Re: [Flightgear-devel] Blender to ac3d material exporting
Robicd wrote: Where? Sorry, I've found it. Silly question :-) ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Blender to ac3d material exporting
Frederic Bouvier wrote: Another tip : If you can find the file named ac3d_export.cfg ( on windows, in C:\Program Files\Blender Foundation\Blender\.blender\scripts\bpydata\config ) you can set MIRCOL_AS_EMIS to True ( default False ). Then, you can change the 3 components of the emis color by changing the Mir color. There are other setting that can be tweaked in this file. There use to be a dialog box for setting these parameters, but I can't find it in 2.41 -Fred You are right Fred, I will add that note to the web page :-) This page was meant for newbees which do not mess with script files. Anyway, of course there is more to do with the ac3d export plugin, I think I will add something more to the page. Roberto ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Impact of texturing objects on performance?
Using Shared models helps saving memory. That way, only one model is loaded, and it is displayed multiple times. With static objects, every instance is loaded in memory, with duplicates on geometry and textures. Changing OBJECT_STATIC to OBJECT_SHARED helped having a decent fps over Paris, as well as reducing texture size to avoid GPU memory saturation. Arnt Karlsen wrote: ..an idea: Can an hangar model be used to make the EAA Museum at KOSH http://sleepyhollowfarm.com/OshkoshAerialLarge.jpg by using the hangar model several times and overlapping at corners to produce the EAA Museum model? Is this a bad idea? Of course it can be and it's not a bad idea, but it wont look good. I prefer modelling those peculiar buildings from scratch 'cause that technique gets much better visual results. Take a look at http://fgfsdb.stockill.org/modeledit.php?id=277 and http://fgfsdb.stockill.org/modeledit.php?id=263 , you will get what I mean. Modelling something that look close to reality makes much more fun to me :-) And I've found a few nice picks of that Museum in the meanwhile. That will help me in modelling that in a manner which will not look completely different from reality. Your idea is quick and easy, and can be applied when no other solution is at hand IMHO. With such an approach I wouldn't care about z-buffer flickering, it would be the latest visual imperfection people will notice at all. Roberto ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] F-14 anyone?
http://www.anft.net/f-14/f14-detail-dimensions.htm in case you need some more info :-) --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] F-14 anyone?
There are mirrors inside, for the pilots (look at http://www.anft.net/f-14/f14-detail-cp-canopy-01l.jpg); I wonder if there's a way with FGFS to create those mirrors, some kind of picture-in-picture technique :-) Or should that be implemented in the code? Are such mirrors used in Civil Aviation A/C too? Roberto --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] F-14 anyone?
The usual way (the only one?) to create mirrors is to render the scenery (at least) twice. I wonder if it's easy to implement, I don't know how SimGear/Plib handle that (if it's even possible). That should not be a real drop down in performance since the mirror has a very small area to render. Rendering once with a wide angle to a texture can probably be enough to fake the pictures on the 3 concave mirrors. Are those mirrors concave at all? Roberto --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Mirror for CD-image ?
I'd suggest you use a BitTorrent tracker too. You will only need to make a seeder host stay online for the time you like and download/upload bandwidth will be shared among clients. Big files like .iso images are well distributed inside such p2p networks. Roberto --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: How to make a 3d object a non-obstacle
Thank you people, that was the solution :-) Roberto --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New MP servers
I tried to register yesterday and today at http://fgfs.i-net.hu/, and after submitting all informations asked the server replies me Could not register new user. as I wanted to reply the post asking for suggestions, I tried as Anonymous user, the server said to me *Anonymous* users can post new topics and replies to this forum, I type my response, and when I submit it, the server replies Could not insert forum post. is the server not available yet for public? thanks. regards seb Feedback: I registered without problems at all. Try later again, maybe it was just a temporary system glitch. Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] taxiway runway signs
Melchior FRANZ wrote: I committed a first version of the new signs code. I didn't ask for permission first, because the old code wasn't used anyway. Hope the changes to materials.xml and the matlib are ok. Here's a screenshot: http://members.aon.at/mfranz/rwysigns.jpg [27 kB] That is simply great :-) Thank you Melchior. OBJECT_TAXI_SIGN {dl}B_|{L}[B5]{Y}|_B{ur} -122.357357 37.613917 2 150 Straithforward. I don't know if the textures are too big. One could certainly scale them down -- haven't tried if the blurriness would be acceptable. TODO: add some simple hardware to the naked signs. (Box and stems.) I wonder if there could be a way to integrate the code into customized 3d models, e.g. as additional texture animation into a .xml declaration, in order to let people crete their own box geometry when needed. It's just an idea, take it as that :-) [1] http://www.google.com/search?q=5345-44f That's dated 1/5/94 Search for http://www.google.com/search?q=5345-44g instead, that's dated 7/8/2004. Paragraph 1.1.2 tells about various panel faces sizes (note that the bigger is only 760mm high). Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Taxiway signs, howto?
Martin Spott wrote: Almost every engineer facing a problem starts with creating a plan - this is what we are being taught when real life hits us after leaving university ;-) What are the implications of the OBJECT_{TAXI,RUN}WAY_SIGN feature ? If you/we walk this path this would imply creating gazillions of scenery objects for all medium to large airports in the world. Hi Martin, I cannot agree more with you. I really hope we will have in the near future some automatic way for inserting those taxiway signs in the airports. I am currently playing a little bit with those signs on EDDF, it's educative, I am learning how to read them, how to position them, it helps a lot while taxing around. But there's a very big con, it takes an enormous amount of time to create and position them by hand. I started making some templates for the most common combinations/dimensions and using a few script to automate the process of rescaling and texturing them all. But it's not enough, it takes too much time for even a single airport (of course, EDDF is very big, not every airport is that much complicated). Anyway, I will finish EDDF 'cause it could be nice to use that at Wiesbaden LinuxTag as a starting airport, but I don't think I will do that again :-) Is there someone who knows EDDF well enough to check the result at EDDF and tell me if it's close enough to reality? I'm basing the current work on an FAA paper but I'm not an expert at all, I'd like to have some comments from real pilots too. I think it will be finished (basic runway/taxiway signs) in a couple of days. The guy who will be given credit to these objects in the Scenery Objects DB will reach a score that will never get topped as long as our short life lasts :-) That's something I would not be proud of :-) Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Taxiway signs, howto?
Very soon we'll see signs sitting in the middle of the taxiways We already see windsocks in the middle of taxiways :-) Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Taxiway signs, howto?
Melchior FRANZ wrote: # use letters AZaz, for example: 3 'A' signs OBJECT_TAXI_SIGN AAA -122.357357 37.613917 0 150 BTW: The comment was actually meant seriously: use letters AZaz I hoped you forgot 09 in 09AZaz. Or more correctly: use one or more of (A) lower-than, (B) greater-than, (C) upper case and (D) lower case letters. (A) and (B) are thought for arrows. Forgot to mention -- these are the expected material names: (A) '' - ArrowL.rgb (B) '' - ArrowR.rgb (C) 'A' .. 'Z' - LetterA.rgb .. LetterZ.rgb (D) 'a' .. 'z' - BlackA.rgb .. BlackZ.rgb And I'm afraid OBJECT_RUNWAY_SIGN are always squares, and OBJECT_TAXI_SIGN are one or more squares side by side, depending on the number of letters. m. Ref: simgear/scene/tgdb/apt_signs.cxx Thank you very much Melchior, that was clear and complete. Sad enough :-( so I have to give up with this, because it fails with many necessary details (up, left-up and right-up arrows, numbers, white on red signs ...). I will go back using traditional blender obejcts instead; it's more time consuming of course, but I will have enough freedom to build every custom taxiway sign I want. I know I will regreat this, I hope someone will consider developing that old code and make it flexible enough for covering the most cases we have in almost every airport. Just another question before going back to Gimp-Blender: do taxyway signs emit light in the night? I guess an obvious answer would be yes, I just need confirmation from people who fly real too. Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Taxiway signs, howto?
Melchior FRANZ wrote: * Robicd -- Tuesday 04 April 2006 13:09: I hope someone will consider developing that old code and make it flexible enough for covering the most cases we have in almost every airport. I'm considering that for a while now. :-) Well, a lot of scenery designers will thank you for that. It's something which makes the difference when taxing around in a big airport. I know, people most of the times do fly with a simulator and don't do a lot of parking operations. I wish that will change, it's still part of the simulation, even real pilots have a hard life when parking in unknown airports (do you know the joke about the Brit pilots talking to tower while parking at Frankfurt?), FlightGear could be a good way of learning such pretty easy tasks too. Just another question before going back to Gimp-Blender: do taxyway signs emit light in the night? http://www.google.com/search?q=5345-44f That's very interesting. I am reading it now. Thanks you Melchior, that will help me a lot :-) Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Taxiway signs, howto?
Melchior FRANZ wrote: http://www.google.com/search?q=5345-44f Do these rules apply to Europe too? Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New 737 textures
Ok it would appear that I am the one being bagged here and in an effort to learn I would like to now what the problem/problems are with the original texture for the 737-300. This was done using AC3D's texture mapping which I find very easy to use but it would appear that there is something wrong with the way AC3D does the mapping. So if someone could either send to me off list, or on, some examples of the problems and how they show up and what the fixes are then I am only to happy to learn. In the interests of having one united front on the 737-300 with one style of texture sheet. What I am trying to avoid here is several copies of the model spread through out FG Cheers Innis Hi Innis, thank you for your interest. I appreciate that. I started using the 737 model distributed with FG 0.9.9, this differs a lot from the CVS version. That's why my TNT repaint does fit to the old model only. I am using the CVS version now (I downloaded the 0.9.10pre3 win32-bin release, which I assume includes that one). That has better texturing then the former one. You can have my HLX 737-300 repaint at http://www.geocities.com/robitabu/aircrafts/737-300_HLX.zip and look at a snapshot at http://www.geocities.com/robitabu/aircrafts/737-300_HLX_snapshot.jpg Doing a repaint does not involve modifying the UV mapping generally, so I don't. I simply modify the .rgb texture file applying custom paintings, that's the easy way to a repaint for most of the people. There are a couple of issues which are not AC3D bugs or something like that; it's only the way you plan on making an UV mapping which makes a difference between an easily customizable texture and one which fits just to a few of models. E.g. assuming there is some kind of simmetry on the models is often an error (think at the writings on both sides of the plane fuselage, they're obviously different because of the company logo which is generally not simmetrical). The Fokker100 texture has this problem. The 737 inside v.0.9.9 did a trick using the same mapping for both sides of the rudder, which makes impossible to apply any kind of writings/logo on it because one side will show the good one and the other side will show the reversed (unreadable) one. I saw some other problem with the 747 which has a partially, and broken in pieces, mapped fuselage (just for windows and company logo), so it's impossible to apply paintings which cover the whole lenght of the aircraft. There are other models which splits the fuselage mapping into smaller parts, that's good if you have to apply many little textures on it but not good at all if you have to apply an entire textures on the whole side surface. As you see there are little issues which has to be taken care of if you want to let other people adding modifications to your models. I simply quit doing new repaints because it's frustrating. E.g. I was going to make some A320 repaints but the model has a partial texture which covers just a part of the fuselage and I can't put new painting which fit to the entire surface. Making a new repaint involves creating new UV mapping and releasing not only a new .rgb file with the texture, but instead a brand new .ac file too. I'd prefer not doing that and keep people using the .ac files they already have, and then letting them download a few add-on .rgb texture files only. It's a pity things are so non-standard in this area of FG, there should be some guidelines which every A/C model could follow in order to make their work more customizable. Don't forget people in the world like to customize OpenSource stuff, it's one of it's potentials, you will loose this part of the fun if you create something unasable on that side. Anyway, these are my ideas, I wish you have more ones so we will get something powerfull in the next time :-) cheers, Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ground structures pulled from diagrams.
Julien Pierru wrote: Right now svg2ac creates one .ac file containing all the buildings, another containing all the runways and a last one containing all the taxiways. It would be easy for someone to go in the .ac file using either blender or AC3D and edit the geometry, to add features such as towers, modify the height of the buildings aor improve their shape. Texturing could also be done, or colors can be added directly in the .ac file. The output of svg2ac is not necessarily a finish product, it is a first step that indeed cuts down the developer's work when creating sceneries. This code can also be used to create any kind of buildings from a vector image, such as city blocks or what have you. Julien I am currently doing that in a non automated way, in order to get a few bulk buildings and populate Wiesbaden city (look at www.flight-gear.de forum for screenshots); I don't like having just a few nice buildings out there in the middle of nowhere. I prefer having grey buildings than don't have any at all. Do you think svg2ac (which I've currently not tested) could be a real improvement in speed? I see that svg2ac generates errors which have to be corrected later with Blender/AC3D. It looks like svg2ac needs svg images first, which I don't have for Wiesbaden city, are they easy to find? Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear on LinuxTag;
Hi Detlef, I would like to do some scenery work, but as I don't live in Wiesbaden I might do some generic models of rhine bridges or Highways. Also I like to put some AI ships on the rhine. Finally, what do you think about a Ju-52 in a Linux Tag livery? I know there is some scenery object development for the Rhein-Main Area on the german flightgear forum at http://www.flight-gear.de. How are things going with the scenery? Did you already modelled some of those bridges? I am populating the city center with roughly modelled buildings, using aerial pictures as reference, trying to get something similar to reality. It's a pity there's no automated process, but with enough time I will get something acceptable in the next few days. You can look at some screenshots of the undergoing work in flight-gear.de forum (section Allgemeine Diskussionen), maybe we can start putting things together and see how they look. Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear on LinuxTag;
We already triggered Ralf and Ingrid to try to prepare detailed scenery for the show so that the guests of our booth could fly around over the local entourage. Now as I realize that much progress has been made regarding the Scenery Objects Database and that there are lots of skilled designers out there I'd like to ask kindly if those who have fun to create new scenery models would consider creating some buildings that reside in the environment of Wiesbaden. There definitely _are_ lots of significant buildings there so having a few of then to show on the show would be terribly nice. Please post your intentions on this list in order to avoid duplicate effort on certain buildings. I would like to do some scenery work, but as I don't live in Wiesbaden I might do some generic models of rhine bridges or Highways. Also I like to put some AI ships on the rhine. Finally, what do you think about a Ju-52 in a Linux Tag livery? I started posting the Wiesbaden Neroturm Tempel to fgfsdb.stockill.org maintainers. I'd like to have more pictures and dimensions of the relevant buildings in order to build something realistic at all. I'll do some more 3d stuff but that needs more data which I still can't find. Any help? Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Is there a property that gest the distance between an object and the point of view?
Melchior suggested me to move them to the center. Well I can't, they have to scale separately around different centerpoints. Yes you can. You scale them and then translate them to the points that you want them. That's how all billboard animations have to be done. Take a look at the link he posted, that is how it works. http://members.aon.at/mfranz/donauturm.tar.gz Josh As I see in donauturm.tar.gz, billboarding objects have to be positioned at the center of the 3d model first, because there is no way to tell the billboard animation to make the object spin around an arbitrary center. I first thought you meant I have to scale it and translate it inside Blender. I was wrong. I have to do this within the animation .xml file. Right? Anyway I've found Blender is capable of positioning the pivot point wherever I want; although the problem remains, this pivot point is not saved in the .ac file. When I reopen the previously modified .ac file the pivot point is not remembered, all objects inside the .ac file have the pivot point in origin of the 3d space. Is that the cause for having that translation and scaling to be done with the scale/translate .xml animation? IMO this practice is a little odd, and gives the modeller unnecessary workload. It's a pity :-( Anyway, I'll try to work things out using that technique. Thanks people, Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Any Billboard animation doc around?
You better look at Fred's beacon. The billboard animation is quite simple: animation typebillboard/type object-name... sphericalfalse/spherical... defaults to true /animation lights use sperical trees don't use it I tried that by myself, I used the spherical option but I have some problem with the emitting polygon spinning around the boat though. The emitting polygons seem to spin around the center of the entire 3dmodel instead of staying in place (they have some offset from the center of the model, they're placed in front of the boat). Is there any way to let them stay where they are? Should I make them separate .ac files and load them in the .xml with some kind of offset transformation? Is that the only way? Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Howto use max and min with multpiple values in xml material animation?
Hi Melchior, could you please verify if I've written something meaningfull at http://www.geocities.com/robitabu/animation/index.htm It's ome kind of a memo to me, but if correct could be usefull to others too. thanks, Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: How to correctly change material emission using conditions in .xml file?
Hi Melchior, As soon as I use the red-prop instead of red property (and so on with green and blue) flightgear crashes with the following error message: It doesn't crash ... Unknown exception in the main loop. Aborting... ... but abort, because you entered an invalid property. This has nothing to do with the material animation. Sigh ... That's nice to know to pretty useless to me by the time. But maybe red-prop has to be used with slightly different syntax; Reading the documentation is *strongly* recommended before you complain. It's a bug in your XML code. Of course, Melchior, I wasn't complaining :-) Did I? I was just comparing my experience in order to go on with learning and creating new pretty 3d models for fgfs. I was looking for some suggestions because I find the only documentation available for non programmers (which is the model-howto.html) a little bit confusing regarding factor, offset and -prop stuff. I guess I will have to clear things out by myself :-( bye, Roberto --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: How to correctly change material emission using conditions in .xml file?
Melchior FRANZ wrote: * Roberto Inzerillo -- Wednesday 22 February 2006 19:43: I've set two animations with one condition each; the conditions compare the current sun-angle-rad with a fixed value; one condition should make the Needle light on, the second condition should bring the Needle back to no emission. That's a bug. Static values are only initially set. But, of course, they should always be set again if a condition is present and has changed. I'll soon submit a fix. That means I can only change the color emission property of a 3d model once per flightgear session (with such an approach) then the model is ztuck to that emission value and there's no way (until next fgfs release) to bring it back to previous emission state. Is that the way it works now? Roberto --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A/C Tractors 3D Models
I'm in the mood for building more 3d models for airport ground traffic; do you have any suggestion/request about that? I assume there's really a lot of moving vehicles on the ground (in reality), what do you think could be taken as a priority in order to get some more realistic simulation near the airfields? My next step will be a few baggage tractors with tenders attached to them anyway. Is there someone trying to get AI to airport ground vehicles? Static aircrafts on Aprons are nice to see, what about tractors pushing them around? Is there even any chance there will be some interactive tractor simulation? I am thinking about tractor-aircraft manouvering simulation where the tractor has AI controlled movement and the aircraft is human controlled. Roberto --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery 0.9.10 First Impressions
Curtis L. Olson wrote: Robicd wrote: My first impression is good. I see more details around my local area now. Thank you for the improvement. LICJ has no slopes on the runway anymore :-) LICP is still wrong positioned though, it's still 500m southern then the real position and that disturbes a lot the buildings' positioning in the town, because this little airport is right in the middle of the town, and 500 meters are a lot in such a scenario :-) If you can show some sort of definitive proof that the location is wrong, please send corrections to Robin Peel so that this can eventually get fixed in FG. http://x-plane.org/home/robinp/ Well, I make use of Google Earth and atlanteitaliano.it for getting aerial pictures and populate the town around LICP, both sources give same coordinates so I assume the offset is real. Do you think I can take sources like GoogleEarth as correct references for coordinates? If not, do you suggest searching elsewere (in that case I will have a bad time positioning the buildings)? Roberto --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel