Re: [Flightgear-devel] European Scenery Textures

2006-04-18 Thread Chris Metzler

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

2006-04-18 Thread Ralf Gerlich

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

2006-04-18 Thread Jon Stockill

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

2006-04-18 Thread Ralf Gerlich

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

2006-04-13 Thread Chris Metzler
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

2006-04-13 Thread Ralf Gerlich

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

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 Mark
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

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
 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

2006-04-11 Thread Chris Metzler
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

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] European Scenery Textures

2006-04-10 Thread Georg Vollnhals

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

2006-04-10 Thread Georg Vollnhals

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