Re: [Flightgear-devel] News from FlightProSim!

2010-03-16 Thread Rob Oates
Hmm, why not change the license on some of the newer planes to a more
restrictive creative commons license? This would give you more control over
how these are used. For instance, you could apply the license so the planes
could only be use for non-commercial/free projects, and if a commercial
project wanted to use your planes then they would have to request permission
to use them.

I think that is a fair trade off. Besides commercial companies should be
trying to improve the underlying Flight Dynamic Model and terrain system ...
not trying to getting rich quick off of our pretty planes.

The GPL license should apply some probably just a handful of planes.

my 2 cents

-Rob

On Mon, Mar 15, 2010 at 7:44 PM, Pete Morgan ac...@daffodil.uk.com wrote:

 Just sent an email to New Zealand open Source and got this reply,
 pete

 Hello Peter,

 Thanks for bringing this to our attention. Please recognise that the GPL
 does not in any way preclude people from packaging up and selling a
 software application *so long as they comply with the terms of the GPL
 with regard to making the source code available on request*.

 It may be that these guys are *not* in violation of the GPL so long as
 they can provide you with their source code if you request it. If they
 can't, then they should be given notice of a GPL violation.

 There is another issue here, however: if they are packaging up wiki
 content, aircraft designs, et al. for which *they do not hold copyright*
 and which aren't licensed under a Creative Commons license allowing
 commercial distribution, then they *are* guilty of copyright
 infringement, and you can take them to task on that, *if you are (or
 represent) the copyright holder*.

 As a representative of the NZOSS, I would fully encourage you to explore
 both issues (the distribution of source code, and the distribution of
 copyrighted materials constituting potential copyright infringement)
 with the FlightProSim.com people.

 One of our other members has noted that they're similarly distributing
 Free!Ship: http://www.3dboatdesign.com/indexg.php
 http://www.3dboatdesign.com/indexg.php

 We'll investigate that.

 Let me know if you have any further questions.

 Kind regards,

 Dave Lane
 NZOSS council member


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Re: [Flightgear-devel] News from FlightProSim!

2010-03-16 Thread Rob Oates
Hmm ... the planes in Flightgear are just models, they don't require simgear
and terragear to function. Furthermore I would find it extremely bizarre for
an airplane model to be a dependency in order for Flightgear to work.

I think it's reasonable to say there should be a clear separation between
content and code. Clearly you folks are bothered by the this Pro-sim guy's
constant mooching ... but the license allows him to do what he does. I have
no qualms about him distributing the core flightgear simulation program in
another form (hey let him be responsible for his own support), but I do
think it's unethical for people to make money off of our highly detailed
models and our artwork.

Our models and our code should be seen as two separate entities, that is all
that I'm suggesting.

Thanks,

-Rob


On Tue, Mar 16, 2010 at 7:24 PM, Tim Moore timoor...@gmail.com wrote:



 On Wed, Mar 17, 2010 at 12:18 AM, Rob Oates carrotr...@gmail.com wrote:

 Hmm, why not change the license on some of the newer planes to a more
 restrictive creative commons license? This would give you more control over
 how these are used. For instance, you could apply the license so the planes
 could only be use for non-commercial/free projects, and if a commercial
 project wanted to use your planes then they would have to request permission
 to use them.

 I think that is a fair trade off. Besides commercial companies should be
 trying to improve the underlying Flight Dynamic Model and terrain system ...
 not trying to getting rich quick off of our pretty planes.

 The GPL license should apply some probably just a handful of planes.

 my 2 cents

 I'm not so keen on mixing my GPled code contributions with non-GPLed
 content.

 Tim



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Re: [Flightgear-devel] News from FlightProSim!

2010-03-16 Thread Rob Oates
Well you should know how to pick your fights ... you don't have to chase
every single violator, just pressure the one or two who are giving you the
hardest time (like this Pro-sim guy). At least by changing the license on
some of the planes and art work (which are not dependent on anything already
inside of flightgear) it at least gives you the power to pursue a copyright
law suit.  Most people will back off if you have something tangible to
pursue them with. But as it stands right now, only the stolen pictures on
his website are about the only copyright infringing thing he has done the
flightgear community.

-R



On Tue, Mar 16, 2010 at 8:05 PM, Adam Dershowitz
adershow...@exponent.comwrote:

 That only helps make it clear if someone is violating a copyright.  It
 doesn't help enforce it.  If the license is changed, and then someone were
 to go and sell FG with those aircraft who would hire the lawyer bring the
 copyright violation law suit?

 --Adam



 On Mar 16, 2010, at 4:26 PM, kyle keevill wrote:

 Last I heard, The GPL license was applied to all the planes hosted on the
 FG website. I do believe however, that if we do take our own planes and put
 them in a restrictive CC license and then give permission for FG and only FG
 to use them, then we may be able to do some good.
 On Mar 16, 2010, at 7:18 PM, Rob Oates wrote:

 Hmm, why not change the license on some of the newer planes to a more
 restrictive creative commons license? This would give you more control over
 how these are used. For instance, you could apply the license so the planes
 could only be use for non-commercial/free projects, and if a commercial
 project wanted to use your planes then they would have to request permission
 to use them.

 I think that is a fair trade off. Besides commercial companies should be
 trying to improve the underlying Flight Dynamic Model and terrain system ...
 not trying to getting rich quick off of our pretty planes.

 The GPL license should apply some probably just a handful of planes.

 my 2 cents

 -Rob

 On Mon, Mar 15, 2010 at 7:44 PM, Pete Morgan ac...@daffodil.uk.comwrote:

 Just sent an email to New Zealand open Source and got this reply,
 pete

 Hello Peter,

 Thanks for bringing this to our attention. Please recognise that the GPL
 does not in any way preclude people from packaging up and selling a
 software application *so long as they comply with the terms of the GPL
 with regard to making the source code available on request*.

 It may be that these guys are *not* in violation of the GPL so long as
 they can provide you with their source code if you request it. If they
 can't, then they should be given notice of a GPL violation.

 There is another issue here, however: if they are packaging up wiki
 content, aircraft designs, et al. for which *they do not hold copyright*
 and which aren't licensed under a Creative Commons license allowing
 commercial distribution, then they *are* guilty of copyright
 infringement, and you can take them to task on that, *if you are (or
 represent) the copyright holder*.

 As a representative of the NZOSS, I would fully encourage you to explore
 both issues (the distribution of source code, and the distribution of
 copyrighted materials constituting potential copyright infringement)
 with the FlightProSim.com people.

 One of our other members has noted that they're similarly distributing
 Free!Ship: http://www.3dboatdesign.com/indexg.php
 http://www.3dboatdesign.com/indexg.php

 We'll investigate that.

 Let me know if you have any further questions.

 Kind regards,

 Dave Lane
 NZOSS council member


 --
 Download Intel#174; Parallel Studio Eval
 Try the new software tools for yourself. Speed compiling, find bugs
 proactively, and fine-tune applications for parallel performance.
 See why Intel Parallel Studio got high marks during beta.
 http://p.sf.net/sfu/intel-sw-dev
 ___
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 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



 --
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 Try the new software tools for yourself. Speed compiling, find bugs
 proactively, and fine-tune applications for parallel performance.
 See why Intel Parallel Studio got high marks during beta.

 http://p.sf.net/sfu/intel-sw-dev___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


 
 Kyle Keevill
 kyle...@gmail.com




 --
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 Try the new software tools for yourself. Speed compiling, find bugs
 proactively, and fine-tune applications for parallel performance.
 See

Re: [Flightgear-devel] OpenStreetMap Open Database License

2009-03-16 Thread Rob Oates
Why not simply ship scenery compiled with the osm data under a different
license?

On Mon, Mar 16, 2009 at 7:10 AM, Martin Spott martin.sp...@mgras.netwrote:

 Jon Stockill wrote:
  Tim Moore wrote:
 
  Obviously you've been following this more closely than I, but doesn't
 the
  proposed license specifically allow the use of OSM data in applications
  like flight simulators, with a fairly liberal license?
 
  I originally added the use case - it's been tweaked slightly since then,
   and is currently awaiting a response from the lawyer. Not really much
  to do until that decision materialises.

 Well, neither the former nor the current wording of the computer game
 use case actually reflect the process of extracting road data from the
 OSM planet dump via 'osm2pgsql', compiling this into FlightGear Scenery
 and to distribute the result under the GPL (as we've been doing for
 ages). At least this is my understanding, therefore I still do sense
 the need for clarification.

 Cheers,
Martin.
 --
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Re: [Flightgear-devel] Open Street Maps Licence caution

2008-06-09 Thread Rob Oates
Hi Georg, I think you are being overly strict in the interpretation.

The Flightgear project currently distributes maps generated from Public
Domain data as GPL. Why should this be any different for OSM? It  to uses
Public Domain data to generate it's maps, so you are free to do what you
want with the data. Any modifications you do to the data is you own derived
work which you can distribute as you like.

But if you feel that there is a conflict between the Creative Commons
license and the GPL, then you should consider distributing the OSM based
scenery as Creative Commons.

-Rob




On Mon, Jun 9, 2008 at 1:12 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:

 Bohnert Paul schrieb:
  Hi all,
 
  Anyone can use and distribute Open Street Maps data for free.  I don't
 think OSM data can be distrubuted under the GPL.
 
  If some one knows better please weight in.
 
 
 http://wiki.openstreetmap.org/index.php/FAQ#What_does_your_licence_allow_me_to_do.3F
 
  Paul B.
 
 
 
 
 
 Hi Paul,

 thank you very much for this hint.

 I read most of the document and I think you are right regarding the
 intended new licence.
 Although I respect all aspects why some sort of constringend licence
 might be necessary it looks as if it is/will not be easy to use OSM data
 for FlightGear without some sort of extra licence agreement. This
 might not be impossible if the data are protected by converting them in
 a way that they cannot be used by a third party as data but only as a
 graphical surface area ... and this would not show all converted data as
 precise as a  topographic map created with OSM data as FG can only use a
 reduced dataset considering performance aspects.

 As for me  I will  stop  collecting data  for the moment as  I my
 intention was to improve the local OSM data in respect of a later use by
 FlightGear. So let's first see if this is possible or not in the future.

 Thank you once again for pointing to the licence problems, this was not
 clear for me.

 Georg EDDW

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Re: [Flightgear-devel] Graphics cards for flightgear

2008-04-19 Thread Rob Oates
Tomshardware has some good recommendations for graphics hardware this month

http://www.tomshardware.com/reviews/gaming-graphics-cards,1805.html

The ATI 3450 is a pretty crippled card its 64bit interface is a real
Achilles heal.

On Sat, Apr 19, 2008 at 9:38 AM, James A. Treacy [EMAIL PROTECTED] wrote:

 I am going to upgrade my system soon (my current system is so outdated
 I can't use flightgear well on it). Even cheap recent cpu's are more
 than capable of handling desktop tasks but what about graphics? I
 don't need much power in a graphics card, except for flightgear, and
 it is not clear how much I need for that.

 The flightgear web site and wiki mention that any recent graphics card
 should be fine for flightgear. Is that really the case if you want
 to have all the bells and whistles turned on and have a decent frame
 rate? I'm talking about shadows, fires, etc, while flying one of the
 larger planes (lots of triangles and textures).

 For example, I'd love to get away with a Radeon 3450 (low power,
 fanless and only about $50) but will get something more powerful if
 needed.

 On to the questions:

 What are the hardware requirements for flightgear at its most
 demanding?

 Are there any features in development that will require more powerful
 graphics?

 *MOST IMPORTANT*
 What is the cpu and graphics card in your system and what frame rates
 do you get in flightgear? Also give your OS.

 Hopefully we'll get enough information from this thread so I can
 update the wiki with something more useful.

 --
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Re: [Flightgear-devel] Flightgear visualization as streaming video

2007-05-22 Thread Rob Oates

Hi Curt,

I noticed your 2 videos yesterday on youtube, very impressive.

Do you think you could post something on the flightgear wiki on how to add
geospecific scenery to flightgear?

Thanks
-R





On 5/22/07, Curtis Olson [EMAIL PROTECTED] wrote:


Hi Antonio,

I'm just stepping out of the office for a bit, but here's a couple teaser
movies for you:  Synthetic view + live video ...

Side by side:

http://youtube.com/watch?v=SAMGnK9ztdA

Blended overlay:

http://youtube.com/watch?v=RgK1019Bjno

The movie streams were captured separately and edited together, but with
proper hardware/software, the two streams could have been captured together.


Regards,

Curt.



 On 5/22/07, Antonio Almeida  wrote:

  Hi,

 I would like to use FlightGear to generate the scene observed by a UAV's
 onboard camera.

 Basically, this would translate to feeding FlightGear the FDM data
 and visualizing the image generated by FlightGear in another computer,
 across a network, using for example streaming video.

 I suppose this is a bit of a far-fetched idea, but is there any sort of
 support for this (or something similar) already implemented?

 If not, do you have any suggestions on how to achieve it, using external
 tools and/or contributing to FlightGear?

 At the moment I'm just brainstorming!

 Thanks,
 António Almeida



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Re: [Flightgear-devel] Intellectual property rights, trademark rights vs. GPL ??

2007-05-07 Thread Rob Oates

I suppose since we are not using their logos for commercial gain it would
fall under fair use?
However, we could simply use fictional airline logo and markings to avoid
any possible trademark issues, and then separate the airplanes with company
logos into a different branch.
Anyways it's just a thought.
-Rob


On 5/7/07, Heiko Schulz [EMAIL PROTECTED] wrote:


Hi,

Today I began to do the final texturing of the ec135
v.0.2, but soon I began to stick - I read about a
copyright infringement about a pic of a large
frankfurter.

My problem: May we use logos of airlines, aircraft
manufacturer etc.? Even the trademarks? (example: Bo
105 ist registrated trademark of Eurocopter)

There are some aircrafts at our page flightgear.org
which uses official logos like the 737, 777

Can somebody help me how to deal?

Greetings
HHS


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Re: [Flightgear-devel] fgfs + gaia (google earch client) = moving map

2006-11-29 Thread Rob Oates

Here is a good alternative http://www.alpix.com/3d/worldwin/WW2d_Java.html its
a Java JOGL 3D client that uses the Nasa World Wind images and data.

-Rob


On 11/25/06, Arnt Karlsen [EMAIL PROTECTED] wrote:


On Sat, 25 Nov 2006 12:41:36 +0100, Melchior wrote in message
[EMAIL PROTECTED]:

 * Melchior FRANZ -- Thursday 23 November 2006 15:47:
  Bright future ahead. (Until Google's attorney rings,
  that is. ;-)

 Which was yesterday:  http://gaia.serezhkin.com/   :-(

..these guys were Russian?  Gaia was GPL?

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Re: [Flightgear-devel] Graphics card recommendations

2006-11-15 Thread Rob Oates

Your computer is 3 years old and AGP is now dead. You can pickup a 256MB BFG
GeForce 7800 GS for £154.99
http://www.overclockers.co.uk/productlist.php?groupid=701catid=56subid=411

But I think that is overkill considering the age of your computer. I would
put the money towards a new system altogether, but if you are content with
the system you have I would recommend the 7600 GS...since it doesn't make
much sense to soup up obsolete hardware.

-Rob



On 11/15/06, Stuart Buchanan [EMAIL PROTECTED] wrote:



--- Stuart Buchanan wrote:
 So, it looks like I need to replace the graphics card. Alternatively I
 could replace the entire computer, but that is probably going to be a
 bit
 excessive, though not out of the question if it is likely that other
 components are about to fail.

 So, what recommendations do people have?

Thanks to Didier and Martin for the recommendations.

In the end, my choices were quite limited as I had an AGP 8X rather than
PCI-E slot. I ended up buying an MSI GeForce 7600GS with 512MB of RAM for
£103 (~ 150 euros).

I've still to fine-tune performance, but I'm getting a solid 35fps around
KSFO with the c172p on the current OSG FG and high levels of AA and AS
filtering at 1280x1024. It isn't possible for me to do a direct comparison
with my now-dead ATI card, but that represents a decent improvement. I've
also noticed that the frame-rate is staying pretty constant, which is also
very good and probably due to OSG rather than plib. Thanks Mathias!

-Stuart



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Re: [Flightgear-devel] Re: Re: Google earth mapping for fgfs scenery

2006-05-29 Thread Rob Oates
yes, but a very limited amount of land is covered. Having high-res maps is particularlycritical for cities and towns at low altitudes.

-Rob
On 5/27/06, GWMobile [EMAIL PROTECTED] wrote:
The city orthoscopic aerial photo area from nasa are public domain aswell and much higher res than landsat.
On Sat, 27 May 2006 5:59 am, Paul Surgeon wrote: On Saturday 27 May 2006 09:41, Pigeon wrote: Then as a separate and non official flight gear project others could write a keystroke script to get google earth or probably easier
 google maps to display tiles around the area you want to fly and screen capture them and save them to a directory in flightgear along with an appropriate latitude and longitude.
Currently they do not allow any non-web application use the googlemap data/images. Not sure about google earth but i imagine similar termsof use. And I think you can't capture or save the map images data by
 anymean for other uses either.Pigeon. I've had this same discussion before with Silent Wings users who don't seem to understand that if you can see something for free on the Internet
 doesn't make it free to use for other purposes. I'll spare everyone the pain and post the nasty bits of the Google Earth license. The same applies to Google Maps - it may only be viewed in a
 web browser. Period. 3. PROPRIETARY RIGHTS (a) You are only licensing rights to use the Software and the geographical information available to be viewed using the Software. The
 Software, in whole and in part and all copies thereof, are and will remain the sole and exclusive property of Google. Further, you do not receive any, and Google and/or its licensors (if any) retain all,
 ownership rights in the geographic information displayed using the Software. The geographic information is copyrighted and may not be copied, even if modified or merged with other data or software. Your
 use and access of the geographical information may be subject to further license requirements or obligations. As far as I can tell all the NASA World Wind data is released under
 public domain so that would be the best avenue to pursue unless someone wants to play with Google and get sued. The vast majority of the data is Landsat 7 ETM+ data which has a maximum resolution of 
14.24 meters/pixel after being pan sharpened. Looks good from an altitude of about 3000km (~1ft) or in mountaineous areas like the European Alps. Paul
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Re: [Flightgear-devel] Re: FGLive-0.1 Feedback

2006-05-22 Thread Rob Oates

Hi Dene,

Youshould consider upgrading your video card to at leasta 128MB Geforce 6200 (AGP).They cost around $45 USDor ($95 NZD). It is a DirectX 9c part,and isOpenGL 2.0 compatible, and uses Pixel Shader Model 3.0. This is currently thebare minimum most modern 3D games (ie, Doom3, Battlefield 2,FEAR)will require, and is more than enough for flightgear. An as a tip try and avoid buying anythingolder than geforce 6x00. As the technology on cards prior to the 6 seriesis quite outdated. 


In the mean time, if you want to use the low res textures, you will have to rename the textures.hires directoryto something else. I think Pigeon has the fgroot directory installed somewhere in the /opts directory.However, youcan always find where the flightgear textures directory is located byrunning the update database command froma terminal:


updatedb 

and then the locate command to find what a file or directory you are looking for:

locate textures

this will generate a listing of the where the textures are located. When you want to rename a folder (from the command line) type mv /the_directory_name to_the_new_directory_name 


Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Rob Oates
Hi Mel,

I think I need to get a new monitor :D lol

I like the color adjustments you've done to the city [1,2,3] textures, please feel free to commit it to CVS. As for the Default Shrub texture, well it's not really appropriate for my region either...but a slight concession had to be made for arid regions. 



Anyway, I've just update the European Texture pack. It now includes a NorthernEuropean-ish City (city 4,5), a new European Shrub (shrub 5,6,7),a new European Sand (Sand 7) texture, and color and texture correctionsto the previous texturesby Mark Akermann.



-Rob

http://mellonroot.acomp.usf.edu/~phoenix



Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Rob Oates
we are mapping two types to three different textures. Wouldn't it make more sense to map ShrubCover and ShrubGrassCover to different textures? This wouldn't use more space, but possibly match reality

 better. I would assume that ShrubCover is greener than
ShrubGrassCover.
The answer isn't that simple... :( 

The materials.xml fileactually has alot of unused mappings, and this is a goodexample.The mappings in the materials.xml file should correspond with the names assigned to the polygons built during the last scenery build. However, it seems like assigned names sometimes change between builds, for example the poly's name ShrubGrassCover in a previous buildmaybe now named ShrubCoverin this build. I think this is just to keep compatibility with some of the older scenery builds. 


The current list of valid names assigned to the polygons are located in Terragear's src/Prep/Shapefile/process.sh 

In order to create my own userdefined assignments (so I can rebuild the world in regional chunks), I've added several new entries intonames.cxx and names.hxxusingMartin'sshapefile's naming scheme.

e.g.
World_landmass_default
North_America_East_landmass_default
North_America_Central_landmass_default
North_America_Mountain_landmass_default
North_America_Pacific_landmass_default
Europe_North_landmass_default
Europe_South_landmass_default
South_America_landmass_default
Africa_landmass_default
Asia_landmass_default
Asia_South_West_landmass_default
Asia_South_East_landmass_default
Asia_Japan_landmass_default
Australia_landmass_default
Oceania_landmass_default
Polar_landmass_default

This way, I can rebuild the world in pieces and have uniquely assigned material for each region.

I still have some testing to do, but I'm pretty confident this approach will work. 

-Rob






Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Rob Oates
Yeah, I noticed that the colors seemed really close together on the mapsever too. I've been meaning to send you that file for the color mapping (I used the same color averaging method in GIMP as you used however the colors seemed close together).


-Rob

There's another thing: When picking colours to identify the differentlayers for my Mapserver I averaged the color values over the texture
tiles and realized that the color values of many textures resemble eachother - see the Legend to the Mapserver map display after selecting alllandcover layers.Regards, Martin.--Unix _IS_ user friendly - it's just selective about who its friends are !
-Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated technology to make your job easierDownload IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo
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Re: [Flightgear-devel] European Scenery Textures

2006-04-12 Thread Rob Oates
Hmm, I haven't noticed any problems with hgtchop as of yet...at least no messages while converting the srtm's to *.arr.gz. file format.I compiled my version of terragear using Simgear 0.3.9 and Terragear CVS
however, I still havve a ways before I get to building the completed scenery...-RobOn 4/12/06, Chris Metzler 
[EMAIL PROTECTED] wrote:On Tue, 11 Apr 2006 22:43:19 -0400Rob Oates wrote:
 //currently, trying to figure out terragear...Good luck.If you get it to work, please let me know.I've been stucktrying to get hgtchop (which preprocesses the SRTM data) to work for almost
a month now.I worked up a bunch of small airports in TaxiDraw and wantedto see how they look in the terrain before sending them off to Robin Peel;but can't get past the first steps in building the terrain.Judging from
responses I'm not getting on terragear-devel, nobody has much idea on whyhgtchop is acting funny.I'd started on a wiki page describing thebuilding of TG, and simple use; but don't seem to be able to get to where
I can finish it.-c--Chris Metzler [EMAIL PROTECTED](remove snip-me. to email)
As a child I understood how to give; I have forgotten this grace since Ihave become civilized. - Chief Luther Standing Bear


Re: [Flightgear-devel] European Scenery Textures

2006-04-11 Thread Rob Oates
Cool,I really appreciate you guys's input on these textures, especially with the color adjustments.also, Mark is it possible you could maybe email me the modified textures, there are a few adjustments I would like to do to the textures.
Thanks,-Rob//currently, trying to figure out terragear...On 4/11/06, Mark [EMAIL PROTECTED]
 wrote:Hi,I also did some tweaking on the textures. What I found is that
increasing saturation does enhance contrast and makes the textures lookmore natural.And the texture borders aren't as visible as when you only increasecontrast.Especially the mixedcrop texture benefited from more saturation.
MarkGeorg Vollnhals wrote: Rob Oates schrieb: Hi, I spent the last few days working on regional textures for Europe. This is just a preliminary release so I can get feedback on these
 textures. Hi Rob, I just experimented a little with your textures, changed some content and made them have more contrast, did it a pretty quick and dirty way
 due to lacking time, just as a sample :-) Please have a look at them, do you see where the differences are despite of contrast/colour??? 
http://home.arcor.de/vollnhals-bremen/RobTexSamp/data.zip This is *only* my nonverbal feedback, as all is not only a matter of personal taste but also of the hardware you have (screen-type, the
 parameter you use, 16,24,32 bit colour, etc. The disadvantage of more contrast is that you now see the texture boarders very clearly - and I have not adapted the single textures against each other.
 Second thing I will work on is the colour of the sand we have for the Northsea-Islands. The sand is too golden, the real colour would be more gray-white (or so). I changed one sand-texture but have to do all
 because otherwise there is a checkboard pattern on the islands. Regards Georg --- This SF.Net email is sponsored by xPML, a groundbreaking scripting
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[Flightgear-devel] European Scenery Textures

2006-04-10 Thread Rob Oates
Hi,

I spentthelastfew days working on regionaltextures for Europe.This is just a preliminary release so I can get feedback on these textures. You candownload the texture pack from 
http://mellonroot.acomp.usf.edu/~phoenix

Please note you will have to rename the Europe_materials.xml file to materials.xmlinorder to use these textures.

-Rob



Re: [Flightgear-devel] Textures update ...

2006-04-05 Thread Rob Oates
I've updated the texture pack it now includes a winterized (snowy) set
of textures (thanks Erik for the tip on how to make snow appear on
everything). 

Ironically, where I live in Florida where it doesn't snow :p

-Rob



Re: [Flightgear-devel] Textures update ...

2006-04-04 Thread Rob Oates
Idon't know if we can use their images anymore since they where recently aquired by Geoeye. Furthermore, we now have to register (and pay) todownload their images now :(

-Rob


Re: [Flightgear-devel] FG ftp for scenery problems

2006-04-03 Thread Rob Oates
p2p isn't that evil :)
 .._if_ we go the P2P way, we would need to scare off anyone who isn't squeaky clean, by turning them into RIAA, BSA, FBI etc or face litigation.

it's what you do with it that is :D

BitTorrent, and peer-to-peer (P2P) are protocols, like HTTP and EMail. It is true that they can be used to share files illegally, but the same is true of HTTP. 
http://visibleearth.nasa.gov/faq.php#bt1

Bittorrent is faster when it comes to distributing large files. Also it doesn't have a search engine (though some clients do, but it's not the same as eMule).

-Rob


Re: [Flightgear-devel] Textures update ...

2006-04-03 Thread Rob Oates
Wow, those textureslook great! I'll definately include them into the texture pack later today :)

Also, thanks for the copyright file, I'll append the list of my files and include it with the texture pack.

-Rob


On 4/3/06, Mark [EMAIL PROTECTED] wrote:
Another issue I was thinking about is Copyright. As far as I could see,you are not distributing your textures with any copyright notice.
This is ok for sharing it in the community, but actually you should namethe original source and terms of use in a file somewhere, even if theyare in the public domain.And if the textures are used as official set, this will be a MUST.
I have provided a file for my files and you could just add your lines toit (I actually already added your name in the header).MarkGeorg Vollnhals wrote: Rob Oates schrieb:
 New scenery update! Hopefully this gets everyones blessing :) Hi Rob, hi all! I am very glad you are such an engaged contributer to FlightGear and
 have seen that you are improving your skills during the work. But I am sorry to say - after testing your latest work - that these textures should not be the default FlightGear textures for the next
 release. 1. They are not universal or generic world-wide They might fit for US-America but absolutely not for the local area of Northern Europe. The old textures were not best possible but fit much
 more better if I compare it. 2. General quality is poorer And the new textures are POOR IN CONTRAST especially in the areas where the satellite made his shots through clouds. This is also the
 main reason I am not satisfied. Poor contrast gives the impression of poor color display (not wrong color display). The old textures have more contrast and better colors.
 3. Structure sizes wrong? One can also discuss wheather the size of the displayed structures (fields, houses) are as they should be, especially comparing the different textures against each other.
 THIS IS NOT A PROBLEM FOR ME as I just take the old ones. But the impression a newcomer to FlightGear will have at first glance is important and therefore we should provide the new textures as an
 alternative to the old ones, not as the default. Rob, hat up for your work. But please understand that I frankly and free tell my opinion. If something replaces really good stuff in the
 FlightGear default package then it should be of higher quality than the old materials. You have not reached this point now with your work after my opinion. Keep on working. Get better basic photos free from cloud disturbances
 and more universal. Improve your graphic skills. Show us what you are able to. Accept for now your textures are a good alternative but are not able to hit the old ones. Georg EDDW
 Anyways, Thanks for everyone's input. These textures are really looking good! -Rob Oates ---
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Re: [Flightgear-devel] FG ftp for scenery problems

2006-04-03 Thread Rob Oates
 Bittorrent is faster when it comes to distributing large files. Also it doesn't have a search engine (though some clients do, but it's not
 the same as eMule)...ok, details or urls so I can form an informed opinion?-

Sorry I should have posted this:

BitTorrent transfers are typically very fast, because all nodes in a group concentrate on transferring a single file or collection of files. While the original eDonkey2000 client provided little leech resistance, most new clients have some sort of system to encourage uploaders. 
eMule, for example, has a credits system whereby a client rewards other clients that upload to it by increasing their priority in its queue. However, the nature of the eDonkey2000 concept means download speeds tend to be much more variable, although the number of available files is far greater. 


http://en.wikipedia.org/wiki/Bittorrent#Comparison_to_other_file_sharing_systems

also from my own experience, Bittorrent is much faster than eMule.

-Rob


Re: [Flightgear-devel] Textures update ...

2006-04-03 Thread Rob Oates
Scenery Updated!

Now includes Mark Akermann's updates to Glaicer, Snow, and Packice. :)

I'll currently looking at changing the hue to the forest textures to match thenotherneuropean area.Mineseems to be a bit too emerald, and I think would be acceptable to makethem a little darker.

-Rob


Re: [Flightgear-devel] Textures update ...

2006-04-03 Thread Rob Oates
oh, not a problem then ^_^ 

-Rob


On 4/4/06, Ron Jensen [EMAIL PROTECTED] wrote:
On Mon, 2006-04-03 at 22:53 -0400, Rob Oates wrote: and I think would be acceptable to make them a little darker.
Please don't make them darker.One of the thing I like about yourtexture set vs. the old one is I can actually make out details overforests its not all one black blob.See the mountains behind this screen shot:
http://www.jentronics.com/fgfs/fgfs-screen-ferriswheel.jpgVs. your new, brighter textures:
http://www.jentronics.com/fgfs/fgfs-screen-ferriswheel2.jpgI can actually see to fly up the canyons now.Ridge crossing at mach 1in my F4 is a blast :)---
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Re: [Flightgear-devel] Re: Textures update ...

2006-04-02 Thread Rob Oates
Hi Erik,

I'm sorry Iwas not aware of the previous discussion...
Nice, People wanted the crop circles and a low number of textures andnow I'm being criticized by doing it that way. 

Isuppose it all comes down to personal experience.I guess I'm accustomed to seeing dairy farms andcropsplanted ingroves instead of circles.But, I know someone from the mid-western parts of the United Stateswould probably say the opposite, as I have seen their crop circles and they are huge. Sometimes a compromise has to be made (especially when the focus is to keep a low number of textures). Ironically the lack of crop circles hasn't been an issue so far. However it would be nice to use them again in areas where this type of farming is common place.


I deliberately added the possibility to define more than one texture for every land use but usedit sparsely for the sake of texture memory consumption. yeah, thisis still an issue I may have to deal with.Fortunately, cards have a bit more video memory these days, so I might be able to get away with adding just a few more textures :)


-Rob


Re: [Flightgear-devel] FG ftp for scenery problems

2006-04-02 Thread Rob Oates
Is it possible we coulduse bittorrentas an alternate means ofdistributing the world scenery?This seems to be theP2P protocol of choicethat NASA and several Linux distros now use for distributing very large files.Maybe we could use it too?


-Rob
On 4/2/06, Arnt Karlsen [EMAIL PROTECTED] wrote:
On Sun, 2 Apr 2006 21:39:41 +0100, Justin wrote in message
[EMAIL PROTECTED]: Just out of interest i know FG scenery for the world is about 13Gb in tgzformat...correct:a45:/var/www/cK# du -sh /mnt/FlightGearScenery/pub/fgfs/Scenery-
0.9.*13G /mnt/FlightGearScenery/pub/fgfs/Scenery-0.9.1013G /mnt/FlightGearScenery/pub/fgfs/Scenery-0.9.7a45:/var/www/cK# ll /mnt/FlightGearScenery/pub/fgfs/Scenery-0.9.10 \|wc -l512..pick all one by one with:
a45:/var/www/cK# cat /mnt/FlightGearScenery/cmd.FG.Scenerywget -nH -np -m --passive-ftp \ftp://ftp.de.flightgear.org/pub/fgfs/Scenery-0.9.10
a45:/var/www/cK#--..med vennlig hilsen = with Kind Regards from Arnt... ;o)...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] Re: Textures update ...

2006-04-01 Thread Rob Oates
Hehe, if you don't receive any angry feedback, then that means nobody
cares. :-)Curt.

Indeed...and it all started because theCrop Circles disturbed me. :D

Anyways, i'm satisfied at this point with the textures. 

I'll eventually releasedifferent textures for other regions...but itwill take time. But it's something I reallywant to do:)


-rob



Re: [Flightgear-devel] Re: Textures update ...

2006-03-31 Thread Rob Oates

On 3/31/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
* Melchior FRANZ -- Friday 31 March 2006 21:15: Arghh ... who said they should be reddish? I said less bluish.
 Shadows should be grey, not blue/violet. But least of all should they be red.Looks horrible now. Was better before. Sigh ...m.


I tried to correct them based on your email a few days ago
- apart from the non-tileability, the city textures look nice. But theyare IMHO a bit too bluish. Shadows on them look violet.

I'll revert back to the previous set, and I'll try fixing them again...

at least my new shrub texture goes wellwith the desert areas :) and mydrylakebed [sand1,2,3] and desert [4,5]textures look pretty sweet now!

-Rob



Re: [Flightgear-devel] Re: Textures update ...

2006-03-31 Thread Rob Oates
Thanks for sending me the sample...

I'll try and fix them again based on the sample you sent me.

looks like I'm going to have to revert back to the 2006_03_29 set for now...and just keep the new shrub textures.

-rob
On 3/31/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
* Rob Oates -- Saturday 01 April 2006 00:07: I tried to correct them based on your email a few days ago
but you apparently misunderstood. The opposite of blue is not red,but yellow. Increasing red doesn't fix too much blue. at least my new shrub texture goes well with the desert areas :)
Did you make them more red, too? I think they were better before.Anyway: just a few minutes I sent you a sample of what I thinkthe city colors should look like. This is a part of the message,(slightly edited):
| It's a bit less blue than your previous textures. And much less| red and a bit more blue than the current ones.|| The color is IMHO best judged on the parts that are looked at at| a very shallow angle -- somewhere at greater distance. The last
| ones were good when looked at straight down, but it was the violet| at distance that disturbed me. The current ones look too red from| any angle.|| My textures may look a tiny bit too greenish at distance, but that
| comes from their flatness. In real life you wouldn't see the lawns| and trees in greater distance, because they were hidden by buildings.| This effect is missing on flat textures, so I think that's acceptable.
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Re: [Flightgear-devel] New scenery textures

2006-03-30 Thread Rob Oates
I've just updated my set to include 2 new sand textures ( sand [4, 5] )whichis based off ofthe reddish sandin new mexico. I still have the slightly greenish sand textures ( sand [1,2,3] )included in my set, I might change the hue on theseand makethem whiter forfuture use.


unfortunately, my xml file does not have these fixes...


On 3/29/06, Ron Jensen [EMAIL PROTECTED] wrote:
I took a quick look around the Edwards (KEDW) tile(w120n30/w118n34/1023800.stg) in Flight Gear Scenery Designer.All of
the land is designated ShrubCover except one small patch of Defaultoff the end of runway 4.If you consider tumbleweeds shrubs this isprobably accurate :).A bigger problem is the lakebeds.They are marked as IntermittentLake
which FlightGear treats as LakeQuick and dirty fix is to apply this patch to your materials.xml:--- materials_orig.xml2006-03-29 19:57:37.0 -0700+++ materials.xml 2006-03-29 19:57:
51.0 -0700@@ -983,7 +983,6 @@materialnameLake/namenamePond/name- nameIntermittentLake/namenameReservoir/namenameIntermittentReservoir/name
nameStream/name@@ -1025,6 +1024,7 @@materialnameDryLake/name+ nameIntermittentLake/nametextureTerrain/desert.rgb/texture
xsize500/xsizeysize500/ysize


Re: [Flightgear-devel] Re: New terrain textures by Rob Oates

2006-03-29 Thread Rob Oates
On 3/28/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
* Melchior FRANZ -- Tuesday 28 March 2006 07:19: And city[123].rgb are IMHO too fine grained. One probably has to turn on some heavy filtering to make them acceptable. Looks like they are scaled down too much.
Actually, most of the textures seem to be scaled down too much.If you spot one of the white dots in tundra[123].rgb from the airthey look like houses. When you land on one it seems to be muchtoo small for a house. Were the scales from the satellite images
actually adjusted for our scenery?m.

I've updated the city textures, they look much better now. 

here is the direct download link

http://mellonroot.acomp.usf.edu/~phoenix/fgfs_textures_2006_03_28_city_textures_update.zip

it's just a 2.5 MB download. Please try them out.


For consistancy I use 4 meter per pixel USGS Urban Ortho satallite images as the source.
The city texture is the only texture which uses 0.5000 meters per pixel
satallite images. I am currently working on improving the town
texture...I spent a few hours working on it this morning, but I was not
happy with the result.

-Rob




Re: [Flightgear-devel] Re: New terrain textures by Rob Oates

2006-03-27 Thread Rob Oates

 Yes, they look great! Except the town, which I think is a regression from
 the old texture.

Thanks for the feedback on the textures, I'll focus on improving the town and city textures soon.

-Rob



Re: [Flightgear-devel] FlightGear photo scenery

2006-03-25 Thread Rob Oates
Hi Chris,

Thanks for the suggestionabout the correctmethod I should have usedfor downsampling the textures.

The updated set is now available it features:

*Correctly downsampled Low-res textures.
*Revised version of Drycrop1, Drycrop2, and Drycrop3(these are sharper, and less repetitive).

You can download it from:

http://mellonroot.acomp.usf.edu/~phoenix

-Rob


Re: [Flightgear-devel] FlightGear photo scenery

2006-03-23 Thread Rob Oates
The new High-resolution texture set (as well as updates to the low res set) are now available, you can get them from my site:

http://mellonroot.acomp.usf.edu/~phoenix


-Rob


Re: [Flightgear-devel] FlightGear photo scenery

2006-03-22 Thread Rob Oates
I've updated my site with 2 new screen shots of the progress I am making with the High-res texture set.

http://mellonroot.acomp.usf.edu/~phoenix/gallery.html

-Rob


Re: [Flightgear-devel] FlightGear photo scenery

2006-03-16 Thread Rob Oates
Yeah, It shouldnot betoo difficult to make hires textures from this set, and I could have something ready by next week Friday. 

Mymain goal isto eventually createregional specific textures for different parts of the worldand have them defined in the materials.xml file. Hopefully this will beuseful when rebuildingregionalsections of scenery.




-Rob---
Texture Project
http://mellonroot.acomp.usf.edu/~phoenix


Re: [Flightgear-devel] FlightGear photo scenery

2006-03-15 Thread Rob Oates

On 3/13/06, alessandro marassi [EMAIL PROTECTED] wrote:


Hi.I have searched a way to use real photos in FG scenery generation.As far as I know there are 2 feasible ways to accomplish it:1. model a simple flat rectangular surface as 3D object and map the photo
upon it;2. use chop.pl and photo.cxx and then TerraGear;Both methods work only for small areas.The main problem seems to be the fact that FlightGear doesn't do any texture
paging yet.Has anyone tried to give FlightGear texture paging capability in order touse photo stuff instead of sintetically generated scenery?
Is there any short/middle term project in this sense?thanksAlex
I created a new set of world textures for Flightgear which should look a little more interesting than the current set.If you want to try them out you canand download the current beta from my site 
http://mellonroot.acomp.usf.edu/~pheonixany feedback would be greatly appreciated.

-Rob


Re: [Flightgear-devel] FlightGear photo scenery

2006-03-15 Thread Rob Oates
oops the correct address is:

http://mellonroot.acomp.usf.edu/~phoenix


On 3/16/06, Rob Oates [EMAIL PROTECTED] wrote:


On 3/13/06, alessandro marassi [EMAIL PROTECTED]
 wrote: 


Hi.I have searched a way to use real photos in FG scenery generation.As far as I know there are 2 feasible ways to accomplish it:1. model a simple flat rectangular surface as 3D object and map the photo 
upon it;2. use chop.pl and photo.cxx and then TerraGear;Both methods work only for small areas.The main problem seems to be the fact that FlightGear doesn't do any texture paging yet.
Has anyone tried to give FlightGear texture paging capability in order touse photo stuff instead of sintetically generated scenery?
Is there any short/middle term project in this sense?thanksAlex

I created a new set of world textures for Flightgear which should look a little more interesting than the current set.If you want to try them out you canand download the current beta from my site 
http://mellonroot.acomp.usf.edu/~pheonixany feedback would be greatly appreciated.


-Rob