Re: [Flightgear-devel] lights need help

2005-07-11 Thread Erik Hofman

tom bonnell wrote:

hi

i am tryin to add some lights activated in dark like the ones in a4
aircraft...(red on top and a white in lg door) . I look at the
xml declerations of some structural models but I did not make it
work.. what I did was building simple ac model and xml to test scene
with respect to b105   but  didnt work . please help..


There are two thing you might want to keep in mind:

1. PLib doesn't render objects with one surface, so if you defined one
   quad you will need to split it up in two triangles instead.

2. Lights are made up of emissive materials in OpenGL, if you want them
   to stand out at night you will need to adjust the values of the
   emissive color.

Erik

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[Flightgear-devel] Re: gui theming

2005-07-11 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 08 July 2005 15:34:
 * Melchior FRANZ -- Thursday 07 July 2005 23:45:
$ fgfs --config=/tmp/test-style.xml
 
   http://members.aon.at/mfranz/test-style.xml  [3 kB]

Screenshot du jour (and my current style; more that just a test):

  http://members.aon.at/mfranz/fgfs_gui8.jpg  [50 kB]

m.

   

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[Flightgear-devel] RE: lights need help

2005-07-11 Thread eagle monart




1. PLib doesn't render objects with one surface, so if you defined one
  quad you will need to split it up in two triangles instead.

2. Lights are made up of emissive materials in OpenGL, if you want them
  to stand out at night you will need to adjust the values of the
   emissive color.

Erik


wowww !!! thanks Erik;

 I was using  3d editor programs and saw the emission  parameters when I 
opened model with notepad...:)  Now i have building with lights but 
always open ..how can i make it   enable in the fog or in the night likethe 
b105 heli model... Honestly  I read modehowto and   looked at the xml of 
b105 but didnt understand what makes  light in the night  action...It 
would be gread if you give me a hint.


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Re: [Flightgear-devel] Shadows

2005-07-11 Thread Gerard Robin

 
 The object noshadow definition (name or animation) does not keep off
 that object getting  the shadow from an other object. will it be any way
 to make it:  noshadow means == not receiving shadow, in addition to the
 existing not transmitting shadow
   
 
 No that is not possible.
 
 Harald.
 
 
 
Well, that mean, will have to choose between both following
alternatives:

1/ a beautiful aircraft shadow and an ugly Propeller Disk
2/ a beautiful Propeller Disk and no shadow

May be one could find an other way to  simulate high speed propeller
rotation, on my side, i have not any solution.

 
-- 
Gerard


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Re : Re: [Flightgear-devel] groundcache related

2005-07-11 Thread BONNEVILLE David

Hi Mathias,

I'm not sure I understand what you've proposed me.
You suggest me to add the few lines before I prepare the ground cache ? Do I
have to set the altitude to something high to be sure no terrain will be over ?
Do your few lines will ensure the required ground will be loaded ?
In fact I don't understand why my code doesn't work cause I ask the altitude for
an object I can see if I set its altitude manually, that makes me think the tile
is already loaded ...

David


--- Message d'origine ---
 De : Mathias Fröhlich [EMAIL PROTECTED]
 À : FlightGear developers discussions flightgear-devel@flightgear.org
 Sujet : Re: [Flightgear-devel] groundcache related
 Date : sam 09 jui 2005 16:08:15 CEST
 
 
 Hi,
 
 On Freitag 08 Juli 2005 12:42, BONNEVILLE David wrote:
  I'm trying to use the groundcache to determine the terrain elevation at a
  given position.
 [...]
  Does anybody know where I am wrong or how I could solve my problem ?
 
 At the moment, the groundcache does not itself care for the required ground 
 tiles to be loaded.
 I guess that this is missing.
 
 Try doing something like that:
 
 SGLocation location;
 [ set the location to lat/lon/alt ]
 globals-get_tile_mgr()-update(location, your_radius, 
 location-get_absolute_view_pos());
 
 Not tested myself, but hopefully works.
 
 I am thinking about making the ground cache schedule tiles to be loaded.
 ... so I am still working on that :)
 
 Greetings
 
   Mathias
 
 -- 
 Mathias Fröhlich, email: [EMAIL PROTECTED]
 
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[Flightgear-devel] Re: lights need help

2005-07-11 Thread Melchior FRANZ
* eagle monart -- Monday 11 July 2005 12:13:
 how can i make it   enable in the fog or in the night likethe 
 b105 heli model... Honestly  I read modehowto and   looked at the xml of 
 b105 but didnt understand what makes  light in the night  action [...]

The bo105 is a bad example for that, because it has this logic done in
bo105.nas. In XML you just have to use a select option that turns the
lights on/off based on sun-angle and visibility. Something like this
(untested):

  animation
  typeselect/type
  object-namelight.on/object-name
  condition
  or
  greater-than
  property/sim/time/sun-angle-rad/property
  value1.57/value
  /greater-than
  less-than
  property/environment/visibility-m/property
  value4500/value
  /less-than
  /or
  /condition
  /animation

m.



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[Flightgear-devel] Texture

2005-07-11 Thread Corrubia, Stacie K
What am I doing wrong?  I have sucessfully built scenery before but I
wanted to change the terrain texture to desert.rgb so I set the material
type to DryLake when using tgvpf.

$terr_prep/tgvpf/tgvpf --tile=w087n30 --work-dir=LandMass
--material=DryLake --max-segment=400 /data/vmaplv0 noamer bnd polbnda  

But when I go through the final build process and look at the scenery
the material type is ocean.  I have previously been able to build
omitting a material type which gave me a default type which apparently
is set to a forest type texture.  

Thanks.
Stacie
   

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Re: [Flightgear-devel] Texture

2005-07-11 Thread Gerard Robin
Le lundi 11 juillet 2005 à 08:58 -0500, Corrubia, Stacie K a écrit :
 What am I doing wrong?  I have sucessfully built scenery before but I
 wanted to change the terrain texture to desert.rgb so I set the material
 type to DryLake when using tgvpf.
 
 $terr_prep/tgvpf/tgvpf --tile=w087n30 --work-dir=LandMass
 --material=DryLake --max-segment=400 /data/vmaplv0 noamer bnd polbnda  
 
 But when I go through the final build process and look at the scenery
 the material type is ocean.  I have previously been able to build
 omitting a material type which gave me a default type which apparently
 is set to a forest type texture.  
 
 Thanks.
 Stacie

 
Isn't it a question to Terragear ?
 
-- 
Gerard


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[Flightgear-devel] Re: jsclient and js_server

2005-07-11 Thread Jim Campbell

Hi,
I notice that Plib library allows:
#define _JS_MAX_AXES 16
#define _JS_MAX_BUTTONS 32
#define _JS_MAX_HATS 4
so maybe we should stick to these limits.

I am also in discussions with Jon (JSB) about server/client 
communication to and from JSBsim for passing property values back and 
forth. XML-RPC looks interesting for heterogeneous 
multi-processor/process communications. General RPC can be used for 
passing any parameter and with XDR dont have to worry about 
endianness,packing, and general socketry etc. With RPC js_server 
wouldnt need to do wait and the jsclient bit could just overload the 
normal joystick reading with an RPC call. With XML-RPC we could just 
pass the property list /jsclient/axis[i] directly.
Extending this idea the js_server would be just one of a class of 
input/output servers eg engine_server - modelling engines,cockpit 
display server -for eg OpenGC,motion platform server etc.

cheers
Jim


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[Flightgear-devel] Fedora Core 4

2005-07-11 Thread Paul Kahler
Hi,

I'm looking to build FGFS on FC4-x86_64. I looked at the instructions
at: http://www.flightgear.org/cvsResources/anoncvs.html  It sounds
reasonable, but I can't just yum install plib. Is there a repository
with a suitable package? A link to instructions on using non-standard
repositories would also be helpful ;-)

Rinse and repeat the question for SimGear.

This will be my first real dive into building nontrivial software on
Linux. If I get it built and running, how big a job would it be to
package it (and I suppose Plib and SimGear) so others can just yum
install flightgear? I recall reading that there is an old RPM out there
somewhere, but it's not current, probably not 64bit, and apparently not
in the default repositories.

Thanks,
Paul



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Re: [Flightgear-devel] Shadows

2005-07-11 Thread Mathias Fröhlich
On Sonntag 10 Juli 2005 19:32, Harald JOHNSEN wrote:
 BTW: i have renamed every alpha objects noshadow..

 You can now use the noshadow animation in your models and reference
 all the parts that should not
 cast shadow. Examle for radio-medium.xml :
  animation
   typenoshadow/type
   object-nameWires.1/object-name
   object-nameWires.2/object-name
  /animation
Yes.
As I last looked into the shadow code, there was some heuristic based on 
object names which made some surfaces 'noshadow' ones.
That heuristic gives me false positives with the F-18.

I would vote for dropping that heuristic completely and apply the noshadow 
where apprioriate.

Greetings

   Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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