[Flightgear-devel] new Cessna Altimeter

2012-02-01 Thread Stephan Bourgeois

Hello everybody,

I have been working on a new version of the Cessna Altimeter with the
dual unit Kollsman window.

This is to scale with the best photograph I have of such instrument.
However I would like to play with the line thickness and the font to
improve the legibility. Also, to match the line thickness on the VSI.

I have put a few snapshots starting on
https://picasaweb.google.com/lh/photo/VYcfa0LupUKCUSlxoK62wrtBKth8brfvXTX_6GVpOLg?feat=directlink

The last picture of the album shows the artwork for the dual unit baro
scale. I would appreciate if someone could check that I haven't made any
mistake with the inHg / HPa conversion.

Please send feedback as usual.
Stephan.
  
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Re: [Flightgear-devel] new Cessna Altimeter

2012-02-01 Thread Stephan Bourgeois

Yes Tuomas,
all these photos are good reference for texture artists.

I am giving the link to the gallery mentioned in my last post,
the last 3 photos are relevant:
https://picasaweb.google.com/115739205390457019398/FlightGear

And a direct link to the dual unit baro scale:
https://picasaweb.google.com/115739205390457019398/FlightGear#5703160616212487826

Thank you.
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Re: [Flightgear-devel] new Altimeter for Cessna c172p

2012-01-08 Thread Stephan Bourgeois

Hello and thank you for your replies.

Stuart Buchanan wrote:
 I recall a while ago a recommendation from one of our graphics gurus
 that it is more efficient to use textures rather than a number of
 different objects without texture maps.

This is counter-intuitive but explains why the AI colors are done this way.
I will try this on the needles as well. It will reduce the number of
objects, and simplify the .xml

Question: shouldn't the AI knobs be illuminated? At present, they are not. 

Tuomas Kuosmanen wrote:
 Just a random thought: does (could) it have both hPa and InHg scale in 
 the baro window? Would be very practical. Those exist in real life, 
 there sre just two baro scale windows on opposite sides of the gauge 
 face. 

Yes, I can try that. It means I'll have to limit the baro scale rotation to
180 degrees. Does anyone know what the scale min/max are on a real
instrument?

I have more questions:
1. Regarding optimization. is it OK to use N-gons for planar shapes, or
should they be broken to quads and trigs? 

2. Is it true that textures with an alpha channel are not efficient? In the
case of a circular dial, is it better to cut the geometry and increase the
polycount (1 quad - 72 trigs) than use a texture map with a circular alpha?

3. Design priorities. My aim is to look at all the instruments to bring them
to a consistent level. Then, add refinements like the 2 baro windows.  If I
compare the Cessna with the Beechcraft 1900, what strikes me is that the
panel looks patchy. Would the team please tell me if you agree with this
approach.

4. Git workflow. This is a question for Stuart and Tuomas. Once I commit a
new instrument to the master branch in my clone repository, does git allow
you to fetch that to your local master? So that you can inspect the change
on your local machine? 

Thank you for your feedback.
Stephan.
  
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[Flightgear-devel] new Altimeter for Cessna c172p

2012-01-04 Thread Stephan Bourgeois

Hello everybody,

I have a new Altimeter ready for the c172p cockpit. However, I have a few 
questions regarding the panel illumination.

1. All the current instruments, except the AI (gyro) have illuminated knobs. 
Should I keep this with any new instrument?

2. I have problems with materials that don't use a texture map. Even when the 
light-control is off, standard AC3D materials seem tohave a white 
illumination. The illumination turns orange as the light-control is turned up. 
I was hoping to replace the grey texture map on knobs with a standard AC3D 
material.

Has anyone else experienced such a problem?

In case my question is unclear. I'm referring to objects listed in 
the  animation  typematerial/type  [...]emission [...]
 factor-prop/sim/model//material/instruments/factor/factor-prop
in the instrument .xml

Thank You,
Stephan

  
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[Flightgear-devel] c172p cockpit update (3)

2011-12-21 Thread Stephan Bourgeois

Hi everybody,
Heiko, I have built flightgear from git next branch, using OSG stable release 
3.0.1. Everything loads correctly from fgdata, the shading looks beautiful. I 
can now test my changes with an up-to-date release. I have one question: how 
often should I fetch and recompile, considering that I am only working on the 
model and the instruments, not the FDM?

Unfortunately, my card doesn't support OpenGL 2.0 and I am getting 
glLinkProgram  Failed. I don't have this error when running the 2.4.0. I 
guess this is due to the version change of the OSG libraries. Does it mean that 
2.6.0 will never run on my graphics card? [GeForce 7050 PV, 195.36.24 driver, 
glx ver. 1.4]

I have made minor changes to the cockpit geometry. Centered the clock and the 
EGT instrument in Model/c172p.xml. I have cloned fgdata on gitorious and sent a 
merge request.  This is for me to check that I understand the workflow with git.

Last question: the wiki http://wiki.flightgear.org/Building_FlightGear_-_Linux 
is not up to date regarding how to build from git. It talks about running 
autogen.sh and configure. These are only to be found in the master branch. I 
built simgear and flightgear with ccmake with the method described for 
compiling OSG. Should I update the wiki, add a paragraph on ccmake?

Thank you. I am waiting for your comments.

Stephan.


  
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[Flightgear-devel] cessna c172p cockpit (2) + ambient light level

2011-12-19 Thread Stephan Bourgeois

Hi Everybody,I am reposting this for legibility. The paragraphs were missing in 
the previous post.
Thank you for all your replies. I have downloaded and compiled 2.4.0 from the 
website. I have cloned fgdata on my local machine. Until I compile 2.5.0 from 
git, I am cheating by using the data from 2.4.0 + symlinks to the c127p and 
Instruments-3d folders from fgdata from git. I don't know how evil that is, but 
this is only temporary.
The good news is that I haven't seen any duplicate work done on the new 
cockpit. There is a new EGT instrument. I will punch a hole in the panel 
geometry for it.
I have a question regarding the amount of ambient light. It seems to have 
changed a lot since 1.9.1. This is particularly obvious when flying towards the 
sun. On my monitor, with a gamma close to 2.2, the panel and the instruments 
are getting hard to read. This will not be a problem with glass cockpits. I 
imagine the sky + skydome illumination model has been modified improve realism 
on the landscape. Please look at this screengrab, and click on the following 
one:https://picasaweb.google.com/lh/photo/T1tLqlebp0PPJRdQDXXZ8LtBKth8brfvXTX_6GVpOLg
I saw a post by Curtis Olson regarding non-illuminated sides of materials, but 
the Cessna materials ambient values don't seem 
wrong.http://sourceforge.net/mailarchive/message.php?msg_id=24093698
Please let me know your comments.ThanksStephan.

  
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[Flightgear-devel] cessna c172p cockpit (2) + ambient light level.

2011-12-18 Thread Stephan Bourgeois

Hi Everybody,thank you for all your replies. I have downloaded and compiled 
2.4.0 from the website. I have cloned fgdata on my local machine. Until I 
compile 2.5.0 from git, I am cheating by using the data from 2.4.0 + symlinks 
to the c127p and Instruments-3d folders from fgdata from git. I don't know how 
evil that is, but this is only temporary. 
The good news is that I haven't seen any duplicate work done on the new 
cockpit. There is a new EGT instrument. I will punch a hole in the panel 
geometry for it.
I have a question regarding the amount of ambient light. It seems to have 
changed a lot since 1.9.1. This is particularly obvious when flying towards the 
sun. On my monitor, with a gamma close to 2.2, the panel and the instruments 
are getting hard to read. This will not be a problem with glass cockpits. I 
imagine the sky + skydome illumination model has been modified improve realism 
on the landscape. Please look at this screengrab, and click on the following 
one:https://picasaweb.google.com/lh/photo/T1tLqlebp0PPJRdQDXXZ8LtBKth8brfvXTX_6GVpOLg
I saw a post by Curtis Olson regarding non-illuminated sides of materials, but 
the Cessna materials ambient values don't seem 
wrong.http://sourceforge.net/mailarchive/message.php?msg_id=24093698
Please let me know your comments.ThanksStephan.
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[Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Stephan Bourgeois

Hello everybody,
I have been looking at improving the Cessna 172p cockpit. I have been mostly 
focusing on the instruments. I am creating new 256px textures, and modifying 
the geometry and xml files when required. All the work is based on pictures of 
Cessna cockpits and pictures of instruments posted by avionics resellers. So 
far I have been working from the latest c172p model from the website, and 
running Flightgear 1.9.1-1 on Ubuntu.
You can see the work done so far on 
https://picasaweb.google.com/lh/photo/l-C4kL0msqOhfYg3pW78trtBKth8brfvXTX_6GVpOLg(
 The next picture shows a close-up. This album also contains older tests I made 
in 2010 )
Here are some questions:1. Should I work from a c172p model more recent than on 
the website? If so, where can I find the Aircrafts in gitorious?2. How do I 
contribute? Do I learn to use git and create a branch? Do I post the aircraft 
as a .zip file for someone to look at?3. Should I run a more recent flightgear 
version? (e.g. compile 2.4.0 from source)
Thank You. Please give feedback and comments on the changes.Yours,Stephan.
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Re: [Flightgear-devel] c172p file clean up

2010-08-30 Thread Stephan Bourgeois

Hi Yves,
I am new to flightgear development. I have been looking into improving the 
cessna cockpit lately. For details, you can read this thread on the forum 
http://www.flightgear.org/forums/viewtopic.php?f=14t=9249

Some of the c172p instruments are taken from Aircraft/Instruments-3d rather 
than Aircraft/c172p/Instruments (Magnetic Compass and Altimeter for instance). 
Also instruments are of unequal quality in terms of texture resolution and 3d 
modeling. I am trying to unify textures to 256x256 pixels for instrument faces. 
I am waiting to hear from people involved with the c172p cockpit to look into 
the 3d models.

On my forum message is a small script for ImageMagick to index all the textures 
used in an aircraft folder. Please let me know if you would like me to adapt it 
to batch convert all the .rgb files to .png. The script will recurse through 
all the subfolders from pwd.

As I am new to all this, I am just making files available through my webspace, 
I am not using GIT/CVS.
Yours,
Stephan.

  
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[Flightgear-devel] Cessna c172p instrument textures

2010-08-25 Thread Stephan Bourgeois

Hello everybody,

I posted this on the Forum in the DevlopmentAircraftCockpit Development and 
was advised to join the mailing list. I am new to FlightGear development. I am 
running
Version 1.9.0-1 on Linux (Ubuntu Karmic). I have been looking at
improving the cockpit on the Cessna c172p. A few instrument textures
seem to be particularly low-resolution (128*128 pixels) and appear
blurry even at modest screen resolutions. I did a test dial for the
Airspeed Indicator (Aircraft/c172p/Instruments/asi) that you can see on
http://www.zen140161.zen.co.uk/images/asi02.png, and compare with the original 
http://www.zen140161.zen.co.uk/images/asi_fg.png. The new dial is drawn in svg 
format in Inkscape which allows for easier editing. Could I get feedback on 
this?

There are other modifications I would
like to work on, like the night illumination. But I have already been told (on 
the forum) that this has already been done in version 2.0. I will try to 
install 2.0 from PlayDeb.net
Thanks,
Stephan.

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