Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Buchanan, Stuart
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

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Shelton D'Cruz
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

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Buchanan, Stuart
--- 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

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Jim Wilson
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

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Dave Culp
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Josh Babcock
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

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Arnt Karlsen
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

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Shelton D'Cruz
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

[Flightgear-devel] Buildings?????

2005-11-03 Thread Mike Kopack
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

Re: [Flightgear-devel] Buildings?????

2005-11-03 Thread cmetzler
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

Re: [Flightgear-devel] Buildings?????

2005-11-03 Thread sdcruz
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

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-19 Thread Andy Ross
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

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-18 Thread Frederic Bouvier
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

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-18 Thread WillyB
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.

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-18 Thread Frederic BOUVIER
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

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-18 Thread Frederic BOUVIER
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 ___

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-18 Thread WillyB
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

Re: [Flightgear-devel] buildings and textures and blender2.25

2003-06-18 Thread Jim Wilson
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

[Flightgear-devel] buildings and textures and blender2.25

2003-06-17 Thread WillyB
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

Re: [Flightgear-devel] buildings or planes?

2001-12-08 Thread David Megginson
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

RE: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Norman Vine
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

Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Jeff
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Jeff
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

Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Jeff
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

Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread John Wojnaroski
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

Re: [Flightgear-devel] buildings or planes?

2001-12-07 Thread Alex Perry
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

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread John Check
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

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread David Findlay
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.

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Andy Ross
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

RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt
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

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread C. Hotchkiss
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

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Curtis L. Olson
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

RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt
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.

RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Jon S. Berndt
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

RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Norman Vine
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Alex Perry
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 ...

Re: [Flightgear-devel] buildings or planes?

2001-12-06 Thread Alex Perry
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-) ___ Flightgear-devel mailing list [EMAIL

RE: [Flightgear-devel] buildings or planes?

2001-12-06 Thread VS Renganathan
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.