Re: [Flightgear-devel] How FlightGear handles 3ds
Ampere K. Hardraade wrote: Is it possible to have something like this: path/mon-scheme-texture.RGB Using XML to define fading in places such as the landing light and taxi light is fine, but doing so in places such as the cockpit is too much I would think. It depends a bit on the future of plib. This is part of a discussion that has to be restarted after the 0.9.5 release. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Is it possible to have something like this: path/mon-scheme-texture.RGB Using XML to define fading in places such as the landing light and taxi light is fine, but doing so in places such as the cockpit is too much I would think. Regards, Ampere On July 20, 2004 02:51 pm, Lee Elliott wrote: > Hello Jim, > > actually, I think there is an animation method (blend) that allows texture > fading. I did some experiments with adapting the shadow-map idea to > simulate landing lights and in principle it seemed to work ok. Fwiw, it > involved animating a rectangle textured with a white emissive transparent > landing-light shaped texture onto the ground ahead of the a/c and at night > it actually lightened the ground when seen through the texture. Along with > fading the texture in or out, with decreasing or increasing agl to vary the > apparent brightness, the rectangle was also scaled (scale) to get bigger or > smaller, again varying on agl. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
On Tuesday 20 July 2004 15:52, Jim Wilson wrote: > "Ampere K. Hardraade" said: > > On July 8, 2004 09:47 am, Andy Ross wrote: > > > Not to pass the buck, but this is really a plib question. > > > > Why did I have a feeling that I was going to get that answer? =P > > > > In the short term, I guess I can export those parts that need > > illumination into ac format, thus bypassing the whole 3ds illumination > > problem altogether. However, I don't think this can be a permanent > > solution. As far as I can tell, illumination in ac format seems to be an > > all or nothing deal -- either the entire object illuminates, or no > > illumination at all. If my observation is correct, this means that it > > won't be possible to create effects such as lighting fall off. So in the > > long term, it will probably be a good idea to sort out the effects > > (illumination, glossness, specular level, transparency, perhaps > > reflection, etc.) within FlightGear before passing things to plib for > > rendering (without breaking the encapsulation of course). > > I'm not sure what you are saying here. It is certainly possible to have > emissivity values set at intermediate levels, and to have them specified > per vertex (actually per surface). > > There currently isn't any support for fading (dynamically changing) > emissive properties in our animation code, but it probably could be done. > Actually it is on my list of things to investigate "when I get a few extra > minutes" (tm) as it would be great for the modeling of 3D cockpit/panel > lighting. > > Best, > > Jim Hello Jim, actually, I think there is an animation method (blend) that allows texture fading. I did some experiments with adapting the shadow-map idea to simulate landing lights and in principle it seemed to work ok. Fwiw, it involved animating a rectangle textured with a white emissive transparent landing-light shaped texture onto the ground ahead of the a/c and at night it actually lightened the ground when seen through the texture. Along with fading the texture in or out, with decreasing or increasing agl to vary the apparent brightness, the rectangle was also scaled (scale) to get bigger or smaller, again varying on agl. I've pasted those two animation sections below, if you want an example. blend LLightsMap /position/altitude-agl-ft 0.003 0.0 scale LLightsMap /position/altitude-agl-ft 0.05 1.0 0.05 1.0 0.0 1.0 (Heh! - these were from the latest version of the testing I could find so I think these examples actually worked) LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
"Ampere K. Hardraade" said: > On July 8, 2004 09:47 am, Andy Ross wrote: > > Not to pass the buck, but this is really a plib question. > Why did I have a feeling that I was going to get that answer? =P > > In the short term, I guess I can export those parts that need illumination > into ac format, thus bypassing the whole 3ds illumination problem altogether. > However, I don't think this can be a permanent solution. As far as I can > tell, illumination in ac format seems to be an all or nothing deal -- either > the entire object illuminates, or no illumination at all. If my observation > is correct, this means that it won't be possible to create effects such as > lighting fall off. So in the long term, it will probably be a good idea to > sort out the effects (illumination, glossness, specular level, transparency, > perhaps reflection, etc.) within FlightGear before passing things to plib for > rendering (without breaking the encapsulation of course). > I'm not sure what you are saying here. It is certainly possible to have emissivity values set at intermediate levels, and to have them specified per vertex (actually per surface). There currently isn't any support for fading (dynamically changing) emissive properties in our animation code, but it probably could be done. Actually it is on my list of things to investigate "when I get a few extra minutes" (tm) as it would be great for the modeling of 3D cockpit/panel lighting. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Ampere K. Hardraade wrote: Bump. So, is my idea a good one or a bad one? There doesn't seem to be much response... There has been some discussion related to this off-line. No conclusions where drawn yet. Part of the problem is that we need some one to do the coding, and then we need to convince the plib list to include them. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Bump. So, is my idea a good one or a bad one? There doesn't seem to be much response... Regards, Ampere On July 10, 2004 05:20 pm, Erik Hofman wrote: > Ampere K. Hardraade wrote: > > New animation type as in specifying the effects in the XML file? If so, > > that is what I was thinking as well. > > Yep. That's what I meant. > > Erik > > > On July 9, 2004 03:57 pm, Erik Hofman wrote: > >>Ampere K. Hardraade wrote: > >>>I know. It is like the way things are done in 3D Studio. > >>> Unfortunately, most of these features aren't working with 3ds format in > >>> FlightGear. I even had a specular level problem at the very beginning. > >>> > >>>As for illumination, it is better done by a mask rather than selecting > >>>material property. For example, the logo light only shines on certain > >>>portion of the vertical stabilizer, not the entire thing. From the way > >>>things looked, it doesn't seem that AC3D can handle this effect either. > >> > >>Nor can OpenGL do this easily. This kind of effects is probably best > >>done using a new animation type rather than using fancy 3D modeler > >> options. > >> > >>Erik > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Ampere K. Hardraade wrote: New animation type as in specifying the effects in the XML file? If so, that is what I was thinking as well. Yep. That's what I meant. Erik On July 9, 2004 03:57 pm, Erik Hofman wrote: Ampere K. Hardraade wrote: I know. It is like the way things are done in 3D Studio. Unfortunately, most of these features aren't working with 3ds format in FlightGear. I even had a specular level problem at the very beginning. As for illumination, it is better done by a mask rather than selecting material property. For example, the logo light only shines on certain portion of the vertical stabilizer, not the entire thing. From the way things looked, it doesn't seem that AC3D can handle this effect either. Nor can OpenGL do this easily. This kind of effects is probably best done using a new animation type rather than using fancy 3D modeler options. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
New animation type as in specifying the effects in the XML file? If so, that is what I was thinking as well. Regards, Ampere On July 9, 2004 03:57 pm, Erik Hofman wrote: > Ampere K. Hardraade wrote: > > I know. It is like the way things are done in 3D Studio. Unfortunately, > > most of these features aren't working with 3ds format in FlightGear. I > > even had a specular level problem at the very beginning. > > > > As for illumination, it is better done by a mask rather than selecting > > material property. For example, the logo light only shines on certain > > portion of the vertical stabilizer, not the entire thing. From the way > > things looked, it doesn't seem that AC3D can handle this effect either. > > Nor can OpenGL do this easily. This kind of effects is probably best > done using a new animation type rather than using fancy 3D modeler options. > > Erik > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Ampere K. Hardraade wrote: I know. It is like the way things are done in 3D Studio. Unfortunately, most of these features aren't working with 3ds format in FlightGear. I even had a specular level problem at the very beginning. As for illumination, it is better done by a mask rather than selecting material property. For example, the logo light only shines on certain portion of the vertical stabilizer, not the entire thing. From the way things looked, it doesn't seem that AC3D can handle this effect either. Nor can OpenGL do this easily. This kind of effects is probably best done using a new animation type rather than using fancy 3D modeler options. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
I know. It is like the way things are done in 3D Studio. Unfortunately, most of these features aren't working with 3ds format in FlightGear. I even had a specular level problem at the very beginning. As for illumination, it is better done by a mask rather than selecting material property. For example, the logo light only shines on certain portion of the vertical stabilizer, not the entire thing. From the way things looked, it doesn't seem that AC3D can handle this effect either. These problems are why I am proposing that some changes should be made to the way textures are handled. May be it is possible to call an external library to pre-read a texture, then passit to plib and tell it to use that to render certain effects so as to bypass file format specific problems? Regards, Ampere On July 9, 2004 03:48 am, Innis Cunningham wrote: > In AC3D the above features are handled by the material applied to the > object.You select the material properties first and then add the texture > over the top ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Hi Ampere From: "Ampere K. Hardraade"writes In the short term, I guess I can export those parts that need illumination into ac format, thus bypassing the whole 3ds illumination problem altogether. However, I don't think this can be a permanent solution. As far as I can tell, illumination in ac format seems to be an all or nothing deal -- either the entire object illuminates, or no illumination at all. If my observation is correct, this means that it won't be possible to create effects such as lighting fall off. So in the long term, it will probably be a good idea to sort out the effects (illumination, glossness, specular level, transparency, perhaps reflection, etc.) within FlightGear before passing things to plib for rendering (without breaking the encapsulation of course). In AC3D the above features are handled by the material applied to the object.You select the material properties first and then add the texture over the top.So things like shineness is handeled my the material type. I was doing an aircraft last night and I needed the cockpit windows to be transparent and could not be bothered to do the transparency in the texture so just made the window surfaces into an object and made that object transparent. Infact I will attach a jpg to show you.Also you should be able to do transparencys by making a mask for the textures. Regards, Ampere Cheers Innis _ Smart Saving with ING Direct earn 5.25% p.a. variable rate: http://ad.au.doubleclick.net/clk;7249209;8842331;n?http://www.ingdirect.com.au/burst6offer.asp?id=8 <>___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
On July 8, 2004 09:47 am, Andy Ross wrote: > Not to pass the buck, but this is really a plib question. Why did I have a feeling that I was going to get that answer? =P In the short term, I guess I can export those parts that need illumination into ac format, thus bypassing the whole 3ds illumination problem altogether. However, I don't think this can be a permanent solution. As far as I can tell, illumination in ac format seems to be an all or nothing deal -- either the entire object illuminates, or no illumination at all. If my observation is correct, this means that it won't be possible to create effects such as lighting fall off. So in the long term, it will probably be a good idea to sort out the effects (illumination, glossness, specular level, transparency, perhaps reflection, etc.) within FlightGear before passing things to plib for rendering (without breaking the encapsulation of course). Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] How FlightGear handles 3ds
Ampere K. Hardraade wrote: > Can someone please look through the code and tell me how > FlightGear handles ambient, diffuse, illumination, glossness, and > specular for 3ds files? Not to pass the buck, but this is really a plib question. I don't know who wroat the 3ds loader for ssg, but they're probably not on this list. You might get better responses from [EMAIL PROTECTED], and maybe wake up that list a little bit. They're kinda falling asleep these days. :) Andy ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] How FlightGear handles 3ds
FlightGear has no trouble displaying the mesh, but things aren't working as nicely for the texture parts. For example, to get transparency working, I had to tune the opacity of the entire object to 98%. As a result, you can see through the aircraft if you look at things closely. Now, I run into the problem of getting illumination working, which seems to be impossible. These problems are starting to become very fustrating. Can someone please look through the code and tell me how FlightGear handles ambient, diffuse, illumination, glossness, and specular for 3ds files? Thanks in advance, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel