Re: [Flightgear-devel] The Rant

2004-11-07 Thread Oliver C.
On Sunday 07 November 2004 21:24, Vivian Meazza wrote:
> Fred wrote:
> > >>Lighting is important. How can one use FG for night
> > >>training at the moment if you can't see the ground
> > >>properly? Why even bother with runway and taxiway
> > >>lights then?
> > >>I would love to see decent lighting added.
> > >
> > >There isn't much we (as modellers) can do about this. =(
> >
> > If modelers don't put emissive colors on their 3D instruments, or where
> > they want to have light, lighting is not going to happend, and plane
> > interiors will desperately stay dark at night. What they can't do is to
> > have real emissive casting light and shadows on thing, but at least they
> > can try to fake it.
>
> Emissive colours on textures? I don't know how to do that. But I was
> thinking of semi-transparent faces with an emissive color behind. When I
> finish with carriers/arrester wires I'll see how realistic that might be.
> There would be a vertex bill, of course.
>
> Vivian
>

That won't work.
Todays rendering technic that is used in normal 3d hardware
can't do emissive textures, Objects that are bright and illuminated by a real 
light source can't illuminate other objects, this is called local lightning 
model, which means that light does only interact directly with only one 
object and this now illuminated object can't illuminate other objects.
Illuminating objects can only be done with real lights sources, but in OpenGL 
and DirectX and on todays hardware there are normally only 8 lightsources 
supported.
This is not enough for a town but there are some tricks, see below.
The other lightning model is called global lightning, this one can illuminate 
other objects by illumintated objects but the only render technic that can do 
that is Radiosity and Raytracing.

So let's go back to our standard rendering method.
To generate the feel of more than 8 lights you can do the following tricks:

1. Use a lightmap. This is a second texture blended over the material texture 
which controlls where the texture is bright and where it is dark.
But to be able to do that you will need multitexturing support, this is AFAIK 
not supported by Plib at the moment and needed badly. This method is very 
similar to your idea but without the need of transparent textures.
We'll need to wait until this feature is supported by Plib.
This feature is also very handy to brighten up other objects like buildings 
and urban ground textures.

2. You can use pixelshades to make a texture darker or brighter.
But this is AFAIK also not supported by Plib at the moment.

3. You can turn of the lightning model for a particular texture or object, 
then a texture or object can look like a light but it is not a real light 
because it can't illuminate other objects -> local lightning model.
This is done on the lights of the b105 helicopter for example. 

These are all tricks i know so far to emulate real light sources.

Best Regards,
 Oliver C.





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RE: [Flightgear-devel] The Rant

2004-11-07 Thread Vivian Meazza

Fred wrote:

> >Hmm, I don't think that will do. White numerals by day, illuminated by
> red
> >at night, and black faces. I was thinking of making the white figures
> >semi-transparent with a selectable white (non-emissive) /red (emissive)
> >background. Unless you would care to do a demonstration of another
> method...
> >
> >
> If your texture is semi transparent, your object will be transparent. Do
> you mean you would put another one behind ?

Yes, that was my plan.

> If your material color is pure emissive white ( 1.0, 1.0, 1.0 )
> modulated with your texture, then black area would stay black while red
> areas would become emissive red, just because 1 x c = c ( I mean
> modulation is a multiplication, so modulating with with is multiplying
> with one ).
> If your texture is back and white, modulate with diffuse white for day
> and emissive red at night, but still, no transparency required. You
> would only modulate the alpha channel and have your dial transparent.

I don't think that is very different to my method. I was going to arrange
the texture to have semi-transparent numerals while the black face would be
non-transparent. Behind would be selectable white/emissive red surfaces. I
think that would work, and I know how to do it ... your method sounds
attractive, and would be very effective for needles, but how is it
implemented in xml? 

Vivian



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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Frederic Bouvier

Hmm, I don't think that will do. White numerals by day, illuminated by red
at night, and black faces. I was thinking of making the white figures
semi-transparent with a selectable white (non-emissive) /red (emissive)
background. Unless you would care to do a demonstration of another method...
 

If your texture is semi transparent, your object will be transparent. Do 
you mean you would put another one behind ?
If your material color is pure emissive white ( 1.0, 1.0, 1.0 ) 
modulated with your texture, then black area would stay black while red 
areas would become emissive red, just because 1 x c = c ( I mean 
modulation is a multiplication, so modulating with with is multiplying 
with one ).
If your texture is back and white, modulate with diffuse white for day 
and emissive red at night, but still, no transparency required. You 
would only modulate the alpha channel and have your dial transparent.

-Fred
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RE: [Flightgear-devel] The Rant

2004-11-07 Thread Norman Vine
Ampere K. Hardraade writes:
>
> On November 7, 2004 03:12 pm, Norman Vine wrote:
> > > Until someone writes a bone class that allows us to model characters more
> > > easily (using XML), having pilots in the cockpit is not going to happen.
> >
> > I don't know what XML has to do with it
> >
> > anyway  see
> >
> > $PLIB / demos / exposer / src / bones.XXX
> >
> > Norman
>
> We still need someway of attaching models to the bones.

Try the application
You might be pleasantly surprised

Granted it's files aren't XML ..
just plain old ASCII :-)

Norman


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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Ampere K. Hardraade
On November 7, 2004 03:12 pm, Norman Vine wrote:
> > Until someone writes a bone class that allows us to model characters more
> > easily (using XML), having pilots in the cockpit is not going to happen.
>
> I don't know what XML has to do with it
>
> anyway  see
>
> $PLIB / demos / exposer / src / bones.XXX
>
> Norman

We still need someway of attaching models to the bones.


On November 7, 2004 03:19 pm, Vivian Meazza wrote:
> Ampere wrote:
> > Until someone writes a bone class that allows us to model characters more
> > easily (using XML), having pilots in the cockpit is not going to happen.
>
> Ever used the Hunter, Seahawk, Comper Swift  ?
>
> It's not easy, but it can be done.
>
> Vivian

The problem is if it is not easy, it won't be done.

Ampere

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RE: [Flightgear-devel] The Rant

2004-11-07 Thread Vivian Meazza


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:flightgear-devel-
> [EMAIL PROTECTED] On Behalf Of Frederic Bouvier
> Sent: 07 November 2004 20:31
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] The Rant
> 
> Vivian Meazza a écrit :
> 
> >Fred wrote:
> >
> >
> >
> >>>>Lighting is important. How can one use FG for night
> >>>>training at the moment if you can't see the ground
> >>>>properly? Why even bother with runway and taxiway
> >>>>lights then?
> >>>>I would love to see decent lighting added.
> >>>>
> >>>>
> >>>>
> >>>>
> >>>There isn't much we (as modellers) can do about this. =(
> >>>
> >>>
> >>>
> >>>
> >>If modelers don't put emissive colors on their 3D instruments, or where
> >>they want to have light, lighting is not going to happend, and plane
> >>interiors will desperately stay dark at night. What they can't do is to
> >>have real emissive casting light and shadows on thing, but at least they
> >>can try to fake it.
Fred wrote:

> >
> >Emissive colours on textures? I don't know how to do that. But I was
> >thinking of semi-transparent faces with an emissive color behind. When I
> >finish with carriers/arrester wires I'll see how realistic that might be.
> >There would be a vertex bill, of course.
> >
> >
> Textures are modulate with the material property of the objects. 

Yes, I know.

> How do
> you think light on bridges and towers are made ?

Like the lights in the Hunter/Seahawk instruments

> No need of transparency anyway.
> 

Hmm, I don't think that will do. White numerals by day, illuminated by red
at night, and black faces. I was thinking of making the white figures
semi-transparent with a selectable white (non-emissive) /red (emissive)
background. Unless you would care to do a demonstration of another method...

Vivian






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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Frederic Bouvier
Vivian Meazza a écrit :
Fred wrote:
 

Lighting is important. How can one use FG for night
training at the moment if you can't see the ground
properly? Why even bother with runway and taxiway
lights then?
I would love to see decent lighting added.
   

There isn't much we (as modellers) can do about this. =(
 

If modelers don't put emissive colors on their 3D instruments, or where
they want to have light, lighting is not going to happend, and plane
interiors will desperately stay dark at night. What they can't do is to
have real emissive casting light and shadows on thing, but at least they
can try to fake it.
   

Emissive colours on textures? I don't know how to do that. But I was
thinking of semi-transparent faces with an emissive color behind. When I
finish with carriers/arrester wires I'll see how realistic that might be.
There would be a vertex bill, of course. 
 

Textures are modulate with the material property of the objects. How do 
you think light on bridges and towers are made ?
No need of transparency anyway.

-Fred
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RE: [Flightgear-devel] The Rant

2004-11-07 Thread Vivian Meazza

Fred wrote:

> >>Lighting is important. How can one use FG for night
> >>training at the moment if you can't see the ground
> >>properly? Why even bother with runway and taxiway
> >>lights then?
> >>I would love to see decent lighting added.
> >>
> >>
> >There isn't much we (as modellers) can do about this. =(
> >
> >
> If modelers don't put emissive colors on their 3D instruments, or where
> they want to have light, lighting is not going to happend, and plane
> interiors will desperately stay dark at night. What they can't do is to
> have real emissive casting light and shadows on thing, but at least they
> can try to fake it.
> 

Emissive colours on textures? I don't know how to do that. But I was
thinking of semi-transparent faces with an emissive color behind. When I
finish with carriers/arrester wires I'll see how realistic that might be.
There would be a vertex bill, of course. 

Vivian 



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RE: [Flightgear-devel] The Rant

2004-11-07 Thread Vivian Meazza

Ampere wrote:

> Until someone writes a bone class that allows us to model characters more
> easily (using XML), having pilots in the cockpit is not going to happen.

Ever used the Hunter, Seahawk, Comper Swift  ?

It's not easy, but it can be done.

Vivian



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RE: [Flightgear-devel] The Rant

2004-11-07 Thread Norman Vine
Ampere K. Hardraade writes:
>
> Until someone writes a bone class that allows us to model characters more 
> easily (using XML), having pilots in the cockpit is not going to happen.
> 

I don't know what XML has to do with it 

anyway  see

$PLIB / demos / exposer / src / bones.XXX

Norman

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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Frederic Bouvier
Ampere K. Hardraade wrote :
So if the todo list is to be realisitic should it
not contain only the
things that are missing on the real
aircraft not a list of things that are neither
available yet in FG (eg
lighting) or never part of the  real aircraft in the
first place.
 

Lighting is important. How can one use FG for night
training at the moment if you can't see the ground
properly? Why even bother with runway and taxiway
lights then?
I would love to see decent lighting added.
   

There isn't much we (as modellers) can do about this. =(
 

If modelers don't put emissive colors on their 3D instruments, or where 
they want to have light, lighting is not going to happend, and plane 
interiors will desperately stay dark at night. What they can't do is to 
have real emissive casting light and shadows on thing, but at least they 
can try to fake it.

-Fred
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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Ampere K. Hardraade
On November 7, 2004 06:09 am, Paul Surgeon wrote:
> Why not have both? My 3 year old PeeCee has plenty of
> horse power left and a flying aircraft without a pilot
> looks rather odd to me.
>
> If people don't like eye candy then let's make a way
> to switch it off but why take the eye candy away from
> people who want it?
>
> People use FG for many different reasons. Some are
> only interested in hardcore aspects like accurate
> instrument approaches and FDMs while others want to
> use FG just for the joy of flying.
Until someone writes a bone class that allows us to model characters more 
easily (using XML), having pilots in the cockpit is not going to happen.

> > So if the todo list is to be realisitic should it
> > not contain only the
> > things that are missing on the real
> > aircraft not a list of things that are neither
> > available yet in FG (eg
> > lighting) or never part of the  real aircraft in the
> > first place.
>
> Lighting is important. How can one use FG for night
> training at the moment if you can't see the ground
> properly? Why even bother with runway and taxiway
> lights then?
> I would love to see decent lighting added.
There isn't much we (as modellers) can do about this. =(

Ampere

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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Innis Cunningham
Hi Paul
 Paul Surgeon writes
 --- Innis Cunningham <[EMAIL PROTECTED]> wrote:
> So if we are
> more a non military sim lets put this HUD rubbish to
> bed.
Unless everyone can agree that FG must be a civilian
only sim I see little reason why we should not add
features that support the military style aircraft.
The only time you have a valid reason for complaining
is if someone forces you against your will to add
those features.
You can't complain when someone does it out of their
own will in their free time.
I was not saying that FG should be one or the other just that if
a todo list is to be accurate then only those things that are part
of the real aircraft,and are missing,should be on the list.
If someone wants to take the 737 and put four 8lb thrust
engines under it then go for it.
> End of Rant.
Nice rant.  ;-)
Thanks.:-)
Paul
Cheers
Innis

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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Innis Cunningham
Hi Oliver
 "Oliver C."
On Saturday 06 November 2004 13:53, Innis Cunningham wrote:
> Hi All
> Just had a look on the seedwiki at the aircraft todo list.
> Who wrote that rubbish.
Please do me a favour and don't call my work rubbish.
Okay.But I guess you know now what it feels like to have
your work,as you see it,unfairly criticized.
Best Regards,
 Oliver C.
Cheers
Innis

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Re: [Flightgear-devel] The Rant

2004-11-07 Thread Paul Surgeon
 --- Innis Cunningham <[EMAIL PROTECTED]> wrote: 
> So if we are
> more a non military sim lets put this HUD rubbish to
> bed.

Unless everyone can agree that FG must be a civilian
only sim I see little reason why we should not add
features that support the military style aircraft.
The only time you have a valid reason for complaining
is if someone forces you against your will to add
those features.
You can't complain when someone does it out of their
own will in their free time.

> No pilot models in the cockpit.Since these models
> consume about 1000 vertex 
> each which
> is about 3 3d instruments.Would it not be better to
> have the instruments 
> than the eye
> candy.

Why not have both? My 3 year old PeeCee has plenty of
horse power left and a flying aircraft without a pilot
looks rather odd to me.

If people don't like eye candy then let's make a way
to switch it off but why take the eye candy away from
people who want it?

People use FG for many different reasons. Some are
only interested in hardcore aspects like accurate
instrument approaches and FDMs while others want to
use FG just for the joy of flying.

> So if the todo list is to be realisitic should it
> not contain only the 
> things that are missing on the real
> aircraft not a list of things that are neither
> available yet in FG (eg 
> lighting) or never part of the  real aircraft in the
> first place.

Lighting is important. How can one use FG for night
training at the moment if you can't see the ground
properly? Why even bother with runway and taxiway
lights then?
I would love to see decent lighting added.

> End of Rant.

Nice rant.  ;-)

Paul






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Re: [Flightgear-devel] The Rant

2004-11-06 Thread Andreas
Oliver C. wrote:
The fact that FlightGear doesn't have aircraft lightning support doesn't 
matter. 
Any idea if.someone is working on this? Landing at night without lights 
is quite frustrating. Almost as frustrating as the lack of aircraft 
shadows (no, there is no need for a cannon like OpenRT to produce 
shadows, is there?).

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Re: [Flightgear-devel] The Rant

2004-11-06 Thread Oliver C.
On Saturday 06 November 2004 13:53, Innis Cunningham wrote:
> Hi All
> Just had a look on the seedwiki at the aircraft todo list.
> Who wrote that rubbish.

Please do me a favour and don't call my work rubbish.


> How many 747's,737's,DC10 and the like have you seen with
> HUD's.So why is it considered to be a must on these aircraft.If
> we are going for realism then nearly all commercial aircraft do not  have
> HUD's along with 99% of all other non military aircraft.So if we are
> more a non military sim lets put this HUD rubbish to bed.

The aircraft todo list was created somewhere between Dec. 2003 and Jan. 2004 
(later it was put on the seedwiki page) at that time those mentioned planes 
had nearly no cockpit instruments, so a virtual HUD was a must when you need 
to know your heading, speed and altitude. 
The HUD is also very practical when you are in an outside view.
There's nothing wrong with removing the HUD from those aircrafts, 
but before that, please complete the 3d cockpits.


> Aircraft don't have lighting of one kind or another.Since as far as I
> am aware this is because FG currently has no such lighting and that
> night lighting can only be achived by using emissive material on objects
> we want to see at night.Is this not the way the 3D instruments are made
> to show at night.Please correct me if I am wrong.

The fact that FlightGear doesn't have aircraft lightning support doesn't 
matter. 
When FlightGear is ready for aircraft lightning support
this list can be usefull to complete the aircraft lightning of each aircraft
step by step.
So the rule is: 
First write everything down, that is a bug or missing and then remove it later 
when it is fixed.


> Jet blast not visible.Untill FG can model heat haze then on commercial
> aircraft
> this cant be modeled.

Same rule mentioned above applies to here.

> Nozele doesn't change shape with thrust.Never saw one that did(other than
> the
> Concord(notice a pattern here)).

Nearly all military jets do this. An example aircraft is the F16.
The F16 in FlightGear can't do that at the moment.
If you never saw a F16 in real life, you can also look at the F16 in the 
flight simulator Falcon 4.0, there this nozzle effect is visualized.


> Flaps move with reverse thrust.Maybe you can tell me what aircraft that
> happens
> on other than military.
The thing what i meant with this are the speed brakes at the engines
of the big airliners (747, 737 etc.) that are used when thrust is on reverse.
The bad description is because of the fact, that my english is not the best,
so if you can do better please fix this in the aircraft todo list.
 

> The textures are not quite right.If that is the case fix them if you think
> they can
> be improved and I will be the first to conratule you.But don't say that is
> a problem
> with the model or the way it flies.

There was a texture problem on the 737 in some of the earlier FlightGear 
versions. This has been fixed in one of the later version but the 
aircraft-todo list wasn't upgraded.
Please, if you fix some bug in FlightGear mentioned in the aircraft-todo list, 
then upgrade the aircraft-todo list too.


> And as everbody  knows texture quality 
> is governed
> by the size.

And everybody knows that more eye candy can attract more volunteers for this 
open source project.
There's nothing wrong with adding a couple of more textures to the aircrafts. 
Modern videocards have plenty of video memory (64 MB and upwards) and only a 
little amount is used by flightgear today.
The only rule to abide is the correct balance between eye candy and 
performance.

> No pilot models in the cockpit.Since these models consume about 1000 vertex
> each which
> is about 3 3d instruments.Would it not be better to have the instruments
> than the eye
> candy.

I think both are important and 1000 vertex more is not a lot for a modern 
computer with a modern graphic card.


> So if the todo list is to be realisitic should it not contain only the
> things that are missing on the real
> aircraft not a list of things that are neither available yet in FG (eg
> lighting) or never part of the  real aircraft in the first place.

An aircraft without a pilot can't fly. (No, you need more than an autopilot 
and where not talking about drones :) )

Best Regards,
 Oliver C.


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[Flightgear-devel] The Rant

2004-11-06 Thread Innis Cunningham
Hi All
Just had a look on the seedwiki at the aircraft todo list.
Who wrote that rubbish.
How many 747's,737's,DC10 and the like have you seen with
HUD's.So why is it considered to be a must on these aircraft.If
we are going for realism then nearly all commercial aircraft do not  have
HUD's along with 99% of all other non military aircraft.So if we are
more a non military sim lets put this HUD rubbish to bed.
Aircraft don't have lighting of one kind or another.Since as far as I
am aware this is because FG currently has no such lighting and that
night lighting can only be achived by using emissive material on objects
we want to see at night.Is this not the way the 3D instruments are made
to show at night.Please correct me if I am wrong.
Jet blast not visible.Untill FG can model heat haze then on commercial 
aircraft
this cant be modeled.As for seeing jet blast if some one can show me a photo
of any commercial aircraft(other than the Concord) with a flame out the back 
I
will apoligise.
Nozele doesn't change shape with thrust.Never saw one that did(other than 
the
Concord(notice a pattern here)).
Flaps move with reverse thrust.Maybe you can tell me what aircraft that 
happens
on other than military.
The textures are not quite right.If that is the case fix them if you think 
they can
be improved and I will be the first to conratule you.But don't say that is a 
problem
with the model or the way it flies.And as everbody  knows texture quality is 
governed
by the size.
No pilot models in the cockpit.Since these models consume about 1000 vertex 
each which
is about 3 3d instruments.Would it not be better to have the instruments 
than the eye
candy.
So if the todo list is to be realisitic should it not contain only the 
things that are missing on the real
aircraft not a list of things that are neither available yet in FG (eg 
lighting) or never part of the  real aircraft in the first place.
End of Rant.

Cheers
Innis

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