Bernie Bright writes:
> These latest changes generate a compilation error:
>
> native_fdm.cxx: In function `void FGProps2NetFDM(FGNetFDM*, bool)':
> native_fdm.cxx:252: invalid operands of types `float' and `unsigned int' to
> binary `operator&'
>
> The gear_* members should be converted using ht
On Tue, 22 Jul 2003 18:46:14 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> Update of /var/cvs/FlightGear-0.9/source/src/Network
> In directory baron:/tmp/cvs-serv19507/Network
>
> Modified Files:
> native_fdm.cxx net_fdm.hxx
> Log Message:
> Add gear animation effects to replay.
>
As i see it ... and maybe i don't :-)) My 2c, anyway ...
FG started using Robin's 'original' database, and generated
scenery, and ILS systems, to match the runways
and taxiways. DAFIF contains a 'limited' set of runways,
and ILS systems, with *NO* taxiways ... This makes it
unsuitable for any 'g
msvc6 update - 23 Jul 2003
Wow! What a difference a few months can
make ... there's oodles more to see - the
terminal buildings, sf tower, bridge, etc,
etc, etc ... fantastic ...
The fgfs base 0.9 data cvs download was around
6 hours on my ISDN (56K V120) dial up line,
some 140 MB, but the result
On Tuesday 22 July 2003 21:18, Jim Wilson wrote:
> Erik Hofman <[EMAIL PROTECTED]> said:
>
> > Curtis L. Olson wrote:
> > > I have just committed a round of updates and reorganizations for Lee's
> > > YF23 model.
> > >
> > > --aircraft=yf23-yasim
> > >
> > > Check it out, it's beautifully do
On Tue, 22 Jul 2003 23:36:11 +0200
Matevz Jekovec <[EMAIL PROTECTED]> wrote:
That's amazing!
Are there any F16 models planned for FlightGear in early
future? Because I have few friends from Falcon community
who could lend us their models and skins with no problem.
There already is. There is a JS
Curtis L. Olson wrote:
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the model (which is how
they do it for the high end comme
Frederic Bouvier writes:
> "You'll never walk alone..."
> British football team anthem I think ( Manchester or Liverpool ? )
Liverpool: I think it was a song by Gerry and the Pacemakers, a
Liverpool band.
All the best,
David
--
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
LeeE wrote:
> It seemed strange curious that I had to use a translation
> factor of 0.3 instead 1.0 to keep it in the right place.
Unit ( feet vs meter ) problem ?
-Fred
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Erik Hofman <[EMAIL PROTECTED]> said:
> Curtis L. Olson wrote:
> > I have just committed a round of updates and reorganizations for Lee's
> > YF23 model.
> >
> > --aircraft=yf23-yasim
> >
> > Check it out, it's beautifully done, including nice gear strut
> > animation. He also added a shado
Erik Hofman <[EMAIL PROTECTED]> said:
> Erik Hofman wrote:
>
> > That could bit it!
> > Most of the time I use load texture instead of selecting the last one
> > from the menu. I'll try it at once.
>
> Dammit. It doesn't work for me.
>
Then don't merge for now. If you want save the file and
Curtis L. Olson wrote:
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the model (which is how
they do it for the high end comme
Erik Hofman wrote:
That could bit it!
Most of the time I use load texture instead of selecting the last one
from the menu. I'll try it at once.
Dammit. It doesn't work for me.
Erik
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Jim Wilson wrote:
Are you doing "load texture" again instead of picking the already loaded one
off the menu? It sounds like for some reason it thinks they are two different
textures. It works for me using 3.0 (linux) using the fokker100 and rgb file
from cvs. And this is really the only techni
I have just committed a round of updates and reorganizations for Lee's
YF23 model.
--aircraft=yf23-yasim
Check it out, it's beautifully done, including nice gear strut
animation. He also added a shadow as part of the model (which is how
they do it for the high end commercial driving sim we r
Erik Hofman <[EMAIL PROTECTED]> said:
> Jim Wilson wrote:
>
> > You'll have to split the fuselage down the middle. Do each half and then
> > merge the two haves *after* you are done texturing. After you merge them back
> > together you have to be careful not to do anything like remaps or optimi
Jim Wilson <[EMAIL PROTECTED]> said:
> You'll have to split the fuselage down the middle. Do each half and then
> merge the two haves *after* you are done texturing. After you merge them back
> together you have to be careful not to do anything like remaps or optimize
> vertices on the re-combi
Jim Wilson wrote:
You'll have to split the fuselage down the middle. Do each half and then
merge the two haves *after* you are done texturing. After you merge them back
together you have to be careful not to do anything like remaps or optimize
vertices on the re-combined fuselage object.
After t
Erik Hofman <[EMAIL PROTECTED]> said:
> I tried that and after the merge I got the same texture on both halves.
> I'll try again, but this might be because it's version 3.0.
You'll have to split the fuselage down the middle. Do each half and then
merge the two haves *after* you are done texturin
Jim Wilson wrote:
You'll need to use the method I described earlier, instead of playing with the
repeat/offset settings. Set your repeats to 1.0. Do the thing with the
sqaure...it really works. Basically for a fuselage with a different texture
on each side (they must be the same file) you do
Erik Hofman <[EMAIL PROTECTED]> said:
> The problem is that I want tot give both sides of the fuselage a
> different look. Right now the only thing I can do is set the texture
> coordinates to side and project it on both sides. There doesn't seem to
> be a way to map a (piece of a texture) to t
whoops on my spelling...
On Tue, 2003-07-22 at 19:07, Frederic Bouvier wrote:
> Christopher S Horler writes:
> > This almost (maybe I will) makes me want to compose a tutorial on using
> > blender to model aircraft - Erik is obviously a new user to both tools
> > and blender proved more daunting.
Christopher S Horler writes:
> This almost (maybe I will) makes me want to compose a tutorial on using
> blender to model aircraft - Erik is obviously a new user to both tools
> and blender proved more daunting.
>
> All one needs is mastering of basic blender skills and UV editing (did I
> say h
This almost (maybe I will) makes me want to compose a tutorial on using
blender to model aircraft - Erik is obviously a new user to both tools
and blender proved more daunting.
All one needs is mastering of basic blender skills and UV editing (did I
say how much I hate blenders UV editor - it's
Erik Hofman wrote:
> Frederic Bouvier wrote:
> > Erik Hofman wrote:
> >
> >>The last version supported on Irix is version 3.0 which doesn't have
> >>this feature :-(
> >
> >
> > hum... You are probably confortable with ac3d now but ...
> > do you consider to use Blender ?
> > There is a v2.27
From: "Frederic Bouvier" <[EMAIL PROTECTED]>
> Here is splash screen I just designed, featuring the
> 747 and the Golden Gate Bridge :
> http://perso.wanadoo.fr/frbouvi/flightsim/splash.rgb
Thank you.
Just when I'd been thinking of replacing my desktop wallpaper, too.
Oh, a splash screen ? Sure,
Frederic Bouvier wrote:
Erik Hofman wrote:
The last version supported on Irix is version 3.0 which doesn't have
this feature :-(
hum... You are probably confortable with ac3d now but ...
do you consider to use Blender ?
There is a v2.27 IRIX binary build available. It certainly has what is
mis
Erik Hofman wrote:
> The last version supported on Irix is version 3.0 which doesn't have
> this feature :-(
hum... You are probably confortable with ac3d now but ...
do you consider to use Blender ?
There is a v2.27 IRIX binary build available. It certainly has what is
missing in ac3d 3.0 and i
Jim Wilson wrote:
About the only thing you can do without the newer version is create a
temporary square surface and add it to the object on the coordinate plane that
you want the texture. The square represents the amount of surface for the
entire texture. If your object needs to be mapped in th
Erik Hofman <[EMAIL PROTECTED]> said:
> Thanks for the kind words. I am still struggling to get the textures
> applied correctly. And the tutorials about this subject aren't too
> helpful either.
About the only thing you can do without the newer version is create a
temporary square surface and
Erik Hofman <[EMAIL PROTECTED]> said:
> The last version supported on Irix is version 3.0 which doesn't have
> this feature :-(
Yeah you used to have to go through the model and check them all. Anytime you
want to send me a copy of what your working on and have me do that (or
anything else not
* Roman Grigoriev -- Tuesday 22 July 2003 10:37:
> Flickering appears only when I'm in clouds volume or [...]
Ah. OK. Just wanted to make sure it isn't again some side effect
of the viewer changes. Thanks for the additional info.
m.
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Here is splash screen I just designed, featuring the
747 and the Golden Gate Bridge :
http://perso.wanadoo.fr/frbouvi/flightsim/splash.rgb
-Fred
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Thanx Erik!
Anyone have working version of clouds3d on linux?
Bye
- Original Message -
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Tuesday, July 22, 2003 12:11 PM
Subject: Re: [Flightgear-devel] Clouds3D state
> Roman Grigorie
- Original Message -
From: "Melchior FRANZ" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, July 22, 2003 12:13 PM
Subject: [Flightgear-devel] Re: Clouds3D state
> * Roman Grigoriev -- Tuesday 22 July 2003 10:00:
> > Because I can't
> > solve flickering problem in latest fligh
Roman Grigoriev wrote:
Good day developers!
Could someone please tell me do we use clouds3d code on legal status. I mean
about Mark Harris opinion about including his code in flightgear?
The license of the code could be found here:
http://www.cs.unc.edu/~harrism/SkyWorks/license.txt
Copyright 2002
* Roman Grigoriev -- Tuesday 22 July 2003 10:00:
> Because I can't
> solve flickering problem in latest flightgear CVS. ( on november 2002
> version works fine). I think that it is connected with alpha sorting or
> something like this.
Can you be a little bit more specific? When does it flicker?
[EMAIL PROTECTED] wrote:
A guy called Rafael is using this dataset (url below) (the South America part)
to improve the terrain in MS Flight Simulator. Here are some before-after
screenshots of some parts of Brazil:
http://www.aerovirtual.com.br/br-mesh.html
I asked him (Rafael) where he got this d
Good day developers!
Could someone please tell me do we use clouds3d code on legal status. I mean
about Mark Harris opinion about including his code in flightgear?
And if some one works on clouds3d code please contact me. Because I can't
solve flickering problem in latest flightgear CVS. ( on novem
Jim Wilson wrote:
Just a few quick commands that will improve the appearance a little:
1) Select everything in object mode, just like it is when you first load the
model in ac3d.
2) Object menu, optimize vertices.
Yep. you were right. It was a bit of a Fokker.
Erik
--
True story: BA pilot to gr
Jim Wilson wrote:
Just a few quick commands that will improve the appearance a little:
1) Select everything in object mode, just like it is when you first load the
model in ac3d.
2) Object menu, optimize vertices.
I do this most of the time, I might have forgotten last time before I
checked in th
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