve this 
 problem for ourselves at least from the inside out. :-)  Or perhaps we 
 could get a volunteer to purchase 51% of their stock?

 Curt.
   

Are all their models from the 3D warehouse owned by Google? So if I 
submit something to the 3D Warehouse I essentially give up my rights?

SketchUp is a great tool for scenery design. I'm working on an accurate 
model of Eindhoven Airport and you can actually put the ground chart of 
the airport on the 'floor' and model on top of that.
Texturing can be done using Blender or 3DS or whatever, but SketchUp is 
great for defining geometry.

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Ampere K. Hardraade
On Wednesday 26 July 2006 12:53, Robin van Steenbergen wrote:
 I'm working on an accurate
 model of Eindhoven Airport and you can actually put the ground chart of
 the airport on the 'floor' and model on top of that.

We have the capability to generate an airport directly out of the ground 
chart.

Ampere

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Re: [Flightgear-devel] 3D models and Blender

2006-03-26 Thread Arnt Karlsen
On Mon, 20 Mar 2006 22:06:51 -0500, Josh wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
  On Mon, 20 Mar 2006 18:16:20 -0500, Josh wrote in message 
  [EMAIL PROTECTED]:
  
   Arnt Karlsen wrote:
  
  ..ok, so _anything_ I add to a model, starts out as a 2x2x2 meter
  object and then needs another edit action to size and fit it to my
  model?
  
  ..my baseline is http://brlcad.org/ which has a neat, neat, neat
  pipe routing edit mode that I use to model my gasifiers, I'll have
  them made  from standard piping fittings etc materials to minimise
  my costs.   Lotsa model file format converters, and David M. might
  like the way  it uses Jove as cli.  ;o)
  
 
 I've actually been meaning to try BRL, I even have it on disk here.
 The problem is switching to another format in FG. There are a lot that
 theoretically work in plib, but using those loaders in fg is not as
 well understood from the model builder's point of view. Also, not all
 the loaders provide the same functionality. Is there an easy way to
 get from BRL to .ac? 

..I dunno this yet, also I need to get my models exported into 2d paper
drawings, the work shop guys are not yet 3d.  ;o)

 Maybe I should be looking into BRL and either dxf or ase.

..both are available AFAICT, and BRL-CAD has its own native format,
and the BRL guys might be able to volonteer old Army etc models.

 Anyway, I have found that using direct numeric input in Blender is
 fast and easy. 

..how does it compare to BRL-CAD or AutoCAD or Intergraph Microstation?
(I remember using the latter 2 some 15 years ago for parametric
modelling.)

 Like everything in Blender, it is tempered by the basic
 steep learning curve.

..aye, that and BRL-CAD's ease of use in parametric modeling 
and me in my hurry is what got me here.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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[Flightgear-devel] 3D models and Blender

2006-03-20 Thread Berndt, Jon S
Title: 3D models and Blender






If I'm not mistaken, the open source 3D modeing tool has been used to develop 3D models for FlightGear. Correct? Can the 3D models simply be opened in Blender?

Jon






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Re: [Flightgear-devel] 3D models and Blender

2006-03-20 Thread Josh Babcock
Arnt Karlsen wrote:
 On Mon, 20 Mar 2006 15:51:33 -0500, Josh wrote in message 
 [EMAIL PROTECTED]:
 
 
Markus Barenhoff wrote:

· Berndt, Jon S [EMAIL PROTECTED] wrote:


If I'm not mistaken, the open source 3D modeing tool has been used
to develop 3D models for FlightGear. Correct? Can the 3D models
simply be opened in Blender?

yes, there is a script for import/export ac3d files (mostly used in
flightgear).

cu markus 


And they are included with the binary distribution of Blender.
 
 
 ..can Blender now do _parametric_ modelling?  (Essentially drawing by
 typing in model part sizes eg gear strut diameters etc, rather than
 messing around with some rodent.)
 

Yeah, sort of. Whenever you are moving or resizing something, you can
type nx.09- for instance to do whatever on the x axis to a factor of
-.09. So to move something 40cm along the z axis: gz.4. (the n is
redundant if you specify an axis) To scale something to twice it's size
on only the x and y axis, but not the z, you would type: sZ2 The - can
go anywhere after you hit the n key. You just have to be aware of the
starting dimensions of new meshes as Blender creates them. Most objects
have a side length or diameter of 2m, and I believe that the heights are
all 2m as well.

Josh


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Re: [Flightgear-devel] 3D models and Blender

2006-03-20 Thread Arnt Karlsen
On Mon, 20 Mar 2006 18:16:20 -0500, Josh wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
  On Mon, 20 Mar 2006 15:51:33 -0500, Josh wrote in message 
  [EMAIL PROTECTED]:
  
  
  Markus Barenhoff wrote:
  
   · Berndt, Jon S [EMAIL PROTECTED] wrote:
   
 If I'm not mistaken, the open source 3D modeing tool has been
 used to develop 3D models for FlightGear. Correct? Can the 3D
 models simply be opened in Blender?

yes, there is a script for import/export ac3d files (mostly used
in flightgear).

cu markus 

   
   And they are included with the binary distribution of Blender.
  
  ..can Blender now do _parametric_ modelling?  (Essentially drawing
  by typing in model part sizes eg gear strut diameters etc, rather
  than messing around with some rodent.)
 
 Yeah, sort of. Whenever you are moving or resizing something, you can
 type nx.09- for instance to do whatever on the x axis to a factor of
 -.09. So to move something 40cm along the z axis: gz.4. (the n is
 redundant if you specify an axis) To scale something to twice it's
 size on only the x and y axis, but not the z, you would type: sZ2
 The - can go anywhere after you hit the n key. You just have to be
 aware of the starting dimensions of new meshes as Blender creates
 them. Most objects have a side length or diameter of 2m, and I believe
 that the heights are all 2m as well.

..ok, so _anything_ I add to a model, starts out as a 2x2x2 meter object
and then needs another edit action to size and fit it to my model?

..my baseline is http://brlcad.org/ which has a neat, neat, neat pipe
routing edit mode that I use to model my gasifiers, I'll have them made 
from standard piping fittings etc materials to minimise my costs.  
Lotsa model file format converters, and David M. might like the way 
it uses Jove as cli.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] 3D models and Blender

2006-03-20 Thread Josh Babcock
Arnt Karlsen wrote:
 On Mon, 20 Mar 2006 18:16:20 -0500, Josh wrote in message 
 [EMAIL PROTECTED]:
 
 
Arnt Karlsen wrote:

On Mon, 20 Mar 2006 15:51:33 -0500, Josh wrote in message 
[EMAIL PROTECTED]:



Markus Barenhoff wrote:


· Berndt, Jon S [EMAIL PROTECTED] wrote:


If I'm not mistaken, the open source 3D modeing tool has been
used to develop 3D models for FlightGear. Correct? Can the 3D
models simply be opened in Blender?

yes, there is a script for import/export ac3d files (mostly used
in flightgear).

cu markus 


And they are included with the binary distribution of Blender.

..can Blender now do _parametric_ modelling?  (Essentially drawing
by typing in model part sizes eg gear strut diameters etc, rather
than messing around with some rodent.)

Yeah, sort of. Whenever you are moving or resizing something, you can
type nx.09- for instance to do whatever on the x axis to a factor of
-.09. So to move something 40cm along the z axis: gz.4. (the n is
redundant if you specify an axis) To scale something to twice it's
size on only the x and y axis, but not the z, you would type: sZ2
The - can go anywhere after you hit the n key. You just have to be
aware of the starting dimensions of new meshes as Blender creates
them. Most objects have a side length or diameter of 2m, and I believe
that the heights are all 2m as well.
 
 
 ..ok, so _anything_ I add to a model, starts out as a 2x2x2 meter object
 and then needs another edit action to size and fit it to my model?
 
 ..my baseline is http://brlcad.org/ which has a neat, neat, neat pipe
 routing edit mode that I use to model my gasifiers, I'll have them made 
 from standard piping fittings etc materials to minimise my costs.  
 Lotsa model file format converters, and David M. might like the way 
 it uses Jove as cli.  ;o)
 

I've actually been meaning to try BRL, I even have it on disk here. The
problem is switching to another format in FG. There are a lot that
theoretically work in plib, but using those loaders in fg is not as well
understood from the model builder's point of view. Also, not all the
loaders provide the same functionality. Is there an easy way to get from
BRL to .ac? Maybe I should be looking into BRL and either dxf or ase.

Anyway, I have found that using direct numeric input in Blender is fast
and easy. Like everything in Blender, it is tempered by the basic steep
learning curve.

Josh


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[Flightgear-devel] 3D models

2006-03-10 Thread Berndt, Jon S
Title: 3D models






Is anyone aware of a converter that takes Moray 3D models to Blender?


Jon






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