Josh Babcock wrote:
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at
ground level at load time too.
Regards,
Curt.
When this happens, it would be nice to see some cycles dedicated to the
problem of slope.
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at
ground level at load time too.
Regards,
Curt.
When this happens, it would be nice to see some cycles dedicated to the problem
of slope. A ranch house looks
Curtis L. Olson wrote:
Here's something I think would be handy:
Build some offline tool that could load a couple thousand (lat, lon)
pairs, then return a list of flightgear scenery elevations for all those
points. It would have to traverse the input list of points and load the
corresponding sce
Curtis L. Olson wrote:
Is there any reason to keep the old data around now? If it's not used
by anything I'll free some space up.
I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set
We could still build that from the highe
Josh Babcock wrote:
I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set
While 2 and 3 sound like very good points, does it make more sense for
1 to use the high res data but process it so that the end result is
small? T
Jon Stockill wrote:
Curtis L. Olson wrote:
Right, there are some difficult issues for placing objects at scenery
load time that would need to be addressed. I've got a couple ideas,
but I haven't had a chance to start playing with them.
That's why I didn't want to do it at load time, but at gene
Curtis L. Olson wrote:
Jon Stockill wrote:
Make sure the tools aren't finding a lower res data set before the
higher res set ...
Is there any reason to keep the old data around now? If it's not used
by anything I'll free some space up.
I could think of a couple reasons, but they may not apply t
Curtis L. Olson wrote:
Right, there are some difficult issues for placing objects at scenery
load time that would need to be addressed. I've got a couple ideas, but
I haven't had a chance to start playing with them.
That's why I didn't want to do it at load time, but at generation time -
maybe
Roger Andreassen wrote:
Sorry to barge in, I have to strange ones: ENDU and ENNK. Has the
above mention something to do with these?
A big part of the problem with these is that the underlying DEM data is
probably not very good for these areas. There is a lot of elevation
change in the terrain
Jon Stockill wrote:
Make sure the tools aren't finding a lower res data set before the
higher res set ...
Is there any reason to keep the old data around now? If it's not used
by anything I'll free some space up.
I could think of a couple reasons, but they may not apply to you ...
- one day we
Curtis L. Olson wrote:
It's automatic, but it is done by Robin for airports that don't have
specific taxiways as he builds the data file.
OK, so it'll be overwritten as updates are committed.
Make sure the tools aren't finding a lower res data set before the
higher res set ...
Is there any reaso
Jon Stockill wrote:
I've not had chance to look at the runways file yet, but are the
taxiways automatically generated if none are available in the file? It
seems there's a generic parallel taxiways with exit points at both
ends and the centre added to all the runways. If it's automatic, I'll
ig
Curtis L. Olson wrote:
Here's a quick status update on my efforts to update the world scenery
build.
It looks fantastic.
I've not had chance to look at the runways file yet, but are the
taxiways automatically generated if none are available in the file? It
seems there's a generic parallel taxiwa
- There should no longer be any wildly oscillating runway surfaces.
- There should be no runway surfaces with abrupt cliffs in them.
Sorry to barge in, I have to strange ones: ENDU and ENNK. Has the above
mention something to do with these?
- We have added beautifully modeled rotating beacons, w
On Monday 24 May 2004 16:59, Erik Hofman wrote:
> Curtis L. Olson wrote:
> > Here's a quick status update on my efforts to update the world scenery
> > build.
> >
> > FWIW, I have been leaving updated notices on my home page for people
> > that want more frequent or detailed updates on my progress:
Yep. It is very, very likely that I am going to help Chris on the scenery for
the airports... after I am finished with the MD.
Regards,
Ampere
On May 24, 2004 02:07 pm, Curtis L. Olson wrote:
> Custom towers should be doable. We may need to do a little work to
> think about the best way to han
On Mon, 24 May 2004 13:07:06 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> Chris Metzler wrote:
>>
>> The database that came with 0.9.4 had taxiways mainly just for big
>> airports. Will this updated database have them for many smaller
>> airports as well? I ask because I've been using Dav
Chris Metzler wrote:
This all sounds extremely, extremely cool. Thanks for all the effort
you've put into this.
I have a couple of questions:
Will these still be in separate .ac files, so that they can be replaced
if desired? As I learn blender, one thing I've wanted to do (and make
available to
On Mon, 24 May 2004 10:34:03 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> Here's a quick status update on my efforts to update the world scenery
> build.
[ snip ]
This all sounds extremely, extremely cool. Thanks for all the effort
you've put into this.
Curtis L. Olson wrote:
Here's a quick status update on my efforts to update the world scenery
build.
FWIW, I have been leaving updated notices on my home page for people
that want more frequent or detailed updates on my progress:
http://www.flightgear.org/~curt
I believe I have now completed
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