On Mon, 27 Dec 2004 21:28:18 +, Dave Martin
<[EMAIL PROTECTED]> wrote:
> As I've mentioned, the modifications to the c172p that I made were with ac3d
> (it's not a hugely powerful modeller but speed of development is good).
I'm happy to hand over the 172p to Dave or someone else who is willin
On Monday 27 Dec 2004 21:11, David Megginson wrote:
> You have to distinguish between the maintainer and contributors. As
> long as I'm maintaining, say, the J3 Cub model, any contributors
> should make their changes to the Blender source, since Blender is my
> chosen format. If a different main
On Mon, 27 Dec 2004 15:52:01 -0500, Ampere K. Hardraade
<[EMAIL PROTECTED]> wrote:
> 3D Max Studio can't import VRML. I don't know about other modellers though.
Are you certain? Even the dinky little shareware modellers usually
support VRML 1.0 import and export -- it's like a spreadsheet not
i
On Mon, 27 Dec 2004 19:27:03 -, Jim Wilson <[EMAIL PROTECTED]> wrote:
> > I know that no one particularly loves VRML, but it is text based (like
> > AC3D) and open. As long as we're just doing textured and tinted
> > meshes, with the more complex stuff (like animations) in external XML
> > fi
On December 27, 2004 03:52 pm, Ampere K. Hardraade wrote:
> On December 27, 2004 02:27 pm, Jim Wilson wrote:
> > Would VRML give us true modeler portability? Can ac3d (or whatever
> > closed source modeler) import a VRML model and have all features intact,
> > and then export it back to VRML in
Dave Martin wrote:
I just wanted to experiment with VRML models a little.
I've had no luck loading one as yet (VRML 1.0 or 2.0)
Does FlightGear/SimGear/plib have to be compiled with any extra options to
support VRML or is it just unsupported right now?
I think that plib does have some sort of v
On December 27, 2004 02:27 pm, Jim Wilson wrote:
> Would VRML give us true modeler portability? Can ac3d (or whatever closed
> source modeler) import a VRML model and have all features intact, and then
> export it back to VRML in a way that a blender user could import the same
> model and see th
I just wanted to experiment with VRML models a little.
I've had no luck loading one as yet (VRML 1.0 or 2.0)
Does FlightGear/SimGear/plib have to be compiled with any extra options to
support VRML or is it just unsupported right now?
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David Megginson said:
> On Sat, 25 Dec 2004 16:23:29 -0600, Curtis L. Olson
> <[EMAIL PROTECTED]> wrote:
>
> > .ssg format is basically a binary memory dump of the internal ssg
> > structures. This has some advantages within plib-based applications,
> > but it would be tough to build an exporter
On Sun, 26 Dec 2004 17:41:20 +0100, Wolfram Kuss
<[EMAIL PROTECTED]> wrote:
> Do you completely hand edit the XML?
I hand-edit the animations, but eventually, we could look at something
more standardized.
> Do you plan to keep it that way?
Since Blender has scripting support, it would be possib
Curt wrote:
>If I've missunderstood something
>about plib/ssg I'd appreciate being corrected. If modeling is still
>done in blender/ac/multigen/whatever, then you need a conversion path to
>plib.
I think you guys are speaking "aside each other".
Curt wants to allow different modellers.
Ja
Norman Vine wrote:
>Erik Hofman writes:
>>
>> Norman Vine wrote:
>>
>> > If someone was to do this I would suggest exporting to
>> > the native .ssg binary format :-)
>>
>> If they could fix the .ssg endianness problem in the process I'm all for it.
Sounds good :-)
[...]
>Am I missing someth
Curt wrote:
>.ssg
>is extremely non portable, and would make it very difficult for people
>to edit the models with any non-plib based modelers, and I'm not aware
>of any plib-based modelers that are far enough along to be useful.
... as modelers, correct.
However, PPE is nice as a converter
Curt wrote:
>I believe the main issue is that whatever format we go with has to have
>a good plib/ssg loader for it.
Yes, if you standardise on one or two standard formats, the PLIB
loader will be important.
>In fact, it seems like all the plib loaders (except for the
>ad/ssg loaders) have
David wrote:
>As long as we're just doing textured and tinted
>meshes, with the more complex stuff (like animations) in external XML
>files, is there any good reason *not* to go with VRML, especially
>since we can compress the files on disk with gzip?
Do you completely hand edit the XML?
Do you p
David Megginson writes:
> >
> Anyway, my original point was that whether you agree or disagree, you
> were being a little loose with the accusation of FUD against Curt.
> He's making a legitimate point, not trying to mislead people into
> doubting plib.
If you reread my original post you will no
On Sun, 26 Dec 2004 09:53:49 -0500, Norman Vine <[EMAIL PROTECTED]> wrote:
> SSG is certainly not propriatary in any reasonable man's vocabulary !!
You need to distinguish open specs from open formats. For example,
MSIE is closed source but uses open formats (HTML, CSS, etc.); Open
Office is ope
>
> [offlist]
>
> On Sat, 25 Dec 2004 19:02:47 -0500, Norman Vine wrote:
>
> > Excuse me Curt but
> >
> > This is bordering on FUD
>
> Exchange formats are designed to capture common information for many
> different uses; proprietary formats, like PLIB's SSG, are optimized
> for a single
On Sunday 26 December 2004 09:28, James Turner wrote:
> On 26 Dec 2004, at 00:37, Curtis L. Olson wrote:
> > What did I say that was incorrect? If I've missunderstood
> > something about plib/ssg I'd appreciate being corrected. If
> > modeling is still done in blender/ac/multigen/whatever,
> > t
On 26 Dec 2004, at 00:37, Curtis L. Olson wrote:
What did I say that was incorrect? If I've missunderstood something
about plib/ssg I'd appreciate being corrected. If modeling is still
done in blender/ac/multigen/whatever, then you need a conversion path
to plib. That means going through one
Norman Vine wrote:
Curtis L. Olson writes:
Norman Vine wrote:
If someone was to do this I would suggest exporting to the native
.ssg binary format :-)
.ssg format is basically a binary memory dump of the internal ssg
structures. This has some advantages within plib-based appli
David Megginson wrote:
On Sat, 25 Dec 2004 16:23:29 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:
.ssg format is basically a binary memory dump of the internal ssg
structures. This has some advantages within plib-based applications,
but it would be tough to build an exporter from a non-plib
Erik Hofman writes:
>
> Norman Vine wrote:
>
> > If someone was to do this I would suggest exporting to
> > the native .ssg binary format :-)
>
> If they could fix the .ssg endianness problem in the process I'm all for it.
Hi Eric,
[EMAIL PROTECTED] Intel really messed the world up didn't the
Curtis L. Olson writes:
>
> > Norman Vine wrote:
> >
> >> If someone was to do this I would suggest exporting to the native
> >> .ssg binary format :-)
> >
>
> .ssg format is basically a binary memory dump of the internal ssg
> structures. This has some advantages within plib-based application
On Sat, 25 Dec 2004 16:23:29 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:
> .ssg format is basically a binary memory dump of the internal ssg
> structures. This has some advantages within plib-based applications,
> but it would be tough to build an exporter from a non-plib application.
> It
Erik Hofman wrote:
Norman Vine wrote:
If someone was to do this I would suggest exporting to the native
.ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all
for it.
.ssg format is basically a binary memory dump of the internal ssg
structures. This has so
Norman Vine wrote:
If someone was to do this I would suggest exporting to
the native .ssg binary format :-)
If they could fix the .ssg endianness problem in the process I'm all for it.
Eirk
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James Turner writes:
>
> On 25 Dec 2004, at 14:43, Chris Metzler wrote:
>
> >
> > A plib loader for .blend would, IMHO, be an incredible boon for FG.
> >
> This is absolutely the wrong approach; the .blend file (like the .3ds
> format) is a very, rich, complex format that evolves with Blender
On 25 Dec 2004, at 14:43, Chris Metzler wrote:
A plib loader for .blend would, IMHO, be an incredible boon for FG. As
noted, ac3d file format can't include specular/diffuse shading info.
Blender/.blend files also give you the ability to texture an object's
faces in a fashion other than UV mapping
On Sat, 25 Dec 2004 18:05:15 +
Dave Martin wrote:
>
> What I'm getting at is that the .ac file supports a line drawn between 2
>
> vertices whereas Blender *seems* to require at least three (to make a
> thin triangle)
>
> Am I correct with this or is there some way to do vertex-vertex lines
On Saturday 25 Dec 2004 17:09, Arnt Karlsen wrote:
> On Sat, 25 Dec 2004 16:05:19 +, Dave wrote in message
>
> <[EMAIL PROTECTED]>:
> > I just noticed that Blender apparently does not support 'lines' ie: a
> > line drawn between 2 vertices with no real width (although visible).
> >
> > Is there
On Sat, 25 Dec 2004 10:54:41 -0500
Norman Vine wrote:
>Chris Metzler writes:
>>
>> A plib loader for .blend would, IMHO, be an incredible boon for FG.
>
> PLib is Open Source and "If it itches ..." :-)
Absolutely -- that's why I wrote that I don't think plib developers
are opposed, but rather
On Sat, 25 Dec 2004 16:05:19 +, Dave wrote in message
<[EMAIL PROTECTED]>:
> I just noticed that Blender apparently does not support 'lines' ie: a
> line drawn between 2 vertices with no real width (although visible).
>
> Is there a way to make blender use 'lines' or is it polys only?
>
> L
I just noticed that Blender apparently does not support 'lines' ie: a line
drawn between 2 vertices with no real width (although visible).
Is there a way to make blender use 'lines' or is it polys only?
Lines can be handy to represent aerials etc and have a very minimal overhead
when rendered i
Chris Metzler writes:
>
> No kidding. It's really surprising that plib supports several proprietary
> 3d modellers, but doesn't support the one really powerful and popular
> open source modeller.
PLib was written *before* blender *was*
> A plib loader for .blend would, IMHO, be an incredible
On Sat, 25 Dec 2004 03:48:29 -
Jim Wilson wrote:
>
>
> Wasn't this a blender model? Do we want to go the route of breaking
> away from the blender artists by working on the converted ac3d format
> files? If we don't, then we should probably have blender sources
> available along with the bas
On Sat, 25 Dec 2004 12:38:53 +
Dave Martin wrote:
>
> I have noticed that Blender seems to strip specular material settings
> when exporting to .ac
>
> Not sure if this is something I'm doing wrong or an issue with Blender.
Neither. Blender strips them out because the ac3d file format doesn
Incidentally; would I be loosing anything if I re-imported the .ac back to
Blender?
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On Saturday 25 Dec 2004 03:48, Jim Wilson wrote:
> Wasn't this a blender model? Do we want to go the route of breaking away
> from the blender artists by working on the converted ac3d format files? If
> we don't, then we should probably have blender sources available along with
> the base distri
On Saturday 25 December 2004 04:48, Jim Wilson wrote:
> Those using blender, what exactly (if anything) needs to be done to the ac
> file after exporting it to ac format now?
All the models that I've created in blender work without any modifications.
I've also tried to let blender export to vari
On Saturday, 25 December 2004 05:48, Jim Wilson wrote:
> Those using blender, what exactly (if anything) needs to be done to the ac
> file after exporting it to ac format now? Are there any unresolvable
> problems. I'm just wondering if using the exporter code it might be
> reasonable to write a
Dave Martin said:
> You can get my updates for the c172p here:
> http://www.cyfinity.com/fgfs/c172p.tar.gz
>
> (Back-up your existing c172p and then extract the above in your data/Aircraft
> directory).
>
> My modified version corrects the see-thru wings and also the see-thru yokes
> (by virt
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