* Innis Cunningham -- Friday 27 October 2006 03:24:
> Not understanding part B means I dont understand how it is
> better than part A and not understanding or hardly using CVS
> I dont understand how creating extra skins for the aircraft impacts
> on CVS.
It doesn't impact CVS in that case. But it's still a bad idea.
You are expecting people to install that on their own, right?
Or is it only for you? I would be quite annoyed by 30 entries
for one and the same 737 in the fgrun selection dialog, with
only the liveries differing.
I told you how (B) works. I gave you code snippets. I pointed
you to example usage in a few aircraft (and there are more).
You can read more here: $FG_ROOT/Doc/model-howto.html (see
"material" animation)
You don't need a *-set.xml file for each livery. You can switch
the livery (or any texture) by writing a texture file name
to a property, even at runtime. You can specify that on the
command line, in the property browser, via Nasal, in dialogs,
and even in *-set.xml files.
You can switch them through with a key, like in the bo105:
$ fgfs --aircraft=bo105 # use y/Y keys to switch through
# emblem textures, or open the
# Ctrl-Y-key dialog and enter any
# texture file name, let's say
# ../../../Models/Fauna/cow.rgb
or a selection dialog
$ fgfs --aircraft=lightning # l-key (lower case L)
# to open livery dialog
One could also choose a random livery with some Nasal code.
If you have looked at the examples and the documentation and
can still not understand how it is used (you don't have to
understand how it *works*!), then I'm really out of ideas.
m.
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