And by you I mean anyone reading this post. Do you think the addition of people would make the airport more real ?I suppost how detailed they are can make a difference.
Fly Tampa (KMDW) and UK2000 (EGKK) had 2d modeled people in FS9 a few yeas ago.
..the characters have "bones" that deforms the 3d mesh that makes the character, allowing for more natural motion.
We have been working on similar technology for more than a year.
... It's no rocket science, we realized FSX could do that as soon as we first saw...
... It's just we are taking our time to do it right, ...
..the characters have "bones" that deforms the 3d mesh that makes the character, allowing for more natural motion.
And even then, as ORBX found out, there are severe limitations placed on you by FSX. They can only have something like 20 bones, which is why the hands look like ping pong paddles. They also have to loop, which is why (if you watch long enough) you'll see them walking in circles.
That’s really interesting James, nice find. How about for now the people just stand or sit in certain places. Like next to a truck or on steps or next to a building.Yeah, it’s been done several times already and only FSDT can say *Why* they haven't done it over and over again. - It looked awesome in the final release of Zurich. Perhaps, FSDT will do it again, Umberto? ???
IMHO, at least they have *something* to show us for their time developing with a now "officially announced" product;
It's just we are taking our time to do it right, ..
Do they cause more of a hit on fps than a car or a cart?
The FSDT freeware addtion of Greystone has people in it and there is'nt any great hit, theres even wildlife in it. I just want to understand why.
...I'll explain it to you ..No, perhaps you didn't read this statement clearly...
... so are you going to "Officially announce" something or are we just going to keep hearing you talk (actually read ;D) about it ONLY?
While having you write 200-300 words/post to express your every thought or opinion may seem important, don't you think your time (and mine) would be better served if you use it to finish your intended product, instead of explaining why you haven't?
the fact of the matter is you have NOTHING to show us for a year's worth of work; Orbx did
Fly Tampa (KMDW)
..but it is unfortunately limited to the fsx engine.
Microsoft never intended to have animated people on the tarmac.
Microsoft never intended to have animated people on the tarmac.
Well, yes and no. They haven't supplied anything like that themselves (but there are several human characters as library objects in the default scenery), but they put the basic foundation to make it possible, and it was there since FSX was released.
It's a little bit tricky to define if we are running within the FSX engine or not. Surely, the basics are entirely provided by FSX, if it didn't supported animations with bones and vertex shaders, it would have been close to impossible to make such kind of characters. However, the FSX engine is made with many parts, which sometimes are intended for other uses, and are not really cooperating well between APIs. There's Simconnect, which is the "official " API, there's the XML gauge interface and the C gauges interface, and there's the scenery engine.
We used both official methods and reverse engineering as well, to get access to all of these, and used Python as a "glue" script engine, so once we got access, we don't have to worry in which language or how the original interface worked, but it's all wrapped in an easy to use language, which allows us to do very complex things, that FSX normally doesn't provide. For example, we don't have any limitation on the complexity/length of the animations, we don't have to loop them if we don't want to, we can have triggers, conditions, variable evaluations, control playback speed and direction, and interaction with any variable in the FSX engine.
As I've tried to explain in my previous post, once we tested that human animations were theoretically possible (this was almost a couple of years ago), we haven't just dive in and started to animate stuff just to have something to show, but rather went to lay down the foundation to do something useful first, since the technology is just too good to be wasted on just scenery decoration.
James with all due respect you have asked Umberto many many times about this and he always explained to you the reasons he writes a full paragraph explaining it further...Yes, we've been PM'ing each other on and off for over a year now about this and a few other things... But, in all honesty, for a product that's NOT "Officially Announced", he sure is "singing like a canary (http://www.usingenglish.com/reference/idioms/sing+like+a+canary.html)" about it now. Perhaps we'll get an "official announcement" soon, I think, huh? Perhaps ??? ;) ;D
..for a product that's NOT "Officially Announced", he sure is "singing like a canary" about it now.
Who knows, by then Orbx's product will go on sale for next Christmas...
Are you so sure ???..for a product that's NOT "Officially Announced", he sure is "singing like a canary" about it now.
Are you mistaking this for the "not officially announced" product, James? Virtuali isn't that stupid. ;)
since the technology is just too good to be wasted on just scenery decoration.:)
People Flow. Wow ;D Only at Bundaberg for now though. BTW James do you have any of these pacs and if so how is the fps hit?Yes, I posted a rather lengthy post; which saidly got *deleted.*