Curtis Olson schreef:
> On Tue, Feb 3, 2009 at 10:34 AM, Martin Spott wrote:
>
>     Curtis Olson wrote:
>
>     > This might be a perfect time for someone to start assembling and
>     developing
>     > a set of tools and instructions for migrating MSFS aircraft over to
>     > FlightGear.
>
>     Let me have a little informal poll in this context: Do we still depend
>     on a text-only file format for 3D models ?
>
>
> FlightGear supports any 3d model format that OSG has a loader/plugin 
> for.  There must be some sort of model conversion path from MSFS given 
> the right set of tools.  One thing that would be really cool is if 
> someone could figure out the MSFS model animation scheme and write 
> some sort of conversion utility or migration assistant to help with 
> model animations.  Cockpits might be another issue, and of course 
> flight dynamics are an issue.  So the process isn't trivial, but 
> someone looking to do a quick migration test could plug in a similar 
> dynamics model as a place holder until they can come back and do more 
> detailed work on that front.
I can say for one thing: The cockpits are pretty much a no-go. Most 
aircraft in FS9/FSX have gauges which consist of (platform and 
API-specific) code which make up the gauge graphics. Converting XML 
gauges from the Microsoft format may be entirely possible, but you can 
forget about using .GAU files (these are basically DLL's). In addition, 
most decent (payware) aircraft have modules which integrate with FS200x 
on a game engine level, to simulate anything from aircraft systems to 
world interaction.

With the cancellation of the Flight Simulator franchise, however, 
developers may actually switch over to FlightGear for developing payware 
aircraft. This is where MSFS got big, the default stuff in MSFS isn't 
really that impressive but the number of add-ons you can get for the 
series is tremendous. But then again, GPL may be a threshold for 
proprietary developers.

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