Hi, >They have mentioned FlightGear as a candidate simply for the reason that it >can be modified and changed to do whatever we want it to do. No restrictions >on functionality.
Yes, that's the advantage of open source. BTW, I have lately heard people call Targetware and MSFS/CFS open source because you can mod it, but of course that is very different to having the program source in the open. >We need at least one properly/accurately modeled aircraft that we can show >off. >I'm talking nice visually (high poly count) and with an accurate flight model. Regarding the visuals, the easiest way is use an existing model and convert it. >We need some nice development tools. >In particular a full blown scenery editor that one can use to lay down 3D >objects (trees/buildings), taxiways, aprons, roads, rivers, etc. >If it's done in OpenGL then you can make it WYSIWYG. I did that a long time ago, before the LinuxTag trade fair. It is in PPE (the open source modelle PrettyPolyEdit, which sits on top of the library PLIB, like FGFS does). You look at the terrain from above. Of course you can rotate and move the camera. You then simple click the mouse onto the spot you want to add the model. You then have three dials to edit the pitch rolll and yaw if possible. For example, with taildraggers converted from MSFS, they are normally horizontal and you have to rotate in pitch until all wheels are on the ground. I am not sure anyone used this apart from me. This should still work, but it uses ascii terra gear scenery. I do not know the status on that. Is there a converter? >What 3D formats and apps are used? See the bottom of this page for file formats: http://plib.sourceforge.net/ssg/non_class.html In the big table, look for formats we can load. Bye bye, Wolfram. _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
