Re: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-29 Thread Wolfram Kuss

This atg file is the wavefront obj file?

It is simply the ascii for of the btg. 
ATG = Ascii Terra Gear
BTG = Binary Terra Gear
There is code to convert between them. If you have Windows, I can give
you the source for at least one direction. If you have another OS,
then you need to call decode_binobj (IIRC, I would have to look it
up).

[]'s

Marcio Shimoda

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-29 Thread Marcio Shimoda

 It is simply the ascii for of the btg. 
 ATG = Ascii Terra Gear
 BTG = Binary Terra Gear
 There is code to convert between them. If you have Windows, I can give
 you the source for at least one direction. If you have another OS,
 then you need to call decode_binobj (IIRC, I would have to look it
 up).
 

Yeah, could be nice.

[]'s

Marcio Shimoda


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RE: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-29 Thread Norman Vine

Marcio Shimoda writes:

 It is simply the ascii for of the btg. 
 ATG = Ascii Terra Gear
 BTG = Binary Terra Gear
 There is code to convert between them. If you have Windows, 
I can give
 you the source for at least one direction. If you have another OS,
 then you need to call decode_binobj (IIRC, I would have to look it
 up).
 

Yeah, could be nice.

Everything you need is in SimGear
simgear / io / sg_binobj.XXX

There is also some code in FlightGear that might help 
src / Objects / obj.cxx

What is it you are trying to do ?

Cheers

Norman


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Re: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-28 Thread Marcio Shimoda

 To edit KLVK, extract KLVK.btg.gz, leaving the .gz file where it is.
 Say btg2atg KLVK to convert the binary KLVK.btg into the ascii
 KLVK.atg.I create a new work directory where I put this.
 Create a directory textures under this and put all the needed
 textures in there. Load KLVK.atg into PPE. If there are still textures
 missing, PPE will tell you in the console.

This atg file is the wavefront obj file?

[]'s

Marcio Shimoda


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RE: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-28 Thread Norman Vine

Marcio Shimoda writes:

 To edit KLVK, extract KLVK.btg.gz, leaving the .gz file where it is.
 Say btg2atg KLVK to convert the binary KLVK.btg into the ascii
 KLVK.atg.

This atg file is the wavefront obj file?

Yes,  well not really a wavefront .obj file but a FGFS
Scenery File which is a slightly modified version of
the wavefront .obj file but close enough :-)

Cheers

Norman

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Re: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-28 Thread Marcio Shimoda

 Yes,  well not really a wavefront .obj file but a FGFS
 Scenery File which is a slightly modified version of
 the wavefront .obj file but close enough :-)

Where I get more information about these modifications?

Thanx in advance.

Marcio Shimoda


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[Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-27 Thread Wolfram Kuss

Here is what you have to do to edit fgfs scenery tiles with PPE:

1) Get PPE (prettypoly Editor, see prettypoly.sf.net ).
Get a program that converts btg to atg files, called btg2atg in this
text.
Windows people can simply download the binaries:
http://prettypoly.sourceforge.net/download/ppewinbin.zip
http://prettypoly.sourceforge.net/download/btg2atg.zip


2)
In your .ppe_rc, you need to have something like

viewer.setTexturePath($(APOM);$(APOM)/texture;$(APOM)/../texture;c:/FlightGear/textures/$(...))

This should mean that PPE finds the textures of .MDL models you load 
and the FlightGear textures.


3)
To edit KLVK, extract KLVK.btg.gz, leaving the .gz file where it is.
Say btg2atg KLVK to convert the binary KLVK.btg into the ascii
KLVK.atg.I create a new work directory where I put this.
Create a directory textures under this and put all the needed
textures in there. Load KLVK.atg into PPE. If there are still textures
missing, PPE will tell you in the console.

4) You could edit this atg file and save it and have FlightGear load
it. However, the more up-to-date thing for adding objects is to load
aditional objects via the *.stg files. For limitations on ATG loading
and writing, see the PLIB docs, under the table on the file formats

5a)
Lets say now that you want to add one or several models in some PLIB 
supported format. You have the model on your harddisc, can load it 
(incklusive textures) into PPE, it has the correct size (1 unit = 1
meter) and, preferably, the origin in the floor.


5b) 
Start PPE, load the *.atg file (terrain tile), and say view/make 
everything visible. Move to approximately where you want to be, so 
you see the spot where you want to add something from fairly close. 
You can use the num keypad for this. Open the structure editor and 
close the ssgBranch (it is probably the 3. line you see) containing 
all of the geometry. If you don't, you may have crashes in PPE later
on.

5c) 
Type 3 and then click where you want to place the object.
If you move the mouse between the press and the release a bit, you 
will see the coordinates in the console window.

5d)
Using Merge and position, add the new object. It should be
positioned more or less where you want. Also it is automatically
rotated to be upright, but the heading is undefined. Give the
structure viewer a second or two to update.

5e)
In the structure vbiewer, left click on ssgTransform: PPE: Trafo,
the 
first of the new nodes. Say view/Make curr. Subobject visible.
Now, the view should be around the new object. Rotate the camera 
around it with the middle mouse button. Move a bit back using the num
keypad.

5f)
Now leftclick on the node ssgTransform: PPE: usertrafo. 
Like the name says, the is the transformation you, as user, should use
to position the object. This is quite easy, since the difficult
transform to get it upright lives in ssgTransform: PPE: Trafo.
In the properties dialog, go to the Tab transformation.
There will be three edits for the x,y,and z movement and three dials
for
h,p,r. I have no problems with the dials, but the edits sometimes
don't work. It seems to pay to start with the edits.
One trick is to, after changing a value in them, tab out of the
changed edit field. The three dials are for  rotating the object. With
these 6 values, position the object to your liking.

5g)
Press F11. This will write a (additional) line into (c:\)temp.stg
Simply copy this line into the *.stg file that contains KLVK.

5h)
Copy the new object into the directory of KLVK. Copy the textures
into the textures dir.



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