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Airport Textures...

Questions and discussion about enhancing and populating the FlightGear world.

Re: Alternate Textures (Airport&Water)...

Postby spitfirebruce21 » Sat Jul 21, 2012 10:07 am

Hello, as none of you know, well probobly, I have also being working on textures, and with LukeaFG, So here is a quik release of them!
Download
And some screens:

summer:

Water:
Image
Image

Water-lake:
Image
Image

Rock:
Image
Image below courtesy of [url]islandmonkey[/url]
Image

Winter:

Water is standard, as it would be in this season.

Water-lake:
Image
Image

Wakes are one problem:
Image


An interesting shot of both textures, at South Australia`s Coorong.
Image

Lachlan.
Last edited by spitfirebruce21 on Sat Jul 21, 2012 12:26 pm, edited 3 times in total.
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Re: Airport Textures...

Postby islandmonkey » Sat Jul 21, 2012 11:04 am

Are these going to be in git?
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Re: Airport Textures...

Postby spitfirebruce21 » Sat Jul 21, 2012 11:07 am

islandmonkey wrote in Sat Jul 21, 2012 11:04 am:Are these going to be in git?


No idea! if someone asks, Sure!
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Re: Airport Textures...

Postby islandmonkey » Sat Jul 21, 2012 11:08 am

Well I do. :D
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Re: Airport Textures...

Postby spitfirebruce21 » Sat Jul 21, 2012 11:28 am

Thanks, me and LukeaFG will talk about that, if enough people like it, of course!
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Re: Airport Textures...

Postby islandmonkey » Sat Jul 21, 2012 12:08 pm

Here is a pic of the rock texture (as requested):

Image
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Re: Airport Textures...

Postby kyokoyama » Sat Jul 21, 2012 4:30 pm

I'm interested in seeing how the rock texture(s?) will go from here :D

But the green lake water... That reminds me of this :shock: : http://www.huffingtonpost.com/2011/07/18/algae-bloon-qingdao-china-beach_n_901555.html#s310618



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Re: Airport Textures...

Postby Thorsten » Sat Jul 21, 2012 6:18 pm

Does this 'airport' texture look nice?


I think it's too noisy. If I remember correctly, airport grass is really pretty homogeneous, the texture looks more like grassland in nature, not like something that is regularly mown.

As for water, the trend seems to be to generate the textures procedurally based on environment conditions. The high-level water shaders don't actually need a texture - a (rgb) triplet for the base color and the current weather info can the trick.

Rock... as usualy only fits a particular location - but it's an interesting texture. I think it could well be used as alternative to the more greyish default rock in regional texturing schemes.
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Re: Airport Textures...

Postby LukeaFG » Sat Jul 21, 2012 11:09 pm

Yes I see what you mean about it being too noisy, I will get that fixed
I am trying to get it to look like this: Image

At the minute I am working on the runway textures but I am a little bit stuck.
I noticed in the Textures.high >> Runway folder that there is 2 sets of textures in the .png format, for example set 1 would have a file name like pa_rest then set 2 of the textures which are a little bit lighter would be like pc_rest, when I go into FlightGear I notice that some airports use the pc textures and some others use the pa textures.
Not all runways have lots of skidmarks and I am wondering does anyone know how the textures are choosen in FG because I could create a 3rd set with minimal skid marks then a 4th set with some more, etc, but how would FG choose the runways to place the textures on with the less skids marks or more skid marks?
Thanks for any help on this.
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Re: Airport Textures...

Postby Gijs » Sun Jul 22, 2012 8:17 am

pa = asphalt
pc = concrete

The runway surface is defined in the apt.dat. We cannot simply add a new surface definition, because we share the airport data and format with X-plane.

You could apply skid marks based on the runway size (eg. larger runways = larger aircraft = larger skidmarks), but this is clearly a guesstimate.
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Re: Airport Textures...

Postby Hooray » Sun Jul 22, 2012 8:47 am

Gijs wrote in Sun Jul 22, 2012 8:17 am:You could apply skid marks based on the runway size (eg. larger runways = larger aircraft = larger skidmarks), but this is clearly a guesstimate.


Yes, we talked about doing that previously (search for RUNWAY + SKID + MARKS) - At the moment, the heuristics cannot be easily improved. Runway length would obviously be possible, as would number of runways at an airport. But apart from that, it's really just guessing. At some point, it might be an interesting option to access some of the AI Traffic data (flight plans, schedules) in order to compute better skid marks.

Alternatively, now with the new canvas system, it should also be possible to create,draw and place skid marks dynamically as canvas textures applied to scenery elements, i.e. based on multiplayer traffic, so that you could actually see your own (and others) skid marks while performing touch & gos: http://flightgear.org/forums/viewtopic. ... =15#p30741

We could basically accomplish this by implementing a new Canvas placement using osg::OverlayNode:

http://trac.openscenegraph.org/projects ... verlayNode
http://trac.openscenegraph.org/document ... 00574.html

OverlayNode is for creating texture overlays on scenes, with the overlay texture being generated by pre rendering an Overlay Subgraph to a texture, then projecting this resulting texture on the scene.

http://trac.openscenegraph.org/projects ... lation.cpp
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Re: Airport Textures...

Postby DutchPilotMitchell » Sun Jul 22, 2012 11:36 am

hmm i am not sure if i like the water though
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Re: Airport Textures...

Postby Thorsten » Sun Jul 22, 2012 12:39 pm

Yes I see what you mean about it being too noisy, I will get that fixed
I am trying to get it to look like this(...)


That looks like a fairly plain base texture with a noise texture for color and possibly shade added dynamically inside the fragment shader.
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Re: Airport Textures...

Postby LukeaFG » Sun Jul 22, 2012 12:45 pm

Ah I see now what you mean, okay thank you very much for the info, so for the time being I will forget about the skid marks and look towards improving the textures.
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Re: Airport Textures...

Postby LukeaFG » Sun Jul 22, 2012 12:48 pm

Thorsten wrote in Sun Jul 22, 2012 12:39 pm:... added dynamically inside the fragment shader.

Sorry what do you mean by this?
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