Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-09 Thread Isao Yamashita
This is something that I would like to do for Washington DC.Unfortunately I don't have vector graphics, though I can easily getraster graphics of the USGS 7.5' maps.Josh  ---You can use Inkscape to convert the raster graphics to SVG (or other vector) formats.My 2 centsIsaoJosh Babcock [EMAIL PROTECTED] wrote:  Robicd wrote: Julien Pierru wrote:  Right now svg2ac creates one .ac file containing all the buildings, another containing all the runways and a last one containing all the taxiways. It would be easy for someone to go in the .ac file using either blender or AC3D and edit the geometry, to add features such as towers,
 ; modify
 the height of the buildings aor improve their shape. Texturing could also be done, or colors can be added directly in the .ac file. The output of svg2ac is not necessarily a finish product, it is a first step that indeed cuts down the developer's work when creating sceneries. This code can also be used to create any kind of buildings from a vector image, such as city blocks or what have you. Julien   I am currently doing that in a non automated way, in order to get a few bulk buildings and populate Wiesbaden city (look at www.flight-gear.de forum for screenshots); I don't like having just a few nice buildings out there in the middle of nowhere.  I prefer having grey buildings than don't have any at all. Do you think svg2ac (which I've currently not tested) could be a real improvement in spe
 ed? I
 see that svg2ac generates errors which have to be corrected later with Blender/AC3D. It looks like svg2ac needs svg images first, which I don't have for Wiesbaden city, are they easy to find?  Roberto--- 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 is something that I would like to do for Washington DC.Unfortunatel
 y I
 don't have vector graphics, though I can easily getraster graphics of the USGS 7.5' maps.Josh---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] Ground structures pulled from diagrams.

2006-03-06 Thread Julien Pierru
Right now svg2ac creates one .ac file containing all the buildings, another containing all the runways and a last one containing all the taxiways.It would be easy for someone to go in the .ac file using either blender or AC3D and edit the geometry, to add features such as towers, modify the height of the buildings aor improve their shape.
Texturing could also be done, or colors can be added directly in the .ac file.The output of svg2ac is not necessarily a finish product, it is a first step that indeed cuts down the developer's work when creating sceneries. 
This code can also be used to create any kind of buildings from a vector image, such as city blocks or what have you.Julien


Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-06 Thread Robicd

Julien Pierru wrote:
Right now svg2ac creates one .ac file containing all the buildings, 
another containing all the runways and a last one containing all the 
taxiways.
It would be easy for someone to go in the .ac file using either blender 
or AC3D and edit the geometry, to add features such as towers, modify 
the height of the buildings aor improve their shape.
Texturing could also be done, or colors can be added directly in the .ac 
file.
The output of svg2ac is not necessarily a finish product, it is a first 
step that indeed cuts down the developer's work when creating sceneries.
This code can also be used to create any kind of buildings from a vector 
image, such as city blocks or what have you.


Julien


I am currently doing that in a non automated way, in order to get a few 
bulk buildings and populate Wiesbaden city (look at www.flight-gear.de 
forum for screenshots); I don't like having just a few nice buildings 
out there in the middle of nowhere.


I prefer having grey buildings than don't have any at all. Do you think 
svg2ac (which I've currently not tested) could be a real improvement in 
speed? I see that svg2ac generates errors which have to be corrected 
later with Blender/AC3D.
It looks like svg2ac needs svg images first, which I don't have for 
Wiesbaden city, are they easy to find?


   Roberto



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Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-06 Thread Julien Pierru
Yes svg2ac can be a real improvement in speed, the whole process takes seconds(except for the altitude fetching part, but that can be improved~minutes). The errors currently can not be corrected in Blender, the first one is a bug in my code, the second is inherent to FG(but there are techniques to fix that).
Basically what we need is pdfs of buildings layouts, that we can convert to svg and then to ac using svg2ac. So far we have been able to find only airports, but we haven't really looked around for detailed city maps.



Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-06 Thread Josh Babcock
Robicd wrote:
 Julien Pierru wrote:
 
 Right now svg2ac creates one .ac file containing all the buildings,
 another containing all the runways and a last one containing all the
 taxiways.
 It would be easy for someone to go in the .ac file using either
 blender or AC3D and edit the geometry, to add features such as towers,
 modify the height of the buildings aor improve their shape.
 Texturing could also be done, or colors can be added directly in the
 .ac file.
 The output of svg2ac is not necessarily a finish product, it is a
 first step that indeed cuts down the developer's work when creating
 sceneries.
 This code can also be used to create any kind of buildings from a
 vector image, such as city blocks or what have you.

 Julien
 
 
 I am currently doing that in a non automated way, in order to get a few
 bulk buildings and populate Wiesbaden city (look at www.flight-gear.de
 forum for screenshots); I don't like having just a few nice buildings
 out there in the middle of nowhere.
 
 I prefer having grey buildings than don't have any at all. Do you think
 svg2ac (which I've currently not tested) could be a real improvement in
 speed? I see that svg2ac generates errors which have to be corrected
 later with Blender/AC3D.
 It looks like svg2ac needs svg images first, which I don't have for
 Wiesbaden city, are they easy to find?
 
Roberto
 
 
 
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This is something that I would like to do for Washington DC.
Unfortunately I don't have vector graphics, though I can easily get
raster graphics of the USGS 7.5' maps.

Josh


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Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-06 Thread Ampere K. Hardraade
On Monday 06 March 2006 02:52, Chris Metzler wrote:
 If there's some way to make them not look like white boxes, but rather
 like real ground structures look -- whether through texturing, or just
 solid material colors on the polys without using textures-- I agree.
 Without that, I dunno.  
snip
 So the question is, how easy/hard will it be to edit the structures
 after generation -- to give them a look other than grey/white boxes?
Sure, just open the resulting AC3D file in your favorite 3D modelling tool and 
apply a material.  People can also modify the the svg2ac source code to have 
this done automatically.

 In response to something I was playing with 
 a year or two ago, David Megginson made the point to me (and I had
 to concede he was right) that scenery objects that look crude (in a
 graphics sense) can be worse than if they weren't even there in the
 scene at all; they stick out against the more realistic-looking
 terrain, runways, etc., and break the user's suspension of disbelief.
Of course white boxes would stand out.  Once a material has been applied 
however, the resulting grey boxes should blend in fairly well with 
FlightGear's scenery at this point in time.

 Are they going into invididual .ac files, or one big .ac file for an
 entire area (including many buildings)?  Or is the plan to provide
 some generic wall/roof colors or textures to these structures when
 generated?
They are one big AC3D file.

Ampere


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Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-06 Thread Ampere K. Hardraade
On Monday 06 March 2006 03:48, Detlef Faber wrote:
 Even without automatic texture generation it would cut down airport
 scenery creation time significantly. Automatic creation, sizing and
 placing of objects is great, and applying a generic texture should not
 be too hard. At least it eases the job for locals to adjust their
 airport to exact matching with reality (And non locals will find it
 easier to find the airport by surrounding buildings rather than a bare
 runway somewhere).

 Greetings,

Yep, that's the whole point of the automatic airport generation process.  The 
goal is not to automatically generate a finished product, but to generate 
templates and let those who are interested to do the enhancement.

Ampere


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