On October 20, 2004 06:12 am, David Luff wrote:
I'm wondering whether we know what the X-Plane format really *is*.
Since the beginning of September, Robin Peel has been saying that a
new set of files are coming out next weekend, September 18. But he
also says that these files won't work at
I'm afraid, you cannot expect people to purchase new hardware for an
open source game to work ;-)
Is new hardware really necessary?
The reason I brought the OpenRT topic up again is that (as far as I
understand) it can run on most people's desktop.
Checking the 777's page:
First of all, I'm not saying let's switch to OpenRT now. I am saying that
if FlightGear's scenegraph ever requires a large restructure, it will be a
good time to look at the feasibility of using OpenRT.
On October 20, 2004 11:50 pm, Boris Koenig wrote:
nope, it wasn't required - after all it
The Max is 8Mb. The other settings will make you cry.
Is there anyway I can boost the memory allocaated for the frame buffer?
Ampere
On October 14, 2004 02:59, Frederic Bouvier wrote:
Look in your *BIOS* settings. It isn't the AGP Aperture, it is the amount
of main memory dedicated to
I have just downloaded 0.9.6. I thought there is supposed to be an increase
of frame rate? I'm still seeing 2fps/3fps for the 747's, and an average of
6fps for other aircrafts.
Ampere
Command used: /usr/local/FlightGear/bin/fgfs
Parameters: no parameters
[EMAIL PROTECTED]:~$ lspci
...
Speaking of the Base Package, I see that the Aircraft directory alone used up
123.9MB. Perhaps it will be a good idea to only include the C172, and allow
the user to download the other aircrafts seperately?
This may encourage new users to try out FlightGear without having to deal with
a 78MB
I know. I am proposing that it may be a good idea to cut it down further so
that the archive is around 40MB.
I've just did some googling today, and I found that I am not the only one who
see the size of the archive as a problem.
I think GotM could make a HUGE difference for FlightGear, maybe
Is this by any chance related to the poor framerate that some of us have?
Ampere
On October 1, 2004 12:09 pm, Martin Spott wrote:
Boris Koenig wrote:
If you want to hear a strong opinion about Flightgear's memory
management, simply run the following:
# valgrind fgfs
Oh yeah:
Fundamentals of Air Traffic Control
ISBN 0-534-12246-9
This book pretty much has everything that you will need. Terminology and
phraseology are in Chapter 4.
Automation and Systems Issues in Air Traffic Control
ISBN 0-387-53903-4
As the title suggested, this book is related to the
While I was in my university's library this morning, I saw a book with a title
along the line of Introduction to Air Traffic Control. The book seems to
go into great details regarding air traffic mangement. I was doing some
other research at the time, so I didn't copy down the book's title or
For FlightGear and X-Plane. There may be problems working with Microsoft's
Flight Simulator as it uses a different airport database than us.
Ampere
On September 25, 2004 04:55 pm, Oliver C. wrote:
And this would be to create our own full open source ATC network
that is capable to speak to
I was going to suggest using Finite State Machine as well.
Anyway, this may be of interest:
http://www.pandorabots.com/pandora/talk?botid=f5d922d97e345aa1
Ask it where can I download your source code for more information.
Ampere
On September 18, 2004 01:22 am, Boris Koenig wrote:
So all this
They shouldn't inherit accelerations.
Ampere
On September 16, 2004 01:08 pm, Vivian Meazza wrote:
There are some other basic shortcomings as well: the submodel doesn't
inherit the parent accelerations, or the velocities and accelerations due
to roll, pitch and yaw. Only release droptanks when
How about smelly exhaust? =P
Ampere
On September 15, 2004 10:17 am, Melchior FRANZ wrote:
If you lock your rotor brake when starting a turbine you will burn the
blades of the working turbine part - good luck!
Once I implement the rotor brake, I'll need to know what I had
to expect model
Not if the helicopter uses an automatic transmission. =P
Ampere
On September 12, 2004 12:35 pm, Martin Spott wrote:
BTW, isn't this totally irrealistic ? I've never seen a helicopter
clutching the rotor with engines at full speed - I assume this would
break the whole transmission at once !
One suggestion: you may want to archive the movies so they are smaller in
size.
Ampere
On September 12, 2004 04:55 pm, Olivier Soussiel wrote:
Looking forward to this option too.
until then,
http://olivier.soussiel.free.fr/FG/FlightGear.htm
Login : flightgear
Pass : guest
Olivier
This will be an extremely useful option.
Ampere
On September 11, 2004 07:29 pm, Norman Vine wrote:
It wouldn't be all that difficult to make an AVI movie by extending
jpeg factory to avi factory with libavi
Norman
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On September 10, 2004 04:34 pm, Olivier Soussiel wrote:
Around 85 Mb for the vdo taped flight and about the same (or less) for
Flight Gear Playback.
That's too big for me to host then.
By the way, how did you made a movie out of Flight Gear playback?
Can you provide more explanation?
Regards,
Ampere
On August 11, 2004 05:23 am, Erik Hofman wrote:
Ampere K. Hardraade wrote:
Ever thought of selling art works that are used in FlightGear at very low
price?
http://www.turbosquid.com/
I don't think that would work because we have
Ever thought of selling art works that are used in FlightGear at very low
price?
http://www.turbosquid.com/
Regards,
Ampere
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Suggestions, suggestions... if the graphic interface can display most of the
static things that can be displayed by a web browser (buttons, fonts, images,
tables, etc), then I think we pretty much covered everything. As for
animations, the interface should be capable of doing what we can do
I was talking about having a libary-like interface that can allow the user to
implement basic and advanced animations really easily.
Regards,
Ampere
On August 7, 2004 05:08 am, Boris Koenig wrote:
So, you are also talking of script-able ways to implement basic
animations or what exactly is it
I think newer Airbus aircrafts have CDU's that have a more advanced GUI.
http://www.flug-revue.rotor.com/FRheft/FRHeft04/FRH0401/FR0401c1.JPG
Regards,
Ampere
On August 6, 2004 08:26 am, Boris Koenig wrote:
I am not aware of any current CDUs that really
make use of advanced graphics - most
That question was asked on this page:
http://flightgear.org/Docs/fgfs-model-howto.html
There is no need for someone to draw the diagrams anymore. I have subumbled
across one:
http://www.fas.org/man/dod-101/sys/ac/Fig2big.JPG
Regards,
Ampere
___
One more:
http://www.fas.org/man/dod-101/sys/ac/Fig1big.JPG
Regards,
Ampere
On August 7, 2004 03:36 pm, Ampere K. Hardraade wrote:
That question was asked on this page:
http://flightgear.org/Docs/fgfs-model-howto.html
There is no need for someone to draw the diagrams anymore. I have
It will be good if we can have some generic Graphic Interface for FlightGear.
Not only can it be used on the CDU, it can also be used on other flight
displays.
Regards,
Ampere
On August 6, 2004 05:58 pm, Harald Johnsen wrote:
I wanted to redo at least the ehsi display (for the eye candy).
How do I create a pre-built package?
Do I just select the relevent folders and drop them into the tarball?
Regards,
Ampere
On July 30, 2004 10:36 am, Curtis L. Olson wrote:
The official v0.9.5 source tarball and base package is now up on the ftp
sites and I've updated the website as well. I
I guess that's one of the reasons why some planes use canards. =P
Regards,
Ampere
On July 28, 2004 03:06 pm, Jon S Berndt wrote:
So, from the point of view of the horizontal stabilizor, that pesky
downwash happens because wings really suck. ;-)
___
On July 28, 2004 02:40 pm, Chris Metzler wrote:
Oh, that sucks. That truly, truly sucks.
Don't feel bad. I don't think 3D Studio supports multiple textures per object
either.
On July 28, 2004 02:48 pm, Curtis L. Olson wrote:
Be careful how many 2048x2048 textures you use. Just one of those
In the mean time, we just have to put up with the echos. =P
Regards,
Ampere
On July 28, 2004 06:30 pm, Lee Elliott wrote:
No problem, and no assumption either:) Software eh?
:)
LeeE
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Be thankful for that 30-36 fps you have. I usually have about 6-9 fps. ='(
Regards,
Ampere
On July 26, 2004 02:58 pm, Boris Koenig wrote:
On the other hand, the old ATI R128 card achieves about 70-80 fps
in 800x600 resolution under _windows_ running stuff like
counterstrike. While running
:
aircraft-set.xml
+ main.xml
[ + livery.xml
[ [ + animation1.xml
[ [ + animation2.xml
[
[ + animation3.xml
Regards,
Ampere
On July 25, 2004 04:31 am, Erik Hofman wrote:
Ampere K. Hardraade wrote:
No. What I want to do is tell each of these animation file where the
livery resides. I want
To create smoke, we will need two things: smoke emitter and smoke object.
The smoke emitter will allow the user to set the following properties:
- X, Y, Z coordinate relative to the aircraft. This is the location at which
the smoke objects will be created.
- vector at which the smoke is
I hope so too, but the fact is: I'm not a programmer.
Regards,
Ampere
On July 25, 2004 10:53 pm, Jon Berndt wrote:
I really hope you can do this. Smoke and fire are important for the X-15,
too.
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No. What I want to do is tell each of these animation file where the livery
resides. I want to be able to tell all of them with in one single file,
instead of having to create a new xml file for every animation file.
Regards,
Ampere
On July 24, 2004 03:37 am, Erik Hofman wrote:
I believe
I believe so. I am using the 0.9.5-pre-2 base package .
Regards,
Ampere
On July 24, 2004 03:29 am, Erik Hofman wrote:
Ampere K. Hardraade wrote:
Dialog scenery_loading not defined
The message only appears when one is in KSFO. As for other airports, the
message doesn't appear; neither
Send them to me in an attachment.
Regards,
Ampere
On July 24, 2004 12:04 pm, Josh Babcock wrote:
If someone gives me an ftp site to put them on.
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All I am saying is that it will be a good idea to look deeper into it instead
of pushing it aside. After all, from what I have read on their site, the
OpenRT library seems to offer some pretty neat capabilities that aren't in
the current version of plib.
At the very least, we should keep this
What's that?
Regards,
Ampere
On July 23, 2004 03:43 am, Erik Hofman wrote:
Sure, now try it in 3d space using WGS84 coordinates ...
Erik
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I'm sorry, but I still don't get it.
Thanks in advance,
Ampere
On July 22, 2004 03:44 am, Erik Hofman wrote:
Ampere K. Hardraade wrote:
Thank you.
So, is there anyway to include more than one XML file? The reason I ask
is because I have multiple mesh files, and each of them has its own
Dialog scenery_loading not defined
The message only appears when one is in KSFO. As for other airports, the
message doesn't appear; neither does the scenery. All there is is an ocean.
Can anyone duplicate these problems?
Regards,
Ampere
___
They go in the Aircraft directory.
Regards,
Ampere
On July 23, 2004 11:58 pm, Jon Berndt wrote:
Oh, good. I was hoping someone would do an L1011. Where do all these files
go?
Jon
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I guess he saw the same problem that we solved a few days ago. ;-)
Regards,
Ampere
On July 22, 2004 02:17 pm, Durk Talsma wrote:
What kind of problems did you see?
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On July 22, 2004 02:13 pm, CHANDRASEKHAR ACHALLA wrote:
I need to
create a crater (hole) if a plane crashes
Plane crash doesn't create craters. All there is is a black patch.
(or a missile )
...
. I also need to
simulate smoke and fire coming out of the crater.
If you also want the
I think someone should implement the followings:
1. Treat each taxi way as a line.
2. Joint the end of two taxi ways together.
http://www.student.yorku.ca/~ampere/STEP1.jpg
3. Apply fillet.
http://www.student.yorku.ca/~ampere/STEP2.jpg
4. Apply loth.
http://www.student.yorku.ca/~ampere/STEP3.jpg
I have had the same problem. I fixed it by compiling and installing the
latest OpenAL CVS.
Regards,
Ampere
On July 22, 2004 08:32 pm, Matthew wrote:
Good day,
Thought I'd post here instead of IRC, in case anyone hits the same
issue:
fgfs
Initializing OpenAL sound manager
Aborted
I think it will be a good idea to identify what file(s) are missing before
aborting. Loading the glider is just a waste of time.
Regards,
Ampere
On July 22, 2004 05:08 pm, Durk Talsma wrote:
That's actually a message indicating that the AIModel subsystem can't find
a model. I'm not yet sure
Confirmed. I have the latest CVS.
Regards,
Ampere
On July 21, 2004 11:12 pm, Chris Metzler wrote:
Confirmed (also CVS). Specifically, it appears that the lower left
corner is anchored, while the upper right corner comes in -- resulting
in the top and right margins shrinking, while the
Thank you.
So, is there anyway to include more than one XML file? The reason I ask is
because I have multiple mesh files, and each of them has its own XML
animation file. I would like to tell all of them where the livery resides in
in one single XML file.
Regards,
Ampere
On July 21, 2004
Is it possible to have something like this:
light-mappath/mon-scheme-texture.RGB/light-map
Using XML to define fading in places such as the landing light and taxi light
is fine, but doing so in places such as the cockpit is too much I would
think.
Regards,
Ampere
On July 20, 2004 02:51 pm,
...code last weekend, and did this:
http://www.cs.yorku.ca/~cs233144/PROTOTYPE.jpg
this:
http://www.cs.yorku.ca/~cs233144/FINNAIR.jpg
and this:
http://www.cs.yorku.ca/~cs233144/KLM.jpg
I am happy to report that the multiple-livery system works great and didn't
give me any trouble. However, I do
Try including the command: --with-simgear=PATH, whne you are
using ./configure. PATH is the location of SimGear.
Regards,
Ampere
On July 19, 2004 09:49 am, Jon Berndt wrote:
It seems as though, then, that my installation of FlightGear is not looking
for the correct pre-release version of
Speaking of controls, do they currently support key stroke inputs?
Regards,
Ampere
On July 18, 2004 04:02 pm, Remy Villeneuve wrote:
so that within 10 pixels it is incremented by 1, but if you go away from
that, at a 110 pixels it would be incremented by 10 for each cycles, and
at a maximum
squares themselves. But if you ask me, I doubt doing
that will make much of a difference.
Regards,
Ampere
On July 19, 2004 12:36 pm, Chris Metzler wrote:
On Mon, 19 Jul 2004 03:45:43 -0400
Ampere K. Hardraade [EMAIL PROTECTED] wrote:
...code last weekend, and did this:
http://www.cs.yorku.ca
http://www.cs.yorku.ca/~cs233144/MD11.zip
Regards,
Ampere
On July 17, 2004 09:23 am, Frederic Bouvier wrote:
Would these messages be removed before the release ?
WARNING: ssgLoad3ds: Texture coords missing.
WARNING: ssgLoad3ds: Texture coords missing.
WARNING: ssgLoad3ds: Texture coords
The MD-11 has 4 different level of details for parts that have a high
concentration of polygons (engines). I plan to expand it to the entire
aircraft in the future. I am confident that the amount of triangles is small
enough for the traffic manager.
Regards,
Ampere
On July 17, 2004 09:40
Load the aircraft, then zoom in on it in tower view mode. You will see the
lowest level of details.
Regards,
Ampere
On July 17, 2004 11:48 am, Durk Talsma wrote:
Option #2 is my least favorite, even though I'm beginning to agree with
Erik that the current MD11 model is quite heavy in terms
Scrubbing FlightGear because of framerates was excatly what a friend of mine
did. I agree with Innis that someone should fix this problem.
Regards,
Ampere
On July 17, 2004 10:08 am, Innis Cunningham wrote:
The following tests were done using windows 98SE
The old box was a 850meg duron with
System spec:
CPU: Intel(R) Pentium(R) 4 CPU 1.70 GHz
Memory: 512MB
Graphic card: Intel Corp. 82845G/GL[Brookdale-G]/GE Chipset Integrated
Graphics Device (rev01)(prog-if 00 [VGA])
Sound card: Multimedia audio controller: Intel Corp. 82801DB (ICH4) AC'97
Audio Controller (rev 01)
Operating
Oh, I forgot to mention:
Durk, this particular version doesn't have the six flight displays that you
put on.
On the subject of flightdisplays, I am still hoping that the MD11 can have a
set of its own.
Regards,
Ampere
On July 17, 2004 01:24 pm, Ampere K. Hardraade wrote:
http
Is this issue caused by the complexity of the LODs.
How do we speed up the loading process?
Regards,
Ampere
On July 17, 2004 02:23 pm, Durk Talsma wrote:
However, there is also the loading time factor. This is getting quite high,
and especially when done during the simulation, this can cause
On July 17, 2004 03:04 pm, Alex Perry wrote:
I'm running AMD64, ATI, Via, Debian, Testing, KDE.
I don't observe your problem #1 so I suspect some other interaction.
LOL... now I can't even run FlightGear. =(
Curt: Is the version of openal in Debian's unstable finally new enough ?
I guess I
Problem #1 -- fixed after getting the latest OpenAL CVS.
Problem #2 -- fixed after disabling sound in KDE.
Problem #3
On July 17, 2004 05:28 pm, Jacek wrote:
Do you really distinguish those ... and ---? ;-)
Yes. For those who knows morse code, they can tell the difference.
On July 17, 2004
Please tell me that you don't play FlightGear in wireframe mode. =P
Just kidding.
Regards,
Ampere
On July 17, 2004 04:54 pm, Erik Hofman wrote:
This is the penalty for those who want eye-candy. If specular
highlighting is supported it will be enabled an make FlightGear slower.
Erik
Hello John,
It will help if you tell us what error message you saw when FlightGear stops.
Chances are that the animation script file couldn't find the object it was
looking for in your mesh file. But like I've said, it will help if we know
what the error is.
Regards,
Ampere
On July 17,
The file or
folder /site/ftp.flightgear.org/flightgear-ftp/Source/FlightGear-0.9.5-pre1.tar.gz
does not exist.
Did anyone encounter this problem?
Regards,
Ampere
On July 16, 2004 11:34 am, Curtis L. Olson wrote:
I've started doing some of the pre-release work for FlightGear-0.9.5
(which is
On July 16, 2004 05:17 pm, Frederic Bouvier wrote:
Would it be a single company or a space broker ? Would you be able to
control the content of the advertisement ?
I am not opposed if it is related to aviation or computing.
-Fred
What he said.
If we do go ahead with this idea, would it
This may help:
http://regentsprep.org/Regents/physics/phys06/bcentrif/default.htm
Regards,
Ampere
On July 16, 2004 04:26 pm, sonny hammaker wrote:
does anyone know of the equations that are used to determine how
coordinated a turn is? I notice in the hud view mode there is a
coordinated
I've got an error during compiliation:
-DPKGLIBDIR=\/usr/share/FlightGear/share/FlightGear\ -g -O2 -D_REENTRANT -c
-o viewer.o `test -f viewer.cxx || echo './'`viewer.cxx
source='viewmgr.cxx' object='viewmgr.o' libtool=no \
depfile='.deps/viewmgr.Po' tmpdepfile='.deps/viewmgr.TPo' \
depmode=gcc3
showed up at the end)
make install works, but fgfs is missing in /usr/share/FlightGear/bin
Regards,
Ampere
On July 17, 2004 12:32 am, Ampere K. Hardraade wrote:
I've got an error during compiliation:
-DPKGLIBDIR=\/usr/share/FlightGear/share/FlightGear\ -g -O2 -D_REENTRANT
-c -o viewer.o `test
Correction:
Not only is fgfs missing, but so are metar, terrasync, and (est-epsilon?).
Regards,
Ampere
On July 17, 2004 12:42 am, Ampere K. Hardraade wrote:
Oh, I forgot to mention, I installed simgear in /usr/share/simgear and
tried to do the same with FlightGear in /usr/share/FlightGear.
I
Bump.
So, is my idea a good one or a bad one? There doesn't seem to be much
response...
Regards,
Ampere
On July 10, 2004 05:20 pm, Erik Hofman wrote:
Ampere K. Hardraade wrote:
New animation type as in specifying the effects in the XML file? If so,
that is what I was thinking as well
On July 12, 2004 08:44 pm, Oliver C. wrote:
For example a voice of a pilot instructor could be played
that explains what to do next, like turning to heading 230.
May be we can also have dynamic responses during a lesson, where the
instructor can tell you things like too fast, too slow, too
Would you mind posting the link to your site and forum again?
Thanks in advance,
Ampere
On July 12, 2004 11:06 pm, Boris Koenig wrote:
I
would really like to ask you to *use* the forum
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On July 10, 2004 08:25 pm, Norman Vine wrote:
Ampere K. Hardraade writes:
Anyway we can get the plib group to look into their method for rendering?
Have at it !
How do I reach them?
Note PLib's scenegraph is SSG Simple Scene Graph
Since this model is anything but simple IMO it doesn't
New animation type as in specifying the effects in the XML file? If so, that
is what I was thinking as well.
Regards,
Ampere
On July 9, 2004 03:57 pm, Erik Hofman wrote:
Ampere K. Hardraade wrote:
I know. It is like the way things are done in 3D Studio. Unfortunately,
most
We can use that... now, but you'll have to set it so that the highest level of
detail of each component only shows up when the camera is less than 1 meter
from it.
LOL.
Regards,
Ampere
On July 10, 2004 06:32 pm, Jon Stockill wrote:
Wow!
http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html
Anyway we can get the plib group to look into their method for rendering?
Regards,
Ampere
On July 10, 2004 06:32 pm, Jon Stockill wrote:
Wow!
http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html
How long until we're using models with that level of detail then? ;-)
http://graphics.cs.uni-sb.de/RTGames/
Regards,
Ampere
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I know. It is like the way things are done in 3D Studio. Unfortunately, most
of these features aren't working with 3ds format in FlightGear. I even had a
specular level problem at the very beginning.
As for illumination, it is better done by a mask rather than selecting
material property.
On July 8, 2004 09:47 am, Andy Ross wrote:
Not to pass the buck, but this is really a plib question.
Why did I have a feeling that I was going to get that answer? =P
In the short term, I guess I can export those parts that need illumination
into ac format, thus bypassing the whole 3ds
Mwhaha... http://www.alexisparkinn.com/photogallery/Videos/ohmygodSpitfire
pass.wmv
Regards,
Ampere
On July 8, 2004 07:23 pm, David Megginson wrote:
I love watching it take off when it's at our end of the airport.
If only the plane had an extra seat ...
All the best,
David
I think this problem occurs with the F16 in 0.9.4 as well when the fuel tanks
are full.
Regards,
Ampere
On July 8, 2004 04:36 pm, David Megginson wrote:
Can anyone actually fly the Spitfire model in CVS?
fgfs --aircraft=spitfireIIa
The elevators seem to have no effect at all. On the
I was using multiple textures on the MD11's fuselage at first but then switch
to a single gigantic texture (4096X1024). There is no difference between
them performance wise. However, I would advise you to use one single texture
for the sake of maintance (such as creating a new livery). This
Couple of questions:
- Is this ATC Simulator that you speak of similar to us (being an open source
project, etc.)?
- How did they get your attention at first? May be we can use their methods
to help FlightGear gain some publicity.
- Where do their money come from? If it is from donations,
FlightGear has no trouble displaying the mesh, but things aren't working as
nicely for the texture parts. For example, to get transparency working, I
had to tune the opacity of the entire object to 98%. As a result, you can
see through the aircraft if you look at things closely. Now, I run
This is good news indeed! Thanks!
Regards,
Ampere
On July 5, 2004 09:40 am, Erik Hofman wrote:
Ok. Until some kind soul decides to use texture filenames without an
extension this should be fixed in CVS now.
Erik
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After some thoughts, I think what FlightGear needs the most right now is not
money; rather, it should be publicity. Without publicity, it will be naive
to hope that some kind souls will happened to stumbled upon FlightGear.
Regards,
Ampere
On July 3, 2004 09:19 pm, Jon Berndt wrote:
Yes.
May be it is time we update the Source/docs-mini/README.properties to include
Erik's description.
Regards,
Ampere
On July 3, 2004 10:28 am, Vivian Meazza wrote:
It is :-). There is also a short, and not very useful, discourse on XML
available, but I think Eric's description is about as good
On July 1, 2004 10:14 pm, [EMAIL PROTECTED] wrote:
Hi
I am almost finishing a L1011-500 TriStar 3D model, and i'd like to
contribute it to FlightGear.
History is repeating itself: two different tri-jets are introduced at the
sametime. ;-)
The editor used was Milkshape, so i will be using
Here is an idea:
Right now, if we want to include an external model, we can do something like:
model
pathdirectory/*.xml/path
/model
What we can do is add a new type of tags called textures. It will be
something like this:
texture
pathdirectory/*.xml/path
/texture
By using these texture
On July 1, 2004 02:11 am, Frederic Bouvier wrote:
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/Model
/fgfs-model-howto.html?rev=1.8cvsroot=FlightGear-0.9
Thanks. I will check that out.
From A320-fb.xml :
model
pathAircraft/747/Models/boeing747-400-pfd-jw.xml/path
Is there any animation documentation out there that tells you what type of
animations have been implemented, and how they work, etc.?
Also, if in A.xml I import the XML wrapper for mesh B:
model
pathmeshB.XML/path
/model
Is there anyway I can rotate the entire meshB?
Thanks in advance,
I sense someone is asking for a donation... lol
Regards,
Ampere
On June 28, 2004 05:32 pm, Curtis L. Olson wrote:
I have just reregistered the flightgear.org domain name for another year
...
Curt.
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That example shows how to re-order the objects if they are in the same mesh
file. What should I do if the objects that I want to re-order are in two
different mesh files?
Thanks in advance,
Ampere
On June 26, 2004 06:16 am, Frederic Bouvier wrote:
alpha-test really works well for fully
of MD11.3ds and the mesh that was referenced in
cockpit.xml?
Thanks in advance,
Ampere
On June 26, 2004 06:30 pm, Frederic Bouvier wrote:
Ampere K. Hardraade wrote:
That example shows how to re-order the objects if they are in the same
mesh
file. What should I do if the objects that I want to re
I came up with a similar idea a few weeks ago.
The panel will have to lost focus automatically when no input is given within
a certain time.
Regards,
Ampere
On June 25, 2004 11:17 am, Josh Babcock wrote:
Whatever we do, it should be self documenting. There should be a way to
turn on
I suppose I did. I'm sorry about it. =)
Regards,
Ampere
On June 25, 2004 04:16 pm, Christian Brunschen wrote:
I think you misunderstand the scenario I'm sketching at.
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with a transparent circle in the middile, and
behind it is another plane with a transparent circle in the middle, you won't
be able to see the second plane at all through the transparent portion in the
first plane.
Regards,
Ampere
On June 25, 2004 02:18 am, Erik Hofman wrote:
Ampere K. Hardraade
.
Is this a bug or some sort in the 3ds module?
Regards,
Ampere
On June 23, 2004 09:09 pm, Ampere K. Hardraade wrote:
Is there any prerequisite for transparency? I have been trying to make
certain parts of the MD-11 transparent, but the transparency only show up
when the aircraft is view from a certain
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