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
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,
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
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,
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
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.
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
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
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
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.
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
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
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 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
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