Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gijs de Rooy
Rob wrote: However, would the one stated above prevent models which use submodels for wing-flex effects from appearing to have wings? (Wait... are there any such models, or are the wings animated components of the main model?) A much bigger problem are those aircraft (like my 744)

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread jean pellotier
Stuart Buchanan a écrit : Providing a higher granularity of control would be tricky but not impossible - I guess you could define a list of model names that are to be loaded completely... could it be done per callsign, like the ignore chat message check box, with maybe a command line

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
Gijs de Rooy wrote: A much bigger problem are those aircraft (like my 744) that are split into several models, for easy maintenance/development. Wings, fuselage, gear area all seperate models, with seperate animation files... I wasn't aware that we had any aircraft split up this way.

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gary Neely
On Sat, Apr 3, 2010 at 3:30 AM, Gijs de Rooy gijsr...@hotmail.com wrote: Rob wrote: However, would the one stated above prevent models which use submodels for wing-flex effects from appearing to have wings?  (Wait... are there any such models, or are the wings animated components of the main

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
jean pellotier wrote: Stuart Buchanan a écrit : Providing a higher granularity of control would be tricky but not impossible - I guess you could define a list of model names that are to be loaded completely... could it be done per callsign, like the ignore chat message check box, with

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
Gary Neely wrote: I'd like to second Gijs' concerns here. I build my models in sub-units partly to facilitate ease of maintenance and development, and partly for easy LoD range logic. My model units tend to be: airframe, external details (antennae, etc), external lighting rig, cockpit,

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Anders Gidenstam
On Sat, 3 Apr 2010, Stuart Buchanan wrote: However, having thought about this a bit more, I think there's a straightforward solution, which is to have a tag on the model to force sub-model loading for that model irrespective of the global setting. This could be set for the 747 and the

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Jason Shepard wrote: As far as what you have written here: 1) As I understand this, it basically does exactly the same thing as going through the individual model files and removing the cockpits/interiors/etc., correct? Correct. a)  Would this work on single-player? Yes, but there's

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Csaba Halász wrote: Generally I prefer proper LOD and getting rid of specialized AI versions. I want to see AI/MP aircraft in full detail when I am near one - or even inside. Ideally I want to see all the instruments properly working when I hitch a ride using model+cockpit view. In the long

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Stuart: A number of people on the forums have mentioned performance issues on lower-spec system on MP, particularly due to loading complex models for other aircraft causing stuttering. In an effort to help with this I've been looking at two fixes: 1) A control to disable sub-model loading

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Stuart: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits, instruments, pilots etc. Csaba: I want to see AI/MP aircraft in full detail when I

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Durk Talsma
Hi All, On Friday 02 April 2010 09:19:45 am Stuart Buchanan wrote: Yes, but there's unlikely to be much advantage as most of the AI models used in single player (tanker, AI aircraft) are already low-poly models. However, it does affect the Nimitz carrier, which is quite a detailed model, so

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Rob Shearman, Jr. However, would the one stated above prevent models which use submodels for wing-flex effects from appearing to have wings?  (Wait... are there any such models, or are the wings animated components of the main model?) I would expect that the wing flex would be an animated

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Me: However, would the one stated above prevent models which use submodels for wing-flex effects from appearing to have wings? (Wait... are there any such models, or are the wings animated components of the main model?) Stuart: I would expect that the wing flex would be an animated

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Jason Shepard
Stuart: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits, instruments, pilots etc. Csaba: I want to see AI/MP aircraft in full detail when I

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Citronnier - Alexis Bory
Stuart Buchanan a écrit : In an effort to help with this I've been looking at two fixes: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits,

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Jason Shepard wrote: Stuart: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits, instruments, pilots etc. Csaba: I want to see AI/MP aircraft

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Alexis Bory wrote: When using dual control like in Anders c172p-dual-control and ZLT-NT blimp, or the f-14b-bs, the copilot is actually flying in an AI model which needs all the eavy stuff we would like to disappear in most other situations. There is also a big demand of visual details and  

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
For those interested in trying this out, I've uploaded a simple patch to http://www.nanjika.co.uk/flightgear/ai.diff It's not suitable for committing in it's present form - at the very least the properties should be loaded from the FG tree rather than SimGear and I'm not sure that the

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Jason Shepard
As far as what you have written here: 1) As I understand this, it basically does exactly the same thing as going through the individual model files and removing the cockpits/interiors/etc., correct? If that is the case, I find this to be an excellent replacement for having to depend on each

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Csaba Halász
On Fri, Apr 2, 2010 at 12:52 AM, Stuart Buchanan stuar...@gmail.com wrote: Hi All, In an effort to help with this I've been looking at two fixes: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore