Board index FlightGear Development Scenery

modeling the Hajj Terminal, for OEJN

Questions and discussion about enhancing and populating the FlightGear world.

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Sun Aug 16, 2015 10:28 am

Hello gsagostinho,

yes, the textures you provided in the Regional Textures were so good that i was surprised how similar they looked with real life, true about the dust bit, needs *alot* of dust if i want it represent reality, as it's mostly dusty here anyway, so hooray for flightgear i guess :D
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby gsagostinho » Sun Aug 16, 2015 10:30 am

Hooray! :D
User avatar
gsagostinho
 
Posts: 1806
Joined: Thu Jan 15, 2015 7:27 pm
Location: London, UK

Re: modeling the Hajj Terminal, for OEJN

Postby MIG29pilot » Sun Aug 16, 2015 10:15 pm

Mind you, FG would be improved in many ways by making the textures look a little "dirtier"---not to say that we should make everything in flightgear filthy, but a bit of dust, soot, and wear here and there would go a long way.
User avatar
MIG29pilot
 
Posts: 1465
Joined: Tue May 19, 2015 5:03 pm
Location: 6 feet under Snow
Callsign: MIG29pilot
Version: 2020.1.3
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Sat Aug 22, 2015 2:11 pm

so today Vic accepted the last of my submissions, which means you can go now and enjoy this work if you spawn in Jeddah and enable Terrasync, big thanks to all who made this possible whom without this wouldn't have finished as fast as it did before the end of Augest, mainly Vic for overall support and modelling advice, Gilberto for beautiful textures and Thorsten for pointers on how effects work, which i had no prior knowledge for but you can see my progress through the thread.

Thank you guys
Hamza
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby Thorsten » Sat Aug 22, 2015 5:53 pm

Mind you, FG would be improved in many ways by making the textures look a little "dirtier"


No, the base layer textures are supposed to be clean so that dust/dirt can be added procedurally.
Thorsten
 
Posts: 12490
Joined: Mon Nov 02, 2009 9:33 am

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Sat Aug 22, 2015 6:43 pm

Thorsten is right, that way one texture can apply for different climate conditions, rather than a texture for each climate
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Mon Oct 12, 2015 4:48 pm

Emillian "i4dnf" helped me reduce number of vertices and apply edge split modifier, the model also has reduced vertices for column base, and applied autosmooth shading at 30d, regular smooth shading isn't working with the exporter for some reason(Blender 2.73).

i have also used his tips in removing the unnecessary "range" animation, i also removed the multiple import of sub models acting as top lights "RedLight10000.xml", i will do better than multiple object import, and might directly use a low face count sphere with emission interpolated with sun rad.

here is how it looks now, notice the smooth shading:

Image

also, all said and done, here are the gains that i confirm with the pre-recorded flight for before/after rework frame rate:

Image

gained 20 fps in some places :)

edit:

lower res photo(56k friendly):

Image

although it was taken some revisions in the past, but gives you the idea of before/after look, before:

Image

after:

Image
Last edited by hamzaalloush on Sun Sep 17, 2017 5:25 am, edited 1 time in total.
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby Johan G » Mon Oct 12, 2015 11:18 pm

Nice improvement. Thanks, to the both of you. :D
Low-level flying — It's all fun and games till someone looses an engine. (Paraphrased from a YouTube video)
Improving the Dassault Mirage F1 (Wiki, Forum, GitLab. Work in slow progress)
Some YouTube videos
Johan G
Moderator
 
Posts: 6629
Joined: Fri Aug 06, 2010 6:33 pm
Location: Sweden
Callsign: SE-JG
IRC name: Johan_G
Version: 2020.3.4
OS: Windows 10, 64 bit

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Tue Oct 13, 2015 12:20 am

Thanks Johan! I'm really flattered of your response, it still has some work left, i'm thinking of applying a red luminance on the top of the quad columns with the lightmap texture, simulating the light illuminating the top of the columns from the red beacon lights enabled at night.

this is somehow hard, because the only parameters exposed to us from the .eff files that we can manipulate are the <uniform></uniform> parameters,

for example to enable light map you can use this in an xml file, as i do on this model:

Code: Select all
  <effect>
    <inherits-from>Effects/model-combined-deferred</inherits-from>
    <parameters>
        <lightmap-enabled type="int">1</lightmap-enabled>
        <texture n="3">
            <image>./alhajj_module2.png</image>
        </texture>
    </parameters>
    <object-name>higher_face</object-name>
    <object-name>columns</object-name>
  </effect>


the "lightmap-enabled" parameter exists as a <uniform></unifrom> in model-combined-deferred.eff at line 323:

Code: Select all
         <uniform>
            <name>lightmap_enabled</name>
            <type>int</type>
            <value>
               <use>lightmap-enabled</use>
            </value>
         </uniform>


as you can see i enabled the lightmap by passing "<lightmap-enabled type="int">1</lightmap-enabled>" under the parameters for effects in the xml (it expects an int value as shown above, "0" or "1", in other words disabled or enabled).

for interpolating the lightmap intensity with the time of day i would have to look at the other uniforms that exists in the "model-combined-deferred.eff", other wise a red luminance at full intensity will appear awkward in the day.

the original instruction written at the wiki states to use "lightmap-factor" as the uniform you would pass into the xml to control intensity, but on the current version of "model-combined-deferred" there aren't any lightmap-factor to use for this purpose, but there are seperate intensity to change color on each of the RGBA elements (assuming A means ambient",

Code: Select all
<uniform>
            <name>lightmap_r_factor</name>
            <type>float</type>
            <value>
               <use>lightmap-factor[0]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_r_color</name>
            <type>float-vec3</type>
            <value>
               <use>lightmap-color[0]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_g_factor</name>
            <type>float</type>
            <value>
               <use>lightmap-factor[1]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_g_color</name>
            <type>float-vec3</type>
            <value>
               <use>lightmap-color[1]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_b_factor</name>
            <type>float</type>
            <value>
               <use>lightmap-factor[2]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_b_color</name>
            <type>float-vec3</type>
            <value>
               <use>lightmap-color[2]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_a_factor</name>
            <type>float</type>
            <value>
               <use>lightmap-factor[3]</use>
            </value>
         </uniform>

         <uniform>
            <name>lightmap_a_color</name>
            <type>float-vec3</type>
            <value>
               <use>lightmap-color[3]</use>
            </value>
         </uniform>


i will have to play with this more, you can also pass a property for a uniform in the xml, for example aircraft has it much easier for them, to enable lights/lightmap on specific section of the plane, you take the boolean property for the actual cockpit light switch, and pass it to to the uniform:

like so:
Code: Select all
<factor><use>/controls/lighting/panel-norm</use></factor>


but for real time lighting, it would make sense to choose a property that allows for manipulation of intensity between day/night cycle.
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby Johan G » Tue Oct 13, 2015 1:36 am

hamzaalloush wrote in Tue Oct 13, 2015 12:20 am:...for real time lighting, it would make sense to choose a property that allows for manipulation of intensity between day/night cycle.

I think I have seen "/sim/time/sun-angle-rad" being used to control lighting before. I assume that if it is negative the sun would be below the horizon and lights could be turned on and vice versa.
Low-level flying — It's all fun and games till someone looses an engine. (Paraphrased from a YouTube video)
Improving the Dassault Mirage F1 (Wiki, Forum, GitLab. Work in slow progress)
Some YouTube videos
Johan G
Moderator
 
Posts: 6629
Joined: Fri Aug 06, 2010 6:33 pm
Location: Sweden
Callsign: SE-JG
IRC name: Johan_G
Version: 2020.3.4
OS: Windows 10, 64 bit

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Tue Oct 13, 2015 2:52 am

i notice the /sim/tim/sun-angle-rad values between 17:30 and 06:45 the next day, to be always to above 1.5. so i guess it's reasonable to have lights enabled between within period.

not sure if want to go with intensity route yet, but just keep it simple as the conditional for the lightmap switch with the "<lightmap-enabled></lightmap-enabled> uniform. and some conditional stuff between.
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby clrCoda » Tue Oct 13, 2015 3:22 am

This project looks very nicely done. It stands as a good example to consider when someone decides to take on KDEN Denver, Colorado as well.

Same basic idea, bigger deeper tent tops.

Image
Ray St. Marie
clrCoda
 
Posts: 1225
Joined: Wed Apr 07, 2010 12:04 pm

Re: modeling the Hajj Terminal, for OEJN

Postby VicMar » Tue Oct 13, 2015 8:17 am

Hi Hamza,

For the red lights, you could model a light where need it and have it light up at dusk in the same way as street lights and lighthouses do.

It only needs a simple addition to your .xml file.

Vic
Time flies like an arrow
Fruit flies like a banana
User avatar
VicMar
 
Posts: 2044
Joined: Sun Apr 06, 2008 6:53 pm
Location: Lancing. UK (EGKA)
Callsign: VicMar
Version: 2018.3.1
OS: OS X 10.12.6

Re: modeling the Hajj Terminal, for OEJN

Postby hamzaalloush » Tue Oct 13, 2015 10:41 am

I'm trying to get away from XML as hard as possible(unless its about parameter passing to effect that's ok), but if it's an easy change PM me the details.

@clrCoda, if you have details exactly about the structure, i'll look into it. i had the engineer schematics in my case, which is not for every building accessible. this is why i could do it in detail and real scale.
hamzaalloush
 
Posts: 631
Joined: Sat Oct 26, 2013 10:31 am
OS: Windows 10

Re: modeling the Hajj Terminal, for OEJN

Postby simbambim » Tue Oct 13, 2015 12:11 pm

It looks good and seems lightweight, I was there three weeks ago. The airport layout is faulty, though. For 34R/16L and 34C/16C either the runway or the taxiways (or both) are displaced.
Fly on VATSIM and die.
simbambim
 
Posts: 260
Joined: Mon Sep 29, 2014 6:41 pm
Version: 3.2

PreviousNext

Return to Scenery

Who is online

Users browsing this forum: No registered users and 8 guests