On Tuesday 20 December 2005 18:17, Dave Culp wrote: > I'm still itching to get the approach light structures working at KSFO, and > I think Curt's improvements will allow accurate modeling of unusual > airports, like KLGA, where both runways are extended out over the water on > "decks".
We're still stuck not being able to model airports properly. TaxiDraw is a great tool but I really don't like being limited to rectangular taxiway sections - they look awful. I started playing with the idea of modeling them as a 3D model in Blender and sticking that into the terrain instead. Yes it's a lot slower but you can get things spot on like the real thing. A few decent, well known airports would be nice in FG. I'm sure Curt would love to include a few dozen of them everytime he does a scenery rebuild. :P What would be really helpful though is a way to snap the vertices of the terrain in fgsd to the vertices of a placed model to eliminate seams or a way of converting a 3D model to one of those special binary model files that the airports are in. (*.btg.gz) In the long term an automatic airport slicer/cutter would be the best option. Pre-generate or generate an airport on the fly and cut and stitch it into the underlying terrain at run time. Paul _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d