Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-07 Thread Jon Stockill
Ampere K. Hardraade wrote:
Has anyone thought about creating a program that can generate bridges from a 
database automatically?

A lot of time can be saved with such program, and alignment problems like this 
will less likely to happen.
The problem is gathering the information to populate the database :-)
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] DHC2F see-through panel issue solved

2005-01-07 Thread Martin Spott
Jim Wilson wrote:
 Here's a pretty much fixed version of the float plane model:
 http://www.spiderbark.com/fgfs/dhc2f.ac.gz

This appears to be almost identical to the model in current CVS. The
pilot's viewpoint appears to be a bit closer. Before:

  http://document.ihg.uni-duisburg.de/bitmap/FGFS/DHC2_02.jpg

After:

  http://document.ihg.uni-duisburg.de/bitmap/FGFS/DHC2_03.jpg

Martin.
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Erik Hofman
Chris Metzler wrote:
I think this is a good idea.  Even if it's just at the alpha/beta/
finished level.
That part was already implemented but seems to have broken along the 
lines. The idea was this:

fgfs --show-aircraft --min-status=production
Erik
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Re: [Flightgear-devel] which plib ???

2005-01-07 Thread Erik Hofman
Syd wrote:
Just a question to all...
After the issue with the dhc-2 panel , should I be modelling for the 
latest plib?
The ' drawing order ' of objects with transparent textures is different  
...so the .ac files have to be modified ... if that makes sense. I 
haven't found a way to make the models display correctly between the 
different versions.
So should I start using the latest plib and hope everyone upgrades ???

P.S. ...redoing the dhc-2 gauges ...it should work with any plib version 
 just more polygons to deal with :(
One way do deal with this issue transparent to the plib version is to 
add an animation type containing just the names of the objects:

 animation
  object-namecanopy/object-name
  object-namehud/object-name
 /animation
This orders the canopy to be drawn first and the HUD to be drawn after that.
Erik
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Re: [Flightgear-devel] DHC2F see-through panel issue solved

2005-01-07 Thread Frederic Bouvier
Jim Wilson wrote:

 The basic problem with the ac file is that model's data sets were being
 defined with both vertices and kids.  Unfortunately I don't think the ac3d
 file spec itself explicitly says that a given obj data set must be a Group
 _or_ an Object but not both.  But that is the way the AC3D program works,
 and that is why the editor was behaving so badly.

This is a lesson for Blender users : Objects can be grouped together by being
child of an Blender's 'Empty' entity but Objects shouldn't be made parent of
other objects.

'Empty's can be stacked into a hierarchy ( Empty parent of Empty's ).

-Fred

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Re: [Flightgear-devel] NASA Goes 'Down Under' for Shuttle Mapping Mission Finale

2005-01-07 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jon Berndt schrieb:
 Culminating more than four years of processing data, NASA and the National
 Geospatial-Intelligence Agency have completed Earth's most extensive global 
 topographic
 map.

Great!!!

 To view a new fly-over animation of New Zealand on the Internet, visit
 http://www2.jpl.nasa.gov/srtm/  .

The flyover is very disappointing. Our old DEM could easily create the
same results.

A bit more interesting is the high-res (4500x5800 pixel) shaded picture
of New Zealand.

But I wonder what the smoothed stuff around Milford Sound is.

Probably it's due to shading/reflections of the radar beam. Milford
Sound is a fjord, where you have drops from ~2000 Meters stright down to
the sea! (Oh, and they have very tasty crayfish in there that I had the
pleasure to catch while scubadiving...)

When will be the secenery for New Zealand be created? So we can have a
look at the data at Milford ourselfs.

Ah, there's also an airport at Milfors Sound, that can be a great
starting point:
http://www.world-airport-codes.com/new-zealand/milford-sound-airport-4721.html

(It must be a spectacular flight to and from Milford Sound)

CU,
Christian

-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.0 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFB3l65lhWtxOxWNFcRAnkqAJ4xiS5Q1Si00zZF6biWDAjLBpCP0ACfT4h+
sC+O307qZrK0aI4jpR1Z7Xo=
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Re: [Flightgear-devel] Happy New Year

2005-01-07 Thread Martin Spott
Curtis L. Olson wrote:

 1. From June 1 through the end of the year, 103,201 copies of the 
 windows version of FG were downloaded from the main FG ftp server.

You can add 25.000 Windows copies from the German mirror - plus lots of
Scenery  ;-)

Martin.
-- 
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--

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Erik Hofman
Erik Hofman wrote:
Chris Metzler wrote:
I think this is a good idea.  Even if it's just at the alpha/beta/
finished level.

That part was already implemented but seems to have broken along the 
lines. The idea was this:

fgfs --show-aircraft --min-status=production
No wait, this is the only option where the order is important. This does 
work:

fgfs --min-status=production --show-aircraft
Erik
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[Flightgear-devel] Re: holes in dhc2f panel

2005-01-07 Thread Melchior FRANZ
* Syd -- Friday 07 January 2005 02:40:
 It is done in Blender , and the reason some parts disappear is they are  
 parented  together. ie... all cockpit components are grouped together so 
 you can unselect  'cabin', and  everything parented to the cabin  also 
 disappears.

As you said: you have parented objects, not grouped them. Blender supported
object grouping (select objects, then Ctrl-G), but this was apparently replaced
by parenting. The ac3d exporter, however, was only prepared to do groups. It
should now transform parented objects to ac3d's object groups. I'll annoy the
author.

m.

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[Flightgear-devel] Texture Stops Flightgear

2005-01-07 Thread Innis Cunningham
Hi All
Tonight I thought I would texture the tail of an aircraft I am in
the process of doing.The tail consists of three objects.The vertical
stabilizer,upper and lower rudder.So as not to have one side of the fin
back the front I fragmented the three objects and then devided the
fin into left and right and applied the textures.I then merged the three
objects back into there individual objects and saved the file.I made no
other changes to the model what so ever.When I went to start FG it
got as far as the pip noise and there it stalled.I then went back and 
removed
the texture for the vertical stabilizer and FG started just fine.Infact FG 
starts
just fine if the texture is removed from either the fin or the upper rudder.
Also if I group all three objects and apply the texture FG works fine except
one side of the tail is back the front.
Does anyone know what might be going on here and how it might be fixed.
The objects are all textured off the one texture sheet in AC3D.
I dont know what it is with vertical fins but I have nothing but trouble 
trying
to get them textured.

Cheers
Innis

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Re: [Flightgear-devel] Texture Stops Flightgear

2005-01-07 Thread Jim Wilson
Innis Cunningham said:

 Hi All
 Tonight I thought I would texture the tail of an aircraft I am in
 the process of doing.The tail consists of three objects.The vertical
 stabilizer,upper and lower rudder.So as not to have one side of the fin
 back the front I fragmented the three objects and then devided the
 fin into left and right and applied the textures.I then merged the three
 objects back into there individual objects and saved the file.I made no
 other changes to the model what so ever.When I went to start FG it
 got as far as the pip noise and there it stalled.I then went back and 
 removed
 the texture for the vertical stabilizer and FG started just fine.Infact FG 
 starts
 just fine if the texture is removed from either the fin or the upper rudder.
 Also if I group all three objects and apply the texture FG works fine except
 one side of the tail is back the front.
 Does anyone know what might be going on here and how it might be fixed.
 The objects are all textured off the one texture sheet in AC3D.
 I dont know what it is with vertical fins but I have nothing but trouble 
 trying
 to get them textured.
 

Hi Innis,

So long as the textures for the tail are all in the same texture file you
should be ok.  If you are starting at KSFO see if it matters which airport
(maybe you are bumping against a limit?).  Also, I'm not familiar with what is
required with all the different cards,  but IIRC odd numbered dimmensions on
the texture file will not usually work.   Hopefully this will help, otherwise
post again with information on the texture file size and dimmensions, and the
model video card.

Best,

Jim


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Re: [Flightgear-devel] 747 PFD Problem

2005-01-07 Thread Arnt Karlsen
On Fri, 07 Jan 2005 15:50:22 +0800, Innis wrote in message 
[EMAIL PROTECTED]:

 Thanks Chris looks like what ever the problem was has now been fixed.
 But I will have to wait for the next release as I don't build from
 CVS.

..would this help get you started?  You ofcourse need to recheck the
paths to fit your own system, and I screwed it up, it needs all the cvs
passwords entered.  ;o)   :
[EMAIL PROTECTED]:/mnt/sda2/local/src # cat rebuild-FlightGear-from-cvs
#!/bin/bash
###
###
# Copyright (c) 2005 Arnt Karlsen 
# Licensed under the GPL v2
# /usr/local/src/rebuild-FlightGear-from-cvs
###
###

cd /usr/local/src/Plib/
cvs -d:pserver:[EMAIL PROTECTED]:/cvsroot/plib login
touch Plib-rebuilt-from-cvs-`date -u +%F+%H.%M.%S.%Z`
cvs -z3 -d:pserver:[EMAIL PROTECTED]:/cvsroot/plib co plib

cd Plib/plib/
# cvs update -d -P
make clean
# sh autogen.sh
./configure --prefix=/usr/local --exec-prefix=/usr/local
make
make install

###
###

cd /usr/local/src/Open-AL/
cvs -d:pserver:[EMAIL PROTECTED]:/usr/local/cvs-repository
login touch Open-AL-rebuilt-from-cvs-`date -u +%F+%H.%M.%S.%Z`
cvs -d:pserver:[EMAIL PROTECTED]:/usr/local/cvs-repository
co openal

cd openal/
# cvs update -d -P
make clean
sh ./autogen.sh
# ./configure --help |less
./configure --enable-optimization --prefix=/usr/local
make
make install

# cd /usr/local/src
###
###

cd /usr/local/src/GLut/
cvs -d:pserver:[EMAIL PROTECTED]:/cvsroot/freeglut login
touch freeglut-rebuilt-from-cvs-`date -u +%F+%H.%M.%S.%Z`
cvs -z3 -d:pserver:[EMAIL PROTECTED]:/cvsroot/freeglut co
freeglut cd freeglut/freeglut/
# cvs update -d -P
make clean
sh autogen.sh
# ./configure --help |less
./configure --with-x --enable-optimization --prefix=/usr/local \
--with-plib=/usr/local --with-threads
make
make install

###
###

cd /usr/local/src/SimGear-0.3/
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/SimGear-0.3 login
touch SimGear-rebuilt-from-cvs-`date -u +%F+%H.%M.%S.%Z`
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/SimGear-0.3 co source
cd source/
# cvs update -d -P
# ./configure --prefix=/usr/local --exec-prefix=/usr/local
make clean
sh autogen.sh
# ./configure --help |less
./configure --enable-optimization --prefix=/usr/local
--with-jpeg-factory \ --with-plib=/usr/local --with-threads
make
make install

###
###

cd /usr/local/src/FlightGear-0.9/
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9
login touch FlightGear-rebuilt-from-cvs-`date -u +%F+%H.%M.%S.%Z`
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co
source cvs -d
:pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co data
# cd source ;cvs update -d -P ;cd ../data/ ;cvs update -d -P ;cd -
cd /usr/local/src/FlightGear-0.9/source/
make clean
sh autogen.sh
./configure --with-x --enable-optimization --prefix=/usr/local \
--with-jpeg-factory --with-plib=/usr/local --with-simgear=/usr/local \
--enable-sp-fdms --with-multiplayer --with-threads
make
make install

###
###

cd /usr/local/src/Atlas/
cvs -d:pserver:[EMAIL PROTECTED]:/cvsroot/atlas login
touch Atlas-rebuilt-from-cvs-`date -u +%F+%H.%M.%S.%Z`
cvs -z3 -d:pserver:[EMAIL PROTECTED]:/cvsroot/atlas co Atlas
cd Atlas/
sh autogen.sh
# ./configure --help |less
./configure --with-x --with-plib=/usr/local
make
make install

# terrasync --help
#
# fgfs --show-aircraft --fg-root=/mnt/sda2/local/src/FlightGear-0.9/data
# fgfs --show-aircraft --fg-root=/mnt/sda2/local/src/FlightGear-0.9/data
# |less
#
###
###
#
# cd /usr/local/src/ClusterConf/
# cvs -d :pserver:[EMAIL PROTECTED]:/cvs login
# cvs -d :pserver:[EMAIL PROTECTED]:/cvs checkout clusterconf
#



-- 
..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] NASA Goes 'Down Under' for Shuttle Mapping Mission Finale

2005-01-07 Thread Curtis L. Olson
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jon Berndt schrieb:
 

Culminating more than four years of processing data, NASA and the National
Geospatial-Intelligence Agency have completed Earth's most extensive global topographic
map.
   

Great!!!
 

To view a new fly-over animation of New Zealand on the Internet, visit
http://www2.jpl.nasa.gov/srtm/  .
   

The flyover is very disappointing. Our old DEM could easily create the
same results.
A bit more interesting is the high-res (4500x5800 pixel) shaded picture
of New Zealand.
But I wonder what the smoothed stuff around Milford Sound is.
Probably it's due to shading/reflections of the radar beam. Milford
Sound is a fjord, where you have drops from ~2000 Meters stright down to
the sea! (Oh, and they have very tasty crayfish in there that I had the
pleasure to catch while scubadiving...)
When will be the secenery for New Zealand be created? So we can have a
look at the data at Milford ourselfs.
Ah, there's also an airport at Milfors Sound, that can be a great
starting point:
http://www.world-airport-codes.com/new-zealand/milford-sound-airport-4721.html
(It must be a spectacular flight to and from Milford Sound)
 

Not yet officially announced, but try:
   http://www.flightgear.org/Downloads/scenery-0.9.7.html
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] DHC2F see-through panel issue solved

2005-01-07 Thread Jim Wilson
Martin Spott said:

 Jim Wilson wrote:
  Here's a pretty much fixed version of the float plane model:
  http://www.spiderbark.com/fgfs/dhc2f.ac.gz
 
 This appears to be almost identical to the model in current CVS. The
 pilot's viewpoint appears to be a bit closer. Before:
 
   http://document.ihg.uni-duisburg.de/bitmap/FGFS/DHC2_02.jpg
 
 After:
 
   http://document.ihg.uni-duisburg.de/bitmap/FGFS/DHC2_03.jpg


That's strange.  Ac3d format does support the use of relative coordinates in
kids so maybe something happened there.  Looking over the model everything
seems to be in the right place though.  Also, when I load it into flightgear,
the pilot eyepoint seems to be about right,  maybe slightly high (6ft 5in
pilot?) but correct as far as forward and aft.

BTW did you notice that you're smooth shading appears to be turned off?

Best,

Jim


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Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-07 Thread Arnt Karlsen
On Fri, 07 Jan 2005 00:55:58 +, Jon wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  ..so slow down, these guys used PT19's.  ;-)
 
 The alternative is to keep the gear up, and I'll do a model with *all*
  the doors open :-)

..daring.  Combines changing the airfoil far enough to have those wheels
protrude far enough to make those hangar wall skid marks.  Would earn 
an interesting chew out.  ;o)

..those Air Force boys preferred to leave airfoils and wingtip
navlights intact.  ;o)


-- 
..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] 747 PFD Problem

2005-01-07 Thread Jim Wilson
Innis Cunningham said:

 Thanks Chris looks like what ever the problem was has now been fixed.
 But I will have to wait for the next release as I don't build from CVS.

Are you able to build from source though?  There is a preview release out that
is pretty good.  Also there is a patch file on the flightgear download page
which will get you from 0.9.6 to 0.9.8.pre2 with only 11mb download (as
opposed to 89mb).

Best,

Jim


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Re: [Flightgear-devel] DHC2F see-through panel issue solved

2005-01-07 Thread Martin Spott
Jim Wilson wrote:

 BTW did you notice that you're smooth shading appears to be turned off?

I assume I never turned it on - I fear dropping framerates   ;-)
Did you notice this on the IRIX screenshot (DHC2_01.jpg) or FreeBSD
(DHC2_02.jpg, DHC2_03.jpg) ? To me - despite the already discussed
differences - they look pretty much the same,

Martin.
-- 
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--

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Re: [Flightgear-devel] which plib ???

2005-01-07 Thread Jim Wilson
Syd said:

 Just a question to all...
 After the issue with the dhc-2 panel , should I be modelling for the 
 latest plib?
 The ' drawing order ' of objects with transparent textures is different  
 ...so the .ac files have to be modified ... if that makes sense. I 
 haven't found a way to make the models display correctly between the 
 different versions.
 So should I start using the latest plib and hope everyone upgrades ???
 
 P.S. ...redoing the dhc-2 gauges ...it should work with any plib version 
  just more polygons to deal with :(
 

This has nothing to do with it.   Your gauges look great.  The transparencies
go on the stack last (or at least after anything that must show behind them)
unless there's a sort being done.   If putting the transparency last in the
file breaks something then there is a bug in plib, not your model.

Manual fixed sorting as opposed to dynamically sorting is often problematic. 
Especially in the cases where you might be looking through multiple layers of
alpha textures in different orders depending on viewpoint.  If you manually
sort and then someone runs a development version of plib that sorts
dynamically you should still be fine (unless the plib algorithm is
broken...which is not your problem :-)).

Basically, the reason the transparencies need to be last (top of the stack) is
the rendering starts at the top of the stack, last ac3d object is top of the
stack (for that model).  The renderer needs to know if there's an alpha
object/texture _before_ processing the objects that are behind the alpha
object so it can blend their colors in as it goes (which is what gives the
glass effect).  Normal behavior is to assume anything closer to the eyepoint
simply obscures what is behind it which is why the guage faces disappeared
when the panel glass came after the guages in the process.  As I mentioned
before, always keep in mind that the order of objects in the ac3d file is the
opposite of the order they are rendered.   That is why the alphas have to be
after the objects behind them in the ac3d file.

Best,

Jim


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[Flightgear-devel] alpha layers

2005-01-07 Thread Syd
Hi all 
I guess my point was not understood ..
Object order is apperently different in the latest plib...
So visible objects that appear in the latest plib do not  show in the 
previous version and  visa vera 
So Im going with the latest plib until I figure out a solution.

Syd
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Re: [Flightgear-devel] Texture Stops Flightgear

2005-01-07 Thread Innis Cunningham
Hi Jim
Jim Wilson  writes
Innis Cunningham said:
 Hi All
 Tonight I thought I would texture the tail of an aircraft I am in
 the process of doing.The tail consists of three objects.The vertical
 stabilizer,upper and lower rudder.So as not to have one side of the fin
 back the front I fragmented the three objects and then devided the
 fin into left and right and applied the textures.I then merged the three
 objects back into there individual objects and saved the file.I made no
 other changes to the model what so ever.When I went to start FG it
 got as far as the pip noise and there it stalled.I then went back and
 removed
 the texture for the vertical stabilizer and FG started just fine.Infact 
FG
 starts
 just fine if the texture is removed from either the fin or the upper 
rudder.
 Also if I group all three objects and apply the texture FG works fine 
except
 one side of the tail is back the front.
 Does anyone know what might be going on here and how it might be fixed.
 The objects are all textured off the one texture sheet in AC3D.
 I dont know what it is with vertical fins but I have nothing but trouble
 trying
 to get them textured.


Hi Innis,
So long as the textures for the tail are all in the same texture file you
should be ok.
Yes it is one 1024 X 1024 texture of 350kb size
 If you are starting at KSFO see if it matters which airport
(maybe you are bumping against a limit?).
What limit are we talking about here.
Also, I'm not familiar with what is
required with all the different cards,  but IIRC odd numbered dimmensions 
on
the texture file will not usually work.   Hopefully this will help, 
otherwise
post again with information on the texture file size and dimmensions, and 
the
model video card.
Thanks for the help but what I dont understand is if I texture the whole 
vertical tail
in one go that is selecting the fin and upper and lower rudder all together 
then I have
no trouble running flight gear.But if I fragment the three objects and then 
select just
the right or left side surfaces and texture them separately when I remerge 
them into
their separate objects and go to start FG it stalls.The strange thing is if 
I go back into
AC3D and set no texture for one of the objects eg the upper rudder then FG 
operates
normally.What I dont understand is how if an object is textured or not 
prevents FG
from working.
I dont think it is to do with the video card as no other aircraft in FG has 
a problem and
this aircraft only seems to have a problem when it is textured in a certain 
way.

It is midnight here in Australia so I will pick this up in the morning.
Thanks again for your help.
Best,
Jim
Cheers
Innis

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Re: [Flightgear-devel] NASA Goes 'Down Under' for Shuttle Mapping

2005-01-07 Thread Martin Spott
Christian Mayer wrote:

 But there's a scenery bug: The airport has 2 holes (fore some reason a
 river runs through it in the scenery)

This happens from time to time, St. Auban in France (LFMX) is another
exaple of a really funny (TM) airfiled  :-)

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

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Re: [Flightgear-devel] 747 PFD Problem

2005-01-07 Thread Innis Cunningham
Thank you Arnt and Jim
I have tried to learn to compile from source and have succeeded once
or twice using cygwin but it is a slow painfull process.
While people here and elsewhere say how easy it is I at present dont find
it so.
On the otherhand I have no trouble maintaining 747,767, Airbus and the like.
Engine runs autopilot problems even down to making sure your reading lite
works when you fly.
So I guess we all have our area's of skill.
 Jim Wilson writes
Innis Cunningham said:
 Thanks Chris looks like what ever the problem was has now been fixed.
 But I will have to wait for the next release as I don't build from CVS.
Are you able to build from source though?  There is a preview release out 
that
is pretty good.  Also there is a patch file on the flightgear download page
which will get you from 0.9.6 to 0.9.8.pre2 with only 11mb download (as
opposed to 89mb).

Best,
Jim
Cheers
Innis

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Chris Metzler
On Fri, 07 Jan 2005 11:02:32 +0100
Erik Hofman wrote:
 
 No wait, this is the only option where the order is important. This does
 
 work:
 
 fgfs --min-status=production --show-aircraft

Right, but doesn't this presume that they already have the aircraft
installed?  I just checked -- the min-status flag appears to act as
a filter on the list of aircraft that you already have installed.
So if you're looking at installing an aircraft from Curt's web page,
you won't get that info until after you've installed it . . .hence
the suggestion to include that info, at least in terse form, on the
page.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

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Re: [Flightgear-devel] TaxiDraw-0.3.0 released

2005-01-07 Thread David Luff


On 1/6/05 at 5:11 PM Martin Spott wrote:

David Luff wrote:
 TaxiDraw-0.3.0 is now released.  It can be found at
 http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.

Thanks, David, this release apperars to be very 'handsome' !
Here are 'your' binaries:

  ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/README.strange-binaries
  ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/taxidraw-0.3.0-FreeBSD.bz2
  ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/taxidraw-0.3.0-IRIX.bz2

ftp://ftp.uni-duisburg.de/FlightGear/TaxiDraw/taxidraw-0.3.0-SolSparc.bz2


Thanks Martin, I've now updated the web page.

Cheers - Dave


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Re: [Flightgear-devel] alpha layers

2005-01-07 Thread Curtis L. Olson
Syd wrote:
Hi all 
I guess my point was not understood ..
Object order is apperently different in the latest plib...
So visible objects that appear in the latest plib do not  show in the 
previous version and  visa vera 
So Im going with the latest plib until I figure out a solution.

Hi Syd,
I think what people are trying to say is there are ways (between ac3d 
and flightgear xml animation tags) to have complete control over the 
object ordering.

You probably know all this, but here is why object sorting with alpha 
objects is important.

When you draw a 3d scene, it's important that the nearer objects obscure 
the further objects.  This can be done by drawing the objects from 
furthest to nearest, and just drawing over the top of whatever is 
already there.  But sorting objects by depth is expensive and slow.

What opengl does is maintain a depth buffer.  The depth buffer is the 
same dimension as your screen size, so every pixel on screen has a 
corresponding entry in the depth buffer.  For every pixel of every 
triangle of every object that is drawn on the screen, opengl computes 
the depth or distance from the viewer.  The depth of that pixel is 
compared to the corresponding value in the depth buffer.  If the new 
pixel depth is less than the existing value in the buffer, the pixel is 
drawn and the buffer is updated.  If the new pixel depth is further than 
the existing value, the pixel is ignored.  This can all be done in 
hardware in parallel to other operations so it is *very* fast.

Now the problem comes with objects that have partially transparent 
objects.  OpenGl doesn't check if a pixel is transparent when it renders 
it and always updates the depth buffer.  (It has to do this because 
pixels could be partially transparent.)  So if you draw a nearer 
partially transparent object before a further object, that further 
object may never get drawn (because of the depth buffer is already 
update for the nearer object) so the further won't be drawn and won't 
show through the transparency.

The solution is to keep all your transparent objects separate, sort them 
from back to front, and draw them last in back to front order.  If you 
are just dealing with transparent objects, usually the back to front 
sort is doable (unless there get's to be a ton of objects.)

Plib separates out transparent objects and draws them last, but doesn't 
sort them.  You can manually control the sort order with animation tags 
and by grouping and ordering objects within your AC file.  But that 
isn't always a perfect solution because moving your view point can 
change the front to back sort order.  Fortunately, cockpits are almost 
always viewed from a perspective that lets you precompute a sort order 
that works.

If I understand your problem correctly, you just need to make sure that 
you sort your objects so that the instruments are drawn first before the 
panel, and all should work.  If you do that, you shouldn't even need to 
build transparent holes in the panel.

(There are a few other issues to consider as well ... There are cases 
where you can't actually compute a perfect front to back ordering ... 3 
or more objects could form a chain to obscure each other, or objects 
could partially intersect.  The ultimate solution is to break up your 
objects until there can be a perfect sort order, but in practice we try 
to avoid/ignore those situations and hope we never run into them or that 
they happen so infrequently or at such a distance from us, that the user 
will never notice.)

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] Individual aircraft downloads

2005-01-07 Thread Paul Surgeon
On Friday, 7 January 2005 11:09, Erik Hofman wrote:
 That part was already implemented but seems to have broken along the
 lines. The idea was this:

 fgfs --show-aircraft --min-status=production

We were refering to the web page that Curt is putting up and not FG itself.

Paul

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[Flightgear-devel] Database formats / interfaces

2005-01-07 Thread Wach, Brian SIK
I am considering integrating your free software into some of our simulators
here at Sikorsky Aircraft.

Question #1. Can we use your API to drive your visuals from a SGI thru a UDP
/ Ethernet / shared memory mechanism ?

Question #2 Can we convert or use any of our legacy Open Flight databases to
run with Flight Gear ?



Brian




Brian Wach
Senior Visual Systems Engineer
Sikorsky Aircraft
6900 Main Street
Stratford CT, 06615
Office 203-386-4344
Fax 203-386-3419


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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Erik Hofman
Chris Metzler wrote:
On Fri, 07 Jan 2005 11:02:32 +0100
Erik Hofman wrote:
No wait, this is the only option where the order is important. This does
work:
fgfs --min-status=production --show-aircraft

Right, but doesn't this presume that they already have the aircraft
installed?  I just checked -- the min-status flag appears to act as
a filter on the list of aircraft that you already have installed.
So if you're looking at installing an aircraft from Curt's web page,
you won't get that info until after you've installed it . . .hence
the suggestion to include that info, at least in terse form, on the
page.
Ah, ok. I must have missed that. But since the information should be 
there already it can be added to the download page (It's in the -set.xml 
configuration file, just like the description).

Erik
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Re: [Flightgear-devel] Database formats / interfaces

2005-01-07 Thread Curtis L. Olson
Wach, Brian SIK wrote:
I am considering integrating your free software into some of our simulators
here at Sikorsky Aircraft.
Question #1. Can we use your API to drive your visuals from a SGI thru a UDP
/ Ethernet / shared memory mechanism ?
 

Hi Brian,
If I understand the question, you would like to connect the FG visuals 
to your simulator, correct?  If so the basic network packet structure is 
public domain and you can do whatever you like.  The API is essentially 
just sending packets over to FG so there's really no magical or 
complicated API to worry about.  As long as you keep FG as a separate 
application from any of your proprietary code you should be fine.

Question #2 Can we convert or use any of our legacy Open Flight databases to
run with Flight Gear ?
 

FlightGear's world scenery structure may or may not lend itself to 
that.  Individual objects can be converted and placed in a relatively 
straightforward way (plib has some openflight support so you may be able 
to use your objects directly.)  But in terms of the overall terrain and 
coordinate system, this could be a bit trickier depending on your your 
database is laid out.

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] AI Chase View

2005-01-07 Thread Vance Souders








Im trying to create a view to chase an AI aircraft.
Im not sure how to specify the model index of the AI craft for the
lookat code. If I specify index 0, the camera moves with the AI craft but is
always facing the users plane.



Heres a snippit:



typelookat/type

config

from-model
type=booltrue/from-model

from-model-idx type=int0/from-model-idx

eye-lat-deg-path/position/latitude-deg/eye-lat-deg-path 

eye-lon-deg-path/position/longitude-deg/eye-lon-deg-path

eye-alt-ft-path/position/altitude-ft/eye-alt-ft-path

eye-pitch-deg-path/orientation/pitch-deg/eye-pitch-deg-path

eye-roll-deg-path/orientation/roll-deg/eye-roll-deg-path

eye-heading-deg-path/orientation/heading-deg/eye-heading-deg-path



at-model type=booltrue/at-model

at-model-idx
type=int0/at-model-idx //this points to the players plane. Bad.



at-model-roll-damping type=double1.8/at-model-roll-damping

at-model-pitch-damping type=double1.8/at-model-pitch-damping

at-model-heading-damping type=double1.8/at-model-heading-damping

target-z-offset-m type=double0/target-z-offset-m





Thanks,

Vance










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Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-07 Thread Jon Stockill
Arnt Karlsen wrote:
On Fri, 07 Jan 2005 00:55:58 +, Jon wrote in message 
[EMAIL PROTECTED]:


Arnt Karlsen wrote:

..so slow down, these guys used PT19's.  ;-)
The alternative is to keep the gear up, and I'll do a model with *all*
the doors open :-)

..daring.  Combines changing the airfoil far enough to have those wheels
protrude far enough to make those hangar wall skid marks.  Would earn 
an interesting chew out.  ;o)

..those Air Force boys preferred to leave airfoils and wingtip
navlights intact.  ;o)
Due to temporary boredom today I was playing with some visualisation 
code for the scenery database, and managed to draw this:

http://flightgear.stockill.org.uk/testing/SceneryObjects.png
It looks like rather a lot of objects when viewed like that!
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-07 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jon Stockill schrieb:
 Arnt Karlsen wrote:
 
  Due to temporary boredom today I was playing with some visualisation
 code for the scenery database, and managed to draw this:
 
 http://flightgear.stockill.org.uk/testing/SceneryObjects.png
 
 It looks like rather a lot of objects when viewed like that!

What are those yellow and red spots in the sea?

CU,
Christian


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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Lee Elliott
On Friday 07 January 2005 07:35, Chris Metzler wrote:
 On Tue, 4 Jan 2005 19:48:27 +0200

 Paul Surgeon wrote:
  It would be really nice if the level of development was
  listed as well as a brief description about the aircraft.
  That would help people decide whether they really want to
  download the aircraft or not.
 
  For example :
  ---
  Development level : Beta
  Description : This Airbus XYZ was built in 19xx.
  2000 of them were build before production stopped in 19xx.
  Please note that the hydraulic system is not fully
  operational at this stage.

 I think this is a good idea.  Even if it's just at the
 alpha/beta/ finished level.

 -c

Wasn't this addressed via the status tag in the set files?

LeeE

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Re: [Flightgear-devel] which plib ???

2005-01-07 Thread Lee Elliott
On Friday 07 January 2005 09:07, Erik Hofman wrote:
 Syd wrote:
  Just a question to all...
  After the issue with the dhc-2 panel , should I be modelling
  for the latest plib?
  The ' drawing order ' of objects with transparent textures
  is different ...so the .ac files have to be modified ... if
  that makes sense. I haven't found a way to make the models
  display correctly between the different versions.
  So should I start using the latest plib and hope everyone
  upgrades ???
 
  P.S. ...redoing the dhc-2 gauges ...it should work with any
  plib version  just more polygons to deal with :(

 One way do deal with this issue transparent to the plib
 version is to add an animation type containing just the names
 of the objects:

   animation
object-namecanopy/object-name
object-namehud/object-name
   /animation

 This orders the canopy to be drawn first and the HUD to be
 drawn after that.

 Erik

V. interesting - that hadn't occurred to me:)

LeeE

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Re: [Flightgear-devel] John: Church Fenton hangars need fixing?

2005-01-07 Thread Ampere K. Hardraade
On January 7, 2005 03:57 am, Jon Stockill wrote:
 Ampere K. Hardraade wrote:
  Has anyone thought about creating a program that can generate bridges
  from a database automatically?
 
  A lot of time can be saved with such program, and alignment problems like
  this will less likely to happen.

 The problem is gathering the information to populate the database :-)
For that, you will need another program to:

1.  scan the scenery and determine bridges' end points.
2.  generate entries for bridges.  The type of bridges that will be generated 
will base on the their lengths.
3.  store the information into the database.
4.  allow the user to edit various entries, so he/she can change the 
parameters for the bridge.  For example, height, width, truss type, number 
and location of supports, color, etc.

It is the job of scenery designers to alter entries afterward.

Ampere

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Re: [Flightgear-devel] Database formats / interfaces

2005-01-07 Thread Dale E. Edmons
Wach, Brian SIK wrote:
I am considering integrating your free software into some of our simulators
here at Sikorsky Aircraft.
Question #1. Can we use your API to drive your visuals from a SGI thru a UDP
/ Ethernet / shared memory mechanism ?
Question #2 Can we convert or use any of our legacy Open Flight databases to
run with Flight Gear ?
Brian
Brian Wach
Senior Visual Systems Engineer
Sikorsky Aircraft
6900 Main Street
Stratford CT, 06615
Office 203-386-4344
Fax 203-386-3419
 

Brian,
I've been working on code that allows me to convert/generate models for 
the SPX-200/500 using TerraGear and FGSD for use in two of our sims.  
FGSD (http://fgsd.sourceforge.net) has an export method to output in 
text format using an offset UTM that gives you a useable coordinate 
system.  I use a modified SimGear to write the SPX-200 macro format 
which is a little bit similar to the ascii version.

I've actually flown a couple of models generated this way in our MD83 
full flight sim.  They're not useable for training *yet* but it only 
takes a few minutes or hours compared to a few months.

Dale
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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Chris Metzler
On Fri, 7 Jan 2005 21:12:01 +
Lee Elliott wrote:
On Friday 07 January 2005 07:35, Chris Metzler wrote:
On Tue, 4 Jan 2005 19:48:27 +0200 Paul Surgeon wrote:
 It would be really nice if the level of development was
 listed as well as a brief description about the aircraft.
 That would help people decide whether they really want to
 download the aircraft or not.

 For example :
 ---
 Development level : Beta
 Description : This Airbus XYZ was built in 19xx.
 2000 of them were build before production stopped in 19xx.
 Please note that the hydraulic system is not fully
 operational at this stage.

 I think this is a good idea.  Even if it's just at the
 alpha/beta/ finished level.
 
 Wasn't this addressed via the status tag in the set files?

Yes.  But that doesn't directly help the potential downloader of an
aircraft, since they can't look at that info without first downloading
the aircraft -- unless it's incorporated into Curt's webpage somehow,
which is what Paul suggested.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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[Flightgear-devel] alpha layers ...again

2005-01-07 Thread Syd
Hi all me again
I understand about alpha layers and the drawing order , but the problem 
I had was it would work for one version of plib and not for another. I 
had to rearrange the object order in the ac file to get the gauges to 
show when I switched plib versions. Does the dhc-2 that Jim modified 
work with the standard plib ?
Im redoing the gauges for the Beaver for testing ( I hate recompiling 
just to test this problem :) .
And crossing my fingers.Trying to eliminate the transparent panel.If it 
works I  can carry on with the Citation and B1900D.
Anyway ... any other problems ,tips, optimizations would be helpful. I 
was trying to keep polygons to a minimum ... as some planes are barely 
flyable on my system  especially the Concorde ( not sure why ).

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[Flightgear-devel] FGNetFDM-time

2005-01-07 Thread Ivan Ngeow
G''day all.
I''ve written a client that drives FG using the native-fdm I/O mechanism.
For the ''time'' variable, I've tried entering zero, and then entering 
the value returned by (Win32's) GetTickCount() -- no difference.

However, interestingly, I noticed that FG starts off at midnight (in its 
internal world time) but the time advances at a phenomenal rate. After a 
couple of minutes I actually see the sky lighten up, followed by the sun 
rising in the east. Sunset follows about 2 min later.

What gives ??
-ivan
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