On Sat, 3 Jul 2004 01:19:27 +0100
Lee Elliott [EMAIL PROTECTED] wrote:
As I understand it, the 3d model and texture handling in FG is done via
plib, which treats the texture map path incorporated in the .ac model
file as a relative path.
Relative to what? To the directory containing the .ac
Chris Metzler wrote:
On Sat, 3 Jul 2004 01:19:27 +0100
Lee Elliott [EMAIL PROTECTED] wrote:
As I understand it, the 3d model and texture handling in FG is done via
plib, which treats the texture map path incorporated in the .ac model
file as a relative path.
Relative to what? To the directory
Hi,
I've forwarded the current state-of-play Spitfire model to Curt for release
in CVS. The model is also available here:
http://myweb.tiscali.co.uk/vmeazza/FlightGear/spitfire.tar.gz
There are 2 versions: spitfireIIa with legacy YASim propeller/engine code,
and spitfireIIa-mod1 with the
Hi
I'm new around here, and to the FG/plib way of doing these things,
but i'd like to point that there are a lot of textures that can be shared, take
a look at the 747 for example, and so my ideal directory structure would be
like:
example:
a 757 with a panel.rgb, gear.rgb and fuselage.rgb
I need some references to papers, articles, discussions, etc. regarding properties. If
anyone can suggest where I might find writings on this subject, please let me know
ASAP.
I'll be looking around, too, so I may find something shortly, but this is a timely and
urgent need. Thanks a bunch.
Jon
I need some references to papers, articles, discussions, etc. regarding properties.
If
anyone can suggest where I might find writings on this subject, please let me know
ASAP.
I'll be looking around, too, so I may find something shortly, but this is a timely
and
urgent need. Thanks a
On Saturday 03 July 2004 09:49, Erik Hofman wrote:
Chris Metzler wrote:
On Sat, 3 Jul 2004 01:19:27 +0100
Lee Elliott [EMAIL PROTECTED] wrote:
As I understand it, the 3d model and texture handling in FG is done via
plib, which treats the texture map path incorporated in the .ac model
Can anyone tell me if/where the props.html file is that describes the property system?
I
can't seem to find it in the source tree or on the web sites - but it IS in simgear
CVS.
Jon
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Jon Berndt wrote
Can anyone tell me if/where the props.html file is that
describes the property system? I can't seem to find it in the
source tree or on the web sites - but it IS in simgear CVS.
It used to be around - I have a print-out of it! What bit do you want? I
could scan it in.
Jon Berndt wrote
Can anyone tell me if/where the props.html file is that
describes the property system? I can't seem to find it in the
source tree or on the web sites - but it IS in simgear CVS.
It used to be around - I have a print-out of it! What bit do you want? I
could scan it in.
Jon Berndt wrote:
Can anyone tell me if/where the props.html file is that describes the property system?
I
can't seem to find it in the source tree or on the web sites - but it IS in simgear
CVS.
There doesn't seem to be a file called props.html, and as far as I can
remember there hasn't been
Vivian Meazza wrote
Sent: 03 July 2004 14:52
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] props.html
Jon Berndt wrote
Can anyone tell me if/where the props.html file is that
describes the property system? I can't seem to find it in the
source
The property system is best described as an in-memory LDAP database
which holds the state of global variables. The system has a tree like
hierarchy (like a file system) and has a root node, sub nodes (like
subdirectories) and end-nodes (variables).
All variables are kept internally as raw
That just appears to be a list of properties.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Vivian
Meazza
Sent: Saturday, July 03, 2004 9:00 AM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] props.html
Vivian Meazza
Jon Berndt wrote
Sent: 03 July 2004 15:12
To: FlightGear developers discussions
Subject: RE: [Flightgear-devel] props.html
That just appears to be a list of properties.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Vivian
Meazza
The property system is best described as an in-memory LDAP database
which holds the state of global variables. The system has a tree like
hierarchy (like a file system) and has a root node, sub nodes (like
subdirectories) and end-nodes (variables).
All variables are kept internally as
May be it is time we update the Source/docs-mini/README.properties to include
Erik's description.
Regards,
Ampere
On July 3, 2004 10:28 am, Vivian Meazza wrote:
It is :-). There is also a short, and not very useful, discourse on XML
available, but I think Eric's description is about as good
Lee Elliott writes:
I think we need to push a patch to the plib developers list that
optionally lets one specify the texture directory when loading a
geometry file, but still default to the geometries own directory.
see ssgLoad.cxx
void ssgLoaderOptions::setModelDir ( const char *s
On Fri, 02 Jul 2004 16:43:23 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
For a particalar model it would be possible to just modify the existing
textures to give it a new livery.
If you want to create an entirely new livery without disturbing the
original, you could make a copy of the
Jon Berndt wrote:
Would you say that the JSBSim property tree is grafted onto the FlightGear tree?
Yes, that sounds like a good description of the situation.
Erik
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Norman Vine wrote:
Lee Elliott writes:
I think we need to push a patch to the plib developers list that
optionally lets one specify the texture directory when loading a
geometry file, but still default to the geometries own directory.
see ssgLoad.cxx
void ssgLoaderOptions::setModelDir (
From: Chris Metzler [EMAIL PROTECTED]
Martin Spott [EMAIL PROTECTED] wrote:
Ampere K. Hardraade wrote:
On June 28, 2004 05:32 pm, Curtis L. Olson wrote:
I have just reregistered the flightgear.org domain name for another
year...
I sense someone is asking for a donation... lol
PayPal !?
We have a sourceforge account for the project, and SF offers
some kind of built in capability for accepting donations.
I don't know how it works and have never used it,
but it might be worth investigating sometime in the next 11 months.
Yes. It's not that hard to set up. I've turned on the
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