Hi.

Chris Wilkinson writes:
> 
> If flightgear lacks something some other sims don't it is a wide
> selection of newly developed a/c models/liveries and custom-made
> sceneries. My attempts to compile fgsd, taxidraw, and ppe have
> been disastrous, with dependencies between all these somehow not
> gelling together to give me working software.

1.  Forget ppe.  It's a dead project as far as I can tell, and (almost?)
everything you'd do with it you can do with Blender or AC3D instead.  In
addition, I know Blender has lots of helpful documentation and online
tutorials available.

2.  taxidraw . . .I never had any problems compiling it.  If you are,
speak up, preferably over in flightgear-devel where the folks who work
on it (particularly David Luff) are most likely to see your post.
People can't help you if they don't know you need help.

3.  fgsd has its own mailing list, fgsd-devel, where compile time
issues sometimes get discussed.  See http://fgsd.sourceforge.net/
Be aware that fgsd is currently in a state of serious change --
Fred's working away like crazy on it -- and that consequently a lot
of the build requirements have changed recently.


> So here I am putting
> a question to the fgfs community and devs...
> 
> fgfs, in my view, has developed into a great framework, with highly
> accurate flight dynamics (for the most part), and a large feature
> set. I am now of the opinion that adding new features and turning
> it into the most accurate flightsim on the planet is not going to
> attract more users unless they can download their fave a/c and fly
> it at a recognisable fave airport with their fave livery.
> 
> I have wanted to land an Emirates 777-300ER at NZCH on runway 20
> with the view of the Port Hills to my left, and then on take-off
> turn a sharp left and see Hagley park below and other noted
> landmarks that make my birth city recognisable from above. I've got
> satellite imagery to create that reality but the tools I require
> cannot compile on my SuSE 10 system so I cannot add them to fgfs.

It's important to be careful about terminology.  FG uses "scenery"
to refer to not only ground structures and other such objects, but
also terrain detail.

FG scenery (in the sense of terrain) is built by a sister project,
TerraGear, that uses publicly available datasets to set the surface
elevation and the land cover (urban/forest/river/whatever) at various
points.  These datasets have a disadvantage in that their spatial
resolution is not so great (well, the elevation data isn't too bad
-- 30.5 lateral resolution or less, IIRC -- but the landcover data
isn't so good, which is why you see roads and rivers passing through
airports and stuff like that).  There are better datasets out there
(using VMAP1 instead of VMAP0 data), but we don't have access to
global coverage and so there'd be issues on the boundaries between
regions where one dataset vs. the other is used; plus the way in
which this data is placed into the terrain would actually mean
more polygons for better resolution data, which could possibly
cause problems for folks with slower machines/video cards.

In order to improve the actual terrain, you'd need to be able to
build TerraGear and edit its input data.  That's very non-trivial.
The hope is that we'll soon have a database available where people
can submit terrain tweaks; TerraGear will then draw from that database
in the process of building "official" scenery (terrain).  But in
the meantime, changing the terrain is hard.

Changing airports . . .you need TaxiDraw, and either TerraGear or
patience.  TaxiDraw doesn't change the airport, but rather changes
a written description of the airport layout, which TerraGear then
uses to create the airport and embed it into the scenery.  The
written description can be submitted (to David Luff directly now?
or still to Robin Peel?) and in principle it'll show up in the
next TerraGear "official" scenery build -- hence the patience part.

If you need help getting TerraGear and TaxiDraw compiled, there *are*
people who will help you -- TerraGear on its own mailing list,
TaxiDraw on flightgear-devel.

For adding buildings/landmark objects to the scenery, since you're
on Linux, you really only need Blender and the Gimp.  You shouldn't
have any issues with compiling either of those, because you shouldn't
need to compile them, since they both come with SuSE for free.

For making aircraft liveries, the Gimp should be all that's needed.
Again, there should be no issue whatsoever with having this working
on your machine.


> Of course getting a 777-300ER model working would be tricky, even
> taking an existing fs2k2 or 2k4 model would be highly awkward. I
> *can* make a reasonable job of a new livery...

I'm not aware that it's possible to import FS2k4 models.  It seems
like with every release, MS obfuscates their file formats still
further, requiring big feats of reverse engineering to figure it
all out.  It was possible with older models, I understand, but I
don't know that it is with newer ones.

Regarding making new liveries . . .if you can do it, yay, more
power to you.  Some people seem to have an easy time of it; I find
it really difficult.  In principle, the issue is straightforward
-- take the existing texture, and modify it in-place with the
appropriate color/text/whatever.  The problem, I find, is that
the mapping of "region of texture" to "section of plane" is often
surprising.  I've had cases where I'm working on the tail, and
go a little bit too far without realizing, and some of my changes
show up on the underside of the nose.  Sometimes one section of
the original livery gets mapped, in whole or in part, to two
different parts of the plane (e.g. a big chunk for the side of
the plane, and then a tiny portion of that big chunk is used to
color the nose); changing that side of the plane then changes
the nose, and if you've got text or a design down the side in the
new livery, you've now got a fragment of that running across the
nose.  I don't know how to fix that without actually changing
the UV mapping of texture to model, which is embedded in the model
itself and therefore means a different model.  Anyway, some
people seem really good at solving problems like this, but I'm
not one of them.



> My question is this - how important is it to the devs and general
> community to see new a/c and custom scenery?

Obviously this is a developer-dependent question.  Some developers
think it adds a great deal, while others don't care so much.  Speaking
only for myself, I love the stuff.


> What is it with the
> current tools that could be bettered to allow non-techy users like
> me to enthusiastically add a/c and sceneries? Currently I think it
> is too difficult to get those softwares running let alone designing
> with them...

Well, the "getting them running" I hope has been addressed -- really
there shouldn't be a problem there.  For most of what you want to
do, you need Blender and the Gimp, and if there's a problem getting
those running then SuSE has somehow really majorly messed up, since
SuSE provides binary packages for them that you should be able to
install and run.  For SuSE 10, see:

http://www.novell.com/products/linuxpackages/professional/blender.html
http://www.novell.com/products/linuxpackages/professional/gimp.html

which I found in less than 2 minutes from their homepage.  If they
don't install and run after dependencies are satisfied, chew SuSE a
new one.

In the case of TaxiDraw and fgsd, there are people (in the correct
fora) who will help get them installed if you run into trouble.
In the case of TerraGear, the same is true, but that's bound to be
harder, yep.

But even without all this -- even if there were no problem getting
the software installed and running, I agree, it's difficult to create
new scenery -- certainly harder than in the FS2004 world, where you've
got applications designed and customized for that one purpose, and
with some thought put into making it as easy as possible.  Modifying
TerraGear input data and rerunning is not trivial.  Making buildings with
Blender and the Gimp, well, they're both well-documented, but
they're also powerful and all-purpose and so it's not as easy
as if there were some custom-made app just for creating buildings
and landmarks.  And I agree that re-doing liveries is hard.  In the
absence of custom apps, I think the main thing people can do in
the short term is write HOWTOs and tutorials, and people have been
doing that.  In the longer term, I think fgsd has the possibility
of making terrain tweaking easier; if it can export changes to the
upcoming terrain database, that'd do the trick IMHO.  Not sure what
the long-term solution to livery issues is; there, I'm not convinced
the problem isn't just me anyway.

-c







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