Re: [Flightgear-devel] Blender to ac3d material exporting

2006-06-17 Thread Robicd
Robicd wrote:
   Where?

Sorry, I've found it. Silly question :-)


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Re: [Flightgear-devel] Blender to ac3d material exporting

2006-06-16 Thread Robicd
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



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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Robicd

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



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Re: [Flightgear-devel] F-14 anyone?

2006-04-29 Thread Robicd

http://www.anft.net/f-14/f14-detail-dimensions.htm

in case you need some more info :-)


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Re: [Flightgear-devel] F-14 anyone?

2006-04-29 Thread Robicd
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




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Re: [Flightgear-devel] F-14 anyone?

2006-04-29 Thread Robicd

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


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Re: [Flightgear-devel] Mirror for CD-image ?

2006-04-29 Thread Robicd
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


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Re: [Flightgear-devel] Re: How to make a 3d object a non-obstacle

2006-04-22 Thread Robicd

Thank you people, that was the solution :-)
  Roberto



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Re: [Flightgear-devel] New MP servers

2006-04-16 Thread Robicd
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


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Re: [Flightgear-devel] taxiway runway signs

2006-04-09 Thread Robicd

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



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Re: [Flightgear-devel] Re: Taxiway signs, howto?

2006-04-05 Thread Robicd

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


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Re: [Flightgear-devel] Re: Taxiway signs, howto?

2006-04-05 Thread Robicd



Very soon we'll see signs sitting in the middle of the taxiways


We already see windsocks in the middle of taxiways :-)

  Roberto


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Re: [Flightgear-devel] Re: Taxiway signs, howto?

2006-04-04 Thread Robicd

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


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Re: [Flightgear-devel] Re: Taxiway signs, howto?

2006-04-04 Thread Robicd

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


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Re: [Flightgear-devel] Re: Taxiway signs, howto?

2006-04-04 Thread Robicd

Melchior FRANZ wrote:


  http://www.google.com/search?q=5345-44f


Do these rules apply to Europe too?

  Roberto


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Re: [Flightgear-devel] New 737 textures

2006-03-28 Thread Robicd

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



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Re: [Flightgear-devel] Ground structures pulled from diagrams.

2006-03-06 Thread Robicd

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



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Re: [Flightgear-devel] FlightGear on LinuxTag;

2006-03-06 Thread Robicd

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


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Re: [Flightgear-devel] FlightGear on LinuxTag;

2006-03-03 Thread Robicd

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


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Re: [Flightgear-devel] Is there a property that gest the distance between an object and the point of view?

2006-02-26 Thread Robicd



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





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Re: [Flightgear-devel] Re: Any Billboard animation doc around?

2006-02-25 Thread Robicd



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




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Re: [Flightgear-devel] Re: Howto use max and min with multpiple values in xml material animation?

2006-02-24 Thread Robicd

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



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Re: [Flightgear-devel] Re: How to correctly change material emission using conditions in .xml file?

2006-02-23 Thread Robicd

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





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Re: [Flightgear-devel] Re: How to correctly change material emission using conditions in .xml file?

2006-02-22 Thread Robicd

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


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Re: [Flightgear-devel] A/C Tractors 3D Models

2006-02-14 Thread Robicd
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


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Re: [Flightgear-devel] Scenery 0.9.10 First Impressions

2006-01-19 Thread Robicd

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


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