Hey gang.
I've just started putting together some visual aids in understanding what
happens in a scenery build process. That's well and good, but I'm having an
issue with terrafit. I've recently discovered that my understanding of how
terrafit works is wrong. I'd always assumed it took a grid
I'd like to add a little story to this thread.
Before I started my/our Landcover-DB-project (which is already a few
years old) we were having an ongoing dispute about wether the
underlying land cover data or some tweaking the data-techniques in
the TerraGear toolchain had been responsible for
I'm planning on developing procedures that automatically assign cliff
textures to any scenery beyond a certain slope. From reading through the
flightgear devel archives, this idea has come up before. Does anybody know
if any work was actually done with it? And if so, anyone know where I
That's wrong: they can and they do. Have you ever been in the Alps? I've often
been amazed at in which unlikely places plants still grow happily.
Stefan
In general, you are correct. However, I'm doing scenery for Newfoundland, where
there is almost no soil, just clay and rock. Short trees do
Terribly sorry to send this out again, but I never got any response to my
previous query.
I'm planning on developing procedures that automatically assign cliff textures
to any scenery beyond a certain slope. From reading through the flightgear
devel archives, this idea has come up before.
Hallo gang.
While working on figuring out my other texture issues, I've started looking at
doing cliffs for steep surfaces. The idea of automatically assigning triangles
a cliff like texture if they go beyond a certain steepness has come up before.
I've found a few threads where it's been
Sorry I didn't get back to everyone on their input sooner, I was out of town
for most of the last week.
The work I'm doing is with UAVs; specifically I'm trying to give a human on the
ground the ability to take control of a UAV. So I'm using Flightgear as the
Visual Rendering Platform. It
Hello all. I've encountered some very strange artifacts in the hi-res scenery
build I'm doing of Newfoundland. I've experimented a bunch, but can't find one
single thing that's causing them. It just seems as though scenery of a very
high complexity causes them to happen. The main one is a sort
Hi gang. My last few builds of scenery have been killed in the exact same
manor, and produced hilarious results to view from the air. Anyway, I was
wondering if anyone knew off the top of their head the full list of things that
cause fgfs-construct to be killed? I've bumped up the time limit,
Hello, once again. Sorry to be posting so many questions on several subjects
sequentially. But things are going well, so I'm constantly running into new
things that I need to adapt and understand.
I've created some customized textures for my scenery. They've been added to the
materials.xml
Hey gang.
I'm working on a high resolution version of the scenery for my home,
Newfoundland. It's coming along VERY well, but I'm running into limitations of
what my computer can handle building. Essentially, I've cut the fgfs-construct
commands into the theoretically smallest allowable
Hi all. I've got a bunch of shapefile data for the island of Newfoundland that
I'm intending to use in Terragear. It's called Canvec data, and I think I'm
going to need to use ogr-decode on it to get it into WGS84 format. Provided I'm
understanding this correctly, that is. Everything in the
Hey gang. I'm not sure if the answer to this will turn out to be retardedly
simple, or ludicrously complex, but here goes.
I've build scenery for the island of Newfoundland with very high resolution for
the elevation. But now the low-res, VMAP0 looks awful. In many cases, it cuts
canyons and
Sorry, here's the information contained in the html file to accompany my
question:
CanVec
001N10
1. Identification Information
2. Data Quality Information
3. Spatial Data Organization Information
4. Spatial Reference Information
5. Entity and Attribute Information
6.
Hey all.
I've been working on building improved, high detail scenery for the island of
Newfoundland. It's a very rocky place, with a rugged coastline, so a high
resolution model makes a big difference.
I've built scenery using 0.75 arc-sec DEM data, with a 15 meter error
threshold, so it
Hi all.
I have a set of Canadian data from geobase.ca. This is fairly high resolution
data that is downloaded as .dem files. There are already formatted in ascii,
and deminfo claims they are good to go. demchop runs on them just fine, and
completes successfully, as does terrafit.
And then
I've been mucking around trying to build my own scenery for the last couple
weeks, with a VAST amount of help from Geoff McLane. I've got it all working,
and have been able to generate my own scenery.
However, the elevation is coming out all messed up. Geoff has some photos of
how it has come
I just wanted to check on this before I muck it up, now that I finally seem to
have terragear compiled. I've got a couple of 1201X1201 grid cells of raster
data, covering a total of 0.5 deg X 0.5 deg. The extension on the files is
.dem, and according to the details that come with it, the data
This questions is probably a little pre-mature, as I haven't actually been able
to compile Terra-gear yet on either Windows or Ubuntu - the various
instructions out there all seem to have links to other instructions for things
you need - and these are often out of date. Anyway, that's not my
So I might have done something foolish. I've been doing a bunch of
modifications to Flightgear 1.0.0 for research purposes. I decided I should
check out Flightgear 1.9.1 to get a feel for it, and see if there was good
reason to port my modifications over to that system, so I just downloaded the
Hey there gang. I've been doing some local mods of Flightgear for a university
research group, and am now about to take a fairly hefty step in the project, so
I was hoping to get some advice and find some direction.
I'm using Flightgear as a means of showing what a UAV is doing, is it is a
Hi there. I was going to do some work on modeling a Senior Telemaster in Matt
Lab, but a friend told me that he thought someone had already worked on that.
Does anyone know if there is already a model for a Telemaster out there, and if
it's available? Thanks a bunch.
-cullam
Hey. I was just wondering if anyone could point me in the direction of the
window controls in FG 1.0.0. I know FGRenderer.resize has to do with the
viewport. I'm actually looking for the window dimensions, full screen mode,
etc. I'm passing information to a camera, and it needs to know how
I'm actually not trying to patch Flightgear into a piece of Camera Software.
I'm making some modifications and changes to Flightgear so it can give commands
to the camera's hardware and internal API. The way that Curtis talks about is
one of the ways that I'm looking at doing it. But I've got
Hi there. I'm fairly new to this, so this is probably a very rudimentary
question. I apologize. I'm hooking up a lumenera Camera for a live video feed
from a UAV, so that the video gets handed to Flightgear, which then draws its
HUD over the video stream. In order to do this, I need to be able
Hi there. I've been working on adding a live video functionality into
Flightgear, using a Lumenera Camera. Just to be sure it works, I've created a
standalone C++ program that interacts with the Cameras API, just to be sure
that I know how to use all the functionalities that I'm going for. I'm
I am working on a modification to 1.0.0 (on a windows XP system) to allow a
user to open multiple windows of the same copy of flightgear, so they can
display their flight from multiple angles at once. In my case, I want to do the
panoramic cockpit, without having to use three separate
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