[Flightgear-devel] Splash5.rgb corrupted on windows

2003-07-08 Thread Frederic Bouvier
David, Erik, Splash5.rgb has been added in CVS not binary and I get it corrupted by WinCVS on windows ( line ending expansion ). Could you apply 'cvs admin -kb' on it ? Thanks, -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED]

re: [Flightgear-devel] Splash5.rgb corrupted on windows

2003-07-08 Thread David Megginson
Frederic Bouvier writes: Splash5.rgb has been added in CVS not binary and I get it corrupted by WinCVS on windows ( line ending expansion ). Could you apply 'cvs admin -kb' on it ? Done. Thanks, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

[Flightgear-devel] New buildings

2003-07-08 Thread Erik Hofman
Hi, I've added the three shops as can be seen here as shop3: http://www.psionic3d.co.uk/gallery/lowpoly?page=2 These models are all free for any kind of use. I had to modify them a bit (rotating, scaling, moving and texture sizes) and need more work. Since I am not a 3d artist I would kindly ask

Re: [Flightgear-devel] New buildings

2003-07-08 Thread Curtis L. Olson
Erik Hofman writes: I've added the three shops as can be seen here as shop3: http://www.psionic3d.co.uk/gallery/lowpoly?page=2 These models are all free for any kind of use. I had to modify them a bit (rotating, scaling, moving and texture sizes) and need more work. Since I am not a 3d

[Flightgear-devel] Free aircraft models

2003-07-08 Thread Erik Hofman
Hi, I came along this site which contains several nice aircraft models for free. Since they come from different modellers I think it would be a good idea to contact the author to see if his perseption of free is the same as the GPL. html

Re: [Flightgear-devel] New buildings

2003-07-08 Thread Erik Hofman
Curtis L. Olson wrote: These seem like they'd be more appropriate for a medieval fantasy roll playing game ... single one room shops ... health and potions as well as weapons and armor ? I'm not sure these fit well with a contemporary flight sim that has realism and believability as one

Re: [Flightgear-devel] New buildings

2003-07-08 Thread Curtis L. Olson
Erik Hofman writes: Curtis L. Olson wrote: These seem like they'd be more appropriate for a medieval fantasy roll playing game ... single one room shops ... health and potions as well as weapons and armor ? I'm not sure these fit well with a contemporary flight sim that has

Re: [Flightgear-devel] New buildings

2003-07-08 Thread Erik Hofman
Curtis L. Olson wrote: For scenery objects that are replicated maybe 100's of times, we really want something as ultra simple as possible ... i.e. maybe 5-10 polygons. In this case, the 3d modeling portion is trivial and texture creation is what is important. In the case of these shops, we are

Re: [Flightgear-devel] New buildings

2003-07-08 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: BTW. how about this one: http://www.turbosquid.com/HTMLClient/FullPreview/FullPreview.cfm/ID/195557/Action/FullPreview Well, other than it has 142,000 polygons, it looks quite nice. :-) Should be easy enough to simplify that one and use the

Re: [Flightgear-devel] Splash5.rgb corrupted on windows

2003-07-08 Thread John Check
On Tuesday 08 July 2003 4:03 am, Erik Hofman wrote: Frederic Bouvier wrote: David, Erik, Splash5.rgb has been added in CVS not binary and I get it corrupted by WinCVS on windows ( line ending expansion ). Could you apply 'cvs admin -kb' on it ? Done. Erik Hmm I'm pretty sure I

[Flightgear-devel] Re: Models and GPL

2003-07-08 Thread Erik Hofman
Peter Bratt wrote: Hello Eric Actually, the majority of my models are priced and you do have to pay in order to download them. Having said that there is a free section which includes eight models which can be downloaded from Turbosquid for free. These models are Me262B Max and 3ds De Haviland

Re: [Flightgear-devel] Re: Models and GPL

2003-07-08 Thread Erik Hofman
Peter Bratt wrote: Hello Eric Actually, the majority of my models are priced and you do have to pay in order to download them. Having said that there is a free section which includes eight models which can be downloaded from Turbosquid for free. These models are Me262B Max and 3ds De Haviland

Re: [Flightgear-devel] Splash5.rgb corrupted on windows

2003-07-08 Thread David Megginson
John Check writes: Looking at log... Hey David, did you step on Jims P-51D splash? I shouldn't have -- I did an update before, just to make sure, and there was nothing higher than Splash4 (and that, just added). All the best, David -- David Megginson, [EMAIL PROTECTED],

[Flightgear-devel] external radio stack

2003-07-08 Thread Wendell Turner
Has anyone connected fgfs to an external radio stack such as FlightLink http://www.flightlink.com/hardware/fixedwing/kr1.html or Elite http://www.flyelite.com/avionics.asp or any others? Do any of these radio stacks have open interfaces, or are they all proprietary? Wendell

Re: [Flightgear-devel] Re: Improved Weather

2003-07-08 Thread David Megginson
Etienne Tourigny writes: The work needed would be to map the stations to the associated region and then map the regions to the files for each forecast period. And then write the code to retrieve and put this data in the new weather infrastructure. I'd like to contribute. Does this

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Lee Elliott
Hello all, While we're discussing texture sizes, I'd like to hear how people get on with high-poly models. While I have some problems if a lot of texture space is needed, I don't seem to have any trouble with what I'd consider to be high poly models. What are other peoples experiences in this

[Flightgear-devel] segfault on exit

2003-07-08 Thread Curtis L. Olson
I'm getting a seg fault on exit these days somewhere in ~SGTexture. I haven't investigated further than that ... anyone have any ideas? Thanks, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org

Re: [Flightgear-devel] Contrails

2003-07-08 Thread Lee Elliott
On Tuesday 08 July 2003 12:09, Norman Vine wrote: Bernie Bright writes: Norman Vine [EMAIL PROTECTED] wrote: Jon S Berndt writes: What's the potential of creating contrails for such a thing as the X-15 rocket engine? Wingtip vortices? etc.? Pretty good :-) This

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Lee Elliott
On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: Lee Elliott writes: Hello all, While we're discussing texture sizes, I'd like to hear how people get on with high-poly models. While I have some problems if a lot of texture space is needed, I don't seem to have any trouble

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread David Megginson
Lee Elliott writes: Is there any way to come up with a rough guidence figure? The untextured 737 model I just parked at KSFO has 392 vertices and 332 faces, according to Blender. That's way too high if we're going to use a realistic number of planes. For buildings, I try to stay under 8

[Flightgear-devel] Re: Texture Sizes

2003-07-08 Thread Melchior FRANZ
* Curtis L. Olson -- Tuesday 08 July 2003 22:58: I think we have some capacity (especially on higher end systems) for cranking more polygons. However, we need to be careful because we might find ourselves throwing 10-100 of these aircraft into a single scene (i.e. landing at a busy airport.)

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Lee Elliott
On Tuesday 08 July 2003 22:22, David Megginson wrote: Lee Elliott writes: Is there any way to come up with a rough guidence figure? The untextured 737 model I just parked at KSFO has 392 vertices and 332 faces, according to Blender. That's way too high if we're going to use a realistic

[Flightgear-devel] FG Race Course

2003-07-08 Thread WillyB
Hi I've got some info on racing courses and want to model one somewhere in the KSFO area so that it will be in the default scenery files. As far as I can tell a lot of the courses are set up for local airshows and then taken down I suppose. I found this: http://www.formulav.com/racemap.htm

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Bernie Bright
On Tue, 8 Jul 2003 15:58:26 -0500 Curtis L. Olson [EMAIL PROTECTED] wrote: I think we have some capacity (especially on higher end systems) for cranking more polygons. However, we need to be careful because we might find ourselves throwing 10-100 of these aircraft into a single scene (i.e.

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread WillyB
On Tuesday 08 July 2003 18:45, Lee Elliott wrote: On Wednesday 09 July 2003 00:53, Bernie Bright wrote: On Tue, 08 Jul 2003 22:07:06 +0100 Lee Elliott [EMAIL PROTECTED] wrote: On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: Lee Elliott writes: Hello all, While

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread David Megginson
Bernie Bright writes: Just noticed those! There don't seem to be any problems, not even much of a framerate hit. That's good news. We'll have to keep static aircraft at least as simple as these 737's. All the best, David -- David Megginson, [EMAIL PROTECTED],

RE: [Flightgear-devel] Contrails

2003-07-08 Thread Norman Vine
Bernie Bright writes: Norman Vine [EMAIL PROTECTED] wrote: Jon S Berndt writes: What's the potential of creating contrails for such a thing as the X-15 rocket engine? Wingtip vortices? etc.? Pretty good :-) This should make a good starting point for anyone interested in