Re: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.
Jim Wilson wrote: Ampere K. Hardraade said: Are we using spline for the taxi way at the moment? No we are not. We are using nurbs only to interpolate the terrain at the airport area. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.
Lee Elliott writes: Jim Wilson wrote: Lee Elliott said: Incidentally, I've noticed that although the random objects are placed randomly, they get placed in the same place each time I run fgfs - for example, as well as KSFO I also use EGLL for glide slope and landing testing and every time I go in there on 27R there's the same red building, in the same place, about half a mile before the runway. To me it's already become a landmark:) That's a good thing isn't it? Heh! - I guess it is:) see the derivation of seed in simgear / scene / tgdb / userdata.cxx Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.
Jim Wilson wrote: Chris Metzler said: 7. Are there any guidelines for maximum complexity of 3D models for scenery? On one hand, I want to make cool things. But OTOH, I don't want to make things which are so cool that they won't get used because they're too apt to drag framerates down into the dirt. I'd take a look at what is there already. If you are adding to the collection of the generic buildings then keep the geometry super simple and textures under 64x64. For more complex landmark type models like the Golden Gate bridge, you can get do more (maybe total of 256x256... e.g. 4 64x64 textures) but you will want to make sure for now that there won't be too many of these in view at the same time. Downtown San Francisco area is pretty well maxed out now. Since so many folks have expressed interest in doing this kind of modeling, it might be nice to build alternative scenery distributions for specific urban areas similar to San Franscisco as distributed in the FlightGear base package. Doing Oakland or San Jose would be a good idea to spread landmarks over the whole base package. Silicon Valley could also draw the interest of major computer companies on the project. Oracle buildings are especially great and were featured already in some movies. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New contributor questions: taxiway and airportstuff; 3D building/landmark model stuff.
Jim Wilson wrote: Chris Metzler said: 7. Are there any guidelines for maximum complexity of 3D models for scenery? On one hand, I want to make cool things. But OTOH, I don't want to make things which are so cool that they won't get used because they're too apt to drag framerates down into the dirt. I'd take a look at what is there already. If you are adding to the collection of the generic buildings then keep the geometry super simple and textures under 64x64. For more complex landmark type models like the Golden Gate bridge, you can get do more (maybe total of 256x256... e.g. 4 64x64 textures) but you will want to make sure for now that there won't be too many of these in view at the same time. Downtown San Francisco area is pretty well maxed out now. Buildings at San Francisco use a LOD scheme and are pretty basic at distance. It is just a matter of adjusting ranges in preferences.xml -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel