Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-21 Thread Erik Hofman
Ampere K. Hardraade wrote: 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. It depends a bit on

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-20 Thread Jim Wilson
Ampere K. Hardraade said: 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,

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-20 Thread Lee Elliott
On Tuesday 20 July 2004 15:52, Jim Wilson wrote: Ampere K. Hardraade said: 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

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-20 Thread Ampere K. Hardraade
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,

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-16 Thread Erik Hofman
Ampere K. Hardraade wrote: Bump. So, is my idea a good one or a bad one? There doesn't seem to be much response... There has been some discussion related to this off-line. No conclusions where drawn yet. Part of the problem is that we need some one to do the coding, and then we need to

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-15 Thread Ampere K. Hardraade
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.

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-10 Thread Ampere K. Hardraade
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 of these

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-10 Thread Erik Hofman
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. Yep. That's what I meant. Erik 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

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-09 Thread Innis Cunningham
Hi Ampere From: Ampere K. Hardraadewrites In the short term, I guess I can export those parts that need illumination into ac format, thus bypassing the whole 3ds illumination problem altogether. However, I don't think this can be a permanent solution. As far as I can tell, illumination in ac

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-09 Thread Ampere K. Hardraade
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.

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-09 Thread Erik Hofman
Ampere K. Hardraade wrote: 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

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-08 Thread Andy Ross
Ampere K. Hardraade wrote: Can someone please look through the code and tell me how FlightGear handles ambient, diffuse, illumination, glossness, and specular for 3ds files? Not to pass the buck, but this is really a plib question. I don't know who wroat the 3ds loader for ssg, but they're

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-08 Thread Ampere K. Hardraade
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

[Flightgear-devel] How FlightGear handles 3ds

2004-07-07 Thread Ampere K. Hardraade
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