[Flightgear-devel] New scenery

2005-01-19 Thread Curtis L. Olson
I have renamed the 0.9.7 scenery tree on the ftp server to 0.9.8.  There 
is no change other than the new version number so if you have already 
downloaded 0.9.7 scenery, there is no need to redownload the new 
scenery.  I am currently working on fully populating the rsync scenery 
server with all the 0.9.8 scenery so terrasync will work globally.

I found a problem with the windows build so I'm going to hold off making 
the official v0.9.8 announcement until that gets resolved.

Regards,
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Martin Spott
David Luff wrote:

 http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.html
 
 It requires openGL-1.2 for the patch to take effect, which I don't have on
 Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see if
 it makes any difference on your system?

I'll have a look tonight,
Martin.
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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff


On 12/16/04 at 12:16 PM Curtis L. Olson wrote:

David Luff wrote:

I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel
has
identical upper and lower borders, and so can safetly be wrapped in v
given
that we're only wrapping a handfull of pixels).  This removes the vast
majority of the lines (all except at the threshold, and the longitudional
line where rwy numbers are made of 2 digits).  You can still test Andy's
plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will
almost certainly exhibit panel jointing problems if you've been seeing
runway lines.
  


Dave,

Based on all my knowledge of OpenGL, this is the wrong thing to do and 
will introduce additional (although possibly less visible) artifacts at 
the edges.  The visual results should be examined *very* carefully.  I 
don't think this is what we want to do.


Hi Curt,

I had a feeling I'd cop some flak for this ;-)  I'm quite prepared to be
proved wrong and to revert it if need be.  Lets look at the benefits first
though and give it a couple of days to see if there really are some
downsides.

Here's some screenshots to look at - 2 before the change, and 2 after.
KDPA screenshots from my Cygwin build, KSFO from the official binary, both
with an ATI Radeon 7200 32Meg card.

http://www.nottingham.ac.uk/~eazdluf/KSFO-default.jpg
http://www.nottingham.ac.uk/~eazdluf/KSFO-new.jpg
http://www.nottingham.ac.uk/~eazdluf/KDPA-default.jpg
http://www.nottingham.ac.uk/~eazdluf/KDPA-new.jpg

Without any change thousand of users who download the official binary and
use (an unknown but significant subset of) non-NVidia cards are going to be
seeing those lines in the runway.  They don't look good :-(

Explanation of the ATI vs. NVidia differences is given by Andy Ross, a full
two years ago:

http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h
tml

http://sourceforge.net/mailarchive/forum.php?forum_id=4479max_rows=25style
=nestedviewmonth=200212

His patch never got included in Plib though (looking at the current
source), and even if it did I don't have the knowhow to get OpenGL-1.2
stuff working under Windows.  I can think of 3 possible avenues for fixing
this:

1 - Look at the airport generator.  Perhaps we've got tiny over or
underruns on the tex co-ords.  Maybe lining them up perfectly or even with
slight overlap would fix it.  Disadvantage - need to regenerate scenery to
see benefits - not practical for this release.

2 - Fred compiles Plib with Andy's patch and gets the official binary to
use GL_CLAMP_TO_EDGE if available.  Apparently most modern cards should
handle this.  Disadvantage - AFAICT using 1.2 extensions on Windows is
possibly somewhat non-trivial - win32api supplies openGL 1.1 by default if
I'm not mistaken.

3 - My, erm, hack.  I can't theoretically see where it's going to cause
artifacts.  AFAICT, I'm just wrapping in one direction where the bottom and
top pixels of the texture are practically the same anyway.  That's why I
can't do the threshold piece.  I'm quite prepared to be proved wrong though
- I thought I'd better do this with enough time before the release to back
it out if need be ;-)  We could almost certainly wrap all the full width
pieces in u and v if it's the 1D wrapping you're concerned about, since the
left and right are identical, as long as we don't overrun the small runway
shoulder.  Can't do the 9r, 7l etc bits in that direction though.

I guess I'd better go and see what it looks like on an NVidea card now...

Cheers - Dave


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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff
David Luff writes:

 
 I guess I'd better go and see what it looks like on an NVidea card now...
 

Well, I've had a very good pan round the Chicago scenery in the ufo with both 
the old and new materials.xml on a Linux box with a Geforce3, and I can't find 
a shred of difference in any of the runways, regardless of surface or marking 
type.

Cheers - Dave

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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Chris Metzler
On Thu, 16 Dec 2004 23:04:30 +
David Luff [EMAIL PROTECTED] wrote:

 Well, I've had a very good pan round the Chicago scenery in the ufo with
 both the old and new materials.xml on a Linux box with a Geforce3, and I
 can't find a shred of difference in any of the runways, regardless of
 surface or marking type.

FWIW, I just did the same with a GF4 Ti4600, checked asphalt and concrete
rwys with both materials.xml's, took snapshots from identical perspectives
so I could compare them directly, and I can't see any differences . . .

-c

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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread David Luff


On 12/16/04 at 11:43 AM Martin Spott wrote:

David Luff wrote:


http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.
html
 
 It requires openGL-1.2 for the patch to take effect, which I don't have
on
 Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see
if
 it makes any difference on your system?

I'll have a look tonight,

I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel has
identical upper and lower borders, and so can safetly be wrapped in v given
that we're only wrapping a handfull of pixels).  This removes the vast
majority of the lines (all except at the threshold, and the longitudional
line where rwy numbers are made of 2 digits).  You can still test Andy's
plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will
almost certainly exhibit panel jointing problems if you've been seeing
runway lines.

Cheers - Dave


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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Curtis L. Olson
David Luff wrote:
On 12/16/04 at 11:43 AM Martin Spott wrote:
 

David Luff wrote:
   

http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.
   

html
 

It requires openGL-1.2 for the patch to take effect, which I don't have
 

on
   

Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see
 

if
 

it makes any difference on your system?
 

I'll have a look tonight,
   

I've commited a work-around to the base that wraps all the symetrical
runway panels in the v direction (everything except the threshold panel has
identical upper and lower borders, and so can safetly be wrapped in v given
that we're only wrapping a handfull of pixels).  This removes the vast
majority of the lines (all except at the threshold, and the longitudional
line where rwy numbers are made of 2 digits).  You can still test Andy's
plib patch by using the 2D c172 (--aircraft=c172p-2dpanel) which will
almost certainly exhibit panel jointing problems if you've been seeing
runway lines.
 

Dave,
Based on all my knowledge of OpenGL, this is the wrong thing to do and 
will introduce additional (although possibly less visible) artifacts at 
the edges.  The visual results should be examined *very* carefully.  I 
don't think this is what we want to do.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Martin Spott
David Luff wrote:

 It requires openGL-1.2 for the patch to take effect, which I don't have on
 Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see if
 it makes any difference on your system?

Hmmm   this is IRIX-6.5.22:

sirius: 22:33:55 ~ glxinfo
display: :0.0
server glx vendor string: SGI
server glx version string: 1.3 Irix 6.5
server glx extensions (GLX_):
EXT_import_context, EXT_visual_info, EXT_visual_rating,
SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig,
SGIX_pbuffer, SGIX_swap_group.
client glx version 1.3
client glx extensions (GLX_):
EXT_import_context, EXT_visual_info, EXT_visual_rating,
SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIX_fbconfig,
SGIX_pbuffer, SGIX_swap_group.
OpenGL vendor string: SGI
OpenGL renderer string: IMPACT/2/2/4
OpenGL version string: 1.1 Irix 6.5
[...]


Martin.
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Re: [Flightgear-devel] New scenery build

2004-12-15 Thread David Luff


On 12/5/04 at 9:21 PM Martin Spott wrote:

David Luff wrote:
 Completely off topic, your screenshots look like you're getting dark
lines
 at runway texture boundaries similar to what I see on an ATI machine,
but
 not on a NVidia machine.  Are you also on an ATI card, and am I correct
in
 thinking that Andy Ross might have once produced a plib patch to cure
this
 - does anyone know if it ever went into plib or not?

Sorry, I'm not aware of such a PLIB patch but I'm definitely not an
authoritative source of information in this topic.
My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia -
but probably a platform that you'd be willing to declare as OpenGL
reference platform  :-)


I've finally found the patch, and it didn't go into plib.  The patch and
description of it are at:

http://mail.flightgear.org/pipermail/flightgear-devel/2002-December/014095.h
tml

It requires openGL-1.2 for the patch to take effect, which I don't have on
Cygwin.  If your SGI is openGL-1.2 capable, then perhaps you could see if
it makes any difference on your system?

Cheers - Dave


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Re: [Flightgear-devel] New scenery build

2004-12-09 Thread Jason Cox
Dale,
that sound good if you could send them it would help 
thanks 
jason cox

On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote:
 Jason,
 
 Jason Cox wrote:
 
 Curt,
  In my on going quest to compile local scenery, I was wondering if you
 just run a script that makes all the scenery or do you do each step
 individualy ?
   
 
 I've got some scripts I use.  I mostly just use the stuff Curt 
 outlined.  If you'd
 like to have them let me know and I can send them.  I'll have to edit 
 them first
 as they have many commented lines right now.  They work with the previous
 scenery code but currently don't build the new stuff.
 
 In the end, after I have things properly set up I just do: bld-scenery
 and wait for the results (errors or useable data). 
 
 
 Dale
 
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Re: [Flightgear-devel] New scenery build

2004-12-09 Thread Dale E. Edmons
Jason,
I sent the scripts to you directly.  I didn't know if mail list would 
take them.
Let me know if you get them to work.  Under the current CVS most of the
airport don't show up after a bld-scenery (last time I checked).  I 
haven't had
time to look into it but I think Curt is still working on the CVS.

Dale
Jason Cox wrote:
Dale,
that sound good if you could send them it would help 
thanks 
jason cox

On Wed, 2004-12-08 at 23:15 -0800, Dale E. Edmons wrote:
 

Jason,
Jason Cox wrote:
   

Curt,
In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?   
 

I've got some scripts I use.  I mostly just use the stuff Curt 
outlined.  If you'd
like to have them let me know and I can send them.  I'll have to edit 
them first
as they have many commented lines right now.  They work with the previous
scenery code but currently don't build the new stuff.

In the end, after I have things properly set up I just do: bld-scenery
and wait for the results (errors or useable data). 

Dale
   


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Re: [Flightgear-devel] New scenery build

2004-12-06 Thread Martin Spott
Martin Spott wrote:
 David Luff wrote:

  Completely off topic, your screenshots look like you're getting dark lines
  at runway texture boundaries similar to what I see on an ATI machine, but
  not on a NVidia machine.
[...]
 My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia -

It looks like pretty much the same on an ATI card (Radeon9200/XOrg),

Martin.
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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread David Luff


On 12/5/04 at 5:35 PM Martin Spott wrote:

Martin Spott wrote:

 I had a quick look at my favourite airfield yesterday and I saw that
 the modified airport generator somehow shows similarities to TaxiDraw:
 They both don't render stopways.

Would someone please be so kind to comment on this claim ? Did I get
things wrong or is it actually the case that the airport generator
'forgot' to create these stopways ? Can anyone confirm the assumption
that the stopways are missing - for example by comparing a known 'real'
airfield with the new scenery ?


Hi Martin,

There appear to be no stopway textures in the FlightGear base package, so
without digging through the genapts runway generation code (yet) I'm
guessing that stopways aren't supported by genapts yet.  Definately
something to fix before the next scenery rebuild IMHO.  The latest TaxiDraw
code shows stopways as an ugly shade of yellow ochre BTW - it shouldn't be
too long before it's bug-checked enough to release.

Completely off topic, your screenshots look like you're getting dark lines
at runway texture boundaries similar to what I see on an ATI machine, but
not on a NVidia machine.  Are you also on an ATI card, and am I correct in
thinking that Andy Ross might have once produced a plib patch to cure this
- does anyone know if it ever went into plib or not?

Cheers - Dave


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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Curtis L. Olson
Martin Spott wrote:
Would someone please be so kind to comment on this claim ? Did I get
things wrong or is it actually the case that the airport generator
'forgot' to create these stopways ? Can anyone confirm the assumption
that the stopways are missing - for example by comparing a known 'real'
airfield with the new scenery ?
 

Right, the airport generator does not create stopways yet.
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Martin Spott
David Luff wrote:

 There appear to be no stopway textures in the FlightGear base package, so
 without digging through the genapts runway generation code (yet) I'm
 guessing that stopways aren't supported by genapts yet.

Ah, fine - I already thought I'd be crazy   probably I actually am
so anyways  ;-)

 Completely off topic, your screenshots look like you're getting dark lines
 at runway texture boundaries similar to what I see on an ATI machine, but
 not on a NVidia machine.  Are you also on an ATI card, and am I correct in
 thinking that Andy Ross might have once produced a plib patch to cure this
 - does anyone know if it ever went into plib or not?

Sorry, I'm not aware of such a PLIB patch but I'm definitely not an
authoritative source of information in this topic.
My screenshot was made on an SGI Octane MaxImpact, no ATI, no NVidia -
but probably a platform that you'd be willing to declare as OpenGL
reference platform  :-)

Thanks for your response,
Martin.
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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Frederic Bouvier
Selon David Luff :
 Completely off topic, your screenshots look like you're getting dark lines
 at runway texture boundaries similar to what I see on an ATI machine, but
 not on a NVidia machine.  Are you also on an ATI card, and am I correct in
 thinking that Andy Ross might have once produced a plib patch to cure this
 - does anyone know if it ever went into plib or not?

I have them also with NVidia 5900FX. I think it is related with highest level of
filtering.

I am quite sure the problem lies in the genapt code but I hadn't time to
investigate yet. There is something that seems strange though. This comment
appears at line 93 of rwy_prec.cxx

// we add 2' to the length for texture overlap.  This puts the
// lines on the texture back to the edge of the runway where they
// belong.

I wonder if that overlap is not the problem. As it does not show up with my GF3,
I guess it doesn't appears on GF4 too so perhaps this why Curt is not seeing
them ( otherwise he would surely have done something to cure them ). My
rationale here is that it is likely to be in the code because otherwhise we
would see them everywhere, not just on runways.

-Fred

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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread Martin Spott
David Luff wrote:

 [...] The latest TaxiDraw
 code shows stopways as an ugly shade of yellow ochre BTW [...]

That's great ! To complete the picture, would you consider to add a
visual marker for the threshold ? Probably you could later add a
property to this marker that connects to the - if present -
displacement of the threshold (in feet), similar to the properties of
runways and taixways,

Martin.
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Re: [Flightgear-devel] New scenery build

2004-12-05 Thread David Luff
Martin Spott [EMAIL PROTECTED] writes:

 David Luff wrote:
 
  [...] The latest TaxiDraw
  code shows stopways as an ugly shade of yellow ochre BTW [...]
 
 That's great ! To complete the picture, would you consider to add a
 visual marker for the threshold ? Probably you could later add a
 property to this marker that connects to the - if present -
 displacement of the threshold (in feet), similar to the properties of
 runways and taixways,
 

I've already got a revamped runways dialog that lets stopway and displaced 
threshold lengths be specified.  I guess I ought to add a visual indication of 
threshold position...

Cheers - Dave

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Re: [Flightgear-devel] New scenery build

2004-12-04 Thread Martin Spott
Curtis L. Olson wrote:
 I am currently working on building the latest round of world scenery for 
 FlightGear.  I'm not done, so don't consider this to be the official 
 announcement.  However, for those that want to get a jump on the 
 competition, you can find the new scenery here:

I had a quick look at my favourite airfield yesterday and I saw that
the modified airport generator somehow shows similarities to TaxiDraw:
They both don't render stopways. Although the shape of the green
boundary suggests the presence of a stopway, it actually isn't there.
I don't have the time to provide screenshots this morning because I
have to leave soon, anyone interested might have a look at LCHM (only
available in David's airfiled data).

Cheers,
Martin.
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Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Jason Cox
Curt,
In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?   
If you do run a script, is it posible for you to release it to the list
or on FlightGear ?
thanks
jason cox

On Thu, 2004-12-02 at 21:47 -0600, Curtis L. Olson wrote:
 I am currently working on building the latest round of world scenery for 
 FlightGear.  I'm not done, so don't consider this to be the official 
 announcement.  However, for those that want to get a jump on the 
 competition, you can find the new scenery here:
 
 ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.7/
 
 This scenery should work just fine with the 0.9.6 version, but some 
 radio towers will look better running with the current CVS version of FG 
 ... not a big deal.
 
 There is nothing ground breaking in this new build.  It is mostly a 
 collection of small fixes, and is based on the latest[1] airport data 
 from Robin Peel including many submissions from FG developers and 
 users.  I've done quite a bit of addition work on airport surfaces so 
 the little odd cliffs that showed up in a few places mid-runway should 
 now be gone.
 
 [1] Well, the latest data as of the start of my build ... figures he 
 would release an update before I was finished, but I'm past the point of 
 no return now.
 
 Regards,
 
 Curt.
 


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Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Curtis L. Olson
Jason Cox wrote:
Curt,
	In my on going quest to compile local scenery, I was wondering if you
just run a script that makes all the scenery or do you do each step
individualy ?	
If you do run a script, is it posible for you to release it to the list
or on FlightGear ?
thanks
jason cox
 

Jason,
I typically run the individual prep tools by hand ... and for the most 
part, once that's done, it's done and I don't have to do it again unless 
the underlying data changes (i.e. an update to vmap0 is released, or an 
update to SRTM, etc.)  And in that case, I just have to re-prep that 
particular data set.

The one item that changes frequently is the airport data, but I run that 
tool by hand as well.

For the final scenery assembly, all the frontend scripts I run are in 
the src/BuildTiles/Parallel/ directory.  This allows me to run a task 
server to manage the build (or a portion of it) and then I can throw as 
many clients as I  have available at the job of actually building 
scenery.  This is very disk io intensive though so it's not as conducive 
to massively distributing the work (like SETI for instance.)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Arnt Karlsen
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message 
[EMAIL PROTECTED]:

..the size, is like last one, or will this new build be much bigger 
than the 0.9.5 scenery?  (~12.6G)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] New scenery build

2004-12-03 Thread Curtis L. Olson
Arnt Karlsen wrote:
On Fri, 03 Dec 2004 14:40:12 -0600, Curtis wrote in message 
[EMAIL PROTECTED]:

..the size, is like last one, or will this new build be much bigger 
than the 0.9.5 scenery?  (~12.6G)
 

I haven't looked closely, but it should be pretty similar.
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] New scenery build

2004-12-02 Thread Curtis L. Olson
I am currently working on building the latest round of world scenery for 
FlightGear.  I'm not done, so don't consider this to be the official 
announcement.  However, for those that want to get a jump on the 
competition, you can find the new scenery here:

   ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.7/
This scenery should work just fine with the 0.9.6 version, but some 
radio towers will look better running with the current CVS version of FG 
... not a big deal.

There is nothing ground breaking in this new build.  It is mostly a 
collection of small fixes, and is based on the latest[1] airport data 
from Robin Peel including many submissions from FG developers and 
users.  I've done quite a bit of addition work on airport surfaces so 
the little odd cliffs that showed up in a few places mid-runway should 
now be gone.

[1] Well, the latest data as of the start of my build ... figures he 
would release an update before I was finished, but I'm past the point of 
no return now.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix

2004-07-13 Thread Luca Masera
Hi,

I've just downloaded the DATA directory in CVS; while in the old scenery configuration
the elevation data and the objects were in the same directory, I've noticed that now 
they
are splitten into Terrain and Objects. I've started a flight in KSFO, where there
are some models, but they doesn't appear in the scene.

How I can solve this? I've to merge the directories?
However, this could be caused by the fact that I've removed the source files in the 
directory
objects during the compilation?

tanks,
Luca


PS1: If it's even important, I've tested the differences between win32 and unix axis
(Mathias Fröhlich has hasked me about this some time ago) and I could confirm that
this works right.

PS2: There's a way to modify the FlightGear Wizard source files for windows? Some 
functionalities
doesn't exists any more while others have to be added.




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Re: [Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix

2004-07-13 Thread Frederic Bouvier
Luca Masera wrote:
 A : flightgear-devel 

 I've just downloaded the DATA directory in CVS; while in the old scenery 
 configuration
 the elevation data and the objects were in the same directory, I've noticed that now 
 they
 are splitten into Terrain and Objects. I've started a flight in KSFO, where there
 are some models, but they doesn't appear in the scene.

I don't have any problem with my MSVC build. Are you up to date ?
Current FlightGear is looking for files in Scenery/Terrain and Scenery/Objects. 
Do you have --fg-scenery option set, either in fgrun, in system.fgfsrc or on the 
command line ?

 How I can solve this? I've to merge the directories?
 However, this could be caused by the fact that I've removed the source files in the 
 directory
 objects during the compilation?

What do mean ? what files ?
 
 tanks,
 Luca
 
 
 PS1: If it's even important, I've tested the differences between win32 and unix axis
 (Mathias Fröhlich has hasked me about this some time ago) and I could confirm that
 this works right.
 
 PS2: There's a way to modify the FlightGear Wizard source files for windows? Some 
 functionalities
 doesn't exists any more while others have to be added.

The source are there : http://sourceforge.net/projects/fgrun

-Fred


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Re: [Flightgear-devel] New Scenery - a few notes

2004-06-10 Thread Jacek
Durk Talsma wrote:
On Wednesday 09 June 2004 23:30, Ampere K. Hardraade wrote:
 

The MD-11 is still in progress.  The current version on the CVS is just a
plain model, and is lacking UVW mapping coordinates (because I didn't add
them). This is why you are seeing all those texture coordinate missing
messages.  The game will not be affected in anyway, so don't worry about
it.
   

In a strange kind of way it was kinda satisfying to see all these reports 
about these console messages coming in last week, because it indicates to me 
that the traffic manager is really running silently in the background and 
hasn't yet led to any major compile-time or run-time issue. I'm only a bit 
dissapointed that nobody's yet reported actually _seeing_ one of MD11's take 
off. :-) :-)

Yes, I saw even  t w o  one after another taking off far away in front 
of me at SFO airport.
Are they fly in pairs? =-O

Jacek.
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Re: [Flightgear-devel] New Scenery - a few notes

2004-06-10 Thread Erik Hofman
Jacek wrote:
Durk Talsma wrote:

In a strange kind of way it was kinda satisfying to see all these 
reports about these console messages coming in last week, because it 
indicates to me that the traffic manager is really running silently in 
the background and hasn't yet led to any major compile-time or 
run-time issue. I'm only a bit dissapointed that nobody's yet reported 
actually _seeing_ one of MD11's take off. :-) :-)

Yes, I saw even  t w o  one after another taking off far away in front 
of me at SFO airport.
Are they fly in pairs? =-O
These are aircraft from static AIModel scenarios. They are both 737's. 
The Traffic manager can only distinguish between MD-11 at the moment.

Erik
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RE: [Flightgear-devel] New Scenery - a few notes

2004-06-09 Thread Giles Robertson
I get much the same messages, except I think I'm running the new scenery
- I don't recall a tower or windsock at KHAF before.

Weirdly, I get these messages whatever aircraft I seem to use. I'd
normally expect it to only give the stabiliser not found error on
particular models, but it seems to be inherent. I haven't checked on
every a/c, though.

(compiled in Msys/Mingw on a PIII with WinXP and Intel 830m graphics
card)

Giles Robertson
[EMAIL PROTECTED]


-Original Message-
From: Jacek [mailto:[EMAIL PROTECTED] 
Sent: 08 June 2004 22:18
To: FlightGear developers discussions
Subject: [Flightgear-devel] New Scenery - a few notes

Hi,
I've got by cvs fg data today. My fg compiled from cvs a few days ago 
doesn't see the new scenery.
So I've just done a new compilation from cvs. At first it gave:
bash-2.05b$ fgfs
Initializing OpenAL sound manager
WARNING: ssgLoad3ds: Texture coords missing.
WARNING: ssgSGIHeader::: Failed to open 
'/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/GS.RGB' for reading.
WARNING: ssgLoad3ds: Texture coords missing.
WARNING: ssgLoad3ds: Texture coords missing.
WARNING: ssgSGIHeader::: Failed to open 
'/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/PANELBG.RGB' for 
reading.
WARNING: ssgLoad3ds: Texture coords missing.
Object Stabilizer01 not found
Object Stabilizer03 not found
Failed to find KSQL in basic.dat.gz
Failed to find KSQL in basic.dat.gz

I renamed GS.RGB - gs.rgb and PANELBG.RGB - panelbg.rgb.
It helped but I still can see now:
WARNING: ssgLoad3ds: Texture coords missing.
Object Stabilizer01 not found
Object Stabilizer03 not found
Failed to find KSQL in basic.dat.gz

As usually Impressed by Your work,
Jacek.


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Re: [Flightgear-devel] New Scenery - a few notes

2004-06-09 Thread David Culp
 Weirdly, I get these messages whatever aircraft I seem to use. I'd
 normally expect it to only give the stabiliser not found error on
 particular models, but it seems to be inherent. I haven't checked on
 every a/c, though.


That's the new AI traffic manager creating MD-11 traffic using models that 
aren't complete.




 (compiled in Msys/Mingw on a PIII with WinXP and Intel 830m graphics
 card)

 Giles Robertson
 [EMAIL PROTECTED]


 -Original Message-
 From: Jacek [mailto:[EMAIL PROTECTED]
 Sent: 08 June 2004 22:18
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] New Scenery - a few notes

 Hi,
 I've got by cvs fg data today. My fg compiled from cvs a few days ago
 doesn't see the new scenery.
 So I've just done a new compilation from cvs. At first it gave:
 bash-2.05b$ fgfs
 Initializing OpenAL sound manager
 WARNING: ssgLoad3ds: Texture coords missing.
 WARNING: ssgSGIHeader::: Failed to open
 '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/GS.RGB' for reading.
 WARNING: ssgLoad3ds: Texture coords missing.
 WARNING: ssgLoad3ds: Texture coords missing.
 WARNING: ssgSGIHeader::: Failed to open
 '/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/PANELBG.RGB' for
 reading.
 WARNING: ssgLoad3ds: Texture coords missing.
 Object Stabilizer01 not found
 Object Stabilizer03 not found
 Failed to find KSQL in basic.dat.gz
 Failed to find KSQL in basic.dat.gz

 I renamed GS.RGB - gs.rgb and PANELBG.RGB - panelbg.rgb.
 It helped but I still can see now:
 WARNING: ssgLoad3ds: Texture coords missing.
 Object Stabilizer01 not found
 Object Stabilizer03 not found
 Failed to find KSQL in basic.dat.gz

 As usually Impressed by Your work,
 Jacek.


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David Culp
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Re: [Flightgear-devel] New Scenery - a few notes

2004-06-09 Thread Ampere K. Hardraade
The MD-11 is still in progress.  The current version on the CVS is just a 
plain model, and is lacking UVW mapping coordinates (because I didn't add 
them). This is why you are seeing all those texture coordinate missing 
messages.  The game will not be affected in anyway, so don't worry about it.

Speaking of the CVS, how does one upload to it if he/she wants to update his 
work?

Regards,
Ampere

On June 9, 2004 07:38 am, David Culp wrote:
 That's the new AI traffic manager creating MD-11 traffic using models that
 aren't complete.

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Re: [Flightgear-devel] New Scenery - a few notes

2004-06-09 Thread Durk Talsma

On Wednesday 09 June 2004 23:30, Ampere K. Hardraade wrote:
 The MD-11 is still in progress.  The current version on the CVS is just a
 plain model, and is lacking UVW mapping coordinates (because I didn't add
 them). This is why you are seeing all those texture coordinate missing
 messages.  The game will not be affected in anyway, so don't worry about
 it.

In a strange kind of way it was kinda satisfying to see all these reports 
about these console messages coming in last week, because it indicates to me 
that the traffic manager is really running silently in the background and 
hasn't yet led to any major compile-time or run-time issue. I'm only a bit 
dissapointed that nobody's yet reported actually _seeing_ one of MD11's take 
off. :-) :-)

I'll write more about the traffic manager later; hopefully next week, because 
I'm a bit pressed for time this week.


 Speaking of the CVS, how does one upload to it if he/she wants to update
 his work?


Usually, you can just email the files to one of the developers with CVS write 
access. I'm not sure exactly who has write access these days. In case of the 
MD11 files, you might want to sent them to me, because then I can integrate 
the model with some of the autopilot tweaks I'm currently working on, and 
then send the complete package onward. I don't have cvs write acces, so I 
usually send my stuff to Curt or Erik. 

 Regards,
 Ampere

 On June 9, 2004 07:38 am, David Culp wrote:
  That's the new AI traffic manager creating MD-11 traffic using models
  that aren't complete.

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[Flightgear-devel] New Scenery - a few notes

2004-06-08 Thread Jacek
Hi,
I've got by cvs fg data today. My fg compiled from cvs a few days ago 
doesn't see the new scenery.
So I've just done a new compilation from cvs. At first it gave:
   bash-2.05b$ fgfs
   Initializing OpenAL sound manager
   WARNING: ssgLoad3ds: Texture coords missing.
   WARNING: ssgSGIHeader::: Failed to open 
'/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/GS.RGB' for reading.
   WARNING: ssgLoad3ds: Texture coords missing.
   WARNING: ssgLoad3ds: Texture coords missing.
   WARNING: ssgSGIHeader::: Failed to open 
'/usr/share/FlightGear/Aircraft/MD11/Models/cockpit/PANELBG.RGB' for 
reading.
   WARNING: ssgLoad3ds: Texture coords missing.
   Object Stabilizer01 not found
   Object Stabilizer03 not found
   Failed to find KSQL in basic.dat.gz
   Failed to find KSQL in basic.dat.gz

I renamed GS.RGB - gs.rgb and PANELBG.RGB - panelbg.rgb.
It helped but I still can see now:
   WARNING: ssgLoad3ds: Texture coords missing.
   Object Stabilizer01 not found
   Object Stabilizer03 not found
   Failed to find KSQL in basic.dat.gz
As usually Impressed by Your work,
Jacek.
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Re: [Flightgear-devel] new scenery samples

2003-09-05 Thread Jon Stockill
On Thu, 4 Sep 2003, Curtis L. Olson wrote:

 Probably worth some screen shots, but it looks nicer when everything
 is moving.  One thing I should warn people of, with these new tiles, I
 kind of screwed up the road/river flattening.  I came up with a tweak
 to make that look *much* nicer ... crunching data again tonight.

Is that in CVS now? (and does it require a tgvpf re-run for the roads, or
just a rebuild of the tiles?)

 I also added support for displaced thresholds in genapts, so I need to
 go through and recrunch those as well.  Hopefully Erik can whip up
 some appropriate textures for us.

Ooooh, nice - looks like my system is gonna be busy again :-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] new scenery samples

2003-09-05 Thread Frederic BOUVIER
Curtis L. Olson wrote:
 I also added support for displaced thresholds in genapts, so I need to
 go through and recrunch those as well.  Hopefully Erik can whip up
 some appropriate textures for us.

Nice ! Are displaced threshold on grass runways supported too ?

-Fred


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Re: [Flightgear-devel] new scenery samples

2003-09-05 Thread Curtis L. Olson
Jon Stockill writes:
 On Thu, 4 Sep 2003, Curtis L. Olson wrote:
 
  Probably worth some screen shots, but it looks nicer when everything
  is moving.  One thing I should warn people of, with these new tiles, I
  kind of screwed up the road/river flattening.  I came up with a tweak
  to make that look *much* nicer ... crunching data again tonight.
 
 Is that in CVS now? (and does it require a tgvpf re-run for the roads, or
 just a rebuild of the tiles?)

Nothing changed with the tgvpf tool so you just need to rebuild the
tiles.

  I also added support for displaced thresholds in genapts, so I need to
  go through and recrunch those as well.  Hopefully Erik can whip up
  some appropriate textures for us.
 
 Ooooh, nice - looks like my system is gonna be busy again :-)

Mine too ... :-)

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] new scenery samples

2003-09-05 Thread Martin Spott
Curtis L. Olson [EMAIL PROTECTED] wrote:

 Anyway, what I have can be found here:

 ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/

Probably it would have been wise to coordinate the rename of the Scenery/
directory, so the ftp mirrors would not have to pull the complete
Scenery-0.7.9/ directory from scratch. Outch 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] new scenery samples

2003-09-04 Thread Curtis L. Olson
I have been fiddling around with the scenery building tools to
incorporate 30m SRTM data for N/S america, updated/current
airport/runway data based on the latest DAFIF cycle, updated taxiways,
lighting, and approach data, etc.  Also included is vmap0 roads,
railroads, rivers, lakes, landc over/land use data.  This is a big
improvement for VFR flying and makes the world a lot more interesting
to explore.

This scenery data isn't final, but it represents what I've done so
far.  There are a few more things I'd like to tweak before I kick off
a full world rebuild.

Anyway, what I have can be found here:

ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/

This scenery should work just fine with the latest official release
(0.9.2) but for those of you running the latest cvs, you will have
slightly better looking taxiway centerline lights, otherwise there
shouldn't be any difference.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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re: [Flightgear-devel] new scenery samples

2003-09-04 Thread David Megginson
Curtis L. Olson writes:

  I have been fiddling around with the scenery building tools to
  incorporate 30m SRTM data for N/S america, updated/current
  airport/runway data based on the latest DAFIF cycle, updated taxiways,
  lighting, and approach data, etc.  Also included is vmap0 roads,
  railroads, rivers, lakes, landc over/land use data.  This is a big
  improvement for VFR flying and makes the world a lot more interesting
  to explore.

Sounds great.  Are you using all of the available SRTM-3 (including
Canada)?


All the best,


David

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re: [Flightgear-devel] new scenery samples

2003-09-04 Thread Curtis L. Olson
David Megginson writes:
 Curtis L. Olson writes:
 
   I have been fiddling around with the scenery building tools to
   incorporate 30m SRTM data for N/S america, updated/current
   airport/runway data based on the latest DAFIF cycle, updated taxiways,
   lighting, and approach data, etc.  Also included is vmap0 roads,
   railroads, rivers, lakes, landc over/land use data.  This is a big
   improvement for VFR flying and makes the world a lot more interesting
   to explore.
 
 Sounds great.  Are you using all of the available SRTM-3 (including
 Canada)?

Yes.

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] new scenery samples

2003-09-04 Thread Jon S Berndt
On Thu, 4 Sep 2003 16:15:48 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Yes.

Curt.
Is it worth a new screen shot?

Jon

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[Flightgear-devel] new scenery for w130n30 using 1 arcsec data

2003-08-28 Thread Alex Romosan
i regenerated the scenery for w130n30 using the 1 arcsec data
available from
http://edcwww.cr.usgs.gov/pub/data/srtm/United_States_1arcsec/1arcsec/
a lot of details show up now (like the hills of san francisco which i
am painfully aware they exist since i live there and walk almost every
day to the top of nob hill from the bart). you can see a couple of
comparison pictures at http://caliban.lbl.gov/fgfs/ the pictures on
the left were taken with the new scenery, the ones on the right with
the old. i also made the new scenery available for download from
http://caliban.lbl.gov/fgfs/w130n30/

i need to figure out how to put the buildings back (do i just copy the
objects from the old directories?).

hope somebody finds this useful.

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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