On Sun, 12 Feb 2012 12:59:21 -0800, Roy wrote in message
4f382829.80...@gmail.com:
Hi everyone,
I've been speaking with some of the folks on the FG forum about a
problem I'm having, and I was recommended to contact this group for
some possible help. I'm trying to build a sim using Paul
On Sun, 12 Feb 2012 17:53:24 + (GMT), Pierre wrote in message
1329069204.84188.yahoomail...@web29801.mail.ird.yahoo.com:
On Sun, 12 Feb 2012 16:50:11 +0100, BARANGER wrote in message
4f37dfb3.4010...@free.fr:
I always took the time to report the authors of the additions in my
site
On Sat, 11 Feb 2012 23:58:40 +0100, Clement wrote in message
col120-w338be1e3c58ca9cef19e38c3...@phx.gbl:
Hi Martin,
The original author of the model is Emmanuel Baranger
..which answers the chicken-and-egg question any competent judge or
lawyer would ask on who decided on the license on
On Mon, 13 Feb 2012 19:43:17 + (UTC), Martin Spott wrote:
To be honest, there's a lot of ugly cruft in some of the web site
code
and the plan was to cast this into a nicer shape before making it
public. Unfortunately the plan was never pursued.
Actually it's *mostly* ugly cruft. I had
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|frag] etc.)..
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 highly
On Tue, Feb 14, 2012 at 4:39 PM, Jon Stockill li...@stockill.net wrote:
On Mon, 13 Feb 2012 19:43:17 + (UTC), Martin Spott wrote:
To be honest, there's a lot of ugly cruft in some of the web site
code
and the plan was to cast this into a nicer shape before making it
public.
Hi Pete,
May I suggest to make things step by step:
1. Finish the upload of all the concerned files to GIT ;
2. Update the sphere filesystem organization so the changes are easier to
implement (for the moment, each user has a specific access to the server and
specific permission on files).
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 are
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
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 Tue, 14 Feb 2012 17:30:37 + (UTC)
Martin Spott martin.sp...@mgras.net 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
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 textures are you going to
I got some spare time.. so thats why am purusing this..
What I'm actually doing is using SceneryWeb as a guineapig and r+n for Rl
job.. (in geotchnical testing)...
So ive created a pyqt interface GUI, with an embedded marblemap map, and
would like to aquire data about scene models online via
Actually can I ask some questions..and some feedback.. maybe..
1) the server is using mod python and php ?
how did it end up like that.. I;ve never succesfully actually managed to
run python so am dead curious..
Also I assume there are a few mod reqrites on the server to make index.psp
appear as
Can I make a suggestion;;
To split the sceneryweb into two repositories..
eg
fg-www-mapserver
fg-www-scenemodels
This is splitting the scenery data which is models and positions and
written in php
and the mapserver which is another caper...
Just a logical idea IMHO
pete
Guys take a look at this in php
http://flightgear.daffodil.uk.com/index.php
code is here
https://github.com/ac001/flightgear-php
So what it boils down to is the fact that all of us are working on
different tangents in php// and alike..
So create a nice lib outta this for run on my machine here
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