Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Buchanan, Stuart
Well if thats the case I don't mind doing something for the Seattle region because that will be a good flight from SAN FRAN - off course if that is not already modelled - and I will need help on how to do it. Hi Shelton, I went through this learning curve a couple of months ago - it is

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Shelton D'Cruz
Hi Stuart Thanks for the guide (quite a bit to take in) - I have got Blender up and running and it looks very polished in-deed. So its going to take a while for me to get going - I will keep your notes in a safe place - what I am wondering is whether I can use the existing buildings and

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Buchanan, Stuart
--- Shelton D'Cruz [EMAIL PROTECTED] wrote: Hi Stuart Thanks for the guide (quite a bit to take in) - I have got Blender up and running and it looks very polished in-deed. So its going to take a while for me to get going - I will keep your notes in a safe place - what I am

[Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Melchior FRANZ
* Buchanan, Stuart -- Friday 04 November 2005 11:25: I also tried Blender (which is free), but I found it much more complex so just shelled out for a AC3D license. True. It offers a *lot* of features, like rendering with a raytracer, making animations, films etc. But it isn't hard to ignore

Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Buchanan, Stuart
--- Melchior FRANZ [EMAIL PROTECTED] wrote: * Buchanan, Stuart -- Friday 04 November 2005 11:25: I also tried Blender (which is free), but I found it much more complex so just shelled out for a AC3D license. True. It offers a *lot* of features, like rendering with a raytracer, making

Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread AJ MacLeod
On Friday 04 November 2005 12:36, Buchanan, Stuart wrote: I may take another look then. I've been using AC3D for buildings are aircraft, but it isn't particularly easy for some tasks - like modifying the cockpit. I think that's more a reflection on the relative complexity of the two tasks...

Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Buchanan, Stuart
I think that's more a reflection on the relative complexity of the two tasks... if you think modifying a cockpit isn't easy in AC3D, which you're obviously used to, I will be amazed if you find it easier in Blender :-) Better the devil you know... I find it helps to hide as much of the

Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Josh Babcock
Melchior FRANZ wrote: * Buchanan, Stuart -- Friday 04 November 2005 11:25: I also tried Blender (which is free), but I found it much more complex so just shelled out for a AC3D license. True. It offers a *lot* of features, like rendering with a raytracer, making animations, films etc. But

Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Josh Babcock
Buchanan, Stuart wrote: I made some changes - the towers are different - but I borrowed the suspension cables and the arch of the bridge. Much easier than trying to create the curves myself. -Stuart

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Jim Wilson
From: Mike Kopack snip Is there a way to get buildings to appear (like the wash monument, white house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is this just a glaring big black hole with the FG scenery (no building data.) I'd prefer to demonstrate somewhere other than

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Dave Culp
On Thursday 03 November 2005 01:14 pm, Mike Kopack wrote: Or is this just a glaring big black hole with the FG scenery ... What is this? Crap on FlightGear week? Dave ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Josh Babcock
Jim Wilson wrote: From: Mike Kopack snip Is there a way to get buildings to appear (like the wash monument, white house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is this just a glaring big black hole with the FG scenery (no building data.) I'd prefer to demonstrate

[Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Melchior FRANZ
* Buchanan, Stuart -- Friday 04 November 2005 13:36: Presumably the current tile is also somewhere within the properties tree, so one could look there as well. No. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org

Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Curtis L. Olson
Melchior FRANZ wrote: * Buchanan, Stuart -- Friday 04 November 2005 13:36: Presumably the current tile is also somewhere within the properties tree, so one could look there as well. No. I don't recall the context of this thread, so the 'no' might be in response to something

[Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Melchior FRANZ
* Curtis L. Olson -- Friday 04 November 2005 15:09: I believe the current tile id is in fact in the property tree someplace. Ah, yes, indeed: /environment/current-tile-id Could make the script a little shorter ... m. ___ Flightgear-devel mailing list

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Arnt Karlsen
On Fri, 04 Nov 2005 08:55:57 -0500, Josh wrote in message [EMAIL PROTECTED]: Jim Wilson wrote: From: Mike Kopack snip Is there a way to get buildings to appear (like the wash monument, white house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is this just a

[Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Mike Kopack
It's not so much an issue of San Fran being BAD, it's just that KSFO is pretty far from downtown. We're talking about small slow-flying UAV's in my project (I'm using the Piper as a surrogate), so having to take off that far away means my demo is like 45 minutes long. We were hoping to use DC

[Flightgear-devel] [Flightgear-cvslogs] CVS: FlightGear/src/FDM groundcache.cxx, 1.11, 1.12

2005-11-04 Thread Vassilii Khachaturov
Mathias Fröhlich: I have now fixed the problem that flying below bridges was broken by some groundcache work. Thanks a lot!! this is a very important eye-candy feature --- one of the bigger ones to draw folks to fgfs tryouts over here :-) ___

Re: [Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Andy Ross
Mike Kopack wrote: It's not so much an issue of San Fran being BAD, it's just that KSFO is pretty far from downtown. We're talking about small slow-flying UAV's in my project (I'm using the Piper as a surrogate), so having to take off that far away means my demo is like 45 minutes long. As a

[Flightgear-devel] New commit ssgEntityArray not built

2005-11-04 Thread David Luff
ssgEntityArray.[ch]xx has recently been added to simgear/screen, but doesn't get compiled since there appears to be no reference to it added in Makefile.am. Is this intentional or an oversight? Cheers - Dave ___ Flightgear-devel mailing list

[Flightgear-devel] Re: New commit ssgEntityArray not built

2005-11-04 Thread Melchior FRANZ
* David Luff -- Saturday 05 November 2005 00:06: ssgEntityArray.[ch]xx has recently been added to simgear/screen, but doesn't get compiled since there appears to be no reference to it added in Makefile.am. Is this intentional or an oversight? Intentional. It wouldn't even compile, because

Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Durk Talsma schrieb: To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So, I'd be interested to know if anybody with reasonable 3d modeling skills would be

[Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Ima Sudonim
Oh, DC scenery, one of the many things i'd like to do if I ever get around to it (health permitting) 8-) I even got a gps to plot buildings' locations... just was never able to do anything. Back at least 5 years ago when I was flying XPl*ne, I could fly off 33 (?) at DCA and overfly a

Re: [Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Curtis L. Olson
Ima Sudonim wrote: Oh, DC scenery, one of the many things i'd like to do if I ever get around to it (health permitting) 8-) I even got a gps to plot buildings' locations... just was never able to do anything. For what ever it's worth, Google maps seems to do a surprisingly good job of

RE: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Innis Cunningham
Hi Durk From: Durk Talsmawrites Hey Guys, The last couple of days I've been slowly but steadily progressing with my traffic editing tool, hereafter referred to as TrafficGear. I have a rough version of the aircraft selection choice menus working now. I've been playing a bit with loading

[Flightgear-devel] [PATCH] a misprint in hunter-set.xml

2005-11-04 Thread Vassilii Khachaturov
Index: ../data/Aircraft/Hunter/hunter-set.xml === RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/Hunter/hunter-set.xml,v retrieving revision 1.13 diff -u -r1.13 hunter-set.xml --- ../data/Aircraft/Hunter/hunter-set.xml 1 Nov

[Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread Ima Sudonim
Ima Sudonim wrote: Oh, DC scenery, one of the many things i'd like to do if I ever get around to it (health permitting) 8-) I even got a gps to plot buildings' locations... just was never able to do anything. For what ever it's worth, Google maps seems to do a surprisingly good job of

Re: [Flightgear-devel] getting hands dirtier: graphics-related programming task sought

2005-11-04 Thread Vassilii Khachaturov
while waiting for your advice on the subj matter, I have found the CVS source for the flightgear site --- (BTW, is the site material in the CVS somewhere, so as to make it easier to send the patches against?) it's in the www module of the same CVS repository --- and had sent a couple of minor

Re: [Flightgear-devel] AI Aircraft Models

2005-11-04 Thread Paul Surgeon
On Friday 04 November 2005 23:23, Durk Talsma wrote: I've been playing a bit with loading different aircraft and different paint schemes. To get AI traffic going in the forseeable future, we could use quite a few low-polygon count aircraft models in various paint schemes. So, I'd be interested

[Flightgear-devel] Citation Bravo

2005-11-04 Thread Curtis L. Olson
Syd recently sent me a Citation Bravo jet (similar to the Citation II we already have but which a much more modern cockpit.) I have just committed it to CVS. It's worth checking out (so to speak.) :-) Syd does really great work on the 3d cockpits. Curt. -- Curtis Olson

Re: [Flightgear-devel] Citation Bravo

2005-11-04 Thread Shelton D'Cruz
Hi Curt The work that Syd has done on the cockpits is *truely magnificant* - you can easily see the love of his work in it. I am extremely grateful and appreciative. Regards Shelton. Syd recently sent me a Citation Bravo jet (similar to the Citation II we already have but which a much

[Flightgear-devel] Populating San Jose

2005-11-04 Thread Shelton D'Cruz
Hi I am trying to populate San Jose with some buildings and on the FAQ it says to use this command fgfs --lat=-121.93 --lon=37.36 21 | tee fgfs.log however when I check the log file, its empty. Regards Shelton. ___ Flightgear-devel mailing list

Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Shelton D'Cruz
Hi Stuart How do i determine the tile? And is the scenery designer part of FG ? Regards Shelton. Hi Stuart Thanks for the guide (quite a bit to take in) - I have got Blender up and running and it looks very polished in-deed. So its going to take a while for me to get going - I will keep

Re: [Flightgear-devel] Citation Bravo

2005-11-04 Thread Curtis L. Olson
Shelton D'Cruz wrote: Hi Curt The work that Syd has done on the cockpits is *truely magnificant* - you can easily see the love of his work in it. I am extremely grateful and appreciative. Just to add to this, I just did a quick dusk flight from SFO to SJC in the new Bravo. I think it

Re: [Flightgear-devel] Populating San Jose

2005-11-04 Thread Shelton D'Cruz
Ok found how to find the tile using the perl script (from the wiki) Regards Shelton. Hi I am trying to populate San Jose with some buildings and on the FAQ it says to use this command fgfs --lat=-121.93 --lon=37.36 21 | tee fgfs.log however when I check the log file, its empty.

[Flightgear-devel] Compiling Flight Gear

2005-11-04 Thread Steve Knoblock
I am trying to compile FG for the first time on Suse Linux 10.0 following the instructions at http://www.flightgear.org/Docs/InstallGuide/getstartch2.html I downloaded and unpacked SimGear 0.3.8 plib-1.8.4 I ran the install for the ZLIB package, but could not find the Metakit package, so skipped

Re: [Flightgear-devel] Re: Buildings ?????

2005-11-04 Thread George Patterson
On Sat, 2005-11-05 at 05:02 +0100, Arnt Karlsen wrote: On Fri, 04 Nov 2005 14:03:10 -0800, Andy wrote in message [EMAIL PROTECTED]: Mike Kopack wrote: It's not so much an issue of San Fran being BAD, it's just that KSFO is pretty far from downtown. We're talking about small

[Flightgear-devel] San Jose

2005-11-04 Thread Shelton D'Cruz
Hi Guys Just to let you all know I am populating San Jose airport with buildings, tower etc, I am trying to make it as real as possible (from airport charts) - using existing objects. I have just added the tower. When I am complete, how do I send it for submittal to be included in the next

Re: [Flightgear-devel] Compiling Flight Gear

2005-11-04 Thread Shelton D'Cruz
Hi Do you have OpenGL installed? Regards Shelton. I am trying to compile FG for the first time on Suse Linux 10.0 following the instructions at http://www.flightgear.org/Docs/InstallGuide/getstartch2.html I downloaded and unpacked SimGear 0.3.8 plib-1.8.4 I ran the install for the ZLIB

Re: [Flightgear-devel] Compiling Flight Gear

2005-11-04 Thread George Patterson
On Fri, 2005-11-04 at 23:19 -0500, Steve Knoblock wrote: I am trying to compile FG for the first time on Suse Linux 10.0 following the instructions at http://www.flightgear.org/Docs/InstallGuide/getstartch2.html I downloaded and unpacked SimGear 0.3.8 plib-1.8.4 I ran the install for the