[Flightgear-devel] lock-on

2004-11-11 Thread Matevz Jekovec
Unbelievable. Where have we come to?
http://www.lockon.ru/movies/Collisions%201%20thumbnail.wmv
http://www.lockon.ru/movies/Virtual%20stunt%201%20thumbnail.wmv
Shots taken from Lock-On: Modern Air Combat simulator.
- Matevz
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Re: [Flightgear-devel] Re: [PATCH] crease for ac3d files and speedup

2004-10-09 Thread Matevz Jekovec
Mathias Fröhlich wrote:
On Samstag 09 Oktober 2004 10:19, Melchior FRANZ wrote:
 

* Mathias Fröhlich -- Friday 08 October 2004 19:25:
   

Bug with display lists or bug with my patch?
 

The crease patch causes another small problem: The 737 is completely
"unsmoothed".
   

Yes, the A320 too.
That patch honours the flat shaded/smooth shaded flag from the ac3d files.
So, make the model smooth shaded, then it will be displayed smooth shaded.
Make it flat shaded an it will be flat shaded.
:)
 

Great! That's what I really needed for j22, when the smoothing model 
patch came out a year ago or so.

Great work and thanks again.
- Matevz
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Re: [Flightgear-devel] next release - ac that don't work

2004-09-12 Thread Matevz Jekovec
Melchior FRANZ wrote:
On Sat, Sep 11, 2004 at 08:28:13PM -0600, Dave Perry wrote:
 

1. bo105 - no power.  I did not look for the reason.
   

Shift-]-> start turbines
wait 30 seconds
Shift-] again  -> clutch rotor
m.
 

Does fgfs use direct key addressing or is it important which keymap do 
you use?

- Matevz
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Re: [Flightgear-devel] Another submodel question

2004-09-11 Thread Matevz Jekovec

now I see flares when I hit ctrl-f but all 40 are released in a row. 
The property systems/submodels/submodel[0]/flare-release stay true 
after releasing the key.

That is a bit how flare releases are in combat aircraft. There is 
really no time to do every release by hand. Although normally you will 
have to set the number of releases beforehand.

Yeah, you can set the numbers in the real cockpit. Usually, one button 
is used to trigger 5 chaffs and 3 flares simultaniously. You oftenly 
don't know (or you don't have time to think) if you have a radar seeking 
or a heat seeking missile behind you (ok, RWR is beeping crazy if 
there's a radar activity though).

- Matevz
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Re: [Flightgear-devel] contrails

2004-08-29 Thread Matevz Jekovec

Oops - forgot.  There is a scaling anim function already in FG and objects can 
certainly be scaled based on values in the property tree, so it should be 
possible to do it with Nasal.
 

Looking at ufo aircraft, there should be transparency animation 
implemented as well (depends on speed in ufo object).

- Matevz
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Re: [Flightgear-devel] contrails

2004-08-28 Thread Matevz Jekovec
We could also simulate the condense effect by this (when in right 
combination of temerature and rel. humidity, water drops appear behind 
the engine). Texture for this puff should be a bit more transparent, but 
should vary as well. It should last for more than 4 seconds as well and 
should slowly scale up (like the real condense lines when you look at 
them from the ground).

- Matevz
David Culp wrote:
From sky-writing it's a short step to contrails.  Here's a screenshot of a 
first stab at contrails.  Of course it will look better with something 
besides my white boxes!

http://home.comcast.net/~davidculp2/contrail.jpg
This contrail contains a bunch of submodels that have a life-span of four 
seconds, so the trail terminates itself at a "distance" of four seconds 
behind the airplane.

The submodels, which use the puff.ac visual model, are released at 0.01 second 
intervals, however the real interval is limited to some larger amount due to 
frame rate.  The contrail visual model will have to be tubular to avoid gaps 
between submodels.

This isn't in the code base yet, but I'll send on later today.
Next step is to define a  item for the environment system 
(with a default value of 3 ?) to set the contrail level, and then have 
the environment system set a boolean property, like /environment/contrails, 
to true when the user is above the contrail level.  The submodel can then 
use /environment/contrails as a trigger.

Dave
 

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Re: [Flightgear-devel] shaders for flightgear

2004-08-27 Thread Matevz Jekovec
And what happens if you have Geforce 2  or Geforce 4 MX? It doesn't work 
at all or it works, but are those features disabled.
I'm interested in benchmarks between the current engine and with shaders 
included.
Having 30 fps on KSFO airport on Gf5950 ultra sounds like Doom 3 to me...

- Matevz
Roman Grigoriev wrote:
on ATI it works fine but you have to have at least geforce fx or ATI 
9xxx card on other cards it doesn't work
The question is: do you need this?

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Re: [Flightgear-devel] shaders for flightgear

2004-08-26 Thread Matevz Jekovec




Roman Grigoriev wrote:

  
  
  
  
  Sorry for many messages but I have some problem with my
e-mail and fgfs-devel mailing list :-) 
  Hi guys!
  OpenGL 2.0 formally announced and GLSL will be a part of it. so
I'm thinking about translating my NVIDIA vertex and fragment programs
that works with flightgear to GLSL. What do you think abput it?
  Now I have aerial perspective scattering light lobes trail
smokes rain snow runway and town lights and VBO that works with
flightgear. But here there is one main problem if you haven't FX class
hardware you can't see this ))). I have 5950 so there is no problem
here ;-)
  Feel free to e-mail me 
  Thanx in advance
  Bye
  

What's the compatibility and fps hit for non-nvidia and older nvidia
graphics cards if GLSL is implemented?


- Matevz


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Re: [Flightgear-devel] terrasync & realtime scenery loading

2004-08-17 Thread Matevz Jekovec

Terrasync started out as a one-evening hack/demonstration so it was 
never intended to be a full fledged solution and cover every angle and 
possibility.
Yeah, but found itself a very useful tool among fgfs users. Maybe even a 
start of multiplayer gaming, which includes terrain downloading from the 
computer hosting the game.

- Matevz
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Re: [Flightgear-devel] terrasync & realtime scenery loading

2004-08-17 Thread Matevz Jekovec

Just a thought : on windows, there is a system call that enable a program to
receive events when a files in a subtree changes. I don't know for Linux and
other unix though. I already heard about something called FAM but I don't 
know if it is built in the kernel now. And I have no idea about the MAC situation.

This could allow automatic scenery update while running and avoid to have 
ocean tiles when we travel too rapidly.

-Fred
Yes, there is FAM (File Alteration Monitor) on Linux, but it's not part 
of the kernel but a separate daemon (famd), so we can't really rely much 
on that. I don't know if there's another way, but I'm pretty sure there 
should be.

- Matevz
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[Flightgear-devel] terrasync & realtime scenery loading

2004-08-17 Thread Matevz Jekovec
There were already few discussions about this a couple of months ago 
when terrasync was launched.
My question is when I run terrasync and fgfs and fly where there's no 
terrain available yet, do I need to restart fgfs session for the new 
terrain to take effect, or are fgfs and terrasync already synchronized 
now and is the new terrain showing up as soon as it becomes available?

- Matevz
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Re: [Flightgear-devel] FlightGear 0.9.5-1

2004-08-17 Thread Matevz Jekovec
Erik Hofman wrote:
Kalle Valo wrote:
Erik Hofman <[EMAIL PROTECTED]> writes:

I was wondering, do others feel that the changes in the last week or
so justify a new release (0.9.5-1)?

If you are going to make a new release, just don't name it 0.9.5-1,
please. That would create lots of confusion for both users and
distribution packagers. 

Good point, I realized that after posting the message.
I don't think 0.9.6 would be a good idea, but 0.9.5b could be used (as 
this scheme is already in use for the Windows binary).
Why not simply name it 0.9.5.1 (latest kernel is 2.6.8.1 as well as they 
found a tiny bug in 2.6.8 version). Letters behind a version could mess 
with things like a for Alpha, b for Beta, RC for Release Candidate and 
so on. I think 0.9.5.1 is the only logical explenation to what happened 
to us and why are we releasing a new version.

my 2 cents:)
- Matevz
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Re: [Flightgear-devel] terrasync and terrain/scenery

2004-08-13 Thread Matevz Jekovec
Erik Hofman wrote:
Matevz Jekovec wrote:
Does terrasync download terrain only or scenery objects as well. 
Because the current terrasync repository still has the old structure 
IMO. (I set the terrasync root dir to fgfs/data/Scenery/Terrain to 
get it work, but this doesn't include objects download, as they are 
in fgfs/data/Scenery/Objects, right?).

You will only get windsocks and radio towers (in the US only) simply 
because there are no objects for the rest of the world (yet).

Erik
Hm..., what about the Eiffel tower, Big Ben, English Parlament, 
cathedrals, islam churches (sorry, I forgot how they are called :-( )? 
Weren't they modeled yet?

- Matevz
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[Flightgear-devel] terrasync and terrain/scenery

2004-08-12 Thread Matevz Jekovec
Does terrasync download terrain only or scenery objects as well. Because 
the current terrasync repository still has the old structure IMO. (I set 
the terrasync root dir to fgfs/data/Scenery/Terrain to get it work, but 
this doesn't include objects download, as they are in 
fgfs/data/Scenery/Objects, right?).

- MatevÅ
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[Flightgear-devel] fgfs: freeglut_window.c:657: glutGetWindow: Assertion `fgState.Initialised' failed.

2004-05-01 Thread Matevz Jekovec
I downloaded the latest CVS SimGear/source/data and compiled it with 
--enable-sdl and --with-jpeg-factory parameters. When I run fgfs, I get 
this (haven't seen this problem yet and I did play wih SDL support before):

zverina-ii:~/fgfs$ fgfs
fgfs: freeglut_window.c:657: glutGetWindow: Assertion 
`fgState.Initialised' failed.
Aborted
zverina-ii:~/fgfs$

- Matevz

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Re: [Flightgear-devel] Some sound problems under Alsa

2004-03-02 Thread Matevz Jekovec

Is it anything vital which need re-compiling when running kernel 2.6.x 
on a regular basis? I use a tuner card as a PVR by a cronjob and those 
modules wouldn't come up as usual. Slackware uses a script in 
/etc/rc.d to load sound modules and it's such a dog to switch between 
the kernels. If the right man used to Slackware could give a hint...
From my experience, tuner modules are more or less the same, at least 
they worked very fine (a bit faster, better and neater:)) out of the box 
when I upgraded from 2.4.21.
What really bothered me was that USB Scanner modules aren't present in 
2.6 kernels anymore (scanner.o). There is libusb library for scanners 
instead and sane/xsane already supports it. You just have to load 
usb_uhci, hcd and other usb modules, change the newely created device 
(/proc/input/usb/something) premissions and that's it.
Another big change in 2.6 is that ide-scsi module isn't needed anymore. 
k3b already supports new 2.6 kernel atapi devices addresses.

These are my encountered 2 cents of 2.6 kernel. In my opinion, 2.6 
kernel is really sweet. :)

- Matevz

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[Flightgear-devel] ALSA sound problems gone

2004-02-26 Thread Matevz Jekovec
I installed the new debian Linux Kernel 2.6.3 package over my old 
2.4.21. It includes ALSA drivers verision 1.0.2c and the sound problems 
with FlightGear were gone. Both F-16 and my J-22 sounds are working 
great *all the time*.

Looks like we'll never know what the real problem was...

- Matevz

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Re: [Flightgear-devel] Baby

2004-02-18 Thread Matevz Jekovec
Curtis L. Olson wrote:

Hi, quick announcement ... baby! Amelia Esther, 8lbs 1oz, born 6:12am 
this morning, less than 1 hour from first contraction to delivery. 12 
minutes from arrival at the hospital to delivery. Everyone is doing 
good. I'll be pretty much offline for a couple days. If I have any 
pending business, patches, etc. (Fred, Jim, etc.) I will have to get 
back to it this weekend.

Regards,

Curt.
Well, what can I say, congratulations! You know, European natality is 
falling :).

- Matevz

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Re: [Flightgear-devel] ATC voice howto

2004-02-15 Thread Matevz Jekovec
Erik Hofman wrote:

Matevz Jekovec wrote:

Does anyone know, does Plib include realtime sound mixing, 
downsampling and volume control (the sound should be downsampled to 
match the real aircraft comms, it should be more soft when you're 
further away from the transmitter and we should mix some noise sounds 
with a speech to sound everything more like in real life).


Yes, we use that already.
At least, if you mean by down sampling pitch controll.
Erik
No, I meant downsampling the quality of sound from 44 kHZ to 8 kHz or 
something in real time. But when thinking further, I don't think we 
really need this. It is probably a very CPU hungry process anyway and we 
could already have the prepared 8 kHz sounds.
The only thing is that if you sat in front of the control tower, outside 
of the cocpkit, and taking a lunch break, you would still hear the bad 
sound quality of controllers, although you are right beside them :). But 
we're making a flight sim anyway and not a FPS:).

- Matevz

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Re: [Flightgear-devel] ATC voice howto

2004-02-15 Thread Matevz Jekovec




Jonathan Richards wrote:

  On Thursday 12 Feb 2004 5:31 pm, David Luff wrote:
  
  
OK, here's some instructions on how to generate new ATC voices for
FlightGear.  Hopefully this will make some sense to somebody, ask if it's
unclear.

  
  
  
  
Two files are required for each voice - a wave file containing the actual
sounds, and an index file that basically describes where in the wave file
buffer to find each word or phrase.  The current voices for the ATIS can be
found in $FG_ROOT/data/ATC and are called default.wav and default.vce for
the wave and index file respectively.  Note that one important change will
be made in default.vce - currently it is indexed by byte position into the
sound buffer, but I've decided it would be better to index by time into the
buffer, since that is more robust to changing the recording quality, and in
the future possiby using encoding such as Ogg Vorbis.  Also, the first line
currently contains the number of subsequent lines, but I think that can be
ditched!

  
  
David
In what units shall the time index be specified?  The sampling rate sets a 
resolution limit on the timing, so for 8kHz we only need 1/8000 sec = 125 
microseconds precision, but if we have an ambition for higher rates, we need 
more.  [1]
In reality, radio comms are not HiFi standard.  Does anyone know what the 
typical bandwidth is?  Or should we simulate by taking a beautiful 22kHz 
recording and filtering it to sound like the real thing?  Perhaps as an 
option, so one can do radio practice with bell-like clarity at first, and 
graduate to crackly reception of foreign languages and accents later!

Regards
	Jonathan

[1] It occurs to me that for chunked formats like WAV, there is a mathematical 
relationship between the byte position and the time offset which could be 
used for conversion, no?
  

Does anyone know, does Plib include realtime sound mixing, downsampling
and volume control (the sound should be downsampled to match the real
aircraft comms, it should be more soft when you're further away from
the transmitter and we should mix some noise sounds with a speech to
sound everything more like in real life).


- Matevz


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Re: [Flightgear-devel] Eye candy

2004-02-15 Thread Matevz Jekovec




Andy Ross wrote:

  Lee Elliott wrote:
  
  
I think drop tanks would be feasible but it would need some thinking
about:)

The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though the a/c may be climbing
and banking.

  
  
This is more of a code architecture issue.  Once something has left
the aircraft, it ought be be handed to a simple "ballistics FDM" or
somesuch.  Making it "disappear" from the aircraft model is as simple
as adding a select animation and can be done right now.  And you can
set the weight tag to zero to get the FDM behavior correct.

Running it under a separate "FDM" handler is something that the C++
code just doesn't support yet, though.  It's probably not hugely
difficult to make work, though.

Andy

  

The same option should then be used for all the weapons as well; let it
be dumb bombs, rockets or missles. They will all start with certain
vector of speed and some point in space and will then change it through
time (effect of force of gravity and weapon's propulsion). The tankers
should be treated like normal dumb bombs.


-  Matevz


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Re: [Flightgear-devel] 3D aircraft model

2004-02-02 Thread Matevz Jekovec
Vivian Meazza wrote:

I've been amusing myself for the last couple of months creating a 3d model
of the Hawker Hunter. It's as accurate as I can make it, with a few minor
fudges for YASIM. Some views are at:
http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-004.jpg  

http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-002.jpg 

http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-003.jpg 

http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-008.jpg 

http://myweb.tiscali.co.uk/vmeazza/FlightGear/pilots-notes.pdf 

Don't know if it is of any interest to you guys. It flies easily using
YASIM, but it's 7,500 vertices flying in close formation, so it makes my
Pentium III 866 creak a bit, especially around the Bay area.
Of course, it lacks a decent electrical, hydraulic, engine control system...
might get around to those sometime soon.
The instruments are very similar to those used in the Seahawk with which it
was a near contemporary, so it wouldn't be a major effort to produce a 3d
cockpit for that model, with Lee's permission... I have access to the
Pilot's Notes for that aircraft, so I might be able to come up with
something pretty accurate.
 

Looks great! I'll love flying it!

- Matevz

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Re: [Flightgear-devel] Internationalization of Live-CD

2004-01-26 Thread Matevz Jekovec
Ronny Standtke wrote:

Hi,

I am in the process of i18n of the Live-CD. I need your assistance here. I 
only speek German and my own version of English.

I need the sentence "For starting in  please type:" 
in all the languages you speak. (Please correct my English version too, if 
necessary.)

Greetings

Ronny
 

In Slovenian:

"Za zaÄetek v slovenÅÄini vpiÅite:"

- Matevz

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Re: [Flightgear-devel] FlightGear mouse pad

2004-01-11 Thread Matevz Jekovec
Might want to add some flags to the FG logo before doing the press. 
(Slovene?)

- Matevz

Jon Berndt wrote:

cafepress.com

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman
Sent: Sunday, January 11, 2004 5:12 PM
To: FlightGear developers discussions
Subject: [Flightgear-devel] FlightGear mouse pad


Hi,

Does anybody know a good place to print a mouse pad:
http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad.png
Erik
   



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Re: [Flightgear-devel] joystick hat sensitivity doesn't work

2004-01-02 Thread Matevz Jekovec




Andy Ross wrote:

  Matevz Jekovec wrote:
  
  
Last times (might be nasal's fault maybe?) when editing the
$fgfs/data/Input/Joysticks/Default/joystick.xml and setting the View
elevation property to 7.0 (in order to
increase the hat speed), there is no difference. The hat doesn't
behave different anymore.

  
  
The "step" value doesn't exist any more.  Property "slew" events now
happen at the same (realtime) speed regardless of frame rate, so you
can't set them in terms of a single value.  Instead, there is
currently a VIEW_PAN_RATE variable defined in view.nas that you can
change.  The units are in degrees per second.

Ideally, this should be a property, not a Nasal variable.  I didn't
know what to call it, so I chose the easy route.

Andy

Yeah, I played more that evening and found out that this wasn't the
case. Somehow, FlightGear started to read
data/Input/Joysticks/Microsoft/sidewinder-precision-pro.xml file
instead of the default one. I'm not sure why, because I didn't change
any configuration files (actually, I don't even know where to set what
kind of joystick I'm using in FG). Ok, and then I changed the step
value to +-7 and it works now fine.


- Matevz


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[Flightgear-devel] joystick hat sensitivity doesn't work

2003-12-30 Thread Matevz Jekovec
Last times (might be nasal's fault maybe?) when editing the 
$fgfs/data/Input/Joysticks/Default/joystick.xml and setting the View 
elevation property to 7.0 (in order to 
increase the hat speed), there is no difference. The hat doesn't behave 
different anymore.
I have MS Sidewinder Precision pro and have copied the 
../Microsoft/sidewinder.xml to ../Default/joystick.xml (which always 
worked for me afaik).
Anything changed in last 6 months?

- Matevz

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Re: [Flightgear-devel] ATC Talk

2003-12-30 Thread Matevz Jekovec




Ivo wrote:

  On Monday 29 December 2003 00:48, [EMAIL PROTECTED] wrote:
  
  
One question, do we allready have an ATC text file with all the necessary
ATC talk sentences and airport names so that someone who can speak
english quite well can record  them to *.wav files?

  
  
Or we could have multiple people around the world recording the sentences, 
so we'll hear the right accent when approaching for example New Delhi or 
Mexico City or Frankfurt. Maybe even bilingual, though I don't know if they 
use their native language (for example for domestic flights) or that they 
use English worldwide.

  

I can record all the sound files needed for Slovenia (eg. Flight 1453,
Ljubljana Approach, you are number 5 to land, descend to 2000, maintain
220 knots, turn right heading 250, vector's to final...) as I know how
to pronounce the names. Just give me the list of needed chunks and I
can record/mix/edit them up as well (I'm using Audacity). I only need
some detailed info (pauses between chunks, quality, where to send them
then etc.). I've done the recordings for Falcon for Balkans theatre two
years ago and it went fine, so I got some experience... Heh, besides,
you'll have English with Slovenian accent when entering Slovenian
airspace, is that cool or what! :).

- Matevz


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Re: [Flightgear-devel] 18th Century city texture

2003-12-20 Thread Matevz Jekovec
Erik Hofman wrote:



Hi,

Although a step ahead of the source code, and because I didn't know 
where else to store it:

I've added a texture for 18th century cities like Hanover, Paris, 
London or Amsterdam.

To use this texture instead of the default replace 
"Terrain/builtup.rgb" by 
"Terrain/18th_century_city.rgb" in the 
"BuiltUpCover" of the materials file which is located in the root of 
the base package.
Hm... as mentioned before if I recall correctly, it would be cool to add 
a time interval property for terrain objects (eg. WTC twin towers from 
1979 to 2001) and terrian itself (mesh (evolution of the Earth maybe?) + 
textures (18th century pack)). When starting fgfs, you would be able to 
set the current date ten (not only time as now). It would probably be 
lots of work, but this way, we could easily enable 18th century textures 
for interval ranging from let's say 1700 to 1800. And we would be the 
only flight sim supporting that too :).

- Matevz

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Re: [Flightgear-devel] Random 3d Models and buildings

2003-12-15 Thread Matevz Jekovec
David Megginson wrote:

Matevz Jekovec wrote:

Yes, I agree with that. Water towers are awfully wierd for Europe:). 
A good example of non-appropriate buildings are catholic churches in 
the Middle east, high concentration of block of flats and 
skyscrapers, but no suberbs in India and China etc.
In my opinion, we should have all that models placed in 
/data/Models/Buildings directory, but should set in fgsd which 
building you want to include/exclude in each segment of the terrain. 
We should even group some etc.


The solution is much simpler than that: we simply need to use the 
materials.xml file to assign different materials (and automatic 
objects) to different areas. I've been planning that for a long time, 
but have not got around to it yet.
But we still have to make new materials for eg. China buildings and have 
to assign that certain material to the terrain then, right?

- Matevz

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Re: [Flightgear-devel] Random 3d Models and buildings

2003-12-15 Thread Matevz Jekovec
[EMAIL PROTECTED] wrote:

I just browsed the Flightgear /data/Models/Buildings directory
and noticed that putting all building models in the same directory is not 
enough or not the best solution.

Here's the reason why.
We have on every continent and country different kinds of buildings
that's why we should divide the buildings directory finer grained
into subdirectorys.
So that we have one subdirectoy for every kind of area oriented building type
that represents its own culture.
For example normally when you flight around in Flightgear you see everywhere
a water tower, but for example in Germany there is no water tower.
In whole Germay we nearly don't have/use water towers
at least they don't look like this american stylish water towers we have in 
Flightgear now, so placing water towers in an european location is appearing 
strange, we should consider that every country or at least contintent has its 
own style of buildings.

Every culture has its own buildings,
that's why we could need buildings for North America that have an american 
style, buildings that have a central European style, buildings that have a  
Mediterranean style for south Europe, buildings that have an Asian style
for countrys like China and buildings that have an African style etc.

What is your opinion about that?

Best Regards,
Oliver C.
 

Yes, I agree with that. Water towers are awfully wierd for Europe:). A 
good example of non-appropriate buildings are catholic churches in the 
Middle east, high concentration of block of flats and skyscrapers, but 
no suberbs in India and China etc.
In my opinion, we should have all that models placed in 
/data/Models/Buildings directory, but should set in fgsd which building 
you want to include/exclude in each segment of the terrain. We should 
even group some etc.

- Matevz

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Re: [Flightgear-devel] Terrasync not working correctly?

2003-12-15 Thread Matevz Jekovec




Curtis L. Olson wrote:

  Matevz Jekovec writes:
  
  
Ok, I run fgfs with the following arguments:
--fg-root=/home/matevz/fgfs/data
--atlas=socket,out,1,localhost,5500,udp
--fg-scenery=/home/matevz/fgfs/data/Scenery
--airport=LJLJ

and I run
nice terrasync -p 5500 -d /home/matevz/fgfs/data/Scenery

And I found myself in the ocean.

Terrasync outputs:
pos = 0,0
lat = 0 lon = 0
lat_dir = 0  lon_dir = 0
mkdir -p /home/matevz/fgfs/data/Scenery/e000n00
rsync --verbose --archive --delete --perms --owner --group 
scenery.flightgear.org::scenery-0.9.2/e000n00/e000n00/ 
/home/matevz/fgfs/data/Scenery/e000n00/e000n00

And that's it.
Emm... advice? Looks like fgfs isn't reporting to terrasync the right 
coordinates to download? (LJLJ is in e010n040 world chunk)

  
  
It might be possible that FlightGear is sending data out port 5500
before the FDM is fully initialized.  I'd suggest letting it run until
it looks like it has stopped rsyncing.  And don't forget there is a
chicken and egg problem where if you start up in a brand new area,
FlightGear will initialize, not find scenery, and generate ocean tiles
before terrasync has a chance to download the tiles.  For now I
suggest starting up flightgear, letting terrasync kick off it's
downloading, then quite and restart FlightGear adn you should now pick
up the newly downloaded tiles.  We used to have a way to flush the
tile cache, and reload it from scratch, but I think that got lost
along the way during a code refactoring.
  

Ok, I let it wait this time and terrasync returned a weird error:
pos = 0,0
lat = 0 lon = 0
lat_dir = 0  lon_dir = 0
mkdir -p /home/matevz/fgfs/data/Scenery/e000n00
rsync --verbose --archive --delete --perms --owner --group
scenery.flightgear.org::scenery-0.9.2/e000n00/e000n00/
/home/matevz/fgfs/data/Scenery/e000n00/e000n00
rsync: failed to connect to scenery.flightgear.org: Connection timed out
rsync error: error in socket IO (code 10) at clientserver.c(83)
mkdir -p /home/matevz/fgfs/data/Scenery/w010s10
rsync --verbose --archive --delete --perms --owner --group
scenery.flightgear.org::scenery-0.9.2/w010s10/w001s01/
/home/matevz/fgfs/data/Scenery/w010s10/w001s01
rsync: failed to connect to scenery.flightgear.org: Connection timed out
rsync error: error in socket IO (code 10) at clientserver.c(83)
mkdir -p /home/matevz/fgfs/data/Scenery/e000s10
rsync --verbose --archive --delete --perms --owner --group
scenery.flightgear.org::scenery-0.9.2/e000s10/e000s01/
/home/matevz/fgfs/data/Scenery/e000s10/e000s01


Now maybe there's a problem on my side because of the router, but I
doubt it. I'll take a look later today. Is rsync server running fine on
scenery.flightgear.org?


- Matevz


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[Flightgear-devel] Terrasync not working correctly?

2003-12-14 Thread Matevz Jekovec
Ok, I run fgfs with the following arguments:
--fg-root=/home/matevz/fgfs/data
--atlas=socket,out,1,localhost,5500,udp
--fg-scenery=/home/matevz/fgfs/data/Scenery
--airport=LJLJ
and I run
nice terrasync -p 5500 -d /home/matevz/fgfs/data/Scenery
And I found myself in the ocean.

Terrasync outputs:
pos = 0,0
lat = 0 lon = 0
lat_dir = 0  lon_dir = 0
mkdir -p /home/matevz/fgfs/data/Scenery/e000n00
rsync --verbose --archive --delete --perms --owner --group 
scenery.flightgear.org::scenery-0.9.2/e000n00/e000n00/ 
/home/matevz/fgfs/data/Scenery/e000n00/e000n00

And that's it.
Emm... advice? Looks like fgfs isn't reporting to terrasync the right 
coordinates to download? (LJLJ is in e010n040 world chunk)

- Matevz



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Re: [Flightgear-devel] RE: [Jsbsim-devel] FlightGear on O'Reilly Network, December 11

2003-12-14 Thread Matevz Jekovec




Paul Surgeon wrote:

  On Sunday, 14 December 2003 12:03, Erik Hofman wrote:
  
  
Most (if not all) of your needs should be implemented right now. You can
change pitch and volume based on 5 different properties. You can define
an offset and a multiplication factor per section and you can also
specify whether a property should be handled linear, inverted, absolute
logarithmic, squared or powered to 10 (log10).

  
  
Woah! That's probably more than anyone would need to model realistic aircraft 
sounds.
I was assuming that the sound support wasn't too good based on what I've heard 
when I fly the current aircraft in FG. I'm glad I was wrong.
  

When we talk about sounds, has anyone thought of maybe implementing the
doppler effect, realistic volume and latency of the sound. I had a
research project at school a year ago or so on that theme at physics
and I wanted to make a computer simulation of this, but ran out of time
then.


  
We don't support a 3d-like 2d cockpit. Instead we went straight to a
full 3d cockpit (with clickable areas).

  
  
Which is great except that the resolution/quality is not as good as 2D.
Sometimes readouts in the 3D cockpit are hard to read.
Maybe it's because I need to run at a higher resolution like 1600x1280.
What screen resolution do most people ran FG in?
  

I run it in 1024x768 on the old one and 1280x1024 on the new machine.


- Matevz


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Re: [Flightgear-devel] TaxiDraw-0.1.0 available.

2003-12-08 Thread Matevz Jekovec
David Luff wrote:

TaxiDraw-0.1.0 is now available from:

http://www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p1p0-w32bin.zip
Windows binary [375K]
and

http://www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p1p0-src.tar.gz
Source [74K], requires wxWindows to compile (wxGTK-dev on Linux).
***

Summary of changes from 0.0.8 to 0.1.0:

Added support for displaying a background image to guide taxiway position.
Fixed the bug where accelerater keys (Ctrl+...) wouldn't work under GTK if
the same key was used for a non-Ctrl shortcut.
Added surface type to rwy properties dialog (display only - can't be edited
currently).
Added a lurid-colour option to make the taxiways and runways show up better
against photographic backgrounds - off by default.
Added an option to disable solid-shading and display the taxiway/runways as
outline only - off by default.
Probably more stuff I can't think of!
***

A series of screenshots showing the background display in action are at:

http://www.nottingham.ac.uk/~eazdluf/TaxiDraw0.jpg
http://www.nottingham.ac.uk/~eazdluf/TaxiDraw1.jpg
http://www.nottingham.ac.uk/~eazdluf/TaxiDraw2.jpg
http://www.nottingham.ac.uk/~eazdluf/TaxiDraw3.jpg
http://www.nottingham.ac.uk/~eazdluf/TaxiDraw4.jpg
The first shows the current FG runways for DuPage (KDPA) overlaid on USGS
1m/pixel photography.
The second shows some taxiways added.
The third is a close up of the taxiways.
The forth shows the outline shading option.
The fifth shows that one of the FG runways extends beyond the runway in the
photo.  Either the FG data for this runway is wrong, or it's been extended
since the photo was taken.  Can anyone who knows KDPA tell me which is
currently correct?
How to use the Background Image function.
___
First you need an image, obviously!  Public domain images from the USGS at
1m/pixel are available for the entire USA from terraserver-usa.com as far
as I can see.  Note the '-usa' in the url - the similarly named
terraserver.com has nothing better than 8m/pixel for free.  For other
countries, the only ortho images available are likely to be
non-redistributable.  I am not a copyright lawyer (in fact I'm not a lawyer
full stop :-)), and have absolutely no idea whereabouts using a
copyrighted, non-redistributable image to guide creation of an entirely
different and separate redistributable image falls between legitimate use
of reference material to create an original work and non-legitimate
creation of a derivative work from copyrighted material.  Obviously each
user will have to make their own call on this, but it might be considered
prudent to avoid displaying screenshots of taxiways overlaid over
copyrighted images.
At the moment, the calibration function only calibrates position from one
point and requires manual entry of the scale, so you need an image in one
of the supported projections, and need to know the scale in meters per
pixel.  Currently supported projections are UTM (hardwired to NAD83) which
is what the USGS photography is in, and OSGB36 (UK grid) which is what most
(all?) UK ortho-photography is likely to be in.  Some available photography
is therefore currently unusable, such as the Massachusetts GIS photography,
which is in the Mass State Plane coordinate system.  I plan to add the
ability to calibrate rotation and scale from two points in the future, to
allow any ortho-photography to be used.
So... load an image using the load image function.  Only jpegs are
currently supported.  Load an airport.  Set the projection as appropriate.
Click 'calibrate image' from the 'Background' menu.  You will be prompted
for the scale in meters/pixel.  Then you will be prompted to click one
point on the FlightGear airport, followed by the corresponding point on the
background.  Before the first calibration the image can't be moved or
scaled, so you probably can't get the same point, but calibration can be
performed as many times as desired, and the image can be scaled and panned
on subsequent calibrations.  The scale prompt is not-rerun, so if you get
it wrong you need to reload the image, which resets the state to
uncalibrated.  When happy, the calibration can be saved, and then reloaded
on a subsequent session.
Acknowledgements

The UTM implementation came from Fred Bouvier, who says he got it from
Norman Vine, and was apparently written by one Fred M. Erickson, so thanks
to all of those!
Disclaimer

There will be bugs!!!  I know about the one where the grid can spew random
lines across the screen when the right hand line slants of the edge of the
screen, which it can do now the extra projections have been added - as a
temporary workaround this can be eliminated by resizing the window.  I
distinctly remember when I wrote it thinking 'this will break if the line
ever slants off the edge of the screen' but I can't now remember why!  Doh!
Now I know why my wife bought me Homer Simpson socks last Christmas!
Have fun!

Cheers - Dave

Great work, really

Re: [Flightgear-devel] A tiny request

2003-12-06 Thread Matevz Jekovec




Frederic Bouvier wrote:

  Paul Surgeon wrote:
  
  
On Saturday, 6 December 2003 12:44, Matevz Jekovec wrote:


  Is there a way the joystick hat for looking around would work when the
game is paused as well?

- Matevz
  


I second that idea.

I was trying to do some screen grabs last week and it's REALLY hard to

  
  keep
  
  
the aircraft at the right attitude, get the scenery in the right position

  
  and
  
  
do the grab all at the same time.
It's especially hard when you are flying in a mountainous area trying to

  
  do a
  
  
screen grab from a chase plane view looking backwards.

  
  
I use the mouse ( arrow cursor ) to orient the view when paused

-Fred

Yes, but your hands are usually on the stick and keyboard, so mouse is
a bit out of the hand, don't you think? I really use mouse panning only
when it's a must (like in pause mode) and I'm sure I'm not the only one.


- Matevz


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[Flightgear-devel] A tiny request

2003-12-06 Thread Matevz Jekovec
Is there a way the joystick hat for looking around would work when the 
game is paused as well?

- Matevz

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Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-30 Thread Matevz Jekovec




[EMAIL PROTECTED] wrote:

  On Sunday 30 November 2003 20:50, Jim Wilson wrote:
  
  
"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> said:


  On Sunday 30 November 2003 19:45, Jim Wilson wrote:
  
  
http://www.spiderbark.com/fgfs/penthouseview.png

  
  Very nice landing. ;)
  

Thanks.  It was a crash the first try.  First I got into a lot of circling
around trying to figure where to land and how to approach it.  This
resulted in quite a few near misses with the buildings.  Then once I
decided the approach, I came down too fast and went around to the east (big
mistake) where there were a bunch of buildings and flew right in to one. 
I'm almost there as far as getting it...hovering in slowly is a lot like
balancing a pole or stick vertically in the palm of your hand (or maybe
even more like spinning a plate on a stick which I've never tried).  It
involves a constant flow of miniscule adjustments... probably hundreds per
minute.


  
  I agree, i just tried two minutes ago to land with the helicopter between the 
two pillars of this skyscraper you can see on this screenshot:

http://www.8ung.at/mars/images/pillars.jpg

But i allways crashed. :(
The helicopter gets quite unstable when trying to fly with less than 20 mph.
  

How does FlightGear calculates hitboxes for objects anyway?


- Matevz


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Re: [Flightgear-devel] Screenshots with changed sky color

2003-11-30 Thread Matevz Jekovec




Frederic Bouvier wrote:

  Jonathan Richards wrote:
  
  
On Sunday 30 Nov 2003 9:43 am, Frederic Bouvier wrote:



  I don't know where on earth you can see sky so blue without colour
enhancer on your camera (polarizer or blue filter), especially
when looking at the sun.
  

EGTP = Perranporth 50.331585 deg N 5.177602 deg W!

http://www.jnorichards.pwp.blueyonder.co.uk/images/p7120040.jpg

This is not a filtered or post-processed image, except for size reduction.

  
  
...
Your shot looks more like this (current shading) :
http://www.8ung.at/mars/images/sky/fgfs-screen-002-old-sky.jpg

than like this (modified shading) :
http://www.8ung.at/mars/images/sky/fgfs-screen-003-new-sky.jpg

And you are not shooting the horizon.

  
  
http://www.jnorichards.pwp.blueyonder.co.uk/images/p7120018.jpg

  
  
Your other shot is more blue at the horizon but still not far from
current FG.

-Fred

I think the mixture of both shadings would look like the most real
thing for now.

On the other side, what about making possible to appear both because we
see that both skies are very possible to appear in RL. So we should
have more variables needed to calculate the real sky color (air
humidity, temperature, height, geographic position, sun angle, time of
year etc.).


- Matevz


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Re: [Flightgear-devel] FG logo Slovenian flag

2003-11-29 Thread Matevz Jekovec




Norman Vine wrote:

  Jon S Berndt writes:

 Can anyone point out a flag for Slovenia?
  
  
  [...]
  
  


Yeah, that's our flag!


- Matevz


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[Flightgear-devel] FG logo Slovenian flag

2003-11-26 Thread Matevz Jekovec
I was just thinking (actually would be proud:)) if someone could add our 
Slovenian flag to the FlightGear logo (Slovenia terrain in FG is 
becoming more and more closer to the RL and I am planning to do some 
extensive airport fixes to match the real ones as well). I also modeled 
the J-22 Orao, which was a Yugoslavian fighter though, but Slovenia was 
meant to have them too if Yugoslavia wouldn't have fallen apart first. 
So many connections between Slovenia and FG... hence, I'm from Slovenia! :)

Here's a simple flag IMO big enough for the logo:
http://en.wikipedia.org/upload/9/96/Slovenia_flag_medium.png
- Matevz

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Re: [Flightgear-devel] AI aircraft carrier

2003-11-16 Thread Matevz Jekovec
David Culp wrote:

Ok, I got the Saratoga moving across San Fransisco bay at 30 knots.

http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg

It can't be landed on because the deck is not solid (however you can fly 
inside and grab lunch).  Is there a way to solidify the deck?

Dave
 

Wowww, nice!

Hornet 12, inbound for landing.
- Hornet 12, Saratoga tower, contact in 2 miles out.
Roger that
- Good morning Hornet 12, you are number 1 to land, deck is clear for 
landing
Gears down, hook down, flaps set
- Left, left... you're low... faster steady you're low 
slower steady higher... steady... call the ball... steady... 
CONTACT!
[afterburners to full, trying to pull up]
[the hook has grabbed]
- Hornet 12, nice landing!
Roger that, thanks Saratoga tower.

:)
- Matevz
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Re: [Flightgear-devel] Combat anti-flame

2003-11-11 Thread Matevz Jekovec

Hopefully will not be another shoot'em up, actually doubt anyone would
let that happen right? Realism is the name of the game?
Why cannot both co-exist? Anyone think of any Flight sim on any platform
that is a great Civilian flightsim and also has very accurate warplanes
Yeah, I thought on that too. FlightGear has an excellent flight model, 
dynamics, physics, is very opened, very easy mod-able etc. Really 
realistic! I thought we would implement weapon systems some day. But I 
don't mean like shoot-em-up style, but a very realistic one. I'm talking 
here about a very precise physical/logical models for missles/bombs (let 
it be heat-seeking, radar, laser/satelite guided), damage (we already 
have very detailed subsystems, but are mostly not so noticible. If we 
model a realistic damage when you take a hit, they will be revealed in 
all their glory!), AI (that includes smart and useful wingmen/other 
aircrafts, some real capable ATC, inteligent ground battle) and dynamic 
campaign (think about it! We could model the whole war going on, with 
auto-generating missions for aircrafts/ground/naval units etc.).

Multiplayer would be our giant and a very important step as it will 
probably not just represent 5 players playing a campaign via 1 server, 
but could have aircraft controls plugged over net, would export the 
current situation on all possible ways (like realtime java script 
generated pages, for viewing stuff ove the net) and would be very 
capable (ie. one player could be a pilot, the other one a co-pilot in 
the aircraft to help him finding targets etc.)

Anyway, I'm just sharing my brainstorm ideas because I was once a member 
of Falcon community, so no offense please:) !
However, Project Phoenix (www.phoenix-project.org) is aimed to be an 
OpenFalcon style of the game and they are observing our FG work very 
closely as they will probably take it for the base. They are planning to 
implement a new 3d heart though (OGRE running on SDL is a most probable 
choice).



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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Matevz Jekovec




Paul Surgeon wrote:

  On Saturday, 8 November 2003 01:05, Nick Coleman wrote:
  
  
totally agree that eyecandy should be able to be included, as long as
it is a configurable option for those who don't want it,either in the
make stage or in the startup stage.

  
  
What about in the menu system?
Switch it off and it stays off for good without having to complicate build 
procedures or always having to launch with a string of "I don't want that or 
that or that ..." parameters.

Paul
  

Yes, that would be perfect. But IMO you should also be able to access
*all* the possible options in menu via command line parameters as well.


- Matevz


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread Matevz Jekovec




Nick Coleman wrote:

  On Fri, 7 Nov 2003 11:46 am, [EMAIL PROTECTED] 
wrote:

  
  
   Preface
==
I would like to see the sim become more friendly to casual users
especially on the eye candy side of things.
This does not need to detract from the scientific/academic nature of
FlightGear - you guys can carry on with the great work.
My reason for this is that a lot of people who play with sims can
also develop addons but there needs to be an incentive to get them
involved and screenshots say more than a thousand words can.

  
  
As a counterpoint, I would like to request that this either not take 
priority, or that it be an option in the configure stage.  I want fast 
framerates as the priority.  For me, this is a _flight_ sim and I don't 
see the point of eyecandy. ( Personally, I was disappointed with FS2002 
and much preferred the playability of FS98.  FS2002 devoted too much to 
eyecandy and was so obtuse in actually getting to the point where you 
were in the air and flying that I stopped using it.  It took about five 
minutes of configuring various options before you could take off.)
  

Yes, I agree as well! IMO we should make FG as CPU friendly as possible
and should maintain the ultra-realism as a primary goal. Ground trees,
super detailed objects and 3d clouds should always be optional if they
eat more than 20% FPS altogether.


- Matevz


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[Flightgear-devel] J-22 shots

2003-10-30 Thread Matevz Jekovec
I've tested new vertex split code on my J-22 Orao model. Screenshots can 
be found here:
http://www2.arnes.si/~mjekov/fgfs

I noticed a big difference in ailerons, rudder, elevators and flaps 
part. Even some stabilizators (on wings) are differently shaded. The 
difference can be seen in a pilot body as well (it's more flat than 
before). However, an overall feeling is *way* better (as can be seen on 
shot 3). I am only conserned about the fps (I didn't encountered much of 
the diff though)...

Good work.
- Matevz
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Re: [Flightgear-devel] Re: Problems with AC3D 4.0

2003-10-30 Thread Matevz Jekovec




Melchior FRANZ wrote:

  * Matevz Jekovec -- Thursday 30 October 2003 10:21:
  
  
Can anyone please tell me where to put those cxxs, hxx and makefile 
files to compile successfully?

  
  
Put them into $PLIB/src/ssg/, then configure and compile plib.
You have to relink fgfs to see any effect.
("touch src/Main/main.o && make")

m. 
  

Ah, thanks. I'll post some of J-22 before/after shots.


- Matevz


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Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-30 Thread Matevz Jekovec




Jim Wilson wrote:

  Andy Ross <[EMAIL PROTECTED]> said:

  
  
Some "before & after" FlightGear screenshots are available at:

  http://www.plausible.org/vertsplit

  [Be patient if things seem slow; there is 400k of images on that page
   and my DSL line has a 128kbps upload rate.  If you don't want to
   wait, download the code instead and try it for yourself. :)]


  
  
This looks great.  Actually on my local copy of the 747 I've split the objects
so that the flap surfaces look like that now.  In addition to this change,
it'd still be good IMHO to eliminate the merging of vertices (so that the
modeler can decide where the splits are in AC3D and have it then rendered
correctly in plib).  

How does the performance look (I'll take a look at your code tomorrow)?  When
I got into this a couple weeks ago,  flightgear seemed to really drag for a
while (longer) loading the KSFO area after I added the angle tests.  BTW, I
was also using the j3cub as a test case.  The change really makes it look good!

One maybe nit...is there an unintended split occuring down the center of the
747 fuselage?  It seems like a sharp shade transition there (after pic).
  

Can anyone please tell me where to put those cxxs, hxx and makefile
files to compile successfully?


- Matevz


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Re: [Flightgear-devel] Version 0.9.3

2003-10-23 Thread Matevz Jekovec
Erik Hofman wrote:

Curtis L. Olson wrote:

It seems like the 0.9.3-pre1 version has been working out pretty well
for people. There have been some subsequent tweaks. Any objections
to finalizing the 0.9.3 release? I realize this doesn't give enough
time to do a proper job with the documentation. However, I am going
to out of town Nov 3-7 and if I don't get the release done before then
it will realistically take me 1-2 weeks to get caught up from being
gone, and then another week to get the release out and if something
unanticipated comes up in the mean time we could be looking at 2004
before I could get the release out, at which point there will be a
pile of new changes and we'll have to start the process all over again
in order to let the new additions settle out and stabalize.
Ok?


I'd say: go ahead.

Erik
Yeah, we should go ahead. We still have tons of stuff to fix before 
0.9.4 :).

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Re: [Flightgear-devel] Lee's TSR2

2003-10-21 Thread Matevz Jekovec
Jon S Berndt wrote:

On Tue, 21 Oct 2003 18:36:58 +0200
 Matevz Jekovec <[EMAIL PROTECTED]> wrote:
Yes, nVidia graphic cards have drivers capable of twin-view in Linux. 
You just have to edit your XF86Config file, to match your 
configuration. Detonator README covers all questions btw.


I've used the GeForce card I have (which has twin-view and TV-out) in 
both capacities and it works well. I could theoretically capture video 
on the fly, but then it would have to be imported tot he computer 
again to convert to a .avi or whatever. I have access to equipment to 
do that, too, but little time.

I have been thinking of making a demo video for some time now, though.

Jon
Linking two computers - one running fgfs session with tv-out enabled 
with the one capturing the video via TV-tuner card (using SVHS cable). 
This could be easily done in both Linux and Windoz. This would be useful 
because it encodes the video on the fly to a digital form.

- Matevz

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Re: [Flightgear-devel] Lee's TSR2

2003-10-21 Thread Matevz Jekovec




Martin Spott wrote:

  "Al West" <[EMAIL PROTECTED]> wrote:
  
  

  I tried to capture some video on my digital camera, but it 
wasn't worth sharing.  I need to come up with a better way to 
make web videos of a live running application (under Linux.) :-)

  

  
  
  
  
PC into a scan convertor or use TV out and record direct to DV tape then
edit and compress afterwards.

  
  
Don't the NVidia boards have a TV-out ?
The modern Radeon's do so and it even might be possible to activate
that output under Linux (I'm currently investigating that),
  

Yes, nVidia graphic cards have drivers capable of twin-view in Linux.
You just have to edit your XF86Config file, to match your
configuration. Detonator README covers all questions btw.

- Matevz


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Re: [flightgear] Re: [Flightgear-devel] J22

2003-10-21 Thread Matevz Jekovec




Frederic Bouvier wrote:

  Matevz Jekovec wrote:
  
  
Frederic Bouvier wrote:


  Matevz Jekovec wrote:
  
  
Frederic Bouvier wrote:


  Just discovering it. It also looks nice.
Just a nit : do you noticed the rudder animation is inverted ?
  

Really? I probably didn't. Do you mean the back rudder on the vstab or

  

  
  a
  
  

  
nose gear?

  
  Both. When I turn left, the plane goes left but the nose gear and the
rudder goes right.

  

hm... that shouldn't suppose to happen. I'll test and fix it as soon as
I get home.

  
  
This one seems to have been forgotten.
Anyway, here is a patch that correct nose gear and rudder animations.

Cheers,
-Fred

D:\FlightGear\cvs\fgfsbase\Aircraft\j22\Models>cvs -z3 diff -u j22.xml
Index: j22.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/j22/Models/j22.xml,v
retrieving revision 1.1
diff -u -r1.1 j22.xml
--- j22.xml 25 Aug 2003 16:50:34 -  1.1
+++ j22.xml 17 Oct 2003 20:08:35 -
@@ -117,7 +117,7 @@
   rotate
   Rudder
   /surface-positions/rudder-pos-norm
-  18
+  -18
   
5.047
0.0
@@ -138,7 +138,7 @@
   Nosegear.struct
   Reflector01
   /surface-positions/rudder-pos-norm
-  -25
+  25
   
-5.441
0.0
  

Yeah, that's what I had in mind, thanks.

I'm playing with HUD and reflections a bit for my J-22. I want to make
a half-transparent .rgba texture for the inside glass cockpit, meant
for reflection. I already got the .gif image of that reflection.
Currently the more black the color is on the texture, the more
transparent it is. Now I'm trying to convert this .gif reflction to the
.rgba format, readable by Blender/pLib, using GIMP. Any tips (I'm
currently reading the transparent tutorials on the GIMP homepage. But
doesn't look much promising :() anyone??


- Matevz


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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-15 Thread Matevz Jekovec

So far I have started by looking for a plan that I can follow, but have
only found a 3 view plan for the FA2 (upgraded version with HOTASS and
new radar), anyone happen to know a 3 view plan of the FRS.1 version is
hiding? Failing ever finding one, what options are open?
 

I use this site for the modeling plans:
http://www.1999.co.jp/eng/plamo/
It's a page containing scanned back covers of the models aircrafts 
(Italeri, Revell).

- Matevz

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Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-14 Thread Matevz Jekovec




Jon Stockill wrote:

  On Tue, 14 Oct 2003, Matevz Jekovec wrote:

  
  
IMO, we should include all these data in seperated .xml file for each
airport. In airports.tgz there should only be an international code of
the airport, lat/longitude and a reffering xml file for that airport.
That xml file should include all the data about buildings surrounding
it, taxiways positions, parking spaces, windsocks, ATC stuff etc.
FG should read the airports.tgz file completely, but seperated xml files
on demand.

  
  
If you do that then when you try to display a list of airports in the
local area then you need to:

1. Calculate which airports *are* in the local area (because they're not
already classicied into continents/countries/whatever).
2. Read the xml file for each one, because we don't have the name in the
airport directory.

This would be SLOW.

There needs to be just enough info in the airports file to be able to
quickly provide an index. The the rest of the details can be read from a
seperate file once an airport is selected.

  

Yes, I thought about it more and you are correct. IOW the list of
airports file should include all the coords and search criteria in it
as well. The file can grow up quite a bit though, but we can trash
these data when in cockpit to free ram, right?

What about other flight sims? How did they solve this problem?


- Matevz


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Re: [Flightgear-devel] F-16 simulator

2003-10-14 Thread Matevz Jekovec
Erik Hofman wrote:



Hi,

Today I had the chance to see the new "real" F-16 simulator of the 
Dutch Airforce. I can assure everybody, FlightGear really comes close 
the the Eves and Sunderland visuals (except for a few minor issues). 
The cockpit is almost a mock-up of the real one. While every 
instrument is in place it really doesn't have the feeling of the real 
plane (compared to the old simulator where a real F-16 cockpit was used).

I will see if I can get some pictures and maybe even one or two movies 
on-line for every body to see it in action.

I must admit, it was fun to sit in a wide screen (165 degree) cockpit 
setup to do some test flying.

I also had the chance to take a close look at a Dutch MLU F-16 for 3d 
model comparison. (I had to change some things eventually ...)

Erik
Hi Erik.

Could you please tell me what is the real simulator flight model like in 
comparison to FlightGear? I used to play Falcon 4.0 for five years and 
thought it was Alpha&Omega in flightsim, but when I switched to FG, my 
flight experience of F16 became *completely* different. I am interested 
in how high the turn rate really is (for eg. if you have 700 knots in 
and you hardly turn, the turn rate is for... say 20 Gs in FG?) and how 
good are the stalls implemented in FG.

- Matevz

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Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-14 Thread Matevz Jekovec
Julian Foad wrote:

David Megginson wrote:

I'd like to propose the following changes to our current airport data
formats:
1. In $FG_ROOT/Airports/basic.dat.gz (the airport-level data file),
add two fields containing the ISO 3166 country code and a
country-specific region code. Either can be represented by 'U' if
unknown. For example, here is the current entry for KSFO:
A KSFO 37.618763 -122.374926 13 CYN San Francisco Intl

Here is a revised entry with the new fields:

A KSFO 37.618763 -122.374926 13 US CA CYN San Francisco Intl


It seems *awfully* redundant given that there is already the Id *and* 
the geographical location. I have difficulty imagining that a high 
enough proportion of these will be determined and maintained to make 
it worthwhile. I do see why you want it though, and agree it would be 
nice to be able to get a list of airports in "my" region, by name of 
region rather than by lat/lon.
IMO, we should include all these data in seperated .xml file for each 
airport. In airports.tgz there should only be an international code of 
the airport, lat/longitude and a reffering xml file for that airport. 
That xml file should include all the data about buildings surrounding 
it, taxiways positions, parking spaces, windsocks, ATC stuff etc.
FG should read the airports.tgz file completely, but seperated xml files 
on demand.

My 5 cents:).

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Re: [Flightgear-devel] HUD visibility

2003-10-09 Thread Matevz Jekovec




Norman Vine wrote:

  Matevz Jekovec writes:
  
  
I am trying to make HUD visible only in 0 view. If I use  and 
 type of sentences in my J22 hud.xml file, FG tells me it is not 
able to parse few lines from that file and ignores my condition.
Is there any other way to turn off HUD when not in 0 view?

  
  
Just cycle the colors < h > or  < H > keys

HTH

Norman 
  

I was thinking on a HUD being *always* invisible in outside view and
always visible in inside views (you'll set the conditions in HUD xml
file). Even better, it would be cool, to simply assign the surface (a
3d object, or pure coordinates of the model) where the HUD should be
rendered to.
Of course you could turn off/on the hud with 'h' key, but IMO that
should be like pressing or rolling the HUD knob in the cockpit (flight
electronics job).

btw. Do we have any HMD (helmet mounted display) in newer aircrafts
(Su33, F22/23) implemented? If not, the code should be the same as for
HUD, but should always be rendered to the center of the screen no
matter where you look to inside the aircraft.


- Matevz


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[Flightgear-devel] HUD visibility

2003-10-08 Thread Matevz Jekovec
I am trying to make HUD visible only in 0 view. If I use  and 
 type of sentences in my J22 hud.xml file, FG tells me it is not 
able to parse few lines from that file and ignores my condition.
Is there any other way to turn off HUD when not in 0 view?

- Matevz

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Re: [flightgear] Re: [Flightgear-devel] J22

2003-10-02 Thread Matevz Jekovec




Frederic Bouvier wrote:

  Matevz Jekovec wrote:
  
  
Frederic Bouvier wrote:


  Matevz Jekovec wrote:

  
  
My J-22 has only 2500 vertices and looks nice besides ;).

  
  Just discovering it. It also looks nice.
Just a nit : do you noticed the rudder animation is inverted ?
  

Really? I probably didn't. Do you mean the back rudder on the vstab or a

  
  nose gear?

Both. When I turn left, the plane goes left but the nose gear and the
rudder goes right.

-Fred
  

hm... that shouldn't suppose to happen. I'll test and fix it as soon as
I get home.


- Matevz


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Re: [Flightgear-devel] J22

2003-10-01 Thread Matevz Jekovec




Frederic Bouvier wrote:

  Matevz Jekovec wrote:
  
  

  What I'm hoping is there will be a bunch of good quality low polygons 
aircraft available also (for people like myself using less than 
optimal hardware).
  

My J-22 has only 2500 vertices and looks nice besides ;).

  
  
Just discovering it. It also looks nice.
Just a nit : do you noticed the rudder animation is inverted ?

-Fred
  

Really? I probably didn't. Do you mean the back rudder on the vstab or
a nose gear?


- Matevz


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Re: [Flightgear-devel] AN225

2003-10-01 Thread Matevz Jekovec

What I'm hoping is there will be a bunch of good quality low polygons 
aircraft available also (for people like myself using less than 
optimal hardware).
My J-22 has only 2500 vertices and looks nice besides ;).

- Matevz

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Re: [Flightgear-devel] web site updates

2003-09-30 Thread Matevz Jekovec
Curtis L. Olson wrote:

Hi,

Andrei Barbu has revamped the flightgear web site layout and made
quite a few improvements.  I have placed the proposed changes here:
   http://www.flightgear.org/www.andrei/

There are a few things I'd like to tweak (mostly because they should
have been tweaked in the original site long ago) but if people
generally like the changes, I will make them official and we can go
from there.
Let me know ...

Thanks,

Curt.
 

It looks fantastic! I think we should publish some more screenshots of 
FGFS though. Should I make a pack of screenshots of my J-22? I am also 
searching for some places filled with eye candies (you know, show the 
game as attractive to the newbies), that is filled with high mountains, 
hazardous valleys, great airports or vast cities etc.

- Matevz

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Re: [Flightgear-devel] Canopy cues?

2003-09-30 Thread Matevz Jekovec




Jim Wilson wrote:

  "Curtis L. Olson" <[EMAIL PROTECTED]> said:

  
  
    Matevz Jekovec writes:


  Has anyone already tried to make the inside canopy reflections in the 
cockpit? I had in mind an effect similar to Falcon 4 - an image with a 
reserved colour or an alpha channel for transperency as a texture for 
the glass, when looking from inside. This should also include proper 
light effects at night etc.

A nice screenshot can be seen here:

  

  
  http://www.f4community.com/images/images/screen/ea66c37e88384cad160ef79d39a62205.jpg
  
  
Something like that could be be done as part of the 3d model with a
bit of effort.  If you wanted to reflection to be "live" and reflect
the changing state of the 3d cockpit objects (instruments, control
stick, etc.) then that would probably take some more "doing". :-)

  
  
Is that reflection in Falcon 4 fixed?  There's not much of the cockpit
showing,  but it still seems that the reflection doesn't match the cockpit all
that well.
  

Nah, that reflection was the old one (probably, the original Microprose
one) and the 3d cockpit was a bit newer, so there are differences
noticable. The screenshot is also 3 years old, so many has probably
changed since then. But Falcon was a closed source project, killed by
Infogrammes/Hasbro. As we didn't have any rights to continue the
developement on the leaked exe, we had do abandon the project ;(.


  That screenshot doesn't look all that good to me.  How does it seem when you
are flying as compared to our p51d that does have colored glass?
  

I'll take a look.


- Matevz


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Re: [Flightgear-devel] Canopy cues?

2003-09-29 Thread Matevz Jekovec




Curtis L. Olson wrote:

  Matevz Jekovec writes:
  
  
Has anyone already tried to make the inside canopy reflections in the 
cockpit? I had in mind an effect similar to Falcon 4 - an image with a 
reserved colour or an alpha channel for transperency as a texture for 
the glass, when looking from inside. This should also include proper 
light effects at night etc.

A nice screenshot can be seen here:
http://www.f4community.com/images/images/screen/ea66c37e88384cad160ef79d39a62205.jpg

  
  
Something like that could be be done as part of the 3d model with a
bit of effort.  If you wanted to reflection to be "live" and reflect
the changing state of the 3d cockpit objects (instruments, control
stick, etc.) then that would probably take some more "doing". :-)
  

Well, I haven't looked to cockpit xml structure and code yet, but I
think for 2d cockpit, there shouldn't be much of the trouble: most of
the buttons which reflect to canopy are on the edge of the cockpit
panel, so what you should do is to make a bitmap large enough to
contain the glass part of the canopy in it as well (change the colour
when button lights). But for the 3d cockpit it's the whole other story.
Is there a way to add another light to the cockpit when a button is
pressed (that way, the inner cockpit will be iluminated in the button
colour). But for the glass, I really don't know how to add a reflection
(switching the whole canopy texture is too big).


- Matevz


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[Flightgear-devel] Canopy cues?

2003-09-29 Thread Matevz Jekovec
Has anyone already tried to make the inside canopy reflections in the 
cockpit? I had in mind an effect similar to Falcon 4 - an image with a 
reserved colour or an alpha channel for transperency as a texture for 
the glass, when looking from inside. This should also include proper 
light effects at night etc.

A nice screenshot can be seen here:
http://www.f4community.com/images/images/screen/ea66c37e88384cad160ef79d39a62205.jpg
- Matevz

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Re: [Flightgear-devel] key bindings - English

2003-09-25 Thread Matevz Jekovec

I posted the table because I was hoping the "keyboard guru" would identify 
himself.  If there is no such guru, then we can build a knowledge base 
starting with collecting similar tables for every language.  When "enough" 
tables are completed we can put them all together in an HTML table.
 

My 2 cents:
Isn't there any way to link key bindings directly to key numbers, not 
their key table? Then, we should make a drawing of a keyboard and have 
key bindings drawn to every button, with different colours for 
alt/ctrl/shift combinations. This is the drawing we should publish it to 
the net, pdf, main 0.9.3 install etc. The main keyboard model used 
should be the default US keyboard layout. (I think it is the most common 
one, the most known one if nothing else).

- Matevz

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Re: [Flightgear-devel] next release ...

2003-09-23 Thread Matevz Jekovec

3.) fix several aircrafts: For example thos who are supposed to have a
   speed brake should really have a working one.
 

Yeah, my J-22 has speed brakes (modeled and animated correctly), but 
shift+b doesn't do anything? This should really be fixed...

- Matevz

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[Flightgear-devel] Sound problems investigation

2003-09-21 Thread Matevz Jekovec
I flew today with the latest CVS SG, FG and data. And I got sound 
working perfectly with f104, ufo and wrightmodel1903. Everything worked 
as it should. I wasn't able to hear any sounds from c172, j22, a4 and 747.

Anyone sees any connections?

- Matevz

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Re: [Flightgear-devel] Re: What is Everybody Doing

2003-09-21 Thread Matevz Jekovec
Christopher S Horler wrote:

Spitfire,
I also have managed to obtain about 30 'profile publications' on various
wartime aircraft.  I haven't made a list of these or which I plan to
do.  These mainly have very good pictures, and not much technical data.
Unfortunately Spitfire still isn't in a working state.  I'm even
considering starting it again.  My main problem is always texturing.  I
seem to manage to texture simple objects, but as soon as there is a seam
to join and line up camouflage I fail.  I plan to write something at
some stage to improve texturing using blender and the gimp.
 

My current and still alive project is J-22. I already modeled, textured, 
animated it as you can see, but it isn't perfect yet. I have to finetune 
the yasim flight model, I have to get some sounds, I have to make a 
panel/3d cockpit, I have to finally create a perfectly working HUD etc.

- Matevz

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Re: [Flightgear-devel] heads up - aircraft reorg

2003-09-20 Thread Matevz Jekovec




Jorge Van Hemelryck wrote:

  On Sat, 20 Sep 2003 11:29:48 +0200
Matevz Jekovec <[EMAIL PROTECTED]> wrote:

  
  
For modern military aircrafts, I would make the following hierarchy:
- Fighter (most of F-xx, Rafale, MiG-s, Sukhoi-s)
- Attack (A-10, Harrier, Tornado, Mirage 2000, my J-22, Su-25)
- Bomber (F-117, B-1, B-2, B-52, Iljusin-s)
- Transport-Support (Hercules, Galaxy, KC-10, KC-135, Antonov-s)
- EWS (EC-3? AWACS, Prowler)
- Recon (light, fast, reconaissance aircrafts)
- Trainee (light military aircrafts developed specially for teaching)

  
  
hum...

The Mirage 2000C is definitely a fighter, whereas the Mirage 2000D would
be a fighter-bomber (is that what you call attack aircraft?), as it does
have air-to-air capacity.

The Mirage F1C was a fighter (no longer in service in France), the F1CT is
an attack aircraft, and the F1CR a reconnaissance aircraft. All of them
can act as fighters as well.

And the Rafale was designed to be a multirole aircraft as well.

Maybe you could make some distinctions among MiG and Sukhoi aircraft...
For instance, the Su-27 was mainly a fighter, until more recent versions
gained air-to-ground capacity, whereas the Su-25 is just an attack
aircraft.

I'm not really criticizing, but I'm saying it's going to be more and more
difficult to sort all these modern aircraft in categories.
  

Yes, of course. I was just giving examples of generaly, which aircrafts
to put it to folders (why they are there). I think  overall it's not
hard to categorize aircrafts, but I is no doubtly a must, cause the
available aircrafts number is drasticly growing. My J-22 A is a version
which is most widely spread - Fighter-Bomber role aircraft (therefore
let's say J-22 is an attack aircraft), although variant B is a double
seater (trainee or a better close air support) and an R variant for
recon. Anyway, every aircaft does a description of it, usually
commented in xml wrapper files (what type, how old, development, who
uses it, history, armement etc.), which should some day be showed in
game too (I had in mind a "technical library" accessible from the game
menu, which will show a 3D model of an aircraft, a tree structure data,
a description, radar symbols etc.)


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Re: [Flightgear-devel] heads up - aircraft reorg

2003-09-20 Thread Matevz Jekovec

We might also want to start thinking of an official organization
hierarchy such as:
Aircraft/
 LightSingles/
 JetFighters/
 CommercialJets/
 CommercialTurboProps/
 Bombers/
 WWI/
 WWII/
 SailPlanes/
 Experimental/
 

For modern military aircrafts, I would make the following hierarchy:
- Fighter (most of F-xx, Rafale, MiG-s, Sukhoi-s)
- Attack (A-10, Harrier, Tornado, Mirage 2000, my J-22, Su-25)
- Bomber (F-117, B-1, B-2, B-52, Iljusin-s)
- Transport-Support (Hercules, Galaxy, KC-10, KC-135, Antonov-s)
- EWS (EC-3? AWACS, Prowler)
- Recon (light, fast, reconaissance aircrafts)
- Trainee (light military aircrafts developed specially for teaching)
- Matevz

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Re: [Flightgear-devel] Boeing 717-200 progress

2003-09-17 Thread Matevz Jekovec
Manuel Bessler wrote:

Now, if we could use the blender built-in animation tools for creating
the fgfs model/animation .xml files, that would be very cool. ;-)
 

Yeah, that would be cool (although I never actually worked with Blender 
animation tools...). However, many things can change in future in .xml 
animation/wrapper FG model file and not all the users use Blender for 
modeling, so the work on such a script could become worthless in a few 
years.

Thanks. But there are a lot of things not right yet. I'll probably redo
the fuselage and the esp. the wings.
I've started off with a lot of detail, so my model has probably serveral
times as much vertices than the 747.
 

I very doubt that. However, if you do encounter large vertex count, try 
to reduce them somehow. (I have less than 3000 faces in my J-22 and I 
don't think it look so terrible).

How did you do the movable surfaces, eg ailerons or elevators. I
made the whole wing as one mesh and plan to try to use boolean ops to
split/cut out the movable parts.
I'm interested how you did it.
 

Well, I moved that red circled cursor (left click mouse button) in 
Blender to a desired center of roration position and found out its 
coordinates. Now you can fit this cursor to vertices also etc. (and 
personally, I found out the coordinates of this cursor by creating a box 
and editing her coords then:)). After that, I needed some brain time, to 
figure out how the objects move (in which direction and how much). 
That's it.
For the gears, I did use 2 hours to calculate mathematilcy the axis 
around which the strut and tyres will close, but that just didn't work 
(obviously I mistaked somewhere;(), so I just modeled that on eye 
(that's why there are slight offsets still visible, like tyre looking 
through the gear door just when it closes/opens).
Oh yes, and I used Kate and vi as text editors in Linux.

- Matevz

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Re: [Flightgear-devel] Sound probs

2003-09-16 Thread Matevz Jekovec




Bernie Bright wrote:

  On Mon, 15 Sep 2003 19:06:10 +0200
Arnt Karlsen <[EMAIL PROTECTED]> wrote:

  
  

  Are we still interested in migration to LibSDL? (cause I am ;))
  

..shoot!  Whoever codes it gets the credit for it.  ;-)

  
  
I've got an version sort of working using SDL_mixer.  Unfortunately neither
SDL nor SDL_mixer have a "pitch envelope" function so I'll have to code
something myself.  Initial tests are promising, at least I can hear the engine
and gear noises.

Cheers,
Bernie
  

That's great! I'm not sure about the SDL_mixer pitch envelope. Are you
sure that it isn't there already somewhere? (latest CVS, FAQs, forums,
documentation etc.)


- Matevz


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Re: [Flightgear-devel] Boeing 717-200 progress

2003-09-16 Thread Matevz Jekovec

The 3D model is not that far yet. I'm not very good when it comes to
modelling.  Its completely made in blender (2.27).
No movable parts yet. I realized that the ac-export python script does
not use the names for the meshes that are given in blender. 

Is anyone else using only blender to create the aircraft models for
flightgear ? (ie. without ppe or AC3D)
 

I modeled my J-22 completely in Blender (you can try it by running fgfs 
--aircraft=j22). I used v2.28 and exported it to .ac file format with 
the python script found on this page (FG wiki):
http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentation&wikiid=2418&wpid=0

AFAIK *everything* work/worked as far as object names are conserned, 
animation connection, flight model etc. I had actually no problems and 
issues with bugs or anything else that wasn't my fault when modeling and 
implementing the model.

btw. Your model looks good! Keep up the good work! :)
- Matevz
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Re: [Flightgear-devel] Aircraft configuration files

2003-09-15 Thread Matevz Jekovec




Curtis L. Olson wrote:

  Erik Hofman writes:
  
  
I've made a first step towards the possibility to place all aircraft 
related files into it's own subdirectory.

It is now possible to put the -set.xml file inside the 
 directory. This works for loading the aircraft and for the 
--show-aircraft option.

  
  
Excellent, this will be a big step towards making aircraft more
manageable and distributable.

This could also help reduce the size of the base package if we only
include a few of the better or more finished aircraft.  We could still
have a separate flightgear.org CVS repository for aircraft under
development if developers find that helpful ...

Regards,

Curt.
  

Hm, does this mean, we can include UIUC/Yasim flight model now in the
aircraft own directory too, or still need to be placed in /yasim and
/uiuc directory separately?


- Matevz


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Re: [Flightgear-devel] Sound probs

2003-09-15 Thread Matevz Jekovec

..meanwhile, the stop gap measure, does the OSS sound work?
 

Actually, I haven't tried it for a quite a while. How can I re-enable it 
anyway? (I'm a bit short on time) I should disable the alsa startup, 
that's ok, but how is OSS loaded into kernel then (I forgot:( ). A 
module? Named...

- Matevz



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Re: [Flightgear-devel] Sound probs

2003-09-15 Thread Matevz Jekovec
Arnt Karlsen wrote:

On Sun, 14 Sep 2003 21:44:55 +0100, 
Lee Elliott <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

 

On Sunday 14 September 2003 20:13, Frederic Bouvier wrote:
   

Matevz Jekovec wrote:
 

But I'm having this strange feeling why are we the very 
few which have this Alsa problems. What about the others, 
Erik, Curtis, Norman, Frederic, Jim, LeeE?? Which driver/card 
are you using and does sound work for you normally?
   

Try windows ?

-Fred
 

My sound card is an ES1371.  Under Gnome I was using esd and this
worked fine with FG.  KDE3 seems to rely upon the arts sound system
and this doesn't work with FG here atm.  I run a simple sawfish
session when I do any flying and that's fine with FG as it doesn't
start a sound server.
Well, I have sound problems myself. (I have SBLive! on PCI and SB Value 
on ISA, running ALSA)

$ cat /etc/debian_version ; uname -a ; cat /proc/pci |grep -B1 -A3 audio 
; /sbin/lsmod |grep emu ; cat /proc/asound/version

testing/unstable
Linux zverina-ii 2.4.21-1-686 #2 Mon Jun 16 22:13:09 EST 2003 i686 GNU/Linux
Bus 0, device 9, function 0:
Multimedia audio controller: Creative Labs SB Live! EMU10k1 (rev 10).
IRQ 11.
Master Capable. Latency=64. Min Gnt=2.Max Lat=20.
I/O at 0x6500 [0x651f].
snd-emu8000-synth 10452 0 (autoclean)
snd-sbawe 21696 0 [snd-emu8000-synth]
snd-emu10k1-synth 4636 0
snd-emux-synth 28220 0 [snd-emu8000-synth snd-emu10k1-synth]
snd-seq-midi-emul 5200 0 [snd-opl3-synth snd-emux-synth]
snd-seq-virmidi 3320 0 [snd-emux-synth]
snd-seq 36976 2 [snd-opl3-synth snd-seq-instr snd-seq-midi snd-seq-oss 
snd-emux-synth snd-seq-midi-emul snd-seq-virmidi snd-seq-midi-event]
snd-emu10k1 72356 0 [snd-emu10k1-synth]
snd-pcm 62660 0 [snd-pcm-oss snd-emu8000-synth snd-sb16-dsp snd-emu10k1]
snd-page-alloc 6612 0 [snd-emu10k1 snd-pcm]
snd-util-mem 1392 0 [snd-emu8000-synth snd-emux-synth snd-emu10k1]
snd-rawmidi 13856 0 [snd-seq-midi snd-mpu401-uart snd-seq-virmidi 
snd-emu10k1]
snd-seq-device 4272 0 [snd-emu8000-synth snd-opl3-synth snd-seq-midi 
snd-seq-oss snd-sbawe snd-opl3-lib snd-emu10k1-synth snd-emux-synth 
snd-seq snd-emu10k1 snd-rawmidi]
snd-ac97-codec 41112 0 [snd-emu10k1]
snd-hwdep 5120 0 [snd-opl3-lib snd-sb16-csp snd-emu10k1]
snd 31332 0 [snd-pcm-oss snd-emu8000-synth snd-opl3-synth snd-seq-instr 
snd-seq-midi snd-seq-oss snd-mixer-oss snd-sbawe snd-opl3-lib 
snd-sb16-dsp snd-sb16-csp snd-sb-common snd-mpu401-uart snd-emux-synth 
snd-seq-virmidi snd-seq-midi-event snd-seq snd-emu10k1 snd-pcm snd-timer 
snd-util-mem snd-rawmidi snd-seq-device snd-ac97-codec snd-hwdep]
Advanced Linux Sound Architecture Driver Version 0.9.6.
Compiled on Jul 30 2003 for kernel 2.4.21-1-686 with versioned symbols.

Are we still interested in migration to LibSDL? (cause I am ;))
- Matevz
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Re: [Flightgear-devel] Sound probs

2003-09-14 Thread Matevz Jekovec




Frederic Bouvier wrote:

  Matevz Jekovec wrote:
  
  
But I'm having this strange feeling why are we the very 
few which have this Alsa problems. What about the others, 
Erik, Curtis, Norman, Frederic, Jim, LeeE?? Which driver/card 
are you using and does sound work for you normally?

  
  
Try windows ?

-Fred
  

lol ;)
Better, try MSFS, maybe the sound will work :).


- Matevz


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Re: [Flightgear-devel] Sound probs

2003-09-14 Thread Matevz Jekovec






  

  
  
  
Over the past couple of weeks, I've been having problems with the sound
in FG.  I get this message:
slDSP: getBufferInfo: Broken pipe
on the terminal and lose the sound altogether.  My audio apps and
tuxracer work fine, so I suspect an FG or plib issue.  This is from
yesterday's CVS of FG, SG, and plib.  

Any ideas?
 


  
  I have the same problem and I'm playing without sound the last few 
*months* :(. I have SB Live! and ALSA. Do you use ALSA too?
  

Yes, I'm using 0.9.6 and my sound card is a C-Media CM8738.

Have you tried any other plib-based programs?

  
  
Well, it appears to be something about the way FG is doing sound.
tux_aqfh works just fine against cvs plib (you have to add -lplibjs to
the makefile, though)

Yes, it's only Alsa-FG issue then. Other plib programs work fine for me
too. Did you try
echo "fgfs 0 0 direct" > /proc/asound/card0/pcm0p/oss
echo "fgfs 0 0 disable" > /proc/asound/card0/pcm0c/oss
where card0 is your sound card which fgfs use? I tried it, but had no
joy...
But I'm having this strange feeling why are we the very few which have
this Alsa problems. What about the others, Erik, Curtis, Norman,
Frederic, Jim, LeeE?? Which driver/card are you using and does sound
work for you normally?


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[Flightgear-devel] Fog problems back!

2003-09-14 Thread Matevz Jekovec
Using the latest cvs, I'm experiencing fog dissappear again when facing 
the sun. I was flying in t6texan2 aircraft from LJLJ. I have Gf2mx w/ 
32MB, latest 44.96 nVidia drivers and Debian Sid. Running fgfs in 16 bpp.

- Matevz

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Re: [Flightgear-devel] Sound probs

2003-09-14 Thread Matevz Jekovec
Tony Peden wrote:

Over the past couple of weeks, I've been having problems with the sound
in FG.  I get this message:
slDSP: getBufferInfo: Broken pipe
on the terminal and lose the sound altogether.  My audio apps and
tuxracer work fine, so I suspect an FG or plib issue.  This is from
yesterday's CVS of FG, SG, and plib.  

Any ideas?
 

I have the same problem and I'm playing without sound the last few 
*months* :(. I have SB Live! and ALSA. Do you use ALSA too?

- Matevz

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Re: [Flightgear-devel] Flightgear mirror needed?

2003-09-11 Thread Matevz Jekovec




Martin Spott wrote:

  [EMAIL PROTECTED] wrote:

  
  
We could use the edonky network for sharing the scenery and other flightgear 
relevant files. This would reduce the traffic of the official ftp mirror 
servers because users could download those files from each other
via the edonkey network.

  
  
Currently I'm okay with the load - I have the impression that FG users
don't like mirrors: FG related traffic is only a few percent of the
overall traffic on my server. Perhaps this would change if there was a
download map for the Scenery or a round robin scheduler on the main FG
site (I kept the FTP layout identical to the main site).

I don't know anything about edonkey so I'd need advice for that. BTW I
started taking lessons for the PPL so I'd like to avoid diving into too
many new areas on my own 

Martin.
  

hm, I use xMule in Linux and didn't have much success (although I
managed to download some films and cd albums). The problem was mainly
because I had LOWID (I still claim to have 4661/4662 ports opened on
both UDP/TCP though, but Donkey obviously doesn't) and therefore
everything moved so damn slowly. Secondly, xMule ate a lot of my CPU
(so does Kazaa, eDonkey, Morpheus in Windows). Thirdly, many chunks got
lost in my cases, saying bad hash and then needed to be redownloaded
again, which again, ate some bandwith.
In my opinion, ordanary wget on number of mirrors is still the best
option.


- Matevz


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Re: [Flightgear-devel] 60 seconds of flightgear

2003-09-11 Thread Matevz Jekovec

It seems to me I remember reading about a windows program that will make a 
movie of any 3D app while it runs.  Can't remember the name of it but IIRC 
the results were impressive.
 

One of these are HyperCAM (video) and HyperSnap (snapshots). I managed 
to record some movies with HyperCAM of Falcon. Beside normal 2D windows 
snapping, it supports D3D and OGL 3d libraries too AFAIK.
The movie editor for Linux is Cinellera, which is damn good IMO. 
Although it eats a lot of CPU.

- Matevz

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[Flightgear-devel] objects lifetime

2003-09-11 Thread Matevz Jekovec
I was thinking of the way we could ommit lifetime for our terrain and 
scenery objects. For e.g. if we get a WTC towers models or some other 
historical buildings one day, we cannot place them into year 2003. What 
if every object has a timestamp - an interval from when to when certain 
object lies in time. For WTC twin towers should be from 1972/1974 to 
2001 then. For e.g. our house, from 2000 and on etc. We could also place 
these timestamps to the terrain vertices, roads, rivers if they have 
changed over time and even textures for them (this way, the cities in 
1800 wouldn't be large as nowadays). e.g. highways in our country have 
changed the terrain drasticly in last 10 years!
Cause another e.g. if we implement a dynamic campaign (war) some day, we 
could really make a simulation of a historic battle in 1945, using 
certain units hiding behind certain buildings standing in that time etc. 
For modelers I don't think this should pose a large problem as they 
probably know enough about the building they are modeling and their 
timestamp. For the terrain, this is a bit more complicated though.
In practice, when you'd run fgfs only, you would be placed in present, 
but if you run fgfs --date=19990815, you would be placed in August 1999.
Just a brainstorm idea, but what do you think?

- Matevz

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Re: [Flightgear-devel] National Air Tour

2003-09-11 Thread Matevz Jekovec
Curtis L. Olson wrote:

It turns out that the National Air Tour (http://nationalairtour.org/)
stopped at my local airport today.  I burned a half day of vacation to
go out and watch the airplanes arrive and park.  I took my camera and
was able to get some picts:
   http://www.menet.umn.edu/~curt/Photos/Canon-20030910/

Almost makes me want to switch my career and be a vintage aeroplane
gypsie.
Curt.
 

Hehe, these images could be great for our UI menu background some day! I 
most prefer this one
http://www.menet.umn.edu/~curt/Photos/Canon-20030910/Large/IMG_0349.JPG

FlightGear, race free! :)

- Matevz

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Matevz Jekovec

The default C172 is 3d clickable, so is the P51d and the cub?  Also
I think the C310 is too???
 

Wow, hold on now. Are you telling me I can click the buttons and roll 
knobs in 3d view (not the panel, but the 3d cockpit itself) in Cessna 
172 already??
Have to try it!

- Matevz

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Matevz Jekovec

simulators and are hot on the tail of the more recent.  More cockpit detail is
needed on many of the other aircraft,  which is on my short
 

Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
not aware of any sim supporting that (at least not Falcon 4, Flanker 
2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
question is how big will be the FPS hit.

- Matevz

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Re: [Flightgear-devel] EAA Sport Aviation - article

2003-09-07 Thread Matevz Jekovec






  

  I don't recall seeing this go past previously; if it has, my
apologies.

I've just been reading the April 2003 issue of EAA's Sport Aviation
magazine and pages 50 through 58 are a nice article titled "Virtual
Building" about"Flight simulation for the homebuilder" by Chuck
Bodeen.  It includes a discussion comparing the benefits of
FlightGear, X-plane-0.66 and MSFS2002.
  

Good grief,

A comparison between FlightGear *and* MSFS *and* X-plane.
This and David's post give me the feeling we're on the right track!

Any conclusion on FlightGear?

  
  
..a "con" is Microsoft is sponsoring EAA, so we "have" to beat 
MSFS where it hurts the most, on merits.  ;-)

  

If we implement multiplayer, AI, dynamic campaign and weapon systems
like in Falcon, Flanker/LO-MAC and Janes F/A-18 together, then we get
no doubtly the best flying sim ever. Oh, did I mention we're making
opensourced cross-platform simulation :). What else could anyone ever
wanted???


- Matevz


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Re: [Flightgear-devel] Airports/runways.mk4 ?

2003-09-06 Thread Matevz Jekovec
Erik Hofman wrote:

Matevz Jekovec wrote:

Using the latest CVS SG, FG and data, I get an error messge when 
starting fgfs without parameters (FG_ROOT is set correctly).


Cannot open file: /home/matevz/fgfs/data/Airports/runways.mk4
zverina-ii:~$
Now, if I look at Airports folder, there is only basic.dat.gz and 
runways.dat.gz. runways.mk4 doesn't exist.
A known issue?


Although you say you have the latest version of SimGear and FlightGear 
you don't seem to have an up to date version of (at least) FlightGear.

There has been code added (and removed) to support text files instead 
of MetaKit. If everything is installed correctly you woul be able to 
remove libmk4.* and the mk4* header files.

Erik
Yeah, I completely rechecked the CVSs and recompiled everything from 
scratch and it works now. Thanks.

- Matevz

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Re: [Flightgear-devel] OT: Linux environments

2003-09-06 Thread Matevz Jekovec

It gets better all the time, but so far I've found that it's a bit slow.  The 
 

Oops, obviously I kind of got used to my slow machine then :).
I have animations, fadings and other annoying stuff all disabled and all 
the previews in Konqueror turned off. I have a simple blue background 
color and a blue scheme, similar to Mozilla. But I just couldn't resist 
the transparent menus :)

A small preview:
http://www2.arnes.si/~mjekov/tmp/snapshot1.jpg
- Matevz

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[Flightgear-devel] 3DS blender import

2003-09-06 Thread Matevz Jekovec
I know this is a bit off topic, but I'm looking for a way to import 3DS 
file formats to Blender. Anyone has any python scripts or ideas?

- Matevz

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Re: [Flightgear-devel] OT: Linux environments

2003-09-06 Thread Matevz Jekovec
Lee Elliott wrote:

I've been using Gnome for years but I'm finding it increasingly idiotified and 
un-controlable, not to mention less reliable.

What are the major cons that folk have found with running kde?

TIA

LeeE
 

I'm using KDE from the very beginning. I've always kind of liked it and 
I still do. I've only thrown an eye on other WMs though and haven't 
seriously used them (except for IceWM and LFWM), but I don't think I 
missed much (tabs in FluxBox are cool though:)).
I don't see any major cons for KDE. It's very flexible and still fast, 
which I personally very prefer.

- Matevz

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[Flightgear-devel] Airports/runways.mk4 ?

2003-09-06 Thread Matevz Jekovec




Using the latest CVS SG, FG and data, I get an error messge when
starting fgfs without parameters (FG_ROOT is set correctly).

zverina-ii:~$ fgfs
FlightGear:  Version 0.9.2
Built with GNU C++ version 3.3

Scanning command line for: --fg-root=
Scanning /home/matevz/.fgfsrc for: --fg-root=
fg_root = /home/matevz/fgfs/data
Reading global preferences
Finished Reading global preferences
Unable to detect the language
Selecting language: C
Reading localized strings from
/home/matevz/fgfs/data/Translations/strings-default.xml
Scanning command line for: --aircraft=
Scanning /home/matevz/.fgfsrc for: --aircraft=
No user specified aircraft, using default
Reading default aircraft: c172-3d from
/home/matevz/fgfs/data/Aircraft/c172-3d-set.xml
Processing config file: /home/matevz/.fgfsrc
Processing command line arguments
Finished command line arguments
Opening a window: 800x600
GeForce2 MX/PCI
Max texture size = 2048
Depth buffer bits = 16
Loading Navaids
  VOR/NDB
  ILS and Marker Beacons
  Fixes
Cannot open file: /home/matevz/fgfs/data/Airports/runways.mk4
zverina-ii:~$

Now, if I look at Airports folder, there is only basic.dat.gz and
runways.dat.gz. runways.mk4 doesn't exist.
A known issue?


- Matevz


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[Flightgear-devel] move in/out

2003-09-05 Thread Matevz Jekovec
Do we have any move in/out option in FlightGear (in contrast to zoom 
in/out). If not, is it hard to... :)

- Matevz

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Re: [Flightgear-devel] Old problem returns?

2003-09-04 Thread Matevz Jekovec

A left click will automagically return you to the 'forward view' 
 

In Falcon, we always had face turned forward in inside view when coming 
back from the outside one. When switching from inside to outside one, 
the outside was left alone though.
I think this is very reasonable because in 99% you use the outside view 
to take a look at something and an inside view for the real flying.

- Matevz

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Re: ..OT: blue paint bucket toss, was: [Flightgear-devel] [OT] Angryrant: the end of david@megginson.com

2003-08-27 Thread Matevz Jekovec

Not at all.  Things go wrong in airliners flown by scheduled carriers
all the time, and usually no one suffers anything more than stress
from a delay or rerouting.  Injuries and fatalities are very rare in
scheduled airline incidents or accidents.
 

Didn't you watch Die Hard 2 (the Christmas one) and the "flying" 
everywhere present Bruce??? :)

- Matevz

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Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-26 Thread Matevz Jekovec

But wait a second ... this is a scary thought because *we* develop
software.  Do we want to be held to those same standards as we might
propose for microsoft?  If someone exploits a bug or oversight in
flightgear to do damage, do we want to be held liable?  We could just
exempt ourselves from blame in our licensing terms as we do now, but
if we can do that, why can't microsoft.
 

You're missing one big point: Microsoft is a profit organization, 
selling their products. We develop for free.
Now, if I found a bug in FG, that's ok, it isn't even final release yet, 
it is also free of cost, so what to expect anyway. If I found a bug in 
Win98 showing me blue screen and even shutting down my whole system 
because I ejected my CD accidentely (note how long the *nix systems need 
to shut down. Windows just whop, and the computer reboots by himself in 
a flash :)) I feel no mercy at all for blaming M$ for the system fault. 
I bought their system and I require perfection. That's why I payed for 
it (no matter how much or which version). Obviously, the product wasn't 
designed well or wasn't mature enough for the end-user usage or something.

- Matevz

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Re: [Flightgear-devel] Packaging data files

2003-08-25 Thread Matevz Jekovec

- We would move each of the -set.xml to also live in the individual
 aircraft tree.
 

- Then to install an aircraft you need to drop the aircraft's
 directory somewhere inside the top level Aircraft directory.  We
 could have abitrary subdirectories to organize by aircraft type or
 livery or era or whatever we felt like.
 

That's ok. So FlightGear should read all the subdirectories from 
/Aircraft on and find every -set.xml file in a directory or an archive? 
If that is so, that's a great idea, but I'm only conserned about the 
speed of the process (if we have 1000 aircrafts, 900 vehicles and 200 
ships some day I would prefer a config file describing the packages, but 
that's not a big deal)
Also, if two units are sharing the same name, one in archive and one in 
a directory, one in the directory should have priority unless 
--aircraft=.tgz is given.

The only thing I'm proposing is, how far are we going to seperate these 
-set.xml files for aircraft variants. I've had something like this in my 
mind for an F-16 aircraft: When we'll have F-16 A, B, C and D variants 
available, including block 30/32, 40/48 and 50/52 for each one, we 
should have *seperated* -set.xml file for every one, right? (the 
electronics, engines, some minor aerodynamic fixes... actually, 
completely different aircrafts).
It complicates when we'll have multiple skins some day for the 
aircrafts: e.g. standard gray, green-brown cammo and arctic skin for 
F-16 C block 50/52. Now I don't think we should seperate the set file 
for this f16 aircraft for every skin, but should only include all the 
textures in Models directory and mention them in the model wrapper file. 
I'll think about it some more and will post a seperated message 
conserning the skins, skinspacks and even new model type maybe...

My 2 EUR! :)).
- Matevz


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[Flightgear-devel] J-22 completed

2003-08-25 Thread Matevz Jekovec
Ok, I made my first public version of J-22 (some minor issues though,
but nothing show-stopping). Can someone please put it to CVS.
A screenshot:
http://www2.arnes.si/~mjekov/tmp/j22.jpg
J-22 set, yasim fdm, hud, model + textures, model wrapper:
http://www2.arnes.si/~mjekov/tmp/j22.tar.gz
- Matevz



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Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com

2003-08-25 Thread Matevz Jekovec




Mally wrote:

  
Oh lord. And they are going to ditch Outlook Express in favor of 
Outlook. Will they ever learn?

  
  
I wasn't aware of that. Is there an announcement somewhere?

Mally
  

A month ago or so MS announced that he will drop the development of IE
branch. New versions will only be available in combination with new
system/service pack. Seperate program upgrade is "too risky" in their
opinion as it is built in the system and becomes a part of it.
The same announcement MS expressed few weeks ago, telling that he will
drop Outlook Express for the same reasons. BUT, not only that, Billy
also said that there will *probably* be no Outlook Express by default
in any new system. So, the user will be forced to use MS Office and
normal Outlook in the future.

Heh, I'm lucky I got rid of the Microsh*t system quite a while ago. (in
other words, *nix rules! ;)).


- Matevz


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[Flightgear-devel] J-22 completed

2003-08-25 Thread Matevz Jekovec
Ok, I made my first public version of J-22 (some minor issues though, 
but nothing show-stopping). Can someone please put it to CVS.

A screenshot:
http://www2.arnes.si/~mjekov/tmp/j22.jpg
J-22 set, yasim fdm, hud, model + textures, model wrapper:
http://www2.arnes.si/~mjekov/tmp/j22.tar.gz
- Matevz

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