Re: [Flightgear-devel] AN225

2003-10-03 Thread Erik Hofman
Jim Wilson wrote:

Yes, exactly.  That's what I meant when saying that we wouldn't have to
rewrite the whole thing.  I doing just that once before and the result was 
the model came out flat shaded.  We need the part that traverses the tree and
calculates the normals which is buried in the optimizer.

This is part of the stripify function and I would guess this is where we get
to the shading:
/*
  So, now we have all the important information sucked out of
  all those nodes and safely tucked away in the OptVertexList 

  Let's take this opportunity to compute vertex normals.
*/
list . makeNormals () ;

Setting up for this is the part I don't quite understand yet.  list is an
object of the OptVertexList class (optimized vertex list).
Idealy, and this does involve some modification to plib, we would also fix the
loader so that it'll respect the shading paramter in the ac3d surface
structure.  The most important part is getting rid of the optimization step.
I believe David Megginson wrote this part of the loader for better ac3d 
support in FlightGear.

Erik

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Re: [flightgear] Re: [Flightgear-devel] AN225

2003-10-03 Thread Jim Wilson
Frederic Bouvier [EMAIL PROTECTED] said:

 I guess the close factor is a percentage of the dimensions of the whole
 model.
 I had those problems with the knobs of the A320 but the instruments modelled
 independently are fine.

Hmmm... Are you modeling in blender or ac3d?  The reason why I ask is the ac3d
files express vertices differently than the blender conversion.  AC3D uses
offsets from an object origin,  where the blender converter, last I knew, is
all relative to the model origin.

In any case, I have had lots of trouble doing knobs on the VC instrumentation
and occaisionally other parts like the bezels.  The needles seem to work ok. 
They are flat and it doesn't seem to be a problem with flat objects.  That
fact actually could be a clue as to what the real bug is.

I've been looking at the code and am trying to narrow down the area where the
problem occurs.  After thinking about it I'm pretty sure the flatten routine
is not where the problem is coming up.  It might be in the triangulation or
maybe a glitch in the normals code producing inverted (or some how bogus?) values.

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-10-02 Thread Erik Hofman
Matevz Jekovec wrote:

What I'm hoping is there will be a bunch of good quality low polygons 
aircraft available also (for people like myself using less than 
optimal hardware).


My J-22 has only 2500 vertices and looks nice besides ;).
... and still works pretty well on my system.

Somehow the AN-225 crosses a line which brings my O2 to it's knees.

Erik

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Re: [Flightgear-devel] AN225

2003-10-02 Thread Lee Elliott
On Thursday 02 October 2003 03:52, Jim Wilson wrote:
 BTW there is a plib bug showing up on the bottom.  That is one example 
of how
 the ac3d loader really is screwing up the shading.  My guess is the
 optimization is to blame.  Checking it out in wire frame mode (in 
flightgear)
 might reveal something.  It would be awful nice to do away with that 
step.

Oops - I thought I'd got 'em all;)  I'll have a look at it.  The model 
loader/renderer does do some funny things at times - I've been re-working 
the TSR-2 and hit a problem on the front canopy inner lining where a 
couple of sections seemed to be clipped out of it in fgfs.  I remember 
you showing me some screen shots of a similar problem you had with the 
tip of the p-51d control-stick.  Anyway, I could see that the missing 
sections were the diagonal halves of the original rectangle so I thought 
I'd manually triagulate the effected polys but switch the orientation of 
the diagonal.

It made no difference at all, which was strange - the new triangles 
couldn't be re-triangulated to produce the missing sections and it wasn't 
a case of particular triangles being missed because the new triangles ran 
across the missing area:/

Then I went back to the original rectangular polys and tried sub-dividing 
them.  This actually changed the shape of the missing sections but didn't 
fix it:\

Fortunately, re-sizing it a little did:)

Lot of messing about though.
 
LeeE

  Ultimately though, the quality of anything we do has to increase and 
  without some revolutionary changes in graphics technology this is 
going 
  to mean more complex and detailed models.
 
 Agreed.  Anyway, very nice model.  The nose looks great.  The 747 nose, 
which
 is actually a little simpler than that one, has been about as 
challenging as
 anything I've done so far and it still is not right.
 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] AN225

2003-10-02 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 On Thursday 02 October 2003 03:52, Jim Wilson wrote:
  BTW there is a plib bug showing up on the bottom.  That is one example 
 of how
  the ac3d loader really is screwing up the shading.  My guess is the
  optimization is to blame.  Checking it out in wire frame mode (in 
 flightgear)
  might reveal something.  It would be awful nice to do away with that 
 step.
 
 Oops - I thought I'd got 'em all;)  I'll have a look at it.  The model 
 loader/renderer does do some funny things at times - I've been re-working 
 the TSR-2 and hit a problem on the front canopy inner lining where a 
 couple of sections seemed to be clipped out of it in fgfs.  I remember 
 you showing me some screen shots of a similar problem you had with the 
 tip of the p-51d control-stick.  Anyway, I could see that the missing 
 sections were the diagonal halves of the original rectangle so I thought 
 I'd manually triagulate the effected polys but switch the orientation of 
 the diagonal.
 
 It made no difference at all, which was strange - the new triangles 
 couldn't be re-triangulated to produce the missing sections and it wasn't 
 a case of particular triangles being missed because the new triangles ran 
 across the missing area:/

 Then I went back to the original rectangular polys and tried sub-dividing 
 them.  This actually changed the shape of the missing sections but didn't 
 fix it:\
 
 Fortunately, re-sizing it a little did:)

That works sometimes.  The problem is that the optimization tries to merge
polys together that it thinks it can.  The exact criteria I haven't gotten
into yet. Probably looking harder at the code would reveil the exact process.
 The reason I haven't looked hard is that I am fundamentally opposed to having
plib DO ANYTHING to change my model when it loads it.

It seems that the plib ac3d loader will eat vertices (so to speak) when all
the vertices are within a certain tolerance of each other as opposed to exact
matches.  Probably Steve or whoever wrote the optimization was trying to
compensate for sloppy modeling and by merging together vertices that were
really close togehter.  Of course this begs the question of what do you call
really close?  That is where the problem lies.

Another thing that I found works can only be used when the surfaces are
untextured or textured with a solid color or pattern.  If you map adjacent
surfaces differently, then the vertices won't line up in the file.  For
example, map one surface to XY and the next to XZ the next to XY and so on.  I
used that method to fix some knobs in the 747.   The reason why it works
probably has something to do with the optimizer _not_ reordering vertices to
find a match. That would result in a different normal with AC3D models.

Last I looked at the code it seemed as though we could customize a good part
of the ac3d loader in simgear without having to redo or copy the entire guts
of it.  It would be _really_ nice to have this fixed.

I'm not sure that the people who have opposed reimplementing the loader or
making a greater effort to persuade Steve Baker to accept a fix realize how
much time is involved frigging with these stupid little glitches that the
optimizer introduces.

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-10-02 Thread Erik Hofman
Jim Wilson wrote:

That works sometimes.  The problem is that the optimization tries to merge
polys together that it thinks it can.  The exact criteria I haven't gotten
into yet. Probably looking harder at the code would reveil the exact process.
 The reason I haven't looked hard is that I am fundamentally opposed to having
plib DO ANYTHING to change my model when it loads it.
I think we can prevent that from happening by calling this line of code:

ssgAddModelFormat ( .ac ,   ssgLoadAC , ssgSaveAC  );

Erik

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Re: [Flightgear-devel] AN225

2003-10-02 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Jim Wilson wrote:
 
  That works sometimes.  The problem is that the optimization tries to merge
  polys together that it thinks it can.  The exact criteria I haven't gotten
  into yet. Probably looking harder at the code would reveil the exact process.
   The reason I haven't looked hard is that I am fundamentally opposed to having
  plib DO ANYTHING to change my model when it loads it.
 
 I think we can prevent that from happening by calling this line of code:
 
 ssgAddModelFormat ( .ac ,   ssgLoadAC , ssgSaveAC  );
 

Yes, exactly.  That's what I meant when saying that we wouldn't have to
rewrite the whole thing.  I doing just that once before and the result was 
the model came out flat shaded.  We need the part that traverses the tree and
calculates the normals which is buried in the optimizer.

This is part of the stripify function and I would guess this is where we get
to the shading:

/*
  So, now we have all the important information sucked out of
  all those nodes and safely tucked away in the OptVertexList 

  Let's take this opportunity to compute vertex normals.
*/

list . makeNormals () ;

Setting up for this is the part I don't quite understand yet.  list is an
object of the OptVertexList class (optimized vertex list).

Idealy, and this does involve some modification to plib, we would also fix the
loader so that it'll respect the shading paramter in the ac3d surface
structure.  The most important part is getting rid of the optimization step.

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-10-02 Thread Lee Elliott
On Thursday 02 October 2003 21:21, Jim Wilson wrote:
 Lee Elliott [EMAIL PROTECTED] said:
 
  On Thursday 02 October 2003 03:52, Jim Wilson wrote:
   BTW there is a plib bug showing up on the bottom.  That is one 
example 
  of how
   the ac3d loader really is screwing up the shading.  My guess is the
   optimization is to blame.  Checking it out in wire frame mode (in 
  flightgear)
   might reveal something.  It would be awful nice to do away with that 
  step.
  
  Oops - I thought I'd got 'em all;)  I'll have a look at it.  The model 
  loader/renderer does do some funny things at times - I've been 
re-working 
  the TSR-2 and hit a problem on the front canopy inner lining where a 
  couple of sections seemed to be clipped out of it in fgfs.  I remember 
  you showing me some screen shots of a similar problem you had with the 
  tip of the p-51d control-stick.  Anyway, I could see that the missing 
  sections were the diagonal halves of the original rectangle so I 
thought 
  I'd manually triagulate the effected polys but switch the orientation 
of 
  the diagonal.
  
  It made no difference at all, which was strange - the new triangles 
  couldn't be re-triangulated to produce the missing sections and it 
wasn't 
  a case of particular triangles being missed because the new triangles 
ran 
  across the missing area:/
 
  Then I went back to the original rectangular polys and tried 
sub-dividing 
  them.  This actually changed the shape of the missing sections but 
didn't 
  fix it:\
  
  Fortunately, re-sizing it a little did:)
 
 That works sometimes.  The problem is that the optimization tries to 
merge
 polys together that it thinks it can.  The exact criteria I haven't 
gotten
 into yet. Probably looking harder at the code would reveil the exact 
process.
  The reason I haven't looked hard is that I am fundamentally opposed to 
having
 plib DO ANYTHING to change my model when it loads it.
 
 It seems that the plib ac3d loader will eat vertices (so to speak) when 
all
 the vertices are within a certain tolerance of each other as opposed to 
exact
 matches.  Probably Steve or whoever wrote the optimization was trying to
 compensate for sloppy modeling and by merging together vertices that 
were
 really close togehter.  Of course this begs the question of what do you 
call
 really close?  That is where the problem lies.
 
 Another thing that I found works can only be used when the surfaces are
 untextured or textured with a solid color or pattern.  If you map 
adjacent
 surfaces differently, then the vertices won't line up in the file.  For
 example, map one surface to XY and the next to XZ the next to XY and so 
on.  I
 used that method to fix some knobs in the 747.   The reason why it works
 probably has something to do with the optimizer _not_ reordering 
vertices to
 find a match. That would result in a different normal with AC3D models.
 
 Last I looked at the code it seemed as though we could customize a good 
part
 of the ac3d loader in simgear without having to redo or copy the entire 
guts
 of it.  It would be _really_ nice to have this fixed.
 
 I'm not sure that the people who have opposed reimplementing the loader 
or
 making a greater effort to persuade Steve Baker to accept a fix realize 
how
 much time is involved frigging with these stupid little glitches that 
the
 optimizer introduces.
 
 Best,
 
 Jim

Ta for the explanation - it makes some sort of sense now and is 
understandable in the context of 'loose' vertices.  I'd much rather it 
didn't try any optimisations with the geometry though - it's better fixed 
by fixing it in the model, imo.

As this problem is mostly encountered with small objects, where the 
vertices are close together, I've wondered about it occurring while 
modelling VC instruments.  I've not tried doing any yet but considering 
how easily it can occur with something the size of a canopy hoop, the 
thought of trying to sort it out on an instrument part, like a needle is 
a bit off-putting.  Have you had many problems with the instruments 
you've done?

LeeE


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Re: [flightgear] Re: [Flightgear-devel] AN225

2003-10-02 Thread Frederic Bouvier
Lee Elliott wrote:
 Ta for the explanation - it makes some sort of sense now and is
 understandable in the context of 'loose' vertices.  I'd much rather it
 didn't try any optimisations with the geometry though - it's better fixed
 by fixing it in the model, imo.

 As this problem is mostly encountered with small objects, where the
 vertices are close together, I've wondered about it occurring while
 modelling VC instruments.  I've not tried doing any yet but considering
 how easily it can occur with something the size of a canopy hoop, the
 thought of trying to sort it out on an instrument part, like a needle is
 a bit off-putting.  Have you had many problems with the instruments
 you've done?

I guess the close factor is a percentage of the dimensions of the whole
model.
I had those problems with the knobs of the A320 but the instruments modelled
independently are fine.

-Fred



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Re: [Flightgear-devel] AN225

2003-10-01 Thread Innis Cunningham
Hi Lee
Great aircraft.You sure know how to make us feel inadequate.LOL
Would just like to ask a couple of questions if I may
What program did you use for the model.

The texture looks like it is made in layers I have never seen this 
before.What did you use to make it.

And now I am going to have to spend a couple of weeks reading your 
animations xml to see how you have done things.Makes the animations I have 
done look rather crappy.

Once again great job.

Cheers
Innis
The Mad Aussi
_
Hot chart ringtones and polyphonics. Go to  
http://ninemsn.com.au/mobilemania/default.asp

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Re: [Flightgear-devel] AN225

2003-10-01 Thread Erik Hofman
Innis Cunningham wrote:
Hi Lee
Great aircraft.You sure know how to make us feel inadequate.LOL
Just to get ahead of every one, the 10,000+ vertices are just too much 
for my poor O2. One every 20 seconds is slightly too slow for good 
simulation purposes.

Try to get somewhere near 1,000 and you should be fine (actually 2,000 
will be fine also, but so far all my models ended up near 1,000 vertices).

Erik



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Re: [Flightgear-devel] AN225

2003-10-01 Thread Lee Elliott
On Wednesday 01 October 2003 11:42, Innis Cunningham wrote:
 Hi Lee
 Great aircraft.You sure know how to make us feel inadequate.LOL
 Would just like to ask a couple of questions if I may
 
 What program did you use for the model.
 
 The texture looks like it is made in layers I have never seen this 
 before.What did you use to make it.
 
 And now I am going to have to spend a couple of weeks reading your 
 animations xml to see how you have done things.Makes the animations I 
have 
 done look rather crappy.
 
 Once again great job.
 
 Cheers
 Innis
 The Mad Aussi

Ta for the compliment, but I've been doing 3d stuff for years.

I use Realsoft3D V4.5 on Linux for all of the modelling, export the model 
in .OBJ format and then import it into AC3D to convert it into .AC format 
and texture it.

I've been experimenting with using 'carrier' objects for a lot of the 
detail textures and these are probably the layers you're seeing.  
Basically, I duplicate sections of the underlying surface and then raise 
them slightly above the surface.  Then I map the detail textures, which 
needs to have a transparent background, onto the carrier object.

The advantage of this is that I can use high-res textures without having 
to texture the entire model at that res, cutting down on the amount of 
texture space needed.  The downsides are that there's a risk of z-buffer 
problems and I sometimes get some funny black borders around the texture 
where it blends to fully transparent - on the AN225 for example, this 
happened at one point where I found that if I added another transparent 
layer to the image in the Gimp, and then merged the the two layers and 
re-saved it, without making any other changes, I got the black boundaries 
around all the red stripes.  I'm still trying to track down the cause of 
this one.

LeeE


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Re: [Flightgear-devel] AN225

2003-10-01 Thread Lee Elliott
On Wednesday 01 October 2003 13:39, Erik Hofman wrote:
 Innis Cunningham wrote:
  Hi Lee
  Great aircraft.You sure know how to make us feel inadequate.LOL
 
 Just to get ahead of every one, the 10,000+ vertices are just too much 
 for my poor O2. One every 20 seconds is slightly too slow for good 
 simulation purposes.
 
 Try to get somewhere near 1,000 and you should be fine (actually 2,000 
 will be fine also, but so far all my models ended up near 1,000 
vertices).
 
 Erik

Yeah - none of my models could be regarded as low-poly.  Then again, the 
shapes of the models I tend to do are quite complex and not a simple tube 
like the majority of airliners.  There's quite an overhead in doing the 
detail stuff like the engines and u/c, but I try to ameliorate that by 
de-selecting all the u/c stuff when it's retracted.  I figured out the 
single-sided polys thing too:)

The vertex count is also increased by having to split all the surfaces to 
avoid the smoothing glitches - every adjacent pair of edges that have 
been split will have twice the number of vertices but until a better 
solution to the smoothing problem's found I can't see a good way around 
it.

The poly count is an issue I've thought about quite a lot but I don't 
think I can acheive the same level of detail and smoothness without using 
a lot of polys, and as far as sims are concerned there's an irreversable 
trend towards greater realism where that detail and smoothness is needed.

One aspect of the problem is that the renderer is polygon based - whatever 
gets rendered has to be converted to polys (triangles infact).  If it 
were possible to use a spline based renderer the models wouldn't need to 
be as complex, at least for smoothness reasons.

I'm not aware of any h/w based spline renderers although I believe they're 
being worked on.  Trim curves on a spline surface in h/w would be nice 
too - ideal for cutting out the windows:)

LeeE


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Re: [Flightgear-devel] AN225

2003-10-01 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 On Wednesday 01 October 2003 13:39, Erik Hofman wrote:
  Innis Cunningham wrote:
   Hi Lee
   Great aircraft.You sure know how to make us feel inadequate.LOL
  
  Just to get ahead of every one, the 10,000+ vertices are just too much 
  for my poor O2. One every 20 seconds is slightly too slow for good 
  simulation purposes.
  

Ouch! Are you sure it is vertices and not texture ram?  Hmmm...I can remember
being blown away by the O2's speed first time I saw one, but that _was_ quite
a while ago. :-)

 Yeah - none of my models could be regarded as low-poly.  Then again, the 
 shapes of the models I tend to do are quite complex and not a simple tube 
 like the majority of airliners.  There's quite an overhead in doing the 
 detail stuff like the engines and u/c, but I try to ameliorate that by 
 de-selecting all the u/c stuff when it's retracted.  I figured out the 
 single-sided polys thing too:)
 
 The vertex count is also increased by having to split all the surfaces to 
 avoid the smoothing glitches - every adjacent pair of edges that have 
 been split will have twice the number of vertices but until a better 
 solution to the smoothing problem's found I can't see a good way around 
 it.

That wouldn't be a glitch in the sense of a model data or rendering bug
though.  Usually if I split something it is because I want a more detailed
shape, with a smoother curve.  IMO that's a good thing, especially in the
hands of someone more skilled than myself :-).  BTW do systems that store
normal data in the model file not have this problem because you can adjust the
shading manually?  I do not have experience with anything like that.
 
 The poly count is an issue I've thought about quite a lot but I don't 
 think I can acheive the same level of detail and smoothness without using 
 a lot of polys, and as far as sims are concerned there's an irreversible 
 trend towards greater realism where that detail and smoothness is needed.

Yes. If there is enough demand, however, we could scale down the vertices and
add a lowres variant of the bigger models to the base package.  There is an
option right on the ac3d menu to do that.  It'd probably be possible to
organize the model wrappers so that the same animation xml would apply to both
models.

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-10-01 Thread Erik Hofman
Lee Elliott wrote:
On Wednesday 01 October 2003 13:39, Erik Hofman wrote:

Innis Cunningham wrote:

Hi Lee
Great aircraft.You sure know how to make us feel inadequate.LOL
Just to get ahead of every one, the 10,000+ vertices are just too much 
for my poor O2. One every 20 seconds is slightly too slow for good 
simulation purposes.

Try to get somewhere near 1,000 and you should be fine (actually 2,000 
will be fine also, but so far all my models ended up near 1,000 
vertices).

Erik


Yeah - none of my models could be regarded as low-poly.  Then again, the 
shapes of the models I tend to do are quite complex and not a simple tube 
like the majority of airliners.  There's quite an overhead in doing the 
detail stuff like the engines and u/c, but I try to ameliorate that by 
de-selecting all the u/c stuff when it's retracted.  I figured out the 
single-sided polys thing too:)
Don't get me wrong, I do like your models very much. But I hate to see 
all the models having the same level of details. Some aircraft need a 
lot of polygons, I can understand that.

What I'm hoping is there will be a bunch of good quality low polygons 
aircraft available also (for people like myself using less than optimal 
hardware).

Erik

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Re: [Flightgear-devel] AN225

2003-10-01 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

  
  
  Yeah - none of my models could be regarded as low-poly.  Then again, the 
  shapes of the models I tend to do are quite complex and not a simple tube 
  like the majority of airliners.  There's quite an overhead in doing the 
  detail stuff like the engines and u/c, but I try to ameliorate that by 
  de-selecting all the u/c stuff when it's retracted.  I figured out the 
  single-sided polys thing too:)
 
 Don't get me wrong, I do like your models very much. But I hate to see 
 all the models having the same level of details. Some aircraft need a 
 lot of polygons, I can understand that.
 
 What I'm hoping is there will be a bunch of good quality low polygons 
 aircraft available also (for people like myself using less than optimal 
 hardware).

What's the max you can run comfortably?  If you want to do the xml I can
upload reduced detail versions of some my models.  Let me know which ones are
of interest.  Do folks think this is a good idea?

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-10-01 Thread Erik Hofman
Jim Wilson wrote:
Lee Elliott [EMAIL PROTECTED] said:


On Wednesday 01 October 2003 13:39, Erik Hofman wrote:

Innis Cunningham wrote:

Hi Lee
Great aircraft.You sure know how to make us feel inadequate.LOL
Just to get ahead of every one, the 10,000+ vertices are just too much 
for my poor O2. One every 20 seconds is slightly too slow for good 
simulation purposes.



Ouch! Are you sure it is vertices and not texture ram?  Hmmm...I can remember
being blown away by the O2's speed first time I saw one, but that _was_ quite
a while ago. :-)
That's hard to imagine. I have 448 Mb main memory of which all free 
memory can be used for textures. But I haven't checked it.

Erik

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Re: [Flightgear-devel] AN225

2003-10-01 Thread Jon S Berndt
Could anyone provide a screen dump image of this aircraft flying in 
FlightGear?

Jon

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Re: [Flightgear-devel] AN225

2003-10-01 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 If it's not too much effort it's got to be worth looking into.  Feel free 
 to try reducing some of mine if you wish.
 
 I've had a little play with the reduce function in AC3D but to be honest, 
 it's in the opposite direction to what I want to do.

Sure, same here.  The 747 will be growing a bit in the latest round of
revisions.  The low poly version would look very chunky next to the original.
 David and Fred and have done some excellent low poly models.  I'm not
particularly interested in doing these versions,  but if folks wish to fly
models like the wright flyer and the p51d I wouldn't be opposed to adding a
low-res file to the base package.  It would be difficult for someone to do
that themselves if their machine didn't handle the large model in the first place.

 Having said that, I could probably go through it and manually merge polys 
 where it would have little effect on the appearance but when I've 
 actually tried doing that it hasn't made a huge difference to the overall 
 counts.

Yeah I just spent a few minutes looking at the model in ac3d.  It really is
nicely done.  There are _maybe_ a dozen or so vertices that could be removed
without affecting appearance.  Your texturing approach for this model is very
 effective no significant depth buffer issues at 24bpp.

BTW there is a plib bug showing up on the bottom.  That is one example of how
the ac3d loader really is screwing up the shading.  My guess is the
optimization is to blame.  Checking it out in wire frame mode (in flightgear)
might reveal something.  It would be awful nice to do away with that step.

 Ultimately though, the quality of anything we do has to increase and 
 without some revolutionary changes in graphics technology this is going 
 to mean more complex and detailed models.

Agreed.  Anyway, very nice model.  The nose looks great.  The 747 nose, which
is actually a little simpler than that one, has been about as challenging as
anything I've done so far and it still is not right.

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-09-30 Thread Erik Hofman
Curtis L. Olson wrote:

Did anyone change anything with property names recently?  My flight
recorder is also broke now. :-(
Not that I'm aware of.

Erik

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Re: [Flightgear-devel] AN225

2003-09-29 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Lee Elliott has just contributed an AN225 to the FlightGear project
 and I have just committed it to CVS.  This aircraft is the biggest one
 built for FlightGear so far and it flies and looks really nice.
 

And the 747-400 quietly steps aside :-)

BTW the only thing that might be bigger would be a spruce goose,  but nothing
will beat the an-225 for capacity (close to double the 747?).  How much runway
does it need at mto weight?

Best,

Jim


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Re: [Flightgear-devel] AN225

2003-09-29 Thread Curtis L. Olson
Jim Wilson writes:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Lee Elliott has just contributed an AN225 to the FlightGear project
  and I have just committed it to CVS.  This aircraft is the biggest one
  built for FlightGear so far and it flies and looks really nice.
  
 
 And the 747-400 quietly steps aside :-)
 
 BTW the only thing that might be bigger would be a spruce goose,  but nothing
 will beat the an-225 for capacity (close to double the 747?).  How much runway
 does it need at mto weight?

Not sure, Lee has done a bit of research so he probably would know.
It has a huge wing and 6 engines so it may not be all that bad.  The
only thing that is missing is the Soviet space shuttle to go on
top. :-)

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] AN225

2003-09-29 Thread David Culp
 Lee Elliott has just contributed an AN225 to the FlightGear project
 and I have just committed it to CVS.  


Does the an225 need an an225-set.xml wrapper?


Scanning command line for: --aircraft=
aircraft = an225
Cannot find specified aircraft: an225


Scanning command line for: --aircraft=
aircraft = T38
Reading default aircraft: T38 from 
/home/dave/FlightGear/data/Aircraft/T38/T38-set.xml



Dave
- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] AN225

2003-09-29 Thread Curtis L. Olson
David Culp writes:
  Lee Elliott has just contributed an AN225 to the FlightGear project
  and I have just committed it to CVS.  
 
 
 Does the an225 need an an225-set.xml wrapper?
 
 
 Scanning command line for: --aircraft=
 aircraft = an225
 Cannot find specified aircraft: an225

Oh, or more likely, run fgfs --show-aircraft to see the specific name
(--aircraft=an225-yasim)

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] AN225

2003-09-29 Thread Frederic BOUVIER
David Culp wrote:
  Lee Elliott has just contributed an AN225 to the FlightGear project 
  and I have just committed it to CVS. 

 Does the an225 need an an225-set.xml wrapper? 
 
 Scanning command line for: --aircraft= 
 aircraft = an225 
 Cannot find specified aircraft: an225 

Try with --aircraft=an225-yasim

-Fred


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Re: [Flightgear-devel] AN225

2003-09-29 Thread David Culp
 It should be there in the an225 directory (requires recent
 simgear/flightgear CVS.)  If you have that, make sure you did a cvs
 update -d (to fetch newly created directories, which aren't fetched by
 default.)

It isn't there as of ten minutes ago, so I made one.  By the way, that's a 
great model!

Ah, I see the aircraft=an225-yasim email.  So, with the new 
all-in-one-directory paradigm FlightGear knows that an225-yasim resides in 
the directory an225?  And aircraft=an255 would refer to a JSBSim 
configuration called an225-set.xml or an225-jsbsim-set.xml?

Also I get this console output on exiting
(fresh CVS build as of this morining):

Failed to untie property /consumables/fuel/tank[0]/level-gal_us
Failed to untie property /consumables/fuel/tank[1]/level-gal_us
Failed to untie property /engines/engine[0]/fuel-flow-gph
Failed to untie property /engines/engine[0]/rpm
Failed to untie property /engines/engine[0]/mp-osi
Failed to untie property /engines/engine[0]/egt-degf
Failed to untie property /engines/engine[1]/fuel-flow-gph
Failed to untie property /engines/engine[1]/rpm
Failed to untie property /engines/engine[1]/mp-osi
Failed to untie property /engines/engine[1]/egt-degf
Failed to untie property /engines/engine[2]/fuel-flow-gph
Failed to untie property /engines/engine[2]/rpm
Failed to untie property /engines/engine[2]/mp-osi
Failed to untie property /engines/engine[2]/egt-degf
Failed to untie property /engines/engine[3]/fuel-flow-gph
Failed to untie property /engines/engine[3]/rpm
Failed to untie property /engines/engine[3]/mp-osi
Failed to untie property /engines/engine[3]/egt-degf
Failed to untie property /engines/engine[4]/fuel-flow-gph
Failed to untie property /engines/engine[4]/rpm
Failed to untie property /engines/engine[4]/mp-osi
Failed to untie property /engines/engine[4]/egt-degf
Failed to untie property /engines/engine[5]/fuel-flow-gph
Failed to untie property /engines/engine[5]/rpm
Failed to untie property /engines/engine[5]/mp-osi
Failed to untie property /engines/engine[5]/egt-degf
leave NewTgtAirportInit()


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] AN225

2003-09-29 Thread Christopher S Horler
One of these flew into work last year I think,

It's quite spectacular to watch land, it's enormous, blots the horizon
out.

On Mon, 2003-09-29 at 16:24, Jim Wilson wrote:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Lee Elliott has just contributed an AN225 to the FlightGear project
  and I have just committed it to CVS.  This aircraft is the biggest one
  built for FlightGear so far and it flies and looks really nice.
  
 
 And the 747-400 quietly steps aside :-)
 
 BTW the only thing that might be bigger would be a spruce goose,  but nothing
 will beat the an-225 for capacity (close to double the 747?).  How much runway
 does it need at mto weight?
 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] AN225

2003-09-29 Thread Curtis L. Olson
David Culp writes:
  It should be there in the an225 directory (requires recent
  simgear/flightgear CVS.)  If you have that, make sure you did a cvs
  update -d (to fetch newly created directories, which aren't fetched by
  default.)
 
 It isn't there as of ten minutes ago, so I made one.  By the way, that's a 
 great model!
 
 Ah, I see the aircraft=an225-yasim email.  So, with the new 
 all-in-one-directory paradigm FlightGear knows that an225-yasim resides in 
 the directory an225?

Yes.

 And aircraft=an255 would refer to a JSBSim 
 configuration called an225-set.xml or an225-jsbsim-set.xml?

No, jsbsim is the default fdm so if you specify a non-existant -set
file you end up running jsbsim with no aero specified.

 Also I get this console output on exiting
 (fresh CVS build as of this morining):
 
 Failed to untie property /consumables/fuel/tank[0]/level-gal_us
 Failed to untie property /consumables/fuel/tank[1]/level-gal_us
 Failed to untie property /engines/engine[0]/fuel-flow-gph
 Failed to untie property /engines/engine[0]/rpm
 Failed to untie property /engines/engine[0]/mp-osi
 Failed to untie property /engines/engine[0]/egt-degf
 Failed to untie property /engines/engine[1]/fuel-flow-gph
 Failed to untie property /engines/engine[1]/rpm
 Failed to untie property /engines/engine[1]/mp-osi
 Failed to untie property /engines/engine[1]/egt-degf
 Failed to untie property /engines/engine[2]/fuel-flow-gph
 Failed to untie property /engines/engine[2]/rpm
 Failed to untie property /engines/engine[2]/mp-osi
 Failed to untie property /engines/engine[2]/egt-degf
 Failed to untie property /engines/engine[3]/fuel-flow-gph
 Failed to untie property /engines/engine[3]/rpm
 Failed to untie property /engines/engine[3]/mp-osi
 Failed to untie property /engines/engine[3]/egt-degf
 Failed to untie property /engines/engine[4]/fuel-flow-gph
 Failed to untie property /engines/engine[4]/rpm
 Failed to untie property /engines/engine[4]/mp-osi
 Failed to untie property /engines/engine[4]/egt-degf
 Failed to untie property /engines/engine[5]/fuel-flow-gph
 Failed to untie property /engines/engine[5]/rpm
 Failed to untie property /engines/engine[5]/mp-osi
 Failed to untie property /engines/engine[5]/egt-degf
 leave NewTgtAirportInit()

Did anyone change anything with property names recently?  My flight
recorder is also broke now. :-(

Thanks,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] AN225

2003-09-29 Thread Jon S Berndt
On Mon, 29 Sep 2003 12:02:26 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Did anyone change anything with property names recently?  My flight
recorder is also broke now. :-(
What's the date on JSBSim.cxx?  There were some changes that were made 
to that file for engines, I think. If that was takenf rom JSBSim CVS 
to FGFS CVS ... maybe ...

Jon

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Re: [Flightgear-devel] AN225

2003-09-29 Thread Jon S Berndt
On Mon, 29 Sep 2003 11:42:18 -0500
 David Culp [EMAIL PROTECTED] wrote:
Failed to untie property /consumables/fuel/tank[0]/level-gal_us
Failed to untie property /consumables/fuel/tank[1]/level-gal_us
Failed to untie property /engines/engine[0]/fuel-flow-gph
Failed to untie property /engines/engine[0]/rpm
Failed to untie property /engines/engine[0]/mp-osi
Failed to untie property /engines/engine[0]/egt-degf
Failed to untie property /engines/engine[1]/fuel-flow-gph
Failed to untie property /engines/engine[1]/rpm
Failed to untie property /engines/engine[1]/mp-osi
Failed to untie property /engines/engine[1]/egt-degf
Failed to untie property /engines/engine[2]/fuel-flow-gph
Failed to untie property /engines/engine[2]/rpm
Failed to untie property /engines/engine[2]/mp-osi
Failed to untie property /engines/engine[2]/egt-degf
Failed to untie property /engines/engine[3]/fuel-flow-gph
Failed to untie property /engines/engine[3]/rpm
Failed to untie property /engines/engine[3]/mp-osi
Failed to untie property /engines/engine[3]/egt-degf
Failed to untie property /engines/engine[4]/fuel-flow-gph
Failed to untie property /engines/engine[4]/rpm
Failed to untie property /engines/engine[4]/mp-osi
Failed to untie property /engines/engine[4]/egt-degf
Failed to untie property /engines/engine[5]/fuel-flow-gph
Failed to untie property /engines/engine[5]/rpm
Failed to untie property /engines/engine[5]/mp-osi
Failed to untie property /engines/engine[5]/egt-degf
leave NewTgtAirportInit()
Dave
Oops - sorry - you are probably referring to the AN-225-YASim, which 
would not be affected by JSBSim changes.

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Re: [Flightgear-devel] AN225

2003-09-29 Thread Lee Elliott
On Monday 29 September 2003 16:24, Jim Wilson wrote:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Lee Elliott has just contributed an AN225 to the FlightGear project
  and I have just committed it to CVS.  This aircraft is the biggest one
  built for FlightGear so far and it flies and looks really nice.
  
 
 And the 747-400 quietly steps aside :-)
 
 BTW the only thing that might be bigger would be a spruce goose,  but 
nothing
 will beat the an-225 for capacity (close to double the 747?).  How much 
runway
 does it need at mto weight?
 
 Best,
 
 Jim

I saw one figure of 9,200ft.  Didn't say what altitude it was though;)

LeeE


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Re: [Flightgear-devel] AN225

2003-09-29 Thread Lee Elliott
On Monday 29 September 2003 16:24, Jim Wilson wrote:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Lee Elliott has just contributed an AN225 to the FlightGear project
  and I have just committed it to CVS.  This aircraft is the biggest one
  built for FlightGear so far and it flies and looks really nice.
  
 
 And the 747-400 quietly steps aside :-)
 
 BTW the only thing that might be bigger would be a spruce goose,  but 
nothing
 will beat the an-225 for capacity (close to double the 747?).  How much 
runway
 does it need at mto weight?
 
 Best,
 
 Jim

I got 9,200ft from the only site I found that had anything more detailed 
than the obvious data.  Didn't say at what alt that was so I've assumed 
sea level.

Trouble is, although I made quite a few notes, I didn't actually book-mark 
the site:/  It also gave the max landing weight and the max taxiing 
weight, both of which are quite a bit below the mto, but I didn't make a 
note of those exact figures either:( (=about 0.85 fuel load, iirc)

I didn't really realise exactly how big this a/c was until I was well into 
working on it but the range of flying weights is pretty extraordinary - 
roughly between 600,000lbs - 1,200,000+lbs.  With a full fuel load for 
max ferry range (15,000km) more than half the t/o weight is fuel 
(600,000lbs)

I got some good pics of it flying at an airshow, where it appears to be 
surprisingly agile for such a large plane, but then it probably had less 
than a 5% fuel load and with over 300,000lbs of thrust, at around 
700,000lbs of weight, it would've had lift and energy to spare.

LeeE


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