Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Buchanan, Stuart
 Well if thats the case I don't mind doing something
 for the Seattle region 
 because that will be a good flight from SAN FRAN -
 off course if that is not 
 already modelled - and I will need help on how to do
 it.

Hi Shelton,

I went through this learning curve a couple of months
ago - it is quite satisfying. Here's what I found.

I used AC3D to create the buildings. You can get a
30-day trial period for free, which is enough time to
get to grips with it and create a couple of buildings.


I also tried Blender (which is free), but I found it
much more complex so just shelled out for a AC3D
license.

Assuming you're using AC3D, the scale can be set to
either meters or feet, then you simply generate the
shapes you need. Luckily buildings are quite simple :)
and with an elevation plan, or even some approximate
sizes, you can get a decent model.

To make life easier, I make the base of the building
start at 0,0,0 so I can place it on the terrain easier
later.

Once you've got the shape right, you'll need to add a
texture. You need to create a .rgb file that (I think
- feel free to correct me) needs to be a factor-of-two
in size (i.e. 128x128, 256x256). I use the GIMP for
this. 

I set out part of the file for the wall texture, then
part for the top of the building and just approximate
shapes to begin with. Once you've applied the texture
to the object, you can use the Texture Coordinate tool
(from the Tools menu) to define what part of the
texture file you wish to use for each surface of the
building.

If there is a repeating pattern on the wall, say a row
of windows, you can create a couple of windows them
you can get AC3D to repeat it horizontally and/or
vertically, saving time and texture.

You can also colour the objects directly in AC3D and
control their luminosity so they look better at night.


FlightGear natively supports the AC3D .ac files, so
all you need to do is place it in the right location
in the scenery. I often find this one of the more
difficult things to achieve, as there is an element of
trial and error.

You need to determine the lat, long, elevation and
angle (rotation) of the object and add it to the
correct scenery tile on your install point. This is
probably best understood by having a look at the San
Fran tiles for an example, then the FG Scenery
Designer to determine the correct tile, followed by
hand-editing the tile file.

Then, once it's complete, submit it to the FG Scenery
Database so hopefully it willbe included in future
releases.

BTW, are we planning to integrate the FGSD objects in
port 0.9.9 scenery releases?

Hope this is of some use.

-Stuart





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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Shelton D'Cruz

Hi Stuart

Thanks for the guide (quite a bit to take in) - I have got Blender up and 
running and it looks very polished in-deed.  So its going to take a while for 
me to get going - I will keep your notes in a safe place - what I am 
wondering is whether I can use the existing buildings and objects, eg a Tower 
to populate say San Jose airport ??  In the mean time I will have a play with 
Blender and AC3D.

Regards
Shelton.

  Well if thats the case I don't mind doing something
  for the Seattle region
  because that will be a good flight from SAN FRAN -
  off course if that is not
  already modelled - and I will need help on how to do
  it.

 Hi Shelton,

 I went through this learning curve a couple of months
 ago - it is quite satisfying. Here's what I found.

 I used AC3D to create the buildings. You can get a
 30-day trial period for free, which is enough time to
 get to grips with it and create a couple of buildings.


 I also tried Blender (which is free), but I found it
 much more complex so just shelled out for a AC3D
 license.

 Assuming you're using AC3D, the scale can be set to
 either meters or feet, then you simply generate the
 shapes you need. Luckily buildings are quite simple :)
 and with an elevation plan, or even some approximate
 sizes, you can get a decent model.

 To make life easier, I make the base of the building
 start at 0,0,0 so I can place it on the terrain easier
 later.

 Once you've got the shape right, you'll need to add a
 texture. You need to create a .rgb file that (I think
 - feel free to correct me) needs to be a factor-of-two
 in size (i.e. 128x128, 256x256). I use the GIMP for
 this.

 I set out part of the file for the wall texture, then
 part for the top of the building and just approximate
 shapes to begin with. Once you've applied the texture
 to the object, you can use the Texture Coordinate tool
 (from the Tools menu) to define what part of the
 texture file you wish to use for each surface of the
 building.

 If there is a repeating pattern on the wall, say a row
 of windows, you can create a couple of windows them
 you can get AC3D to repeat it horizontally and/or
 vertically, saving time and texture.

 You can also colour the objects directly in AC3D and
 control their luminosity so they look better at night.


 FlightGear natively supports the AC3D .ac files, so
 all you need to do is place it in the right location
 in the scenery. I often find this one of the more
 difficult things to achieve, as there is an element of
 trial and error.

 You need to determine the lat, long, elevation and
 angle (rotation) of the object and add it to the
 correct scenery tile on your install point. This is
 probably best understood by having a look at the San
 Fran tiles for an example, then the FG Scenery
 Designer to determine the correct tile, followed by
 hand-editing the tile file.

 Then, once it's complete, submit it to the FG Scenery
 Database so hopefully it willbe included in future
 releases.

 BTW, are we planning to integrate the FGSD objects in
 port 0.9.9 scenery releases?

 Hope this is of some use.

 -Stuart





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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Buchanan, Stuart

--- Shelton D'Cruz [EMAIL PROTECTED] wrote:

 
 Hi Stuart
 
 Thanks for the guide (quite a bit to take in) - I have got Blender up
 and 
 running and it looks very polished in-deed.  So its going to take a
 while for 
 me to get going - I will keep your notes in a safe place - what I am 
 wondering is whether I can use the existing buildings and objects, eg a
 Tower 
 to populate say San Jose airport ??  In the mean time I will have a play
 with 
 Blender and AC3D.

If you have a look around the data directory on your FG installation you
should find some shared models (sorry I've not got access to my FG box
right now to check exactly where). They are designed to be generics - like
towers, hangars etc. and can be placed anywhere just by editing the .stg
file for the appropriate scenery tile. You should be able to enter just
the path relative to your FG_DATA directory to refer to them.

You can also use models from the FG Scenery Database, which various people
have submitted models to.

Finally, because the models on the database and included in FG are all
GPL'd, you can modify them and re-use them as you wish. I re-painted the
Golden Gate Bridge to create the Forth Rail Bridge near Edinburgh,
Scotland. Amazingly, it fits perfectly within the scenery.

-Stuart








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[Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Melchior FRANZ
* Buchanan, Stuart -- Friday 04 November 2005 11:25:
 I also tried Blender (which is free), but I found it
 much more complex so just shelled out for a AC3D
 license.

True. It offers a *lot* of features, like rendering with a raytracer,
making animations, films etc. But it isn't hard to ignore the features
that you don't need. The interface is a bit uncommon, but once you
grokked it, you'll notice that it makes you very productive. There are
some tutorials on the net that explain most of what you'd need for
fgfs modeling. And there's a plugin available for specific FlightGear
problems: creation of lights (such as obstacle warning beacons), and
creation of rotate and translate animations etc.:

  http://members.aon.at/mfranz/flightgear/blender-textured-lights.html


 
 Once you've got the shape right, you'll need to add a
 texture. You need to create a .rgb file that (I think
 - feel free to correct me) needs to be a factor-of-two
 in size (i.e. 128x128, 256x256). I use the GIMP for
 this. 

Powers of two for height and width, but not necessarily the same
for both. 256x1024 is fine. The texture format does mostly have
extension .rgb, but it's really called the SGI image format.
And that's what you'll find in GIMP export list, and in other
software.  Always save as Aggressive RLE. (The warning that SGI
doesn't always support it is nonsense.) Also, you can easily
create SGI images with convert:

  $ convert foo.png SGI:foo.rgb(note the SGI: format prefix)



 You need to determine the lat, long, elevation and
 angle (rotation) of the object and add it to the
 correct scenery tile on your install point.

For this you can use this Nasal file:

  http://members.aon.at/mfranz/flightgear/calctile.nas  [3 kB]

Just put it into $FG_ROOT/Nasal/. Then call the output function
therein via keyboard definition, e.g.:

  key n=9
  nameTab/name
  descPrint position./desc
  binding
  commandnasal/command
  script
  print(\x1b[32;1m*** POSITION \x1b[m);
  calctile.location();
  /script
  /binding
  /key


This outputs the position in the terminal window, along with the
path of the responsible *.stg file *and* even the file entry, that
you only have to complete: _SHARED (i.e. relative to $FG_ROOT) vs.
_STATIC (relative to the dir where the *.stg resides):


  *** POSITION 
  Longitude:-122.420861 deg
  Latitude: 37.825261 deg
  Altitude ASL: 12.2866 m (40.3103 ft)
  Altitude AGL: 0. m (0. ft)
  Heading:  316.1 deg
  Ground Elev:  12.0915 m (39.6703)

  30n30/w123n37/942066.stg
  OBJECT_S -122.420861 37.825261 12.0915 43.9


The orientation is that of the aircraft at the time when you
pressed the Tab key. I suggest to use the UFO. 

m.

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Buchanan, Stuart

--- Melchior FRANZ [EMAIL PROTECTED] wrote:

 * Buchanan, Stuart -- Friday 04 November 2005 11:25:
  I also tried Blender (which is free), but I found it
  much more complex so just shelled out for a AC3D
  license.
 
 True. It offers a *lot* of features, like rendering with a raytracer,
 making animations, films etc. But it isn't hard to ignore the features
 that you don't need. The interface is a bit uncommon, but once you
 grokked it, you'll notice that it makes you very productive. 

I may take another look then. I've been using AC3D for buildings are
aircraft, but it isn't particularly easy for some tasks - like modifying
the cockpit. 

 Powers of two for height and width, but not necessarily the same
 for both. 256x1024 is fine. The texture format does mostly have
 extension .rgb, but it's really called the SGI image format.
 And that's what you'll find in GIMP export list, and in other
 software.  Always save as Aggressive RLE. 

Thanks for the clarification. The problem with struggling by yourself is
you end up creating myths around things you know to work. And then you
propagate them :)

  You need to determine the lat, long, elevation and
  angle (rotation) of the object and add it to the
  correct scenery tile on your install point.
 
 For this you can use this Nasal file:
 
   http://members.aon.at/mfranz/flightgear/calctile.nas  [3 kB]
 

Wonderful! I'll definitely take a look at that. Presumably the current
tile is also somewhere within the properties tree, so one could look there
as well.

-Stuart



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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread AJ MacLeod
On Friday 04 November 2005 12:36, Buchanan, Stuart wrote:
 I may take another look then. I've been using AC3D for buildings are
 aircraft, but it isn't particularly easy for some tasks - like modifying
 the cockpit.

I think that's more a reflection on the relative complexity of the two 
tasks... if you think modifying a cockpit isn't easy in AC3D, which you're 
obviously used to, I will be amazed if you find it easier in Blender :-)

I find it helps to hide as much of the aircraft as possible and make good use 
of the lock facility in AC3D when working on the more intricate parts of 
the cockpit.

Oh and thanks for adding the Forth bridges - I never twigged at all that the 
rail bridge was just a repainted Golden Gate!

Cheers,

AJ

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Buchanan, Stuart
 I think that's more a reflection on the relative complexity of the two 
 tasks... if you think modifying a cockpit isn't easy in AC3D, which
 you're 
 obviously used to, I will be amazed if you find it easier in Blender :-)

Better the devil you know...

 I find it helps to hide as much of the aircraft as possible and make
 good use 
 of the lock facility in AC3D when working on the more intricate parts
 of 
 the cockpit.

I was looking for a hide option, but couldn't find it. I'll look again.

 Oh and thanks for adding the Forth bridges - I never twigged at all that
 the rail bridge was just a repainted Golden Gate!

I made some changes - the towers are different - but I borrowed the
suspension cables and the arch of the bridge. Much easier than trying to
create the curves myself.

-Stuart 





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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Josh Babcock
Melchior FRANZ wrote:
 * Buchanan, Stuart -- Friday 04 November 2005 11:25:
 
I also tried Blender (which is free), but I found it
much more complex so just shelled out for a AC3D
license.
 
 
 True. It offers a *lot* of features, like rendering with a raytracer,
 making animations, films etc. But it isn't hard to ignore the features
 that you don't need. The interface is a bit uncommon, but once you
 grokked it, you'll notice that it makes you very productive. There are
 some tutorials on the net that explain most of what you'd need for
 fgfs modeling. And there's a plugin available for specific FlightGear
 problems: creation of lights (such as obstacle warning beacons), and
 creation of rotate and translate animations etc.:
 
   http://members.aon.at/mfranz/flightgear/blender-textured-lights.html
 
 
  
 
Once you've got the shape right, you'll need to add a
texture. You need to create a .rgb file that (I think
- feel free to correct me) needs to be a factor-of-two
in size (i.e. 128x128, 256x256). I use the GIMP for
this. 
 
 
 Powers of two for height and width, but not necessarily the same
 for both. 256x1024 is fine. The texture format does mostly have
 extension .rgb, but it's really called the SGI image format.
 And that's what you'll find in GIMP export list, and in other
 software.  Always save as Aggressive RLE. (The warning that SGI
 doesn't always support it is nonsense.) Also, you can easily
 create SGI images with convert:
 
   $ convert foo.png SGI:foo.rgb(note the SGI: format prefix)
 
 
 
 
You need to determine the lat, long, elevation and
angle (rotation) of the object and add it to the
correct scenery tile on your install point.
 
 
 For this you can use this Nasal file:
 
   http://members.aon.at/mfranz/flightgear/calctile.nas  [3 kB]
 
 Just put it into $FG_ROOT/Nasal/. Then call the output function
 therein via keyboard definition, e.g.:
 
   key n=9
   nameTab/name
   descPrint position./desc
   binding
   commandnasal/command
   script
   print(\x1b[32;1m*** POSITION \x1b[m);
   calctile.location();
   /script
   /binding
   /key
 
 
 This outputs the position in the terminal window, along with the
 path of the responsible *.stg file *and* even the file entry, that
 you only have to complete: _SHARED (i.e. relative to $FG_ROOT) vs.
 _STATIC (relative to the dir where the *.stg resides):
 
 
   *** POSITION 
   Longitude:-122.420861 deg
   Latitude: 37.825261 deg
   Altitude ASL: 12.2866 m (40.3103 ft)
   Altitude AGL: 0. m (0. ft)
   Heading:  316.1 deg
   Ground Elev:  12.0915 m (39.6703)
 
   30n30/w123n37/942066.stg
   OBJECT_S -122.420861 37.825261 12.0915 43.9
 
 
 The orientation is that of the aircraft at the time when you
 pressed the Tab key. I suggest to use the UFO. 
 
 m.
 
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Heh, you could pretty much cut and paste that into the Wiki :) Good info.

Josh

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Josh Babcock
Buchanan, Stuart wrote:

 
 I made some changes - the towers are different - but I borrowed the
 suspension cables and the arch of the bridge. Much easier than trying to
 create the curves myself.
 
 -Stuart 
 
 
   
   
   
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Hmm, Blender has a proportional editor that makes parabolas in a snap.
Not quite a catenary, but close enough that no one will notice. Guess
which one I like to use :)

Josh

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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Jim Wilson
 From: Mike Kopack
 
snip
 
 Is there a way to get buildings to appear (like the wash monument, white
 house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is
 this just a glaring big black hole with the FG scenery (no building
 data.) I'd prefer to demonstrate somewhere other than San Fran.
 

Just curious...what is wrong with San Francisco?  There are all sorts of 
recognizable 
landmark details there and it is obviously ready to go.

Best,

Jim



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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Dave Culp
On Thursday 03 November 2005 01:14 pm, Mike Kopack wrote:

 Or is this just a glaring big black hole with the FG scenery ...


What is this?  Crap on FlightGear week?


Dave

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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Josh Babcock
Jim Wilson wrote:
From: Mike Kopack

 
 snip
 
Is there a way to get buildings to appear (like the wash monument, white
house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is
this just a glaring big black hole with the FG scenery (no building
data.) I'd prefer to demonstrate somewhere other than San Fran.

 
 
 Just curious...what is wrong with San Francisco?  There are all sorts of 
 recognizable 
 landmark details there and it is obviously ready to go.
 
 Best,
 
 Jim
 
 
 
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Too many hippies. They don't like to see that in government contracts :)

Josh

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[Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Melchior FRANZ
* Buchanan, Stuart -- Friday 04 November 2005 13:36:
 Presumably the current tile is also somewhere within the properties
 tree, so one could look there as well.

No.

m.

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Curtis L. Olson

Melchior FRANZ wrote:


* Buchanan, Stuart -- Friday 04 November 2005 13:36:
 


Presumably the current tile is also somewhere within the properties
tree, so one could look there as well.
   



No.
 



I don't recall the context of this thread, so the 'no' might be in 
response to something else, but I believe the current tile id is in fact 
in the property tree someplace.


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Melchior FRANZ
* Curtis L. Olson -- Friday 04 November 2005 15:09:
 I believe the current tile id is in fact in the property tree someplace.

Ah, yes, indeed: /environment/current-tile-id
Could make the script a little shorter ...

m.

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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Arnt Karlsen
On Fri, 04 Nov 2005 08:55:57 -0500, Josh wrote in message 
[EMAIL PROTECTED]:

 Jim Wilson wrote:
 From: Mike Kopack
 
  
  snip
  
   Is there a way to get buildings to appear (like the wash monument,
   white house, pentagon, capital, etc.?) Did I load the scenery in
   wrong? Or is this just a glaring big black hole with the FG
   scenery (no building data.) I'd prefer to demonstrate somewhere
   other than San Fran. 
  
  Just curious...what is wrong with San Francisco?  There are all
  sorts of recognizable  landmark details there and it is obviously
  ready to go.
  
  Best,
  Jim
 
 Too many hippies. They don't like to see that in government contracts
 :)

..just wait out this current neocon regime, the next team oughtta be
less hostile.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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.


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[Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Mike Kopack
It's not so much an issue of San Fran being BAD, it's just that KSFO is 
pretty far from downtown. We're talking about small slow-flying UAV's in my 
project (I'm using the Piper as a surrogate), so having to take off that far 
away means my demo is like 45 minutes long. We were hoping to use DC as 
Reagan National is real close to the Pentagon, the Monuments, White House, 
Capital, etc.


It looks like we're just going to stick to San Fran for now though. No money 
in the project budget for me to do 3D Modeling (unless I do it on my own 
time) and I found that there's CA26 Heliport right near downtown SF, so 
we'll just start out from there.


Before we do our final demo late next year I'm going to have to get some 
scenery/buildings built for some place like Baghdad though. Hard to show 
operationally relevant demos having a UAV flying around SF to a bunch of 
Army brass The hippies are shooting you with bongs! And now we 
simulate engine failure caused by the floating reefer


Actually, that brings up another question Is it possible (through the 
Telnet/HTTP interface) to push a new value for things like fuel flow rate 
and such and have them stick, or will the sim just immediately overwrite the 
value I send in with a new value with the actual rate? I'm looking for a way 
to be able to simulate things like fuel leaks, or engine overheating, etc 
(part of our software detects potential vehicle problems and auto-replans 
mission routes to take into account reduced system capabilities like lower 
endurance due to a fuel leak).


Thanks for the help guys...

--Mike



Mike Kopack
ISX Corporation
1800 Parkway Place, Suite 900
Marietta, GA 30067
678-581-2025 




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[Flightgear-devel] [Flightgear-cvslogs] CVS: FlightGear/src/FDM groundcache.cxx, 1.11, 1.12

2005-11-04 Thread Vassilii Khachaturov
 Mathias Fröhlich:
 I have now fixed the problem that flying below bridges was broken by some 
 groundcache work.

Thanks a lot!! this is a very important eye-candy feature --- one of the 
bigger ones to draw folks to fgfs tryouts over here :-)

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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Andy Ross
Mike Kopack wrote:
 It's not so much an issue of San Fran being BAD, it's just that KSFO is
 pretty far from downtown. We're talking about small slow-flying UAV's in my
 project (I'm using the Piper as a surrogate), so having to take off that far
 away means my demo is like 45 minutes long.

As a left-field suggestion: how about defining the runways of the old
NAS Alameda, which is just south of downtown Oakland and immediately
across the bay from San Francisco.  The base was closed in the mid
90's, I believe, and is now being converted into industrial loft
space.  But the runways are still there clear as day:

  
http://maps.google.com/maps?ll=37.786114,-122.318387spn=0.027226,0.028824t=khl=en

The folks who like to play with the carrier aircraft probably wouldn't
mind having this active, either.

Andy

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[Flightgear-devel] New commit ssgEntityArray not built

2005-11-04 Thread David Luff
ssgEntityArray.[ch]xx has recently been added to simgear/screen, but doesn't 
get compiled since there appears to be no reference to it added in Makefile.am. 
 Is this intentional or an oversight?

Cheers - Dave

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[Flightgear-devel] Re: New commit ssgEntityArray not built

2005-11-04 Thread Melchior FRANZ
* David Luff -- Saturday 05 November 2005 00:06:
 ssgEntityArray.[ch]xx has recently been added to simgear/screen, but
 doesn't get compiled since there appears to be no reference to it added 
 in Makefile.am.  Is this intentional or an oversight?  

Intentional. It wouldn't even compile, because it includes config.h,
which doesn't exist in sg (would have to be simgear_config.h). It was
only moved to sg from fgfs, where it wasn't used either.

m.

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Durk Talsma schrieb:
 To get AI traffic going in the forseeable future, we could use quite 
 a few low-polygon count aircraft models in various paint schemes. So, I'd be 
 interested to know if anybody with reasonable 3d modeling skills would be 
 interested in contributing in this field. Although the traffic system 
 shouldn't be limited to commercial airliners, this is probably the area I'd 
 be working on mostly initially. So, for starters, I would like to explore 
 some models of the more popular airliners series, i,e., the Boeing 7[0-8]7, 
 Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers of 
 course :-)). 

Wouldn't it be better to add those models to the existing (and yet to
come) high-poly models as a different LOD?

This would also help with multiplayer setups (assuming that all models
get a very low poly setup as well)

CU,
Christian

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doz58/mJJZDhZADJLyTgOH0=
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[Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Ima Sudonim
Oh, DC scenery, one of the many things i'd like to do if I ever get  
around to it (health permitting) 8-) I even got a gps to plot  
buildings' locations... just was never able to do anything.


Back at least 5 years ago when I was flying XPl*ne, I could fly off  
33 (?) at DCA and overfly a beautifully rendered pentagon and rosslyn/ 
key bridge. Since I was 'flying' an a-10 warthog, I'd take it up to  
martin state outside baltimore where there's an airguard a-10 unit.   
I think that the capital beltway (495) and 270/70 were there, but the  
potomac and roosevelt island would allow even the slowest to  
recognize where they are, right? 8-) I think there's a white house  
and capital also in that scenery, but I never went that way -- flight  
restrictions 8-) -- even then!


Perhaps the signs script that's been discussed previously on  
flightgear-devel would help your customers identify the local scenery  
also.


I might have added a Washington, DC scenery package to xpla*e. I must  
have, right?, because FlightGear and XPla*e share the same scenery,  
don't they?


Jeppesen charts (KDCA arrivals) mention the american legion bridge  
(about 10 dme from kdca), chain bridge (around 6 dme), key bridge and  
roosevelt bridge (around 3 dme), then arlington, george mason and  
rochambeau. from the south, you'd seee the woodrow wilson bridge, a  
power plant and a masonic temple. Don't forget the Washington, DC  
Metropolitan Area Special Flight Rules Area, the area around thurmont  
(camp david) is also restricted...


you'd get a lot more from the washington sectional aeronautical chart  
and the VFR terminal area chart Baltimore-Washinton, available at  
your local airpark 8-)


Is it possible for an end user to add xpla*e washington, DC scenery  
into flightgear (if the license agreement permits).  What steps would  
be involved?


PLEASE make your scenery changes available to others. I'd be very  
grateful.


thanks!

ima

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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Curtis L. Olson

Ima Sudonim wrote:

Oh, DC scenery, one of the many things i'd like to do if I ever get  
around to it (health permitting) 8-) I even got a gps to plot  
buildings' locations... just was never able to do anything.



For what ever it's worth, Google maps seems to do a surprisingly good 
job of giving up lat/lon coordinates of objects.  You have to be a 
little careful of the way urls get cached and delayed in a web 
environment, but if you get a link to the current image, you can easily 
read the lat/lon coordinates out of the link.  Just click on the object 
to make sure it is centered.


With a hand held gps, you aren't going to ever get to stand at the 
center of the roof (well maybe rarely) so google has a lot of advantages 
and might even be more accurate than doing the surveying yourself 
manually. (The wording of that last phrase didn't come out very well on 
my first attempt, but I think the final edit is slightly less 
ambiguous.) :-)


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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RE: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Innis Cunningham

Hi Durk



From: Durk Talsmawrites




Hey Guys,

The last couple of days I've been slowly but steadily progressing with my
traffic editing tool, hereafter referred to as TrafficGear. I have a rough
version of the aircraft selection choice menus working now.

I've been playing a bit with loading different aircraft and different paint
schemes. To get AI traffic going in the forseeable future, we could use 
quite
a few low-polygon count aircraft models in various paint schemes. So, I'd 
be

interested to know if anybody with reasonable 3d modeling skills would be
interested in contributing in this field. Although the traffic system
shouldn't be limited to commercial airliners, this is probably the area I'd
be working on mostly initially. So, for starters, I would like to explore
some models of the more popular airliners series, i,e., the Boeing 7[0-8]7,
Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers of
course :-)). I'd build them myself If I had shown any signs of talent in 
the

field of 3D modeling :-(.


Camil Valiquette has given permission for his aircraft to be used in FG.I 
would

think any of his FS98 aircraft might be usefull.


Cheers,
Durk

P.S.,

I believe that working on 3D models would be a great place to start for 
people

who would like to start contributing to FlightGear. Would it be an idea to
advertise this as such on the Contributing page on the FlightGear 
website.

I'm happy to write a draft text to put on the website, if needed.

D.

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[Flightgear-devel] [PATCH] a misprint in hunter-set.xml

2005-11-04 Thread Vassilii Khachaturov
Index: ../data/Aircraft/Hunter/hunter-set.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/Hunter/hunter-set.xml,v
retrieving revision 1.13
diff -u -r1.13 hunter-set.xml
--- ../data/Aircraft/Hunter/hunter-set.xml  1 Nov 2005 20:01:56 -   
1.13
+++ ../data/Aircraft/Hunter/hunter-set.xml  4 Nov 2005 23:28:11 -
@@ -87,7 +87,7 @@
 controls
   gear
 brake-parking1/brake-parking
-tailwheel-lockfalsse/tailwheel-lock
+tailwheel-lockfalse/tailwheel-lock
   /gear
   flight
 flaps-alternate-extension type=double1/flaps-alternate-extension


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[Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Ima Sudonim

Ima Sudonim wrote:

 Oh, DC scenery, one of the many things i'd like to do if I ever get
 around to it (health permitting) 8-) I even got a gps to plot
 buildings' locations... just was never able to do anything.


For what ever it's worth, Google maps seems to do a surprisingly good
job of giving up lat/lon coordinates of objects.  You have to be a
little careful of the way urls get cached and delayed in a web
environment, but if you get a link to the current image, you can  
easily
read the lat/lon coordinates out of the link.  Just click on the  
object

to make sure it is centered.


I'll give google a try then



With a hand held gps, you aren't going to ever get to stand at the
center of the roof (well maybe rarely) so google has a lot of  
advantages


I was planning on walking the perimeter of the buildings, but with  
arthritis walking isn't really my thing. 8-( Or perhaps getting the  
lat/long of one or two corners of a building and then trying to  
extrapolate orientation and wall sizes from public information. Your  
way is much better!



and might even be more accurate than doing the surveying yourself
manually. (The wording of that last phrase didn't come out very  
well on

my first attempt, but I think the final edit is slightly less
ambiguous.) :-)


surveying oneself manually -- I think I got your meaning but it  
sounds illegal in a Southern state 8-)


Ima



Curt.


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Re: [Flightgear-devel] getting hands dirtier: graphics-related programming task sought

2005-11-04 Thread Vassilii Khachaturov
while waiting for your advice on the subj matter, I have found
the CVS source for the flightgear site ---

 (BTW, is the site material in the CVS somewhere, so as to make it
 easier to send the patches against?)

it's in the www module of the same CVS repository --- and had
sent a couple of minor patches over to Curt. (I'm posting
this for a record in case some future poor soul looks for the CVS
sources for www.flightgear.org material to help amend it.)

v.


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Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Paul Surgeon
On Friday 04 November 2005 23:23, Durk Talsma wrote:
 I've been playing a bit with loading different aircraft and different paint
 schemes. To get AI traffic going in the forseeable future, we could use
 quite a few low-polygon count aircraft models in various paint schemes. So,
 I'd be interested to know if anybody with reasonable 3d modeling skills
 would be interested in contributing in this field. Although the traffic
 system shouldn't be limited to commercial airliners, this is probably the
 area I'd be working on mostly initially. So, for starters, I would like to
 explore some models of the more popular airliners series, i,e., the Boeing
 7[0-8]7, Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers
 of course :-)). I'd build them myself If I had shown any signs of talent in
 the field of 3D modeling :-(.

It's a pity we can't use something like the Project AI aircraft packages.
It's a lot of work modeling dozens of aircraft types and liveries.

Paul

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[Flightgear-devel] Citation Bravo

2005-11-04 Thread Curtis L. Olson
Syd recently sent me a Citation Bravo jet (similar to the Citation II we 
already have but which a much more modern cockpit.)  I have just 
committed it to CVS.  It's worth checking out (so to speak.) :-)  Syd 
does really great work on the 3d cockpits.


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Citation Bravo

2005-11-04 Thread Shelton D'Cruz

Hi Curt

The work that Syd has done on the cockpits is *truely magnificant* - you can 
easily see the love of his work in it.  I am extremely grateful and 
appreciative.

Regards
Shelton.

 Syd recently sent me a Citation Bravo jet (similar to the Citation II we
 already have but which a much more modern cockpit.)  I have just
 committed it to CVS.  It's worth checking out (so to speak.) :-)  Syd
 does really great work on the 3d cockpits.

 Curt.

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[Flightgear-devel] Populating San Jose

2005-11-04 Thread Shelton D'Cruz
Hi

I am trying to populate San Jose with some buildings and on the FAQ it says to 
use this command 

fgfs --lat=-121.93 --lon=37.36 21 | tee fgfs.log

however when I check the log file, its empty.

Regards
Shelton.

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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Shelton D'Cruz

Hi Stuart

How do i determine the tile?  And is the scenery designer part of FG ?

Regards
Shelton.

 Hi Stuart

 Thanks for the guide (quite a bit to take in) - I have got Blender up and
 running and it looks very polished in-deed.  So its going to take a while
 for me to get going - I will keep your notes in a safe place - what I am
 wondering is whether I can use the existing buildings and objects, eg a
 Tower to populate say San Jose airport ??  In the mean time I will have a
 play with Blender and AC3D.

 Regards
 Shelton.

   Well if thats the case I don't mind doing something
   for the Seattle region
   because that will be a good flight from SAN FRAN -
   off course if that is not
   already modelled - and I will need help on how to do
   it.
 
  Hi Shelton,
 
  I went through this learning curve a couple of months
  ago - it is quite satisfying. Here's what I found.
 
  I used AC3D to create the buildings. You can get a
  30-day trial period for free, which is enough time to
  get to grips with it and create a couple of buildings.
 
 
  I also tried Blender (which is free), but I found it
  much more complex so just shelled out for a AC3D
  license.
 
  Assuming you're using AC3D, the scale can be set to
  either meters or feet, then you simply generate the
  shapes you need. Luckily buildings are quite simple :)
  and with an elevation plan, or even some approximate
  sizes, you can get a decent model.
 
  To make life easier, I make the base of the building
  start at 0,0,0 so I can place it on the terrain easier
  later.
 
  Once you've got the shape right, you'll need to add a
  texture. You need to create a .rgb file that (I think
  - feel free to correct me) needs to be a factor-of-two
  in size (i.e. 128x128, 256x256). I use the GIMP for
  this.
 
  I set out part of the file for the wall texture, then
  part for the top of the building and just approximate
  shapes to begin with. Once you've applied the texture
  to the object, you can use the Texture Coordinate tool
  (from the Tools menu) to define what part of the
  texture file you wish to use for each surface of the
  building.
 
  If there is a repeating pattern on the wall, say a row
  of windows, you can create a couple of windows them
  you can get AC3D to repeat it horizontally and/or
  vertically, saving time and texture.
 
  You can also colour the objects directly in AC3D and
  control their luminosity so they look better at night.
 
 
  FlightGear natively supports the AC3D .ac files, so
  all you need to do is place it in the right location
  in the scenery. I often find this one of the more
  difficult things to achieve, as there is an element of
  trial and error.
 
  You need to determine the lat, long, elevation and
  angle (rotation) of the object and add it to the
  correct scenery tile on your install point. This is
  probably best understood by having a look at the San
  Fran tiles for an example, then the FG Scenery
  Designer to determine the correct tile, followed by
  hand-editing the tile file.
 
  Then, once it's complete, submit it to the FG Scenery
  Database so hopefully it willbe included in future
  releases.
 
  BTW, are we planning to integrate the FGSD objects in
  port 0.9.9 scenery releases?
 
  Hope this is of some use.
 
  -Stuart
 
 
 
 
 
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Re: [Flightgear-devel] Citation Bravo

2005-11-04 Thread Curtis L. Olson

Shelton D'Cruz wrote:


Hi Curt

The work that Syd has done on the cockpits is *truely magnificant* - you can 
easily see the love of his work in it.  I am extremely grateful and 
appreciative.
 



Just to add to this, I just did a quick dusk flight from SFO to SJC in 
the new Bravo.  I think it might have a problem with not enough drag 
because it doesn't like to slow down, but other than that it's a real 
joy to fly.  With the terrain, the lights on the ground, the sliver of a 
moon tonight, some puffy clouds, the lingering dusk light in the sky ... 
and the Bravo looks, sounds, and feels very realistic.


It's kind of funny, because FlightGear time and date is tied to your 
computer  clock, in the summer with the long days I almost never fly at 
night.  Now that we have switched to day light savings time here and the 
days have grown short, I almost never fly during the day.  I had 
forgotten about some of the nice lighting effects we do.  Fred's 
rotating beacon is really cool, the dusk sky coloring, runway and 
approach lights, stars, moon with the correct phase, all very nice.


Oh here's a sort of funny story.  I'm helping my university with a small 
UAV projects.  One thing we are doing is feeding the UAV location and 
attitude directly to FG in real time to produce a real time synthetic 
view from the perspective of the UAV (or any other perspective we 
want.)  Because it is flightgear we can overlay instruments on top of 
the synthetic view.  We were out flying last week and when we were 
getting things setup, the professor in charge commented that the 
directional gyro wasn't working on our mini-panel.  I thought about it 
for a second and had to point out that the aircraft was on the ground 
with the engine off ... no engine means no rpm.  No rpm means no vacuum 
system.  No vacuum means no gyro.  No gyro means no DG!  He was rolling 
his eyes and commenting that it would be nice if the DG just worked all 
the time. :-)  But what fun would that be?


Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Populating San Jose

2005-11-04 Thread Shelton D'Cruz

Ok found how to find the tile using the perl script (from the wiki)

Regards
Shelton.

 Hi

 I am trying to populate San Jose with some buildings and on the FAQ it says
 to use this command

 fgfs --lat=-121.93 --lon=37.36 21 | tee fgfs.log

 however when I check the log file, its empty.

 Regards
 Shelton.

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[Flightgear-devel] Compiling Flight Gear

2005-11-04 Thread Steve Knoblock
I am trying to compile FG for the first time on Suse Linux 10.0
following the instructions at
http://www.flightgear.org/Docs/InstallGuide/getstartch2.html

I downloaded and unpacked SimGear 0.3.8
plib-1.8.4

I ran the install for the ZLIB package, but could not find the Metakit
package, so skipped it. It was not in the src-libs folder of SimGear.

I then ran without success. I am posting this from Evolution, so I do
have an X windowing system running. I have a Radeon 9600XT. I could not
get BSD to start X using this card, I gave up and installed Suse. Works
fine. It comes with an OpenGL game GL-117, which gave a warning the
first time I tried to run it that it needed the correct library to do 3d
with my card, so I installed the necessary ATI drivers and it works.

linux:/usr/local/source/plib-1.8.4 # ./configure
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
includedir changed to ${prefix}/include/plib libdir is
${exec_prefix}/lib
checking for gcc... gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ANSI C... none needed
checking for style of include used by make... GNU
checking dependency style of gcc... gcc3
checking how to run the C preprocessor... gcc -E
checking for g++... no
checking for c++... no
checking for gpp... no
checking for aCC... no
checking for CC... no
checking for cxx... no
checking for cc++... no
checking for cl... no
checking for FCC... no
checking for KCC... no
checking for RCC... no
checking for xlC_r... no
checking for xlC... no
checking whether we are using the GNU C++ compiler... no
checking whether g++ accepts -g... no
checking dependency style of g++... none
checking how to run the C++ preprocessor... /lib/cpp
checking for a BSD-compatible install... /usr/bin/install -c
checking for ranlib... ranlib
checking build system type... i686-suse-linux
checking host system type... i686-suse-linux
checking for X... no
checking for pthread_create in -lpthread... no
checking for glNewList in -lGL... no
checking for glNewList in -lMesaGL... no
configure: error: could not find working GL library
linux:/usr/local/source/plib-1.8.4 #


Any ideas what is wrong?

Thanks,

Steve



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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread George Patterson
On Sat, 2005-11-05 at 05:02 +0100, Arnt Karlsen wrote:
 On Fri, 04 Nov 2005 14:03:10 -0800, Andy wrote in message 
 [EMAIL PROTECTED]:
 
  Mike Kopack wrote:
   It's not so much an issue of San Fran being BAD, it's just that KSFO
   is pretty far from downtown. We're talking about small slow-flying
   UAV's in my project (I'm using the Piper as a surrogate), so having
   to take off that far away means my demo is like 45 minutes long.
  
  As a left-field suggestion: how about defining the runways of the old
  NAS Alameda, which is just south of downtown Oakland and immediately
  across the bay from San Francisco.  The base was closed in the mid
  90's, I believe, and is now being converted into industrial loft
  space.  But the runways are still there clear as day:
  

  http://maps.google.com/maps?ll=37.786114,-122.318387spn=0.027226,0.028824t=khl=en
  
  The folks who like to play with the carrier aircraft probably wouldn't
  mind having this active, either.
 
 ..if it's modelled correctly historically, setting the date back a
 decade or so should make it active.


Hmm, interesting idea.. Can you get the METAR data from a decade or so
back in time?

George




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[Flightgear-devel] San Jose

2005-11-04 Thread Shelton D'Cruz
Hi Guys

Just to let you all know I am populating San Jose airport with buildings, 
tower etc, I am trying to make it as real as possible (from airport charts) - 
using existing objects.  I have just added the tower.  

When I am complete, how do I send it for submittal to be included in the next 
release?

Regards
Shelton.

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Re: [Flightgear-devel] Compiling Flight Gear

2005-11-04 Thread Shelton D'Cruz

Hi

Do you have OpenGL installed?

Regards
Shelton.

 I am trying to compile FG for the first time on Suse Linux 10.0
 following the instructions at
 http://www.flightgear.org/Docs/InstallGuide/getstartch2.html

 I downloaded and unpacked SimGear 0.3.8
 plib-1.8.4

 I ran the install for the ZLIB package, but could not find the Metakit
 package, so skipped it. It was not in the src-libs folder of SimGear.

 I then ran without success. I am posting this from Evolution, so I do
 have an X windowing system running. I have a Radeon 9600XT. I could not
 get BSD to start X using this card, I gave up and installed Suse. Works
 fine. It comes with an OpenGL game GL-117, which gave a warning the
 first time I tried to run it that it needed the correct library to do 3d
 with my card, so I installed the necessary ATI drivers and it works.

 linux:/usr/local/source/plib-1.8.4 # ./configure
 checking for a BSD-compatible install... /usr/bin/install -c
 checking whether build environment is sane... yes
 checking for gawk... gawk
 checking whether make sets $(MAKE)... yes
 includedir changed to ${prefix}/include/plib libdir is
 ${exec_prefix}/lib
 checking for gcc... gcc
 checking for C compiler default output file name... a.out
 checking whether the C compiler works... yes
 checking whether we are cross compiling... no
 checking for suffix of executables...
 checking for suffix of object files... o
 checking whether we are using the GNU C compiler... yes
 checking whether gcc accepts -g... yes
 checking for gcc option to accept ANSI C... none needed
 checking for style of include used by make... GNU
 checking dependency style of gcc... gcc3
 checking how to run the C preprocessor... gcc -E
 checking for g++... no
 checking for c++... no
 checking for gpp... no
 checking for aCC... no
 checking for CC... no
 checking for cxx... no
 checking for cc++... no
 checking for cl... no
 checking for FCC... no
 checking for KCC... no
 checking for RCC... no
 checking for xlC_r... no
 checking for xlC... no
 checking whether we are using the GNU C++ compiler... no
 checking whether g++ accepts -g... no
 checking dependency style of g++... none
 checking how to run the C++ preprocessor... /lib/cpp
 checking for a BSD-compatible install... /usr/bin/install -c
 checking for ranlib... ranlib
 checking build system type... i686-suse-linux
 checking host system type... i686-suse-linux
 checking for X... no
 checking for pthread_create in -lpthread... no
 checking for glNewList in -lGL... no
 checking for glNewList in -lMesaGL... no
 configure: error: could not find working GL library
 linux:/usr/local/source/plib-1.8.4 #


 Any ideas what is wrong?

 Thanks,

 Steve



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Re: [Flightgear-devel] Compiling Flight Gear

2005-11-04 Thread George Patterson
On Fri, 2005-11-04 at 23:19 -0500, Steve Knoblock wrote:
 I am trying to compile FG for the first time on Suse Linux 10.0
 following the instructions at
 http://www.flightgear.org/Docs/InstallGuide/getstartch2.html
 
 I downloaded and unpacked SimGear 0.3.8
 plib-1.8.4
 
 I ran the install for the ZLIB package, but could not find the Metakit
 package, so skipped it. It was not in the src-libs folder of SimGear.
 
 I then ran without success. I am posting this from Evolution, so I do
 have an X windowing system running. I have a Radeon 9600XT. I could not
 get BSD to start X using this card, I gave up and installed Suse. Works
 fine. It comes with an OpenGL game GL-117, which gave a warning the
 first time I tried to run it that it needed the correct library to do 3d
 with my card, so I installed the necessary ATI drivers and it works.
 
 linux:/usr/local/source/plib-1.8.4 # ./configure
 checking for a BSD-compatible install... /usr/bin/install -c
 checking whether build environment is sane... yes
 checking for gawk... gawk
 checking whether make sets $(MAKE)... yes
 includedir changed to ${prefix}/include/plib libdir is
 ${exec_prefix}/lib
 checking for gcc... gcc
 checking for C compiler default output file name... a.out
 checking whether the C compiler works... yes
 checking whether we are cross compiling... no
 checking for suffix of executables...
 checking for suffix of object files... o
 checking whether we are using the GNU C compiler... yes
 checking whether gcc accepts -g... yes
 checking for gcc option to accept ANSI C... none needed
 checking for style of include used by make... GNU
 checking dependency style of gcc... gcc3
 checking how to run the C preprocessor... gcc -E
 checking for g++... no
 checking for c++... no
 checking for gpp... no
 checking for aCC... no
 checking for CC... no
 checking for cxx... no
 checking for cc++... no
 checking for cl... no
 checking for FCC... no
 checking for KCC... no
 checking for RCC... no
 checking for xlC_r... no
 checking for xlC... no
 checking whether we are using the GNU C++ compiler... no
 checking whether g++ accepts -g... no
 checking dependency style of g++... none
 checking how to run the C++ preprocessor... /lib/cpp
 checking for a BSD-compatible install... /usr/bin/install -c
 checking for ranlib... ranlib
 checking build system type... i686-suse-linux
 checking host system type... i686-suse-linux
 checking for X... no
 checking for pthread_create in -lpthread... no
 checking for glNewList in -lGL... no
 checking for glNewList in -lMesaGL... no
 configure: error: could not find working GL library
 linux:/usr/local/source/plib-1.8.4 #

Steve, you seem to have the following missing.

- C++ compiler
- X delopment libraries and header files are missing
- OpenGL libraries and header file 

Have you compiled something else other than FlightGear?

For Suse, I'm not sure what packages you need to install, sorry..

George


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