At 7/12/03, Erik wrote:
Hi,
I noticed the number of views accessible using the 'v' is increasing. I
think it's a good idea to have a number of views, but I propose to limit
the views accessible using the 'v' key to a maximum of three and only for
views that are directly related to the
Jim Wilson wrote:
Just a thought: Wouldn't we improve the rendering efficiency by building
downtown urban areas as a scene...e.g. single model with one ac file for all
the buildings?
A few things I can think of:
1) Less effort positioning buildings (easier to move them around if need be).
Just
Erik Hofman [EMAIL PROTECTED] said:
1) Less effort positioning buildings (easier to move them around if need be).
Just place the origin at some landmark in the scene and place the whole thing
in one shot.
I really think we should switch over to .ssg files for scenery objects.
The
Right there is no problem with my box.
What is happening is that the connection is opened (I checked netstat
for this) I then decided to chance running Atlas and sure enough I get
the plane and the movement.
The only problem being flightgear is still printing the previous message
to the log -
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
1) Less effort positioning buildings (easier to move them around if need be).
Just place the origin at some landmark in the scene and place the whole thing
in one shot.
I really think we should switch over to .ssg files for scenery objects.
Jim Wilson wrote:
Erik Hofman [EMAIL PROTECTED] said:
1) Less effort positioning buildings (easier to move them around if
need be).
Just place the origin at some landmark in the scene and place the
whole thing
in one shot.
We will have problems with non-flat terrains. Actually, I use
As a blender user I'd like to see blender supporting some of these
formats natively... I'm getting the urge to do something about that, at
the moment it falls about 20th on my TODO list. Above that is closer
integration of blender and the gimp for UV textures through the python
interface.
On
Erik Hofman writes:
I mean we now have a tower view, we might come up with a final Approach
view and someday somebody will come by and asks for a windsock view.
Those are really candidates for a view selection dialog.
Two truly useful ones would be a ground-chase view and a
Jim Wilson writes:
1) Less effort positioning buildings (easier to move them around if
need be). Just place the origin at some landmark in the scene and
place the whole thing in one shot.
Static scenery should be positioned only once, when the tile is
loaded, so there's no on-going
Frederic Bouvier writes:
I vote for to remove this sharp edge smoothing artefact.
All of our airplanes will start looking a lot worse.
All the best,
David
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Erik Hofman writes:
I tested this one a bit today and even a LOD of 1 meters will give
good results on the SFO skyscrapers for normal (non clear sky
conditions), it has just one drawback: after conversion FlightGear
doesn't seem to find the textures anymore:
Jim Wilson writes:
Erik Hofman [EMAIL PROTECTED] said:
1) Less effort positioning buildings (easier to move them around if need be).
Just place the origin at some landmark in the scene and place the whole thing
in one shot.
I really think we should switch over to .ssg files for
Hi!
I'm afraid of getting expelled from this list someday for bringing this
subject up so often, but I haven't received an answer yet.
My problem is that updating the basepackage via a dialup-connection and CVS
seems almost impossible to me. First, the cvs client is obviously _sending_
every
Matthias Heukäufer wrote:
Hi!
I'm afraid of getting expelled from this list someday for bringing this
subject up so often, but I haven't received an answer yet.
My problem is that updating the basepackage via a dialup-connection and CVS
seems almost impossible to me. First, the cvs client is
David Megginson writes:
Jim Wilson writes:
Is this true that the textures get reloaded, and is there some way to share
textures between objects and not just save disk space?
Any comment, plib types?
SSG models should already be sharing textures based on
'Texture Name' see
Erik Hofman wrote:
I tested this one a bit today and even a LOD of 1 meters will give
good results on the SFO skyscrapers for normal (non clear sky
conditions), it has just one drawback: after conversion FlightGear
doesn't seem to find the textures anymore:
That's odd. After tweaking the
On 12 Jul 2003 22:49:22 +0100, Christopher S Horler
[EMAIL PROTECTED] wrote:
I like the idea of a menu for views...
Is there a way to reset the view - I sometimes move the view outside of
the plane around.
I would like to see it simple - two views one of the outside and one of
the cockpit
Most systems are compatable with the STL
So this should be only be needed for those that need
a little extra compatability help :-))
Cheers
Norman
650 SimGear
$ cvs diff configure.ac
Index: configure.ac
===
RCS file:
Norman Vine wrote:
Most systems are compatible with the STL
So this should be only be needed for those that need
a little extra compatibility help :-))
Hmm, alright ...
;-)
Erik
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On Sunday 13 July 2003 10:54, David Megginson wrote:
Erik Hofman writes:
I mean we now have a tower view, we might come up with a final Approach
view and someday somebody will come by and asks for a windsock view.
Those are really candidates for a view selection dialog.
Two truly
On Sunday 13 July 2003 10:39, Frederic Bouvier wrote:
I vote for to remove this sharp edge smoothing artefact.
-Fred
That would save me a lot of time:)
LeeE
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I agree with this completely. I do the same.
I was wondering about an additional feature... Other than recording entire
flights, I've never seen what my own [attempted] landing looked like Would
it be possible to add a feature where the simulation would immediately be paused,
and rewinded
On Sunday 13 July 2003 11:14, Norman Vine wrote:
Jim Wilson writes:
we could keep the .ac .3ds .whatever files as they are in the base package
and require that you run a 'scenery' compiler before you actually run FGFS
after a scenery update.
While it's great that we _can_ use .3ds models,
On Sunday 13 July 2003 11:07, David Megginson wrote:
Frederic Bouvier writes:
I vote for to remove this sharp edge smoothing artefact.
All of our airplanes will start looking a lot worse.
All the best,
David
--
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
On Sunday 13 July 2003 00:01, [EMAIL PROTECTED] wrote:
Hello,
[snip]
3. What about AI controlled airplanes AND ships?
It would be great to see some airplanes in the air and ships
on the sea in flighgear that fly/drive their routes.
Is such a dynamic scenery feature in development?
If yes,
Lee Elliott writes:
Night textures would be nice too but texture space is at a bit of a premium
atm. ;) There are already some nice sky effects though.
Texture space shouldn't be a problem
I am assuming of course that the 'daytime' and the 'nighttime' textures
wouldn't need to be in
On Sunday 13 July 2003 14:38, Norman Vine wrote:
Lee Elliott writes:
Night textures would be nice too but texture space is at a bit of a
premium
atm. ;) There are already some nice sky effects though.
Texture space shouldn't be a problem
I am assuming of course that the
Lee Elliott writes:
On Sunday 13 July 2003 14:38, Norman Vine wrote:
Lee Elliott writes:
Night textures would be nice too but texture space is at a bit of a
premium
atm. ;) There are already some nice sky effects though.
Texture space shouldn't be a problem
I am
Lee Elliott writes:
On Sunday 13 July 2003 14:38, Norman Vine wrote:
Lee Elliott writes:
Night textures would be nice too but texture space is at a bit of a
premium
atm. ;) There are already some nice sky effects though.
Texture space shouldn't be a problem
I am
On Sunday 13 July 2003 15:33, Norman Vine wrote:
Lee Elliott writes:
On Sunday 13 July 2003 14:38, Norman Vine wrote:
Lee Elliott writes:
Night textures would be nice too but texture space is at a bit of a
premium
atm. ;) There are already some nice sky effects though.
Lee Elliott writes:
Is there any way to set a constriant on it? It's fine when it's
smoothing angles 90deg 270 but it would be better if it didn't
try to do sharper angles. This seems to be the cause of the
artifacts often seen on models, for example at the wing traiing
edges.
It's
There has been work started on very impressive 3D clouds. That said
there's a lot that FlightGear has them MSFS probably never will have.
That sounds great. :)
I tried to compile the cvs version last night but got an error, do you have
a screenshot of those 3d clouds?
BTW maybe you can help
Lee Elliott writes:
Ships sounds like a great idea and shouldn't be too difficult to
implement (not that I'm volunteering). Someone mentioned carrier
landings recently didn't they? :)
That's harder -- we'll have to do some work to make sure that the
planes on the carrier move when the
I am the one that designed the San Francisco buildings ( and San Mateo
Bridge ).
They look great, very good work.
I am not aware of development for other cities. I would not design
the whole earth alone. People are invited to contribute for other
places.
I have a question about this.
On Sun, Jul 13, 2003 at 05:02:44PM +0200, [EMAIL PROTECTED] wrote:
There has been work started on very impressive 3D clouds. That said
there's a lot that FlightGear has them MSFS probably never will have.
That sounds great. :)
I tried to compile the cvs version last night but got an
I wonder if it's possible to write a plib loader for blender files?
On Sun, 2003-07-13 at 16:00, David Megginson wrote:
Lee Elliott writes:
Is there any way to set a constriant on it? It's fine when it's
smoothing angles 90deg 270 but it would be better if it didn't
try to do
There has been work started on very impressive 3D clouds. That said
there's a lot that FlightGear has them MSFS probably never will have.
That sounds great. :)
I tried to compile the cvs version last night but got an error, do you
have
a screenshot of those 3d clouds?
go to
Oliver C wrote:
I have a question about this.
Yesterday i visited the terragear Project website
an read at the following page
(
http://terragear.sourceforge.net/docs/scenery-tutorial/fg-scenery-tutorial.html
) about vmap that sentence:
This dataset (formerly known as the Digital Chart of
A new bridge, the famoust, is in CVS :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png
-Fred
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[EMAIL PROTECTED] writes:
This dataset (formerly known as the Digital Chart of the World)
contains non-airport vector data for all of North America,
including landmass (shorelines), lakes, rivers, cities, towns,
roads, railroads, rivers, landcover, and many other coverages that
we are
Christopher S Horler writes:
I wonder if it's possible to write a plib loader for blender files?
Very much so. An easier solution, though, would be to fix plib's
VRML1 loader so that it works with *.wrl files exported by Blender.
Nobody likes VRML1, but everybody can import and export it, and
Frederic Bouvier writes:
A new bridge, the famoust, is in CVS :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png
Gorgeous! I've been waiting for this one for a long time -- Marin
County looked so lonely sitting there with no link to SF.
Does anyone want to put a static
Frederic Bouvier writes:
This dataset is only accurate and complete to create maps at the scale
1:1.000.000. They do not match well compared to data at 1:25.000 ( topo
maps ). For exemple, it doesn't include the width of rivers.
There is a cutoff where rivers switch from polygon to line
Lee Elliott write:
True, the carrier landings would require more work but a few ordinary
ships on
the oceans would make flying across vast expances of water a bit more
interesting.
Just design a few ship models, the dynamic scenery would do the rest.
-Fred
On Sunday 13 July 2003 17:26, John Wojnaroski wrote:
There has been work started on very impressive 3D clouds. That said
there's a lot that FlightGear has them MSFS probably never will have.
That sounds great. :)
I tried to compile the cvs version last night but got an error, do
On Sunday 13 July 2003 12:25, David Megginson wrote:
Frederic Bouvier writes:
A new bridge, the famoust, is in CVS :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png
Gorgeous! I've been waiting for this one for a long time -- Marin
County looked so lonely sitting there
James Turner writes:
Another thing to consider is the flip-side - being able to taxi *on*
bridges,
You can do this in FGFS now
You just can't fly lower then the highest point at any location
I don't know how much collision detection SSG handles,
SSG doesn't do collision detection period,
So far, JSBSim is the only FDM that supports turbulence. Up until
now, turbulence was controlled by a single variable setting its
magnitude; now, it's controlled by both magnitude and rate. Here are
the new properties, replacing /environment/turbulence-norm and its
equivalents in the weather
Here's a suggested flight, after you do a cvs update on the base
package to get the latest SF scenery.
Start at Half Moon Bay, Runway 30, with 32km visibility:
fgfs --airport=KHAF --runway=30 --visibility=32000
Takeoff in the C172 and climb to 1000 feet, then continue north over
the water,
go to http://www.first-day.org and rummage around in the jpgs directory
Thanks, those clouds look good on the screenshot but it would be interesing
to see how they look and behave in game when fyling into them.
I managed to compile the cvs version, now it works
but when i try to start it with
fgfs --airport=KHAF --runway=30 --visibility=32000
Nice work folks! I noticed one recent and rather awkward change though
-- FlightGear changes the keyboard repeat settings of the X server!
Not good, since all other programs are also affected!
Andras
At 7/13/03, Erik wrote:
Michael Selig wrote:
I would like to ask, however, that a view menu structure be in place
before removing the current various 'v'-key views.
That was the intention. Did something go wrong?
Something go wrong --- I did not mean to imply that. I've not done a cvs
So how can i enable those 3d clouds?
You will have to do some coding. We got it working but it was never fully
integrated with the plib scene graph and it was decided to turn-off the
code. Can't tell you what is needed since I've not kept pace with the 0.9.2
release or CVS versions.You might go
On Monday 14 July 2003 00:35, Michael Selig wrote:
At 7/13/03, Erik wrote:
Michael Selig wrote:
I would like to ask, however, that a view menu structure be in place
before removing the current various 'v'-key views.
That was the intention. Did something go wrong?
Something go wrong
Lee Elliott writes:
On Monday 14 July 2003 00:35, Michael Selig wrote:
With the latter two, it'd be really nice to get back the 2D HUD (vs the 3D
one that moves around). I used the old 2D HUD a lot w/ demos and in my own
model development.
Same here about using the HUD for
Major A writes:
Nice work folks! I noticed one recent and rather awkward change though
-- FlightGear changes the keyboard repeat settings of the X server!
Not good, since all other programs are also affected!
We're not smart enough to do that ourselves (i.e. FlightGear doesn't
understand
[EMAIL PROTECTED] [EMAIL PROTECTED] said:
go to http://www.first-day.org and rummage around in the jpgs directory
Thanks, those clouds look good on the screenshot but it would be interesing
to see how they look and behave in game when fyling into them.
I managed to compile the cvs
Frederic Bouvier [EMAIL PROTECTED] said:
A new bridge, the famoust, is in CVS :
http://perso.wanadoo.fr/frbouvi/flightsim/fgfs-golden-gate-01.png
Wow! What a nice view :-) I've been having a ball flying circles around the
new construction the last couple weeks, checking it all out. Great
David Megginson [EMAIL PROTECTED] said:
Lee Elliott writes:
Is there any way to set a constriant on it? It's fine when it's
smoothing angles 90deg 270 but it would be better if it didn't
try to do sharper angles. This seems to be the cause of the
artifacts often seen on models,
Where are these two versions of the win 32 binarys (and the associated
files) now located?
Be happy to mirror them on my site if that would be helpfull.
jj
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Could someone with CVS access to the base package please commit this file:
http://home.comcast.net/~davidculp2/t38/Instruments/T38-gear.xml
which goes in Aircraft/T38/Instruments.
It fixes the current gear handle. Thanks,
Dave
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David Culp
[EMAIL PROTECTED]
Jon Berndt wrote:
Jim wrote:
Before we get too worked up about this... It has absolutely
nothing to do with modeling the aircraft. It is only a reference
point for positioning the 3D model in the scene. All the nose is,
sans pitot tubes and other items that are not centered,
Has anyone been able to turn off the volume of the marker beacon using
configuration files? I can turn it off from the property browser, but these
don't work:
--prop:/radios/marker-beacon/audio-btn=false
or
--prop:/radios/marker-beacon/power-btn=false
or, in the -set.xml config
All you need to do is specify:
interval-sec0.05/interval-sec
for the binding in question and you will get a 20 per second repeat rate.
Makes sense to me.
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I know I should be learning how to do 3D modeling myself, but until then I was
wondering if someone looking for things to model would try to make the
approach lights systems for 28L and 28R in KSFO. I flew into KSFO the other
day, after a few year's absence, and saw that the approach light
The quote that comes to mind goes something like Sure the Mustang can't
do what the Spitfire does, but doesn't do it over Berlin.
Spitfires, like the Me's and Fw's lacked range because they were
conceived of as tactical, not strategic, aircraft. They did their job
very well, being more
Take a peek at www.first-day.org/jpgs for some examples. These are
designed
for a full size flight deck sim so some of the detail may not be possible.
Also don't forget the five overlays for weather, airports, vortacs,
waypoints, and route ETAs on the ND
As far as I can tell you are using
Frederic Bouvier writes:
David, do you still have the blender model ? If you
can't fix it, could you send it to me ?
I haven't looked at these in ages:
windsock.blend
Description: Binary data
windsock.rgb
Description: Binary data
All the best,
David
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Title: Problem to compile the flightgear-0.9.2 with Cygwin
Hi
I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages.
I know (and can appreciate) that there is some sensitivity to warfare kinds
of themes in FlightGear. However, I wonder if there might be some
acceptance of re-enactments of WWI/WWII dogfighting tactics - for
historical research and education, etc.
A few years back I was hooked on a game
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So, the distance (x,y,z) to the model reference point will have to change as
the CG moves, right? If the x-offset is -240 inches at the beginning of the
simulation, and I make the CG move an inch aft instantaneously, then I need
to (during the same dt) reset the x-offset to -241 inches.
That
Title: Problem for compiling and installing the Simgear-0.3.3 package
Hi
I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2
I started a new wiki page tonight located here:
http://seedwiki.com/index.cfm?doc=FlightGearJanitorswikiid=2418
Feel free to add to it. I could only think of a few things to put on
it but wanted to get it up there so we can collectively turn it into
something useful for the newbies and
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