Re: [Flightgear-devel] lights need help
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: gui theming
* 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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] RE: lights need help
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. _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re : Re: [Flightgear-devel] groundcache related
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] ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: lights need help
* 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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Texture
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Texture
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: jsclient and js_server
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Fedora Core 4
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Shadows
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] ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d