Re: [Flightgear-devel] AI Aircraft Models

2008-04-13 Thread Melchior FRANZ
* till busch -- Thursday 10 April 2008:
 Currently Aircraft/ is ~1200 MB on cvs. So yes. I think we can easily afford 
 100 or 200 MB for cheap ai models.

I don't mind spending 200MB for something useful. But I think that 200MB
for a mere duplication of existing files is a waste. 



 I'd opt for inclusion of as many AI (lightweight) aircraft as possible. 
 People 
 who try FG, will see other models that they like, and will eventually 
 download them.

If it's only about a motivation to download the real aircraft, then
a dialog on exit is just as effective. And it's questionable whether
crappy/blurry AI aircraft are such a big motivation at all. Maybe
just the opposite. And high-quality duplicated AI files are a no-go
IMHO. Because you'd then come much closer to the 1200MB. The *.ac
and texture files are the biggest parts of an aircraft after all,
only instruments and sounds wouldn't be duplicated (and the usually
smallish nasal and xml files).



 Could you propose a more detailed design that would allow all of that?
 I would volunteer to write the necessary code.

A possible solution and compromise could be:

- $FG_ROOT/AI/Aircraft/ contains stripped down (model details
  and texture sizes) of all relevant aircraft, no matter if the
  aircraft is installed. Non-relevant ones are Ogel and Colditz,
  for example).

- there's a property/option that controls whether such rather low
  quality models are used or not. They are somewhat ugly, but may
  or may not be considered better than nothing.

- as soon as the real aircraft is installed ($FG_ROOT/Aircraft/),
  this takes precedence over AI/Aircraft/. Proper LOD setup
  in $FG_ROOT/Aircraft/*/ makes sure that this comes at low cost
  in the MP case. An additional flag disable-on-mp/ or something
  added to an animation could be used to completely remove it in
  the MP case. (We might need a way to scale down textures, too?)
  I don't like the current setup much where MP-LOD is split off
  the real aircraft and resides in a separate dir. That's somewhat
  unclean.

- aircraft could contain an indicator of their costs, so that
  one could set an option at startup to only display aircraft
  cheaper than some threshold.

m.

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
--- On Wed, 9/4/08, Durk Talsma wrote:
 I do forsee that adding loads of AI aircraft could add to
 the size of the 
 release version of the base package.  That being the case,
 we could consider 
 spawning off a separately downloadable, optional AI
 aircraft package 
 (including not only aircraft, but also traffic files, etc
 etc). 

Without wanting to put words into his mouth, I assume that is Melchior's (and 
others) main concern, rather than the size of our CVS repository itself. 
Frankly, if we are worried about the size of the repository, we need to create 
a repository for new aircraft. But that is a different discussion...

A separate AI download is a nice idea, but I think it has some issues itself:
- It would increase the user workload, and realistically the support workload 
on here and the forums. I've found that user's rarely read our manual, wiki or 
FAQ before posting questions. 
- We (well, probably you Durk!) would have an extra package to manage during 
the release cycle.
- We'd have to document installing it, which is quite a bit harder than you'd 
expect when dealing with MacOS and people who exclusively use the wizard.

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
-- On Wed, 9/4/08, AJ MacLeod  wrote:
 On Wednesday 09 April 2008 16:20:05 Stuart Buchanan wrote:
  How about the following
 
  - Maximum size 250KB.
  - All textures converted to PNG and scaled to 1/4 size
 in both dimensions.
 
  Does that seem reasonable?
 
 I think we have two slightly differing concepts of what the
 MP/AI aircraft are 
 all about.  In my view, they are a nice way of providing
 (at minimal effort 
 to modellers) versions of each aircraft which are visually
 complete from 
 external views while being very significantly quicker to
 load than their full 
 counterparts (the vast majority of textures, animations and
 polys are 
 generally found in the cockpits of most of our more
 complete models.)

Well, this was my original idea behind creating them by chopping out the bits 
that weren't required. My assumption was that the cost of making these 
available to all users was sufficiently low to make it a no-brainer. That 
assumption appears to be false.

 I don't, however, see any harm in someone providing an
 optional MP aircraft 
 pack download that provides what Stuart would like to
 achieve, for those who 
 want it...

That would suggest simply providing AI/Aircraft as a separate download.

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread till busch
On Wednesday 09 April 2008, Stuart Buchanan wrote:
 --- On Wed, 9/4/08, Melchior FRANZ wrote:
  Do we really want MP support for all aircraft in the base
  package, at a cost of an extra 200 MB of data? Wrappers are fine
  (like Vivian described), but do we want a complete concorde.ac with all
  textures *again* in the AI/ dir? If someone wants the Concorde
  displayed, then s/he can install it, no?

Currently Aircraft/ is ~1200 MB on cvs. So yes. I think we can easily afford 
100 or 200 MB for cheap ai models. As you name the Concorde. The whole dir 
currently takes 19 MB. If someone adds a Concorde that takes up to 2 MB, that 
would be fine.

 Yes, I strongly think that there would be a real benefit for everyone who
 uses the base package to be able to see all MP aircraft. As well as making
 the MP experience faster (which everyone would benefit from), I think it
 would make it richer for new users.

There is another problem that i see here. There will be a day, when we will 
need to decide, which aircraft will go into the base package. For someone who 
just wants to try FlightGear the base package shouldn't be too large. We 
might want to have about twenty well-designed and fully-functional aircraft 
in the base package at the end.

I'd opt for inclusion of as many AI (lightweight) aircraft as possible. People 
who try FG, will see other models that they like, and will eventually 
download them.

 Even though I have a fairly fast machine, MP flying around KSFO is still
 marginal. It is likely to get worse as the number and complexity of
 aircraft increase. Creating AI models (and also promoting a culture of
 creating AI models for all new aircraft) would go a long to helping this.

Yes. I'm all for promoting a culture of creating AI models for all aircraft.

 In that context, another 50 - 100MB of data in the base package seems
 reasonable.

I agree.

 I think it should be possible to create AI aircraft at less than, say,
 500KB per aircraft, which would grow the base package by less than 100MB.
 For example, the Vulcan AI model is around 200KB.

If they can be that cheap it is perfect. IMHO we can't be too restrictive 
here, though. Some aircraft will need a little more space.

  I'd prefer fgfs to show better information about which
  aircraft couldn't be shown because they aren't installed,
  and a better LOD concept (LOD in the aircraft dir, where it belongs).

I very much like this idea, Melchior. We would need to come up with a solution 
that would allow us to easily deliver many low-LOD models (for 
multiplayer-support) with the base package. And then, there has to be an easy 
way to upgrade to the full aircraft.
Could you propose a more detailed design that would allow all of that? I would 
volunteer to write the necessary code.

 How about the following

 - Maximum size 250KB.
 - All textures converted to PNG and scaled to 1/4 size in both dimensions.

 Does that seem reasonable?

This seems like a hard limit. I really don't want to see plenty of aircraft 
with crappy textures. Lightweight aircraft should still look pretty from the 
outside -- even when standing right next to them. Reducing the texture size 
is fine, but please check that it will still look nice.

cheers,

- till

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
--- On Wed, 9/4/08, Vivian Meazza wrote:
 1. A long time ago in the early days of MP the policy was
 agreed: If you
 don't have it you don't see it. No glider, no
 ufo, nothing. And AFAIK
 that's still the case. IF we want to depart from this
 long standing policy,
 then that's a slightly different debate.

I think the v1.0 release has seen a step-change in the use of FG.

There are a large number of new (often quite young) users who are generally 
inhabit the forums rather than the lists. They are tending to use MP all the 
time, as it is part of their expectations of the system (I'm guessing because 
they have a background in games like World of Warcraft). 

Given this, making all the aircraft easily and cheaply available of MP seems a 
no-brainer to me. IMO the argument is really about how large these aircraft 
should be, and whether they should be part of the release base-package or not.

 4. We don't seriously think that OSG is fit for a
 release this side of
 Christmas do we? Should we really be using .png in anything
 other than osg
 only models such as the Buccaneer, and even then I think I
 removed all .png
 textures from the AI/MP version. (And now I'm going to
 have to :-))

Yes, I think OSG is going to be fit for release, and quite soon. 

In fact, setting a target for an OSG release sometime this summer might be a 
good way to encourage the bugs and rough edges to be smoothed out. 

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread Stuart Buchanan
--- On Wed, 9/4/08, Melchior FRANZ wrote:
 * Stuart Buchanan -- Wednesday 09 April 2008:
  --- On Wed, 9/4/08, Melchior FRANZ wrote:
   So, please let's discuss that first, before
 anyone
   dumps more of that stuff into $FG_ROOT/AI/!
  
  Hence my original post - discussion is good.
 
 Yes, discussion is good. But the original post was already
 a bit
 past the point where an RFC would have been in order. You
 had
 already started with copying textures and asked others to
 do the
 same. Time to take a break.

Mea culpa. I screwed up and should have posted before committing. My apologies 
to all. This idea was a lot more contentious than I expected at the time...

  In that context, another 50 - 100MB of data in the
 base package seems reasonable. 
 
 Sound like a rather low estimation to me. Especially
 considering
 that helijah adds 5 aircraft every week.  :-)

Well, I'm not sure I can keep up with that rate ;)

  How about the following
  
  - Maximum size 250KB.
  - All textures converted to PNG and scaled to 1/4 size
 in both dimensions.
  
  Does that seem reasonable?
 
 Maybe. I'd like others to comment on that. I never
 claimed that it's
 on me to decide. But I'd like to have such things
 discussed beforeI don't think that's likely in the near term. Also
 they are done. You probably know that committing a file
 means that
 it will be in CVS *forever*, even if you cvs rm
 it right after that.

No I didn't know that, but thinking about it for 5 minutes should have made me 
realize that it was probably the case.

 Whatever we come up with,I don't think that's likely in the near term. Also 
 it would be nice if the LOD
 handling could
 always load the full aircraft version if you are very
 close. Seeing
 a blurry box parked next to you isn't pretty either.

I guess that's a possibility, but I'd prefer not to have a huge new model load 
just as I start flying formation with another aircraft... ;)

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread AJ MacLeod
On Thursday 10 April 2008 09:19:04 Stuart Buchanan wrote:
 Without wanting to put words into his mouth, I assume that is Melchior's
 (and others) main concern, rather than the size of our CVS repository
 itself.

My main concern would rather be the infliction of low poly, blurry textured, 
largely unanimated models on the MP world all for a possible slight 
improvement in performance for those with older hardware (slight over the 
alternative skeleton aircraft method already used by most of our MP/AI 
aircraft and mentioned by Vivian).

My secondary concern would be duplication of models, where that isn't really 
necessary (the Lightning, for example, has a fairly simple external model 
with relatively few textures; why duplicate that when it's easy to just load 
that and not the many large cockpit related textures and polys?)  It's also 
normally easier for a modeller to just modify the model.xml to not load stuff 
than to create a new 3d model and textures.

I do share your concerns about a separate AI models package for download (in 
terms of maintenance / documentation / user assistance workload); I 
personally think the current system is very fair - if you want to see the 
models, download them!

Cheers,

AJ

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread alexis bory
Hi all,

Stuart Buchanan wrote:
  I think the v1.0 release has seen a step-change in the use of FG.

  There are a large number of new (often quite young) users who are
  generally inhabit the forums rather than the lists. They are tending
  to use MP all the time, as it is part of their expectations of the
  system (I'm guessing because they have a background in games like
  World of Warcraft).

Yes the average profile of our users is changing (as the hardware they
use) the forums shows much more hi definition and cosmetic
features requests than lower hardware use requests.

It seems that for those who fly mostly on MP, the AI model should
have a good definition and a complete set of external animations.
Also the AI aircrafts should have a good external texturing (like our
standard 512*512 to 1024*1024 texture). Note that users begin to
propose huge textures and that reflects a need.

About modeling a new model for AI aircrafts:
I agree with AJ and I would prefer not to. I would better think about
a new XML file to be read at first on MP loading so FG just load a
simplified model without the cockpit and all the avionic nasal,
also it disable unnecessary external animations.

  Given this, making all the aircraft easily and cheaply available of
  MP seems a no-brainer to me. IMO the argument is really about how
  large these aircraft should be, and whether they should be part of
  the release base-package or not.

About where to put AI aircrafts.
Yes there is no point in putting too many thing in the base package.
who wants to D/L the whole army stuff while setting up a
C172 simulator for the local Aero Club ?
And for those who like to play RedFlag, its more a fun to fetch here
and there addons to complete their game (thats quite a marketing
plus).

About scenery:
I committed recently 2 *very* low poly aircraft in data/Models/Aircraft.
The Aircraft models here are intented to be there for static display on
scenery airports, they are 250 to 600 KB sized and don't have any
animation. A realistic airport could have tenth of them dispatched
every where, That is compatible with AI Traffic which use nicer
and animated models.

That's all,

Alexis





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Re: [Flightgear-devel] AI Aircraft Models

2008-04-10 Thread AJ MacLeod
On Thursday 10 April 2008 09:36:36 Stuart Buchanan wrote:

 Mea culpa. I screwed up and should have posted before committing. My
 apologies to all. This idea was a lot more contentious than I expected at
 the time...

Hey, we needed something to argue about to resuscitate the list ;-)

Cheers,

AJ

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Tobias Ramforth

Hello,


I think this is worthwhile as:
1) It will mean that for the next release, all MP users will be able to see all 
the other users, even if they don't have a specific aircraft installed.
2) A dedicated AI model is cheaper than a heavily LoD'd aircraft model.
3) For the majority of aircraft, once the initial model has been created, 
little changes that would be visible to another MP user, so keeping an AI model 
in sync with a main model is not too difficult.

Yes, I think this is definately a good idea!


To create them I did the following:
- Copied over the complete aircraft directory from $FG_DATA/Aircraft to 
$FG_DATA/AI/Aircraft
- Removed any extraneous files/directories (-set.xml, FDM, Panels, sounds), 
typically just leaving a Model directory.
- Use ImageMagick to convert any .rgb textures to png. 
- Use a text editor to replace all the .rgb references to .png

- Hacked out all the cockpit, sub-models and irrelevant animations from the 
model .xml file.
Sounds to me as if this process could somehow be automated. Is it 
possible to not load everything when loading an aircraft model? Then 
you would not have to create an extra AI model for every aircraft, but 
just change the code to only load what is appropriate.




Regards,

Tobias
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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Melchior FRANZ
* Stuart Buchanan -- Wednesday 09 April 2008:
 - Use ImageMagick to convert any .rgb textures to png. 

We certainly don't want redundant texture duplicates in $FG_ROOT/AI/.
Did you scale them down or do anything else that justifies this step?
If not, then just refer to the original textures (converting those to
PNG if you want).

m.

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Stuart Buchanan
--- On Wed, 9/4/08, Melchior FRANZ wrote:
 We certainly don't want redundant texture duplicates in
 $FG_ROOT/AI/.
 Did you scale them down or do anything else that justifies
 this step?
 If not, then just refer to the original textures
 (converting those to PNG if you want).

As I mentioned in my reply to Vivian, I don't want any dependency on the 
Aircraft tree, as the user may not have the full aircraft present on their 
system.

One of my aims is that a user with just the base package will be able to see 
all the aircraft in MP sessions without having to download them.

I haven't scaled any of the textures down, though the conversion from .rgb to 
.png reduced the size quite significantly.  I will look at resizing them. 

-Stuart





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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread LeeE
On Wednesday 09 April 2008 08:37, Stuart Buchanan wrote:
[snip...]

 I'd like to create more AI aircraft, but obviously this is
 something that might step on the toes of the aircraft
 maintainers.  So, if you are an aircraft maintainer, and would be
 happy for me to create an AI version of your aircraft using the
 process above, please drop me a line on-list.

 Comments on whether this is a good idea are very welcome.

 -Stuart

Please feel free to create AI versions of any of the aircraft I've 
done (although check with Vivian, Alexis and Josh B re the SeaHawk, 
A-10  Canberra B(I)8 as they added the 3D panels and really 
maintain them now.

Of the remaining aircraft I've done, only the MiG-15bis has a 
partial 3D panel.  However, a lot of them do have complex 
animations and/or complex 2D instruments and Nasal that could be 
stripped e.g. an AI version of the AN-225 probably doesn't need 
independent compression animation for all of it's 16 wheel-sets:)

LeeE

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Melchior FRANZ
* Stuart Buchanan -- Wednesday 09 April 2008:
 As I mentioned in my reply to Vivian, I don't want any dependency
 on the Aircraft tree,

You don't want that, fine. And *I* don't want a parallel structure
of aircraft with megabytes of duplicated files.

So, please let's discuss that first, before anyone dumps more of that
stuff into $FG_ROOT/AI/!


Do we really want MP support for all aircraft in the base package,
at a cost of an extra 200 MB of data? Wrappers are fine (like Vivian
described), but do we want a complete concorde.ac with all textures
*again* in the AI/ dir? If someone wants the Concorde displayed,
then s/he can install it, no? 

I'd prefer fgfs to show better information about which aircraft
couldn't be shown because they aren't installed, and a better LOD
concept (LOD in the aircraft dir, where it belongs). And if we really
want the independence, then we should make sure that this is cheap.
Textures should be scaled down a *lot*, the model should be drastically
poly-reduced, the whole aircraft shouldn't take more than 250 kB (or
something). And we don't need MP-versions of Ogel, wrightfligher and
others.

m.

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Vivian Meazza
Melchior FRANZ wrote

 
 
 * Stuart Buchanan -- Wednesday 09 April 2008:
  As I mentioned in my reply to Vivian, I don't want any 
 dependency on 
  the Aircraft tree,
 
 You don't want that, fine. And *I* don't want a parallel 
 structure of aircraft with megabytes of duplicated files.
 
 So, please let's discuss that first, before anyone dumps more 
 of that stuff into $FG_ROOT/AI/!
 
 
 Do we really want MP support for all aircraft in the base 
 package, at a cost of an extra 200 MB of data? Wrappers are 
 fine (like Vivian described), but do we want a complete 
 concorde.ac with all textures
 *again* in the AI/ dir? If someone wants the Concorde 
 displayed, then s/he can install it, no? 
 
 I'd prefer fgfs to show better information about which 
 aircraft couldn't be shown because they aren't installed, and 
 a better LOD concept (LOD in the aircraft dir, where it 
 belongs). And if we really want the independence, then we 
 should make sure that this is cheap. Textures should be 
 scaled down a *lot*, the model should be drastically 
 poly-reduced, the whole aircraft shouldn't take more than 250 
 kB (or something). And we don't need MP-versions of Ogel, 
 wrightfligher and others.
 
 m.

If you install the .ac file, the model file, slightly amended, and the
textures, you might as well go the whole hog and install the complete
aircraft. Stuart's proposal will significantly increase the size of the base
package. I'm inclined towards Melchior's view on this one.

V.



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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Lee Duke

What are AI Aircraft models?

Lee

Melchior FRANZ wrote:

* Stuart Buchanan -- Wednesday 09 April 2008:
  

As I mentioned in my reply to Vivian, I don't want any dependency
on the Aircraft tree,



You don't want that, fine. And *I* don't want a parallel structure
of aircraft with megabytes of duplicated files.

So, please let's discuss that first, before anyone dumps more of that
stuff into $FG_ROOT/AI/!


Do we really want MP support for all aircraft in the base package,
at a cost of an extra 200 MB of data? Wrappers are fine (like Vivian
described), but do we want a complete concorde.ac with all textures
*again* in the AI/ dir? If someone wants the Concorde displayed,
then s/he can install it, no? 


I'd prefer fgfs to show better information about which aircraft
couldn't be shown because they aren't installed, and a better LOD
concept (LOD in the aircraft dir, where it belongs). And if we really
want the independence, then we should make sure that this is cheap.
Textures should be scaled down a *lot*, the model should be drastically
poly-reduced, the whole aircraft shouldn't take more than 250 kB (or
something). And we don't need MP-versions of Ogel, wrightfligher and
others.

m.

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Stuart Buchanan
--- On Wed, 9/4/08, Melchior FRANZ wrote:
 * Stuart Buchanan -- Wednesday 09 April 2008:
  As I mentioned in my reply to Vivian, I don't want
 any dependency
  on the Aircraft tree,
 
 You don't want that, fine. And *I* don't want a
 parallel structure of aircraft with megabytes of duplicated files.

I could have worded that better as the following: I don't think there is any 
benefit to adding AI aircraft if they have a dependency on the Aircraft tree.

 So, please let's discuss that first, before anyone
 dumps more of that stuff into $FG_ROOT/AI/!

Hence my original post - discussion is good.

In my opinion, adding AI version of the aircraft I maintain was reasonable, 
they are fairly small anyway, and converting to png etc. makes them smaller. 

 Do we really want MP support for all aircraft in the base
 package, at a cost of an extra 200 MB of data? Wrappers are fine
 (like Vivian described), but do we want a complete concorde.ac with all
 textures *again* in the AI/ dir? If someone wants the Concorde
 displayed, then s/he can install it, no? 

Yes, I strongly think that there would be a real benefit for everyone who uses 
the base package to be able to see all MP aircraft. As well as making the MP 
experience faster (which everyone would benefit from), I think it would make it 
richer for new users. 

Even though I have a fairly fast machine, MP flying around KSFO is still 
marginal. It is likely to get worse as the number and complexity of aircraft 
increase. Creating AI models (and also promoting a culture of creating AI 
models for all new aircraft) would go a long to helping this.

In that context, another 50 - 100MB of data in the base package seems 
reasonable. 

I think it should be possible to create AI aircraft at less than, say, 500KB 
per aircraft, which would grow the base package by less than 100MB. For 
example, the Vulcan AI model is around 200KB.

Some aircraft are going to be much easier to make AI versions of than others, 
and some may require the .ac file to be edited. Most of my aircraft are 
almost trivial in complexity.

 I'd prefer fgfs to show better information about which
 aircraft
 couldn't be shown because they aren't installed,
 and a better LOD
 concept (LOD in the aircraft dir, where it belongs). And if
 we really
 want the independence, then we should make sure that this
 is cheap.
 Textures should be scaled down a *lot*, the model should be
 drastically
 poly-reduced, the whole aircraft shouldn't take more
 than 250 kB (or
 something). And we don't need MP-versions of Ogel,
 wrightfligher and
 others.

How about the following

- Maximum size 250KB.
- All textures converted to PNG and scaled to 1/4 size in both dimensions.

Does that seem reasonable?

-Stuart


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Heiko Schulz

 
 - Maximum size 250KB.
 - All textures converted to PNG and scaled to 1/4
 size in both dimensions.
 
 Does that seem reasonable?
 
 -Stuart
 
 
 

Hi,

I like the idea by Stuart. But the discussion sounds
like we will have a next release in a few weeks.

And will it be for sure that the next release will be
OSG?

Unfortunately png isn't supported by plib (?), so I#m
not sure about this issue...


Cheers
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Heiko Schulz

 
 - Maximum size 250KB.
 - All textures converted to PNG and scaled to 1/4
 size in both dimensions.
 
 Does that seem reasonable?
 
 -Stuart
 
 
 

Hi,

I like the idea by Stuart. But the discussion sounds
like we will have a next release in a few weeks.

And will it be for sure that the next release will be
OSG?

Unfortunately png isn't supported by plib (?), so I#m
not sure about this issue...


Cheers
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Melchior FRANZ
To M.S., who sent me a private hate-mail: don't do that! Better send
that to the list for public entertainment. One doesn't see often
how a grown up man goes *that* low and throws away all remaining
credibility and decency!

  I have never made but one prayer to God, a very short one:
  O Lord make my enemies ridiculous. And God granted it.
  -- Voltaire



* Stuart Buchanan -- Wednesday 09 April 2008:
 --- On Wed, 9/4/08, Melchior FRANZ wrote:
  So, please let's discuss that first, before anyone
  dumps more of that stuff into $FG_ROOT/AI/!
 
 Hence my original post - discussion is good.

Yes, discussion is good. But the original post was already a bit
past the point where an RFC would have been in order. You had
already started with copying textures and asked others to do the
same. Time to take a break.



 Yes, I strongly think that there would be a real benefit for
 everyone who uses the base package to be able to see all MP aircraft.

Of course there would. That's no question. But it comes at a price
and we have to think about whether it's affordable, and if this is
the way to go. *Not* seeing an aircraft isn't a big problem, one that
justifies paying a high price. I for one am right now *not* seeing
an aircraft in my room. Doesn't annoy me one bit.  ;-) 



 In that context, another 50 - 100MB of data in the base package seems 
 reasonable. 

Sound like a rather low estimation to me. Especially considering
that helijah adds 5 aircraft every week.  :-)



 How about the following
 
 - Maximum size 250KB.
 - All textures converted to PNG and scaled to 1/4 size in both dimensions.
 
 Does that seem reasonable?

Maybe. I'd like others to comment on that. I never claimed that it's
on me to decide. But I'd like to have such things discussed before
they are done. You probably know that committing a file means that
it will be in CVS *forever*, even if you cvs rm it right after that.
(Yes, Curt can remove it from the server.)

Whatever we come up with, it would be nice if the LOD handling could
always load the full aircraft version if you are very close. Seeing
a blurry box parked next to you isn't pretty either.

m.

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Durk Talsma
On Wednesday 09 April 2008 15:38, Melchior FRANZ wrote:
 * Stuart Buchanan -- Wednesday 09 April 2008:
  As I mentioned in my reply to Vivian, I don't want any dependency
  on the Aircraft tree,

 You don't want that, fine. And *I* don't want a parallel structure
 of aircraft with megabytes of duplicated files.

I object against adding dependencies on the main Aircraft directories. When we 
get ready for the next release, This is going to bite us severely for all the 
good reasons Stuart explained. 

FWIW, I proposed the AI/Aircraft directory originally to contain many light 
weight models that were originally intended for use by the computer 
controlled AI system. As such, the AI directory was supposed to contain many 
additional texture directories for all the different liveries, this implies 
that the AI/Aircraft could potentially grow quite a bit. The fact that we 
also store some copies of liveries used in the main directory only adds a 
small percentage to the overall size of the package. The fact that these 
aircraft could also be used in multiplayer environment is a nice bonus.

For these reasons, I consider the argument that these copies add an 
unacceptable increase of the base package largely void. After all, we also 
don't have a policy for NOT adding new aircraft to the base package, so the 
size of the CVS repository can't be an issue at all. 

I do forsee that adding loads of AI aircraft could add to the size of the 
release version of the base package.  That being the case, we could consider 
spawning off a separately downloadable, optional AI aircraft package 
(including not only aircraft, but also traffic files, etc etc). This would be 
a point worth discussing. Keep the AI/Aircraft directory separate from the 
main aircraft directory is a complete no-brainer in my opinion.

Cheers,
Durk

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Vivian Meazza
Georg Vollnhals wrote

 
 Durk Talsma schrieb:
  On Wednesday 09 April 2008 15:38, Melchior FRANZ wrote:

  * Stuart Buchanan -- Wednesday 09 April 2008:
  
  As I mentioned in my reply to Vivian, I don't want any 
 dependency on 
  the Aircraft tree,

  You don't want that, fine. And *I* don't want a parallel 
 structure of 
  aircraft with megabytes of duplicated files.
  
 
  I object against adding dependencies on the main Aircraft 
 directories. 
  When we
  get ready for the next release, This is going to bite us 
 severely for all the 
  good reasons Stuart explained. 
 
  FWIW, I proposed the AI/Aircraft directory originally to 
 contain many 
  light
  weight models that were originally intended for use by the computer 
  controlled AI system. As such, the AI directory was 
 supposed to contain many 
  additional texture directories for all the different 
 liveries, this implies 
  that the AI/Aircraft could potentially grow quite a bit. 
 The fact that we 
  also store some copies of liveries used in the main 
 directory only adds a 
  small percentage to the overall size of the package. The 
 fact that these 
  aircraft could also be used in multiplayer environment is a 
 nice bonus.
 
  For these reasons, I consider the argument that these copies add an
  unacceptable increase of the base package largely void. 
 After all, we also 
  don't have a policy for NOT adding new aircraft to the base 
 package, so the 
  size of the CVS repository can't be an issue at all. 
 
  I do forsee that adding loads of AI aircraft could add to 
 the size of 
  the
  release version of the base package.  That being the case, 
 we could consider 
  spawning off a separately downloadable, optional AI 
 aircraft package 
  (including not only aircraft, but also traffic files, etc 
 etc). This would be 
  a point worth discussing. Keep the AI/Aircraft directory 
 separate from the 
  main aircraft directory is a complete no-brainer in my opinion.
 
  Cheers,
  Durk
 

 From the viewpoint of a scenery-designer I fully agree with having at
 least low-texture - and if possible lower poly - AI aircraft 
 models. It is very easy to have some of these 
 lighter-weighted aircraft placed in the scenery without 
 framerate-punishment. So I did with EDDV and EDDW and 
 following the English Forum there are others who do the same.
 
 So there are 3 arguments to have an independent AI aircraft 
 folder - may be separated as an extra downloadable package : 
 1. Improving the MP framerate situation 2. Using them for AI 
 traffic 3. Using them for scenery design
 

1. A long time ago in the early days of MP the policy was agreed: If you
don't have it you don't see it. No glider, no ufo, nothing. And AFAIK
that's still the case. IF we want to depart from this long standing policy,
then that's a slightly different debate.

2. MP aircraft should be reasonably lightweight, but with good texture,
fully animated and no interior detail. A good way to achieve this is by
using the data already available in the main model file. This is good data
management practice, and avoids duplication. I would think this also applies
for AI Aircraft for the traffic manager; here of course you might want
textures in the AI/Aircraft directory, but not necessarily.

3. Dead, low poly models for inclusion in scenery should join those already
available in Models/Aircraft. Even then the option exists for using a
wrapper for textures in the main Aircraft file if this is appropriate. 

4. We don't seriously think that OSG is fit for a release this side of
Christmas do we? Should we really be using .png in anything other than osg
only models such as the Buccaneer, and even then I think I removed all .png
textures from the AI/MP version. (And now I'm going to have to :-))

Vivian

 



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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread Syd
Melchior FRANZ wrote:
 To M.S., who sent me a private hate-mail: don't do that! Better send
 that to the list for public entertainment. One doesn't see often
 how a grown up man goes *that* low and throws away all remaining
 credibility and decency!

   I have never made but one prayer to God, a very short one:
   O Lord make my enemies ridiculous. And God granted it.
   -- Voltaire



   
So let's see it ;)

But seriously, I can't decide either way . I have added my own low res 
models to the AI directory , with cockpits removed in some , 
transparencies removed ,etc...
But I also ran into error's with PLIB AI models that used png's , and 
I'm sure I'm guilty there. Can't confirm until I recompile though . That 
will be tonight's project ..
Cheers,
Syd



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