RE: [Flightgear-devel] Re: Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8
Alex Romosan writes: > > "Norman Vine" <[EMAIL PROTECTED]> writes: > > > Doesn't SGPath.apapend just do the right thing here ? > > > > i.e. there shouldn't be a need to do the > > > >> ! #ifdef _MSC_VER > >> ! tmp.append( ";"); > >> ! #else > >> ! tmp.append( ":"); > >> ! #endif > > > > kludge in the patch below > > > > if append() doesn't do the right thing I suggest we would be > > better off fixing append() rather then kludging every instance > > of it use. > > we should use sgDirPathSep instead. it's defined in > simgear/misc/sg_path.cxx, but it should be moved to the header file > instead so it can be used elsewhere. Agreed but append() should/will just do this automagically :-) // append another piece to the existing path void SGPath::append( const string& p ) { if ( path.size() == 0 ) { path = p; } else { if ( p[0] != sgDirPathSep ) { path += sgDirPathSep; } path += p; } fix(); } Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
The format of the model is 3ds. Could this have anything to do with the textures themselve? Regards, Ampere On June 6, 2004 08:56 pm, David Megginson wrote: > Ampere K. Hardraade wrote: > > The model isn't made in AC. > > What format do you use for loading into FlightGear? > > > All the best, > > > David > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8
"Norman Vine" <[EMAIL PROTECTED]> writes: > Doesn't SGPath.apapend just do the right thing here ? > > i.e. there shouldn't be a need to do the > >> ! #ifdef _MSC_VER >> ! tmp.append( ";"); >> ! #else >> ! tmp.append( ":"); >> ! #endif > > kludge in the patch below > > if append() doesn't do the right thing I suggest we would be > better off fixing append() rather then kludging every instance > of it use. we should use sgDirPathSep instead. it's defined in simgear/misc/sg_path.cxx, but it should be moved to the header file instead so it can be used elsewhere. --alex-- -- | I believe the moment is at hand when, by a paranoiac and active | | advance of the mind, it will be possible (simultaneously with | | automatism and other passive states) to systematize confusion | | and thus to help to discredit completely the world of reality. | ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8
> Modified Files: > FGTileLoader.cxx > Log Message: > Windows uses ';' instead of ':' as a path separator. > > Index: FGTileLoader.cxx > === > RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/FGTileLoader.cxx,v > retrieving revision 1.7 > retrieving revision 1.8 > diff -C2 -r1.7 -r1.8 > *** a/FGTileLoader.cxx6 Jun 2004 19:15:04 - 1.7 > --- b/FGTileLoader.cxx6 Jun 2004 19:34:31 - 1.8 > *** > *** 99,103 > SGPath tmp; > tmp.set( globals->get_fg_root() ); > ! tmp.append( "Scenery/Terrain:" ); > tmp.append(globals->get_fg_root() ); > tmp.append( "Scenery/Objects" ); > --- 99,108 > SGPath tmp; > tmp.set( globals->get_fg_root() ); > ! tmp.append( "Scenery/Terrain" ); > ! #ifdef _MSC_VER > ! tmp.append( ";"); > ! #else > ! tmp.append( ":"); > ! #endif > tmp.append(globals->get_fg_root() ); > tmp.append( "Scenery/Objects" ); > Doesn't SGPath.apapend just do the right thing here ? i.e. there shouldn't be a need to do the > ! #ifdef _MSC_VER > ! tmp.append( ";"); > ! #else > ! tmp.append( ":"); > ! #endif kludge in the patch below if append() doesn't do the right thing I suggest we would be better off fixing append() rather then kludging every instance of it use. Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
Ampere K. Hardraade wrote: The model isn't made in AC. What format do you use for loading into FlightGear? All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
The model isn't made in AC. Regards, Ampere On June 6, 2004 03:14 pm, David Megginson wrote: > Ampere K. Hardraade wrote: > > All the textures look awfully bright. Take the tires for example, they > > are supposed to be pitch black, but they appear as grey. How do I fix > > them? > > Take a look at the top of your generated AC file, and play with the > different light values for the materials. > > > All the best, > > > David > > > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] fgfs not finding new scenery
Josh Babcock wrote: I tried the new scenery, but somehow fgfs doesn't seem to be reading SNIP Never mind I fixed a (stupid) mistake on my end. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Comments on new Scenery
Thanks for the comments, let me respond to a few of these ... William Earnest wrote: Pulled down the local 10 degree block for a quick look, and the overall impression is a great improvement. Before anyone (especially Curt) has to order a larger hat, here are a few specific problems I spotted in my area (eastern PA). First, the majority of the taxiways are on the opposite side from reality. 1N9, KUKT, KSEG are fully reversed. KABE has taxi for 6-24 correct, but the one for 13-31 is on the wrong side. Robin Peel has generated default taxiways for all airports that haven't had specific taxiways defined for them. The default taxiways are intended to look "plausible" but have no real connection with reality. The fix for this is to define correct taxiways for each individual airport. Lot's of tedius work which is probably why it hasn't been done yet for most of the smaller airports. However, once we get a way to output "x-plane" format taxiway information, then people from the FlightGear project could really help Robin push his database forward. This airport also shows a database problem, with a major highway trying to cross 13-31. The highway near 1N9 is also displaced by about a mile, putting it on the wrong side of the airport. This is due to the very low resolution of our road data base. This issue has been discussed before, but at the moment there doesn't seem to be any good solution short of manually repositioning the roads. But before we can do that, we need some mechanism to store and coordinate all the fixes ... that will be some substantial effort for someone, unless some kind company or government releases better data for us to use. At KLNS, the taxiways are roughly correct, but one runway (8-26) and its taxi is only a long white rectangle. This is a problem with Robin's database. For some airports he ended up with two airport entries with half the runways assigned to the first and half the runways assigned to the second. The airport generator tools can't handle this and the result is some missing runways or "holes". I am very hopeful that these "bugs" will be fixed in Robin's next database release (which should happen in a week or two or three.) I note a lot of windsocks by the runway ends. I assume this is a default when no location is available. Likewise, several beacons are far from their real locations, with some uncomfortably near the runways. Yes, for all airports that don't have windsocks or beacons, Robin generates some default objects ... you'll probably see the pattern if you look at a few runways and airports. His code doesn't account for runway overlaps so you get some wierdness here and there. Again, the good news is that when we spot these problems and can find correct data for the airports we can submit it to Robin and hopefully get it fixed in the next release. I trust our buddies in the X-Plane camp are seeing the same issues and doing the same thing to help fix up the database. Don't let these nits slow down the progress. Add them to the pile of items "for a rainy day". Yup, I already have a big list of things I hope to look at for upcoming scenery builds. Regards, Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
Ampere K. Hardraade wrote: All the textures look awfully bright. Take the tires for example, they are supposed to be pitch black, but they appear as grey. How do I fix them? Take a look at the top of your generated AC file, and play with the different light values for the materials. All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
Those warnings are given out because some of the objects are still lacking texture coordinates. I have managed to do some of the textures, but I am running into a few problems. First, take a look at this: http://www.cs.yorku.ca/~cs233144/fgfs-screen-023.jpg All the textures look awfully bright. Take the tires for example, they are supposed to be pitch black, but they appear as grey. How do I fix them? Second, the transparency only seem to show up at certain angles. http://www.cs.yorku.ca/~cs233144/fgfs-screen-024.jpg http://www.cs.yorku.ca/~cs233144/fgfs-screen-025.jpg I find this odd. Should this be happening? Finally, I want to ask aside from specular maps, what else does FlightGear support? Does FlightGear support illumination? Thanks in advance, Ampere On June 6, 2004 01:46 pm, Durk Talsma wrote: > Our current MD11 model is still in progress, and therefore the plib > 3Ds model loader issues these warnings. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] fgfs not finding new scenery
I tried the new scenery, but somehow fgfs doesn't seem to be reading it. I downloaded W80N30 and checked the files, they're there and as far as I can tell are ok. I also added the dir that I am putting the new scenery into to my $FG_SCENERY and exported it. When I move the old scenery aside and do fgfs --airport=KIAD --aircraft=ufo I get ocean. Is there something else I haven't thought of? I even tried FG_SCENERY=/usr/local/lib/FlightGear/Scenery-0.9.5, but I get the same results. I know the stuff is there ... [EMAIL PROTECTED] FlightGear]$ find $FG_SCENERY | grep KIAD /usr/local/lib/FlightGear/Scenery-0.9.5/w080n30/w078n38/KIAD.btg.gz It never had any problem finding the last scenery set before I moved it out of /usr/local/lib/FlightGear/GlobalScenery. Josh ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
Durk Talsma wrote: > Yes, these are resulting from the new traffic manager loading an AI aircraft > model. Sofar, I've modelled a few scheduled flights between Amsterdam (EHAM) > airport and some other cities, including KSFO, built around a KLM MD11 time > table. Our current MD11 model is still in progress, and therefore the plib > 3Ds model loader issues these warnings. > > Right now, an AI Model object is created as soon as you come within 500 nm of > an aircraft's scheduled position. Just out of curiousity, where were you > flying when you saw these messages... Near KSFO, at KHAF > On Sunday 06 June 2004 19:09, Frederic Bouvier wrote: > > I am getting this on the console : > > > > WARNING: ssgLoad3ds: Texture coords missing. > > WARNING: ssgLoad3ds: Texture coords missing. > > WARNING: ssgLoad3ds: Texture coords missing. > > WARNING: ssgLoad3ds: Texture coords missing. > > Object Stabilizer01 not found > > Object Stabilizer03 not found > > > > Any idea ? -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
Frederic Bouvier wrote: I am getting this on the console : WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. Object Stabilizer01 not found Object Stabilizer03 not found Not really. Two things come in mind: 1. A problem with the .3ds file of the MD-11 2. A problem with AI Traffic (could be tested by specifying --disable-ai-models). Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Intermittent message on the console
Yes, these are resulting from the new traffic manager loading an AI aircraft model. Sofar, I've modelled a few scheduled flights between Amsterdam (EHAM) airport and some other cities, including KSFO, built around a KLM MD11 time table. Our current MD11 model is still in progress, and therefore the plib 3Ds model loader issues these warnings. Right now, an AI Model object is created as soon as you come within 500 nm of an aircraft's scheduled position. Just out of curiousity, where were you flying when you saw these messages... Cheers, Durk On Sunday 06 June 2004 19:09, Frederic Bouvier wrote: > I am getting this on the console : > > WARNING: ssgLoad3ds: Texture coords missing. > WARNING: ssgLoad3ds: Texture coords missing. > WARNING: ssgLoad3ds: Texture coords missing. > WARNING: ssgLoad3ds: Texture coords missing. > Object Stabilizer01 not found > Object Stabilizer03 not found > > Any idea ? > > -Fred > > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Intermittent message on the console
I am getting this on the console : WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. WARNING: ssgLoad3ds: Texture coords missing. Object Stabilizer01 not found Object Stabilizer03 not found Any idea ? -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Comments on new Scenery
Hello all, Pulled down the local 10 degree block for a quick look, and the overall impression is a great improvement. Before anyone (especially Curt) has to order a larger hat, here are a few specific problems I spotted in my area (eastern PA). First, the majority of the taxiways are on the opposite side from reality. 1N9, KUKT, KSEG are fully reversed. KABE has taxi for 6-24 correct, but the one for 13-31 is on the wrong side. This airport also shows a database problem, with a major highway trying to cross 13-31. The highway near 1N9 is also displaced by about a mile, putting it on the wrong side of the airport. At KLNS, the taxiways are roughly correct, but one runway (8-26) and its taxi is only a long white rectangle. I note a lot of windsocks by the runway ends. I assume this is a default when no location is available. Likewise, several beacons are far from their real locations, with some uncomfortably near the runways. Don't let these nits slow down the progress. Add them to the pile of items "for a rainy day". -- Bill Earnest [EMAIL PROTECTED] Linux Powered Allentown, PA, USA Computers, like air conditioners, work poorly with Windows open. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] bo105 livery?
Melchior FRANZ wrote: > Hey, I found the perfect livery for the bo105. Isn't she cute? > > http://www.bh-infoecke.linzland.info/204_2.jpg (70 kB) Go ahead :-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] bo105 livery?
Hey, I found the perfect livery for the bo105. Isn't she cute? http://www.bh-infoecke.linzland.info/204_2.jpg (70 kB) m. ;-) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Heads up for base package location
Hi, I've checked in a change that changes the location of FlightGear's base package from /lib/FlightGear to /share/FlightGear I think this is the really the right location for the base package. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] GlideSlope Errors
I posted the following near the end of May. At least some of the glide slopes are now not working that were before this change. The glideslope at KSFO is working. The glideslope at Greeley, CO (I-DCI, 110.3) never comes off pegged at the bottom (saying you are high). Same comment for the glideslope at Fort Collins-Loveland (I-FNL, 109.5). The glideslope at Jeffco, CO (I-BJC, 111.7) is just a little high (saying you are low when the papi lights say you are right on). Since then, I tried several other approaches. The glideslope at Des Moines, IA (KDSM) RW 31 (I-DSM 110.3) is near to correct while the glideslope at Waterloo, IA (KALO) RW 12 (I-ALO 111.7) is way too low. I am using fgfs to practice for an instrument check ride and this change makes most ILS approaches into localizer only approaches. I looked at the data in nav.dat.gz and the elevations look ok. All these used to work fine. Are others having the same issues? Thanks in advance, Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel