Well if thats the case I don't mind doing something
for the Seattle region
because that will be a good flight from SAN FRAN -
off course if that is not
already modelled - and I will need help on how to do
it.
Hi Shelton,
I went through this learning curve a couple of months
ago - it is
Hi Stuart
Thanks for the guide (quite a bit to take in) - I have got Blender up and
running and it looks very polished in-deed. So its going to take a while for
me to get going - I will keep your notes in a safe place - what I am
wondering is whether I can use the existing buildings and
--- Shelton D'Cruz [EMAIL PROTECTED] wrote:
Hi Stuart
Thanks for the guide (quite a bit to take in) - I have got Blender up
and
running and it looks very polished in-deed. So its going to take a
while for
me to get going - I will keep your notes in a safe place - what I am
From: Mike Kopack
snip
Is there a way to get buildings to appear (like the wash monument, white
house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is
this just a glaring big black hole with the FG scenery (no building
data.) I'd prefer to demonstrate somewhere other than
On Thursday 03 November 2005 01:14 pm, Mike Kopack wrote:
Or is this just a glaring big black hole with the FG scenery ...
What is this? Crap on FlightGear week?
Dave
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Jim Wilson wrote:
From: Mike Kopack
snip
Is there a way to get buildings to appear (like the wash monument, white
house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is
this just a glaring big black hole with the FG scenery (no building
data.) I'd prefer to demonstrate
On Fri, 04 Nov 2005 08:55:57 -0500, Josh wrote in message
[EMAIL PROTECTED]:
Jim Wilson wrote:
From: Mike Kopack
snip
Is there a way to get buildings to appear (like the wash monument,
white house, pentagon, capital, etc.?) Did I load the scenery in
wrong? Or is this just a
Hi Stuart
How do i determine the tile? And is the scenery designer part of FG ?
Regards
Shelton.
Hi Stuart
Thanks for the guide (quite a bit to take in) - I have got Blender up and
running and it looks very polished in-deed. So its going to take a while
for me to get going - I will keep
Hey gang,
I'm using FG for some simulation of UAV flight and I need to present a
demo soon to the customer. I was looking to use an urban area to fly
around and demonstrate in, preferably either NY City or Washington DC.
Unfortunately when I loaded up the scenery data for each of those, no
I'm using FG for some simulation of UAV flight and I need to present a
demo soon to the customer. I was looking to use an urban area to fly
around and demonstrate in, preferably either NY City or Washington DC.
Unfortunately when I loaded up the scenery data for each of those, no
buildings
Well if thats the case I don't mind doing something for the Seattle region
because that will be a good flight from SAN FRAN - off course if that is not
already modelled - and I will need help on how to do it.
Regards
Shelton.
Quoting [EMAIL PROTECTED]:
I'm using FG for some simulation
Jim Wilson wrote:
Shading is done per object (normals generated on the fly). If you
need a square edge, split the adjacent sides into individual objects.
For example on the P-51D and AFAIK Lee's models, the blunt edges of
the control surfaces (e.g. flaps, ailerons) are separate objects.
That
WillyB wrote:
I'm trying to make some buildings for my local airport using Blender-2.25
then
converting them to .ac format via a python sript.
I am still using blender 2.23 with the old python script (on windows).
No problem here.
The models export ok, but when I try to put texture on them
On Tuesday 17 June 2003 23:28, Frederic Bouvier wrote:
WillyB wrote:
I'm trying to make some buildings for my local airport using Blender-2.25
then
converting them to .ac format via a python sript.
I am still using blender 2.23 with the old python script (on windows).
No problem here.
WillyB wrote:
...
and
error time!
I only use the UV editor and it is very practical.
Is that in Blender, or a seperate program?
In blender.
First, split the main window ( right click on the window separator )
then in on window, choose the face icon,
load your .rgb file.
In the 3D
I wrote:
In blender.
First, split the main window ( right click on the window separator )
then in on window, choose the face icon,
load your .rgb file.
The face icon is in the bar that show up when you click on the leftmost icon.
-Fred
___
On Wednesday 18 June 2003 02:00, Frederic BOUVIER wrote:
WillyB wrote:
...
and
error time!
I only use the UV editor and it is very practical.
Is that in Blender, or a seperate program?
In blender.
First, split the main window ( right click on the window separator )
then
Frederic Bouvier [EMAIL PROTECTED] said:
Their is another gotcha in the plib ac loader that can not recognize sharp
edge and interpolate normal that makes square look spherical.
Shading is done per object (normals generated on the fly). If you need a
square edge, split the adjacent sides
I'm trying to make some buildings for my local airport using Blender-2.25 then
converting them to .ac format via a python sript.
The models export ok, but when I try to put texture on them the textures do
not look anything like what they are supposed to look.
I'm hoping some of the experienced
Alex Perry writes:
You're thinking of the US. In most of Canada (outside of the big
urban areas), they're the only big buildings around, and, once you get
out of the southern agricultural areas, the only large clearing in the
woods.
Really ?! I've been wanting to spend a few
VS Renganathan writes:
You can see the carrier in FlightGear by giving the lat,lon,alt in
~scenery.objects.txt.
Or use the 3dexplorer (windows only) shareware viewer. If you
are interested
I could send you the wavefront .obj file format specs. The
carrier model is
a simple low polygon one
I could put that on my web page, no problem.
Jeff
I also have built some 3ds models. It
would be nice if the web page had a 3D model repository with a little
screenshoot for each.
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David wrote:
Aside from eye candy, we need buildings at airports for two practical
reasons:
1. they make the airports easier to spot from a distance, and
2. they give the user a visual cue for distance and altitude during an
approach.
Hm, You know I was kinda thinking planes
Curtis wrote:
2. Don't forget this is a 'real time' sim. We are on a polygon
budget, and hey, it would be great to see your 15,000 polygon
beautifully detailed model in all it's full glory, but something like
that will ***kill*** frame rates ... especially if you want to
duplicate
David wrote:
Aside from eye candy, we need buildings at airports for two practical
reasons:
1. they make the airports easier to spot from a distance, and
2. they give the user a visual cue for distance and altitude during an
approach.
Hm, You know I was kinda
1. they make the airports easier to spot from a distance, and
Yeah, but unless we put buildings everywhere, the airports will be too
easy to find. It is already easier to spot airports on the simulator
than they are in real life; let's not make it too trivial.
2. they give the user a
On Thursday 06 December 2001 8:47 pm, you wrote:
Jeff wrote:
So my question is: What is more important to FlightGear buildings or
planes?
For me? Neither:
Aircraft carrier!
Pretty sure Objects/Geometry/saratoga.obj is a carrier
Adding a tail hook and catapult mechanism would be
On Fri, 7 Dec 2001 11:58, you wrote:
That said, I'm sure other people have much more practical priorities.
I'd guess that buildings and other ground stuff would probably top the
list. In particular, bridges and radio towers are important landmarks
(obstacles) for VFR (IFR) navigation.
John Check wrote:
Andy Ross wrote:
For me? Neither:
Aircraft carrier!
Pretty sure Objects/Geometry/saratoga.obj is a carrier
You're kidding, really? OK, I feel dumb.
I've never touched the geometry side of fgfs, so any pointers would be
appreciated. What can I use to look at this
So my question is: What is more important to FlightGear buildings
or planes?
I never made a 3D model of a plane before but AC3D looks so nice
I think I
could come up with something.
Buildings. I can't see how any sane person could say Planes (I could be
wrong, though ;-) I like to be PIC
A man after my own heart. How about creating a small airport and jack it up
30 meters from the surrounding terrain? You'll get the same effect without
getting seasick.. :-)
Charlie H.
Andy Ross wrote:
Jeff wrote:
So my question is: What is more important to FlightGear buildings or
Jeff writes:
Well, I am finally ready to start to make some 3D models for FlightGear. Went
all out and purchased AC3D, I like it and it's a good fit for me!
So my question is: What is more important to FlightGear buildings or planes?
I never made a 3D model of a plane before but AC3D
Both of them. It is ugly too see an empty airport. An airport filled not
only with buildings but also with planes on ground would bring an airport
to life.
Next time you fly around look out the window. What do you see more of by
far? In fact, for great distances you may not see any aircraft.
Next time you fly around look out the window. What do you see more of by
far? In fact, for great distances you may not see any aircraft.
You see aircraft three ways ...
Yes, of course. You are kind of biased, though - given what you want to do
with the sim. The scene - no matter which
Martin Olveyra writes:
It
would be nice if the web page had a 3D model repository with a little
screenshoot for each.
see
http://home.t-online.de/home/Wolfram.Kuss/
Cheers
Norman
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You see aircraft three ways ...
Yes, of course. You are kind of biased, though
Yeah, but think of it this way ... do you really think many people want
to dogfight with C172s ? I mean, it's one thing to do a highres dogfight
model of a fighter, or an aerobatic biplane ...
When did we get bullets, or collision detection? First things first.
Collision detection (with bullets) is relatively easy. And anyway,
I thought someone was implementing secondary aero bodies 8-)
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Hi everyone,
I have been following this thread.
Pretty sure Objects/Geometry/saratoga.obj is a carrier
Yes, this would be cool.Definitely.
Jon
Jon, as pointed out by John, we already have an aircraft carrier. It is one
with a ski-jump and 3 arrestor wires. We use it in our design work.
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