I hope you all had a nice new year start. Ok, now back to FGFS.
> I don't know if I was successful, but when discussing the upcoming > apt.datformat to include a much more flexible taxiway spec, I also > lobbied to have > an airport boundary also included. If this boundary was fixed and never > changed, then a user could change anything inside that boundary (leaving > the > actual boundary points intact) and their airport would always mesh in > perfectly with the surrounding terrain, even if we autogenerated the world > again. I have to say I don't think having fixed airport boundaries is _the_ definitive solution to the problem. Things change in time, airport areas grow up and the cities in the world are expanding. There will be changes in terrain geometry every once in a while. Those boundaries will have to change too. Anyway, I don't like to discuss about this point, I will adapt my work to whatever decision will be made in this regard. > So back to your point, there's no reason you couldn't convert an airport > model to a more convenient 3d model format and then edit it in what ever > tool you want ... ac3d, multigen creator, blender, etc. That's where I'm stuck. I don't know how to deal with that conversion. I already asked in ML about the conversion but got no practical answer. Do you have one? Just to be clear, I can make use of whatever common 3d file format but the .btg file is pretty useless right now. And then I need to convert the manipulated 3d file back to .btg; that's "misterious" to me too; do you think we can arrange a way to let Terragear accept some kind of generic 3d file input, .obj .ac or whatever, complete with textures? I will have to struggle with those two basic tasks before going deep into other details. Once I got that cleared out I can investigate more on lighting, ground markings etc... The boundary stuff should not be that big of a problem if I can operate with a generic 3d mesh both in the airport modelling phase and in the Terragear including phase. I guess it's fairly easy to determine those boundary edges in the airport 3d mesh, and later on define them as being the boundary of the hole to be created into the world terrain mesh when it comes to import the airport into terragear. That's my idea, tell me if you see more obstacles to such an apporach. Regarding textures and lighting I would use the standard fgfs textures for taxiway/runway/aprons as a starting point, and I guess I'll stay with that untill I really need new ones. The same goes for lighting, I just want to change the positioning of those light points in space because I don't like the way they are automatically positioned now (specifically on taxiways). Anyway, the starting point is the 3d mesh file conversion. Without this step I wont go far. Should I really write down a conversion script by myself (that will take time and there's no way to tell if I'll be successful :-) ? Did anyone already experimented with that? Roberto ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel