Re: [Flightgear-devel] San Mateo Bridge
On Fri, 27 Jun 2003 17:04:44 -0500 Curtis L. Olson [EMAIL PROTECTED] wrote: A neat effect I saw once in one of those big full motion sims was to model a mirror image of the night lighting below the bridge so it showed up looking like the bridge lights reflected off the water. Given that our water is a hard surface, that might be hard for us to do currently, but it would be interesting to try to think of a way to make this work ... maybe draw the water surface first with depth buffering off Actually, what they use where I work is a mirror image of the whole scenery (quite a few objects), at least the part that is situated near water (rivers, lakes, sea), so that everything is reflected. The water texture is drawn with some transparency. I don't have any details about how that can de done, though. -- Jorge Van Hemelryck ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB wrote: I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? From other postings I know to make the wings seperate as well as the flight surfaces.. but it's getting the first general shapes that Im wondering about. Basically what I'm asking for are a few Tips from the Experienced ;) Do you know that you can put an image in the background of a 3D view that zoom with the rest of the model ? What I do is to split the main view in 4 (2x2), convert my 3 view into 3 jpeg images cropped at the exact with of the model and add one of them in each view in the '=' menu, with the exact width entered in blender. Look here to see what I am trying to mean : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png You have to tweak the height of the images and the position of the plane in it in order that the 3 views match with each order, because blender always center the image at (0,0) in the view. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Thursday 10 July 2003 23:43, Frederic Bouvier wrote: WillyB wrote: I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? From other postings I know to make the wings seperate as well as the flight surfaces.. but it's getting the first general shapes that Im wondering about. Basically what I'm asking for are a few Tips from the Experienced ;) Do you know that you can put an image in the background of a 3D view that zoom with the rest of the model ? What I do is to split the main view in 4 (2x2), convert my 3 view into 3 jpeg images cropped at the exact with of the model and add one of them in each view in the '=' menu, with the exact width entered in blender. Look here to see what I am trying to mean : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png You have to tweak the height of the images and the position of the plane in it in order that the 3 views match with each order, because blender always center the image at (0,0) in the view. -Fred I found that out from the blender chatroom actually :) I have not tried cropping the images though, but I do copy each view into seperate images... I use gimp and just move it around and then see what it looks like, then move it a little more You can see the black edges around the sides. Here's what it looks like at the moment, I still need to adjust the front view a little as it is not lined up correctly yet. I'll have to do that before I go any further now. http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. The 3 view is not quite architect quality either :) The going is slow, but I'm still plugging along. Thanks for the reply! WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: [Simgear-cvslogs]
Erik Hofman [EMAIL PROTECTED] wrote: Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen In directory baron:/tmp/cvs-serv16338/simgear/screen Modified Files: texture.cxx texture.hxx Log Message: Allow removing of the texture data after it is sent to OpenGL make[3]: Entering directory `/usr/local/src/SimGear/simgear/screen' if g++ -march=pentiumpro -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../.. -I/opt/gnu/include -I/usr/local/include -I/usr/local/FlightGear/include -I/usr/X11R6/include -O3 -g -D_REENTRANT -MT texture.o -MD -MP -MF .deps/texture.Tpo \ -c -o texture.o `test -f 'texture.cxx' || echo './'`texture.cxx; \ then mv .deps/texture.Tpo .deps/texture.Po; \ else rm -f .deps/texture.Tpo; exit 1; \ fi texture.cxx: In member function `void SGTexture::set_pixel(unsigned int, unsigned int, float ()[3])': texture.cxx:343: warning: assignment to `unsigned char' from `float' texture.cxx:343: warning: argument to `unsigned char' from `float' texture.cxx:344: warning: assignment to `unsigned char' from `float' texture.cxx:344: warning: argument to `unsigned char' from `float' texture.cxx:345: warning: assignment to `unsigned char' from `float' texture.cxx:345: warning: argument to `unsigned char' from `float' texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int, unsigned int))[3]': texture.cxx:356: error: return-statement with no value, in function declared with a non-void return type make[3]: *** [texture.o] Fehler 1 make[3]: Leaving directory `/usr/local/src/SimGear/simgear/screen' make[2]: *** [all-recursive] Fehler 1 make[2]: Leaving directory `/usr/local/src/SimGear/simgear' make[1]: *** [all] Fehler 2 make[1]: Leaving directory `/usr/local/src/SimGear/simgear' make: *** [all-recursive] Fehler 1 Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] No KSFO Terminal
Hi All A couple of weeks ago I reported that KSFO terminal did not show on my build. I have done some investigation and when the sim loads I get this message. WARNING ssgLoaD ac: failed to open './DATA/./DATA/Scenery/path to KSFO.Then failed to load 3D model. It would appear that I have one to many /DATA in the path but I do not know were to look to fix the problem. Has anyone got any ideas. I would presume that ssgLoaD opens more things than just this model during the startup(like aircraft). Any and all help greatly appreciated. Cheers Innis _ Hot chart ringtones and polyphonics. Go to http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=174referral=Hotmail_taglines_plainURL=http://ninemsn.com.au/mobilemania/default.asp ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: [Simgear-cvslogs] CVS: SimGear/simgear/screentexture.cxx,1.7,1.8
Erik Hofman [EMAIL PROTECTED] wrote: Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen In directory baron:/tmp/cvs-serv16734 Modified Files: texture.cxx Log Message: Don't use floats where ints are more appropriate Unfortunately this still does not fix it. The output almost looks the same as the previous one: make[3]: Entering directory `/usr/local/src/SimGear/simgear/screen' if g++ -mcpu=hypersparc -mtune=hypersparc -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../.. -I/opt/gnu/include -I/usr/local/include -I/usr/local/FlightGear/include -O1 -D_REENTRANT -MT texture.o -MD -MP -MF .deps/texture.Tpo \ -c -o texture.o `test -f 'texture.cxx' || echo './'`texture.cxx; \ then mv -f .deps/texture.Tpo .deps/texture.Po; \ else rm -f .deps/texture.Tpo; exit 1; \ fi texture.cxx: In member function `void SGTexture::set_pixel(unsigned int, unsigned int, float ()[3])': texture.cxx:343: warning: assignment to `unsigned char' from `float' texture.cxx:343: warning: argument to `unsigned char' from `float' texture.cxx:344: warning: assignment to `unsigned char' from `float' texture.cxx:344: warning: argument to `unsigned char' from `float' texture.cxx:345: warning: assignment to `unsigned char' from `float' texture.cxx:345: warning: argument to `unsigned char' from `float' texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int, unsigned int))[3]': texture.cxx:356: error: return-statement with no value, in function declared with a non-void return type make[3]: *** [texture.o] Error 1 make[3]: Leaving directory `/usr/local/src/SimGear/simgear/screen' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/usr/local/src/SimGear/simgear' make[1]: *** [all] Error 2 make[1]: Leaving directory `/usr/local/src/SimGear/simgear' make: *** [all-recursive] Error 1 Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: [Simgear-cvslogs] CVS: SimGear/simgear/screentexture.cxx,1.7,1.8
* Martin Spott -- Friday 11 July 2003 13:42: Unfortunately this still does not fix it. [...] texture.cxx: In member function `void SGTexture::set_pixel(unsigned int, unsigned int, float ()[3])': texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int, unsigned int))[3]': texture.cxx:356: error: return-statement with no value, in function declared with a non-void return type make[3]: *** [texture.o] Error 1 Of course not. Erik's crappy compiler doesn't seem to find it strange that a function doesn't return anything. :- m. diff -u -p -U0 -r1.8 texture.cxx --- texture.cxx 11 Jul 2003 10:55:17 - 1.8 +++ texture.cxx 11 Jul 2003 12:11:45 - @@ -356 +356 @@ SGTexture::get_pixel(GLuint x, GLuint y) -return; +return c; ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] newer stuff
There is a very complete paper on the Schweizer here: www.dfrc.nasa.gov/DTRS/1990/PDF/H-1563.pdf Thanks Jon, I see that UIUC has made good use of this for their 1-36 model. The 1-36 looks to be a scaled-up 1-26, so the stability derivatives should be about the same for both. Dave -- David Culp [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] newer stuff
David Culp [EMAIL PROTECTED] said: First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg This was just to test Aero-Matic, but it's turned out to be a nice flying machine. Only three projects at once? ;-) Wow. Nice stuff! The FW-190 is quite the aircraft. That engine...14 cylinder radial...phew. It has about 2/3 the prop blade of the P-51, but apparently it was a little faster. Maybe the range wasn't as large. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
I get a three view drawing, make the fuselage and 1 wing. Then I convert to mesh and optimise the mesh if necessary. Then I remove half of my extruded profile for the fuselage and duplicate and mirror the remaining half to make sure I've a symmetrical object (assuming the a/c is symmetrical). To make the wing I produce cut sections of the wing and then skin them as I think is mentioned in one of Bart's tutorials for blender (I think it's a cave one) a great source for these is model a/c plans. I think the boolean tools could be very useful (but these weren't available when I started using blender). They could be used to get a good cutout quicker than editing the vertices to put in the u/c bay. I made realistic looking wheels by making a high poly-count model of a wheel and adjusting material properties etc to give an almost photorealistic wheel... I then used this by making a texture from it and putting it on a low polycount wheel (no one looks that much closely at the wheels anyway). On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote: WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Christopher S Horler [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB [EMAIL PROTECTED] said: I found that out from the blender chatroom actually :) I have not tried cropping the images though, but I do copy each view into seperate images... I use gimp and just move it around and then see what it looks like, then move it a little more You can see the black edges around the sides. Here's what it looks like at the moment, I still need to adjust the front view a little as it is not lined up correctly yet. I'll have to do that before I go any further now. http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. The 3 view is not quite architect quality either :) The going is slow, but I'm still plugging along. I've finally figured out that it really pays to fuss with those 3-Views a lot. Make sure they are cropped and scaled right. Fix angular problems. Using gimp, ad reference points to make lining things up easier. Make use of the layers feature in gimp for checking sizes and alignment. Fill in or enhance missing or faded lines. It really made a difference and saved a lot of time doing the p-51d. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] New SF buildings
This morning, Erik commited 4 new buildings of the San Francisco skyline that form the Embarcadero Center. The screenshots are there : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png He tweaked the ( too huge ) textures so it now might be different. I will try later to use repeating texture cell of less size. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Melchior FRANZ [EMAIL PROTECTED] wrote: Of course not. Erik's crappy compiler doesn't seem to find it strange that a function doesn't return anything. :- :-)) There is no alternative on IRIX, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] New SF buildings
Frederic BOUVIER writes: The screenshots are there : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png He tweaked the ( too huge ) textures so it now might be different. I will try later to use repeating texture cell of less size. Looks good. We should probably try to limit ourselves to a total 32x32 texture for random (generic/repeatable) buildings, and a total 64x64 texture for most specialized buildings. A few very prominent landmarks might justify 128x128 or even 256x256, but that will catch up with us quickly if we do it too much. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 05:53, Jim Wilson wrote: WillyB [EMAIL PROTECTED] said: I found that out from the blender chatroom actually :) I have not tried cropping the images though, but I do copy each view into seperate images... I use gimp and just move it around and then see what it looks like, then move it a little more You can see the black edges around the sides. Here's what it looks like at the moment, I still need to adjust the front view a little as it is not lined up correctly yet. I'll have to do that before I go any further now. http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. The 3 view is not quite architect quality either :) The going is slow, but I'm still plugging along. I've finally figured out that it really pays to fuss with those 3-Views a lot. Make sure they are cropped and scaled right. Fix angular problems. Using gimp, ad reference points to make lining things up easier. Make use of the layers feature in gimp for checking sizes and alignment. Fill in or enhance missing or faded lines. It really made a difference and saved a lot of time doing the p-51d. Best, Jim Ok... I'll do that. Thanks :) Re's WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New SF buildings
David Megginson writes Looks good. We should probably try to limit ourselves to a total 32x32 texture for random (generic/repeatable) buildings, and a total 64x64 texture for most specialized buildings. A few very prominent landmarks might justify 128x128 or even 256x256, but that will catch up with us quickly if we do it too much. with 64x64, you don't have a pixel for every window. That's why I will try to design 1 window in 32x32 and then repeat in for the adjacent one. And the result will be better than with my original 1024x1024 texture. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] newer stuff
On Thursday 10 July 2003 19:03, David Culp wrote: I've been incomunicado for a while, so to catch up here's some stuff I've been working on. First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg This was just to test Aero-Matic, but it's turned out to be a nice flying machine. Very nice looking :) Then there's the paraglider: http://home.comcast.net/~davidculp2/paraglider.jpg An archive with all the paraglider files is here: http://home.comcast.net/~davidculp2/paraglider.tar.gz Also a Schweizer 1-26: http://home.comcast.net/~davidculp2/schweizer_1-26.jpg Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 02:23, Frederic BOUVIER wrote: WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. Ok. Yeah, plus when I used the middle mouse button in the front view I saw that the model is 180 degrees off.. :/ I have the rear of the plane forward but the 3 view has the front of it forward. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want to change the number for size in the = window to be 7.5 ( I have it at 15 at the moment ). That would turn out a model twice the size, if I'm following what you said. WillyB -Fred WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New SF buildings
Frederic BOUVIER writes: with 64x64, you don't have a pixel for every window. That's why I will try to design 1 window in 32x32 and then repeat in for the adjacent one. And the result will be better than with my original 1024x1024 texture. That's a great idea for anything with a repeating surface. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Thursday 10 July 2003 21:27, Lee Elliott wrote: On Thursday 10 July 2003 23:50, David Megginson wrote: WillyB writes: What is the Best way to approach starting a brand new model? I have a 3 view of the AC .. is it best to start from the front view and get a general circlesh outline of the fusilage and extrude back? More or less. I usually start with the widest part of the fuselage, then extrude in both directions, using the side and top views for guidance. You'll want to make the wings the same way -- start with the side view to get their outline at the wing root (the thickest part), then extrude outwards. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ That's pretty much the way I do it too. If the fuselage has a more complex shape (front to back - not x-section) and I have some profiles I might make the fuse in several sections, and then worry about matching them up, or I might start at the most complex x-section part of the fuselage so I know I've got enough points. LeeE There are the air intakes (not sure exactly what to call them) that come off the front of the engine to the sides.. I'll have do those seperately. Thanks :) WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB writes: Yeah, plus when I used the middle mouse button in the front view I saw that the model is 180 degrees off.. :/ I have the rear of the plane forward but the 3 view has the front of it forward. At the bottom left of each 3d view, when you see the grid, there is an indication of the coordinate system. Something like ( ascii art ) ^ Z | +-- X Ctrl+NUM 3 give you the inverted view than NUM 3. Same for the other. ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want to change the number for size in the = window to be 7.5 ( I have it at 15 at the moment ). Beware, units are in meter ! 1 blender unit is one meter otherwise, you will have a giant plane, but you have the idea. To be sure, count the square of the grid, or select a vertex in edit mode and hit 'n' to have the coordinates That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 05:58, Christopher S Horler wrote: I get a three view drawing, make the fuselage and 1 wing. Then I convert to mesh and optimise the mesh if necessary. Then I remove half of my extruded profile for the fuselage and duplicate and mirror the remaining half to make sure I've a symmetrical object (assuming the a/c is symmetrical). That's the way I did my 'Experimental UFO model' which I'm using to experiment and develope my texturing skills. To make the wing I produce cut sections of the wing and then skin them as I think is mentioned in one of Bart's tutorials for blender (I think it's a cave one) a great source for these is model a/c plans. I have links in bookmarks for about 50 or so Blender tutorials. I think I've seen the cave one, I'll go and check them out again. I think the boolean tools could be very useful (but these weren't available when I started using blender). They could be used to get a good cutout quicker than editing the vertices to put in the u/c bay. I have not delved into the world of booleans yet, at least not in Blender. I made realistic looking wheels by making a high poly-count model of a wheel and adjusting material properties etc to give an almost photorealistic wheel... I then used this by making a texture from it and putting it on a low polycount wheel (no one looks that much closely at the wheels anyway). Yeah.. the wheels are one of those details that no one notices when they are right, but if they are off somehow it sticks out like a sore thumb. Thanks for the input :) I think when this thread is all said and done with I'll cull it out and put it in the Wiki. Re's WillyB On Fri, 2003-07-11 at 10:23, Frederic BOUVIER wrote: WillyB wrote: http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png You can probably spot some other things I've started to do wrong. Ok, you already got the idea, but I would rotate the images in gimp ( top and front ) to have horizontals and verticals. If you crop the top view to the wings extremities and you already know the wingspan, it is easy to calibrate the image because the size you enter in blender is just wingspan / 2. Same for the other views. -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On 11 Jul 2003 12:47:47 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Melchior FRANZ [EMAIL PROTECTED] wrote: Of course not. Erik's crappy compiler doesn't seem to find it strange that a function doesn't return anything. :- :-)) There is no alternative on IRIX, Martin. ..no? Try Google(IRIX alternate c++ compiler), Google(IRIX GNU c++ compiler) etc. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 08:04, Frederic BOUVIER wrote: WillyB writes: Yeah, plus when I used the middle mouse button in the front view I saw that the model is 180 degrees off.. :/ I have the rear of the plane forward but the 3 view has the front of it forward. At the bottom left of each 3d view, when you see the grid, there is an indication of the coordinate system. Something like ( ascii art ) ^ Z +-- X Ctrl+NUM 3 give you the inverted view than NUM 3. Same for the other. I didn't know about the ctrl+num3 .. Cool! ah.. I see.. the wingspan of this RAC (real aircraft) is 15 feet, so I'd want to change the number for size in the = window to be 7.5 ( I have it at 15 at the moment ). Beware, units are in meter ! 1 blender unit is one meter otherwise, you will have a giant plane, but you have the idea. To be sure, count the square of the grid, or select a vertex in edit mode and hit 'n' to have the coordinates That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) thanks WillyB -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] New SF buildings
On Friday 11 July 2003 06:05, Frederic BOUVIER wrote: This morning, Erik commited 4 new buildings of the San Francisco skyline that form the Embarcadero Center. The screenshots are there : http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png He tweaked the ( too huge ) textures so it now might be different. I will try later to use repeating texture cell of less size. -Fred Looking really Sharp! WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Arnt Karlsen writes: On 11 Jul 2003 12:47:47 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Melchior FRANZ [EMAIL PROTECTED] wrote: Of course not. Erik's crappy compiler doesn't seem to find it strange that a function doesn't return anything. :- :-)) There is no alternative on IRIX, Martin. ..no? Try Google(IRIX alternate c++ compiler), Google(IRIX GNU c++ compiler) etc. ;-) You can get gcc to run on Irix, but it's Irix support is horrible and it is unable to build a working version FlightGear because it generates old style object files which can't be linked against Irix's new style system libraries. (Don't ask, you don't want to know. Irix can generate about a dozen different object file format varients, none of which are compatible with each other. You think mixing up debug and release libs in MSVC is a major pain, wait until you hit irix and start trying to mix n32, o32, n64, etc. etc. At least don't try this with any sort of gun near by, you might find the temptation to put a hole in your own head too overwhelming to resist ...) :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
WillyB writes: That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) One more thing: from your blender screenshot, I see you don't choose the right axis for your model and it will not line up with the fdm if you don't rotate it. The convention for JSBSim is : X : 0 at the nose tip, positive toward the tail Z: Up Y: 0 at the center, positive toward the left -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
I wrote : WillyB writes: That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) One more thing: from your blender screenshot, I see you don't choose the right axis for your model and it will not line up with the fdm if you don't rotate it. The convention for JSBSim is : X : 0 at the nose tip, positive toward the tail Z: Up Y: 0 at the center, positive toward the left Ooops. Y to the right. Look here : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AC Modeling
On Friday 11 July 2003 09:00, Frederic BOUVIER wrote: I wrote : WillyB writes: That would turn out a model twice the size, if I'm following what you said. Exactly, if the units were feet, but they are meter if fg Ok, that helps a lot! :) One more thing: from your blender screenshot, I see you don't choose the right axis for your model and it will not line up with the fdm if you don't rotate it. The convention for JSBSim is : X : 0 at the nose tip, positive toward the tail Z: Up Y: 0 at the center, positive toward the left Ooops. Y to the right. Look here : http://perso.wanadoo.fr/frbouvi/flightsim/a320-blender.png -Fred I noticed you had set up your windows and views differently than I had, now I understand why. I'm starting over again after getting all the great tips from everyone. Thanks :) WillyB ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Arnt Karlsen [EMAIL PROTECTED] wrote: On 11 Jul 2003 12:47:47 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: There is no alternative on IRIX, ..no? Try Google(IRIX alternate c++ compiler), Google(IRIX GNU c++ compiler) etc. ;-) Did you already try GCC on IRIX ? No, you did not - otherwise you would not have written this posting. But I _did_. I even tried to build GCC on IRIX. If you have some time, it's fun. If you aim at getting half way performant binaries, it is not. _But_ GCC is improving with every release, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Melchior FRANZ [EMAIL PROTECTED] wrote: diff -u -p -U0 -r1.8 texture.cxx --- texture.cxx 11 Jul 2003 10:55:17 - 1.8 +++ texture.cxx 11 Jul 2003 12:11:45 - @@ -356 +356 @@ SGTexture::get_pixel(GLuint x, GLuint y) -return; +return c; Would anyone mind applying this patch to CVS ? I still get warnings, but no Error, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On Fri, 11 Jul 2003 17:55:19 +0200, Erik Hofman [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Curtis L. Olson wrote: Arnt Karlsen writes: On 11 Jul 2003 12:47:47 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Melchior FRANZ [EMAIL PROTECTED] wrote: Of course not. Erik's crappy compiler doesn't seem to find it strange that a function doesn't return anything. :- :-)) There is no alternative on IRIX, Martin. ..no? Try Google(IRIX alternate c++ compiler), Google(IRIX GNU c++ compiler) etc. ;-) You can get gcc to run on Irix, but it's Irix support is horrible and it is unable to build a working version FlightGear because it generates old style object files which can't be linked against Irix's new style system libraries. (Don't ask, you don't want to know. Irix can generate about a dozen different object file format varients, none of which are compatible with each other. You think mixing up debug and release libs in MSVC is a major pain, wait until you hit irix and start trying to mix n32, o32, n64, etc. etc. At least don't try this with any sort of gun near by, you might find the temptation to put a hole in your own head too overwhelming to resist ...) :-) It's not like a.out and elf format are compatible to the new IA64 binary format on linux ... Actually, It's probably not the compiler but it's me who is crappy today. Almost everything which could go wrong did go wrong today. So don't expect any more CVS updates from me today. Lucky I don't have a gun. ..guns are _never_ needed around civilized people. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Arnt Karlsen writes: ..guns are _never_ needed around civilized people. ;-) Agreed 100%, that's why we need to have them in case of un-civilized people, and for video games, movies, tv shows, and the occasional olympic sporting event. :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] newer stuff
On Friday 11 July 2003 13:39, Jim Wilson wrote: David Culp [EMAIL PROTECTED] said: First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg This was just to test Aero-Matic, but it's turned out to be a nice flying machine. Only three projects at once? ;-) Wow. Nice stuff! The FW-190 is quite the aircraft. That engine...14 cylinder radial...phew. It has about 2/3 the prop blade of the P-51, but apparently it was a little faster. Maybe the range wasn't as large. Best, Jim I thought one of the major features of the p51 was it's range. I think it was one of the few, if not the only fighter that had the range and endurance for bomber escort duties from the UK into Germany. I believe that the German a/c were generally of lower range and were more likely to be flown from captured airfields nearer the battle front for the attack role. Fighters based in Germany would be there primarily for defence against attacks and so didn't need great range. LeeE ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On 11 Jul 2003 16:47:25 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Arnt Karlsen [EMAIL PROTECTED] wrote: On 11 Jul 2003 12:47:47 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: There is no alternative on IRIX, ..no? Try Google(IRIX alternate c++ compiler), Google(IRIX GNU c++ compiler) etc. ;-) Did you already try GCC on IRIX ? No, you did not - otherwise you would not have written this posting. But I _did_. I even tried to build GCC on IRIX. If you have some time, it's fun. If you aim at getting half way performant binaries, it is not. .. ;-) ..shot _deep_ in the dark: You know Clix? Intergraph's unix OS from around 1991, I've got a 6040 box, 2 nice 20'ers (why I bought it all) and boot diskettes and _no_ compiler or any other SW. _But_ GCC is improving with every release, ..is GCC the best alternate/non-native IRIX compiler??? -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On Fri, 11 Jul 2003 12:35:09 -0500, Curtis L. Olson [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Arnt Karlsen writes: ..guns are _never_ needed around civilized people. ;-) Agreed 100%, that's why we need to have them in case of un-civilized people, and for video games, movies, tv shows, and the occasional olympic sporting event. :-) ..all great tools to help build civilization, as discussed in my message [EMAIL PROTECTED]. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] looking for a job
Jim Wilson [EMAIL PROTECTED] Do you have use of modeling software? Let us know what skills you have or what skills you'd like to acquire. There is quite a list. Cockpits definately need attention. Best, Jim I´ve already made maps for Half-Life with Worldcraft-editor, I´ve got PPE and AC3D and they same to be similar tools. Now I´m working on a b-747 panel - http://free.ciserver.de/iljamod/747-panel.jpg CU Ilja ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Arnt Karlsen [EMAIL PROTECTED] wrote: On 11 Jul 2003 16:47:25 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: _But_ GCC is improving with every release, ..is GCC the best alternate/non-native IRIX compiler??? I think it's the only one. There are other commercial tools that you can use to build a compiler package, but you'd have to buy them. As far as I know SGI didn't write their own preprocessors, they bought them from someone else (a poular name, but I forgot it). I assume the backend of MIPSpro is native SGI/MIPS development, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On Fri, 11 Jul 2003 16:03:47 -0400, David Megginson [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Curtis L. Olson writes: ..guns are _never_ needed around civilized people. ;-) Agreed 100%, that's why we need to have them in case of un-civilized people, and for video games, movies, tv shows, and the occasional olympic sporting event. :-) I personally would be concerned about uncivilized polar bears, and would not want to spend a lot of time flying in the Canadian Arctic without learning to handle a rifle safely and keeping it (unloaded) in the back of the plane. Rifles or shotguns are also important tools for farmers to protect their livestock and manage vermin, and they're critical for cultures who still maintain a real hunting tradition, like many indigenous North American peoples. ..polar bears are part of civilization too, which is why the great old civilizations treat game respectfully, when hunting. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On 11 Jul 2003 21:23:14 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Arnt Karlsen [EMAIL PROTECTED] wrote: On 11 Jul 2003 16:47:25 GMT, Martin Spott [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: _But_ GCC is improving with every release, ..is GCC the best alternate/non-native IRIX compiler??? I think it's the only one. There are other commercial tools that you can use to build a compiler package, but you'd have to buy them. As far as I know SGI didn't write their own preprocessors, they bought them from someone else(a poular name, but I forgot it). I assume the backend of MIPSpro is native SGI/MIPS development, Martin. ..looks like its gonna be GCC for my 6040 too, then. Rob Landley is working on a wee single-purpose linux distro, he adviced me he is waiting for tcc to be able to compile the linux kernel, all the other bits are non-FSF code and ready for him to ask RMS whether it is still GNU/Linux. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
Arnt Karlsen writes: ..polar bears are part of civilization too, which is why the great old civilizations treat game respectfully, when hunting. ;-) A civilization is a culture that builds cities. Many great cultures never opted for civilization. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel]
On Fri, 11 Jul 2003 21:51:50 -0400, David Megginson [EMAIL PROTECTED] wrote in message [EMAIL PROTECTED]: Arnt Karlsen writes: ..polar bears are part of civilization too, which is why the great old civilizations treat game respectfully, when hunting. ;-) A civilization is a culture that builds cities. Many great cultures never opted for civilization. ..to make it _all_ the way OT, define 'city'. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel