Re: [Flightgear-devel] Website updates

2002-07-25 Thread JD Fenech

This is just a thought, and since I'm definitely no expert at the internals,
please feel free to
bash the idea.  This seems like a possibly reasonable way to add other elements
to the scenery,
such as buildings, towers, bridges, roads, etc. I'm just a college kid, haven't
actually worked on
anything major, haven't done massive amounts of research Flightgear or
otherwise, and have
been interested in Flightgear for a few years.  The following has probably been
tried, and discarded,
but bear with me.

Why not use a secondary scenery file, something that works a bit like an
overlay.
Example, a building, in this case, lets make it a cube (nice and regular :)

Set the bottommost point (a centerpoint, if you will) in the center of the x-y
plane.
The z setting of this point will be at ground level (if it's halfway up the
building, the
part of the building below the point should be buried).  A vector in the
building data
to point north (or other standard direction, like down or up) to make sure the
building
gets shown in the right orientation.

Now for the magic (or something):

Take the ground level of the scenery at the centerpoint of the object, and make
that the
altitude of the z coordinate of the object.  Unless there were an
inordinate/complicated
amount of scenery, that might be a solution.  It's similar to the dynamic
scenery, except
the locations of objects are predefined.  Roads could be done in a slightly
different way,
such as a network of lines (I'm probably just proposing what's already been
done).
The endpoints are given as lat/lon.  Since roads almost always follow the
terrain (except
for over/underpasses, tunnels, and other cuts through the terrain, the same map
the ground
level to the z coordinate idea should work for roads.

Realistically, I don't see why a secondary package can't take a pregenerated
ground scenery
file, extract the required information with some overlay source information, and
create an overlay
file with all of the required information in some sensible format (after all,
roads are just two points
connected by a line). This overlay could even be optional, in case someone
wishes to use a pristine
scenery set.

JD

Alex Perry wrote:

  James A. Treacy writes:
This brings up something I've been wondering for a while. It appears we
can add roads and rivers. Why, then, isn't this the default?

 David replies:
  Unfortunately, to get roads, railroads, and rivers, we have to give up
  some quality in the terrain mesh.  You don't notice much in flat
  terrain, but sometimes the mountains come out looking funny.

 Can we do it on a tile-by-tile basis ?  If the range of altitude from
 minimum to maximum (in one tile) is less than 200 ft then do roads because
 the terrain will look essentially flat from any sensible altitude.

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RE: [Flightgear-devel] Website updates

2002-07-22 Thread Norman Vine

David Megginson writes:

Erik Hofman writes:

  It might be usefull to rearrange the website, to let the Table of
  Contents show up first on the page. It would be a good idea to add the
  News and Project Overview sections to the table of contents then.

I'd suggest that starting with screenshots is a better idea -- we
don't want to waste a lot of screenspace or bandwidth, but we do want
to give a first-time visitor an idea of why it's worth spending more
than 3 seconds looking at FlightGear.  The pictures show the current
state of the project much more efficiently than text could.

FWIW IMHO pictures do not belong on the main page at all  !!!

I am in complete agreement with Eric's suggestion that 'index.html' should
be just
our Logo, Table of Contents, Search Form, Counter and Credits.

Norman


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RE: [Flightgear-devel] Website updates

2002-07-22 Thread Norman Vine

Norman Vine wrote:

  FWIW IMHO pictures do not belong on the main page at all  !!!

Instead IMHO we should present a 'well organized' entry point
that is viewable on one page so as to impress our visitors with our
'professionalism'

FWIW - One of my favorite sites is http://www.google.com

Which I believes demonstrates well that a 'minimalist' front page can
be quite successful as it is the 'content served' and 'navigational ease' 
that is most important to a projects popularity and usefulness. 

Cheers

Norman
 
 

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Re: [Flightgear-devel] Website updates

2002-07-22 Thread Cameron Moore

* [EMAIL PROTECTED] (David Megginson) [2002.07.22 11:48]:
 Norman Vine writes:
 
   FWIW IMHO pictures do not belong on the main page at all  !!!
 
 I'm not a graphics fan myself.  I hate Flash pages (with an intensity
 that would scare many of you), I hate big logos, I hate complex
 layout, etc. etc.  I like to make my own Web pages work well not only
 under lynx but on my cell phone text display.
 
 On the other hand, when I go looking at other open-source projects'
 home pages, what I almost always want to find is
 
 1. a screenshot
snip/

I agree with both of you.  I don't like the current homepage.  It's
rather ugly with the 8 thumbnails spread out over the page.  I do like
having a 'state of our art' screenshot though.  I'd suggest adding one
or two thumbnails just before the ToC.  If you want to see more, then go
to the galleries where all other screenshots should go.

A related nit I have with the current homepage snapshots is that they
show things we don't currently have in FG, ie. rivers, roads, etc.  I
think we should stick with what is actually in CVS, not what David (or
anyone) has cooked up on their home box.  We should show people what
they should expect to see when they download FG, not what they will see
after an overnight scenery building process...
-- 
Cameron Moore
[ How do they get the deer to cross at that yellow road sign? ]

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Re: [Flightgear-devel] Website updates

2002-07-22 Thread Curtis L. Olson

Cameron Moore writes:
 * [EMAIL PROTECTED] (David Megginson) [2002.07.22 11:48]:
  Norman Vine writes:
  
FWIW IMHO pictures do not belong on the main page at all  !!!
  
  I'm not a graphics fan myself.  I hate Flash pages (with an intensity
  that would scare many of you), I hate big logos, I hate complex
  layout, etc. etc.  I like to make my own Web pages work well not only
  under lynx but on my cell phone text display.
  
  On the other hand, when I go looking at other open-source projects'
  home pages, what I almost always want to find is
  
  1. a screenshot
 snip/
 
 I agree with both of you.  I don't like the current homepage.  It's
 rather ugly with the 8 thumbnails spread out over the page.  I do like
 having a 'state of our art' screenshot though.  I'd suggest adding one
 or two thumbnails just before the ToC.  If you want to see more, then go
 to the galleries where all other screenshots should go.
 
 A related nit I have with the current homepage snapshots is that they
 show things we don't currently have in FG, ie. rivers, roads, etc.  I
 think we should stick with what is actually in CVS, not what David (or
 anyone) has cooked up on their home box.  We should show people what
 they should expect to see when they download FG, not what they will see
 after an overnight scenery building process...

If someone wants to work on improving the web pages, please feel free
to contribute.  My main constraint is that you stick to plain old
html, keep it simple, clean, and fairly low bandwidth.  And it would
be nice if it continued to be relatively navigable by a text browser.

Regards,

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] Website updates

2002-07-22 Thread Jon Berndt

 What does it take to build the scenery?  I have a dual Athlon 1.2 Ghz
 Machine with lots of disk space and a Netra T1 (Sun Box)
 available to build
 scenery.  Is there a guide on how to do this somewhere??

 Ryan

If you are talking about buildings, see the response David Megginson made
to my post:

--- cut here ---

  WE NEED BUILDINGS!
 

Jon S Berndt writes:

  Can you explain:
 
  1) Which tools would one make these with?
  2) What format should they be saved in?
  3) What guidelines should be followed regarding
  complexity, textures, etc.?

David replied:

1. Tools

For Posix-based operating systems like Linux, the best two candidates
are AC3D and Blender (my preference); under Windows, there are many
more choices, still including Blender and (I think) AC3D.  Blender is
free-as-in-beer, and may be free-as-in-speech soon if they can raise
$100K or so to buy out the NaN shareholders.

2. Format

Plib supports a variety of 3D formats, but AC3D support seems the most
solid (I export my Blender models in AC3D format).  The VRML loader
doesn't seem to handle textures, which is a big pain.

3. Guidelines

For most buildings, I'm trying to keep the polygon count very low --
one quad for a tree, five for a basic building, 9 for a barn, and so
on.  I'm using mostly 64x64 SGI RGB-format textures, with 32x32 for
small things like cows.  Be creative -- most of the time the viewer
will be pretty far away anyway.  For scaling, FlightGear uses the
convention that one unit = one meter.  Try to keep the colours dull
and the design generic (i.e. no adobe churches, cabanas, or maple
sugar shacks).


All the best,


David

--- cut here ---

If you are talking about scenery other than buildings, I have even less to
offer in the way of answers, but isn't that what TerraGear is for? Maybe
you should visit that site? www.terragear.org?

Jon



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