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Erickson S-64 Aircrane anyone?

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Re: Erickson S-64 Aircrane anyone?

Postby helijah » Sun Jul 26, 2020 8:14 pm

Hi Wilbragg

While waiting to see your fantastic work and add it on FGAddon, I made a small update today. Added Bumpmap and Yokes :)

Regards Emmanuel

P.S. If you remember your water hose, I like to check it out and get it all cleaned up. When I see some great models but totally badly organized and badly written I prefer, you know how to keep an eye on my models :)
Many here forget the priority of OpenSource. It's not the finality of the product, but the openness, readability, simplicity and especially the good understanding for future generations who will want to work on it.
Having clean and well indented XML files. A logical and simple organization of files and folders.
And especially not files mixed in all directions that make the whole incomprehensible and totally closed.
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Sun Jul 26, 2020 8:57 pm

P.S. If you remember your water hose, I like to check it out and get it all cleaned up. When I see some great models but totally badly organized and badly written I prefer, you know how to keep an eye on my models

I totally appreciate you opinion and agree with it in large part. I also appreciate your taking the time to better organize anything i do on the dev repository and put it through a quality check before adding it to fgaddon. I know I have a real bad tendency to do first and organize later, not a good habit but it's just how I have always done it. I can spit out a lot of production that way but it costs me time on the back end. Even textures sometimes are rough draft that I go back and redo when I get to certain milestones.
What I really like of your work is your textures and the process you do to make them so artistic, they look really good.

That's the problem when working on such big projects, even the over all modeling of a single aircraft is a massive job requiring many disciplines. I doubt many are masters of it all. Yet we have some really nice complex aircraft. They have come along way in capability and look in the last few years and continue to see new systems created and implemented.

I'll be sure to pick up your additions.
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Mon Jul 27, 2020 10:54 pm

Progressing nicely on the breakers.
Image

Incorporated helijah's new sticks.
Image
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Re: Erickson S-64 Aircrane anyone?

Postby Marsdolphin » Tue Jul 28, 2020 11:10 am

That's great! 8)

Is this on github or available to download somewhere?

Regards,
Mars.
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Have fun flying!
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Tue Jul 28, 2020 11:59 pm

I don't have the latest additions pushed to the development repository yet. But the compositor version where all the updates are going is at...
https://github.com/wlbragg/AirCrane/tree/compaddon
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Wed Jul 29, 2020 6:04 am

Pushed a really big update to dev repo. AFCS panel must now be at least partially configured for AFCS activation. Autostart will automatically turn on AFCS system. There is a GUI choice for model E or F AirCrane panels. Right now not much of a difference, but in time there is likely to be more differences.

Added the new sticks by helijah, thank you for that helijah, they are prefect and look really good.

Most of the update was refactoring of code and resources, some temporary mock electrical to limit power to some panel and instrument lamps (tied bat to lamps). Not entirely correct as they will eventually also receive power from generators, rectifiers and in some cases the inverter.

Update only on the compositor branch so far.
To make compositor branch work correctly in default renderer, all you have to do is swap the commented effect paths in
AirCrane/Models/Effects/interior/cockpit-interior.eff
from model-combined back to model-interior
Code: Select all
  <!--inherits-from>Effects/model-interior</inherits-from-->
  <inherits-from>Effects/model-combined</inherits-from>
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Thu Jul 30, 2020 2:36 am

The non compositor branch of the development version of the AirCrane at
https://github.com/wlbragg/AirCrane
is now synced with the compositor branch. The cargo addon is required in order to have any of that functionality. The base AirCrane in all branches now required the Cargo Addon for cargo hauling and stacking functionally.

The only issue I am aware of is that the exterior shadow isn't working, I don't know why or if it was something i did to break it. If anyone figures it out I would appreciate some feedback on the subject.
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Re: Erickson S-64 Aircrane anyone?

Postby Johan G » Thu Jul 30, 2020 12:16 pm

If the Cargo Addon is starting to get stable/mature it might be a good Idea to have it added to FGAddon/Addons. ;)
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Thu Jul 30, 2020 5:19 pm

If the Cargo Addon is starting to get stable/mature

I think it is far enough along to be added to fgaddons. It works on all helicopters in fgaddon as well as airships. It is a CIP (Continuous Improvement Process) so it potentially will be updated for a long time to come.

I asked on the dev list how to get it in there and got no replies so I put it on the back burner.
I could use some guidance in that regard.
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Re: Erickson S-64 Aircrane anyone?

Postby Johan G » Thu Jul 30, 2020 6:28 pm

wlbragg wrote in Thu Jul 30, 2020 5:19 pm:I asked on the dev list how to get it in there and got no replies so I put it on the back burner.
I could use some guidance in that regard.

I am no programmer and have not looked at how your Cargo Addon is built, and how much of it is Nasal, property rules or other things.

The downside with the addon mechanism ("API") is that it basically is enabled by feeding FlightGear the path to its base directory using a command line switch.[1]

If it is pretty much only Nasal it might be more convenient to add it for example as a Nasal library in FGData/Nasal. The aircraft developers would of course still have to set up some properties, for example position, max capacity etc, but the end users would not have to be bothered to set up the command line switch.
____
[1] See also the FlightGear wiki article Addon (permalink).
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Thu Jul 30, 2020 7:28 pm

I am no programmer and have not looked at how your Cargo Addon is built,

No, it is a full featured "Addon" built using those specifications and definitely belongs in Addons.

The downside with the addon mechanism ("API") is that it basically is enabled by feeding FlightGear the path to its base directory using a command line switch

Small price to pay for the functionality you gain.
Like I said, it seamlessly attaches to any helicopter or airship with the addition of a single cmd line option and functionally has come a considerable way from it's beginnings thanks to Stuart's requests for a "stand alone" military line of cargo. That made me rethink how to organize it and instigated a very useful feature, the ability to organize different cargo sets.
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Thu Jul 30, 2020 7:29 pm

I asked on the dev list how to get it in there and got no replies so I put it on the back burner.

I either have access to the repo as I do to fgaddon or I suppose a simple merge request is what is needed.
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Re: Erickson S-64 Aircrane anyone?

Postby Johan G » Fri Jul 31, 2020 6:29 pm

wlbragg wrote in Thu Jul 30, 2020 7:28 pm: it is a full featured "Addon" built using those specifications and definitely belongs in Addons.

[...] functionally [it] has come a considerable way from it's beginnings thanks to Stuart's requests for a "stand alone" military line of cargo. That made me rethink how to organize it and instigated a very useful feature, the ability to organize different cargo sets.

Good points. :)
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Wed Dec 09, 2020 8:41 pm

FYI:
aircrane-comp branch is now gone in the development repository. There is only a master branch. The effects for that branch are set to use the compositor shadows both interior and exterior. I commented out the opacity cube map in Aircraft\AirCrane\Models\Effects\interior\cockpit-interior-shadows.eff and added the needed pure white cube and the switch to turn on compositor interior shadows.
So for the original opacity cube map use...
Code: Select all
<texture n="4">
      <type>cubemap</type>
      <images>
        <positive-x>Models/Effects/interior/0004m.png</positive-x>
        <negative-x>Models/Effects/interior/0002m.png</negative-x>
        <positive-y>Models/Effects/interior/0001m.png</positive-y>
        <negative-y>Models/Effects/interior/0003m.png</negative-y>
        <positive-z>Models/Effects/interior/0006m.png</positive-z>
        <negative-z>Models/Effects/interior/0005m.png</negative-z>
      </images>
    </texture>
    <!-- the cube center must be the same as the camera x,y,z in blend -->
    <opacity-cube-center type="vec3d" n="0"> -8.62744 0.0 -1.08545</opacity-cube-center>
    <opacity-cube-scale type="vec3d" n="0"> 1 1 1</opacity-cube-scale>
    <opacity-cube-angle type="float">0.0</opacity-cube-angle>

For the compositor shadows use...
Code: Select all
   <texture n="4">
      <type>cubemap</type>
      <images>
         <positive-x>Models/Effects/interior/white.png</positive-x>
         <negative-x>Models/Effects/interior/white.png</negative-x>
         <positive-y>Models/Effects/interior/white.png</positive-y>
         <negative-y>Models/Effects/interior/white.png</negative-y>
         <positive-z>Models/Effects/interior/white.png</positive-z>
         <negative-z>Models/Effects/interior/white.png</negative-z>
      </images>
   </texture>
   <shadow-mapping-enabled>true</shadow-mapping-enabled>
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Re: Erickson S-64 Aircrane anyone?

Postby wlbragg » Wed Dec 09, 2020 9:23 pm

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