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EDDT (BERLIN-TEGEL) SCENERY

Questions and discussion about enhancing and populating the FlightGear world.

Re: EDDT (BERLIN-TEGEL) SCENERY

Postby IceBreaker » Wed Feb 27, 2019 1:51 am

@Ger272 the modeling style of objects I really like it! All very clean, with a low-poly style that I prefer because the final effect is really nice and satisfying.

I would like Flighgear to adopt this style of modeling for the airports because I think it combines the right optimization with the excellent overall graphic style of the objects (well visible even at a distance).

I'd be curious to see the effect on VFR night flights.

Really a good job, these are days that I reflected on how to create the models of the airports and thanks to you I have confirmed that this style is the best to be adopted.
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby Ger272 » Wed Feb 27, 2019 9:19 am

Thank you very much IceBreaker :)

For the appearance at night I want to creat a secound model with different coloring. Therefore I have a question: As other models also change their appearance is it possible to create an .xml-File which schedules the time for the .ac-File from which on the "Night-Model" is being used?

For example:
Model #1 = Day Model
Model #2 = Night Model
If daytime use Day Model
If nighttime use Night Model

<object-name>Day Model</object-name>
<condition>
<greater-than>
<property>/sim/time/sun-angle-rad</property>
<value>????</value>
</greater-than>
</condition>

<object-name>Night Model</object-name>
<condition>
<greater-than>
<property>/sim/time/sun-angle-rad</property>
<value>????</value>
</greater-than>
</condition>

Is there someone who is able to write such an .xml-File for EDDB and EDDT?
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby fmg » Wed Feb 27, 2019 10:44 am

There are several options for a night version. Depends what you prefer. I guess building a complete model therefore might be the worst one, since it doubles the data size.
1. You can use textranslate to shift the texture to a night-version. Then you you have normally to illuminate the model via xml at night. Pros: Just one model with no additions. Cons: it doubles your texture size.
Used for exaple here: https://scenery.flightgear.org/app.php? ... ew&id=1570

2. You can add parts to the model that are illuminated in the model that would be selected at night. I have done this for example in this model:
https://scenery.flightgear.org/app.php? ... ew&id=3289
For the night I only add some windows that become selected when it gets dark. The windows are just rects slightly in front of the building. So kind of fake, but if it's dark and you didn't go rather, rather close to the building you can't tell.

3. You can place SharedObjects via xml at your model, in this case probably lights, that become selected at night. I have done this for the red warning-lights in the model.
Pros: Your model can be smaller and less complex, with no redundant elements. Cons: Depends on that the SharedObject is available.

Using Rembrandt, Canvas or ALS there are even more possibilities, but I like to keep it simple and this stuffs dosen't work anyway in my old FG version here.
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby pb321 » Wed Feb 27, 2019 1:59 pm

Nice work! It looks great!
Night illumination is explained well in this Wiki:
http://wiki.flightgear.org/Howto:Illuminate_faces
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby Ger272 » Wed Feb 27, 2019 6:14 pm

Thanks to all of these answers!!!
Just to avoid misunderstandings: My models do not have a texture map as the models are simply colorized in sketchUp (just one .ac-File). Therefore I thougth that it would be easier to simply copy the day-time model and change the colors for night-time and have two models in the end (EDDT-Day.ac and EDDT-Night.ac). This way I would just need an xml-File which schedules the use of these two models.
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby fmg » Wed Feb 27, 2019 7:00 pm

If you have no textures I would suggest to use method 2 that I described. Model just the things that should be illuminated (windows, lamps... *) with a emission defined in their model material. Then select this parts if it gets dark.

*guess you must already have the windows as a single surface without a texture
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby IceBreaker » Wed Feb 27, 2019 9:04 pm

Ger272 wrote in Wed Feb 27, 2019 6:14 pm:Thanks to all of these answers!!!
Just to avoid misunderstandings: My models do not have a texture map as the models are simply colorized in sketchUp (just one .ac-File). Therefore I thougth that it would be easier to simply copy the day-time model and change the colors for night-time and have two models in the end (EDDT-Day.ac and EDDT-Night.ac). This way I would just need an xml-File which schedules the use of these two models.


quiet, your style is the top in my opinion. Much better low-poly colored (without textures), lightweight and that give a really nice effect in the scenario of FG. In addition to this, it is a light style that is perfectly optimized and simple to make.
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby Catalanoic » Wed Feb 27, 2019 11:46 pm

for textured buildings i prefer to have two separated texture files, one for night and the other for night like other sims/games, but we haven't the code yet for FG
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby sidi762 » Thu Feb 28, 2019 11:00 am

Catalanoic wrote in Wed Feb 27, 2019 11:46 pm:for textured buildings i prefer to have two separated texture files, one for night and the other for night like other sims/games, but we haven't the code yet for FG


Hi Catalanoic,

Guessing you mean one for daytime and one for night, we actually can do that in FG by using lightmap eff files.
Here is my eff file used in my ZBNY scenery.


Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
        <name>terminal</name>
        <inherits-from>/Effects/model-combined-deferred</inherits-from>
        <parameters>
                <!-- Light Map -->
                <lightmap-enabled type="int">1</lightmap-enabled>
                <lightmap-multi type="int">1</lightmap-multi>
                <texture n="3">
                  <image>org.aericaps.ZBNY/ZBNY01_02_LIT.png</image>
                  <wrap-s>repeat</wrap-s>
                  <wrap-t>repeat</wrap-t>
                </texture>
                <lightmap-factor type="float" n="0">1</lightmap-factor>
                <lightmap-factor type="float" n="1">1</lightmap-factor>
                <lightmap-factor type="float" n="2">1</lightmap-factor>
                <lightmap-color type="vec3d" n="0"> 1. 0. 0. </lightmap-color>
                <lightmap-color type="vec3d" n="1"> 0. 1. 0. </lightmap-color>
                <lightmap-color type="vec3d" n="2"> 0. 0. 1. </lightmap-color>
                <lightmap-factor type="float" n="3">0</lightmap-factor>
        </parameters>
</PropertyList>
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby Catalanoic » Sat Mar 02, 2019 12:22 am

Exactly, thanks sidi762, i'll try it
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby butter330 » Wed Jan 10, 2024 9:53 am

Hey, can somebody tell me if this is still active? I'd love to try it, it looks awesome :D
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby merspieler » Wed Jan 10, 2024 2:09 pm

Have you looked at the time stamp of the previous post? Looks not like it Looking at the scenery map, these models seem to be in terrasync now.
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Re: EDDT (BERLIN-TEGEL) SCENERY

Postby butter330 » Thu Jan 11, 2024 12:40 pm

Yes I did look at the time stamp which was the reason why I was so confused. The stuff for EDDT in the link from one older post in this thread (https://github.com/D-ECHO/Berlin) looks very incomplete compared to the pictures shown on page one
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