Hi Martin,

I have no idea about the technical part you are doing behind the scenes to
provide us a world in FG. But it's a fact, no world in FG, would make the
rest useless. Terrasync and it's idea is somethings that have made FG
stronger! All those who use it know the fabulous advantage it have. Look to
the other commercial toys which just miss that! It has even been said on
the FSBreak podcast this evening! (Hi Curt, hi Stuart! :D Thanks for the FG
promotion btw!)

Here, time by time i'm working on the Belgium scenery[1], which i host on
gitorious[2] just because this all is in very earlier development. Even if
my main goal is to get it available though terrasync, and still is. Most of
the stuff is just about the base shapes who are waiting for details and
being textured. It's all about user errors and testing different
techniques. On the run, i discovered that a few airfields, like EBGB, EBTY,
... are just wrongly placed in the way that it's almost not acceptable nor
usable in FG :/ Some other airfields have wrongly, interfering taxiways
with airfield related objects... Pushing my objects to the scenerydb would
just make the scenery bad. I don't feel to maintain two different, but
same, sceneries.

To fix this, and the time i learn all stuff and get away of these stupid
user errors, i started to host it on gitorious. Also because i started to
fix the airport layouts and regenerated the Terrains. Broken the terragear
toys later on in run too. Lost tons of time trying to figure out what
happen. To resume, i abandoned the regeneration of the Terrains (vmap0)
because that all just eat a lot of time. Many of my apt.dat tweaks aren't
finished and needs to be fine tuned. Nor are my Terrains files up to date
with the apt.dat changes i have. I guess it's almost good for the trashcan.
The apt850 (which will fix my main issues) and the rembrandt project who
are currently in heavy development just give me more motivation to put that
part on hold :) Because i'm sure that will request me to adjust again the
same stuff. And anyway, that give me the time to concentrate on the objects
itself.

It might be a bad idea to abandon the scenery maintenance at this stage.
Now that is is so far. Alright, it's just easier to do some sed trick on
objects in a local scenery repo, instead of updating objects one by one via
a webfrontend. The actual tools we currently have aren't that practical for
bigger scenery projects. Nor do i want to bother peoples to get my changes.
But so far, it's already very well done for the occasional scenery object
modeller. I know that there's technical limitations and blowing up the svn
log is piece of cake. But the main issue is still these outdated airport
layouts and scenery regeneration to match the new airport layout. And maybe
more scenery rebuilds should be done there where a change has happen. 

Simple like that, the state is that i'm still a bit lost, miss info and
knowledges. And i'm just waiting that things move. I will just take the
aircraft which will bring me to the right direction.

[1]
http://dvanmosselbeen.be/projects/flightgear-flight-simulator/sceneries/belgium
[2] https://gitorious.org/dvanmosselbeen/flightgear-custom-scenery/

Kind regards,
David


------------------------------------------------------------------------------
Virtualization & Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
http://www.accelacomm.com/jaw/sfnl/114/51521223/
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to