Re: [Flightgear-devel] European Scenery Textures
Didn't have a chance to look at this until last night. Anyway, hi Ralf, cc'ing you to make sure you see it since this'll attach to an old thread in flightgear-devel. On Thu, 13 Apr 2006 15:27:11 +0200 Ralf Gerlich wrote: Chris Metzler schrieb: hgtchop didn't freak out for me; it was more of a subtle clue that there were problems that manifested themselves later at the end of the chain. When you run hgtchop on the data and produce the *.arr.gz files, hgtchop prints status info on each tile to the screen. Does that all look OK? Mine looked just fine, *except* when it printed the lat/lon of the tile where it was working, there were non-Latin-1 characters (non alphanumeric symbols) in there, which occasionally caused beeping (ctrl-g, the keyboard bell) when it tried to print them on the screen. Otherwise it looked perfectly fine. But that was the first sign that something was up. I have read your mails on terragear-devel but until now nothing of that seemed familiar. Until now. Well, I did mention this over there earlier, in the second paragraph of: http://mail.flightgear.org/pipermail/terragear-devel/2006-March/001355.html but however you saw it, I'm very glad, because . . . I think the non-latin-characters stem from the fact that HGT.write_area - which is called from hgtchop - writes the bucket to cout. SGBucket stores x and y as char. The operator declared in simgear/bucket/newbucket.hxx simply prints that as char. Try the attached patch on SimGear. If anything else doesn't work, I suspect that it doesn't have anything to do with this. Bingo! This not only stopped the odd non-Latin-1 characters to the screen, but it solved the problem with hgtchop. I am able to proceed to the end of the tool chain and build tiles! The next problem (which I'll post over there): the cutouts for the airports place the airports at sea level. http://www.speakeasy.org/~cmetzler/KSDF_pit.jpg But while I want to get this fixed at some point, right now I'm able to do what I most need to do, which is review airports I've worked on in TaxiDraw. Thanks much! -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear signature.asc Description: PGP signature
Re: [Flightgear-devel] European Scenery Textures
Hi, Chris Metzler schrieb: Well, I did mention this over there earlier, in the second paragraph of: http://mail.flightgear.org/pipermail/terragear-devel/2006-March/001355.html but however you saw it, I'm very glad, because . . . I saw it in both lists, but the memory about me seeing the same problem in my first scenery building attempts sunk in after I read it in flightgear-devel. If anything else doesn't work, I suspect that it doesn't have anything to do with this. Bingo! This not only stopped the odd non-Latin-1 characters to the screen, but it solved the problem with hgtchop. I am able to proceed to the end of the tool chain and build tiles! Huh?! I don't know how this small issue (char printing) could break the whole building process...but nevertheless: if it works, it works ;-) The next problem (which I'll post over there): the cutouts for the airports place the airports at sea level. http://www.speakeasy.org/~cmetzler/KSDF_pit.jpg But while I want to get this fixed at some point, right now I'm able to do what I most need to do, which is review airports I've worked on in TaxiDraw. This looks as if you ran hgtchop after genapts. Maybe it's even necessary to run terrafit before genapts (hgtchop, terrafit, genapts, fgfs-construct). Cheers, Ralf --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] European Scenery Textures
Ralf Gerlich wrote: Hi, Chris Metzler schrieb: Well, I did mention this over there earlier, in the second paragraph of: http://mail.flightgear.org/pipermail/terragear-devel/2006-March/001355.html but however you saw it, I'm very glad, because . . . I saw it in both lists, but the memory about me seeing the same problem in my first scenery building attempts sunk in after I read it in flightgear-devel. If anything else doesn't work, I suspect that it doesn't have anything to do with this. Bingo! This not only stopped the odd non-Latin-1 characters to the screen, but it solved the problem with hgtchop. I am able to proceed to the end of the tool chain and build tiles! Huh?! I don't know how this small issue (char printing) could break the whole building process...but nevertheless: if it works, it works ;-) The next problem (which I'll post over there): the cutouts for the airports place the airports at sea level. http://www.speakeasy.org/~cmetzler/KSDF_pit.jpg But while I want to get this fixed at some point, right now I'm able to do what I most need to do, which is review airports I've worked on in TaxiDraw. This looks as if you ran hgtchop after genapts. Maybe it's even necessary to run terrafit before genapts (hgtchop, terrafit, genapts, fgfs-construct). *always* fully process your DEM before you start basing other stuff on it. there's no need to run arrayfit - but it will get rid of a lot of redundant data. It's worth the time spent processing it. Then *back up the result* you won't need to go back to that step until newer DEM data is released. Once you're at that stage you can happily run genapts, build some scenery, then throw it away and build a newer version. -- Jon Stockill [EMAIL PROTECTED] --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] European Scenery Textures
Jon Stockill schrieb: *always* fully process your DEM before you start basing other stuff on it. there's no need to run arrayfit - but it will get rid of a lot of redundant data. It's worth the time spent processing it. Then *back up the result* you won't need to go back to that step until newer DEM data is released. Once you're at that stage you can happily run genapts, build some scenery, then throw it away and build a newer version. What he said ;-) Cheers, Ralf --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] European Scenery Textures
On Wed, 12 Apr 2006 21:09:55 -0400 Rob Oates wrote: 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... I compiled mine using CVS everything. I hope *that* isn't an issue. hgtchop didn't freak out for me; it was more of a subtle clue that there were problems that manifested themselves later at the end of the chain. When you run hgtchop on the data and produce the *.arr.gz files, hgtchop prints status info on each tile to the screen. Does that all look OK? Mine looked just fine, *except* when it printed the lat/lon of the tile where it was working, there were non-Latin-1 characters (non alphanumeric symbols) in there, which occasionally caused beeping (ctrl-g, the keyboard bell) when it tried to print them on the screen. Otherwise it looked perfectly fine. But that was the first sign that something was up. I'm starting to wonder now if it's not a porting issue -- I'm on an AMD64 machine in 64-bit mode. Most 32-bit code is good to go as-is -- just need a recompile. That was the case for plib/SimGear/FG, for instance. But very occasionally that's not true (cf. a 64-bit version of OpenOffice). -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear signature.asc Description: PGP signature
Re: [Flightgear-devel] European Scenery Textures
Hi, Chris Metzler schrieb: hgtchop didn't freak out for me; it was more of a subtle clue that there were problems that manifested themselves later at the end of the chain. When you run hgtchop on the data and produce the *.arr.gz files, hgtchop prints status info on each tile to the screen. Does that all look OK? Mine looked just fine, *except* when it printed the lat/lon of the tile where it was working, there were non-Latin-1 characters (non alphanumeric symbols) in there, which occasionally caused beeping (ctrl-g, the keyboard bell) when it tried to print them on the screen. Otherwise it looked perfectly fine. But that was the first sign that something was up. I have read your mails on terragear-devel but until now nothing of that seemed familiar. Until now. I think the non-latin-characters stem from the fact that HGT.write_area - which is called from hgtchop - writes the bucket to cout. SGBucket stores x and y as char. The operator declared in simgear/bucket/newbucket.hxx simply prints that as char. Try the attached patch on SimGear. If anything else doesn't work, I suspect that it doesn't have anything to do with this. Cheers, Ralf Index: simgear/bucket/newbucket.hxx === RCS file: /var/cvs/SimGear-0.3/source/simgear/bucket/newbucket.hxx,v retrieving revision 1.9 diff -u -r1.9 newbucket.hxx --- simgear/bucket/newbucket.hxx 8 Mar 2006 18:16:08 - 1.9 +++ simgear/bucket/newbucket.hxx 13 Apr 2006 13:25:11 - @@ -316,7 +316,7 @@ inline ostream operator ( ostream out, const SGBucket b ) { -return out b.lon : b.x , b.lat : b.y; +return out b.lon : (int)b.x , b.lat : (int)b.y; }
Re: [Flightgear-devel] European Scenery Textures
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
Hi, I also did some tweaking on the textures. What I found is that increasing saturation does enhance contrast and makes the textures look more natural. And the texture borders aren't as visible as when you only increase contrast. Especially the mixedcrop texture benefited from more saturation. Mark Georg 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 language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] European Scenery Textures
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 language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel--- This SF.Net email is sponsored by xPML, a groundbreaking scripting languagethat extends applications into web and mobile media. Attend the live webcastand join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642___ Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] European Scenery Textures
On Tue, 11 Apr 2006 22:43:19 -0400 Rob Oates wrote: //currently, trying to figure out terragear... Good luck. If you get it to work, please let me know. I've been stuck trying 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 wanted to 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 why hgtchop is acting funny. I'd started on a wiki page describing the building 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 I have become civilized. - Chief Luther Standing Bear signature.asc Description: PGP signature
[Flightgear-devel] European Scenery Textures
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] European Scenery Textures
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, this is great work and these textures are the best for the local area I ever had. Thank you very very much! I could only get a very quick UFO flight now and will come back to the theme this evening. If you don't mind I'll contact you off-list for some little request. A big step forward in the representation of my homeland in FlightGear! I hope I can manage to put my demo and fun Bremen scenery on my homepage this late evening together with a little flightplan so that you can see how your textures work together with some local objects :-) Go on with your work, the world is big enough! Regards Georg EDDW --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] European Scenery Textures
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 language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel