Modify

Opened 11 years ago

Closed 10 years ago

#8940 closed enhancement (fixed)

Some things about Kendzi 3D custom renderer for Traffic_signs

Reported by: yopaseopor Owned by: kendzi
Priority: normal Milestone:
Component: Plugin kendzi3d Version:
Keywords: render, special characters, models, textures, list Cc:

Description (last modified by kendzi)

1) List of model doesn't save in pointModelLayer.xml file.The list works well but it doesn't save it to the file, so every time I reset JOSM list has to be re-done manually.

2) Special characters in pointModelLayer.xml like "/: (for example , in list " works well but in file " and /" doesn't work well because this characters define other fields)

3) Possibility of superposition of textures.Two textures at same position.How about "layers" or orders like map styles?

4) "List" of textures? (like List of models) with list,file, etc.

-What about function with Download OSM Data continously plugin (for the world,to never ends the navigation... ;)

Attachments (22)

traffic_sign_kendzi3d.jpg (143.0 KB ) - added by yopaseopor 11 years ago.
My intention
highway_example.png (206.5 KB ) - added by yopaseopor 11 years ago.
Example of render of a lane with your future upgraded plugin
kendzi3D_2013_overtaking.jpg (106.9 KB ) - added by yopaseopor 11 years ago.
It works!!
models_traffic_sign_1.zip (331.6 KB ) - added by yopaseopor 11 years ago.
Hi! I hope these new models will be better than older.I am a newbie so I didn't know anything about number of vertex,transparencies, and something like that.I am trying to take some free lessons of Blender in September, so I hope my models will be better in future. All my models are of public domain and I hope you put in in your pluggin (one question: models that came from an URL will work?) and someday one person will do it better and do their models about their traffic signs (in patch I attach blender file).Also there is new code for position of traffic signs.
exemple_s300.png (244.2 KB ) - added by yopaseopor 11 years ago.
Mission accomplished about models custom traffic signs with only osm data.
2013_09_10_somemodels.zip (1.4 MB ) - added by yopaseopor 11 years ago.
More models and examples of first customized and localized models with OSM concret data. Non perfect
2013_09_29_xml_ES_textures.zip (1.9 MB ) - added by yopaseopor 11 years ago.
XML file and ES_ traffic_signs textures
2013_09_29_models_CAT_textures.zip (779.2 KB ) - added by yopaseopor 11 years ago.
Models, CAT_ traffic_signs textures and content textures
2013_09_29_ps_templates.zip (581.7 KB ) - added by yopaseopor 11 years ago.
Photoshop templates
exemple_c12_211.jpg (294.0 KB ) - added by yopaseopor 11 years ago.
2013_09_29_example1
exemple_c12_211_2.jpg (409.6 KB ) - added by yopaseopor 11 years ago.
2013_09_29_example2
exemple_c12_ager.jpg (383.9 KB ) - added by yopaseopor 11 years ago.
2013_09_29_example3
screen_capture_kendzi3d.png (114.6 KB ) - added by yopaseopor 11 years ago.
I download last version of plugin and there is not any ADD ( you can view Add TODO) .Is it correct? Do I have to redownload it?
example_1_z_axis.png (1.3 MB ) - added by yopaseopor 10 years ago.
View 1 _ Z_axis
example_2_z_axis.png (31.8 KB ) - added by yopaseopor 10 years ago.
View 2 _ Same number on Z axis
example_3_lighting_blender.jpg (112.5 KB ) - added by yopaseopor 10 years ago.
3. Blender black material ?
DEBUG_VIEW_EX1.png (483.9 KB ) - added by yopaseopor 10 years ago.
Debug view for example 1
trafficSignsLibraryInternalLayer.xml (108.5 KB ) - added by yopaseopor 10 years ago.
Updated coordinates for simple traffic signs models
OSM models.png (23.0 KB ) - added by kendzi 10 years ago.
OSM models.svg (16.2 KB ) - added by kendzi 10 years ago.
svg version
OSM models2.svg (17.5 KB ) - added by kendzi 10 years ago.
Debug information for models.png (327.3 KB ) - added by kendzi 10 years ago.

Change History (81)

by yopaseopor, 11 years ago

Attachment: traffic_sign_kendzi3d.jpg added

My intention

comment:1 by yopaseopor, 11 years ago

Description: modified (diff)

comment:2 by kendzi, 11 years ago

An "official" bug tracking for this plugin is here:
https://github.com/kendzi/kendzi3d/issues?sort=created&state=open
It is not trivial to fix this so I will add the new issues there and close this.

1) I compliantly forgot that it is possible to edit model list using this form. Now I see that this form need some additional work.
Currently you can create file inside plugin directory:
${PLUGIN_DIR}/models/pointModelLayer.xml
this file should be loaded at plugin startup.

2) char like " is special in xml and you need escape them in xml file eg. like this:
" replace with: "
or by use single '
for example if you need matcher like: "test:test"=tree2 in xml you can write it like: matcher='"test:test"=tree2'

The best option is to use some xml editor I'm using editor build into eclipse.

3) eh...

4) there is some plugin for that in JOSM. I could add support for this but currently this plugin don't handle well lot of object in JOSM. So it is better if there is small number of downloaded data...

by yopaseopor, 11 years ago

Attachment: highway_example.png added

Example of render of a lane with your future upgraded plugin

in reply to:  2 ; comment:3 by yopaseopor, 11 years ago

I explain third

When I was investigating your pluggin, I have decompressed, found texture folder and I start to toogle between textures for a easy existent key, like highway.
Then I "invent" a texture with highway key but a "give_way" value, with a yellow triangle like Yield, as a test.
But what if I want to show some other textures with other keys "on" the road 3D made by renderer?

This affect to keys like change:lanes:forward , change:lanes:backward , turn:direction:forward and turn:direction:backward

I attach an example made with Photoshop of what about would be the result.

I assume if two textures are at the same place...we can order that, instead its opacity (road first, second texture smoothness, third= lines of change lanes - overtaking, fourth turn:lanes arrows).
With this we can put the road marks on the road, and also its real surface with the key smoothness, so the real road will be rendered in its real situation.

Also I assume that forward and backward values can has different textures (this can be "linked" with the issue of number of lanes).

For the fourth point I know it is not the better way, but some possibility with interaction with this pluggin (like a option in your preset menu that enable/disable this interaction) will be able to navigate in 3D with car or by air without end, if not, I have to change windows, download more data, and continue with 3D renderer, toogling a lot of time between JOSM and Kendzi3D (or download big big data so my "trip" has "no limit"

And also I add a fifth point.What about "easy orientation" for models? (one key like direction= or side= take the model rendered and move it or rotate it in 3D view) .Traffic_signs has an orientation respect to the road (forward or backward) and a side (right or left).Nowadays all the models are at the same side with the same orientation also instead of the route.

I hope these little ideas can help to upgrade your plugin to a new version ;)

Replying to kendzi:

An "official" bug tracking for this plugin is here:
https://github.com/kendzi/kendzi3d/issues?sort=created&state=open
It is not trivial to fix this so I will add the new issues there and close this.

1) I compliantly forgot that it is possible to edit model list using this form. Now I see that this form need some additional work.
Currently you can create file inside plugin directory:
${PLUGIN_DIR}/models/pointModelLayer.xml
this file should be loaded at plugin startup.

2) char like " is special in xml and you need escape them in xml file eg. like this:
" replace with: "
or by use single '
for example if you need matcher like: "test:test"=tree2 in xml you can write it like: matcher='"test:test"=tree2'

The best option is to use some xml editor I'm using editor build into eclipse.

3) eh...

4) there is some plugin for that in JOSM. I could add support for this but currently this plugin don't handle well lot of object in JOSM. So it is better if there is small number of downloaded data...

comment:4 by kendzi, 11 years ago

Description: modified (diff)

in reply to:  3 ; comment:5 by kendzi, 11 years ago

Unfortunately currently it is not possible to configure texture over layers on roads. Currently it is possible only to switch texture by road type. I fully agree with you that it would be nice to have that configuration options. I will try to add it but it can take some time...
https://github.com/kendzi/kendzi3d/issues/22

For the fourth point I know it is not the better way, but some possibility with interaction with this pluggin (like a option in your preset menu that enable/disable this interaction) will be able to navigate in 3D with car or by air without end, if not, I have to change windows, download more data, and continue with 3D renderer, toogling a lot of time between JOSM and Kendzi3D (or download big big data so my "trip" has "no limit"

I understand but currently there are other more important task to do :/
https://github.com/kendzi/kendzi3d/issues/23

And also I add a fifth point. What about "easy orientation" for models? (one key like direction= or side= take the model rendered and move it or rotate it in 3D view) .Traffic_signs has an orientation respect to the road (forward or backward) and a side (right or left).Nowadays all the models are at the same side with the same orientation also instead of the route.

As you noticed PointModelLibrary currently only put models on spot of osm nodes. It is enough for you if I add support for tag direction? Or you need some other information about model direction?
http://wiki.openstreetmap.org/wiki/Key:direction

Replying to yopaseopor:

in reply to:  5 comment:6 by yopaseopor, 11 years ago

Well, give full support to direction (as JOSM doesn't have a clear compass the "obsolete" use about direction:forward and backward is the easiest way to tag traffic signals relative to way) (so this will be rotate about the nowadays point the model) it is important but I think side (relative to "now" way direction) would be also interesting:

e.g.:

direction=forward > same orientation as now
direction=backward > 180º orientation of the model

side=right > model same position as now
side=left > model opposite position of the way
side=both > "multiply" the model side to side, at actual position and the opposite at two sides of the road.

Ways are not done relative to a direction so it makes no sense orient every traffic sign relative to one cardinal point all people doesn't know when you can orient and locate all with only two tags, all relative to way because traffic sign is relative to way (you don't put any traffic sign to the East when the road is North and has a curve (but in the curve the orientation change so is a big mess)... Easy direction will be very good option and with side will be perfect.

Thank you for your attention.I know you will do all you can so you can choose the order or the importance of the issues and enhacements.I'm sure you will do the best.Your plugin will "translate" mapping to a new "realistic and renderized" era ;)

Replying to kendzi:

Unfortunately currently it is not possible to configure texture over layers on roads. Currently it is possible only to switch texture by road type. I fully agree with you that it would be nice to have that configuration options. I will try to add it but it can take some time...
https://github.com/kendzi/kendzi3d/issues/22

For the fourth point I know it is not the better way, but some possibility with interaction with this pluggin (like a option in your preset menu that enable/disable this interaction) will be able to navigate in 3D with car or by air without end, if not, I have to change windows, download more data, and continue with 3D renderer, toogling a lot of time between JOSM and Kendzi3D (or download big big data so my "trip" has "no limit"

I understand but currently there are other more important task to do :/
https://github.com/kendzi/kendzi3d/issues/23

And also I add a fifth point. What about "easy orientation" for models? (one key like direction= or side= take the model rendered and move it or rotate it in 3D view) .Traffic_signs has an orientation respect to the road (forward or backward) and a side (right or left).Nowadays all the models are at the same side with the same orientation also instead of the route.

As you noticed PointModelLibrary currently only put models on spot of osm nodes. It is enough for you if I add support for tag direction? Or you need some other information about model direction?
http://wiki.openstreetmap.org/wiki/Key:direction

Replying to yopaseopor:

comment:7 by kendzi, 11 years ago

I made code review for models library. Unfortunately it was mostly the mess. Save option was never implemented. So in current release I made some re-factor there. Unfortunately currently option for editing in session stop working, but in current form it didn't have sense.
Good new is that I made new filter with allow you to take direction of model from way, and make model offset from this way. I hope that it is what you expected.

https://github.com/kendzi/kendzi3d/blob/master/kendzi.josm.plugin3d/models/modelsLibraryInternalLayer.xml

I assume that signs are mapped as points on road aren't they?

Support for tags direction=forward anddirection=backward I will try to add later.

in reply to:  7 comment:8 by skyper, 11 years ago

Replying to kendzi:

Support for tags direction=forward anddirection=backward I will try to add later.

You can not use forward/backward with nodes, You need to either place the sign next to the road or/and use a relation.

comment:9 by kendzi, 11 years ago

What kind of relation? Can you upload some example?
Or put link to wiki example?

in reply to:  7 ; comment:10 by yopaseopor, 11 years ago

Yes, you can , like here http://wiki.openstreetmap.org/wiki/Talk:Proposed_features/Traffic_sign for forward and backward and here http://wiki.openstreetmap.org/wiki/Forward_%26_backward,_left_%26_right for side right and left http://wiki.openstreetmap.org/wiki/Proposed_features/right_left

Roadsign plugin has no need for relations and for statistic purposes you can watch taginfo http://taginfo.openstreetmap.org/keys/?key=traffic_sign#overview

From my opinion it is easier for any mapper to orient the traffic sign without a compass because traffic sign is relative to the way (instead of N,W,E,S and the way curves ) (Is there any compass plugin in JOSM? No? All people know what is forward and backward (in use with other keys like overtaking,lanes etc.) and left and right.Also it is a mathematical easy solution.

forward = same orientation
Backward = opposite orientation
right = same placement
left = opposite placement

An obsolete way of doing things is obsolete unless...you use it more than newer way.And taginfo says forward and backward are useful now.

Thank you so much for your work.Instead editing mode doesn't work now, I can add models via pointmodelayer with special characters like you suggest me.

Yes, you assume it correctly, traffic signals have to be points of the way because GPS only detect ways (OSM can be your data's 3D world engine, but also GPS traffic sign data, a subject where traffic signs are so important.Traffic sings like City_limit, STOP and Give Way are points of the way.

Then I have a little question.Is there any possibility to do a model appears only if it accomplish two or more conditions (now there is only one need)

Thanks.And Thanks a lot for your work.Our roads are starting to be similar to reality.

comment:11 by kendzi, 11 years ago

I can add models via pointmodelayer with special characters like you suggest me.

I renamed file and now it is named: /models/modelsLibraryInternalLayer.xml. I still strongly suggest you to use some xml editor.

You can use many conditions in matches the same as in JOSM search dialog. Open id (Ctrl-F) and you find some examples. More examples are on JOSM_search_function page.

To make AND you need simply write two expressions with space like: "highway=footway name=test"
It will find highway type footway witch name is test

Last edited 11 years ago by kendzi (previous) (diff)

in reply to:  10 comment:12 by skyper, 11 years ago

Replying to yopaseopor:

Yes, you can , like here http://wiki.openstreetmap.org/wiki/Talk:Proposed_features/Traffic_sign for forward and backward and here http://wiki.openstreetmap.org/wiki/Forward_%26_backward,_left_%26_right for side right and left http://wiki.openstreetmap.org/wiki/Proposed_features/right_left

No, this does only work with ways and even a relation will always need at least two ways (from + to, similar to restrictions). Nodes are not working cause they can easily be move without any check by any editor and please tell me 'the editor' which checks every child node when changing the way direction, cause this is needed to preserve forward/backward/left/right on nodes. The truth is that it is not possible to use a direction on nodes if you do not use a compass and tag the direction in degrees.

A relation would be similar to type=restriction with at least three members (from and to as ways and via either node or way) with an optional additional members for the sign (placed next to the road).

by yopaseopor, 11 years ago

It works!!

comment:13 by yopaseopor, 11 years ago

It works with these examples :

<wayNodeModel matcher="highway=*" filter="traffic_sign=overtaking direction=backward" 
		model="/models/traffic_signs/ES_r305.obj"
		translate="vector(15,0,0)" scale="normalHeight(4,1)" direction="wayNodeDirection(90)" offset="3" />
		
		<wayNodeModel matcher="highway=*" filter="traffic_sign=overtaking direction=forward" 
		model="/models/traffic_signs/ES_r305.obj"
		translate="vector(3,0,0)" scale="normalHeight(4,1)" direction="wayNodeDirection(270)" offset="3" />

I think if you make textures with keys similar to models then we can change texture easily if there's one , two or three accomplished conditions (all that about road marks).
But only I have to say very good job!! Thank you very much!

comment:14 by kendzi, 11 years ago

I managed some time to look into your preset It looks nice but I have some advice. Fistful your signs are much too complex. All of them have over 350 vertex and almost 700 vertex! Signs are very common in cities but if you use so complex models it won't be possible to render more then few of them. Could you try to make them less complex?

One more thing, you create triangle like signs using transparent textures. Unfortunately this cause that back of sign is visible, more my plug-in don't support transparent, so there is much better idea to create triangle like model and don't use transparency.

When you done, can I put your models as public domain to plug-in?

It seams that was one missing file in last build, so when you open menu "3d>Models library" you got exception. This was bug and it is fixed.

In some future I will try to make some parameter which allow to replace textures in models, but it take some time.

by yopaseopor, 11 years ago

Attachment: models_traffic_sign_1.zip added

Hi! I hope these new models will be better than older.I am a newbie so I didn't know anything about number of vertex,transparencies, and something like that.I am trying to take some free lessons of Blender in September, so I hope my models will be better in future. All my models are of public domain and I hope you put in in your pluggin (one question: models that came from an URL will work?) and someday one person will do it better and do their models about their traffic signs (in patch I attach blender file).Also there is new code for position of traffic signs.

comment:15 by kendzi, 11 years ago

In this pack triangle sign looks much better and it is much simpler. Few fixes and it will be perfect :)

In v211 I added first version of parameter for textures replace in model. So now it should be possible to use only one model file for all triangle like signs. Example:

<nodeModel matcher="test=sign2" 
	model="/models/traffic_signs/test/triangleSign.obj"
	modelParameter="material.mat_sign.texture0=tree.png"
	translateX="0" translateY="0" translateZ="0" 
	scale="normalHeight(7,1)" 			
	direction="0"/>

where modelParameter mean:

material.{material_name}.texture0={texture_name}

{material_name} – is material name inside mtl file (can be change in blender)
{texture_name} – is texture file name. Currently path it is relative to model but in future it will be full path.

Currently it is possible to add only files from plugin jar or plugin directory. So no URL now.

comment:16 by yopaseopor, 11 years ago

Thank you so much for this upgrade.This will be enable road signs to be uniques! With text for cities, arrows and some stuff like that when the pluggin will accept URL's, everybody can create their signals about their city making only a png and uploading somewhere .
I think it will be important to "move" traffic signs parameters to other file to let people open , modify and add unique models (traffic signs) via manager or text editor.

I'm too excited waiting for the change between textures like now it's possible with models to make possible add change:lanes and turn:lanes keys

Excellent job!!!

PD: Next days I will attach a simply triangle,square,rectangle,circle models in a patch and also missing part of codes to all traffic_signs of Spain.

comment:17 by skyper, 11 years ago

Is .svg also supported or only .png ?

@yopaseopor:
Did you try to change the direction of the way ?
Currently, none of the editors checks the way's child nodes when changing direction of the way (if the editor is checking at all), and I doubt this situation will change in near future if ever.

Please, use a relation similar to "restrictions".

comment:18 by yopaseopor, 11 years ago

Direction and side are the easiest ways to add and situate these "unique" nodes.A traffic sign is for a highway.If you want a node to be included in a gps or something like that the nearest possibility is to be a child node of the highway the user uses, like Stop, Give_way, in highway key or like overtaking or maxspeed or city_limit in http://wiki.openstreetmap.org/wiki/Key:traffic_sign key (I think all traffic_signs have to be under key traffic_sign, nor highway)

A traffic sign has to be oriented...like turn:lanes or change:lanes (forward and backward) but with a cardinal point it's too complicated (there is no compass in JOSM so how to map a traffic_sign , for example in a curve? What if I want to link with the direction's way?)
There is 1047 nodes for direction=forward and only 226 to traffic_sign:forward=* ,so I tried direction=forward, a tag and a key which is most used.
A traffic sign also has to be put in a side of the highway so I used side, with 588 nodes in relation with the forward direction.Forward direction is the direction in which the kilometers are increasing.
Like some GPS systems recognise overtaking and maxspeed signals I hope one day it will be able to recognise the rest of the traffic signs, and if the system has to show it, depending on the direction.
I hope some day editors will check child nodes because these nodes are the information of the kind of highway you are traveling in so it is important information and I hope we will help with that.

comment:19 by kendzi, 11 years ago

skyper

Currently only png/jpg file are supported

Please, use a relation similar to "restrictions".

It will create lot of relations and it complicate signs tagging a lot.


I just wander if signs can’t be somehow merge with restriction tagging?

yopaseopor

With text for cities, arrows and some stuff like that when the plug-in will accept URL's, everybody can create their signals about their city making only a png and uploading somewhere .

Eh. First version of model library was released almost 1,5 year ago. It seams that you are first person who try to add new models to it. So I stop believe that everybody start adding models for self cites.

I think it will be important to "move" traffic signs parameters to other file to let people open , modify and add unique models (traffic signs) via manager or text editor.

For start lets move signs to new configuration file:
trafficSignsLibraryInternalLayer.xml


In last release I made huge change in expression parser. It is now possible to add not only function names but some mathematical expressions too:
0.5 * height(5)

This mean: take height from „height” tag if is not set use value 5 and multiply result by 0.5. I don’t know if anyone need it but it look nice. I made review of function and I made some changes, function normalHeight and scaleHeight are replaced with height(..), function wayNodeDirection() don't use argument any longer.

PD: Next days I will attach a simply triangle,square,rectangle,circle models in a patch and also missing part of codes to all traffic_signs of Spain.

Can't wait.

in reply to:  19 comment:20 by skyper, 11 years ago

Replying to kendzi:

Please, use a relation similar to "restrictions".

It will create lot of relations and it complicate signs tagging a lot.

I just wander if signs can’t be somehow merge with restriction tagging?

Ok, then you need to tag the sign as tag of the way with forward/backward and have the renderer find the real signs next to the road but you might be able to guess it already, as the ways' tags or other objects nearby should be sufficient to decide the direction. But this would need some preprocessing I guess.

by yopaseopor, 11 years ago

Attachment: exemple_s300.png added

Mission accomplished about models custom traffic signs with only osm data.

by yopaseopor, 11 years ago

Attachment: 2013_09_10_somemodels.zip added

More models and examples of first customized and localized models with OSM concret data. Non perfect

comment:21 by yopaseopor, 11 years ago

Little question: any possibility make plugging to recognize two values as for example Agulló and Corçà in the key=value destination=Agulló,Corçà ?
Or when there are two traffic signals together, render it separately , for example traffic_sign=ES:p4;ES:r1 ?

Instead of these little doubts : awesome work! ;)

by yopaseopor, 11 years ago

XML file and ES_ traffic_signs textures

by yopaseopor, 11 years ago

Models, CAT_ traffic_signs textures and content textures

by yopaseopor, 11 years ago

Attachment: 2013_09_29_ps_templates.zip added

Photoshop templates

by yopaseopor, 11 years ago

Attachment: exemple_c12_211.jpg added

2013_09_29_example1

by yopaseopor, 11 years ago

Attachment: exemple_c12_211_2.jpg added

2013_09_29_example2

by yopaseopor, 11 years ago

Attachment: exemple_c12_ager.jpg added

2013_09_29_example3

comment:22 by yopaseopor, 11 years ago

First of all Thank You very much for the triangleSign model, all the other models are made with it (I don't know how to add custom programmation properties to a model so all models are scaled, translated, etc. from this model, with Blender)

Second , I have to say all people I let them watch 3d vision recreation are like OMG! :O They are so impressed because this only needs normal OSM data, with no custom modifications, so they are very surprised, specially people from BlenderCAT (I went to a meeting -September free lessons, I had tried to make a little videogame :P - on Free Software Day so I could ask they if darkness subject was because of Blender - it wasn't.

Third, in these weeks I made some test to check if more custom models are possible - they are.
I have made a Content folder to host numbers, signs, and words that are in some traffic signs.I have attached some examples, every time 3D modeling seem more accurate to reality.

Fourth, I know you have too much work so I made a little list for things I find when I am working with it.

-problems with light (models get darker so some letters can't be watched, it's not a problem for textures or models in Blender, I try it)
-folder as path repository for models (now, with a few numbers, words, and not all the signals separated file called trafficSignsLibraryInternalLayer are 700 KB. How about consider all the xml in a same folder? - One file for numbers, one file for words, one file for trees...totally custom
-folder as path repository for xml textures (in future, same size problem file as xml models files)
-problems with character ' or ç (I try with /' but it is malfunctioning)
-bigger and more exhaustive debug mode (all square with its exact coordinates x,y,z .All the locations I have made I did it on test correct/error way)
-totally custom textures file as models (I know you're working in it, but it is one of my biggest wishes :P )

Fifth , these are some textures I attach here in two files. I made a redesign inside way to tag orientation traffic_signs to make possible total custom as the examples above.

To test all taht you can put all newest attachments together in plugins folder, then you go to http://www.openstreetmap.org/#map=19/42.00992/0.87468 and then "navigate in 3D" downloading OSM data to Àger town with JOSM (I use continuosdownload plugin) (it is most checked part, there are other parts less checked like Àger - Balaguer).

All models and textures are free and you can put it where you want and do what you want.Also I attach some Photoshop files like templates for signs, references, numbers, words, etc.

Thank you for your work!
yopaseopor

comment:23 by kendzi, 11 years ago

I don't know how to add custom programmation properties to a model so all models are scaled, translated, etc.

I will try to make some example on wiki in future.

Little question: any possibility make plugging to recognize two values as for example Agulló and Corçà in the key=value destination=Agulló,Corçà ? Or when there are two traffic signals together, render it separately , for example traffic_sign=ES:p4;ES:r1 ?

It is not so easy. Two values in this tag require completely new model with two places for sign.

-problems with light (models get darker so some letters can't be watched, it's not a problem for textures or models in Blender, I try it)

In blender you can change lighting. I have lighting hardcoded, maybe it should be editable?

-folder as path repository for models (now, with a few numbers, words, and not all the signals separated file called trafficSignsLibraryInternalLayer are 700 KB. How about consider all the xml in a same folder? - One file for numbers, one file for words, one file for trees...totally custom
-folder as path repository for xml textures (in future, same size problem file as xml models files)

There is option for that in menu but it is not working currently i added ticket:
https://github.com/kendzi/kendzi3d/issues/34

-problems with character ' or ç (I try with /' but it is malfunctioning)

It should work correctly. Please use xml editor.

--bigger and more exhaustive debug mode (all square with its exact coordinates x,y,z .All the locations I have made I did it on test correct/error way)

I don’t understand. What more information you need?

-totally custom textures file as models

Some more information about what is need?

I didn’t check yours examples yet. I known that you put it here 10 days ago but I didn’t have time to watch it. I will put contain of 2013_09_29_xml_ES_textures to next release of plugin.

I think that you shouldn't made new textures for each city name or sign contain. It should be made more general way with some auto texture generation tool. So in configuration file you should only point to tag with sign contend and my renderer should create texture with string from this tag. Unfortunately I don't have idea when I will be able to add this tool.

comment:24 by kendzi, 11 years ago

I try to add your last configuration to next release but it seams to be broken. You used that expression:

filter='name:b="Zona de vol" direction=forward panels=2 side=right' 

but it should be writed as:

 filter='name\:b="Zona de vol" direction=forward panels=2 side=right' 

or as:

filter='"name:b"="Zona de vol" direction=forward panels=2 side=right'

But indeed logs don't show what expression breaks load. In next release it will add some more logging at least at console.

comment:25 by yopaseopor, 11 years ago

-For the edition I use Notepad++ and the file encoded as UTF-8 No BOM, is it a good xml editor and configuration?

Debug view
-I explain you.When you put the debug view, there are squares and some axes, like x , y , z in one point (and not relative to the way)
It would be some other little letters and numbers in each point the system generate so in a point you would have some little letters like x: y: z: at each "cube", nor only in a concret point of all the model.

Models and textures
-Now I can put any model with any tag in a 3D world thanks to the xml script. (In a crazy experiment I put lots of numbers, symbols, textures inside models, etc. and its response is correct (and in the future people can add their own models, letters, buildings, I imagine some 3D gallery you can choose and load the models - folders for configurations xml files for models - then URL's...)
Imagine the same done it for textures.Grass? Sand? What about through, stop, give_way,crossings, three lanes, two lanes, overtaking lines etc... (yes, now I can "pervert" a model , do a plane with Blender and put some points at OSM map, but I think it is not the way, instead I think about it). Only we need the script to be able to put any key as models we can do (any way and any area has properties so I think it would be possible).

I know create any word inside a signal is not the solution , neither if models can be distributed, downloaded in a gallery (download Spanish towns, for example, or grab it from an url) but the possibilities and the fixed models are a job that is...near to be finished, and the results... are big (now you can navigate from Balaguer to C-13 by Les Avellanes and Àger (for about 40 km.) I'm very proud about it.
There are some models and templates so each people can adapt all the signs to their countries, cities, etc. you can "drive in" your city, your neighborhood.You can enjoy it.

Thanks for all your work
yopaseopor

comment:26 by kendzi, 11 years ago

-For the edition I use Notepad++ and the file encoded as UTF-8 No BOM, is it a good xml editor and configuration?

Notepad++ is only text editor. You can download additional plugin to it for xml validation and formating. You should use UTF8 encoding with out BOM.

Only we need the script to be able to put any key as models we can do

There was few approach for that. Eg.
http://wiki.openstreetmap.org/wiki/OpenBuildingModels
http://wiki.openstreetmap.org/wiki/O3DM

This what we do now is more 2,5D than real 3d model. Real 3D model require much more advance tools then now. Currently 3D models in other projects are build automatically by image recognition software not by humans. There are many ideas for that, but it seams no one is doing it in OSM for real.

In last release I added option for external resource files with model configuration. So now you can test your library without need for editing files inside jar or plugin directory. Now you can created somewhere directory, put xml file inside it with your library. All path inside library will be taken relatively from that directory. To add that file to plugin configuration you need to go:
Menu > 3d > Models library > Add
Then chose your tested configuration. For test you can remove all internal configurations.

You can find lots of bugs when you use console output. To do it you need to run JOSM in consle window with command:

java -jar josm-tested.jar
Last edited 11 years ago by kendzi (previous) (diff)

by yopaseopor, 11 years ago

Attachment: screen_capture_kendzi3d.png added

I download last version of plugin and there is not any ADD ( you can view Add TODO) .Is it correct? Do I have to redownload it?

comment:27 by skyper, 11 years ago

@yopaseopor:
Please, always use a comment to add new information. Otherwise the tickets gets no new modified timestamp and no emails are sent.


I download last version of plugin and there is not any ADD ( you can view Add TODO) .Is it correct? Do I have to redownload it?

I download last version of plugin and there is not any ADD ( you can view Add TODO) .Is it correct? Do I have to redownload it?

comment:28 by yopaseopor, 11 years ago

Sorry. As I said in attachment I download last version of plugin and there is not an option with only Add ( you can view Add TODO) .Is it correct? Do I have to re-download it?

comment:29 by kendzi, 11 years ago

Sorry something want wrong with last deployment. Please check now. You should be able to download new version with number v244.

comment:30 by yopaseopor, 11 years ago

I downloaded version 244 to try models library, but it is seems is based on a very old version, because file trafficSignsLibraryInternalLayer.xml is very little, there's no obj forms for trafficsigns and there are lots of textures that are missing.Also, when I put the original xml it crashes (so this is not because of xml, it is because other files I think, with old versions that didn't happen).Is any way to return to version 230 structure? (models library add didn't work but xml original files worked well)

Thanks
yopaseopor

comment:31 by kendzi, 11 years ago

Is any way to return to version 230 structure?

Some of old versions are stored here:
http://zibi.openstreetmap.org.pl/kendzi/Kendzi3d/snapshot/

I compared that version with current one and nothing changed. That version is quite old, I didn't put newest one to new release because I little confused which should I use, you put few version and some files for last seams to be missing.

The reason why is not working it could be that when you add new library from interface, all path are taken relatively from library xml. So if you try to use models added in previous release which are inside kendzi3d zip they won't be found. You need to unpack that files to the same location where you are testing new library. Data structure should looks like that:

/home/yopaseopor/tested_library/
+ /trafficSignsLibraryInternalLayer.xml
+ /models
+ /models/traffic_signs
+ /models/traffic_signs/ES_p1.obj
+ /models/traffic_signs/ES_p1.mlt
+ /models/traffic_signs/textures
+ /models/traffic_signs/textures/ES_p1.png

Notice that inside kendzi3d.jar library xml is putted in /models directory, but when you add library as external library all files are taken relatively to it. So models directory have to be inside the same directory what library is.

Please prepare the newest version library with all models and textures (ziped in) which I could put to next release. But remember that always it is possibility that something is still not working ;)

comment:32 by kendzi, 11 years ago

Oki I put together all yours files. I didn't realize that it is so big. All files have over 3Mb and it is only for one country. There is over 2000 rules and last version had problems with loading them all. Please download v248. In this version you can add not only files but url too (button Add Url). For testing I uploaded yours files to that location:
configuration:
http://zibi.openstreetmap.org.pl/kendzi/Kendzi3d/signs_library/trafficSignsLibraryInternalLayer.xml
files:
http://zibi.openstreetmap.org.pl/kendzi/Kendzi3d/signs_library/

You can add that url and test it

Last edited 11 years ago by kendzi (previous) (diff)

comment:33 by yopaseopor, 11 years ago

It works!! I test it with other URL and it works!! (test you if you want it http://www.catmidia.cat/coses/2a_etapa/altres/r1r2.xml )

I know is so big...but all we are doing with it is so big.Imagine all the kinds of trees in the world, all the kinds of streetlamps, buildings, etc.The only possibility to do that is people would be able to upload and include their models, textures and configuration files.

It is true that there are lot of traffic signs...but is for one country for about 47 million people!! If you can concentrate all kind of generic traffic signals in only 3MB...what a pitty!!

Now with URL people can do their model, their code and upload to a wiki,(I dream people can download their list of custom xml (put one by one URL would be "messy") like load textures from wiki (imagine a list of models configuration files uploaded by users) .Every person will be able to upload "literally" his/her part of world (my favourite are traffic_signals but I'm sure there's other people who likes trees, paperbaskets,banks...and anything you can code in a map, in a world).You give not only the model or the code...you give us the possibility of be part of it.

Thank you so much
yopaseopor

comment:34 by yopaseopor, 11 years ago

I test to make pieces of the big file.E.G.: Generic traffic signs are finished, so they won't be modified anymore. You can find at http://catmidia.cat/coses/2a_etapa/altres/ES_generic_trafficSigns.xml (ES=Spain).Also I think this generic file and textures can be added with pack by default.They work correctly.And they will start to be added to OSM as STOPs and GIVE_WAYs or empty CITY_LIMITs started.

For specific traffic_signals I want to make some pieces, I want to test if it's better less files but bigger, o multiple files but smaller.

Also I find a fast way to add URL to library (yes, library assistant is correct but with this you can copy code from a wiki and put it here, reset JOSM and it works!! :

Open with a xml editor preferences.xml for JOSM , find kendzi3d.models_library.resources_urls and add new line like this.

  <list key='kendzi3d.models_library.resources_urls'>
    <entry value='http://catmidia.cat/coses/2a_etapa/altres/ES_generic_trafficSigns.xml'/>
    <entry value='http://catmidia.cat/coses/2a_etapa/altres/ES_milestones_trafficSigns.xml'/>
    <entry value='http://catmidia.cat/coses/2a_etapa/altres/ES_names_black_trafficSigns.xml'/>
    <entry value='http://catmidia.cat/coses/2a_etapa/altres/ES_numbers_black_trafficSigns.xml'/>
    <entry value='http://catmidia.cat/coses/2a_etapa/altres/trafficSignsLibraryInternalLayer.xml'/>
    <entry value='http://catmidia.cat/coses/2a_etapa/altres/ES_s500_trafficSigns.xml'/>
  </list>
Last edited 11 years ago by yopaseopor (previous) (diff)

comment:35 by yopaseopor, 10 years ago

Hi!

I don't know why but when I updated JOSM last version (with last version of plugin I assume)...all models change of position, being disrupted and disordered instead of file configuration is pointed to an URL that didn't changed.Is it any big change since last update v248 (URL and something like that).Is it any possibility to undo these changes that makes move all the models? Do i have to put these comments on github also?

Thanks for your work and efforts
Yopaseopor

comment:36 by kendzi, 10 years ago

I have made one change recently which involve model translation. I made change for “translate”
attribute. Before change it was operating in model space BEFORE scaling was applied so it has strange large values like 65 which didn't say anything useful. In current version it is operating after scaling is applied. So now if you translate it with value 1 this mean that model will be moved exactly 1m from its origin. This change allows to use for example min_height value to move model upper from ground. Currently it is used with statue model where min_height is used for translate:

<nodeModel matcher="artwork=statue | monument=statue" 
           model="/models/cc/Statu_LowPoly/Statu_lowpoly.obj"		
           translate="vectorY(minHeight(0))" 
           scale="height(4) - minHeight(0)" 
           direction="180 - direction(0)"/>

Some example:
http://www.openstreetmap.org/#map=19/41.90219/12.45678

So I think this change is for better but it require changes in preset. Sorry for change with out warning. It is possible for you to adjust your preset?

Last edited 10 years ago by kendzi (previous) (diff)

comment:37 by yopaseopor, 10 years ago

I think it's perfect because 2.5D rendering like other render has to be the most approximate way to the reality.
I try it and it is very good, specially for "opposite nodes" (traffic signals in both sides and all the backward orientation)
I will do all the changes, but please try to comment changes like this before because I am doing now all other configuration files for example for motorways ,with all the positions stuff like cities (when it will be finished I will post some form o something like that to people can make their files and their code easily) or something like that and it is easy for me to do it right one time (I can wait time for some if it is needed) (I make one thing, test it and modify it) than do it ,test modify it and when it's done...have to recalculate and redo it two times because of new values.

Yopaseopor

by yopaseopor, 10 years ago

Attachment: example_1_z_axis.png added

View 1 _ Z_axis

by yopaseopor, 10 years ago

Attachment: example_2_z_axis.png added

View 2 _ Same number on Z axis

by yopaseopor, 10 years ago

  1. Blender black material ?

comment:38 by yopaseopor, 10 years ago

Hi!

First file is done.You can find it at http://catmidia.cat/coses/2a_etapa/altres/ES_generic_trafficSigns.xml

But when I try to put in order s2xx signals (destination and other) I have some "location problems" that I don't understand.
As you can see in view 1, you see the traffic signal CAT:s230 , and then you see left arrow to be ON the panel correctly, but right arrow with same Z parameters - view 2 - (I did it with same model, same parameters and no changes between them) are UNDER. I don't know why, as you can see.What can I do?

Also for the lighting problem,is it possible did you use some black material - view 3 - or texture to do the first model (the model which has parameters to be changed with configuration file eg: triangleSign.obj ? Is it possible to colour it white? (I continue searching and thinking solutions for that problem too.)

Yopaseopor

comment:39 by kendzi, 10 years ago

In which library file it is used? Could you post it as text not as image?

comment:40 by yopaseopor, 10 years ago

Yes I can :)
It is at http://catmidia.cat/coses/2a_etapa/altres/trafficSignsLibraryInternalLayer.xml

line 178

 <!-- panel A POSITION 2 arrow test s230 left -->
 <wayNodeModel matcher="highway=*" filter='traffic_sign="CAT:s230" "turn:destination"="left" direction=forward side=right' model="/models/traffic_signs/name0Sign.obj"
modelParameter="material.mat_sign.texture0=textures/content/black_left.png"
translate="vector(1.5,2.8,0)" scale="height(1.8)" direction="wayNodeDirection() + 270" offset="3" />

vs line 650

<!-- panel B POSITION 2 arrow test s230 right -->
 <wayNodeModel matcher="highway=*" filter='traffic_sign="CAT:s230" "turn:destination:b"="right" direction=forward side=right' model="/models/traffic_signs/name0Sign.obj"
modelParameter="material.mat_sign.texture0=textures/content/black_right.png"
translate="vector(5.5,1.3,0)" scale="height(1.8)" direction="wayNodeDirection() + 270" offset="3" />

I hope this may help :)
Yopaseopor

comment:41 by kendzi, 10 years ago

in first you used vector(1.5,2.8,0)
in second you used vector(5.5,1.3,0)

This mean they are moved along X axis. Maybe it will be good idea to draw debug information about model local coordinate system.

I'm really surprised with arrows draw in that way. But it really should be done by some auto-generated sign texture :/

comment:42 by yopaseopor, 10 years ago

It is true that it seems coordinate system are based on some parameter, as debug view shows.But I think models are located in relation to the way (wayNodeModel), nor some point.And also I say that before this didn't happen.So is it anyway to return to make the way the main referent to the coordinates system for the model (purple axis) ?

Yopaseopor

by yopaseopor, 10 years ago

Attachment: DEBUG_VIEW_EX1.png added

Debug view for example 1

by yopaseopor, 10 years ago

Updated coordinates for simple traffic signs models

comment:43 by yopaseopor, 10 years ago

Hi!

Happy 2014! I return after big changes in my life (job stuff and something like that).So I stop, think and for the moment (in future I will try it again, no doubt of it :P) nowadays I give up about specific information of orientation traffic signs. I debug actual behaviour of pluggin with traffic signs model and these are the new coordinates for the simple traffic signs models.

In future weeks I will complete the list of models available.
Thank you for all the efforts.
yopaseopor

comment:44 by kendzi, 10 years ago

Hello
Happy 2014! Please don't stop with signs. I thing they are great. Sorry that I didn't answer you during past 3 months, I was little out of time. I'm currently ending skeleton algorithm for generation of hipped roofs like currently F4 do. I hope I will end it in one or two weeks. When I will be able to add some debug information for models as you requested.

Did you think about putting your library on some repository like github.com?

comment:45 by yopaseopor, 10 years ago

Hi!

I'll never give up about traffic_signs. I think it's the next step for OSM/GPS navigation, because traffic signs advises you about the things happen in a road/street.

I want to make it stable.
Traffic signs is a multidisciplinar project with four "childs".

It started with a spanish preset for Roadsigns plugin.Then I realized that this can be watched via JOSM with a custom style (also with Road Marks, and lane attributes - focused in spanish style but "being able to be translated to other country") and the "youngest little child" is a huge menu preset called traffic_signs to tag, and spread all OSM ways and nodes in a huge way (more than traffic_lights,stop and give_way keys) with all kind of traffic signs.
And then...Why not 3D models? and Kendzi3D pluggin and efforts have joined the party!! Now it's time to make it all stable to grow up.

Instead it is alpha/beta I stop developing information and orientation tags because of disallowing people to spread information (keys and values inside OSM) and custom signals in a wrong way.I want to make it stable, beta testign used it, and then present it first to catalan community and then spanish community of OSM.If these communities would start to work with it (and keys would well-formed and works in all the parts of the project) it will be little time any community will start to make their models, their presets, their solutions, their programs and the possibility of make orientation and information custom traffic signals will be bigger and better than ever, made it probably by people who knows more than me about programming, modelling and tagging.
So it's time to make it stable and start to tag roads massively with a preset, pluggins and style.

For this reason I "stabilized" the XML file cutting off all orientation and information traffic_signals and giving new coordinates to stablish deffinitively the traffic_signs in four basic value combinations : forward (both) backward / left (both) right (I know I will need two more: up/down -for marks and for motorway and elevated information panels but these will be the future-) in xml file.Then I will do the same in all the parts of the project (biggest part of work is done).

Putting all of it in Github will be a good idea. I want make all the parts of the project working well to start to spread traffic_signs tags and also to start to enable other people forking and developing it.

And be sure I will need your collaboration as nowadays ;)
Good job
yopaseopor

by kendzi, 10 years ago

Attachment: OSM models.png added

comment:46 by kendzi, 10 years ago

I finally check your comment about behave of translate property, and it seems it is completely wrong. I will fix in next few days, but to make it clear, I would like to explain how it should work:


In OpenGl and inside kendzi3d it is used right handed coordinate system. So for me is obvious that function translate should behave as in picture "B". To be clear currently that function don't behave correctly and is not even similar to any of images.

After changes will be no differences between setting offset or translate.z

What do you think?

by kendzi, 10 years ago

Attachment: OSM models.svg added

svg version

in reply to:  46 comment:47 by yopaseopor, 10 years ago

I think best system will be the one that will be the most "standard" system.I don't care if I have to change the coordinates systems to the "new standards" if they are standards :) .I don't know anything about programming and 3D design so I think you are the expert and your decision will be the right thing. And I am ready to make the definitive coordinates to the standard solution you proposed when you have it.

A stable system of coordinates will let us to spread the use, and make it function right with presets and other styles.
This is only the beggining (I think bridges, 3D terrain, textures library,etc.) ;)

yopaseopor

Also I have some problem with light of the models.They're too dark.I tried to illuminate it with Blender but there's no visible change.

Replying to kendzi:

I finally check your comment about behave of translate property, and it seems it is completely wrong. I will fix in next few days, but to make it clear, I would like to explain how it should work:


In OpenGl and inside kendzi3d it is used right handed coordinate system. So for me is obvious that function translate should behave as in picture "B". To be clear currently that function don't behave correctly and is not even similar to any of images.

After changes will be no differences between setting offset or translate.z

What do you think?

by kendzi, 10 years ago

Attachment: OSM models2.svg added

by kendzi, 10 years ago

comment:48 by kendzi, 10 years ago

In 1.0.175 I made changes regards translate property, additionally I drop function wayNodeDirection it was used in all row so now that value it taken by default. I added some debug information on model location to use it select “Menu > 3D > Debug models library”. Please test all changes.

In debug view colors are:
red – Z axis
green – X axis
blue – Y axis

You should look into forum too. Currently there is some discussion regards models here



comment:49 by yopaseopor, 10 years ago

At first sight (I will do more test and transpositions of coordinates this night) My first fast test: AWESOME.

Now the coordinates are the easiest, and the debug views are as reality is. I think is the best way.Now I have only to use a lot offset in a realistic way.

<wayNodeModel matcher="highway=*" filter="traffic_sign=overtaking overtaking=no direction=forward side=right" model="/models/traffic_signs/circleSign.obj"
modelParameter="material.mat_sign.texture0=textures/ES_r305.png"
translate="vector(0,0,0)" scale="height(4)" direction="wayNodeDirection() + 180" offset="6" />
<wayNodeModel matcher="highway=*" filter="traffic_sign=overtaking overtaking=no direction=backward side=left" model="/models/traffic_signs/circleSign.obj"
modelParameter="material.mat_sign.texture0=textures/ES_r305.png"
translate="vector(0,0,0)" scale="height(4)" direction="wayNodeDirection() + 0" offset="-6" />

This can open in a future the possibility of do the concrete information and orientation signals.
Very good good , good job!
yopaseopor

comment:50 by kendzi, 10 years ago

Don't forget to write direction without wayNodeDirection function. Way angle now is taken by default and value from that field is taken relatively to way direction. So now you can write:

direction="180"
direction="0"

<wayNodeModel matcher="highway=*" filter="traffic_sign=overtaking overtaking=no direction=forward side=right" model="/models/traffic_signs/circleSign.obj"
modelParameter="material.mat_sign.texture0=textures/ES_r305.png"
translate="vector(0,0,0)" scale="height(4)" direction="180" offset="6" />

<wayNodeModel matcher="highway=*" filter="traffic_sign=overtaking overtaking=no direction=backward side=left" model="/models/traffic_signs/circleSign.obj"
modelParameter="material.mat_sign.texture0=textures/ES_r305.png"
translate="vector(0,0,0)" scale="height(4)" direction="0" offset="-6" />

comment:51 by yopaseopor, 10 years ago

Corrected , one day I will turn all the models to be 0 and 180

	<wayNodeModel matcher="highway=*" filter='traffic_sign="ES:r418" direction=backward side=left' model="/models/traffic_signs/circleSign.obj"
modelParameter="material.mat_sign.texture0=textures/ES_r418.png"
translate="vector(0,0,0)" scale="height(4)" direction="90" offset="-6" />
		
	<wayNodeModel matcher="highway=*" filter='traffic_sign="ES:r418" direction=forward side=right' model="/models/traffic_signs/circleSign.obj"
modelParameter="material.mat_sign.texture0=textures/ES_r418.png"
		translate="vector(0,0,0)" scale="height(4)" direction="270" offset="6" />

yopaseopor

comment:52 by yopaseopor, 10 years ago

Models library is not working. :(

comment:53 by kendzi, 10 years ago

Any message? What exactly is not working? Any example?

comment:54 by yopaseopor, 10 years ago

I click in the menu and nothing happens, no sound, no menu, anything

comment:55 by kendzi, 10 years ago

nothing happens, no sound, no menu, anything


Your description is not very precise. Please when you find any bug, provide information about what is missing or what is not working, the best together with stacktrace.

I'm only assume that you are referring to “Menu > 3d > Models library”, if so it is fixed in 1.0.176

Last edited 10 years ago by kendzi (previous) (diff)

comment:56 by kendzi, 10 years ago

Everything is working?

Also I have some problem with light of the models.They're too dark.I tried to illuminate it with Blender but there's no visible change.

It is not only material configuration but texture it self can be changed. You could modify texture inside graphic editor or you can change ambient and diffuse colors for model material.

Additionally from now you can try to adjust light source from plugin itself, you can find more in that issue: light source

comment:57 by yopaseopor, 10 years ago

I think it is working in part! I am fixing old coordinates (In November I was working in motorway signs)
I am using Internet library.New coordinates are from these files.

<list key='kendzi3d.models_library.resources_urls'>
    <entry value='plugin:/models/modelsLibraryInternalLayer.xml'/>
    <entry value='plugin:/models/modelsLibraryLayer.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/trafficSignsLibraryInternalLayer.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/ES_words_library.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/ES_distances.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/ES_milestones.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/ES_numbers.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/ES_references.xml'/>
    <entry value='http://www.catmidia.cat/coses/2a_etapa/altres/ES_signs_symbols.xml'/>
</list>

View final library only shows default library and view details are empty when you choose a file.
I tried light source configuration solution for the dark model problem.It is a good solution.

Thank you for your work.
yopaseopor

Last edited 10 years ago by yopaseopor (previous) (diff)

comment:58 by yopaseopor, 10 years ago

As you ask me Here it is a repository for configuration files , models and content.Any commit, suggestion is welcome.I hope you enjoy it (Now I'm doing motorway models)

https://github.com/yopaseopor/traffic_signs
yopaseopor

Last edited 10 years ago by yopaseopor (previous) (diff)

comment:59 by Don-vip, 10 years ago

Resolution: fixed
Status: newclosed

I assume everything is fixed now (didn't read the whole thread ;))
If there's still something to do, please use https://github.com/kendzi/kendzi3d/issues instead.

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as closed The owner will remain kendzi.
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