David Megginson said:
On Sat, 25 Dec 2004 16:23:29 -0600, Curtis L. Olson
[EMAIL PROTECTED] wrote:
.ssg format is basically a binary memory dump of the internal ssg
structures. This has some advantages within plib-based applications,
but it would be tough to build an exporter from a
I just wanted to experiment with VRML models a little.
I've had no luck loading one as yet (VRML 1.0 or 2.0)
Does FlightGear/SimGear/plib have to be compiled with any extra options to
support VRML or is it just unsupported right now?
___
Dave Martin wrote:
I just wanted to experiment with VRML models a little.
I've had no luck loading one as yet (VRML 1.0 or 2.0)
Does FlightGear/SimGear/plib have to be compiled with any extra options to
support VRML or is it just unsupported right now?
I think that plib does have some sort of
On December 27, 2004 03:52 pm, Ampere K. Hardraade wrote:
On December 27, 2004 02:27 pm, Jim Wilson wrote:
Would VRML give us true modeler portability? Can ac3d (or whatever
closed source modeler) import a VRML model and have all features intact,
and then export it back to VRML in a way
On Mon, 27 Dec 2004 19:27:03 -, Jim Wilson [EMAIL PROTECTED] wrote:
I know that no one particularly loves VRML, but it is text based (like
AC3D) and open. As long as we're just doing textured and tinted
meshes, with the more complex stuff (like animations) in external XML
files, is
On Mon, 27 Dec 2004 15:52:01 -0500, Ampere K. Hardraade
[EMAIL PROTECTED] wrote:
3D Max Studio can't import VRML. I don't know about other modellers though.
Are you certain? Even the dinky little shareware modellers usually
support VRML 1.0 import and export -- it's like a spreadsheet not
On Monday 27 Dec 2004 21:11, David Megginson wrote:
You have to distinguish between the maintainer and contributors. As
long as I'm maintaining, say, the J3 Cub model, any contributors
should make their changes to the Blender source, since Blender is my
chosen format. If a different
On Mon, 27 Dec 2004 21:28:18 +, Dave Martin
[EMAIL PROTECTED] wrote:
As I've mentioned, the modifications to the c172p that I made were with ac3d
(it's not a hugely powerful modeller but speed of development is good).
I'm happy to hand over the 172p to Dave or someone else who is willing
On 26 Dec 2004, at 00:37, Curtis L. Olson wrote:
What did I say that was incorrect? If I've missunderstood something
about plib/ssg I'd appreciate being corrected. If modeling is still
done in blender/ac/multigen/whatever, then you need a conversion path
to plib. That means going through
On Sunday 26 December 2004 09:28, James Turner wrote:
On 26 Dec 2004, at 00:37, Curtis L. Olson wrote:
What did I say that was incorrect? If I've missunderstood
something about plib/ssg I'd appreciate being corrected. If
modeling is still done in blender/ac/multigen/whatever,
then you
[offlist]
On Sat, 25 Dec 2004 19:02:47 -0500, Norman Vine wrote:
Excuse me Curt but
This is bordering on FUD
Exchange formats are designed to capture common information for many
different uses; proprietary formats, like PLIB's SSG, are optimized
for a single app or
On Sun, 26 Dec 2004 09:53:49 -0500, Norman Vine [EMAIL PROTECTED] wrote:
SSG is certainly not propriatary in any reasonable man's vocabulary !!
You need to distinguish open specs from open formats. For example,
MSIE is closed source but uses open formats (HTML, CSS, etc.); Open
Office is open
David Megginson writes:
Anyway, my original point was that whether you agree or disagree, you
were being a little loose with the accusation of FUD against Curt.
He's making a legitimate point, not trying to mislead people into
doubting plib.
If you reread my original post you will note I
David wrote:
As long as we're just doing textured and tinted
meshes, with the more complex stuff (like animations) in external XML
files, is there any good reason *not* to go with VRML, especially
since we can compress the files on disk with gzip?
Do you completely hand edit the XML?
Do you plan
Curt wrote:
I believe the main issue is that whatever format we go with has to have
a good plib/ssg loader for it.
Yes, if you standardise on one or two standard formats, the PLIB
loader will be important.
In fact, it seems like all the plib loaders (except for the
ad/ssg loaders) have
Curt wrote:
.ssg
is extremely non portable, and would make it very difficult for people
to edit the models with any non-plib based modelers, and I'm not aware
of any plib-based modelers that are far enough along to be useful.
... as modelers, correct.
However, PPE is nice as a converter
Norman Vine wrote:
Erik Hofman writes:
Norman Vine wrote:
If someone was to do this I would suggest exporting to
the native .ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all for it.
Sounds good :-)
[...]
Am I missing something here ?
Your
Curt wrote:
If I've missunderstood something
about plib/ssg I'd appreciate being corrected. If modeling is still
done in blender/ac/multigen/whatever, then you need a conversion path to
plib.
I think you guys are speaking aside each other.
Curt wants to allow different modellers.
James
On Sun, 26 Dec 2004 17:41:20 +0100, Wolfram Kuss
[EMAIL PROTECTED] wrote:
Do you completely hand edit the XML?
I hand-edit the animations, but eventually, we could look at something
more standardized.
Do you plan to keep it that way?
Since Blender has scripting support, it would be possible
On Saturday 25 December 2004 04:48, Jim Wilson wrote:
Those using blender, what exactly (if anything) needs to be done to the ac
file after exporting it to ac format now?
All the models that I've created in blender work without any modifications.
I've also tried to let blender export to
Incidentally; would I be loosing anything if I re-imported the .ac back to
Blender?
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On Sat, 25 Dec 2004 12:38:53 +
Dave Martin wrote:
I have noticed that Blender seems to strip specular material settings
when exporting to .ac
Not sure if this is something I'm doing wrong or an issue with Blender.
Neither. Blender strips them out because the ac3d file format doesn't
On Sat, 25 Dec 2004 03:48:29 -
Jim Wilson wrote:
Wasn't this a blender model? Do we want to go the route of breaking
away from the blender artists by working on the converted ac3d format
files? If we don't, then we should probably have blender sources
available along with the base
Chris Metzler writes:
No kidding. It's really surprising that plib supports several proprietary
3d modellers, but doesn't support the one really powerful and popular
open source modeller.
PLib was written *before* blender *was*
A plib loader for .blend would, IMHO, be an incredible boon
I just noticed that Blender apparently does not support 'lines' ie: a line
drawn between 2 vertices with no real width (although visible).
Is there a way to make blender use 'lines' or is it polys only?
Lines can be handy to represent aerials etc and have a very minimal overhead
when rendered
On Sat, 25 Dec 2004 16:05:19 +, Dave wrote in message
[EMAIL PROTECTED]:
I just noticed that Blender apparently does not support 'lines' ie: a
line drawn between 2 vertices with no real width (although visible).
Is there a way to make blender use 'lines' or is it polys only?
Lines
On Sat, 25 Dec 2004 10:54:41 -0500
Norman Vine wrote:
Chris Metzler writes:
A plib loader for .blend would, IMHO, be an incredible boon for FG.
PLib is Open Source and If it itches ... :-)
Absolutely -- that's why I wrote that I don't think plib developers
are opposed, but rather it's
On Saturday 25 Dec 2004 17:09, Arnt Karlsen wrote:
On Sat, 25 Dec 2004 16:05:19 +, Dave wrote in message
[EMAIL PROTECTED]:
I just noticed that Blender apparently does not support 'lines' ie: a
line drawn between 2 vertices with no real width (although visible).
Is there a way to
On 25 Dec 2004, at 14:43, Chris Metzler wrote:
A plib loader for .blend would, IMHO, be an incredible boon for FG. As
noted, ac3d file format can't include specular/diffuse shading info.
Blender/.blend files also give you the ability to texture an object's
faces in a fashion other than UV mapping
James Turner writes:
On 25 Dec 2004, at 14:43, Chris Metzler wrote:
A plib loader for .blend would, IMHO, be an incredible boon for FG.
This is absolutely the wrong approach; the .blend file (like the .3ds
format) is a very, rich, complex format that evolves with Blender
releases.
Norman Vine wrote:
If someone was to do this I would suggest exporting to
the native .ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all for it.
Eirk
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Erik Hofman wrote:
Norman Vine wrote:
If someone was to do this I would suggest exporting to the native
.ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all
for it.
.ssg format is basically a binary memory dump of the internal ssg
structures. This has
Erik Hofman writes:
Norman Vine wrote:
If someone was to do this I would suggest exporting to
the native .ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all for it.
Hi Eric,
[EMAIL PROTECTED] Intel really messed the world up didn't they :-)
Norman Vine wrote:
Curtis L. Olson writes:
Norman Vine wrote:
If someone was to do this I would suggest exporting to the native
.ssg binary format :-)
.ssg format is basically a binary memory dump of the internal ssg
structures. This has some advantages within plib-based
Dave Martin said:
You can get my updates for the c172p here:
http://www.cyfinity.com/fgfs/c172p.tar.gz
(Back-up your existing c172p and then extract the above in your data/Aircraft
directory).
My modified version corrects the see-thru wings and also the see-thru yokes
(by virtue of a
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