Melchior FRANZ wrote:
True. You force me to become a bit more specific: [...]
Your intention is clear, it's just that I don't share everyting of it.
[...] I'm worried about
*static* objects (as in OBJECT_STATIC) that consume 300kB each, and
are only used *once* in the whole world (which by
* Martin Spott -- Wednesday 02 March 2005 10:46:
Your intention is clear, it's just that I don't share everyting of it.
... and you don't need to. Just keep the number of 512x512 textures as
low as possible, especially for objects with reduced importance. Not
everyone has a fast and cheap
On Wednesday 02 March 2005 11:14, Melchior FRANZ wrote:
* Martin Spott -- Wednesday 02 March 2005 10:46:
Your intention is clear, it's just that I don't share everyting of it.
... and you don't need to. Just keep the number of 512x512 textures as
low as possible, especially for objects with
Quoting Oliver C. :
On Wednesday 02 March 2005 11:14, Melchior FRANZ wrote:
* Martin Spott -- Wednesday 02 March 2005 10:46:
Your intention is clear, it's just that I don't share everyting of it.
... and you don't need to. Just keep the number of 512x512 textures as
low as possible,
jj wrote:
I'd surely like to see an Observatory bulding (such as mine, see
http://kingmont.com and ftp://kingmont.com for pictures of it).
Jim, if you send the coordinates of your house to Jon Stockill, he can place a grain silo
there in the object database. The silo should match your house
I am working on making a 3d aircraft model, which I
would like to use in FlightGear.
The only information that I have found on how to do
this is the Mini-HOWTO: 3D Aircraft Models in
FlightGear.
I have been unable to follow this, so think that there
are thinbgs that I need to know before I get
Don Oliver wrote:
fgfs --prop:/sim/model/path=Models/my-cessna.wrl
There are no .wrl files in my FlightGear installation, so where do I
find this information?
FlightGear's model loader (part of plib) supports many different file
formats. The best supported is currently AC3D (.ac) format,
Andy Ross a écrit :
FlightGear's model loader (part of plib) supports many different file
formats. The best supported is currently AC3D (.ac) format, which is
native to that shareware modeller (www.ac3d.org) and well-supported in
Blender by a Python export script.
When I use Blender for editing
* Patrick Deflandre -- Wednesday 02 March 2005 22:15:
When I use Blender for editing an existing plane.ac file, it don't see
the texture of the plane on the rendering image.
The texture becomes visible in the 3D window if you press Alt-Z.
If you really mean the *rendered* image: you have to
Curtis L. Olson wrote:
jj wrote:
I'd surely like to see an Observatory bulding (such as mine, see
http://kingmont.com and ftp://kingmont.com for pictures of it).
Jim, if you send the coordinates of your house to Jon Stockill, he can
place a grain silo there in the object database. The silo
Thanks Andy.
Don
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Hi,
I am trying to compile FlightGear 09 on a Mac OS X. I got plib, and
SimGear installed fine. But FlightGear won't perform the autogen.sh
correctly. For some reason it doesn't generate the config.sub files
necessary for ./configure.
When i run ./configure i get: configure: error: cannot run
The mac build instructions should be included somewhere. If not here are
the steps that you are having problems with:
* Build FlightGear
cd $BUILDDIR/src/source
./autogen.sh
Automake should do the next two steps, but for some reason does not for
FlightGear
(but it does for SimGear, which is
Thank you Adam! That worked!
Felix
On Wed, 02 Mar 2005 20:12:54 -0800, Adam Dershowitz
[EMAIL PROTECTED] wrote:
The mac build instructions should be included somewhere. If not here are
the steps that you are having problems with:
* Build FlightGear
cd $BUILDDIR/src/source
Spoke too soon...The configure worked but now the make fails:
Making all in tests
g++ -g -O2 -D_REENTRANT -L/FlightGear/lib -o test-up test-up.o
-lsgmath -lsgxml -lsgmisc -lsgdebug -lsgstructure -lsgtiming -lplibsg
-lplibul -lz
ld: can't locate file for: -lsgmath
make[1]: *** [test-up] Error 1
Melchior FRANZ a crit :
When I use Blender for editing an existing plane.ac file, it don't see
the texture of the plane on the rendering image.
The texture becomes visible in the 3D window if you press Alt-Z.
If you really mean the *rendered* image: you have to activate TexFace
in the Material
Erik Hofman wrote:
I made just this observatory model for him about a year back or so:
FlightGear/data/Models/Structures/observatory.*
I'll get this into the database. Do you have a screenshot (320x240) ?
Martin.
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