On Fri, 2003-11-28 at 17:46, Julian Foad wrote:
Matthew Law wrote:
Speaking of which, would it be possible to change the texture above a
certain height AGL? We could have a texture with more detail for low
altitudes and a shinier, more gaussian texture for higher altitudes...
Just
I don't know whether these are any use, but here:
http://www.sucs.org/~mocelet/fgfs/
are some pictures I took from a hot air balloon flight a while back. Some grass, some
trees, one small north-east England town, and some livestock.
Feel free to use the images for anything FlightGear
Richard Bytheway wrote:
I don't know whether these are any use, but here:
http://www.sucs.org/~mocelet/fgfs/
are some pictures I took from a hot air balloon flight a while back. Some grass, some
trees, one small north-east England town, and some livestock.
One of the problems with these
One of the problems with these type of photographs is the fact that they
cover a very small area. When using these for textures you would end up
with a hight degree of very annoying repetitiveness.
Another problem is the fact that they aren't shot straight down, making
the textures look
Matthew Law wrote:
Speaking of which, would it be possible to change the texture above a
certain height AGL? We could have a texture with more detail for low
altitudes and a shinier, more gaussian texture for higher altitudes...
Just like real grass and short crops.
Grass rarely reaches more than
On 18:49 Tue 25 Nov , Erik Hofman wrote:
So 75x75 textures of these types of surfaces are required, then? I might
have a go at these during my attempts at modelling EGNF. Are there any
restrictions to the making of textures that I need to be aware of oether
than size and color depth?
Matthew Law wrote:
I've looked at these and the grass textures look like green-tinted gaussian noise. The dirt runway looks quite like a filter I've seen somewhere before... ;-) It seems quite reasonable to me but it isn't quite symetrical and the X and Y join lines are visible up close.
What
On Tue, Nov 25, 2003 at 02:26:46PM -0600, Curtis L. Olson wrote:
I believe they are currently directional. If someone came up with a
really nice texture (or set of textures) we could probably do some
work on the terragear end to optimize the runway creation code for
that texture approach.
[EMAIL PROTECTED] wrote:
Is there a generic grass runway texture?
I've looked in data/Textures.high/Runway and couldn't see anything immediately obvious. EGNF has slightly worn grass runways which I'd like to have. Do I need to create a global 'worn runway' texture to live in the above directory
On Tue, Nov 25, 2003 at 04:09:50PM +0100, Erik Hofman wrote:
It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb
D'oh! I didn't look in there!
This is supposed to be a mowed perfect grass strip, but it's stretched
due to the inclusion of xsize75/xsize and ysize75/ysize in
[EMAIL PROTECTED] wrote:
On Tue, Nov 25, 2003 at 04:09:50PM +0100, Erik Hofman wrote:
It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb
This is supposed to be a mowed perfect grass strip, but it's stretched
due to the inclusion of xsize75/xsize and ysize75/ysize in
Erik Hofman writes:
Not really. It's something I an to get rid of a long time. What would be
needed is a tileable (or seamless) texture covering the surface type,
just like the rest of the textures.
Now that I'm thinking about it, does anybody know if the
dirt/grass/lakebed runway are
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