[Flightgear-devel] turning off 3D trees and buildings

2002-10-13 Thread Jim Wilson
Is there a easy property switch that can be set to disable the semi-random tree and structure model placement? Just thinking about the startup position at Kill Devil Hill (the 1903 flyer) and the fact that in 1903 the area had neither buildings (except a couple shacks) nor trees. Best, Jim

Re: [Flightgear-devel] turning off 3D trees and buildings

2002-10-13 Thread Frederic Bouvier
According line 623 of options.cxx, the option --disable-random-objects set the property /sim/rendering/random-objects to false. Cheers, -Fred - Original Message - From: Jim Wilson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, October 13, 2002 7:48 PM Subject: [Flightgear-devel]

[Flightgear-devel] Help

2002-10-13 Thread dominic stadden
Hi, is it possible to load non gmax .mdl files into gmax. Sorry this message is so brief, but net time is limited. [EMAIL PROTECTED]

Re: [Flightgear-devel] FWIW

2002-10-13 Thread Cameron Moore
* [EMAIL PROTECTED] (Norman Vine) [2002.10.13 00:02]: Cameron Moore Ooh! So you run a 64-bit C compiler! No, but I know Perl! When I get a chance, I try to port anything Norman does in python to perl just because I know he hates it. hehe ;-p This should help

Re: [Flightgear-devel] Airport Database Model

2002-10-13 Thread David Megginson
Norman Vine writes: FGFS should be able to answer simple flightplan questions like I am leaving from KSFO flying to KLGA show me all airports that are large enough to handle a 747 within 100 miles of my flightpath. Indexing makes this trivial That's still an out-of-the-main-loop

re: [Flightgear-devel] Some little bugs report from an enthusiast new user...

2002-10-13 Thread David Megginson
Tommygio writes: 1) The swtch --cloud-disable disables the default cloud layer, but not the puffy effect at the layer altitude. OK, I've just fixed that -- the changes will appear in CVS shortly. 2) In the chase view with the default airplane, the cockpit's textures can be seen throught

Re: [Flightgear-devel] Help: Current Ground Elevation

2002-10-13 Thread David Megginson
Norman Vine writes: David - You still haven't answered my question about your problem Is the points containing tile loaded when you are trying to get it's elevation ?? I've temporarily abandoned that effort, since it was taking too much time for too little benefit. I do plan to go back to

Re: [Flightgear-devel] Loading static object problems.

2002-10-13 Thread David Megginson
Frederic Bouvier writes: I noticed that textures for scenery static objects are not loaded anymore for a few weeks. Static objects have absolute path while random objects and aircraft have relative path but fgLoad3DModel unconditionally prepend fg_root to the model path. This patch test

Re: [Flightgear-devel] Some little bugs report from an enthusiast new user...

2002-10-13 Thread Norman Vine
David Megginson Tommygio writes: 1) The swtch --cloud-disable disables the default cloud layer, but not the puffy effect at the layer altitude. OK, I've just fixed that -- the changes will appear in CVS shortly. 2) In the chase view with the default airplane, the cockpit's

Re: [Flightgear-devel] Some little bugs report from an enthusiast new user...

2002-10-13 Thread David Megginson
Norman Vine writes: If we are refering to the 'opaqeness' when flying through a 'layer's altitude', then this has been a long standing issue. That I kept meaning to look into No, I mean the 2D panel display showing through the fuselage. All the best, David -- David Megginson, [EMAIL

Re: [Flightgear-devel] Loading static object problems. - PATCH included

2002-10-13 Thread Frederic Bouvier
I have discovered recently that plib has ulIsAbsolutePathName in ul.lib so you can try this patch : Index: model.cxx === RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Model/model.cxx,v retrieving revision 1.2 diff -u -r1.2