Hi

I am trying to add a hanger into SanJose but I am not sure what I need to put 
in the XML file.

This is what i have at the moment:
<?xml version="1.0"?>

<PropertyList>

 <path>hanger2.ac</path>

 <animation>
  <type>range</type>
  <min-m>0</min-m>
  <max-m>10000</max-m>
 </animation>

 <animation>
  <type>range</type>
  <object-name>antennas</object-name>
  <object-name>glass</object-name>
  <min-m>0</min-m>
  <max-m>1000</max-m>
 </animation>

 <animation>
  <type>range</type>
  <object-name>workbench</object-name>
  <object-name>fence</object-name>
  <min-m>0</min-m>
  <max-m>3000</max-m>
 </animation>

</PropertyList>


However, FGFS says:
WARNING: ssgLoadAC: Failed to open 
'/usr/share/games/FlightGear/data/Models/Airport/hanger2.ac' for reading

Regards
Shelton.

> Hi Stuart
>
> How do i determine the tile?  And is the scenery designer part of FG ?
>
> Regards
> Shelton.
>
> > Hi Stuart
> >
> > Thanks for the guide (quite a bit to take in) - I have got Blender up and
> > running and it looks very polished in-deed.  So its going to take a while
> > for me to get going - I will keep your notes in a safe place - what I am
> > wondering is whether I can use the existing buildings and objects, eg a
> > Tower to populate say San Jose airport ??  In the mean time I will have a
> > play with Blender and AC3D.
> >
> > Regards
> > Shelton.
> >
> > > > Well if thats the case I don't mind doing something
> > > > for the Seattle region
> > > > because that will be a good flight from SAN FRAN -
> > > > off course if that is not
> > > > already modelled - and I will need help on how to do
> > > > it.
> > >
> > > Hi Shelton,
> > >
> > > I went through this learning curve a couple of months
> > > ago - it is quite satisfying. Here's what I found.
> > >
> > > I used AC3D to create the buildings. You can get a
> > > 30-day trial period for free, which is enough time to
> > > get to grips with it and create a couple of buildings.
> > >
> > >
> > > I also tried Blender (which is free), but I found it
> > > much more complex so just shelled out for a AC3D
> > > license.
> > >
> > > Assuming you're using AC3D, the scale can be set to
> > > either meters or feet, then you simply generate the
> > > shapes you need. Luckily buildings are quite simple :)
> > > and with an elevation plan, or even some approximate
> > > sizes, you can get a decent model.
> > >
> > > To make life easier, I make the base of the building
> > > start at 0,0,0 so I can place it on the terrain easier
> > > later.
> > >
> > > Once you've got the shape right, you'll need to add a
> > > texture. You need to create a .rgb file that (I think
> > > - feel free to correct me) needs to be a factor-of-two
> > > in size (i.e. 128x128, 256x256). I use the GIMP for
> > > this.
> > >
> > > I set out part of the file for the wall texture, then
> > > part for the top of the building and just approximate
> > > shapes to begin with. Once you've applied the texture
> > > to the object, you can use the Texture Coordinate tool
> > > (from the Tools menu) to define what part of the
> > > texture file you wish to use for each surface of the
> > > building.
> > >
> > > If there is a repeating pattern on the wall, say a row
> > > of windows, you can create a couple of windows them
> > > you can get AC3D to repeat it horizontally and/or
> > > vertically, saving time and texture.
> > >
> > > You can also colour the objects directly in AC3D and
> > > control their luminosity so they look better at night.
> > >
> > >
> > > FlightGear natively supports the AC3D .ac files, so
> > > all you need to do is place it in the right location
> > > in the scenery. I often find this one of the more
> > > difficult things to achieve, as there is an element of
> > > trial and error.
> > >
> > > You need to determine the lat, long, elevation and
> > > angle (rotation) of the object and add it to the
> > > correct scenery tile on your install point. This is
> > > probably best understood by having a look at the San
> > > Fran tiles for an example, then the FG Scenery
> > > Designer to determine the correct tile, followed by
> > > hand-editing the tile file.
> > >
> > > Then, once it's complete, submit it to the FG Scenery
> > > Database so hopefully it willbe included in future
> > > releases.
> > >
> > > BTW, are we planning to integrate the FGSD objects in
> > > port 0.9.9 scenery releases?
> > >
> > > Hope this is of some use.
> > >
> > > -Stuart
> > >
> > >
> > >
> > >
> > >
> > > ___________________________________________________________
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