[Flightgear-devel] Adding a Hanger

2005-11-05 Thread Shelton D'Cruz
Hi

I am trying to add a hanger into SanJose but I am not sure what I need to put 
in the XML file.

This is what i have at the moment:
?xml version=1.0?

PropertyList

 pathhanger2.ac/path

 animation
  typerange/type
  min-m0/min-m
  max-m1/max-m
 /animation

 animation
  typerange/type
  object-nameantennas/object-name
  object-nameglass/object-name
  min-m0/min-m
  max-m1000/max-m
 /animation

 animation
  typerange/type
  object-nameworkbench/object-name
  object-namefence/object-name
  min-m0/min-m
  max-m3000/max-m
 /animation

/PropertyList


However, FGFS says:
WARNING: ssgLoadAC: Failed to open 
'/usr/share/games/FlightGear/data/Models/Airport/hanger2.ac' for reading

Regards
Shelton.

 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] Adding a Hanger

2005-11-05 Thread Paul Surgeon
On Saturday 05 November 2005 10:09, Shelton D'Cruz wrote:
 However, FGFS says:
 WARNING: ssgLoadAC: Failed to open
 '/usr/share/games/FlightGear/data/Models/Airport/hanger2.ac' for reading

Looks like you haven't added your hangar2.ac model to 
the /usr/share/games/FlightGear/data/Models/Airport/ directory or it's a file  
permissions problem. My guess is it's the former.

Paul

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Re: [Flightgear-devel] Adding a Hanger

2005-11-05 Thread Martin Spott
Shelton D'Cruz wrote:

  pathhanger2.ac/path
 ^
 's/e/a/g' ?
I assume your AC3D file is called hangAr - right ?

Martin - early in the morning  :-)
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Adding a Hanger

2005-11-05 Thread Shelton D'Cruz

lol thanks guys

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