Re: [Flightgear-devel] Buildings?????
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ 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
Re: [Flightgear-devel] Buildings?????
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Buildings?????
* 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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
--- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d Heh, you could pretty much cut and paste that into the Wiki :) Good info. Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d 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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d Too many hippies. They don't like to see that in government contracts :) Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Buildings?????
* 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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
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. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Buildings?????
* 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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Buildings ?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] [Flightgear-cvslogs] CVS: FlightGear/src/FDM groundcache.cxx, 1.11, 1.12
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 :-) ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings ?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] New commit ssgEntityArray not built
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: New commit ssgEntityArray not built
* 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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] AI Aircraft Models
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.0 (MingW32) iD8DBQFDa+NXlhWtxOxWNFcRAjnMAJ9yv+kvqX0pLJvRKxGAUj9Iesau9ACfRHpt doz58/mJJZDhZADJLyTgOH0= =Qscd -END PGP SIGNATURE- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Buildings ?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings ?????
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. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] AI Aircraft Models
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. ___ 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] [PATCH] a misprint in hunter-set.xml
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Buildings ?????
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] getting hands dirtier: graphics-related programming task sought
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] AI Aircraft Models
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Citation Bravo
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. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Citation Bravo
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Populating San Jose
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ 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
Re: [Flightgear-devel] Citation Bravo
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. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Populating San Jose
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. ___ 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] Compiling Flight Gear
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings ?????
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] San Jose
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Compiling Flight Gear
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 ___ 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
Re: [Flightgear-devel] Compiling Flight Gear
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d