Re: [Flightgear-devel] Low poly Aircraft models
On Saturday 16 December 2006 11:36, Maik Justus wrote: Hi Dene, I have written a small patch, that all MP-aircrafts are searched in AI/Aircraft first. If a aircraft can not be found there, it searches in the standard Aircraft folder. Probably Durk will have a look on this this weekend. Okay, committed. Cheers, Durk - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Low poly Aircraft models
Hi Dene, Am Samstag, den 16.12.2006, 20:12 +1300 schrieb Dene: Hi, A question for aircraft developers, everyone enjoys flying high poly models...the screen shots look great! How hard would would it be to save/export/what ever, low poly versions for use as statics? as you might gather I know nothing of the model development cycle so am asking the question ...would it be a simple save as low poly or a total ground up redevelopment? Depends on the model. I have made a low-poly/low-res texture version of the 109 (look at CVS file Aircraft/bf109/Models/bf109g-ai.xml - and yes it is mostly your animation ;-) ). I removed all interiour objects and reduced some high-poly objects (wheels) using the Blender mesh decimator. Finally I exchanged all textures with scaled down ones. One thing I learned is to have the texture in one image rather than in many. That is (little) more work creating the texture map, but exchanging textures for AI use and multiple liveries is less work. I think creating low-poly versions for multiplayer, ai and static display makes sense, so I will create them for my aircraft. (once I have the Mosquito ready). Greetings Detlef Cheers Dene - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Low poly Aircraft models
Dene wrote: Hi, A question for aircraft developers, everyone enjoys flying high poly models...the screen shots look great! How hard would would it be to save/export/what ever, low poly versions for use as statics? as you might gather I know nothing of the model development cycle so am asking the question ...would it be a simple save as low poly or a total ground up redevelopment? My intention is to start making my planes with pretty aggressive LOD. This will help frame rates, but not memory usage. I can also start exporting the low LOD versions separately as static models. I have no idea when I will get around to this, but I do intend to do it. Josh - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Low poly Aircraft models
On Saturday 16 December 2006 08:26, Josh Babcock wrote: Dene wrote: Hi, A question for aircraft developers, everyone enjoys flying high poly models...the screen shots look great! How hard would would it be to save/export/what ever, low poly versions for use as statics? as you might gather I know nothing of the model development cycle so am asking the question ...would it be a simple save as low poly or a total ground up redevelopment? My intention is to start making my planes with pretty aggressive LOD. This will help frame rates, but not memory usage. I can also start exporting the low LOD versions separately as static models. I have no idea when I will get around to this, but I do intend to do it. Josh Speaking of LOD, I find the current system, namely the range animation, inadequate. It doesn't take zoom into account, so parts that should have been visible are turned off when one zooms from a kilometer away. Ampere - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Low poly Aircraft models
Speaking of LOD, I find the current system, namely the range animation, inadequate. It doesn't take zoom into account, so parts that should have been visible are turned off when one zooms from a kilometer away. I totally agree with that but I guess that's the easiest technique to get control on rendering details from a coder's point of view. Roberto - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel