Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-21 Thread Chris Metzler

On Thu, 20 May 2004 12:45:51 +0100
"David Luff" <[EMAIL PROTECTED]> wrote:
> On 5/17/04 at 12:58 PM Chris Metzler wrote:
>>
>> At any rate, as far as manually placing them and putting that
>> capability in TaxiDraw, sure, that'd be cool!  In the short-term,
>> though, I have another request:  a scrollbar slider for the taxiway
>> list brought up with the "z" key.
>>
> 
> You can use numpad 9 and 3 to scroll the list up and down.  (Numpad 8
> and 2 move a selected taxiway up and down in the order).  I agree it's
> not very intuitive though - I'll try and put in a proper list control
> with automatic scroll bar for the next release.

That's good, though.  Thanks.


>> Incidentally, this long list is an illustration of why #2, above,
>> might be a good idea in general; would Robin Peel really want those
>> 117 small taxiways put in purely for aesthetic reasons?
>>
> 
> I'm not entirely sure where the acceptable number of segments / amount
> of detail trade-off will end up.  Jon Stockill has done some very
> detailed UK military layouts with hundreds of segments to show all the
> dispersal areas, but I don't think he's submitted them yet.  So far the
> airports I have done haven't had more than about 100 segments, less than
> some of the default ones.  I deliberately avoided KSQL after seeing the
> massive extra aprons on the aerial photos!  Hopefully what is acceptable
> to Robin in terms of number of segments vs. detail vs. accuracy will
> become more clear after I get some X-Plane export filters in and users
> start submitting in a format he can accept.

Well, for the purposes of getting more stuff in the default area into
CVS, and with the possibility that "aesthetic" taxiways might be
handled differently (e.g. put in a separate file, or given a separate
identifier than "T" so that it's excluded from export filters if
necessary, can be acted on to produce curved taxiway lines, etc.),
maybe it makes the most sense for me to just forego rounding
interesections right now, and instead just get the taxiways and aprons
put in place for places I work on?  I can always go back and add the
curvature (since playing with KSQL, I know I can do it OK), and by
that point maybe we'll have settled on how to treat the additional
stuff?

Of course, I have no idea how to handle KPAO in either case -- its
main feature is a large circular apron for a parking area, with a
circular taxiway running its circumference.


>> Perhaps a better way of handling curved intersection corners would
>> be to generate for each intersection a set of four boolean flags
>> indicating whether or not that corner should be rounded, and let
>> TerraGear round the corners when it puts the taxiways into the scenery?
>> But I bet that requires hard work on their part, so maybe not such a
>> good idea.
>
> 
> It's a good idea, but as you say requires a lot coding in TerraGear as
> well.  Better handling of taxiway/taxiway and taxiway/runway
> intersections is something that's been mulling in the back of my mind
> for ages, but realistically I haven't got a chance of finding time to
> work on it in the foreseeable future.

I understand.  At this point,  I think the biggest reason I wish I could
code (well, in something other than FORTRAN or the bash shell) is because it's gotta 
be a bit annoying to people in a project for other people
(like me) to come in with ideas for *them* to implement.  "Wouldn't X
be cool?  Why don't you go do X?"


[ Two quotes from you ]
> There's lots of room for improvement to the airport modelling.  I
> guess
> that ultimately artistic orientated folk will start doing custom
> scenery
> for certain areas, rather than relying on the automated processing
> of
> compiled data as we do at the moment.
[ snip ]
> I hope
> that eventually people will start making detailled representations of
> their local areas available, in a similar manner to MSFS scenery
> designers.

Part of MSFS' success at having so many people developing aircraft
liveries and a huge quantity of landmarks, accurate airport structures,
traffic patterns and gate usage, etc., (seen e.g. in all the stuff on
http://www.avsim.com/ and http://www.flightsims.com/ ) is doubtless
based on the number of people running it.  But I also wonder if
another reason is that it's fairly well facilitated.  The infrastructure
is there, and it's straightforward to use it.  My understanding (but
I'm not sure; haven't run any MS software since the 80s) is that the
software one uses for creating and adding such stuff comes with MSFS,
and that the procedure for how to create stuff and how to insert it
into the existing scenery/AI/etc. is well-documented.  There's little
sense of "this is going to take a lot of work just to figure out what
*to* do, before actually doing it."  And when you've got something
you're happy with, there are those websites to make it available to
other people, be inspired by what others have done, etc.

We hav

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-21 Thread Jim Wilson
"Ampere K. Hardraade" said:

> Are we using spline for the taxi way at the moment?
> 

No we are not.

Best,

Jim


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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-20 Thread Ampere K. Hardraade
Are we using spline for the taxi way at the moment?

Regards,
Ampere

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-20 Thread Jon Stockill
David Luff wrote:
I'm not entirely sure where the acceptable number of segments / amount of
detail trade-off will end up.  Jon Stockill has done some very detailed UK
military layouts with hundreds of segments to show all the dispersal areas,
but I don't think he's submitted them yet.  So far the airports I have done
You told me to wait for the X-Plane export in the next version :-)
haven't had more than about 100 segments, less than some of the default
ones.  I deliberately avoided KSQL after seeing the massive extra aprons on
the aerial photos!  Hopefully what is acceptable to Robin in terms of
number of segments vs. detail vs. accuracy will become more clear after I
get some X-Plane export filters in and users start submitting in a format
he can accept.
It won't be too hard to simplify my stuff if he decides there's too much 
detail there.

Of course.  I only say the default airports because then the changes can be
easily shown to everyone, by having them committed to CVS.  I hope that
eventually people will start making detailled representations of their
local areas available, in a similar manner to MSFS scenery designers.
That's my plan - the taxiways just seemed like a good place to start. 
I've got a reasonable representation of a t2 hangar now too, and will be 
working on a c type when I have a few more details, so I can start 
populating airfields with buildings.

--
Jon Stockill
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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-20 Thread David Luff


On 5/17/04 at 12:58 PM Chris Metzler wrote:

>
>At any rate, as far as manually placing them and putting that
>capability in TaxiDraw, sure, that'd be cool!  In the short-term,
>though, I have another request:  a scrollbar slider for the taxiway
>list brought up with the "z" key.
>

You can use numpad 9 and 3 to scroll the list up and down.  (Numpad 8 and 2
move a selected taxiway up and down in the order).  I agree it's not very
intuitive though - I'll try and put in a proper list control with automatic
scroll bar for the next release.

>To learn how to use TaxiDraw, I wanted to pick an airport and get
>going.  Since the tutorial docs that come with fgfs suggest starting
>out at KSQL, I decided to work on that one.  It had some taxiway/
>apron work already, but it didn't match the pics at all.  So I went
>to work.  But to do it right, there end up being a ton of taxiways.
>There's a taxiway perpendicular to the runway at each end (2).  There's
>one that runs parallel to the runway on the southwest side (3).
>There's one that runs parallel to the runway on the northeast side;
>but it changes surface partway down, and then turns and goes into a
>runway end at an angle, so that's three more (6).  There are five
>short taxiways used to access the runway from the main taxiways:
>two that go all the way across, from parallel taxiway to parallel
>taxiway; one that connects the runway with one taxiway; and two
>that are angular (11).  And with that layout, there are 39 corners
>that (according to the pictures) ought to be rounded; and using
>three at each corner, that's 117 more taxiways (128).  And we haven't
>even got to the aprons yet.  With these kind of numbers, using the
>taxiway list to set the taxiway ordering doesn't work, because half
>the taxiway list is off the screen.  A slider would help.
>
>Incidentally, this long list is an illustration of why #2, above,
>might be a good idea in general; would Robin Peel really want those
>117 small taxiways put in purely for aesthetic reasons?
>

I'm not entirely sure where the acceptable number of segments / amount of
detail trade-off will end up.  Jon Stockill has done some very detailed UK
military layouts with hundreds of segments to show all the dispersal areas,
but I don't think he's submitted them yet.  So far the airports I have done
haven't had more than about 100 segments, less than some of the default
ones.  I deliberately avoided KSQL after seeing the massive extra aprons on
the aerial photos!  Hopefully what is acceptable to Robin in terms of
number of segments vs. detail vs. accuracy will become more clear after I
get some X-Plane export filters in and users start submitting in a format
he can accept.

>Perhaps a better way of handling curved intersection corners would
>be to generate for each intersection a set of four boolean flags
>indicating whether or not that corner should be rounded, and let
>TerraGear round the corners when it puts the taxiways into the scenery?
>But I bet that requires hard work on their part, so maybe not such a
>good idea.
>

It's a good idea, but as you say requires a lot coding in TerraGear as
well.  Better handling of taxiway/taxiway and taxiway/runway intersections
is something that's been mulling in the back of my mind for ages, but
realistically I haven't got a chance of finding time to work on it in the
foreseeable future.

>
>> It would still be a job to get them placed
>> automatically without them overlapping other taxiways or runways, and
>> that would probably require coding in TerraGear.
>
>Yeah, it does seem like a hard problem.  And in the long run -- in some
>future world where all the scenery everywhere is in wonderfully perfect,
>local idiosyncratic shape -- I guess we wouldn't want auto-generated
>signage because they differ somewhat in style from place to place.
>
>One other sign that would be nice to generate (with the same "avoiding
>taxiways" problem) would be the signs that indicate how much runway is
>left.
>
>
 There's lots of room for improvement to the airport modelling.  I
 guess
 that ultimately artistic orientated folk will start doing custom
 scenery
 for certain areas, rather than relying on the automated processing of
 compiled data as we do at the moment.  Adding buildings to all the
 base-area scenery airports would make a hell of a difference, and the
 results could go in CVS.
>>> 
>>> Yeah.  I'd like to do this; I'm using it as an excuse to learn Blender.
>>> The problem I have at this point is good source photos. 
>>
>> As far as I can tell, a lot of US GA airports have large numbers of
>> fairly generic, low, white or light-grey hangars.  It would be very good
>> to get some of these into the default GA airports, and wouldn't really
>> require fancy textures from photos.
>
>Oh, I agree completely, and that's where I'm starting as I learn this
>stuff.  At the same time, though, I bet there's a natural tendancy for
>all of us to want to fly at airport

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Chris Metzler
On Mon, 17 May 2004 11:38:36 -0400
Josh Babcock <[EMAIL PROTECTED]> wrote:
>
> When I get done witn my B-29 (months)  have plans to do Dulles, then
> National and BWI.  I also want to do the mall in DC, the major Potomac
> bridges, and some of the bigger landmarks around the beltway and
> downtown Baltimore.

I live in the DC area and have similar interests.  Maybe when I learn
my way around Blender we can collaborate on some of this stuff.

-c

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Chris Metzler
On Mon, 17 May 2004 13:27:43 -0400
Josh Babcock <[EMAIL PROTECTED]> wrote:
> Chris Metzler wrote:
>> 
>> As an aside, is there a way to travel around the scenery and look at
>> it other than by flying?  For the purposes of inspecting how models
>> look etc., it's nice to be able to pick a vantage point and viewing
>> angle; is there anything like that in fgfs?  
>
> try the ufo

YAY.  This isn't *exactly* what I was thinking, but it does the job
every bit as well as what I was thinking (in some respects, even better).
Thanks very much!

-c

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Josh Babcock
Chris Metzler wrote:
On Sat, 15 May 2004 20:03:07 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:
I seem to recall discussing how we could include specific scenery
features on this list sometime in the past but I can't remember if any
conclusions were  reached.
Would it be possible to pull the scenery objects out of the terrain &
usage data i.e. the current /Scenery data, and put them in a separate
folder?
This would mean that the scenery objects would have to include the
location data - lat, lon & alt - but that, along with any animation
stuff such as warning and night lights, opening swing bridges and
rotating restaurants could be defined in XML.

A very thing about this would be that a modeller could easily see how
his/her work looks in the simulation itself; it wouldn't require
regenerating the terrain to do so.
As an aside, is there a way to travel around the scenery and look at
it other than by flying?  For the purposes of inspecting how models
look etc., it's nice to be able to pick a vantage point and viewing
angle; is there anything like that in fgfs?  

-c


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try the ufo
Josh
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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Chris Metzler
On Sat, 15 May 2004 20:03:07 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:
>
> I seem to recall discussing how we could include specific scenery
> features on this list sometime in the past but I can't remember if any
> conclusions were  reached.
> 
> Would it be possible to pull the scenery objects out of the terrain &
> usage data i.e. the current /Scenery data, and put them in a separate
> folder?
> 
> This would mean that the scenery objects would have to include the
> location data - lat, lon & alt - but that, along with any animation
> stuff such as warning and night lights, opening swing bridges and
> rotating restaurants could be defined in XML.

A very thing about this would be that a modeller could easily see how
his/her work looks in the simulation itself; it wouldn't require
regenerating the terrain to do so.

As an aside, is there a way to travel around the scenery and look at
it other than by flying?  For the purposes of inspecting how models
look etc., it's nice to be able to pick a vantage point and viewing
angle; is there anything like that in fgfs?  

-c

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Chris Metzler
On Sat, 15 May 2004 16:31:03 +0100
David Luff <[EMAIL PROTECTED]> wrote:
> Chris Metzler writes:
>> 
>> Well, I'm probably talking out of my behind here, and maybe this isn't
>> an issue.  But I would naively think that having fgfs (or TerraGear or
>> whatever) place signs on the basis of taxiway identifiers in the
>> runways.dat file could be pretty tricky, if the taxiways were done
>> with TaxiDraw.  The tutorial suggests laying down lots of short-length
>> taxiways in an effort to make curved contours around junctions and
>> turns; I can imagine those curved contours having a zillion signs
>> around them as a result, if the signs were just laid down on the basis
>> of all the taxiways present in the runways.dat file.
> 
> What I meant was adapting TaxiDraw (or fgsd) to allow the user to
> specify where the signs would go, and the designation on the sign, and
> then export the appropriate format file.  This would not be the
> runways.dat format, but instead one of the scenery files that designates
> where objects are placed - I believe it's .stg.  There is apparently
> already support for taxiway signage in .stg files (I think) - I believe
> it was done in the KJSC photo-scenery demo.  I'd be happy to add the
> code to TaxiDraw if you wanted to use it for this, it's something I've
> been thinking about already.  As you say, automatically placing them via
> the runways.dat designations could be a nightmare, although I guess it's
> possible that you could add names only to 'proper' taxiways that
> required signage.

Yeah, I was thinking about your last clause earlier:  how would "proper"
taxiways be identified, so that runways.dat could be used for this?  I
was considering two possible solutions:

1.  Use some odd identifier in the taxiway identifier field to signal
apron, or taxiways put in for curvature or small side aprons or
whatever.  For example, all taxiways whose identifiers aren't "xxx",
"aaa" or "bbb" get signs.  In the editor, in the properties box for
a taxiway, one could ask taxiway type (true, apron, curvature, etc.)
and, in the "true" taxiway case, identifier.  Then the identifier,
or "aaa" or "bbb", gets written to that field when AIRPORTNAME.twy
gets written.  Signs only get created for true taxiways; ATC only
gives directions based on true taxiways, etc.

(probably a better option than using the taxiway identifier in this
fashion would be to create additional type identifiers for the first
column, beyond just "R" for runway and "T" for taxiway; but that
changes Robin Peel's format).

2.  Put non-true taxiways (perhaps noted as such through the properties
box like above) in a second file; signs and ATC stuff only pays attention
to things in runways.dat.  This has the advantage that the .twy file to
send to Robin Peel doesn't have the zillion subjective small taxiways put
in for intersection curvature, which I can imagine him not wanting.  OTOH
(if I understand how things work), it's another file that TerraGear would
have to be taught to handle.

At any rate, as far as manually placing them and putting that
capability in TaxiDraw, sure, that'd be cool!  In the short-term,
though, I have another request:  a scrollbar slider for the taxiway
list brought up with the "z" key.

To learn how to use TaxiDraw, I wanted to pick an airport and get
going.  Since the tutorial docs that come with fgfs suggest starting
out at KSQL, I decided to work on that one.  It had some taxiway/
apron work already, but it didn't match the pics at all.  So I went
to work.  But to do it right, there end up being a ton of taxiways.
There's a taxiway perpendicular to the runway at each end (2).  There's
one that runs parallel to the runway on the southwest side (3).
There's one that runs parallel to the runway on the northeast side;
but it changes surface partway down, and then turns and goes into a
runway end at an angle, so that's three more (6).  There are five
short taxiways used to access the runway from the main taxiways:
two that go all the way across, from parallel taxiway to parallel
taxiway; one that connects the runway with one taxiway; and two
that are angular (11).  And with that layout, there are 39 corners
that (according to the pictures) ought to be rounded; and using
three at each corner, that's 117 more taxiways (128).  And we haven't
even got to the aprons yet.  With these kind of numbers, using the
taxiway list to set the taxiway ordering doesn't work, because half
the taxiway list is off the screen.  A slider would help.

Incidentally, this long list is an illustration of why #2, above,
might be a good idea in general; would Robin Peel really want those
117 small taxiways put in purely for aesthetic reasons?

Perhaps a better way of handling curved intersection corners would
be to generate for each intersection a set of four boolean flags
indicating whether or not that corner should be rounded, and let
TerraGear round the corners when it puts the taxiways into the scenery?
But I bet that requires ha

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Josh Babcock
Ampere K. Hardraade wrote:
On May 15, 2004 01:31 am, Chris Metzler wrote:
The problem I have at this point is good source photos.

In my opinion, pictures aren't really that useful.  Sure, they may give you 
information on various details, but when you are modeling something, you 
would find dimensions more helpful.

When you have enough numbers, you won't even need pictures.  The amount of 
time it takes for the models to be completed can be shorten trenmendously.  
The whole modelling experience will also be more enjoyable, as the modellers 
don't need to work, and rework, and work on the samething over and over again 
until it "looks right" (which is pretty boring, not to mention fustrating).  
The only problem is that the numbers are not easy to find.

The second most important thing is a set of coordinates: you need them to know 
where to position various structures.  So for those who have GPS reciever, it 
will actually be helpful if they can walk to the corners of various buildings 
and record their locations.

On May 15, 2004 01:31 am, Chris Metzler wrote:
Yeah.  I'd like to do this; I'm using it as an excuse to learn Blender.

I wouldn't mind doing this also.  This will give me a chance to learn Blender 
as well.

So right now, we have three modellers who have expressed interests. ;-)
Regards,
Ampere
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When I get done witn my B-29 (months)  have plans to do Dulles, then National 
and BWI.  I also want to do the mall in DC, the major Potomac bridges, and some 
of the bigger landmarks around the beltway and downtown Baltimore.  I also want 
to make a library of generic towers and write a program to extract US tower 
positions from the FCC database.  I would like to find a place to put a database 
where people can go and assign the proper type of tower to an entry, since the 
FAA database only tells you the height and omits water towers.  I'm sure the FAA 
has a databse as well, but I haven't found it.

Josh
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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-17 Thread Chris Metzler
On Sat, 15 May 2004 13:17:46 -0400
"Ampere K. Hardraade" <[EMAIL PROTECTED]> wrote:
>
> On May 15, 2004 01:31 am, Chris Metzler wrote:
> > The problem I have at this point is good source photos.
> 
> In my opinion, pictures aren't really that useful.  Sure, they may give
> you information on various details, but when you are modeling something,
> you would find dimensions more helpful.
> 
> When you have enough numbers, you won't even need pictures.

Well, I sorta agree.  I do agree that dimensions are the most important
thing -- that all the pictures in the world don't matter if you can't
get the size and proportions of the structure right.  But, OTOH, some
level of detail is important, and you can't get that from numbers.  Back
in 1984, we could get simple buildings lacking detail in  MS Flight
Simulator, and they looked absolutely awful.  Even by standards then,
they looked awful to me.  I'd certainly like them to look something
like the real thing now.

-c

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-16 Thread Lee Elliott
On Sunday 16 May 2004 15:43, 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?
>
> Best,
>
> Jim

Heh! - I guess it is:)

LeeE

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-16 Thread Jim Wilson
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?

Best,

Jim


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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-15 Thread Lee Elliott
On Saturday 15 May 2004 17:06, 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.
>
> Best,
>
> Jim

I seem to recall discussing how we could include specific scenery features on 
this list sometime in the past but I can't remember if any conclusions were  
reached.

Would it be possible to pull the scenery objects out of the terrain & usage 
data i.e. the current /Scenery data, and put them in a separate folder?

This would mean that the scenery objects would have to include the location 
data - lat, lon & alt - but that, along with any animation stuff such as 
warning and night lights, opening swing bridges and rotating restaurants 
could be defined in XML.

Could the routines that place the random objects be adapted to place specific 
objects?

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:)

LeeE

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-15 Thread Ampere K. Hardraade
On May 15, 2004 01:31 am, Chris Metzler wrote:
> The problem I have at this point is good source photos.

In my opinion, pictures aren't really that useful.  Sure, they may give you 
information on various details, but when you are modeling something, you 
would find dimensions more helpful.

When you have enough numbers, you won't even need pictures.  The amount of 
time it takes for the models to be completed can be shorten trenmendously.  
The whole modelling experience will also be more enjoyable, as the modellers 
don't need to work, and rework, and work on the samething over and over again 
until it "looks right" (which is pretty boring, not to mention fustrating).  
The only problem is that the numbers are not easy to find.

The second most important thing is a set of coordinates: you need them to know 
where to position various structures.  So for those who have GPS reciever, it 
will actually be helpful if they can walk to the corners of various buildings 
and record their locations.

On May 15, 2004 01:31 am, Chris Metzler wrote:
> Yeah.  I'd like to do this; I'm using it as an excuse to learn Blender.

I wouldn't mind doing this also.  This will give me a chance to learn Blender 
as well.

So right now, we have three modellers who have expressed interests. ;-)

Regards,
Ampere

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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-15 Thread David Luff
Chris Metzler writes:

> On Fri, 14 May 2004 23:37:58 +0100
> David Luff wrote:
> > Chris Metzler writes:
> >>
> >> 2.  The taxiways that *are* listed in the Airport/runways.dat,
> >> typically for major airports, don't have taxiway identifications
> >> listed.  For example,
> >> 
> >> A KSQL 5 CYN San Carlos
> >> R KSQL 12   37.511856 -122.249524 138.09  259975 NARHN NYVN0  
> >>  0 NYVN00
> >> T KSQL xxx  37.511303 -122.249374 134.68  260075 YCB
> >> T KSQL xxx  37.510796 -122.250015 134.68  260075 YCB
> >> T KSQL xxx  37.511108 -122.251083 134.68  2000   200 YCB
> >> 
> >> According to the explanation of the format on Robin
> >> Peel's site, those "xxx" should give a taxiway identifier.  I presume
> >> that FlightGear doesn't use them at the present; but I can imagine
> >> that they might be in the future, for ATC or AI, or for default
> >> taxiway signs (in the absence of signs placed as 3D models in the
> >> scenery).  If these are known, such as through an airport chart,
> >> should they be put in?  If so, in what format (e.g. left-justified,
> >> right-justified, zero padded, etc.)?
> > 
> > AFAIK, FlightGear can render taxiway signage based on a text field in
> > one of the files (.stg?) - it shouldn't be too hard to adapt one of the
> > tools (either TaxiDraw or fgsd) to output it to the .stg or whatever
> > files it lives in.  Doing it for the base airports would be the way to
> > start since then it can go into CVS, then think about the logistics of
> > storing the generated data for worldwide airports!
> 
> Well, I'm probably talking out of my behind here, and maybe this isn't
> an issue.  But I would naively think that having fgfs (or TerraGear or
> whatever) place signs on the basis of taxiway identifiers in the
> runways.dat file could be pretty tricky, if the taxiways were done with
> TaxiDraw.  The tutorial suggests laying down lots of short-length taxiways
> in an effort to make curved contours around junctions and turns; I can
> imagine those curved contours having a zillion signs around them as a
> result, if the signs were just laid down on the basis of all the taxiways
> present in the runways.dat file.
> 
> 

What I meant was adapting TaxiDraw (or fgsd) to allow the user to specify where the 
signs would go, and the designation on the sign, and then export the appropriate 
format file.  This would not be the runways.dat format, but instead one of the scenery 
files that designates where objects are placed - I believe it's .stg.  There is 
apparently already support for taxiway signage in .stg files (I think) - I believe it 
was done in the KJSC photo-scenery demo.  I'd be happy to add the code to TaxiDraw if 
you wanted to use it for this, it's something I've been thinking about already.  As 
you say, automatically placing them via the runways.dat designations could be a 
nightmare, although I guess it's possible that you could add names only to 'proper' 
taxiways that required signage.  It would still be a job to get them placed 
automatically without them overlapping other taxiways or runways, and that would 
probably require coding in TerraGear.

> 
> OK, so I interpret your last bit as saying that my interpretation
> of what I saw in the archives is incorrect, and that the airport data
> is still coming from Robin Peel.  Presumably, then, it goes through
> some post-processing on the FG end to result in the basic.dat and
> runways.dat files?  (since those files are similar, but not identical,
> to the way it's provided by Robin, according to his web page)  And
> presumably it's that difference that you're referring to above when
> you note that he can't import the stuff TaxiDraw outputs -- because
> it's in FG's form, rather than his original form?  Just making sure
> I understand how this all works.
> 

Curt and Robin know how this stuff works better than myself, but I believe that Robin 
has export filters to export his data in our basic.dat + runways.dat format, but no 
import filters.  I believe he keeps the raw data in a database, and exports in either 
X-Plane or FG format, but only imports in X-Plane format.  There are some details on 
his website, the address of which eludes me at the moment.


> > Sometimes the DAFIF is definately wrong,
> > sometimes user-submitted data is wrong, sometimes the available aerial
> > photos have been outdated by new developement.  It's just a case of
> > making it as good as it can be.
> 
> Well, yeah.  I guess what I was wondering was whether there's some
> sort of "conflict resolution" procedure.  If another source gives
> other information, is the DAFIF data assumed to be correct because,
> well, you gotta pick something.  If there are *two* sources which
> agree with each other but contradict the DAFIF data, do you go with
> that?  If you personally know the placement of an airport is wrong
> and can correct it, should you try?  I'm just wondering what one
> should do (if anything at all) upon encountering s

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-15 Thread Jim Wilson
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.

Best,

Jim


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Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-14 Thread Chris Metzler

Hi Dave.  Thanks very much for your reply.

On Fri, 14 May 2004 23:37:58 +0100
David Luff <[EMAIL PROTECTED]> wrote:
> Chris Metzler writes:
>>
>> 2.  The taxiways that *are* listed in the Airport/runways.dat,
>> typically for major airports, don't have taxiway identifications
>> listed.  For example,
>> 
>> A KSQL 5 CYN San Carlos
>> R KSQL 12   37.511856 -122.249524 138.09  259975 NARHN NYVN0  
>>  0 NYVN00
>> T KSQL xxx  37.511303 -122.249374 134.68  260075 YCB
>> T KSQL xxx  37.510796 -122.250015 134.68  260075 YCB
>> T KSQL xxx  37.511108 -122.251083 134.68  2000   200 YCB
>> 
>> TrackArtist.cppAccording to the explanation of the format on Robin
>> Peel's site, those "xxx" should give a taxiway identifier.  I presume
>> that FlightGear doesn't use them at the present; but I can imagine
>> that they might be in the future, for ATC or AI, or for default
>> taxiway signs (in the absence of signs placed as 3D models in the
>> scenery).  If these are known, such as through an airport chart,
>> should they be put in?  If so, in what format (e.g. left-justified,
>> right-justified, zero padded, etc.)?
> 
> AFAIK, FlightGear can render taxiway signage based on a text field in
> one of the files (.stg?) - it shouldn't be too hard to adapt one of the
> tools (either TaxiDraw or fgsd) to output it to the .stg or whatever
> files it lives in.  Doing it for the base airports would be the way to
> start since then it can go into CVS, then think about the logistics of
> storing the generated data for worldwide airports!

Well, I'm probably talking out of my behind here, and maybe this isn't
an issue.  But I would naively think that having fgfs (or TerraGear or
whatever) place signs on the basis of taxiway identifiers in the
runways.dat file could be pretty tricky, if the taxiways were done with
TaxiDraw.  The tutorial suggests laying down lots of short-length taxiways
in an effort to make curved contours around junctions and turns; I can
imagine those curved contours having a zillion signs around them as a
result, if the signs were just laid down on the basis of all the taxiways
present in the runways.dat file.


>> 3.  Where should the taxiway data go?  The TaxiDraw tutorial
>> mentions sending them to Robin Peel, for inclusion in the complete
>> airport data.  Is that still the case?  Various things I've read
>> in the archives here gave me the impression that these days,
>> FlightGear is compiling its own airport data files from the DAFIF,
>> rather than getting them from Robin Peel's compilation.  The fact
>> that the files in Airport/* are similar to, but not exactly the
>> same as, those described on Robin Peel's website, seem to support
>> that perception.  Is that true?  If it is, then where should the
>> taxiway info be sent to, so FlightGear can use it?
>
> Please hold off temporarily from sending it to Robin - he can't import
> the FlightGear format datafiles that TaxiDraw outputs to his master
> database.  I'm midway through adding X-Plane data format support that he
> can handle to TaxiDraw, and will update the tutorial to reflect that
> when it's working and a new release is out.  Hopefully in a few weeks.
> 
> However, it shouldn't be underestimated just what a *huge* task it is to
> maintain worldwide airport data files.  Although noises have been made
> on the list about maintaining our own, realistically we are likely to be
> getting our data from Robin from the forseeable future IMO.

OK, so I interpret your last bit as saying that my interpretation
of what I saw in the archives is incorrect, and that the airport data
is still coming from Robin Peel.  Presumably, then, it goes through
some post-processing on the FG end to result in the basic.dat and
runways.dat files?  (since those files are similar, but not identical,
to the way it's provided by Robin, according to his web page)  And
presumably it's that difference that you're referring to above when
you note that he can't import the stuff TaxiDraw outputs -- because
it's in FG's form, rather than his original form?  Just making sure
I understand how this all works.


>> 4.  Is the information in the airport files considered to be 100%
>> accurate?  I occasionally see differences between runway lengths
>> listed in runways.dat and those listed in other sources, such as
>> U.S. state Department of Aviation databases, or U.S. FAA references
>> (reproduced at airnav.com).  The differences are rarely large --
>> less than 20 feet typically -- but it makes me wonder what's right
>> and whether there may be other discrepancies and so on.
> 
> A database that large will never be 100% right.  The use of background
> photos in TaxiDraw seems to indicate to me that a lot of the smaller
> airports are actually positioned up to several hundred meters
> incorrectly by the DAFIF data.

The biggest discrepancy I've noticed yet is the placement of Meigs Field
in Chicago; but while its placement isn't authentic, neither is its very
ex

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-14 Thread David Luff
Chris Metzler writes:

> 
> Hi.  I've been thinking of ways in which I could help out with stuff for
> FlightGear, given that I don't code in C++.  Other than providing useful
> bug reports and the occasional odd suggestion, I thought of getting my
> feet wet by working on adding taxiways to airports that aren't currently
> given them.  I also thought I might look at airport buildings, taxiway
> markers, etc., and at 3D structures for landmarks such as are present in
> the San Francisco scenery.
> 

Hi Chris,

Making better airports is definately a good thing to do!  And the more folk that 
attempt it the better :-)

> If it's at all worthwhile for me to do this, then I have some questions.
> 
> 1.  Regarding adding taxiways, I read a bunch of old emails on this list,
> and it seems like there's two ways to approach this.  One is David Luff's
> TaxiDraw, which (as I understand it) is solely concerned with rendering
> taxiways, and produces a table of taxiway information for a particular
> airport that's in an appropriate format for insertion into the
> Airports/runways.dat file.  The other is fgsd-taxi, a modified fgsd that
> produces taxiway layouts not for rendering, but for AI aircraft to follow.
> Do I have this correctly?  If so, does it make sense when doing the former
> to do the latter, even if the AI is not yet fully implemented, thinking
> that then it doesn't have to be added later?
> 

You've got that pretty well correct.  At the moment the AI doesn't understand the 
output from fgsd-taxi, but that should be fairly soon in coming.  TaxiDraw actually 
started out as an AI taxiway editor similar to AFCAD, but when I saw what Bernie was 
doing with fgsd-taxi I put that on indefinate hold, and only resurrected it as a 
physical taxiway editor when the need arose.

> 
> 2.  The taxiways that *are* listed in the Airport/runways.dat, typically
> for major airports, don't have taxiway identifications listed.  For
> example,
> 
> A KSQL 5 CYN San Carlos
> R KSQL 12   37.511856 -122.249524 138.09  259975 NARHN NYVN00 NYVN0  
>   0
> T KSQL xxx  37.511303 -122.249374 134.68  260075 YCB
> T KSQL xxx  37.510796 -122.250015 134.68  260075 YCB
> T KSQL xxx  37.511108 -122.251083 134.68  2000   200 YCB
> 
> TrackArtist.cppAccording to the explanation of the format on Robin Peel's site,
> those "xxx" should give a taxiway identifier.  I presume that
> FlightGear doesn't use them at the present; but I can imagine
> that they might be in the future, for ATC or AI, or for default
> taxiway signs (in the absence of signs placed as 3D models in the
> scenery).  If these are known, such as through an airport chart,
> should they be put in?  If so, in what format (e.g. left-justified,
> right-justified, zero padded, etc.)?
> 

AFAIK, FlightGear can render taxiway signage based on a text field in one of the files 
(.stg?) - it shouldn't be too hard to adapt one of the tools (either TaxiDraw or fgsd) 
to output it to the .stg or whatever files it lives in.  Doing it for the base 
airports would be the way to start since then it can go into CVS, then think about the 
logistics of storing the generated data for worldwide airports! 

> 
> 3.  Where should the taxiway data go?  The TaxiDraw tutorial
> mentions sending them to Robin Peel, for inclusion in the complete
> airport data.  Is that still the case?  Various things I've read
> in the archives here gave me the impression that these days,
> FlightGear is compiling its own airport data files from the DAFIF,
> rather than getting them from Robin Peel's compilation.  The fact
> that the files in Airport/* are similar to, but not exactly the
> same as, those described on Robin Peel's website, seem to support
> that perception.  Is that true?  If it is, then where should the
> taxiway info be sent to, so FlightGear can use it?
> 

Please hold off temporarily from sending it to Robin - he can't import the FlightGear 
format datafiles that TaxiDraw outputs to his master database.  I'm midway through 
adding X-Plane data format support that he can handle to TaxiDraw, and will update the 
tutorial to reflect that when it's working and a new release is out.  Hopefully in a 
few weeks.

However, it shouldn't be underestimated just what a *huge* task it is to maintain 
worldwide airport data files.  Although noises have been made on the list about 
maintaining our own, realistically we are likely to be getting our data from Robin 
from the forseeable future IMO.

> 
> 4.  Is the information in the airport files considered to be 100%
> accurate?  I occasionally see differences between runway lengths
> listed in runways.dat and those listed in other sources, such as
> U.S. state Department of Aviation databases, or U.S. FAA references
> (reproduced at airnav.com).  The differences are rarely large --
> less than 20 feet typically -- but it makes me wonder what's right
> and whether there may be other discrepancies and so on.
> 

A database that large wil