Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Robicd

Paul Surgeon wrote:

We're still stuck not being able to model airports properly.
TaxiDraw is a great tool but I really don't like being limited to rectangular 
taxiway sections - they look awful.


NURBS surface primitives would be a great tool instead of being stuck to 
rectangles; of course, a further conversion to triangles would be 
necessary but that could be accomplished with a postprocessing 
algorithm, right before including the taxiways into the final airport file.


 Roberto

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

2005-11-23 Thread Robicd

Martin Spott wrote:

Roberto Inzerillo wrote:



FGSD is very helpfull in modelling the terrain too.



 but you should note that there is no way to feed this terrain back
into the 'official' FlightGear Scenery,

Martin.


Of course not. You are perfectly right. But it's nice to have private 
personalized high resolution/detailed sceneries :-)


I have real fun with that, my area (which is Palermo - Italy) has really 
awfull release scenery tiles. I guess I will need more time to spend on 
learning GRASS and maybe in the near future we will have the tools to 
easily integrate private enhancements to the scenery base.


But it's still true that you _can_ model the terrain with FGSD. It's 
really easy (of course time consuming though) and you can get nice 
results (http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html).


   Roberto

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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns in Viewport

2005-07-23 Thread Robicd

Paul Kahler ha scritto:

All this multiplayer chat stuff has me thinking game. It would
probably be more in line with simulation if chatting took place on a
simulated radio. You'd not only have to be close enough to someone, but
you'd have to be on the same frequency in order to talk to them. The
idea of having little on-screen identifiers might be OK as long as it
can be turned off. I really like that FGFS focuses on simulation and not
game play.

If you want to be highly realistic, mutiplayer voice chat with proper
radio frequencies would be ideal. Bandwidth might be a problem for large
groups, but small ones should be no problem. Of course it's much more
complicated too ;-)


You know what? I like your point :-) Not completely, but I do.

Although I really do not do more then just _play_ with fgfs, I agree 
with you about the simulation stuff. I like having fgfs as a realistic 
simulator and not as a videogame; I think that has to remain the goal of 
the entire project. I would really try and making use of a radio 
simulator which works close to the real ones on airplanes if there where 
one. If people here are getting in the direction of building this 
interface top fgfs, I will welcome that as a very appreciated feature :-)


Of course, I am aware of the fact that fgfs is a _simulator_, it is a 
computer program and has features which real airplanes do not have. So I 
have something here which does not belong to reality: a network 
multiplayer system with users connecting from around the world and not 
pilots who fly by schedule under the control of some real ATC.
So now, fgfs does have viewport control (which is totally not realistic, 
not a pilot in the world has any chance of looking at his airplane from 
ouside while flying) because it is a _simulator_ and it can do that. Is 
thre any reason why fgfs can't have a chat system which is again not 
realistic at all when thinking about airplane pilot's communications but 
still is very usefull and I guess easy to integrate in the source?


Having said that, I assure you I like the idea of a realistic radio 
system (I mean: voice). In the meanwhile, maybe someone will make use of 
text chat (something like we used to do with early IRC before VOIP came 
to life). It's even already partly integrated in the source code :-)


Same goes for callsigns' popup which could be a nice candy if easy to 
realize and integrate in the code, has not to be considered high 
priority but as I read around the code for city's popup is working and I 
suspect it will be really easy to adapt that to multiplayer's callsigns. 
That's my idea :-)


 Roberto

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd

Melchior FRANZ ha scritto:

* Roberto Inzerillo -- Friday 15 July 2005 11:04:

But FGFS crashes every time a new user joins the server with an aircraft 
which is not in my dir tree. The problem is common to many people who 
used this multiplayer mode.

Is there any chance we can get a new binary with a workaround?



The binary workaround can be downloaded here:
http://www.flightgear.org/Downloads/aircraft/

m.  :-}


Of course, Melchior ... I know :-|
But this solution doesn't fit to this specific problem. FlightGear will 
crash _before_ I know which 
http://www.flightgear.org/Downloads/aircraft/ I need to download!
Some other idea? Will FGFS check/discard/revert_to_default network 
packets with not existing Aircraft identifications inside?


   R.

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



That's why you install *all* of them! And fgfs doesn't really crash. It
just throws an exception that is only caught in bootstrap.cxx and causes
a 'regular' abort(). That's called error handling!  :-)

Some other idea? Will FGFS check/discard/revert_to_default network 
packets with not existing Aircraft identifications inside?


I guess I fixed that in CVS. Haven't tested it, though. And I can't
make binary packages ...


Nice to know :-) I will wait the next binary.

I am looking at mpmessages.hxx since Oliver told me the UDP packet 
structure is in there. I'd like to try writing some code in order to get 
some moving models on the ground. I am not skilled with python/perl/java 
and so on, but I guess forging some UDP packets is not that big effort 
and could be made even with PHP too, right? Any hint before I start 
doing that in a totally wrong way?


  R.

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



Some other idea? Will FGFS check/discard/revert_to_default network
packets with not existing Aircraft identifications inside?


I guess I fixed that in CVS. Haven't tested it, though. And I can't
make binary packages ...



Here is one :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgfs-win32-20050715.zip

As always, it may need an up-to-date ( I mean CVS ) base package.
Just try it and report success or failure.

-Fred


Thx Fred, it works with distribution package too but ... is keypad 
working differently now?
I was used holding down Pag-Up key for increasing RPM, now I have to 
push it several time in order to increase RPM step by step; I can't get 
it increasing by simply holding down the key. Is this behaviour related 
to the new binary or something I am missing?


   Roberto

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd

Frederic Bouvier ha scritto:


Here is one :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgfs-win32-20050715.zip


I get the following in console:

WARNING: ssgSGIHeader::: Failed to open 
'g:/Programmi/FlightGear/data/Textures/Sky/cl_cumulus.rgb' for reading.
WARNING: ssgSGIHeader::: Failed to open 
'g:/Programmi/FlightGear/data/Textures/Sky/cl_stratus.rgb' for reading.
WARNING: ssgLoadAC: Failed to open 
'g:/Programmi/FlightGear/data/Aircraft/c172r/Models/c172-dpm.ac' for reading


That's because I used 0.9.8 base package and it misses those things.
It works anyway.

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



Yes, you are missing the base package. Keys are now only repeatable
if repeatable is actually set for this key in $FG_ROOT/keyboard.xml.
There was a bug before that did always enable autorepeat.


How should I set this property for a key? Something like what follows?

key n=360
  namePageUp/name
  descIncrease throttle or autopilot autothrottle./desc
  repeatableyes/repeatable
  ...
/key


I tried that, it doesn't work, I get:

Error reading properties: mismatched tag at 
g:/Programmi/FlightGear/data/keyboard.xml, line 1134, column 3


What's the correct syntax?

  Roberto

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



key n=360
  namePageUp/name
  descIncrease throttle or autopilot autothrottle./desc
  repeatableyes/repeatable
  ...
/key


Error reading properties: mismatched tag at 
g:/Programmi/FlightGear/data/keyboard.xml, line 1134, column 3


What's the correct syntax?


The syntax is correct in what you posted. But apparently not in
your file.

m.


 My mistake. You are right. The error went out when I didn't properly 
close the repeatable tag.


 Anyway, with the correct above syntax nothing happens and key Pageup 
doesn't repeat at all. Maybe I really need more then the updated binary 
provided by Fred to make it work.


   Roberto

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Re: [Flightgear-devel] Re: [Terragear-devel]

2005-07-03 Thread Robicd

Martin Spott ha scritto:

Roberto Inzerillo wrote:



So I guess, using more photoreal scenery into FGFS would give a more
realistic result with less human effort then using default terrain textures,
vector roads/lakes/rivers/railroads...



I believe the most promising effort of this sort is 'osgPlanet' where
you apparently can plug almost every sort of geodata. I wonder why
Norman Vine didn't tell us about it  ;-)

Cheers,
Martin.


That's awesome!
I'll give a deep look inside today. Do you (Martin) really think
osgPlanet has the right key (from a developers point of view) to let
FGFS make a new step into photo-real scenery? I really hope so.

I've been come to the conclusion that the current scenery contributers
are a lot but have a lot of difficulties too in order to integrate their
work into the current world representation.

Many people in the world use to hack simulators in order to achieve more
realistic environment (that's real fun :-) , that is de facto possible
thanks to the nature of most of them, FGFS is also opensource and that's
a big advantage. But the lack of simple (not just for highly skilled
developers) tools is a big stop (FGSD is a rare and good example of
user-tool but it's definetely not enough).

I am sad because I see Jon Stockill's repository almost stopped getting
new contributes. I guess it's because of some obstacles (not in John's
repository itself) which common people don't like to cope with.

Anyway, I'm positive with the idea that FGFS is, because of it's
opensource nature, a step behind to other simulators and has great
potentials which just need to come to reality. So you all developers
deserv great respect and support by the user-land.

 so, have a nice day,
 let's see what happens with osgPlanet :-)
Roberto


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Re: [Flightgear-devel] Anyone likes helping with italian scenery?

2005-05-27 Thread Robicd

Chris Metzler ha scritto:

At one point, I used fgsd to do what I thought was some nice work in the
Washington, D.C. area as preparatory to laying out ground structures I
had done or was going to do.  The course of the Potomac River is about
500m from its correct location in the FG scenery as is, so I fixed that,
changed material settings for various ground triangles, made some inlet
areas that didn't exist in the FG scenery, etc.  It looked nice, I thought.
And KDCA no longer sat on a table that hovered out in the middle of
nowhere like it previously did (and does now).



Then a new version of the FG scenery came out, and one of its big
advantages was a fix to a bug which occasionally produced sharp steps
in ground elevation where the ground should slope more smoothly.  This
was significant because this bug had made the main runway at KDCA
unusable because of a sharp step in the middle.  I went with the new
scenery, getting full access to the runway; but I lost the terrain
changes I'd done with fgsd in the process.  I haven't re-done them
since, out of fear that I'd either have to throw them out again with
the next FG scenery set, OR would keep them and at the very least have
odd artifacts around the tile edges where one transitions from old
scenery tile to the new stuff (and of course miss out on any improvements
to the scenery generation algorithms that would have impacted the
tile(s) in question).

I think fgsd is cool, and I really enjoy playing with it; but if I
had the infinite amount of free time all of us wish we had, I'd work
on TerraGear drawing its info from some kind of GIS, and implementing
some way (in fgsd and/or other tools) to update that info, so that
fixes to the terrain could propagate upstream and be included in
future scenery builds, removing the need to fix the terrain over and
over and over.  I know, I know, we've all talked about this before,
and pretty much everyone thinks its a good idea, and no one has the
time.  I really really wish I did.


You know what? You are right. The problems coming out from working with 
FGSD on scenery tiles instead of with some kind of primitives data set 
(which should be preprocessed) are obvious but I wish people don't stop 
just because of that.


I still prefer having a working and beautiful scenery _now_ then waiting 
for an immaginary scenery in the future. I don't think there will be 
that great improvement in global scenery development in the near future 
without some kind of a users' personal involvement in the process. This 
is true with commercial Flight Simulators too (look at what people do 
around the world with MSFS sceneries personalizations, they really rock!).


As I look at that I notice there are many things to be done in FGFS when 
thinking about scenery structures. First of all, I don't think that 
roads/ground/lakes/railroads/etc... should share the same surface mesh. 
This is nonesense. They are very different in the real world, they don't 
share much of their properties (geometrical and visual ones) and should 
be simulated with appropriate methods instead of a homogeneous one like now.
I know, the way FGFS terrain file format works now is simple and works 
good, but imposes to scenery developers a great amount of limitations 
and compromises. I'd like to have a tool which could modify ground 
surfaces without touching the roads and the railroads (which could be 
adjusted, if needed, in a future time and by other hands). And what 
about terrain usage borders (urban, ocean, crop etc...), which, by now, 
have to coincide with mesh's triangle borders? It's a limitation and 
should not be. The terrain mesh should descript the geometry of the 
terrain (altitudes, borders, coast lines); textures are then used to 
'paint' something over the mesh, I don't see any need to limit the 
borders of those textures to the same borders of the meshes. I see in my 
imagination a terrain simulation where these and other details are not 
stuck together with a rigid terrain description system like the one FGFS 
is using now.


But now, FGFS works in this way. The terrain has a file format which can 
be easily modified with FGSD and the only chance a simple user like me 
has to fully enjoy the simulation is to make full use of it's potentials 
_now_. You know what? I like the Palermo scenery now that I hacked it 
:-) I really didn't before that :-(
I hope many other people will walk this way, maybe in the future there 
will be so many personalized scenery around the world (it's just a 
supposition) that an evolution of the terrain file format should take 
into account a good tool for converting old ones without loosing those 
users' improvements or should consider some kind of backwards compatible 
terrain parser.


Anyway, I think the best way is to develop a new set of world elements 
description. The roads, the terrain boundaries, the terrain textures 
need a very deep restyling in order to attract users around the world. I 
am shure that 

Re: [Flightgear-devel] Anyone likes helping with italian scenery?

2005-05-26 Thread Robicd



Gerard ROBIN ha scritto:

http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html



Wonderfull.
You where using FGSD, does it mean you are working on windows.
because on the linux side i could never make a compilation of that
program.


That's right. But I don't like it very much. I'm just to lazy to compile 
all that stuff (FGFS + FGSD + Related libs) under Linux.




It is a long time ago i wondered to make sceneries of France in
Provence.  


You will need some time :-) But it pays.


Roberto





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Re: [Flightgear-devel] FlightGear Scenery Object Database

2005-01-29 Thread Robicd
CONTRIBUTING MORE OBJECTS
If you wish to help populate the world with interesting objects (yes, we 
really are aiming for total world domination here :-) then we'll need 
the following details:
 ...
That is good!
I'll post some test-objects I made. Is it good to post 'beta-released' 
objects too? :-)
I still have some problems determining the correct position of them on 
the terrain. Maybe I can put some object (mainly buildings) without even 
providing coordinates. They could be used as general use buildings 
instead/besides the ones distributed with the FGFS package.

Roberto
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Re: [Flightgear-devel] Atlas release candidate

2005-01-29 Thread Robicd

A windows binary of the code a few weeks ago is here:
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/atlas-win32-20050112.zip
courtesy of Fred Bouvier.  Hopefully he will produce a release binary as
well.
Oh! That's nice :-)
Thank you Frederic, you are sooo great !
Downloaded right now ... I needed to dowload GLUT win32 binaries too 
before getting Atlas to run. Then I had to copy the Atlas files into a 
\atlas subdiretory under c:\programmi\flightgear\data\ and write some 
command line options to atlas.exe ... anyway, it works, I will play 
around with it tonite :-)

Roberto
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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-27 Thread Robicd

I've found Geotrans Translator v.2.2.5 software; I tried using it for 
converting from WGS84/NUTM33 to WGS84/Geodetic coordinates and I had 
some not very good results.
I don't know if I am making something wrong with that software or the 
starting coordinates are not accurate (although they should be :-)
I'll investigate more and download GDAL too. Let's see.

Do you know Geotrans too? Is it of any value?

If this is the NIMA Geotans tool,  it is an excellent tool.
Norman
Yes it is. But I'm not very happy with that. Maybe it's just me (I'm 
totally new to those coordinates systems) or the fgfs scenery are not 
accurate enough. Anyway the first results are not very satisfying. 
Objects placed into fgfs scenery, using the coordinates which Geotrans 
converted for me, are in the wrong place.
Maybe I'm missing something. Are experienced with that Geotrans? May I 
send you some test files and double check with you what I am doing so to 
be shure it's not me doing it wrong?

   Thx in advance,
   Roberto

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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-26 Thread Robicd
Datum: WGS84
Projection: NUTM33
Coordinate top left
x: 353620.2 y: 4225543.6
Coordinate bottom right
x: 354212.2 y: 4225976.1
These are UTM North Zone 33
http://www.dmap.co.uk/utmworld.htm
You probably will want to warp these into LatLon space
http://www.remotesensing.org/gdal/gdal_utilities.html#gdalwarp
I've found Geotrans Translator v.2.2.5 software; I tried using it for 
converting from WGS84/NUTM33 to WGS84/Geodetic coordinates and I had 
some not very good results.
I don't know if I am making something wrong with that software or the 
starting coordinates are not accurate (although they should be :-)
I'll investigate more and download GDAL too. Let's see.

Do you know Geotrans too? Is it of any value?
Roberto
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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-25 Thread Robicd
Manuel Massing ha scritto:
Hello Robicd,

 I've made a .ase 3d object (a Villa of my town) for a scenery. I have
a satellite picture of the place where the Villa resides, which has
datum wgs84 coordinates of the two corners of the bitmap. I really
don't know how to convert such coordinates (1st corner is
353620.2/4225543.6, 2nd corner is 354212.2/4225976.1) to a format
suitable for a .stg file.

These coordinates don't mean much by themselves, you need to know which
projection they relate to. Probably a UTM projection in your case.

You're right, the picture shows a Projection field too. Complete infos are:
Datum: WGS84
Projection: NUTM33
Coordinate top left
x: 353620.2 y: 4225543.6
Coordinate bottom right
x: 354212.2 y: 4225976.1
Scale: 1:2944
Is this enough for making a correct unit conversion? I would like to 
comprehend what all those units mean but ... I guess there's no 
Coordinates-MiniHowto :-(   There should be one.

 I would
 recommend you install gdal (http://www.gdal.org/), and use gdalinfo to
 get projection information for your file. You can than use
 gdal_translate + gdalinfo or a proj4 tool to convert between projected
 or pixel coordinates and lat/lon.
I'll take a look.

cheers,
 Manuel
The Agriculture Department of the State I lieve in (which is Italy) 
offers for free those aerial/satellite pictures which are not the same 
quality as the Keyhole's ones but are pretty good anyway.
The whole state is covered, resolution is not very high but there are 
rumours about near future enhancements of the content.
I think I can't redistribute those images being non GPLd but they're 
free for personal use and they look very nice :-)
I promise, I will write down a howto as soon as I get them texturizing 
my landscape in FGFS :-)

Thx,
  Roberto
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[Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-23 Thread Robicd
Hi,
 I've made a .ase 3d object (a Villa of my town) for a scenery. I have 
a satellite picture of the place where the Villa resides, which has 
datum wgs84 coordinates of the two corners of the bitmap. I really 
don't know how to convert such coordinates (1st corner is 
353620.2/4225543.6, 2nd corner is 354212.2/4225976.1) to a format 
suitable for a .stg file.

Where should I look at for docs? The online ones where not very clear to 
me :-(
Any help?

  Thx,
 Roberto

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Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-23 Thread Robicd
Where should I look at for docs? The online ones where not very clear to
me :-(
Any help?

fgsd can help you for that task. http://fgsd.sf.net
Not very much since fgsd does not work very good under Win98, it crashes 
and I can't get him working with aerial pictures :-(

  still hungry for hints,
Roberto
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[Flightgear-devel] Maybe bug? Two copies of 'docs' in w32 binary install.

2005-01-20 Thread Robicd
I've installed v0.9.8 w32 binary package and now I have two 'docs' 
directories into the FlightGear dir.

They are perfectly the same, same files inside. Is this a bug (let's 
call it that way ;-) ?
Are there two copies (it means two times 6.180.170 bytes) of that dir 
'into' the binary install file too?

Just in case someone cares,
   Roberto

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Re: [Flightgear-devel] [OT] Terrain photo-real howto

2005-01-18 Thread Robicd
Hi,
How do I use photo-real terrains? I have some nice aerial pictures of 

..these pix _you_ owns the copyrights to?  Next step is GPL them, and
paint them onto the scenery tiles.
Sorry no, I can't distribute them because they are copyrighted but I'd 
like to have them for private use (that's allowed) and that will help me 
positioning a few 3d objects I'm currently building into the right place 
in the scenery.

   Roberto

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[Flightgear-devel] [OT] Terrain photo-real howto

2005-01-17 Thread Robicd
Hi,
 Sorry, I know it's not a Developer's question but I don't find 
anything in the docs so I ask here.

How do I use photo-real terrains? I have some nice aerial pictures of 
the city I leave in and I would like to use them into FGFS but I really 
don't know how to include them into a scenary. Any hint?

 Thx,
Roberto

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[Flightgear-devel] Why should maps be power of 2?

2005-01-15 Thread Robicd
I've been managing with some 3d objects to put into fgfs sceneries and 
I've found that faces' texture maps should be sized with power of 2.
I'm using .3ds files (with .bmp maps) which don't have such limitation.

Is there a reason for that? Is there a way to avoid that limitation?
I find not very easy to force every map having that sizes.
Roberto

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Re: [Flightgear-devel] I have a GMax 3D model, help me exporting to 3ds file format

2005-01-14 Thread Robicd
Ampere K. Hardraade ha scritto:
You can also send it to me.  I should be able to export it for you.
Ampere
P.S. Being in a BridgeCommander modding community once, I was pretty sure that 
GMax can export meshes into 3ds formats.  hmm...
Maybe some old release did. I know gmax since a few days only and it 
explicitly does not.


Well, thank you very much but ... I've found the solution: a 3DStudioMax 
enabled machine to which I will have full access for free :-) It's so 
good to have friends who work with commercials.

Currently I'm getting mad with Mapping Coordinates and Orientations :-(
You know, mapping each side of a building with real bitmaps gives a 
taste of reality, which still lacks to fgfs, but requires some 
additional work.

Anyway, as soon as some 3D objects get ready I'll park them on the web 
so that everyone can give a look, his own comment and any kind of 
suggestion.

Roberto


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Re: [Flightgear-devel] May I help with scenery?

2005-01-13 Thread Robicd

Does GMax have any object exporters?  That is, what formats can 
it save models in?
GMax save as .gmax and export as .p3d
None of them is directly usable :-(

Personally, I use Realsoft3D for making my models and export them 
in .obj format.  I then import the .obj format models into AC3D 
(V3.6) to apply the textures and convert it into .ac format for 
FG.
Well, it seems that Realsoft3D costs 600,00 Eur which I don't plan 
paying for something I will give out for free :-)
Thx for the hint anyway.

Roberto
p.s. may you know there's some old version which is free to purchase?
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[Flightgear-devel] Bug setting DME in v0.9.6 Win32

2005-01-13 Thread Robicd
Hi,
 I've found a little bug playing around with the runner whih does not
permit fgfs.exe to run.
After setting Advanced-Avionics-DME=Nav1 I get a wrong fgfs.exe command
line:
C:\Programmi\FlightGear\bin\Win32\fgfs.exe
  --fg-root=C:\Program\FG\data
  --fg-scenery=C:\Program\FG\data\Scenery;C:\Programmi\FG\scenery
  --airport-id=LICJ
  --runway=07
  --aircraft=c182-2dpanel
  --control=keyboard
  --enable-random-objects
  --enable-hud
  --disable-anti-alias-hud
  --enable-horizon-effect
  --enable-enhanced-lighting
  --enable-distance-attenuation
  --enable-ai-models
  --enable-fullscreen
  --nav1=109.50
  --nav2=113.00
  -dme=nav1
-dme=nav1 is wrong, it should be --dme=nav with double '-' instead of
the single one, am I right?
 have a nice flight :-)
 Roberto

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Robicd
Hi Chris,
SGI bitmap format that FlightGear uses.  For making models, the
apps that are popular on Linux (Blender, AC3D) are cross-platform,
and other apps that are available to Windows users but not to Linux
users (e.g. 3DSMax) will work as well.
I'm trying out AC3D, would you suggest that?

I'd love to know that it's not a complete waste of time insisting in 
using this OS, so ... Who is still maintaing world sceneries? Should I 
contact someone in order to coordinate the efforts?
It depends on what you're really asking here.  Curtis Olson builds
and maintains the official terrain, and keeps the official ground
scenery that's distributed with that terrain.  At present, that ground
...
other.  Hopefully Curt or Erik or David or someone else more
knowledgeable than I am will comment on this.
I'd like to include buildings of the city I leave in. I'm not in the 
mood of filling the terrain area with trees or randomly generated 
buildings. I'd like to (virtually) fly over my city and recognize 
villas, the City Hall, the Cathedral, maybe the Football Stadium and so on.


If OTOH you're not asking about official inclusion into FlightGear,
Please slow down. I'm just starting at collecting informations here, in 
order to decide if and how is it possible to contribute to the scenery. 
If that will be including my work into the official F.G. release is not 
even taken into account right now. It's too early. I will be happy if I 
succeed in adding a single realistic 3D object into an official scenery 
and if I get to correct (and I mean here: correct not modify) any 
costline or wrong height of the terrain of the city I leave into.


but rather about efforts by users and developers to create ground
scenery and share it amongst each other
That's more my point of view (at least now). I consider it a good 
starting point.


Well, there are two issues.  The first is that the .bgl format used
for MSFS is pretty hard to break down into models.
That's a pity. I was confident I could use such files, that closes a 
promising scenario :-(
Anyway I'll investigate further.


The second, more important issue is that of licensing.  While one
could certainly use such scenery oneself, or (in the case of the
freeware stuff) distribute it to other interestedFlightGear users
independent of FlightGear, it almost always couldn't be distributed
*with* FlightGear, even if free.  The problem is that nearly all
freeware comes with a license that is incompatible with the one that
FlightGear uses (the GPL).  The GPL doesn't place restrictions on what
people do with the software once they've obtained it.  In particular,
if they wanna sell or re-sell it, they can.  Nearly all freeware
comes with a restriction preventing any commercial use.  That's
incompatible with the GPL.
That could be not an issue if the original creator of the .bgl releases 
the F.G. converted file under GPL too. Just an idea :-)

Roberto


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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Robicd
Hi Ampere,
 AC3D is a basic 3D modeller wich works with .ac files. It seems easy 
though
 not very stable. There's a free trial version. I will find out if
 registering is worth. Any other suggestions?


 Since you have experience with 3D Studio, you may want to use GMax:
 http://www4.discreet.com/gmax/

 It has all the functionality you will ever need.  Best of all, it 
doesn't need any money.

That's good, seems pretty much more powerfull then AC3D. But no, I was
used to 3D Studio (old Dos version) not to 3DS-Max whose interface style
is very similar to the GMax one. Anyway, GMax has plenty of docs and I
will mainly use only basic tools (it's good to see that boolean
operations are fully implemented, AC3D doesn't).
...
1st problem: GMax does import 3ds files but does not export, should I 
get some additional sort of plugin? How do you do that?

   thx,
 Roberto
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[Flightgear-devel] May I help with scenery?

2005-01-11 Thread Robicd
Hi,
 1st of all: F.G. is great :-)
I like OpenSource and I loved playing Flight Simulators few years ago. 
Now I'm trying out this software and I like flying around my country 
(which is Italy) with it very much. It's a pity that the scenery is 
still very poor (though I appreciate the effort in generating such a 
huge world wide scenery set).

I would like to help, maybe with some simple objects around the scenery 
(buildings, aerial pictures of the terrain, some more details for the 
two airports around my city, Palermo, that's just an example).

I'm using the Windows binary, I tryed out the trial version of AC3D as a 
modeller, TaxiDraw for taxy ways generation. I was used to 3D Studio 
(many years ago) and AutoCAD, so I have some basic skills on vector 
drawings. I 'live' in my city so I'm able to personally check out the 
world as it really is and build up objects around the airports with do 
not look 'inappropriate' to the simulation and I'd really love to put 
the building where I live myself into the scenery :-)

And now it comes to the developer team: some hints would be very 
appreciated. I'd like to use a Windows OS because I'm sooo used to it 
(please forgive me :-) but I read that most of the tools are Unix based. 
I'd love to know that it's not a complete waste of time insisting in 
using this OS, so ... Who is still maintaing world sceneries? Should I 
contact someone in order to coordinate the efforts? Is there some more 
documentation for building objects around the scenery (I mean something 
more about file formats, software tool kits, geographical references 
etc...)?

Well, I hope someone will give me a chance.
Roberto
p.s. there are a bunch of very interesting and detailed MS-FS scenery 
sets around (many of them are free); could it be a good starting point 
for adding details to the local (around the city of Palermo) F.G. 
scenery? Maybe it's not that difficult to convert to the F.G. format.

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