Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Anders Gidenstam
On Sat, 3 Apr 2010, Stuart Buchanan wrote: > However, having thought about this a bit more, I think there's a > straightforward solution, which is to have a tag on the model to force > sub-model loading for that > model irrespective of the global setting. This could be set for the 747 > and the

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
Gary Neely wrote: > I'd like to second Gijs' concerns here. I build my models in sub-units > partly to facilitate ease of maintenance and development, and partly > for easy LoD range logic. My model units tend to be: airframe, > external details (antennae, etc), external lighting rig, cockpit, > i

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
jean pellotier wrote: > Stuart Buchanan a écrit : >> >> Providing a higher granularity of control would be tricky but not >> impossible - I guess you could define a list of model names that >> are to be loaded completely... >> >> > could it be done "per callsign", like the ignore chat message check

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gary Neely
On Sat, Apr 3, 2010 at 3:30 AM, Gijs de Rooy wrote: >> Rob wrote: >> However, would the one stated above prevent models which use submodels for >> wing-flex effects >> from appearing to have wings?  (Wait... are there any such models, or are >> the wings animated >> components of the main model?)

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
Gijs de Rooy wrote: > A much bigger problem are those aircraft (like my 744) that are split into > several models, for easy > maintenance/development. Wings, fuselage, gear area all seperate models, > with seperate animation > files... I wasn't aware that we had any aircraft split up this way. Ho

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread jean pellotier
Stuart Buchanan a écrit : > > Providing a higher granularity of control would be tricky but not > impossible - I guess you could define a list of model names that > are to be loaded completely... > > could it be done "per callsign", like the ignore chat message check box, with maybe a command l

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gijs de Rooy
> Rob wrote: > However, would the one stated above prevent models which use submodels for > wing-flex effects > from appearing to have wings? (Wait... are there any such models, or are the > wings animated > components of the main model?) A much bigger problem are those aircraft (like my 744

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
For those interested in trying this out, I've uploaded a simple patch to http://www.nanjika.co.uk/flightgear/ai.diff It's not suitable for committing in it's present form - at the very least the properties should be loaded from the FG tree rather than SimGear and I'm not sure that the SGReaderWrit

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Alexis Bory wrote: > When using dual control like in Anders c172p-dual-control and > ZLT-NT blimp, or the f-14b-bs, the copilot is actually flying in an AI > model which needs all the eavy stuff we would like to disappear in > most other situations. > > There is also a big demand of visual details

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Jason Shepard wrote: > Stuart: >> 1) A control to disable sub-model loading for AI aircraft. This >> effectively stops the model loader from recursing into tags, >> and therefore stops it from loading any sub-models such as cockpits, >> instruments, pilots etc. > > Csaba: >> I want to see AI/MP ai

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Citronnier - Alexis Bory
Stuart Buchanan a écrit : > In an effort to help with this I've been looking at two fixes: 1) A > control to disable sub-model loading for AI aircraft. This > effectively stops the model loader from recursing into tags, > and therefore stops it from loading any sub-models such as cockpits, >

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Jason Shepard
Stuart: > 1) A control to disable sub-model loading for AI aircraft. This > effectively stops the model loader from recursing into tags, > and therefore stops it from loading any sub-models such as cockpits, > instruments, pilots etc. Csaba: > I want to see AI/MP aircraft in full detail when I a

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Me: > However, would the one stated above prevent models which use submodels for > wing-flex effects from appearing to have wings? (Wait... are there any such > models, or are the wings animated components of the main model?) Stuart: > I would expect that the wing flex would be an animated compo

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Rob Shearman, Jr. > However, would the one stated above prevent models which use submodels for > wing-flex effects from appearing to have wings?  (Wait... are there any such > models, or are the wings animated components of the main model?) I would expect that the wing flex would be an animated co

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Durk Talsma
Hi All, On Friday 02 April 2010 09:19:45 am Stuart Buchanan wrote: > > Yes, but there's unlikely to be much advantage as most of the AI models > used in single player (tanker, AI aircraft) are already low-poly models. > > However, it does affect the Nimitz carrier, which is quite a detailed > mode

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Stuart: > 1) A control to disable sub-model loading for AI aircraft. This > effectively stops the model loader from recursing into tags, > and therefore stops it from loading any sub-models such as cockpits, > instruments, pilots etc. Csaba: > I want to see AI/MP aircraft in full detail when I a

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Stuart: > A number of people on the forums have mentioned performance issues on > lower-spec system on MP, particularly due to loading complex models > for other aircraft causing stuttering. > > In an effort to help with this I've been looking at two fixes: > 1) A control to disable sub-model loadi

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Csaba Halász wrote: > Generally I prefer proper LOD and getting rid of specialized AI > versions. I want to see AI/MP aircraft in full detail when I am near > one - or even inside. Ideally I want to see all the instruments > properly working when I hitch a ride using model+cockpit view. In the > lo

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Jason Shepard wrote: > As far as what you have written here: > > 1) As I understand this, it basically does exactly the same thing as going > through the individual model files and removing the cockpits/interiors/etc., > correct? Correct. > a)  Would this work on single-player? Yes, but there's

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Csaba Halász
On Fri, Apr 2, 2010 at 12:52 AM, Stuart Buchanan wrote: > Hi All, > > In an effort to help with this I've been looking at two fixes: > 1) A control to disable sub-model loading for AI aircraft. This > effectively stops the model loader from recursing into tags, > and therefore stops it from loadi

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Jason Shepard
As far as what you have written here: 1) As I understand this, it basically does exactly the same thing as going through the individual model files and removing the cockpits/interiors/etc., correct? If that is the case, I find this to be an excellent replacement for having to depend on each indiv