Random Buildings: Difference between revisions

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(Switch to {{readme file}}, {{simgear source}} and {{gitorious source}} to remove the out of date and broken Gitorious links.)
 
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As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas.  In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly.
As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas.  In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly.


Building generation is configurable through materials.xml, and documented in [http://gitorious.org/fg/fgdata/blobs/master/Docs/README.materials [[$FG_ROOT]]/Docs/README.materials ]. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and we are looking for people with artistic abilities to contribute improved textures. If anyone is interested in creating a better texture, please get in touch with [[User:Stuart]] on the mailing list or forums.  
Building generation is configurable through materials.xml, and documented in {{readme file|materials}}. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and we are looking for people with artistic abilities to contribute improved textures. If anyone is interested in creating a better texture, please get in touch with [[User:Stuart]] on the mailing list or forums.  


At a functional level, there are three different size of buildings (small, medium, large), with slightly different constraints (small and
At a functional level, there are three different size of buildings (small, medium, large), with slightly different constraints (small and
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statement that checks /position/latitude-deg and /position/longitude-deg
statement that checks /position/latitude-deg and /position/longitude-deg


The new lightmap texture parameter is called <building-lightmap>) but the rest of the parameters are documented in data/Docs/README.materials
The new lightmap texture parameter is called <building-lightmap>) but the rest of the parameters are documented in {{readme file|materials}} if you want to have a play.
if you want to have a play.




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* http://forum.flightgear.org/viewtopic.php?f=5&t=17598&p=166686#p166686
* http://forum.flightgear.org/viewtopic.php?f=5&t=17598&p=166686#p166686
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37003.html
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg37003.html
* http://gitorious.org/fg/simgear/commit/f9bf403fc0026f461090fc55e1e37f28f8359cea
* {{simgear source|commit=f9bf403fc0026f461090fc55e1e37f28f8359cea|view=commit}}
* http://gitorious.org/fg/fgdata/commit/30d0d6e1bd8a3019a67ee8a796d12eb4cf7d6469
* {{gitorious source|proj=fg|repo=fgdata|commit=30d0d6e1bd8a3019a67ee8a796d12eb4cf7d6469|view=commit}}
* http://gitorious.org/fg/simgear/trees/next/simgear/scene/tgdb
* {{simgear source|path=simgear/scene/tgdb}}
* http://gitorious.org/fg/fgdata/blobs/master/Docs/README.materials
* {{readme file|materials}}
* [[AutoGen Scenery for FlightGear]]
* [[AutoGen Scenery for FlightGear]]
* http://www.mail-archive.com/search?l=flightgear-devel%40lists.sourceforge.net&q=random+buildings&submit.x=0&submit.y=0
* http://www.mail-archive.com/search?l=flightgear-devel%40lists.sourceforge.net&q=random+buildings&submit.x=0&submit.y=0

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