Hey Matt,

I had a problem with a hard disk a month back - some rogue music software 
crashed and spat data all across my root partition, rendering it useless. Sorry 
for not answering/seeing email - it may have been received, but I couldn't boot 
to a desktop, let alone read email.

I'd like to release my scenery, but I need to rebuild it, as I built it without 
realizing the shapefiles I had didn't quite cover the entire 1x1 area I built - 
the western end of the 1x1 tile sits at sea-level, and its all the default 
terrain type.


I get emails from the list daily (and sometimes read them!), but mostly I'm a 
lurker. I am quite busy at times too. I might hook up with Andrew Gillanders 
(who lives here) and embark on a project to spruce up the entire Australian 
continent, scenery wise - there is some good free data available which covers 
the entire continent, with much better river/stream/lake/road/rail etc layouts. 
All that is needed is to use that data, run it through terragear, then add some 
3D models to built-up areas like I have done with YBBN, then turn on the urban 
effect shader, and I think it will look amazing...

I'm a short while away from building a 3.2 GHz 6-core Phenom II beast - I think 
terragear would be a good use for all that CPU power... :-)

Regards,


Chris W.



________________________________
From: Mattt <ma...@mattts.net>
To: FlightGear developers discussions <flightgear-devel@lists.sourceforge.net>
Sent: Sat, 15 May, 2010 9:53:37 AM
Subject: Re: [Flightgear-devel] Thanks for the Ride

Hi Chris,

  I mailed you about a month or so ago, but didn't get a response as
yet - perhaps I mailed an old address, perhaps you were / are busy,
etc, etc :-)

  I was basically just wondering if you're still planning to release
your awesome YBBN scenery? I'll re-create it myself if necessary, but
have limited time and, having seen the excellent work you've already
done, I'm doubtful I could pull off what you did. I've only managed to
build the tool chain and drop in the International terminal so far, and
that's taken me a couple of months...

  Apologies to all for taking this thread off-topic, but I was a bit
surprised to see Chris pop up suddenly and wanted to catch him while I
could :-)


Chris Wilkinson wrote: 
> 
>Having
>corresponded with Innis numerous times on some Australasian scenery/AI
>stuff I can say that he isn't "stomping away in a huff" as you describe
>it. He has been a contributor to fg as he says for around 7 years, but
>not from a coding point of view, rather models and AI networks, which I
>have helped test prior to the release of 2.0.
>
>>I'm in the same boat as Innis, in that I want to help with models and
>other non-code based parts of the sim. I first installed fg 7 years
>ago, which back then was a difficult task (for a non-coder and one used
>to using a GUI to manage software from a distro CD/DVD). My goal was to
>improve scenery, as the a/c were already pretty cool I thought, but it
>took nearly 5 years for me to successfully build terragear for the
>first time. It is the difficulty with which tools such as terragear are
>built/used that I think has meant no-one other than those who've asked,
>use any content I've done. I recall correspondence with Innis 8-9
>months back where he expressed frustration with trying to get the tools
>working. I can sympathize with him on that although I did manage
>eventually (I'm a persistent SOB)...
>
>>Ultimately its about the kind of people the fg community want to have
>helping out. People who like using the sim, but do not code, I think
>are left in the dark somewhat with wanting to help, as the tools with
>which that is accomplished are difficult to install and use. As I see
>it a nice QT/Gtk interface to tie together all the terragear tools
>shouldn't be a big deal for one of the developers to piece together. I
>did a mock-up QT tool, see more at...
>
>http://blobster.50webs.com/
>
>>Currently I'm trying to build up motivation to download all the libs
>(again) and rebuild 2.0 so I can see the urban shader effect, but
>motivation is lacking. It should be easier.
>
>>Regards,
>
>>Chris Wilkinson, YBBN/BNE.
>
>
>
>
________________________________
From: >Gene Buckle <ge...@deltasoft.com>
>To: FlightGear
>developers discussions <flightgear-devel@lists.sourceforge.net>
>Sent: Fri, 14 May,
>2010 11:33:43 PM
>Subject: Re:
>[Flightgear-devel] Thanks for the Ride
>
>>On Fri, 14 May 2010, Innis Cunningham wrote:
>
>>>
>>> Hi
>>> I have tried to help with FG for about 7 years but after installing
>>> FG 2.0 I give up.
>>> As I am not a computer programmer I am not able to help with
>>> coding so I tried to help with model building and AI and scenery.
>>> With FG2.0 it would appear that the AI is currently unusable  and
>>> the shading in the models makes seeing things in the cockpit
>>> difficult unless the sun is in  correct position.If the shading is
>ment
>>> to make things look better then I beg to differ.
>>>
>
>>My memory isn't as good as it used to be, but I can't seem to recall
>you 
>>EVER asking for assistance with any problems you've had with 2.0.  At 
>>least on _this_ list.
>
>>I'm quite sure that you'd get help from some of the awesome developers
>on 
>>this list if you'd asked.  I know it's not as fun or dramatic as
>stomping 
>>away in a huff, but there you go.
>
>>g.
>
>
>
>>-- 
>>Proud owner of F-15C 80-0007
>http://www.f15sim.com >- The only one of its kind.
>http://www.simpits.org/geneb - The Me-109F/X
>Project
>
>>ScarletDME - The red hot Data Management Environment
>>A Multi-Value database for the masses, not the classes.
>http://www.scarletdme.org - Get it _today_!
>
>>------------------------------------------------------------------------------
>
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>Flightgear-devel@lists.sourceforge.net
>https://lists.sourceforge.net/lists/listinfo/flightgear-devel
>
>> 
> 
>
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-- 
 Cheers,
 Mattt.

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     There are only 10 kinds of people.
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