Stuart Buchanan wrote > > > Hi All, > > The recent model-loading patch has made a big difference in > making MP usable again around KSFO. However, there is > obviously still an FPS cost in having a large number of MP > aircraft in the immediate area, which makes flying there hard > work, particularly with a taildragger like the very nice > Stampe - I'm getting 15 fps rather than 45 fps. > > Ironically, this is particularly a problem for us CVS users, > as we have all the aircraft in FG_DATA. Those with a basic > installation will get a glider model for missing aircraft, > which is much cheaper! > > So, I spent a little while last night creating AI models for > some of the aircraft that I maintain (and in the process > discovering how many of them have bit-rotted...). > > 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. > > 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. > > For the aircraft I have converted so far, this has resulted > in a Model sub-directory, a single .ac file, a couple of .png > textures and a model .xml file. > > This took less than 10 minutes per aircraft, including > testing with two MP sessions on the same box. So far, on the > simple aircraft I have created, this has been fool-proof. > > I think this is a worthwhile task, and something that will > make life better in the longer term. > > 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. >
Unless you have actually generated different .ac file or textures from the main model I would suggest that you use the ones in the main model files like this: <path>../../../../Aircraft/seahawk/Models/SeaHawk-FGA6-WV859.ac</path> <texture-path>../../../../Aircraft/seahawk/Models</texture-path> This would ensure that the main model and the AI model are kept in step. And this reminds me, I have some AI models here of my ac which I don't thinly I've uploaded yet Vivian ------------------------------------------------------------------------- This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel