Curtis Olson wrote: > On Wed, Nov 18, 2009 at 6:41 AM, cullam Bruce-Lockhart wrote:
> 1. you could cut out holes where the cliff polygons are situated, leaving > these areas open in the final terragear result, and then place custom object > models in those holes. You might be able to leverage terragear and make > programming modifications to assist in this process, but it will be hard to > do any kind of natural blending with the surrounding areas ... and that's > hard anyway and is something terragear doesn't address very well. > > 2. you could do the entire terrain block as a custom model generated with > some other tool set (blender, creator, etc.) There's no reason a terrain > block has to be in .btg format. The .stg file could reference and place any > model format that is supported by OSG. Both 1. and 2. are asking for trouble in the long run, because future Scenery builds are _very_ likely not going to match the elevation of the (tile) borders of whatever you're going to insert. This is going to work properly only if you 1.) don't care about future updates to the surrounding Terrain or 2.) don't have to care about the Terrain outside your coverage. >> Also, is there an issue I should be concerned with in terms of texture >> priority? I know that there's a list of what gets drawn on top of what. But >> there seemed to be a few places where this list came up. At the very least, >> my attempts at adding to this list failed completely. Anyone know off the >> top of their head how to change the texture list, or add my own categories >> to it? This is more so for my own local use, rather than for the Terragear >> project, as I doubt anyone else needs a texture specific to the brown rocks >> in Newfoundland. >> > > > Off the top of my head there is a "names.cxx/hxx" pair that contains the > definitions and priority of the areas. Formerly there were _multiple_ different priority lists hardcoded into the source code. This has now been separated into two text files to be referenced via "--usgs-map=" and "--priorities=", thus permitting changes without requiring a recompile. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -------------------------------------------------------------------------- ------------------------------------------------------------------------------ Increase Visibility of Your 3D Game App & Earn a Chance To Win $500! Tap into the largest installed PC base & get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel