On Thu, Apr 19, 2012 at 9:11 PM, Stuart Buchanan wrote:
> On Fri, Feb 24, 2012 at 7:38 PM, Stuart Buchanan wrote:
>> On Fri, Feb 24, 2012 at 8:42 AM, Torsten Dreyer wrote:
>>> What about having a sub-subdirectory structure to avoid name mangeling, like
>>> Materials/base/ (contains all common file
On Fri, Feb 24, 2012 at 7:38 PM, Stuart Buchanan wrote:
> On Fri, Feb 24, 2012 at 8:42 AM, Torsten Dreyer wrote:
>> What about having a sub-subdirectory structure to avoid name mangeling, like
>> Materials/base/ (contains all common files and includes)
>> Materials/default/ (contains the default de
On Fri, Feb 24, 2012 at 7:38 PM, Stuart Buchanan wrote:
> On Fri, Feb 24, 2012 at 8:00 AM, Thorsten Renk wrote:
>> Not as such, but if the whole file structure gets redone, might we at this
>> point consider making regional textures by xml conditionals easy in the
>> new file structure?
>>
>> See
On Saturday, February 25, 2012 22:36:34 Stuart Buchanan wrote:
> The new file structure is now in place. Note that the file format itself
> has not changed, so it should be fairly easy to incorporate your changes.
>
> Have a look at Materials/default/materials.xml to see how the shared
> informat
On Sat, Feb 25, 2012 at 11:40 AM, Adrian Musceac wrote:
> That texure pack has been updated a couple of weeks ago, adding the new path
> compatibility changes and also adding a couple of new GPL compatible textures
> sent by Thorsten to me. I'd be grateful if you decided to add the textures to
> th
On Friday, February 24, 2012 21:38:39 Stuart Buchanan wrote:
>
> > Regional texturing is a feature which would be nice on GIT - by now, we
> > also have enough GPL-compatible textures to pull it off (a while ago,
> > Adrian posted a very impressive GLP texture pack in the forum).
> >
> > I'd be
On Fri, Feb 24, 2012 at 8:00 AM, Thorsten Renk wrote:
> Not as such, but if the whole file structure gets redone, might we at this
> point consider making regional textures by xml conditionals easy in the
> new file structure?
>
> See here for the concept:
> http://www.flightgear.org/forums/viewto
Am 24.02.2012 01:17, schrieb St
> The end result is that I'd like to do the following:
> - Create a new Materials directory under fgdata
> - Move materials-dds.xml and materials.xml into it
> - Create a new Materials/materials-base.xml file containing material
> definitions common
> to both materia
> The end result is that I'd like to do the following:
> - Create a new Materials directory under fgdata
> - Move materials-dds.xml and materials.xml into it
> - Create a new Materials/materials-base.xml file containing material
> definitions common
> to both materials files.
> - Create a number of
Hi All,
I've created a distinct Port/Industrial material type. Before I commit it,
I'd like to propose a more significant refactoring of the materials files.
At present, we have two files that contain lots of duplication. E.g.
- The runway effect is used by 93 different materials in exactly the s
On Tue, 14 Feb 2012 21:37:16 +, Stuart wrote in message
:
> On Tue, Feb 14, 2012 at 5:19 PM, Emilian Huminiuc wrote:
>
> > 3. For urban/town areas I would do the same with water-tower.ac
> > (for the same reasons as #2).
> This is probably a bug from me not keeping materials-dds.xml and
>
On Wed, 2012-02-15 at 10:27 +, Stuart Buchanan wrote:
> I spent some time last night putting together a proper Port/Industrial
> material definition using the models under Models/Industrial and the
> object masking against the existing urban texture. It looks quite good,
> though due to the la
On Wed, Feb 15, 2012 at 11:02 AM, Martin Spott wrote:
> Even slightly further (I think both sites are just RSYNC-Mirrors of the
> same master):
>
> ftp://ftp.de.flightgear.org/pub/fgfs/Everything-0.0-0.6/Base-Packages/
Project archaeology!
Anyone want to try compiling it to see how far we've co
Erik Hofman wrote:
> On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:
>> And even further back :)
>> ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
>
> euh: http://ftp.linux.kiev.ua/pub/fgfs/Everything-0.7/Base-Packages/
Even slightly further (I think both sites are just RSYNC-Mirrors of the
On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:
> On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:
>
> > Ah found a backup of all base packages (your own repository by any
> > chance?):
> > ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
>
> And even further back :)
> ftp://ftp.de.flightg
On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:
> Ah found a backup of all base packages (your own repository by any
> chance?):
> ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
And even further back :)
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
Erik
-
On Wed, Feb 15, 2012 at 10:13 AM, Martin Spott wrote:
> I'm running "pickaxe" on the GIT repo - will fetch the results in an
> hour or two when I'm getting back from the customer. The GIT history
> dates back to year 2k, I guess,
I spent some time last night putting together a proper Port/Industr
On Wed, 2012-02-15 at 10:13 +, Martin Spott wrote:
> Erik Hofman wrote:
> > On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
> >> Erik Hofman wrote:
> >>
> >> > Correction, there was once. It looks like someone cleaned out the
> >> > Textures directory.
> >>
> >> I hope this wasn't me .
Erik Hofman wrote:
> On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
>> Erik Hofman wrote:
>>
>> > Correction, there was once. It looks like someone cleaned out the
>> > Textures directory.
>>
>> I hope this wasn't me I think the change should still be
>> available in the history, th
On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
> Erik Hofman wrote:
>
> > Correction, there was once. It looks like someone cleaned out the
> > Textures directory.
>
> I hope this wasn't me I think the change should still be
> available in the history, thus reverting the commit shou
Erik Hofman wrote:
> Correction, there was once. It looks like someone cleaned out the
> Textures directory.
I hope this wasn't me I think the change should still be
available in the history, thus reverting the commit should do it.
Cheers,
Martin.
--
Unix _IS_ user friendly - it
Erik Hofman wrote:
> On Tue, 14 Feb 2012 17:30:37 + (UTC)
> Martin Spott wrote:
>> Emilian Huminiuc wrote:
>>
>> > If we're on the subject of materials*.xml:
>> > 1. could Construction, Industrial, Port be split from Urban/BuiltUpCover
>> > as
>> > they are now in materials-dds.xml?
>>
>>
On Wed, 2012-02-15 at 00:12 +0100, Erik Hofman wrote:
> There should already be an Industrial texture available. I made one way back
> that has been used for a while but was rendered unused when flightgear
> switched to vmap0 only.
Correction, there was once. It looks like someone cleaned out t
Am 14.02.12 23:12, schrieb HB-GRAL:
> Am 14.02.12 22:37, schrieb Stuart Buchanan:
>
>>
>> FYI I'm also going to reduce the saturation of some of the woodland textures.
>> At present they are a real "emerald" green, and over-saturated in my
>> experience.
>>
>> -Stuart
>
> Hi Stuart
>
> Which textur
On Tue, 14 Feb 2012 17:30:37 + (UTC)
Martin Spott wrote:
> Emilian Huminiuc wrote:
>
> > If we're on the subject of materials*.xml:
> > 1. could Construction, Industrial, Port be split from Urban/BuiltUpCover as
> > they are now in materials-dds.xml?
>
> I'd say "yes" - as soon as we have
Am 14.02.12 22:37, schrieb Stuart Buchanan:
>
> FYI I'm also going to reduce the saturation of some of the woodland textures.
> At present they are a real "emerald" green, and over-saturated in my
> experience.
>
> -Stuart
Hi Stuart
Which textures are you going to change exactly?
-Yves
---
On Tuesday 14 February 2012 21:37:16 Stuart Buchanan wrote:
> On Tue, Feb 14, 2012 at 5:19 PM, Emilian Huminiuc wrote:
> > 2. We should remove big-apartment.ac from the urban areas. It's rather
> > ugly, out of scale and pretty much pops up everywhere :(.
>
> I'll check the scaling, and reduce the
On Tue, Feb 14, 2012 at 5:19 PM, Emilian Huminiuc wrote:
> Pushed a fix for #650 into master.
Great. I'll try it out shortly. Thanks very much for looking at this.
> If we're on the subject of materials*.xml:
>
> 1. could Construction, Industrial, Port be split from Urban/BuiltUpCover as
> they a
Emilian Huminiuc wrote:
> If we're on the subject of materials*.xml:
> 1. could Construction, Industrial, Port be split from Urban/BuiltUpCover as
> they are now in materials-dds.xml?
I'd say "yes" - as soon as we have distinct textures for the different
types.
I don't think we need to have high
On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote:
> On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote:
> > On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
> >> Hi All,
> >>
> >>
> >> - The forest effect doesn't currently use the default fog effect
> >> (include_fog.[vert
On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote:
> On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote:
> > On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
> >> Hi All,
> >>
> >>
> >> - The forest effect doesn't currently use the default fog effect
> >> (include_fog.[vert
On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote:
> On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
>> Hi All,
>
>>
>> - The forest effect doesn't currently use the default fog effect
>> (include_fog.[vert|frag] etc.).. For consistency with the rest of the
>> terrain, and
>> the
On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
> Hi All,
>
> - The forest effect doesn't currently use the default fog effect
> (include_fog.[vert|frag] etc.).. For consistency with the rest of the
> terrain, and
> the tree effect, I think it should. Is there any particular reason
>
Hi All,
Following on from the recent object-masking feature, I'm spending some
time ironing out some issues in materials.xml and our effects.
For starters, I've checked in the following:
- Changed the colour balance on the .png tree textures slightly (I
thought they were too blue)
- Forced the tr
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