On Thu, Apr 19, 2012 at 9:11 PM, Stuart Buchanan wrote:
On Fri, Feb 24, 2012 at 7:38 PM, Stuart Buchanan wrote:
On Fri, Feb 24, 2012 at 8:42 AM, Torsten Dreyer wrote:
What about having a sub-subdirectory structure to avoid name mangeling, like
Materials/base/ (contains all common files and
On Fri, Feb 24, 2012 at 7:38 PM, Stuart Buchanan wrote:
On Fri, Feb 24, 2012 at 8:42 AM, Torsten Dreyer wrote:
What about having a sub-subdirectory structure to avoid name mangeling, like
Materials/base/ (contains all common files and includes)
Materials/default/ (contains the default
On Fri, Feb 24, 2012 at 7:38 PM, Stuart Buchanan wrote:
On Fri, Feb 24, 2012 at 8:00 AM, Thorsten Renk wrote:
Not as such, but if the whole file structure gets redone, might we at this
point consider making regional textures by xml conditionals easy in the
new file structure?
See here for
On Friday, February 24, 2012 21:38:39 Stuart Buchanan wrote:
Regional texturing is a feature which would be nice on GIT - by now, we
also have enough GPL-compatible textures to pull it off (a while ago,
Adrian posted a very impressive GLP texture pack in the forum).
I'd be willing to
On Sat, Feb 25, 2012 at 11:40 AM, Adrian Musceac wrote:
That texure pack has been updated a couple of weeks ago, adding the new path
compatibility changes and also adding a couple of new GPL compatible textures
sent by Thorsten to me. I'd be grateful if you decided to add the textures to
the
On Saturday, February 25, 2012 22:36:34 Stuart Buchanan wrote:
The new file structure is now in place. Note that the file format itself
has not changed, so it should be fairly easy to incorporate your changes.
Have a look at Materials/default/materials.xml to see how the shared
information
The end result is that I'd like to do the following:
- Create a new Materials directory under fgdata
- Move materials-dds.xml and materials.xml into it
- Create a new Materials/materials-base.xml file containing material
definitions common
to both materials files.
- Create a number of small
Am 24.02.2012 01:17, schrieb St
The end result is that I'd like to do the following:
- Create a new Materials directory under fgdata
- Move materials-dds.xml and materials.xml into it
- Create a new Materials/materials-base.xml file containing material
definitions common
to both materials
On Fri, Feb 24, 2012 at 8:00 AM, Thorsten Renk wrote:
Not as such, but if the whole file structure gets redone, might we at this
point consider making regional textures by xml conditionals easy in the
new file structure?
See here for the concept:
Hi All,
I've created a distinct Port/Industrial material type. Before I commit it,
I'd like to propose a more significant refactoring of the materials files.
At present, we have two files that contain lots of duplication. E.g.
- The runway effect is used by 93 different materials in exactly the
On Tue, 14 Feb 2012 21:37:16 +, Stuart wrote in message
cap3ntyssr864_movfjkc6ngvxju6jo2hwvozbumg50bhkbm...@mail.gmail.com:
On Tue, Feb 14, 2012 at 5:19 PM, Emilian Huminiuc wrote:
3. For urban/town areas I would do the same with water-tower.ac
(for the same reasons as #2).
This
On Wed, 2012-02-15 at 00:12 +0100, Erik Hofman wrote:
There should already be an Industrial texture available. I made one way back
that has been used for a while but was rendered unused when flightgear
switched to vmap0 only.
Correction, there was once. It looks like someone cleaned out the
Erik Hofman wrote:
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?
Erik Hofman wrote:
Correction, there was once. It looks like someone cleaned out the
Textures directory.
I hope this wasn't me I think the change should still be
available in the history, thus reverting the commit should do it.
Cheers,
Martin.
--
Unix _IS_ user friendly -
On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
Erik Hofman wrote:
Correction, there was once. It looks like someone cleaned out the
Textures directory.
I hope this wasn't me I think the change should still be
available in the history, thus reverting the commit should do
Erik Hofman wrote:
On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
Erik Hofman wrote:
Correction, there was once. It looks like someone cleaned out the
Textures directory.
I hope this wasn't me I think the change should still be
available in the history, thus reverting the
On Wed, 2012-02-15 at 10:13 +, Martin Spott wrote:
Erik Hofman wrote:
On Wed, 2012-02-15 at 09:57 +, Martin Spott wrote:
Erik Hofman wrote:
Correction, there was once. It looks like someone cleaned out the
Textures directory.
I hope this wasn't me I think the
On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:
Ah found a backup of all base packages (your own repository by any
chance?):
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
And even further back :)
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
Erik
On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:
On Wed, 2012-02-15 at 11:25 +0100, Erik Hofman wrote:
Ah found a backup of all base packages (your own repository by any
chance?):
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
And even further back :)
Erik Hofman wrote:
On Wed, 2012-02-15 at 11:44 +0100, Erik Hofman wrote:
And even further back :)
ftp://ftp.de.flightgear.org/pub/fgfs/Shared/
euh: http://ftp.linux.kiev.ua/pub/fgfs/Everything-0.7/Base-Packages/
Even slightly further (I think both sites are just RSYNC-Mirrors of the
same
On Wed, Feb 15, 2012 at 11:02 AM, Martin Spott wrote:
Even slightly further (I think both sites are just RSYNC-Mirrors of the
same master):
ftp://ftp.de.flightgear.org/pub/fgfs/Everything-0.0-0.6/Base-Packages/
Project archaeology!
Anyone want to try compiling it to see how far we've come
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 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
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.).. For consistency with the rest of the
terrain, and
the tree effect,
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.)..
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.).. For consistency with the rest of the
terrain, and
the tree effect, I think it should. Is there any particular reason
why
Hi All,
Following on from the recent object-masking feature, I'm spending some
time ironing out some issues in materials.xml and our effects.
For starters, I've checked in the following:
- Changed the colour balance on the .png tree textures slightly (I
thought they were too blue)
- Forced the
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