On Fri, 27 Jun 2003 17:04:44 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
A neat effect I saw once in one of those big full motion sims was to
model a mirror image of the night lighting below the bridge so it
showed up looking like the bridge lights reflected off the water.
Given that our
WillyB wrote:
I have a 3 view of the AC .. is it best to start from the front view and
get
a general circlesh outline of the fusilage and extrude back?
From other postings I know to make the wings seperate as well as the
flight
surfaces.. but it's getting the first general shapes that Im
On Thursday 10 July 2003 23:43, Frederic Bouvier wrote:
WillyB wrote:
I have a 3 view of the AC .. is it best to start from the front view and
get
a general circlesh outline of the fusilage and extrude back?
From other postings I know to make the wings seperate as well as the
WillyB wrote:
http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
You can probably spot some other things I've started to do wrong.
Ok, you already got the idea, but I would rotate the images in gimp ( top
and front ) to have horizontals and verticals.
If you crop the top view to the wings
Erik Hofman [EMAIL PROTECTED] wrote:
Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen
In directory baron:/tmp/cvs-serv16338/simgear/screen
Modified Files:
texture.cxx texture.hxx
Log Message:
Allow removing of the texture data after it is sent to OpenGL
make[3]: Entering
Hi All
A couple of weeks ago I reported that KSFO terminal did not show on my
build.
I have done some investigation and when the sim loads I get this message.
WARNING ssgLoaD ac: failed to open './DATA/./DATA/Scenery/path to KSFO.Then
failed to load 3D model.
It would appear that I have one to
Erik Hofman [EMAIL PROTECTED] wrote:
Update of /var/cvs/SimGear-0.3/SimGear/simgear/screen
In directory baron:/tmp/cvs-serv16734
Modified Files:
texture.cxx
Log Message:
Don't use floats where ints are more appropriate
Unfortunately this still does not fix it. The output almost
* Martin Spott -- Friday 11 July 2003 13:42:
Unfortunately this still does not fix it. [...]
texture.cxx: In member function `void SGTexture::set_pixel(unsigned int,
unsigned int, float ()[3])':
texture.cxx: In member function `float (* SGTexture::get_pixel(unsigned int,
unsigned
There is a very complete paper on the Schweizer here:
www.dfrc.nasa.gov/DTRS/1990/PDF/H-1563.pdf
Thanks Jon, I see that UIUC has made good use of this for their 1-36 model.
The 1-36 looks to be a scaled-up 1-26, so the stability derivatives should be
about the same for both.
Dave
--
David Culp [EMAIL PROTECTED] said:
First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
This was just to test Aero-Matic, but it's turned out to be a nice flying
machine.
Only three projects at once? ;-) Wow. Nice stuff!
The FW-190 is quite the aircraft. That engine...14 cylinder
I get a three view drawing, make the fuselage and 1 wing. Then I
convert to mesh and optimise the mesh if necessary. Then I remove half
of my extruded profile for the fuselage and duplicate and mirror the
remaining half to make sure I've a symmetrical object (assuming the a/c
is symmetrical).
WillyB [EMAIL PROTECTED] said:
I found that out from the blender chatroom actually :)
I have not tried cropping the images though, but I do copy each view into
seperate images...
I use gimp and just move it around and then see what it looks like, then move
it a little more You can
This morning, Erik commited 4 new buildings of the San Francisco skyline
that form the Embarcadero Center.
The screenshots are there :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png
He tweaked the ( too huge ) textures so it
Melchior FRANZ [EMAIL PROTECTED] wrote:
Of course not. Erik's crappy compiler doesn't seem to find it
strange that a function doesn't return anything. :-
:-))
There is no alternative on IRIX,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
Frederic BOUVIER writes:
The screenshots are there :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-02.png
He tweaked the ( too huge ) textures so it now might be different.
I will try later to use repeating texture
On Friday 11 July 2003 05:53, Jim Wilson wrote:
WillyB [EMAIL PROTECTED] said:
I found that out from the blender chatroom actually :)
I have not tried cropping the images though, but I do copy each view into
seperate images...
I use gimp and just move it around and then see what it
David Megginson writes
Looks good. We should probably try to limit ourselves to a total
32x32 texture for random (generic/repeatable) buildings, and a total
64x64 texture for most specialized buildings. A few very prominent
landmarks might justify 128x128 or even 256x256, but that will
On Thursday 10 July 2003 19:03, David Culp wrote:
I've been incomunicado for a while, so to catch up here's some stuff I've
been working on.
First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
This was just to test Aero-Matic, but it's turned out to be a nice flying
machine.
Very
On Friday 11 July 2003 02:23, Frederic BOUVIER wrote:
WillyB wrote:
http://24.121.17.106/fgfs/cassutt-racer/bld-ss1.png
You can probably spot some other things I've started to do wrong.
Ok, you already got the idea, but I would rotate the images in gimp ( top
and front ) to have
Frederic BOUVIER writes:
with 64x64, you don't have a pixel for every window. That's why I will
try to design 1 window in 32x32 and then repeat in for the adjacent one.
And the result will be better than with my original 1024x1024
texture.
That's a great idea for anything with a
On Thursday 10 July 2003 21:27, Lee Elliott wrote:
On Thursday 10 July 2003 23:50, David Megginson wrote:
WillyB writes:
What is the Best way to approach starting a brand new model?
I have a 3 view of the AC .. is it best to start from the front
view and get a general circlesh
WillyB writes:
Yeah, plus when I used the middle mouse button in the front view I saw that
the model is 180 degrees off.. :/ I have the rear of the plane forward but
the 3 view has the front of it forward.
At the bottom left of each 3d view, when you see the grid, there is an
indication of
On Friday 11 July 2003 05:58, Christopher S Horler wrote:
I get a three view drawing, make the fuselage and 1 wing. Then I
convert to mesh and optimise the mesh if necessary. Then I remove half
of my extruded profile for the fuselage and duplicate and mirror the
remaining half to make sure
On 11 Jul 2003 12:47:47 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Melchior FRANZ [EMAIL PROTECTED] wrote:
Of course not. Erik's crappy compiler doesn't seem to find it
strange that a function doesn't return anything. :-
:-))
There is no alternative on
On Friday 11 July 2003 08:04, Frederic BOUVIER wrote:
WillyB writes:
Yeah, plus when I used the middle mouse button in the front view I saw
that the model is 180 degrees off.. :/ I have the rear of the plane
forward but the 3 view has the front of it forward.
At the bottom left of each 3d
On Friday 11 July 2003 06:05, Frederic BOUVIER wrote:
This morning, Erik commited 4 new buildings of the San Francisco skyline
that form the Embarcadero Center.
The screenshots are there :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-emb-01.png
Arnt Karlsen writes:
On 11 Jul 2003 12:47:47 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Melchior FRANZ [EMAIL PROTECTED] wrote:
Of course not. Erik's crappy compiler doesn't seem to find it
strange that a function doesn't return anything. :-
WillyB writes:
That would turn out a model twice the size, if I'm following what you
said.
Exactly, if the units were feet, but they are meter if fg
Ok, that helps a lot! :)
One more thing: from your blender screenshot, I see you don't choose the
right axis for your model and it
I wrote :
WillyB writes:
That would turn out a model twice the size, if I'm following what you
said.
Exactly, if the units were feet, but they are meter if fg
Ok, that helps a lot! :)
One more thing: from your blender screenshot, I see you don't choose the
right axis
On Friday 11 July 2003 09:00, Frederic BOUVIER wrote:
I wrote :
WillyB writes:
That would turn out a model twice the size, if I'm following what
you said.
Exactly, if the units were feet, but they are meter if fg
Ok, that helps a lot! :)
One more thing: from your
Arnt Karlsen [EMAIL PROTECTED] wrote:
On 11 Jul 2003 12:47:47 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
There is no alternative on IRIX,
..no? Try Google(IRIX alternate c++ compiler),
Google(IRIX GNU c++ compiler) etc. ;-)
Did you already try GCC on IRIX
Melchior FRANZ [EMAIL PROTECTED] wrote:
diff -u -p -U0 -r1.8 texture.cxx
--- texture.cxx 11 Jul 2003 10:55:17 - 1.8
+++ texture.cxx 11 Jul 2003 12:11:45 -
@@ -356 +356 @@ SGTexture::get_pixel(GLuint x, GLuint y)
-return;
+return c;
Would anyone mind applying
On Fri, 11 Jul 2003 17:55:19 +0200,
Erik Hofman [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Curtis L. Olson wrote:
Arnt Karlsen writes:
On 11 Jul 2003 12:47:47 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Melchior FRANZ [EMAIL PROTECTED]
Arnt Karlsen writes:
..guns are _never_ needed around civilized people. ;-)
Agreed 100%, that's why we need to have them in case of un-civilized
people, and for video games, movies, tv shows, and the occasional
olympic sporting event. :-)
Curt.
--
Curtis Olson IVLab / HumanFIRST Program
On Friday 11 July 2003 13:39, Jim Wilson wrote:
David Culp [EMAIL PROTECTED] said:
First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
This was just to test Aero-Matic, but it's turned out to be a nice flying
machine.
Only three projects at once? ;-) Wow. Nice stuff!
The
On 11 Jul 2003 16:47:25 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen [EMAIL PROTECTED] wrote:
On 11 Jul 2003 12:47:47 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
There is no alternative on IRIX,
..no? Try
On Fri, 11 Jul 2003 12:35:09 -0500,
Curtis L. Olson [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen writes:
..guns are _never_ needed around civilized people. ;-)
Agreed 100%, that's why we need to have them in case of un-civilized
people, and for video games, movies,
Jim Wilson [EMAIL PROTECTED]
Do you have use of modeling software? Let us know what skills you have or
what skills you'd like to acquire. There is quite a list. Cockpits
definately need attention.
Best,
Jim
I´ve already made maps for Half-Life with Worldcraft-editor, I´ve got PPE and
Arnt Karlsen [EMAIL PROTECTED] wrote:
On 11 Jul 2003 16:47:25 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
_But_ GCC is improving with every release,
..is GCC the best alternate/non-native IRIX compiler???
I think it's the only one. There are other commercial
On Fri, 11 Jul 2003 16:03:47 -0400,
David Megginson [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Curtis L. Olson writes:
..guns are _never_ needed around civilized people. ;-)
Agreed 100%, that's why we need to have them in case of
un-civilized people, and for video
On 11 Jul 2003 21:23:14 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen [EMAIL PROTECTED] wrote:
On 11 Jul 2003 16:47:25 GMT,
Martin Spott [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
_But_ GCC is improving with every release,
..is
Arnt Karlsen writes:
..polar bears are part of civilization too, which is why the great
old civilizations treat game respectfully, when hunting. ;-)
A civilization is a culture that builds cities. Many great cultures
never opted for civilization.
All the best,
David
--
David
On Fri, 11 Jul 2003 21:51:50 -0400,
David Megginson [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Arnt Karlsen writes:
..polar bears are part of civilization too, which is why the great
old civilizations treat game respectfully, when hunting. ;-)
A civilization is a
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