Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Jon Stockill wrote:
I've not had chance to look at the runways file yet, but are the 
taxiways automatically generated if none are available in the file? It 
seems there's a generic parallel taxiways with exit points at both 
ends and the centre added to all the runways. If it's automatic, I'll 
ignore it, if it's been added to the runways file then I can provide a 
few corrections.

It's automatic, but it is done by Robin for airports that don't have 
specific taxiways as he builds the data file.

The terrain seems far better than the scenery I've been generating - 
and is presumably from the same source data - this may be due to the 
chopping of long polys - I'm compiling a current terragear checkout 
now to see if that's what makes the difference - if not I'll be after 
your settings for terrafit/arrayfit :-)

Make sure the tools aren't finding a lower res data set before the 
higher res set ...

The code that places the windsocks seems to occasionally leave them 
floating a few feet off the ground, although most seem fine. Is the 
code used for placing them only suitable for use within the airfield 
boundary, or could it be used for placing static objects too?

Right now it just places them in airport environments ... the floating 
wind socks are on my todo list to fix ...

Amazing effort Curt - this makes the old scenery look positively 
prehistoric.

Thanks, I've got most of the northern hemisphere done now and am 
starting on the southern hemisphere.

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

2004-06-01 Thread Jon Stockill
Curtis L. Olson wrote:
It's automatic, but it is done by Robin for airports that don't have 
specific taxiways as he builds the data file.
OK, so it'll be overwritten as updates are committed.

Make sure the tools aren't finding a lower res data set before the 
higher res set ...
Is there any reason to keep the old data around now? If it's not used by 
anything I'll free some space up.

Right now it just places them in airport environments ... the floating 
wind socks are on my todo list to fix ...
I managed to track it down in genapts eventually - it seems to use the 
airfield surface it generates, so I guess it wouldn't be easy to 
generalise for placing scenery objects.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Jon Stockill wrote:
Make sure the tools aren't finding a lower res data set before the 
higher res set ...

Is there any reason to keep the old data around now? If it's not used 
by anything I'll free some space up.

I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set
- SRTM data doesn't cover the entire earth ... They never flew past +/- 
6x degrees latitude (where x is a number I don't recall ... greater than 
0 but less than 9.)
- SRTM isn't released yet for australia.

I'd think that most poeple could chuck the lower res data for which they 
have good SRTM coverage though ...

I managed to track it down in genapts eventually - it seems to use the 
airfield surface it generates, so I guess it wouldn't be easy to 
generalise for placing scenery objects.

Right, there are some difficult issues for placing objects at scenery 
load time that would need to be addressed.  I've got a couple ideas, but 
I haven't had a chance to start playing with them.

Regards,
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Roger Andreassen wrote:
Sorry to barge in, I have to strange ones: ENDU and ENNK. Has the 
above mention something to do with these?

A big part of the problem with these is that the underlying DEM data is 
probably not very good for these areas.  There is a lot of elevation 
change in the terrain data over the surface of the airport and that is 
hard to deal with cleanly.  Also, mix in that we flatten oceans and do a 
bit of massaging of river elevations to try to avoid them running up and 
down hills.  This sometimes mixes badly if a river or stream incorrectly 
runs through the airport area due to lack of precision in the stream 
data.  I'd like to handle these cases better in the future, but it will 
take some work and some thought.

Again, I'm being selfish by keeping it domestic: I miss Bodø and 
Svalbard (Longyearbyen), ENBD and ENSB respectively. Is an airport 
gone in Robin's database does it mean there's no chance to output the 
scenery?

If these are incorrectly missing in his database (especially if they 
previouisly existed) then please email Robin.  He should be due for 
another data release soon, although I don't know how his own schedule or 
time constraints are these days.

If it's in early stages I'd like to air ideas as they pop up. Thanks 
for the time and effort put into this, just *wow*.

Feel free, ideas are easy.  I can always ignore the one's I don't like. :-)
Does anyone know how this compares to MS Flightsim's scenery? I know 
that for the Norwegian fjords they have to build stairs near 
mountains, that means in the bottom of a fjord the sealevel was at 300 
ft in the old days (gone days). I know FlighGear is different but just 
how different, to a non-geek like me. :-)

We force oceans to be zero elevation and make the surrounding scenery 
fit.  This usually works pretty well with few artifacts.

For what it's worth, the new high quality 3-arcsec SRTM data covers the 
southern part of norway, but not the northern part.  I'm not sure where 
the cut off is, but there was a limit in how far north the shuttle orbit 
took them.

Regards,
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Curtis L. Olson wrote:
Right, there are some difficult issues for placing objects at scenery 
load time that would need to be addressed.  I've got a couple ideas, but 
I haven't had a chance to start playing with them.
That's why I didn't want to do it at load time, but at generation time - 
maybe generate the scenery, then have a master list of object positions 
and model names which can then be added to the appropriate stg files.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Jon Stockill wrote:
Curtis L. Olson wrote:
Right, there are some difficult issues for placing objects at scenery 
load time that would need to be addressed.  I've got a couple ideas, 
but I haven't had a chance to start playing with them.

That's why I didn't want to do it at load time, but at generation time 
- maybe generate the scenery, then have a master list of object 
positions and model names which can then be added to the appropriate 
stg files.

Here's something I think would be handy:
Build some offline tool that could load a couple thousand (lat, lon) 
pairs, then return a list of flightgear scenery elevations for all those 
points.  It would have to traverse the input list of points and load the 
corresponding scenery tiles and do the ground intersection.  Probably 
some attention should be paid to minimizing tile loads.

I haven't sat down to do something like this, but I could get some 
mileage out of such a tool if it existed.

It still would be really nice though to be able to place objects at 
ground level at load time too.

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

2004-06-01 Thread Curtis L. Olson
Josh Babcock wrote:
I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set

While 2 and 3 sound like very good points, does it make more sense for 
1 to use the high res data but process it so that the end result is 
small?  That way you could still exceed the lower resolution for 
really bumpy parts of the world, and still have great big polys for 
the majority of the world, which is basically flat. In other words, 
you can always reduce a data set, but usually you can't increase it. 
Also, though I haven't worked with TerraGear, I suspect that for a 
given size of desired output it would produce higher quality scenery 
as the size of the input data set grows. Is this the case? I ask this 
not as a criticism, but because I'm curious.

You make a good point.  I think in the end the answer of which data sets 
to use (or which data sets could potentially be used) depends on the 
priorities of the scenery builder and their target application.

Regards,
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread David Megginson
Curtis L. Olson wrote:
Is there any reason to keep the old data around now? If it's not used 
by anything I'll free some space up.
I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set
We could still build that from the higher-resolution set by sampling.
- SRTM data doesn't cover the entire earth ... They never flew past +/- 
6x degrees latitude (where x is a number I don't recall ... greater than 
0 but less than 9.)
- SRTM isn't released yet for australia.
Here are the details:
  http://www2.jpl.nasa.gov/srtm/coverage.html
These are good reasons, but they suggest keeping around the older DEM stuff 
only where SRTM isn't available.

All the best,
David
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Curtis L. Olson wrote:
Here's something I think would be handy:
Build some offline tool that could load a couple thousand (lat, lon) 
pairs, then return a list of flightgear scenery elevations for  all those
points.  It would have to traverse the input list of points and load the 
corresponding scenery tiles and do the ground intersection.  Probably 
some attention should be paid to minimizing tile loads.
That's pretty much what I had in mind - something like calc-tile.pl, but 
with the ability to retrieve the scenery and find the ground elevation.

Unfortunately I'm a sysadmin who likes playing with geodata, not a 
programmer.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Josh Babcock
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at 
ground level at load time too.

Regards,
Curt.
When this happens, it would be nice to see some cycles dedicated to the problem 
of slope.  A ranch house looks pretty silly hanging out on a 30 deg slope with 
its foundation exposed.  On the other hand, I have seen many buildings in the 
real world that have ground entrances on floors that are 2, 3 or even 4 floors 
apart vertically.  This would require special building models divided into sets 
as well as data assigned to each model regarding how it should be oriented on 
the slope.  I'm not sure how this applies to the great guyed antennas up on the 
hill by KSFO, but they also exhibit a similar problem.  It is also worth 
thinking about this if anyone ever decides to models a set of generic bridges 
that can be automatically placed.

tangent
Speaking of which, imagine the following.  First, a DB with all the known 
antenna locations and heights in it.  For giggles, let's generate a data set of 
bridges from our scenery data, and if it's available, dump some pre-existing 
data-set of water towers in there.  Make some sweepingly broad generalizations 
about what these objects would look like based on their country of residence and 
assign those values as a base case. Now build a web interface that lets joe FGFS 
pilot and expert on his home town go browse and add an entry to any of those 
objects classifying it as looking like this or that type of bridge/tower/tank in 
that general color scheme.  Joe pilot can also, on the honor system, specify a 
score of how sure he is about the data he is supplying (guess/pretty sure/it's 
in my back yard).  Advertise it.  Build a few dozen simple models of various 
generic types in said color schemes.  Now take all that data and feed it into 
some process to place the right (ie highest scored) generic object at the right 
set of coords.  A little bit of coding, a DB, a web site and some distributed 
observation and the FG world becomes a much better approximation of the real 
one.  Of course, it would take a while to reap the benefits, but if it is set up 
with an eye for longevity it will just become more and more valuable as more 
people add data.
/tangent

Josh
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Josh Babcock wrote:
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at 
ground level at load time too.

Regards,
Curt.

When this happens, it would be nice to see some cycles dedicated to the 
problem of slope.  A ranch house looks pretty silly hanging out on a 30 
deg slope with its foundation exposed.  On the other hand, I have seen 
many buildings in the real world that have ground entrances on floors 
that are 2, 3 or even 4 floors apart vertically.  This would require 
special building models divided into sets as well as data assigned to 
each model regarding how it should be oriented on the slope.  I'm not 
sure how this applies to the great guyed antennas up on the hill by 
KSFO, but they also exhibit a similar problem.  It is also worth 
thinking about this if anyone ever decides to models a set of generic 
bridges that can be automatically placed.

tangent
Speaking of which, imagine the following.  First, a DB with all the 
known antenna locations and heights in it.  For giggles, let's generate 
a data set of bridges from our scenery data, and if it's available, dump 
some pre-existing data-set of water towers in there.  Make some 
sweepingly broad generalizations about what these objects would look 
like based on their country of residence and assign those values as a 
base case. Now build a web interface that lets joe FGFS pilot and expert 
on his home town go browse and add an entry to any of those objects 
classifying it as looking like this or that type of bridge/tower/tank in 
that general color scheme.  Joe pilot can also, on the honor system, 
specify a score of how sure he is about the data he is supplying 
(guess/pretty sure/it's in my back yard).  Advertise it.  Build a few 
dozen simple models of various generic types in said color schemes.  Now 
take all that data and feed it into some process to place the right (ie 
highest scored) generic object at the right set of coords.  A little bit 
of coding, a DB, a web site and some distributed observation and the FG 
world becomes a much better approximation of the real one.  Of course, 
it would take a while to reap the benefits, but if it is set up with an 
eye for longevity it will just become more and more valuable as more 
people add data.
/tangent
You'll find plenty of suitable data in VMAP0. I've tried adding power 
lines to scenery (well, the pylons, not the wires, although I suspect 
modeling those would keep the helicopter pilots on their toes) and it 
really does make a difference - makes navigation easier for a start - 
you can just follow the pylons all the way to the power station. Adding 
these things currently involves an awful lot of work though. FGSD 
provides one solution, but seems to like to segfault on my local 
scenery, so it's not really an option here.

I'm perfectly happy to generate this kind of data - I'd just like to 
know it's going to be some use before I start.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-27 Thread Jon Stockill
Curtis L. Olson wrote:
Here's a quick status update on my efforts to update the world scenery 
build.
It looks fantastic.
I've not had chance to look at the runways file yet, but are the 
taxiways automatically generated if none are available in the file? It 
seems there's a generic parallel taxiways with exit points at both ends 
and the centre added to all the runways. If it's automatic, I'll ignore 
it, if it's been added to the runways file then I can provide a few 
corrections.

The terrain seems far better than the scenery I've been generating - and 
is presumably from the same source data - this may be due to the 
chopping of long polys - I'm compiling a current terragear checkout now 
to see if that's what makes the difference - if not I'll be after your 
settings for terrafit/arrayfit :-)

The code that places the windsocks seems to occasionally leave them 
floating a few feet off the ground, although most seem fine. Is the code 
used for placing them only suitable for use within the airfield 
boundary, or could it be used for placing static objects too?

Amazing effort Curt - this makes the old scenery look positively 
prehistoric.

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RE: [Flightgear-devel] Next scenery rebuild.

2004-05-25 Thread Roger Andreassen

- There should no longer be any wildly oscillating runway surfaces.
- There should be no runway surfaces with abrupt cliffs in them.
Sorry to barge in, I have to strange ones: ENDU and ENNK. Has the above 
mention something to do with these?

- We have added beautifully modeled rotating beacons, wind socks, and 
control towers to most airports that have them.  The location of these 
items are stored in Robin's database, so if the position of these items are 
wrong, we can submit fixes for them.

Again, I'm being selfish by keeping it domestic: I miss Bodø and Svalbard 
(Longyearbyen), ENBD and ENSB respectively. Is an airport gone in Robin's 
database does it mean there's no chance to output the scenery?

If it's in early stages I'd like to air ideas as they pop up. Thanks for the 
time and effort put into this, just *wow*.

- In the new build I have chopped up long polygon edges so that they can 
follow the underlying terrain shape much better.  Now we can have land 
cover divisions (or roads) through complex terrain without adding unsightly 
artifacts.  In the process of doing this work, I found/fixed a couple bugs 
in our polygon handling.

Does anyone know how this compares to MS Flightsim's scenery? I know that 
for the Norwegian fjords they have to build stairs near mountains, that 
means in the bottom of a fjord the sealevel was at 300 ft in the old days 
(gone days). I know FlighGear is different but just how different, to a 
non-geek like me. :-)

Does anyone know how this compares to MS Flightsim's scenery? I know that 
for the Norwegian fjords they have to build stairs near mountains, that 
means in the bottom of a fjord the sealevel is 300 ft or more. I know 
FlighGear is different but just How Different, to a non-geek like me. :-)

Btw here's the best footage I could find of the control tower at ENGM. I 
think they looked at something else. ;-)

http://www1.airpics.com/viewclean.php?imgid=34462
Regards,
Roger Andreassen
(norsk)
_
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dine venner

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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Erik Hofman
Curtis L. Olson wrote:
Here's a quick status update on my efforts to update the world scenery 
build.

FWIW, I have been leaving updated notices on my home page for people 
that want more frequent or detailed updates on my progress:

   http://www.flightgear.org/~curt
I believe I have now completed all my required prep work and am about 
ready to launch into a full blown world scenery build.
A big Hooray for Curtis who has put so much work into this.
Erik
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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Chris Metzler
On Mon, 24 May 2004 10:34:03 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:

 Here's a quick status update on my efforts to update the world scenery 
 build.
[ snip ]

This all sounds extremely, extremely cool.  Thanks for all the effort
you've put into this.

I have a couple of questions:


 - We have added beautifully modeled rotating beacons, wind socks, and 
 control towers to most airports that have them.  The location of these 
 items are stored in Robin's database, so if the position of these items 
 are wrong, we can submit fixes for them.

Will these still be in separate .ac files, so that they can be replaced
if desired?  As I learn blender, one thing I've wanted to do (and make
available to others) is make distinctive control towers that look like
the ones at specific airports, e.g.

http://www.npr.org/news/specials/americatransformed/photos/national.tower.jpg
http://www.grahametaylor.com/gallery/americasept02/images/America_Sept_2002_0227.JPG


 - Robin has made many updates to his airport database which will be 
 reflected in this new build.  This will be most noticable in terms of 
 many new/corrected taxiways as well as the beacons, windsocks and towers
 
 mentioned earlier.

The database that came with 0.9.4 had taxiways mainly just for big
airports.  Will this updated database have them for many smaller
airports as well?  I ask because I've been using David Luff's
TaxiDraw to make taxiways for the smaller airports in the default
area in hopes of contributing that work; but if that's not useful,
I'll do something else.

Thanks very much again; I'm really looking forward to the new scenery.

-c


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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Curtis L. Olson
Chris Metzler wrote:
This all sounds extremely, extremely cool.  Thanks for all the effort
you've put into this.
I have a couple of questions:
Will these still be in separate .ac files, so that they can be replaced
if desired?  As I learn blender, one thing I've wanted to do (and make
available to others) is make distinctive control towers that look like
the ones at specific airports, e.g.
http://www.npr.org/news/specials/americatransformed/photos/national.tower.jpg
http://www.grahametaylor.com/gallery/americasept02/images/America_Sept_2002_0227.JPG
 

Custom towers should be doable.  We may need to do a little work to 
think about the best way to handle this, but if you or others are 
willing to spend the time creating the models, then we definitely need 
to figure out how to easily incorporate them.

The database that came with 0.9.4 had taxiways mainly just for big
airports.  Will this updated database have them for many smaller
airports as well?  I ask because I've been using David Luff's
TaxiDraw to make taxiways for the smaller airports in the default
area in hopes of contributing that work; but if that's not useful,
I'll do something else.
 

The standard answer to this is that you should submit any and all 
taxiway updates to Robin Peel in X-Plane format for inclusion in his 
database.  Then they will (should?) get included in flightgear after his 
next data release.  This is not well tested, but I look forward to 
future success stories once we start contributing taxiway data in 
X-Plane format.

Regards,
Curt.
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Chris Metzler
On Mon, 24 May 2004 13:07:06 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
 Chris Metzler wrote:

 The database that came with 0.9.4 had taxiways mainly just for big
 airports.  Will this updated database have them for many smaller
 airports as well?  I ask because I've been using David Luff's
 TaxiDraw to make taxiways for the smaller airports in the default
 area in hopes of contributing that work; but if that's not useful,
 I'll do something else.
  
 The standard answer to this is that you should submit any and all 
 taxiway updates to Robin Peel in X-Plane format for inclusion in his 
 database.  Then they will (should?) get included in flightgear after his
 
 next data release.  This is not well tested, but I look forward to 
 future success stories once we start contributing taxiway data in 
 X-Plane format.

Right (although I've been told to hold off just yet, because there's
no easy way to put our stuff in X-Plane format now).  But what I'm
wondering is what the contents of the database he's got now are, so
that I don't duplicate effort.  Put another way, is the most-current
runways.dat, with the data that'll be incorporated into this scenery
build, available in CVS?  If so, I can compare it to the current one,
see what airports have had taxiways added, and hold off on doing
those ones.

Thanks,

-c

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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Ampere K. Hardraade
Yep.  It is very, very likely that I am going to help Chris on the scenery for 
the airports... after I am finished with the MD.

Regards,
Ampere

On May 24, 2004 02:07 pm, Curtis L. Olson wrote:
 Custom towers should be doable.  We may need to do a little work to
 think about the best way to handle this, but if you or others are
 willing to spend the time creating the models, then we definitely need
 to figure out how to easily incorporate them.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Lee Elliott
On Monday 24 May 2004 16:59, Erik Hofman wrote:
 Curtis L. Olson wrote:
  Here's a quick status update on my efforts to update the world scenery
  build.
 
  FWIW, I have been leaving updated notices on my home page for people
  that want more frequent or detailed updates on my progress:
 
 http://www.flightgear.org/~curt
 
 
  I believe I have now completed all my required prep work and am about
  ready to launch into a full blown world scenery build.

 A big Hooray for Curtis who has put so much work into this.

 Erik

I'd like to second that - well done Curt.

LeeE

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