User talk:Bigstones: Difference between revisions

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(A property rule to regulate lightmaps with the sun)
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Cheers
Cheers
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 10:47, 4 May 2014 (UTC)
--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 10:47, 4 May 2014 (UTC)
:Hi HHS, thank you for the interest. My computer is already getting old (6 y.o., graphics card 4 y.o.) and I have no problems with shaders, only Rembrandt shadows seem to be heavy. For when I'm done, my computer ''will'' be definitely old, so I hope using lightmaps is ok. Anyway, I don't know if you've read my forum post, but I'm already using sun-angle-rad directly and I am not satisfied (details [http://forum.flightgear.org/viewtopic.php?p=208080#p208080 in the post]). Also, there's no need for nasal to simply use that as a factor (see [[Howto:Lightmap]], using Effect/model-combined-deferred is just more verbose - BTW, I'm not satisfied with this second effect and I'll post about that too).
:The idea is to use a single script in one of the models, which would add an adjusted 'sun-angle-rad' to the property tree, and use ''that'' as a factor for lightmaps. LOWI is already doing that, its version of your script is linked in my forum post.
:Cheers, --[[User:Bigstones|Bigstones]] ([[User talk:Bigstones|talk]]) 12:44, 4 May 2014 (UTC)

Revision as of 12:44, 4 May 2014

Welcome!

Welcome and thanks for Howto:Convert objects with ModelConverterX.

While it is something I will probably not use myself I appreciate your effort and the quality of your first wiki article here.

Johan G (Talk | contribs) 20:32, 26 April 2014 (UTC)

apt.dat 810 vs. 850 vs. 1000 formats

I saw you recent edits related to the apt.dat formats, in particular this one. I do not know how many outside the developer and/or the scenery development/enhancement communities that are aware of the following, but it seems to go by word of mouth.

According to some forum posts ([1], [2]) it seems that genapts support both apt.dat formats 810, 850 and 1000, but unfortunately the terragear developers are not very clear on what formats terragear and/or genapts actually support, in fact can't find it in terragear's readme files.

In other words it seems for now that in FlightGear lingo 810 represents X-plane apt.dat 810 and older formats while 850 represents 850 and newer formats, if that is any help. I do not really like the inconsistency and ambiguity of that.

Johan G (Talk | contribs) 10:24, 3 May 2014 (UTC)

Feel free to fix my edits, I'm definitely not the expert one here! Rather, I think you're right keeping an eye on me. PS: documenting this project sure is a considerable endeavour.
This unsigned comment was added by Bigstones (Talk | contribs) 11:48, 3 May 2014 (UTC)
I guess I could have fixed this one. But I only now a little more than you on this subject. ;-) I also guess I was venting a bit of frustration about the lack of detail in some of the documentation.
And yes I am sort of keeping an eye on you, though not on you specifically. This wiki is still not busy enough that one can, most of the days, see all that is going on looking at the Recent changes link in the menu to the left and the diff's.
Also I moved your reply here and signed it. Wikis usually have replies on the same talk page as it kind of helps in following a conversation. Also, please sign you messages (easiest done using four tildes ~~~~ or the sign button Button sig.png above the text box).
Johan G (Talk | contribs) 13:24, 3 May 2014 (UTC)


A property rule to regulate lightmaps with the sun

First, I'm not sure if using a shader lightmap is the best way to lighten up scenery buildings. It only works with the right shader settings, and poeple with older computers can't/ won't use them. Then every buidling need a .xml file with the nasal-script --> perfomance issues raises up!

I still prefer the old way to lighten up buildings. (Described somewhere here in the wiki)

Nethertheless, I do understand your problem. I'm using lightmaps on the EC130 B4. (and Dornier 328 but not yet in my repo) Especially the EC130 B4 shows how to deal with it,

The magic property is sim/time/sun-angle-rad. You have to multiply the lightfactor with the sim/time/sun-angle-rad. How exactly you will find in the lightmap.nas of the current EC130 B4 in FGData.

Cheers --HHS (talk) 10:47, 4 May 2014 (UTC)

Hi HHS, thank you for the interest. My computer is already getting old (6 y.o., graphics card 4 y.o.) and I have no problems with shaders, only Rembrandt shadows seem to be heavy. For when I'm done, my computer will be definitely old, so I hope using lightmaps is ok. Anyway, I don't know if you've read my forum post, but I'm already using sun-angle-rad directly and I am not satisfied (details in the post). Also, there's no need for nasal to simply use that as a factor (see Howto:Lightmap, using Effect/model-combined-deferred is just more verbose - BTW, I'm not satisfied with this second effect and I'll post about that too).
The idea is to use a single script in one of the models, which would add an adjusted 'sun-angle-rad' to the property tree, and use that as a factor for lightmaps. LOWI is already doing that, its version of your script is linked in my forum post.
Cheers, --Bigstones (talk) 12:44, 4 May 2014 (UTC)