Re: [Flightgear-devel] Low poly Aircraft models

2006-12-17 Thread Durk Talsma
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

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Re: [Flightgear-devel] Low poly Aircraft models

2006-12-16 Thread Detlef Faber
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
 
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Re: [Flightgear-devel] Low poly Aircraft models

2006-12-16 Thread Josh Babcock
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

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Re: [Flightgear-devel] Low poly Aircraft models

2006-12-16 Thread Ampere K. Hardraade
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

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Re: [Flightgear-devel] Low poly Aircraft models

2006-12-16 Thread Roberto Inzerillo
 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


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