[Flightgear-devel] Objects

2001-12-13 Thread David Findlay
Where in the source code are the objects loaded? I'm thinking about whether it would be possibly to randomly chuck in trees if the material type is a forest type. Then later add more local information on the types of trees that grow in a region etc. All we need is the 2 intersecting rectangle b

Re: [Flightgear-devel] Objects

2001-12-13 Thread Curtis L. Olson
David Findlay writes: > Where in the source code are the objects loaded? I'm thinking about whether > it would be possibly to randomly chuck in trees if the material type is a > forest type. Then later add more local information on the types of > trees that > grow in a region etc. All we need

Re: [Flightgear-devel] Objects

2001-12-13 Thread David Findlay
On Fri, 14 Dec 2001 13:56, you wrote: > David Findlay writes: > > Where in the source code are the objects loaded? I'm thinking about > > whether it would be possibly to randomly chuck in trees if the material > > type is a forest type. Then later add more local information on the types > > of tre

Re: [Flightgear-devel] Objects

2001-12-13 Thread David Findlay
On Fri, 14 Dec 2001 16:13, you wrote: > On Fri, 14 Dec 2001 13:56, you wrote: > > David Findlay writes: > > > Where in the source code are the objects loaded? I'm thinking about > > > whether it would be possibly to randomly chuck in trees if the material > > > type is a forest type. Then later ad

RE: [Flightgear-devel] Objects

2001-12-14 Thread VS Renganathan
David, -Original Message- > What's FG_EXPERIMENTAL_LIGHTING? And is it used by default? It is code to enable lighting on the aircraft carrier incuding an Optical Landing aid (fixed at 3.75 deg). It is not enabled by default unless you add that define. As far as I know only I am using it.

Re: [Flightgear-devel] Objects

2001-12-14 Thread Roman Grigoriev
Dave if u nedda tree database (perfect textures) I can give u them Roman - Original Message - From: "David Findlay" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, December 14, 2001 9:52 AM Subject: Re: [Flightgear-devel] Objects > On Fri, 14 Dec 2001

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
On Fri, 14 Dec 2001 18:20, you wrote: > It is code to enable lighting on the aircraft carrier incuding an Optical > Landing aid (fixed at 3.75 deg). It is not enabled by default unless you > add that define. As far as I know only I am using it. Ah okay. > If you haven't already written code for

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
On Fri, 14 Dec 2001 18:20, you wrote: > Dave if u nedda tree database (perfect textures) > I can give u them Okay thanks. At the moment I just need one or two types for testing purposes and then once that's right we can add more. Could you email me some? Thanks, David _

Re: [Flightgear-devel] Objects

2001-12-14 Thread Roman Grigoriev
t: Friday, December 14, 2001 11:38 AM Subject: Re: [Flightgear-devel] Objects > On Fri, 14 Dec 2001 18:20, you wrote: > > Dave if u nedda tree database (perfect textures) > > I can give u them > > Okay thanks. At the moment I just need one or two types for testing purposes > and

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
On Fri, 14 Dec 2001 18:20, you wrote: > > What's FG_EXPERIMENTAL_LIGHTING? And is it used by default? > > It is code to enable lighting on the aircraft carrier incuding an Optical > Landing aid (fixed at 3.75 deg). It is not enabled by default unless you > add that define. As far as I know only I

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
On Fri, 14 Dec 2001 18:44, you wrote: > ok specify type of trees and height Any hieght or res, I will transform and scale it in the sim. > i have bushes deciduous trees and pine trees Pine trees would probably be the best to start with. > what format do you prefer? i have in tga format SGI RG

Re: [Flightgear-devel] Objects

2001-12-14 Thread Roman Grigoriev
December 14, 2001 12:02 PM Subject: Re: [Flightgear-devel] Objects > On Fri, 14 Dec 2001 18:44, you wrote: > > ok specify type of trees and height > > Any hieght or res, I will transform and scale it in the sim. > > > i have bushes deciduous trees and pine trees > > Pine t

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
On Fri, 14 Dec 2001 19:31, you wrote: > do u have multigen creator? No, is it free and where can I get it? > if yes i can give u trees in flt format and u don't needa to build > billboards So are they 3D trees? Wouldn't that create too many polygons, especially in massive forrests? > or u nee

RE: [Flightgear-devel] Objects

2001-12-14 Thread Norman Vine
David Findlay writes: > >On Fri, 14 Dec 2001 19:31, you wrote: >> do u have multigen creator? > >No, is it free and where can I get it? > >> if yes i can give u trees in flt format and u don't needa to build >> billboards FYI - PLib will read some versions of .flt Easiest way to test if your .flt

Re: [Flightgear-devel] Objects

2001-12-14 Thread Renganathan vs
David, > Yeah I think I may have to change it. At current > size appears to be defined > as a side of a square. This isn't exactly suitable > as I need rectangles. You > don't want to be detected as crashing into a pine > tree that's a 100 metres > high, and you missed by 90 metres. :-) Thanks

Re: [Flightgear-devel] Objects

2001-12-14 Thread John Wojnaroski
> -Original Message- > > What's FG_EXPERIMENTAL_LIGHTING? And is it used by default? > > It is code to enable lighting on the aircraft carrier incuding an Optical > Landing aid (fixed at 3.75 deg). It is not enabled by default unless you add > that define. As far as I know only I am using

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
On Fri, 14 Dec 2001 23:21, you wrote: > David Findlay writes: > >On Fri, 14 Dec 2001 19:31, you wrote: > >> do u have multigen creator? > > > >No, is it free and where can I get it? > > > >> if yes i can give u trees in flt format and u don't needa to build > >> billboards > > FYI - PLib will read

Re: [Flightgear-devel] Objects

2001-12-15 Thread Renganathan vs
John, I shall help you with this on Tuesday 18 Dec if Norman or Curt havent already told you how to. I dont have FlightGear at home (normal PC wihout accelerator!!) , thats why. I will have to send you textures, .mtl file and the objects.txt file. I think both Norman and Curt have tried and have b

Re: [Flightgear-devel] Objects

2001-12-16 Thread John Wojnaroski
> John, > I shall help you with this on Tuesday 18 Dec if Norman > or Curt havent already told you how to. I dont have > FlightGear at home (normal PC wihout accelerator!!) , > thats why. I will have to send you textures, .mtl file > and the objects.txt file. I think both Norman and Curt > have

[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

Re: [Flightgear-devel] objects lifetime

2003-09-11 Thread Lee Elliott
On Thursday 11 September 2003 19:45, Matevz Jekovec wrote: > 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 h

Re: [Flightgear-devel] objects lifetime

2003-09-11 Thread Julian Foad
Matevz Jekovec wrote: 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 whe