[Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Chris Metzler

Hi.  I'm just finishing up a set of general-purpose "runway length
remaining" signs, along with a python script that will insert them into
appropriate .stg files as desired.  I used the FAA Advisory Circulars
150/5340-18C (Standards for Airport Sign Systems) and 150/5345-44
(Specification for Taxiway and Runway Signs) for the physical size of
the signs, the physical size of the numerals upon them, and for the
script's placement of the signs (including checking taxiways and other
runways in runways.dat to avoid conflicting placements, adjusting +/-
50 feet as necessary).  This is part of an effort overall to do up
KDCA and KSDF, but the signs and accompanying script should be
generically applicable, at least in the U.S.  I dunno whether the
international standards are different (if you do, please let me know).
Right now, they're single-sided signs (I may adjust the script to do
double-sided signs by placing two single-sided signs back to back, but
I'm holding off on making double-sided signs directly because that's
105 or so signs to make and I'm tired).

I've run into two issues with which I'm hoping folks here can help me.
One's a Blender/ac3d materials + texturing problem.  The other deals
with the relationship between the parameters in the .stg file, and the
actual placement of the object.

1.  When I first tried to make these guys, I applied a black material
to the entire sign; then, I took the appropriate white-numeral-on-black
texture and UV-mapped it to one face, rotated so that it looks correct
from Blender's "front" view.  Everything looked great in Blender,
both in the 3D windows (with "textured view" on), and in the rendering
window.  Once exported to ac3d and brought into fgfs, though, what I
got was a black square.  After lots of tinkering around with the shading
numbers for the material by editing the .ac file directly, I found that
the only way I could get the numeral to show was by assigning emissivity
to the material.  Does this make sense to you?  It sure doesn't to me.
Even worse, when I did this (added emissivity to the material), the
opposite side from the side where the numeral is supposed to appear
*also* showed the numeral, but rotated 90 degress.  It was as if I'd
UV-mapped it to that face too (with a bad/uncorrected rotation), even
though I didn't (I've checked and checked).  Why is this other side
showing the numeral too, and with a bogus rotation on the face?  Any
ideas on things I might check?

I solved this problem in the interim by UV-mapping *all six* faces
on the sign, but mapping the five blank faces to small parts of the
white-numeral-on-black image that only showed black.  Naively, I
would expect that texturing all six sides like this involves needless
texture manipulation at runtime -- hence my desire to just paint the
whole thing black, then apply texture to one face.  But as noted
above, this hasn't worked.


2.  My understanding of the .stg file lines is this:  a line like

OBJECT_SHARED Models/Airport/Signs/distance_1.xml -85.746956 38.181455 146 165.47

places the object at the lat/lon specified by the first two arguments
after the path, at an altitude ASL in meters given by the third
argument after the path, and with a rotation from true north given
by the very last argument.  This seems borne out by my experience with
placing the Washington Monument -- I gave it an angle of 0, and it
was aligned with its sides facing N, S, E and W.  So I would have
expected that if I gave these signs an angle value equal to the
runway direction, they'd be facing you as you took off from either
that direction, or the opposite direction, on the runway.  Instead,
the signs show up at an unusual angle from the runway direction.
It's as if the signs were not aligned properly within Blender --
except they are, I've checked and checked.  Am I misinterpreting
what the angle setting (that last argument) in the .stg file means?
If not, can you think of anything I can check as to why angle 0.00
isn't giving me a sign that points north or south, but instead
at a weird angle?

Thanks,

-c



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RE: [Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Vivian Meazza


Chris Metzler wrote:

> Sent: 10 August 2004 08:49
> To: [EMAIL PROTECTED]
> Subject: [Flightgear-devel] Two scenery design issues.
> 
> 
> 
> Hi.  I'm just finishing up a set of general-purpose "runway 
> length remaining" signs, along with a python script that will 
> insert them into appropriate .stg files as desired.  I used 
> the FAA Advisory Circulars 150/5340-18C (Standards for 
> Airport Sign Systems) and 150/5345-44 (Specification for 
> Taxiway and Runway Signs) for the physical size of the signs, 
> the physical size of the numerals upon them, and for the 
> script's placement of the signs (including checking taxiways 
> and other runways in runways.dat to avoid conflicting 
> placements, adjusting +/- 50 feet as necessary).  This is 
> part of an effort overall to do up KDCA and KSDF, but the 
> signs and accompanying script should be generically 
> applicable, at least in the U.S.  I dunno whether the 
> international standards are different (if you do, please let 
> me know). Right now, they're single-sided signs (I may adjust 
> the script to do double-sided signs by placing two 
> single-sided signs back to back, but I'm holding off on 
> making double-sided signs directly because that's 105 or so 
> signs to make and I'm tired).
> 
> I've run into two issues with which I'm hoping folks here can 
> help me. One's a Blender/ac3d materials + texturing problem.  
> The other deals with the relationship between the parameters 
> in the .stg file, and the actual placement of the object.
> 
> 1.  When I first tried to make these guys, I applied a black 
> material to the entire sign; then, I took the appropriate 
> white-numeral-on-black texture and UV-mapped it to one face, 
> rotated so that it looks correct from Blender's "front" view. 
>  Everything looked great in Blender, both in the 3D windows 
> (with "textured view" on), and in the rendering window.  Once 
> exported to ac3d and brought into fgfs, though, what I got 
> was a black square.  After lots of tinkering around with the 
> shading numbers for the material by editing the .ac file 
> directly, I found that the only way I could get the numeral 
> to show was by assigning emissivity to the material.  Does 
> this make sense to you?  It sure doesn't to me. Even worse, 
> when I did this (added emissivity to the material), the 
> opposite side from the side where the numeral is supposed to appear
> *also* showed the numeral, but rotated 90 degress.  It was as 
> if I'd UV-mapped it to that face too (with a bad/uncorrected 
> rotation), even though I didn't (I've checked and checked).  
> Why is this other side showing the numeral too, and with a 
> bogus rotation on the face?  Any ideas on things I might check?
> 
> I solved this problem in the interim by UV-mapping *all six* 
> faces on the sign, but mapping the five blank faces to small 
> parts of the white-numeral-on-black image that only showed 
> black.  Naively, I would expect that texturing all six sides 
> like this involves needless texture manipulation at runtime 
> -- hence my desire to just paint the whole thing black, then 
> apply texture to one face.  But as noted above, this hasn't worked.
> 

AC3D seems to add the material colour to the texture. Try using material
colour white, and mapping the texture onto all faces that you want to be
black. The export from Blender to AC3D has some problems too, ISR, so you
might try applying the texture in AC3D, if you have it. 

Regards,

Vivian




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Re: [Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Erik Hofman
Chris Metzler wrote:
Hi.  I'm just finishing up a set of general-purpose "runway length
remaining" signs, along with a python script that will insert them into
appropriate .stg files as desired.  I used the FAA Advisory Circulars
150/5340-18C (Standards for Airport Sign Systems) and 150/5345-44
(Specification for Taxiway and Runway Signs) for the physical size of
the signs, the physical size of the numerals upon them, and for the
script's placement of the signs (including checking taxiways and other
runways in runways.dat to avoid conflicting placements, adjusting +/-
50 feet as necessary).  This is part of an effort overall to do up
KDCA and KSDF, but the signs and accompanying script should be
generically applicable, at least in the U.S. 
That would be great. I definitely like to see this added to terragear: 
http://www.terragear.org

I've run into two issues with which I'm hoping folks here can help me.
One's a Blender/ac3d materials + texturing problem.  The other deals
with the relationship between the parameters in the .stg file, and the
actual placement of the object.
1.  When I first tried to make these guys, I applied a black material
to the entire sign; then, I took the appropriate white-numeral-on-black
texture and UV-mapped it to one face, rotated so that it looks correct
from Blender's "front" view.  Everything looked great in Blender,
both in the 3D windows (with "textured view" on), and in the rendering
window.  Once exported to ac3d and brought into fgfs, though, what I
got was a black square.  After lots of tinkering around with the shading
numbers for the material by editing the .ac file directly, I found that
the only way I could get the numeral to show was by assigning emissivity
to the material.  Does this make sense to you?  It sure doesn't to me.
Yo have to apply a _white_ (or nearly white) material to the object 
because that color is the maximum color applied to an object (including 
the texture).

Erik
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Re: [Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Erik Hofman
Vivian Meazza wrote:
AC3D seems to add the material colour to the texture
No, it's OpenGL that does this. With everything related to modeling you 
have to take into account the possibilities and requirements of OpenGL, 
and not that of your 3d modeler program.

Erik
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Re: [Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Lee Elliott
On Tuesday 10 August 2004 10:14, Erik Hofman wrote:
> Chris Metzler wrote:
> > Hi.  I'm just finishing up a set of general-purpose "runway length
> > remaining" signs, along with a python script that will insert them into
> > appropriate .stg files as desired.  I used the FAA Advisory Circulars
> > 150/5340-18C (Standards for Airport Sign Systems) and 150/5345-44
> > (Specification for Taxiway and Runway Signs) for the physical size of
> > the signs, the physical size of the numerals upon them, and for the
> > script's placement of the signs (including checking taxiways and other
> > runways in runways.dat to avoid conflicting placements, adjusting +/-
> > 50 feet as necessary).  This is part of an effort overall to do up
> > KDCA and KSDF, but the signs and accompanying script should be
> > generically applicable, at least in the U.S.
>
> That would be great. I definitely like to see this added to terragear:
> http://www.terragear.org
>
> > I've run into two issues with which I'm hoping folks here can help me.
> > One's a Blender/ac3d materials + texturing problem.  The other deals
> > with the relationship between the parameters in the .stg file, and the
> > actual placement of the object.
> >
> > 1.  When I first tried to make these guys, I applied a black material
> > to the entire sign; then, I took the appropriate white-numeral-on-black
> > texture and UV-mapped it to one face, rotated so that it looks correct
> > from Blender's "front" view.  Everything looked great in Blender,
> > both in the 3D windows (with "textured view" on), and in the rendering
> > window.  Once exported to ac3d and brought into fgfs, though, what I
> > got was a black square.  After lots of tinkering around with the shading
> > numbers for the material by editing the .ac file directly, I found that
> > the only way I could get the numeral to show was by assigning emissivity
> > to the material.  Does this make sense to you?  It sure doesn't to me.
>
> Yo have to apply a _white_ (or nearly white) material to the object
> because that color is the maximum color applied to an object (including
> the texture).
>
> Erik

As Erik (and Vivian in another post) have said, you need to make the base 
colour of the polys that make up the signboard a light (white) colour.

How many polys are you using for the signboard?  I'm guessing that you're just 
using one and have it double-sided.  I think you'll either have to use two 
single-sided rectangles for it and apply appropriate front and back textures 
to each of the rectangles or, as the vertex count would be the same as for 
two rectangles, you could actually consider using a cube for the board.

LeeE

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Re: [Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Chris Metzler
On Tue, 10 Aug 2004 20:26:17 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:
>
> How many polys are you using for the signboard?  I'm guessing that
> you're just using one and have it double-sided.

Nah, then it'd be infinitely thin, and look too weird.  They're 2"/5cm
thick.


>  I think you'll either
> have to use two single-sided rectangles for it and apply appropriate
> front and back textures to each of the rectangles or, as the vertex
> count would be the same as for two rectangles, you could actually
> consider using a cube for the board.

That's what I did (an extruded plane, actually).

I would like to have double-sided ones available; but there are
16000 foot commercial runways out there, and suddenly you're looking
at needing (15*14)/2 signs, minus a few that would never happen
(e.g. "1" on one side, "1" on the other).  It's only one mesh model,
of course; but assigning textures, uvmapping, and writing the file,
over and over again, to get a kajillion files, gets really boring.

Although wait a second . . .provided the black edges are uvmapped to
a portion of the texture that's definitely not written with a numeral
in any of the texture files, it's probably OK to create additional
ones by doing nothing more than replacing the texture file names
with a script.  Maybe I'll try that tonight.

-c

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Re: [Flightgear-devel] Two scenery design issues.

2004-08-10 Thread Chris Metzler
On Tue, 10 Aug 2004 11:14:56 +0200
Erik Hofman <[EMAIL PROTECTED]> wrote:
>
>> 1.  When I first tried to make these guys, I applied a black material
>> to the entire sign; then, I took the appropriate
>> white-numeral-on-black texture and UV-mapped it to one face, rotated
>> so that it looks correct from Blender's "front" view.  Everything
>> looked great in Blender, both in the 3D windows (with "textured view"
>> on), and in the rendering window.  Once exported to ac3d and brought
>> into fgfs, though, what I got was a black square.  After lots of
>> tinkering around with the shading numbers for the material by editing
>> the .ac file directly, I found that the only way I could get the
>> numeral to show was by assigning emissivity to the material.  Does
>> this make sense to you?  It sure doesn't to me.
> 
> Yo have to apply a _white_ (or nearly white) material to the object 
> because that color is the maximum color applied to an object (including 
> the texture).

Once upon a time, I knew this.  Thanks.  That's what I'd ended up
doing (or had to do) when I went ahead and textured all the faces.

-c

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Re: [Flightgear-devel] Two scenery design issues.

2004-08-13 Thread Frederic Bouvier
Erik Hofman wrote:

> Vivian Meazza wrote:
> 
> > AC3D seems to add the material colour to the texture
> 
> No, it's OpenGL that does this. With everything related to modeling you 
> have to take into account the possibilities and requirements of OpenGL, 
> and not that of your 3d modeler program.

To be exact, it is PLIB that sets the texture environment to GL_MODULATE.
It has the effect of ***multiplying*** the material color with the 
texture colors. So, if you set a black color (0,0,0), it would stay 
black because 0 * X = 0. If you want your texture unmodified by the
material color, set it to white (1,1,1). The only way to have a 
emissive effect on an object is to set an emissive material color 
( for example white ) and modulate it with the texture :
black in the texture -> black on object, 
yellow in the texture -> emissive yellow on the object.

-Fred



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