Re: [Flightgear-devel] Realistic parking

2004-12-26 Thread Paul Surgeon
On Saturday, 25 December 2004 19:28, Durk Talsma wrote: Yesterday, I had some time to have a first stab at adding realistic aircraft parking code to FlightGear. I've added some screenshots on my website: http://durktalsma.xs4all.nl/FlightGear/web/index.html This is all still very

Re: [Flightgear-devel] Realistic parking

2004-12-26 Thread Durk Talsma
On Sunday 26 December 2004 07:14, Paul Surgeon wrote: How does it work? Do the aircraft follow taxiways and park at gates or ramp designations? That's the ultimate goal. For the current code, ie. for testing, I created an xml file containing parking location and orientation information, which

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread James Turner
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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Lee Elliott
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

RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Norman Vine
[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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread David Megginson
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

RE: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Norman Vine
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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
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

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
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

[Flightgear-devel] Some questions regarding aircraft systems

2004-12-26 Thread Ampere K. Hardraade
I have looked through the documentry within FlightGear, but I can't seem to find the answers to the following questions. How does the hydraulic system work in FlightGear? How do I create it? For an electrical system, can the bus takes on other types of value other than integer? How do I

[Flightgear-devel] Couple of issues

2004-12-26 Thread Paul Surgeon
These issues have been brought up before but I decided to refresh everyone's memory seeing as XP users keep coming to the IRC channel and asking the same questions over and over again. 1. The --disable-sound option needs fixing OpenAL should not be initialized at all if that option is

Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread David Megginson
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

Re: [Flightgear-devel] Realistic parking

2004-12-26 Thread David Luff
Durk Talsma writes: I haven't implimented taxiway routing yet, so right now, each aircraft taxies straight from the gate to the active runway. I bet you can guess what my next logical move will be. :-) Hi Durk, Take a flight at KEMT with the ai-traffic turned on. There's some taxying

Re: [Flightgear-devel] FG default directories

2004-12-26 Thread Arnt Karlsen
On Mon, 27 Dec 2004 00:26:43 +0200, Paul wrote in message [EMAIL PROTECTED]: I would like to compile a list of the default directories that FG gets installed to when FG is installed from pre built packages (like win32, apt-get, urpmi, etc). I'm not interested in custom builds as they could

RE: [Flightgear-devel] FG default directories

2004-12-26 Thread Innis Cunningham
Paul Surgeon writes The M$ OS's are the most important to me since most of the users are not as clued up with things like paths as the *nix guys and I'm doing this for idiot friendly purposes. Thanks Paul I will take that as a compliment.As one of the idiot friendly I can use all the help I can