re: [Flightgear-devel] Simgear problem + Misc other stuff
David Findlay writes: EasyXML is missing from simgear CVS, stopping a few things from building. simgear/xml/easyxml.cxx and simgear/xml/easyxml.hxx are both there. All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Simgear problem + Misc other stuff
-Original Message- From: David Findlay [mailto:[EMAIL PROTECTED]] Sent: Mittwoch, 09. Jänner 2002 12:07 To: [EMAIL PROTECTED] Subject: [Flightgear-devel] Simgear problem + Misc other stuff EasyXML is missing from simgear CVS, stopping a few things from building. I've built the overall project (fgfs, simgear and plib) yesterday without any problems from the cvs-sources. I'm sure that EasyXML is included. I was also wondering how close we are to a new release of FlightGear. What has changed since 0.7.8? Is there any documentation on the format of taxiway sign files? I'll be attempting to add signs to the local Brisbane scenery. Also how hard is it to add taxiways into the scenery. Basically I want to make an enhanced version of the local scenery to show off a lot of the features all in the local area of the conference. Would it be possible to create a FlightGear Scenery Design mailling list? I think that's a good idea ... Lastly I'd be interested to know what state the network OLK code is in. I haven't seen Oliver here in a while. Anyone used it recently? No, but I'm very interested in that too. Thanks, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear problem + Misc other stuff
David Findlay wrote: Would it be possible to create a FlightGear Scenery Design mailling list? The Terragear mailing list would seem an appropriate place for now, especially as a lot of scenery design is likely to need modification of the tools. FWIW, I'm currently working on adding the ability to add files containing hand-crafted vector elevation data to the raster data during construction, in order to allow dem-30 based hilly areas to be manually improved. Cheers - Dave -- [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear problem + Misc other stuff
D Luff writes: FWIW, I'm currently working on adding the ability to add files containing hand-crafted vector elevation data to the raster data during construction, in order to allow dem-30 based hilly areas to be manually improved. That sounds like an excellent idea. Another possibility would be to build a tool to convert DEM data to VRML and back again, so that a user could hand-edit the mesh in a tool like Blender; then again, it would be even more interesting to edit whole tiles in Blender. I wonder how hard it would be to make btg2vrml and vrml2btg filters? All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Simgear problem + Misc other stuff
David Megginson writes: Another possibility would be to build a tool to convert DEM data to VRML and back again, google 'GeoVRML' if you want to go that route so that a user could hand-edit the mesh in a tool like Blender; then again, it would be even more interesting to edit whole tiles in Blender. BUT WHY use blender when there is PPE !!! Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Simgear problem + Misc other stuff
Norman Vine writes: David Megginson writes: Another possibility would be to build a tool to convert DEM data to VRML and back again, google 'GeoVRML' if you want to go that route so that a user could hand-edit the mesh in a tool like Blender; then again, it would be even more interesting to edit whole tiles in Blender. BUT WHY use blender when there is PPE !!! I've spent about 20 hours working in PPE -- I think it's going to be a great program, but it's still in early days (or at least, I haven't figured out how to do even basic operations like extrusion yet). The good news is that if we use VRML, we'll be able to load the mesh into PPE, Blender, AC3D, or any number of other programs -- people won't be forced to choose. GeoVRML does not seem to be widely supported yet, though (to their credit), the WG has made a Java-based viewer available for cross-platform use. By the way, I started using Blender just a couple of days ago. At first The non-standard interface scared the @#$%@ out of me, but after spending an hour or two working through a couple of the dozens or hundreds of excellent, illustrated, step-by-step tutorials on the Web (I made a castle, and a pencil) I'm impressed beyond all belief. Even *I* might be able to make a 3D plane or cockpit model in that program. All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear problem + Misc other stuff
On Wednesday 09 January 2002 11:44 am, you wrote: schnip By the way, I started using Blender just a couple of days ago. At first The non-standard interface scared the @#$%@ out of me, but after spending an hour or two working through a couple of the dozens or hundreds of excellent, illustrated, step-by-step tutorials on the Web (I made a castle, and a pencil) I'm impressed beyond all belief. Even *I* might be able to make a 3D plane or cockpit model in that program. All the best, David The latest versions of blender actually have a lot of improvements interface wise (mainly popup help). Definitely a good program. J ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Simgear problem + Misc other stuff
David Megginson writes: Norman Vine writes: David Megginson writes: BUT WHY use blender when there is PPE !!! I've spent about 20 hours working in PPE -- I think it's going to be a great program, but it's still in early days (or at least, I haven't figured out how to do even basic operations like extrusion yet). You can't do extrusions, at least in the released files BUT all you need for a scenery editor is 1) move nodes 2) place objects 3) scale objects 4) move objects PPE does all of the above and can even do it persistantly in a 'paused' FGFS session with a just a little hacking as is :-) Use your favorite Editor to make your objects but it only makes sense to use PPE to actually place them into the FGFS Scenery since it just 'knows' the SSG structures. Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Simgear problem + Misc other stuff
Norman Vine writes: No, I think you missed that this is operating on the scenery directly as present in the current SceneGraph in the FGFS memory space. PPE knows a LOT more about the SceneGraph then FGFS does :-) Well, after that teaser, how about some details? All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Simgear problem + Misc other stuff
David Megginson writes: Norman Vine writes: No, I think you missed that this is operating on the scenery directly as present in the current SceneGraph in the FGFS memory space. PPE knows a LOT more about the SceneGraph then FGFS does :-) Well, after that teaser, how about some details? Well, I have mentioned this before anyway By changing the PPE main() into a function call say int ppe ( ssgContext *ssg, ssgRoot *root, myFGFS *fgfs ) where myFGFS contains a few important vars such as lat lon and ssgRoot is a scenery node and ssgContext is ssgGetCurrentContext (); then by pausing FGFS and calling ppe() and having PPE 'adopt' the ssgContext as it's own and assigning the passed Node to be PPE's Root Node things just work well almost . PPE has direct access to everything below the passed node, and also knows where we are in the world ! All of this is possible of course because PPE and FGFS are built from a common substrate, SSG. ie PPE is designed to be a native SSG editor, it's not all there yet but the 'hooks' sure are. Cheers Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel