Re: [Flightgear-devel] Blender Status

2002-11-14 Thread Arnt Karlsen
On 13 Nov 2002 18:17:58 -0800, 
Tony Peden [EMAIL PROTECTED] wrote in message 
1037240278.6275.4.camel@raptor:

 On Wed, 2002-11-13 at 18:05, Arnt Karlsen wrote:
  
  or hook up a plane,
  balloon, submarine or a wind tunnel to it
 
 Real time CFD is a pipe dream.  Period.

..they are all approximations.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

.


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Re: [Flightgear-devel] Blender Status

2002-11-14 Thread Arnt Karlsen
On Thu, 14 Nov 2002 02:36:12 -, 
Jim Wilson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Right now we've got a lot of great starts for 3D Models, and now
 excellent support in the program for instrumenting and animating them.
 My focus (especially since I don't have the time to dive into
 programming now)  is on fixing up 3D models.  Making them better
 looking and more complete.  We really need more people modeling, 
 which is where this thread started isn't it? :-)

..to get the _cool_ ones, especially after Michaels Red Baron TV show,
we might want to set up guidelines for say, the EAA membership on how to
add their aircraft to FG.  ('http://eea.org/')  Some will work from
built, photographed and flight tested aircraft, some off raw sketches
and anywhere in between.  I like these to talk with all fdm's.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Blender Status

2002-11-14 Thread Jim Wilson
Arnt Karlsen [EMAIL PROTECTED] said:

 we might want to set up guidelines for say, the EAA membership on how to
 add their aircraft to FG.  ('http://eea.org/')  Some will work from

Think you meant http://eaa.org

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-14 Thread Arnt Karlsen
On Thu, 14 Nov 2002 18:10:59 -, 
Jim Wilson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen [EMAIL PROTECTED] said:
 
  we might want to set up guidelines for say, the EAA membership on
  how to add their aircraft to FG.  ('http://eea.org/')  Some will
  work from
 
 Think you meant http://eaa.org

..no different in _modern_ email clients.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Blender Status

2002-11-14 Thread Jim Wilson
Arnt Karlsen [EMAIL PROTECTED] said:

 On Thu, 14 Nov 2002 18:10:59 -, 
 Jim Wilson [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
  Arnt Karlsen [EMAIL PROTECTED] said:
  
   we might want to set up guidelines for say, the EAA membership on
   how to add their aircraft to FG.  ('http://eea.org/')  Some will
   work from
  
  Think you meant http://eaa.org
 
 ..no different in _modern_ email clients.  ;-)
 

Maybe I don't get it? :-)  Note the second letter in the domain name.  This
wasn't a syntax, issue the address you entered points to Edmonton Executives
Association.  

After looking over the page I thought it might be nice to join,  but it's a
hell of a commute for the meetings and currently I'm not interested in
expanding business in Alberta right now anyway.  ;-)

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-14 Thread Arnt Karlsen
On Thu, 14 Nov 2002 20:34:34 -, 
Jim Wilson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen [EMAIL PROTECTED] said:
 
  On Thu, 14 Nov 2002 18:10:59 -, 
  Jim Wilson [EMAIL PROTECTED] wrote in message 
  [EMAIL PROTECTED]:
  
   Arnt Karlsen [EMAIL PROTECTED] said:
   
we might want to set up guidelines for say, the EAA membership
on how to add their aircraft to FG.  ('http://eea.org/')  Some
will work from
   
   Think you meant http://eaa.org
  
  ..no different in _modern_ email clients.  ;-)
  
 
 Maybe I don't get it? :-)  Note the second letter in the domain name. 
 This wasn't a syntax, issue the address you entered points to
 Edmonton Executives Association.  
 
 After looking over the page I thought it might be nice to join,  but
 it's a hell of a commute for the meetings and currently I'm not
 interested in expanding business in Alberta right now anyway.  ;-)

..tock-tock-tock/ note to self: *read* what you write.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Erik Hofman
Jim Wilson wrote:

Michael Selig [EMAIL PROTECTED] said:



If space becomes an issue, I think there are bigger fish to fry, like
the SkyClouds dir(?).



That does seem large for what it is.  Almost all of the size is in three
files: field37.cld, field56.cld, and valley.cld.  The names seem to indicate
scenery, not cloud data?


It might be a good thing for everybody to dicide if we want to keeo the 
Textures.high/Runway directory. For what I've seen there is little need 
for it anymore and it saves another 11 Mb.

Erik




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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread David Megginson
Michael Selig writes:

  * So if the top ten were optional, that would save about 15MB from the base
 package and 10 interesting aircraft would be downloaded separately.
 Is that worth it?

I think so, especially if we can trim down other parts (like the cloud
textures) as well.  What happens when we have 100, or 1000 aircraft?
Are we going to keep putting them all in the base package?

On the other hand, let's assume that we were willing to keep the base
package at 100MB -- it might be a fair tradeoff to remove some default
aircraft and add more default scenery.  Most flight sims come with few
planes but at least low-grade world-wide scenery by default; we give
only a tiny square around KSFO, which a fast plane like the 747 or A4
will use up in minutes.

We can also save some space for individual aircraft by looking at
textures.  Aircraft converted from MSFS are sometimes texture pigs,
and a little scaling down might not hurt.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread David Megginson
Jim Wilson writes:

   I'm already concerned about the base-package size.  We need to start
   thinking seriously about making most aircraft optional add-ons.  It's
   easy for me with a fast cable modem, but I don't want to scare away
   regular users.  If the DC-3 (for example) was its own, separately
   downloadable package, then I'd have no problem including the Blender
   and XCF sources with it.
  
  What are the options as far as CVS?  I can see splitting up the base package
  release, either into individual aircraft perhaps a few groups of aircraft. 
  But it seems a little trickier with CVS and the current directory structure.

One option is to put an aircraft completely into its own
subdirectory, and then put the *-set.xml file inside there.  So,
instead of

  Aircraft/c172p-set.xml

we'd have

  Aircraft/c172p/set.xml

That's an easy code change.  The hard part is managing panels, 3D
models, and aero models, since there's not a 1:1:1 relationship among
these.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
Erik Hofman writes:
 It might be a good thing for everybody to dicide if we want to keeo the 
 Textures.high/Runway directory. For what I've seen there is little need 
 for it anymore and it saves another 11 Mb.

I don't understand this one ... unless something has changed the high
res runway textures make a huge difference for those people that can
use them.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Erik Hofman
Curtis L. Olson wrote:

Erik Hofman writes:


It might be a good thing for everybody to dicide if we want to keeo the 
Textures.high/Runway directory. For what I've seen there is little need 
for it anymore and it saves another 11 Mb.


I don't understand this one ... unless something has changed the high
res runway textures make a huge difference for those people that can
use them.


That was what I was thinking until I designed the new textures and 
removed that directory to check them 


Might be worth a try. I'll be happy to leave them in if anybody thinks 
it *is* worth it though.

Erik



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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread David Megginson
JD Fenech writes:

  Major note: I've been trying to follow FG development for somewhat
  over a year, and still haven't been able to really figure out how FDMs
  are handled (are they internal to the software, or are they externally
  loaded).

The FDMs are the aerodynamic engines (special-use physics engines).
Unlike most simulators, FlightGear contains several different
aerodynamic engines: JSBSim (the default), YASim, LaRCsim, UIUC (based
on LaRCsim), and a few other special-use ones.

The three major FDMs are runtime-configurable using external files so
that they can simulate the physics of many different aircraft types:

- JSBSim uses XML files scattered throughout $FG_ROOT/Aircraft/
- YASim uses XML files stored under $FG_ROOT/Aircraft-yasim/
- UIUC uses INI-like files stored under $FG_ROOT/Aircraft-uiuc/

Before you say anything, yes, I agree that this is wrong.  We either
want something like

  $FG_ROOT/Aircraft/fdms/jsbsim/c172r.xml
  $FG_ROOT/Aircraft/fdms/yasim/c172r.xml
  $FG_ROOT/Aircraft/fdms/uiuc/c172r.dat

or something like

  $FG_ROOT/Aircraft/c172r/aero/jsbsim.xml
  $FG_ROOT/Aircraft/c172r/aero/yasim.xml
  $FG_ROOT/Aircraft/c172r/aero/uiuc.xml

depending on whether we want to group the aero files together with
others using the same FDM or together with others for the same
aircraft type.  We could even replace 'aero' with 'physics' to make it
clear to new users what's going on, since physics engines are starting
to be heavily used in the 3D gaming world.

  The modern definition of 'racist' is someone who is winning an
  argument with a liberal.
 
   --Peter Brimelow

What's the modern definition of 'liberal'?


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread David Megginson
Jim Wilson writes:

  We certainly need to decide on which ones to include.  It would
  seem that 10 or so aircraft and a total base package size of 50mb
  compressed (150-200mb uncompressed) would be reasonable.  For CVS
  users having the models in a separate tree so they can be download
  selectively makes sense.  BTW the AC3D files, compress 90% or more.

Agreed.  In fact, I think that we should package *all* of the models
individually but then preinstall a few of them in the base package,
just as we do with the scenery.

So how does this look?

  Aircraft/type/config.xml
  Aircraft/type/info.xml
  Aircraft/type/picture.jpg
  Aircraft/type/Documentation/
  Aircraft/type/Model/
  Aircraft/type/Panel/
  Aircraft/type/Physics/
  Aircraft/type/Sound/
  Aircraft/type/Systems/

config.xml would include properties to be placed in the main property
tree, while info.xml would contain properties exclusively for sorting
and selecting aircraft (such as a description, manufacturer, etc.),
and an optional reference to an image (like 'picture.jpg') that could
be displayed in a selection box.  Documentation/ would contain
human-readable documentation, Model/ would contain the 3D model
including animations, Panel/ would include a 2D panel (if
appropriate), Physics/ would include all of the aero files for
different FDMs, Sound/ would include sound samples for the aircraft
and the sound config file, and Systems/ would include special config
files for systems like the electrical system, autopilot, or FMS.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
Are the textures in each directory different resolutions?  I'm not at
a machine where I can check right now ...

Maybe your machine is always picking up the low res textures???

Curt.


Erik Hofman writes:
 Curtis L. Olson wrote:
  Erik Hofman writes:
  
 It might be a good thing for everybody to dicide if we want to keeo the 
 Textures.high/Runway directory. For what I've seen there is little need 
 for it anymore and it saves another 11 Mb.
  
  
  I don't understand this one ... unless something has changed the high
  res runway textures make a huge difference for those people that can
  use them.
 
 That was what I was thinking until I designed the new textures and 
 removed that directory to check them 
 
 
 Might be worth a try. I'll be happy to leave them in if anybody thinks 
 it *is* worth it though.
 
 Erik
 
 
 
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
David,

One additional thing that would be very nice to support is the ability
to have at least one additional directory level for grouping aircraft:

  Aircraft
- Small-Single-Engine
- WWII
- WWI
- Modern-Jet-Fighters
- Commercial-Jets
- Bi-Planes
- Sea-Planes
- R/C Planes
- etc.

And then have the individual aircraft directory inside of the group
directory.  Otherwise it's going to be a big mess (like it is now)
when you start having more than 10-20 aircraft.  This also makes
finding a particular aircraft more convenient becuase you don't have
to traverse obscenly large lists.

Regards,

Curt.


David Megginson writes:
 Jim Wilson writes:
 
   We certainly need to decide on which ones to include.  It would
   seem that 10 or so aircraft and a total base package size of 50mb
   compressed (150-200mb uncompressed) would be reasonable.  For CVS
   users having the models in a separate tree so they can be download
   selectively makes sense.  BTW the AC3D files, compress 90% or more.
 
 Agreed.  In fact, I think that we should package *all* of the models
 individually but then preinstall a few of them in the base package,
 just as we do with the scenery.
 
 So how does this look?
 
   Aircraft/type/config.xml
   Aircraft/type/info.xml
   Aircraft/type/picture.jpg
   Aircraft/type/Documentation/
   Aircraft/type/Model/
   Aircraft/type/Panel/
   Aircraft/type/Physics/
   Aircraft/type/Sound/
   Aircraft/type/Systems/
 
 config.xml would include properties to be placed in the main property
 tree, while info.xml would contain properties exclusively for sorting
 and selecting aircraft (such as a description, manufacturer, etc.),
 and an optional reference to an image (like 'picture.jpg') that could
 be displayed in a selection box.  Documentation/ would contain
 human-readable documentation, Model/ would contain the 3D model
 including animations, Panel/ would include a 2D panel (if
 appropriate), Physics/ would include all of the aero files for
 different FDMs, Sound/ would include sound samples for the aircraft
 and the sound config file, and Systems/ would include special config
 files for systems like the electrical system, autopilot, or FMS.
 
 
 All the best,
 
 
 David
 
 -- 
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Erik Hofman
Curtis L. Olson wrote:

David,

One additional thing that would be very nice to support is the ability
to have at least one additional directory level for grouping aircraft:

  Aircraft
- Small-Single-Engine
- WWII
- WWI
- Modern-Jet-Fighters
- Commercial-Jets
- Bi-Planes
- Sea-Planes
- R/C Planes
- etc.

And then have the individual aircraft directory inside of the group
directory.  Otherwise it's going to be a big mess (like it is now)
when you start having more than 10-20 aircraft.  This also makes
finding a particular aircraft more convenient becuase you don't have
to traverse obscenly large lists.



This could also be done by including a type tag inside the file.
I agree this doesn't change the directory layout like you propose, but 
it could be used by the menu system.

Erik



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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Erik Hofman
Curtis L. Olson wrote:

Are the textures in each directory different resolutions?  I'm not at
a machine where I can check right now ...


Yes:
 Textures/Runway -- 256 pixels
 Textures.high/Runway -- 512 pixels



Maybe your machine is always picking up the low res textures???


No, I've checked that.

Erik


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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
Norman Vine writes:
 Having a 'aircraft type' index into the aircraft database is a good idea
 but I think that it should probably be just that an index otherwise you
 end up needing multiple copies of the actual data.  
 
 ie  where would you put a WWII sea-plane fighter in the heirarchy ??
 
 Indices can be easily built using the XML construct
   $TAG include=$PATH / 

A type tag or multiple type tags would certainly be nice.  The
aircraft selector gui could use that to put the aircraft several
appropriate places in the menu structure.

But I would also like the ability to organize the aircraft in
subdirectories, just for sanity.  Once the aircraft builders and
painters really get cranking we are going to have hundreds if not
thousands of aircraft and variations of aircraft.  There's no way we
want to have these in a single flat directory structure.  I don't
think we want to necessarily impose a standard directory structure
either, although it makes sense to suggest one in the base package.

Perhaps the tools / code that locate aircraft should be smart enough
to scan the Aircraft directory tree.  Plib provides directory scanning
functions now.  The gui aircraft selection menus could be built
dynamically based on what the code discovers in the Aircraft directory
... maybe organized based on tags or directory layout or both.  For
instance ... (layout is off the top of my head and for the purposes of
this example only, I'm not proposing this as the actual layout ...)

Choose Aircraft
  - Small
 - low wing
- faster
- slower
 - high wing
  - Big
 - commercial
 - military
  - Jet
  - Piston
  --
  - By Directory Layout
 - Airbus
 - Boeing
 - Sea Planes
 - Fighters
- WWI
- WWII
- Korea
- Vietnam
- Modern
 - etc.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
Erik Hofman writes:
 Curtis L. Olson wrote:
  Are the textures in each directory different resolutions?  I'm not at
  a machine where I can check right now ...
 
 Yes:
   Textures/Runway -- 256 pixels
   Textures.high/Runway -- 512 pixels

Eric,

Compare the following two images side by side:

http://www.flightgear.org/tmp/runway-lo.png
http://www.flightgear.org/tmp/runway-hi.png

Especially look at the diagnal part of the numeral 2 and the notches
cut out of the sides of the 8.  Also notice the additional fuzziness
at the tops and bottoms of the numbers in the lo res version.  And,
overall, the hi image is much sharper.

You may not notice this as much when you are looking at the runway
from the ground, but you will definitely notice it from the air, and
will definitley notice the difference in all circumstances if you have
a high level of anisotropic texture filtering turned on (for
GeForce3/4 cards.)  This makes the runway markings beautifully sharp
and virtually eliminates all the mipmap bluriness we see on lower end
cards.

I would be *very* disappointed if the hi res version of the runway
textures went away.

Regards,

Curt.
-- 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Erik Hofman
Curtis L. Olson wrote:


I would be *very* disappointed if the hi res version of the runway
textures went away.


Allright, If you think lowres is not good enough, we can keep them.
I was just trying to remove 11 Mb from the base package and thought the 
lowres version would be good enough.

Erik



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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
Norman Vine writes:
 It's hard to argue against 'sanity' :-)

And hard to argue against coupons.  Although if it came down to
either/or, I think a coupon would trump sanity.

Curt.
-- 
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Curtis L. Olson
Erik Hofman writes:
 Curtis L. Olson wrote:
 
  I would be *very* disappointed if the hi res version of the runway
  textures went away.
 
 Allright, If you think lowres is not good enough, we can keep them.
 I was just trying to remove 11 Mb from the base package and thought the 
 lowres version would be good enough.

My view is that this is the first thing a person sees when they first
start up flightgear (that along with the instrument panel.)  I think
it's worth making these two items as nice as possible because in large
part (and right or wrong) that is how FlightGear will be judged.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Arnt Karlsen
On Wed, 13 Nov 2002 09:39:05 -0500, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 JD Fenech writes:
 
   Major note: I've been trying to follow FG development for somewhat
   over a year, and still haven't been able to really figure out how
   FDMs are handled (are they internal to the software, or are they
   externally loaded).
 
 The FDMs are the aerodynamic engines (special-use physics engines).
 Unlike most simulators, FlightGear contains several different
 aerodynamic engines: JSBSim (the default), YASim, LaRCsim, UIUC (based
 on LaRCsim), and a few other special-use ones.
 
 The three major FDMs are runtime-configurable using external files so
 that they can simulate the physics of many different aircraft types:
 
 - JSBSim uses XML files scattered throughout $FG_ROOT/Aircraft/
 - YASim uses XML files stored under $FG_ROOT/Aircraft-yasim/
 - UIUC uses INI-like files stored under $FG_ROOT/Aircraft-uiuc/
 
 Before you say anything, yes, I agree that this is wrong.  We either
 want something like
 
   $FG_ROOT/Aircraft/fdms/jsbsim/c172r.xml
   $FG_ROOT/Aircraft/fdms/yasim/c172r.xml
   $FG_ROOT/Aircraft/fdms/uiuc/c172r.dat
 
 or something like
 
   $FG_ROOT/Aircraft/c172r/aero/jsbsim.xml
   $FG_ROOT/Aircraft/c172r/aero/yasim.xml
   $FG_ROOT/Aircraft/c172r/aero/uiuc.xml

..I like a birds view building block approach: JSBSim can be run as an
external fdm to FG.  How about making this the standard approach?  
Engine models imho should be called externally again, from the fdms.
All of this is built on top of zlib, plib, SimGear etc.  Modules. 
With clear interfaces.  

..some of us like hot OpenGL graphics and neat sceneries to plan and
tweak our next air show.  At other times, we analyse and tweak an
airframe or an engine, and then we prefer to burn our cpu cycles in 
the fdm and engine models and can live with slow vesa-type graphics.

 depending on whether we want to group the aero files together with
 others using the same FDM or together with others for the same
 aircraft type.  We could even replace 'aero' with 'physics' to make it
 clear to new users what's going on, since physics engines are starting
 to be heavily used in the 3D gaming world.
 
   The modern definition of 'racist' is someone who is winning an
   argument with a liberal.
  
--Peter Brimelow
 
 What's the modern definition of 'liberal'?

..someone who feels Saddam deserves yet another chance.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread David Megginson
Curtis L. Olson writes:

  One additional thing that would be very nice to support is the ability
  to have at least one additional directory level for grouping aircraft:
  
Aircraft
  - Small-Single-Engine
  - WWII
  - WWI
  - Modern-Jet-Fighters
  - Commercial-Jets
  - Bi-Planes
  - Sea-Planes
  - R/C Planes
  - etc.

  And then have the individual aircraft directory inside of the group
  directory.  Otherwise it's going to be a big mess (like it is now)
  when you start having more than 10-20 aircraft.  This also makes
  finding a particular aircraft more convenient becuase you don't have
  to traverse obscenly large lists.

I don't know.  Most users won't install more than 20 or 30 aircraft
(if my MSFS experience is anything to go by), and there are many
different ways to classify aircraft.  I prefer an info.xml file in
each directory with all the classifications, so that we can eventually
list all Cessna aircraft, all single-engine aircraft, all
piston-engine aircraft, all aircraft with a gross weight under
12,500lb, and so on.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Simon Fowler
On Wed, Nov 13, 2002 at 01:01:39PM -0500, David Megginson wrote:
 Curtis L. Olson writes:
 
   One additional thing that would be very nice to support is the ability
   to have at least one additional directory level for grouping aircraft:
   
 Aircraft
   - Small-Single-Engine
   - WWII
   - WWI
   - Modern-Jet-Fighters
   - Commercial-Jets
   - Bi-Planes
   - Sea-Planes
   - R/C Planes
   - etc.
 
   And then have the individual aircraft directory inside of the group
   directory.  Otherwise it's going to be a big mess (like it is now)
   when you start having more than 10-20 aircraft.  This also makes
   finding a particular aircraft more convenient becuase you don't have
   to traverse obscenly large lists.
 
 I don't know.  Most users won't install more than 20 or 30 aircraft
 (if my MSFS experience is anything to go by), and there are many
 different ways to classify aircraft.  I prefer an info.xml file in
 each directory with all the classifications, so that we can eventually
 list all Cessna aircraft, all single-engine aircraft, all
 piston-engine aircraft, all aircraft with a gross weight under
 12,500lb, and so on.
 
Possibly if we divided the aircraft up by the class of license that
would be needed to fly them? Given we're trying for a high degree of
realism, that could easily be the most useful approach, and
certainly it'd be one that people might want as an option . . .

Simon

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread James Turner

On Wednesday, November 13, 2002, at 07:16  pm, Gene Buckle wrote:


Wouldn't it just be easier to allow the user to configure how they'd 
like
the aircraft lists presented?  The model file can indicate aircraft
details such as licence requirements, operation category, etc.  The 
user
could then configure via a global option of some kind as to how they 
want
the available aircraft sorted and listed.

Agreed whole-heartedly



I think storing each aircrafts' data in a tar file was mentioned 
earlier.
Why not use the infozip libs (gpl'd I think) to create .FGAR
(FlightGearARchive) files that would hold the model configuration and 
any
associated textures in a compressed format.  It would keep things 
simple
for the end-user and any fancy editing tools could be built to crack 
open
the archive easily enough.

The software should be smart enough (based on data in the config 
portion
of the model definition) so that directories breaking down aircraft by
FDM wouldn't really be required any longer.

Basically I have been planning to suggest the same thing : Mozilla uses 
.jar files for this purpose, and it works really (really) well. 
Managing different packages / installing aircraft for FS2k(2) / Fly! is 
an exercise in tedium and hassle getting paths correct, copying panel 
files, etc, etc. A simple package format (hence something zip / tar.gz 
based) with good meta-data for type and versioning will be a huge, huge 
benefit as the number and kind of add-ons grows.

And FG already uses Zlib, so adding jar support wouldn't even require 
another library dependency.

Crystal space again uses .zips for this purpose, with a VFS layer that 
can 'mount' zip archives into the data file-tree, and again it's very 
simply to author for and works well.

Dependency tracking would be a huge benefit here (common instruments / 
models / sounds / whatever) if it can be done simply and effectively. 
And of course if the system can be coupled to wget / curl, it will just 
rule :-)

Though that's getting a bit carried away.


Good ideas or should I go back under my rock? :)

Excellent ideas :-)

HH
James

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Erik Hofman writes:
 
   Allright, If you think lowres is not good enough, we can keep them.
   I was just trying to remove 11 Mb from the base package and thought the 
   lowres version would be good enough.
 
 Perhaps the high-res could be an optional add-on.

That wouldn't be good I don't think.  They seem to be used by default.  And
are worth it.  Gzipped we'd be looking at about 5.5mb.

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Gene Buckle
 And FG already uses Zlib, so adding jar support wouldn't even require
 another library dependency.

Is Zlib zip or bzip2 based?  Or is it just the InfoZip lib and I
didn't know? :)

 Crystal space again uses .zips for this purpose, with a VFS layer that
 can 'mount' zip archives into the data file-tree, and again it's very
 simply to author for and works well.

That's an interesting idea - if Crystal Space is GPL, the code for that
could be easily snipped out and installed over here. :)

 Dependency tracking would be a huge benefit here (common instruments /
 models / sounds / whatever) if it can be done simply and effectively.
 And of course if the system can be coupled to wget / curl, it will just
 rule :-)

 Though that's getting a bit carried away.

But only a bit. :)

g.


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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Michael Selig
At 11/13/02, you wrote:

JD Fenech writes:

  Major note: I've been trying to follow FG development for somewhat
  over a year, and still haven't been able to really figure out how FDMs
  are handled (are they internal to the software, or are they externally
  loaded).

The FDMs are the aerodynamic engines (special-use physics engines).
Unlike most simulators, FlightGear contains several different
aerodynamic engines: JSBSim (the default), YASim, LaRCsim, UIUC (based
on LaRCsim), and a few other special-use ones.

The three major FDMs are runtime-configurable using external files so
that they can simulate the physics of many different aircraft types:

- JSBSim uses XML files scattered throughout $FG_ROOT/Aircraft/
- YASim uses XML files stored under $FG_ROOT/Aircraft-yasim/
- UIUC uses INI-like files stored under $FG_ROOT/Aircraft-uiuc/


The Aircraft-uiuc dir is for the most part obsolete, but the files still 
run (the code is backward compatible).  The $FG_ROOT/Aircraft/UIUC 
supercedes it.


Before you say anything, yes, I agree that this is wrong.  We either
want something like

  $FG_ROOT/Aircraft/fdms/jsbsim/c172r.xml
  $FG_ROOT/Aircraft/fdms/yasim/c172r.xml
  $FG_ROOT/Aircraft/fdms/uiuc/c172r.dat


- I like this approach (fdm/type named dirs vs aircraft/aero 
below).  There's a lot more than just aero in the aircraft files: inits + 
aero + gear + engine + flag setting, etc.  Also, I think from a developer 
standpoint, it's best to start w/ the fdm-type/aircraft-name rather than 
aircraft-name/fdm-type.

- Note that once in the fdms/*/ dir, the aircraft will each need their own 
dir like I have in $FG_ROOT/Aircraft/UIUC/ because, for instance, we could 
have upwards of 60 or so aero data files.

- My guess is that JSBSim will also be using supporting aero data files, so 
I suspect it will also need a special dir for each aircraft.

Regards,
Michael

or something like

  $FG_ROOT/Aircraft/c172r/aero/jsbsim.xml
  $FG_ROOT/Aircraft/c172r/aero/yasim.xml
  $FG_ROOT/Aircraft/c172r/aero/uiuc.xml

depending on whether we want to group the aero files together with
others using the same FDM or together with others for the same
aircraft type.  We could even replace 'aero' with 'physics' to make it
clear to new users what's going on, since physics engines are starting
to be heavily used in the 3D gaming world.

  The modern definition of 'racist' is someone who is winning an
  argument with a liberal.
 
   --Peter Brimelow

What's the modern definition of 'liberal'?


All the best,


David

--
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 University of Illinois at Urbana-Champaign
 306 Talbot Laboratory
 104 South Wright Street
 Urbana, IL 61801-2935
 (217) 244-5757 (o), (509) 691-1373 (fax)
 mailto:m-selig;uiuc.edu
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Christian Mayer
Gene Buckle wrote:
 
  And FG already uses Zlib, so adding jar support wouldn't even require
  another library dependency.
 
 Is Zlib zip or bzip2 based?  Or is it just the InfoZip lib and I
 didn't know? :)


IIRC zip == Zlib != bzip2

CU,
Christian

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread David Megginson
Michael Selig writes:

  - I like this approach (fdm/type named dirs vs aircraft/aero 
  below).  There's a lot more than just aero in the aircraft files: inits + 
  aero + gear + engine + flag setting, etc.  Also, I think from a developer 
  standpoint, it's best to start w/ the fdm-type/aircraft-name rather than 
  aircraft-name/fdm-type.

The bad news is that that complicates installation.  Instead of
installing just one directory (or archive file) for each aircraft, a
user has to install two.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Tony Peden
On Wed, 2002-11-13 at 08:16, Arnt Karlsen wrote:
 On Wed, 13 Nov 2002 09:39:05 -0500, 
 David Megginson [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
  JD Fenech writes:
  
Major note: I've been trying to follow FG development for somewhat
over a year, and still haven't been able to really figure out how
FDMs are handled (are they internal to the software, or are they
externally loaded).
  
  The FDMs are the aerodynamic engines (special-use physics engines).
  Unlike most simulators, FlightGear contains several different
  aerodynamic engines: JSBSim (the default), YASim, LaRCsim, UIUC (based
  on LaRCsim), and a few other special-use ones.
  
  The three major FDMs are runtime-configurable using external files so
  that they can simulate the physics of many different aircraft types:
  
  - JSBSim uses XML files scattered throughout $FG_ROOT/Aircraft/
  - YASim uses XML files stored under $FG_ROOT/Aircraft-yasim/
  - UIUC uses INI-like files stored under $FG_ROOT/Aircraft-uiuc/
  
  Before you say anything, yes, I agree that this is wrong.  We either
  want something like
  
$FG_ROOT/Aircraft/fdms/jsbsim/c172r.xml
$FG_ROOT/Aircraft/fdms/yasim/c172r.xml
$FG_ROOT/Aircraft/fdms/uiuc/c172r.dat
  
  or something like
  
$FG_ROOT/Aircraft/c172r/aero/jsbsim.xml
$FG_ROOT/Aircraft/c172r/aero/yasim.xml
$FG_ROOT/Aircraft/c172r/aero/uiuc.xml
 
 ..I like a birds view building block approach: JSBSim can be run as an
 external fdm to FG.  How about making this the standard approach?  
 Engine models imho should be called externally again, from the fdms.
 All of this is built on top of zlib, plib, SimGear etc.  Modules. 
 With clear interfaces.

I can see the appeal of multiple processes in some instances (such as 
the need to avoid mixing GPL and non-GPL code).  Otherwise, it's 
unnecessary complication, especially from a users point of view.

  
 
 ..some of us like hot OpenGL graphics and neat sceneries to plan and
 tweak our next air show.  At other times, we analyse and tweak an
 airframe or an engine, and then we prefer to burn our cpu cycles in 
 the fdm and engine models and can live with slow vesa-type graphics.

You really don't need to be concerned about such a trade ... the fdms
simply do not consume alot of cpu cycles.

 
  depending on whether we want to group the aero files together with
  others using the same FDM or together with others for the same
  aircraft type.  We could even replace 'aero' with 'physics' to make it
  clear to new users what's going on, since physics engines are starting
  to be heavily used in the 3D gaming world.
  
The modern definition of 'racist' is someone who is winning an
argument with a liberal.
   
 --Peter Brimelow
  
  What's the modern definition of 'liberal'?
 
 ..someone who feels Saddam deserves yet another chance.  ;-)
 
 -- 
 ..med vennlig hilsen = with Kind Regards from Arnt... ;-)
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three: 
   best case, worst case, and just in case.
 
 
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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread John Check
On Wednesday 13 November 2002 4:38 pm, Jim Wilson wrote:
 David Megginson [EMAIL PROTECTED] said:
  Erik Hofman writes:
Allright, If you think lowres is not good enough, we can keep them.
I was just trying to remove 11 Mb from the base package and thought
the lowres version would be good enough.
 
  Perhaps the high-res could be an optional add-on.

 That wouldn't be good I don't think.  They seem to be used by default.  And
 are worth it.  Gzipped we'd be looking at about 5.5mb.


I haven't been following the conversation but, a couple things about
the base package:

1) Releases != cvs snapshots
It gets groomed.

2) While a smaller download is always better, the better FGFS gets,
 the more slack people will cut us when it comes to the download.
The current  gzipped cvs snapshot tarball is less than 40mb.
How does this compare with other sims -demo- downloads?
The base package also includes a manual in PDF and HTML
formats, so add that in to the calculations.

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RE: [Flightgear-devel] Blender Status

2002-11-13 Thread Michael Basler
John,

 From: [EMAIL PROTECTED]
 [mailto:flightgear-devel-admin;flightgear.org]On Behalf Of John Check

 The current  gzipped cvs snapshot tarball is less than 40mb.
 How does this compare with other sims -demo- downloads?

From my (a user's) point of view 40 MB is not large today. People have to
and most people will understand that a full-featured Flight Simulator does
not fit onto a 1.44 FD. As John says, compare it to the X plane demo, which
a lot of people actually do download. Personally, I'd prefer not adding even
more hassle to the installation by having the newcomer decide which modules
to install.

Of course we might revise this point of view later anytime.  And, no, I
neither have a cable modem nor SDL (but ISDN).

I'd vote for adding a source/add-on package, though. This could include all
the stuff a normal user does not need (including the manual source stuff).

Regards, Michael

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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Arnt Karlsen
On 13 Nov 2002 15:22:15 -0800, 
Tony Peden [EMAIL PROTECTED] wrote in message 
1037229736.19944.727.camel@raptor:

 On Wed, 2002-11-13 at 08:16, Arnt Karlsen wrote:
  
  ..I like a birds view building block approach: JSBSim can be run as
  an external fdm to FG.  How about making this the standard approach?
   
  Engine models imho should be called externally again, from the fdms.
  All of this is built on top of zlib, plib, SimGear etc.  Modules. 
  With clear interfaces.
 
 I can see the appeal of multiple processes in some instances (such as 
 the need to avoid mixing GPL and non-GPL code).  Otherwise, it's 
 unnecessary complication, especially from a users point of view.

..coming from penguin world with many nice utilities co-operating 
to do the work, I beg to differ.  ;-)   

  
  ..some of us like hot OpenGL graphics and neat sceneries to plan and
  tweak our next air show.  At other times, we analyse and tweak an
  airframe or an engine, and then we prefer to burn our cpu cycles in 
  the fdm and engine models and can live with slow vesa-type graphics.
 
 You really don't need to be concerned about such a trade ... the fdms
 simply do not consume alot of cpu cycles.

..currently, no, agreed, in the future we may want to tinker with more
complex fdms, flexing wings, iceing, damage models, or hook up a plane,
balloon, submarine or a wind tunnel to it, then we have Atlas, Open
Cockpit, networking, etc, etc, some day I will want to try fire more 
sparkling pine wood in my zeppeliner's gasifier...  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Blender Status

2002-11-13 Thread Tony Peden
On Wed, 2002-11-13 at 18:05, Arnt Karlsen wrote:
 On 13 Nov 2002 15:22:15 -0800, 
 Tony Peden [EMAIL PROTECTED] wrote in message 
 1037229736.19944.727.camel@raptor:
 
  On Wed, 2002-11-13 at 08:16, Arnt Karlsen wrote:
   
   ..I like a birds view building block approach: JSBSim can be run as
   an external fdm to FG.  How about making this the standard approach?

   Engine models imho should be called externally again, from the fdms.
   All of this is built on top of zlib, plib, SimGear etc.  Modules. 
   With clear interfaces.
  
  I can see the appeal of multiple processes in some instances (such as 
  the need to avoid mixing GPL and non-GPL code).  Otherwise, it's 
  unnecessary complication, especially from a users point of view.
 
 ..coming from penguin world with many nice utilities co-operating 
 to do the work, I beg to differ.  ;-) 

I live in that world too ... and I've seen the kind of confusion
multi-process programs cause.  For me, its enough to avoid creating
one without good reason.

  
 
   
   ..some of us like hot OpenGL graphics and neat sceneries to plan and
   tweak our next air show.  At other times, we analyse and tweak an
   airframe or an engine, and then we prefer to burn our cpu cycles in 
   the fdm and engine models and can live with slow vesa-type graphics.
  
  You really don't need to be concerned about such a trade ... the fdms
  simply do not consume alot of cpu cycles.
 
 ..currently, no, agreed, in the future we may want to tinker with more
 complex fdms, flexing wings, iceing, damage models, 

None of which will consume a great deal more CPU cycles.

or hook up a plane,
 balloon, submarine or a wind tunnel to it

Real time CFD is a pipe dream.  Period.

, then we have Atlas, Open
 Cockpit, networking, etc, etc, some day I will want to try fire more 
 sparkling pine wood in my zeppeliner's gasifier...  ;-)
 
 -- 
 ..med vennlig hilsen = with Kind Regards from Arnt... ;-)
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three: 
   best case, worst case, and just in case.
 
 
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RE: [Flightgear-devel] Blender Status

2002-11-13 Thread Jim Wilson
Michael Basler [EMAIL PROTECTED] said:

 John,
 
  From: [EMAIL PROTECTED]
  [mailto:flightgear-devel-admin;flightgear.org]On Behalf Of John Check
 
  The current  gzipped cvs snapshot tarball is less than 40mb.
  How does this compare with other sims -demo- downloads?
 
 From my (a user's) point of view 40 MB is not large today. People have to
 and most people will understand that a full-featured Flight Simulator does
 not fit onto a 1.44 FD. As John says, compare it to the X plane demo, which
 a lot of people actually do download. Personally, I'd prefer not adding even
 more hassle to the installation by having the newcomer decide which modules
 to install.
 
 Of course we might revise this point of view later anytime.  And, no, I
 neither have a cable modem nor SDL (but ISDN).

Agreed.  I kind of like the current structure, and we don't have enough
finished models to start worrying about classifications...yet.  Of course it
is always good to look toward the future.  Obviously, as David pointed out we
can only reasonably include so many models in the base package.

Right now we've got a lot of great starts for 3D Models, and now excellent
support in the program for instrumenting and animating them.  My focus
(especially since I don't have the time to dive into programming now) is on
fixing up 3D models.  Making them better looking and more complete.  We really
need more people modeling,  which is where this thread started isn't it? :-)
 
 I'd vote for adding a source/add-on package, though. This could include all
 the stuff a normal user does not need (including the manual source stuff).
 
Disagree.

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Michael Selig
At 9/2/02, David Megginson wrote:

For those of you not currently following it, the Blender fund has been
successful: out of the EUR 100,000 needed to buy the sources from the
NaN shareholders, the fund has collected EUR 96,540 and has another
EUR 9,481 pledged.  With luck, we'll have a decent, cross-platform
open-source modeller in a few weeks; here's the current plan:

  http://www.blender3d.com/blenderdotorg.html

In the medium term, it would be nice to write a plugin that writes
FlightGear XML files for animating models, rather than having to do
them by hand.


Any idea on the status of this?  I assume this is the tool of choice for 
making models?

Regards,
Michael

**
 Prof. Michael S. Selig
 Dept. of Aero/Astro Engineering
 University of Illinois at Urbana-Champaign
 306 Talbot Laboratory
 104 South Wright Street
 Urbana, IL 61801-2935
 (217) 244-5757 (o), (509) 691-1373 (fax)
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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread David Megginson
Michael Selig writes:

  Any idea on the status of this?  I assume this is the tool of choice for 
  making models?

It is Open Source, while AC3D is commercial, but FlightGear really
doesn't care which tool you use.  I was repulsed by Blender the first
few times I ran it and immediately removed it from my hard drive
again.  A couple of years later, I invested an hour or two in some of
the online tutorials (castle, pencil), and was hooked.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Martin Spott
 It is Open Source, while AC3D is commercial, but FlightGear really
 doesn't care which tool you use.  [...]

I had the impression these two tools target at different audience. Should
Blender be capable of being used for 'real' 3D CAD as AC3D does ?

Martin.
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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Jim Wilson
Martin Spott [EMAIL PROTECTED] said:

  It is Open Source, while AC3D is commercial, but FlightGear really
  doesn't care which tool you use.  [...]
 
 I had the impression these two tools target at different audience. Should
 Blender be capable of being used for 'real' 3D CAD as AC3D does ?
 

Depends on what you mean by 'real' 3D Cad i guess.  David has done both
c172's, and the j3cub in Blender.  The biggest drawback is the blender files
aren't in cvs and David doesn't use ac3d so if anyone offers a modification to
the ac file it can't be added directly in without making it impossible for
David to do further work on the model.  If I'm not mistaken the process to get
from Blender to flightgear is to save the file in blender,  run the file
through a conversion script to crate an ac3d file,  and then edit that file in
ppe to add name labels to objects.   I beleive another step required involves
sorting the alpha textured objects down the bottom of the list in a text
editor.  Also, there are things you can do in Blender that aren't supported in
plib yet, e.g. nurbs.

AC3D is a great program and I've used it for all my work, but it has two major
drawbacks, it's license fee and it's license.

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread David Megginson
Martin Spott writes:

  I had the impression these two tools target at different audience. Should
  Blender be capable of being used for 'real' 3D CAD as AC3D does ?

Much more so than AC3D, I'd think -- it has many features that AC3D
lacks, like a UV editor. 


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread David Megginson
Jim Wilson writes:

  If I'm not mistaken the process to get from Blender to flightgear
  is to save the file in blender, run the file through a conversion
  script to crate an ac3d file, and then edit that file in ppe to add
  name labels to objects.

Fortunately, it's much simpler than that, since Blender has built-in
Python scripting -- I just export the file to AC3D format from within
Blender using a 3rd-party export script, and the object names, texture
mappings, and material colours are preserved automatically.  Usually,
however, I have to do about 30 seconds of post-processing in a text
editor:

1. Rearrange some objects (like the propeller disk) to work around
   plib's alpha-handling limitations.

2. Manually change the emissive properties for coloured materials
   (like nav lights), since the current AC3D export script doesn't
   save them (fixing that would take about 15 minutes of Python
   coding, but I'm lazy).

Blender can export directly to VRML, and if plib had decent VRML
support, I'd use that instead.  In my tests, however, AC3D was the
only fully-supported 3D format (other than MDL) in plib.

  Also, there are things you can do in Blender that aren't supported in
  plib yet, e.g. nurbs.

Right, and 3D animation, etc., but none of those is useful for
FlightGear -- we just need basic meshes.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Fortunately, it's much simpler than that, since Blender has built-in
 Python scripting -- I just export the file to AC3D format from within
 Blender using a 3rd-party export script, and the object names, texture
 mappings, and material colours are preserved automatically.  Usually,
 however, I have to do about 30 seconds of post-processing in a text
 editor:
 
 1. Rearrange some objects (like the propeller disk) to work around
plib's alpha-handling limitations.
 
 2. Manually change the emissive properties for coloured materials
(like nav lights), since the current AC3D export script doesn't
save them (fixing that would take about 15 minutes of Python
coding, but I'm lazy).


Ok good,  for some reason I thought the object names weren't getting carried
through the conversion script.  It is still a bit kludy though. Popping a
complex model into a text editor can involve a little more than 30 seconds. 
It certainly isn't difficult though.

My main concern is that if we use Blender, then files that will read into
Blender should be maintained CVS as source data.   We might even want to
maintain our own version of the python script and at least 

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread David Megginson
Jim Wilson writes:

  My main concern is that if we use Blender, then files that will read into
  Blender should be maintained CVS as source data.   We might even want to
  maintain our own version of the python script and at least 

I would be happy to put my original Blender and XCF (Gimp) files
online.  They're not enormous, but they do take some space:

  -rw-r--r--1 daviddavid  230332 Nov 11 15:45 
/home/david/src/blender/Aircraft/c172p/c172p.blend
  -rw-r--r--1 daviddavid  239608 Nov 10 15:11 
/home/david/src/blender/Aircraft/c172p/c172p-01.xcf
  -rw-r--r--1 daviddavid  179949 Sep  8 11:34 
/home/david/src/blender/Aircraft/c172p/c172p-02.xcf
  -rw-r--r--1 daviddavid  441208 Sep 14 10:06 
/home/david/src/blender/Aircraft/c172p/c172p-int-01.xcf

(and so on for each model).

I don't think that the base package is the right place, though, and
the FlightGear CVS repository certainly isn't.  Any suggestions?
Perhaps we need a new base-source CVS repository (we could put the
original MDL files there as well).


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Erik Hofman
David Megginson wrote:

Jim Wilson writes:

  My main concern is that if we use Blender, then files that will read into
  Blender should be maintained CVS as source data.   We might even want to
  maintain our own version of the python script and at least 


I don't think that the base package is the right place, though, and
the FlightGear CVS repository certainly isn't.  Any suggestions?
Perhaps we need a new base-source CVS repository (we could put the
original MDL files there as well).


There should be a graphics CVS module which sounds fine to me.

Erik



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RE: [Flightgear-devel] Blender Status

2002-11-12 Thread Michael Basler
David,

 I don't think that the base package is the right place, though, and
 the FlightGear CVS repository certainly isn't.  Any suggestions?
 Perhaps we need a new base-source CVS repository (we could put the
 original MDL files there as well).

IMHO this is a splended idea. This way we could shift the LaTeX/Picture
source files from documentation out of the base package, too. Would save
another 1 MB from the base repository. I guess very few, if any, people are
interested in these.

Regards, Michael

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[EMAIL PROTECTED]
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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 I don't think that the base package is the right place, though, and
 the FlightGear CVS repository certainly isn't.  Any suggestions?
 Perhaps we need a new base-source CVS repository (we could put the
 original MDL files there as well).

It does get a little sticky.  We have some files that are original AC3D 
creations and some that are not.  To the casual observer, they appear
identical otherwise.

It wouldn't make sense to add in the MDL files that the c310 U3-A, A-4
BlueAngels, and Wright Flyer were based on.  In all three cases there was a
significant amount of work in the initial conversion, and then a great deal of
modification made using AC3D (the Wright Flyer was about 95% redone).  Those
changes will never be migrated back to the MDL file, unless someone else wants
to do it.  And in all three cases I never discussed redistributing the MDL
files for those models, so we might have to obtain further permission to
distribute them in their original form.

If Blender becomes the tool of choice, as it probably should, for developing
FlightGear Models then it makes sense to have those files in the CVS directory
with the ac files that are derived from them.  The CVS is a development
repository after all.

This doesn't prevent releasing a runtime base package that doesn't include all
the sources for a smaller download,  but such a release should clearly
indicate that these are not the sources to be used for submitting changes
back to the project.

In the future, if we convert an MDL file to AC3D then we should decide what to
do with those on a case by case basis.  We may want to consider the conversion
a replacement or we may not.  It hardly makes sense to consider them sources
since there is no easy way to convert them.  I've done it (as has Wolfram) and
what comes out of plib is not a normal ac3d file.  It can require a tremendous
amount of work.  The Wright Flyer was a 2GB file (yes,
gigabytes!) on my disk when I first saved it to AC3D format from PPE.  This, I
presume, is due to a major difference in the way MDL data is organized and the
fact that plib attempts to maintain texturing in the output ac3d formatted file.

Best,

Jim


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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread David Megginson
Jim Wilson writes:

  If Blender becomes the tool of choice, as it probably should, for developing
  FlightGear Models then it makes sense to have those files in the CVS directory
  with the ac files that are derived from them.  The CVS is a development
  repository after all.

I'm already concerned about the base-package size.  We need to start
thinking seriously about making most aircraft optional add-ons.  It's
easy for me with a fast cable modem, but I don't want to scare away
regular users.  If the DC-3 (for example) was its own, separately
downloadable package, then I'd have no problem including the Blender
and XCF sources with it.


All the best,


David

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Michael Selig
At 11/12/02, David Megginson wrote:

Jim Wilson writes:

  If Blender becomes the tool of choice, as it probably should, for 
developing
  FlightGear Models then it makes sense to have those files in the CVS 
directory
  with the ac files that are derived from them.  The CVS is a development
  repository after all.

I'm already concerned about the base-package size.  We need to start
thinking seriously about making most aircraft optional add-ons.  It's
easy for me with a fast cable modem, but I don't want to scare away
regular users.  If the DC-3 (for example) was its own, separately
downloadable package, then I'd have no problem including the Blender
and XCF sources with it.


All the best,


David

(flame suit on)

Some thoughts on the size of the base package.  I did a 'du -k' on
fgfsbase.  The results can be viewed here:
http://michael.selig.com/fgfs/021112-size.html

From this I get:

* The base package is about 100MB.  Over a cable modem, this is not a
  problem.  Over a phone modem, it is a nighttime chore.  I have not
  heard complaints from those downloading overnight, or from those who
  get it in a flash over a cable modem.

* I looked at the size of the dirs.  The output is given below (sorry
  for the length!).  When looking at this it's important to realize
  that the size of each nested dir is given, so don't be misled.  For
  example, this info

  10800   fgfsbase/Data/SkyClouds
  10820   fgfsbase/Data

  All the space (10MB) is obviously in SkyClouds, not 20MB total.

* I have included (in the link above) two versions of the same output.
  First in alfa order, and then in order of size.

* The entire Aircraft dir, takes up about 25MB of the space --- 25%.
  Topping the list is the Wright Flyer w/ 4MB and then smaller after
  that.  I doubt if these larger aircraft are ones that one would like
  to make optional (especially at this stage in the still early
  development of fgfs).  For example, here are the largest dirs in
  Aircraft:

Top 10
4060fgfsbase/Aircraft/wrightFlyer1903/Models (4MB)
2604fgfsbase/Aircraft/X15/Models (2.6MB)
1820fgfsbase/Aircraft/747/Models (...)
1228fgfsbase/Aircraft/sopwithCamel/Models/uiuc/sopwithCamel
1124fgfsbase/Aircraft/asw20/Models/uiuc/asw20-stuck
1044fgfsbase/Aircraft/j3cub/Models
908 fgfsbase/Aircraft/c172p/Models
660 fgfsbase/Aircraft/a4/Models
640 fgfsbase/Aircraft/c310u3a/Models
556 fgfsbase/Aircraft/c172/Panels

Next 2
280 fgfsbase/Aircraft/c172/Models
260 fgfsbase/Aircraft/airwaveXtreme150/Models/uiuc

* So if the top ten were optional, that would save about 15MB from the base
  package and 10 interesting aircraft would be downloaded separately.
  Is that worth it?

It's a flight simulator and I think people who download it are
expecting to have aircraft to fly immediately---several to choose
from.  To download things separately is going to be a hassle.  Until
people really start complaining, I'd say take a wait and see
attitude.  Let's not throw the baby out w/ the bath water.

If space becomes an issue, I think there are bigger fish to fry, like
the SkyClouds dir(?).

Finally, it seems retro to take aircraft out of a flight simulator.

Regards,
Michael




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 Prof. Michael S. Selig
 Dept. of Aero/Astro Engineering
 University of Illinois at Urbana-Champaign
 306 Talbot Laboratory
 104 South Wright Street
 Urbana, IL 61801-2935
 (217) 244-5757 (o), (509) 691-1373 (fax)
 mailto:m-selig;uiuc.edu
 http://www.uiuc.edu/ph/www/m-selig
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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 I'm already concerned about the base-package size.  We need to start
 thinking seriously about making most aircraft optional add-ons.  It's
 easy for me with a fast cable modem, but I don't want to scare away
 regular users.  If the DC-3 (for example) was its own, separately
 downloadable package, then I'd have no problem including the Blender
 and XCF sources with it.

What are the options as far as CVS?  I can see splitting up the base package
release, either into individual aircraft perhaps a few groups of aircraft. 
But it seems a little trickier with CVS and the current directory structure.

Best,

Jim

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Re: [Flightgear-devel] Blender Status

2002-11-12 Thread Jim Wilson
Michael Selig [EMAIL PROTECTED] said:

 * The base package is about 100MB.  Over a cable modem, this is not a
problem.  Over a phone modem, it is a nighttime chore.  I have not
heard complaints from those downloading overnight, or from those who
get it in a flash over a cable modem.

It's 32 ~ 37 mb depending on if you grab the bzip2 or gzip.  By today's
standard that isn't gigantic.  But a lot of by today's standard projects out
there are making it tough for modem users.

 It's a flight simulator and I think people who download it are
 expecting to have aircraft to fly immediately---several to choose
 from.  To download things separately is going to be a hassle.  Until
 people really start complaining, I'd say take a wait and see
 attitude.  Let's not throw the baby out w/ the bath water.

Good point, although I think there has been concern expressed.  Just because
we split some of the models out into a different files doesn't mean we're
throwing them out.  The idea would be to split up the base package into
smaller chunks, not necessarily a lot of files.  We could just have a second
file that had more aircraft.  Or a couple files with groups of similar
aircraft.  And we could still offer a file with everything in it.
 
 If space becomes an issue, I think there are bigger fish to fry, like
 the SkyClouds dir(?).

That does seem large for what it is.  Almost all of the size is in three
files: field37.cld, field56.cld, and valley.cld.  The names seem to indicate
scenery, not cloud data?

Best,

Jim


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