RE: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Norman Vine

another view

http://svs.gsfc.nasa.gov/vis/a00/a000900/a000913/index.html

not that we are trying to do this but . 
it makes for good comparison

cheers

Norman


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Re: [Flightgear-devel] Question about dc

2003-09-08 Thread Erik Hofman
David Culp wrote:
Even using 2, spacebar only the first engine ever starts...


Are you using shift-2?  That selects the second engine.

Also, try shift-G to raise the wheels.
shift+G is lowering the landing gear.
g is raising the gear.
Erik

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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread Erik Hofman
Ivo wrote:

Next question is: Are there any people from Holland on this list
Zeker.

who want to 
join me in creating add-on scenery (buildings, airports, et cetera) for The 
Netherlands? I have only created a nameless flat in Amsterdam where I 
happen to live and tonight I made the Carré Theatre. It greatly enhanced my 
flying experience when I circled around my own home (and yes, I parked it 
once in my livingroom :) ) and I would love to see more buildings around 
Amsterdam, Rotterdam and The Hague. Anyone interested in participating?
I don't know if you've seen this page already, but we are allowed to use 
their work as textures since we credit them in out documentation:

http://skyscraperpage.com

It covers quite some buildings from The Netherlands.

I don't know if I can help with creating buildings also (although I'd 
like to) but I also want to update the Dutch airfields where needed.

BTW. Did anyone think about creating a directory tree to store static 
scenery for world coverage? I think it is highly needed.

Erik



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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread Frederic BOUVIER
Erik Hofman wrote:
 I don't know if you've seen this page already, but we are allowed to use 
 their work as textures since we credit them in out documentation:
 
 http://skyscraperpage.com
 
 It covers quite some buildings from The Netherlands.
 
 I don't know if I can help with creating buildings also (although I'd 
 like to) but I also want to update the Dutch airfields where needed.

Did you see http://skyscraperpage.com/cities/?buildingID=5303 ?
The diagrams usually use the convention 1pixel = 1meter.
It is accurate at least for height but the quality may vary greatly

Another source of photo is on http://www.skyscrapers.com although
you are not allowed to store them, I use them to check if the diagrams
are good. I sometimes rescale them horizontally.

My last source is terraserver.com where you can find aerial photos.

 BTW. Did anyone think about creating a directory tree to store static 
 scenery for world coverage? I think it is highly needed.

Yes it would increase the interest in modeling by sharing everyone's work.

-Fred


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Re: [Flightgear-devel] Question about dc

2003-09-08 Thread Jon Stockill
On Mon, 8 Sep 2003, Ivo wrote:

 On Monday 08 September 2003 00:29, Ima Sudonim wrote:
  I tried ~ but it still only seems to start the first (left) engine on
  the dc3...

 ~ never worked for me either. I turn on the parking breaks (shift-B) and
 start the engines one by one with the middle mousebutton, clicking on the
 black switches. If you want, you can cycle through different view modes
 with 'v' to see if both propellors are spinning. Then release the breaks
 and increase speed. You'll need a lot of rudder to get it to take-off in a
 straight line, but once it's in the air, everything seems fine. It's also
 hard to land (might end up below the runway too), because as soon as the
 wheels hit the runway, it starts sliding again and rudder is needed. BTW I
 use v0.9.2 on Mandrake Linux 9.1; no CVS.

This could be keyboard layout dependant...

On a US keyboard ~ is to the left of 1
On a UK keyboard ~ is next to the enter key, and ` is to the left of 1

If we're going by key scan codes then you need to be pressing the key in
the correct position, rather than the one with the correct keycap.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Erik Hofman
Norman Vine wrote:
another view

http://svs.gsfc.nasa.gov/vis/a00/a000900/a000913/index.html

not that we are trying to do this but . 
it makes for good comparison
This gives a nice comparison:

http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
I have to note two things though:

1. I had to changes ambient lighting quite a lot to show at least some 
shade in mountainous areas

2. The sand like areas are defined to be Default in the vmap0 data and 
hence is not covered by any type of coverage. We used to use define it 
like EvergreenBroadCover but that's as much as a wild guess as is sand. 
It is really difficult to make that look good I think.

Erik

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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread Martin Spott
Erik Hofman [EMAIL PROTECTED] wrote:

 BTW. Did anyone think about creating a directory tree to store static 
 scenery for world coverage? I think it is highly needed.

 especially as we're now missing the embosomed buildings after
employing Curt's new scenery samples,

Martin.
-- 
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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Erik Hofman
Erik Hofman wrote:

URL.

http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/sand_tidal.jpg

Erik

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Erik Hofman
Erik Hofman wrote:

http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
I have to note two things though:

1. I had to changes ambient lighting quite a lot to show at least some 
shade in mountainous areas

2. The sand like areas are defined to be Default in the vmap0 data and 
hence is not covered by any type of coverage. We used to use define it 
like EvergreenBroadCover but that's as much as a wild guess as is sand. 
It is really difficult to make that look good I think.


Actually, replacing Default by tidal coverage and Sand by sand coverage 
(instead of tidal ... duh!) it looks better 9 out of 10 times.

What do you think?

Erik



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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Erik Hofman wrote:
 
  http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
  http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
  
  I have to note two things though:
  
  1. I had to changes ambient lighting quite a lot to show at least some 
  shade in mountainous areas
  
  2. The sand like areas are defined to be Default in the vmap0 data and 
  hence is not covered by any type of coverage. We used to use define it 
  like EvergreenBroadCover but that's as much as a wild guess as is sand. 
  It is really difficult to make that look good I think.
 
 
 Actually, replacing Default by tidal coverage and Sand by sand coverage 
 (instead of tidal ... duh!) it looks better 9 out of 10 times.
 


It is strange, that strip that cuts inland is tidal on the sample pic.  I
wonder how it'd look with a darker than the sand color, a grey or tan.  The
reason being is that even at high tide the area wouldn't be completely blue. 
In a lot of cases, anything less than high tide will show the sand or rocks
underneath.

Best,

Jim

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Curtis L. Olson
Erik Hofman writes:
 Erik Hofman wrote:
 
 URL.
 
  http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
  http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
 http://www.a1.nl/~ehofman/fgfs/gallery/test/sand_tidal.jpg

Except for that big inland lake that now appeared in the middle of the
city!

I think this is a losing battle.  Every place that vmap doesn't have
a specific coverage area for get's left as default.  This really
does mean default ground cover ... not sand, not water.  It could
happen on the shoreline, but it could happen inland just as easily.
There are large areas that are covered by the default area type if
you fly around a bit.

Personally I think that the previous default texture type was better
than sand or water.  Maybe we could come up with something a little
more generic, but what we had before wasn't too bad as a general
compromise.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] Question about dc

2003-09-08 Thread Ima Sudonim

	Thanks, David, Martin, Erik, Jim and everyone who responded.

	Looks like I'm having one of those weeks/months/years. 8-)

	OK, Shift-2 selects magneto for the second engine. Shift-1 the first. 
Shift-g is lower the gear.

	dc3 is working fine and is a very nice plane!

	Next time I promise to re-read the documentation! 8-) Most 
embarrassingly, I seem to now recall discussions on this list about the 
very magneto/gear topic not too long ago.

	I wouldn't mind having no long term memory if I could at least have 
some short term memory in its place! 8-)

Ima

David Culp wrote:
Even using 2, spacebar only the first engine ever starts...


Are you using shift-2?  That selects the second engine.

Also, try shift-G to raise the wheels.
shift+G is lowering the landing gear.
g is raising the gear.
Erik


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Re: [Flightgear-devel] Question about dc3

2003-09-08 Thread Jim Wilson
Martin Spott [EMAIL PROTECTED] said:

 Jim Wilson [EMAIL PROTECTED] wrote:
 
  SHIFT+1 left engine select
  SHIFT+2 right engine select
 
 This is one thing we might internationalize sóomtime 
 
 Martin.

This is a simple diagram that covers mainly the western european or derivative
variations:

http://std.dkuug.dk/keld/xkb_engravings.html

Even on the arabic and japanese keyboards it seems that the 1 and 2 are in the
same location.  The keyboard mapping as it is now works by combining together
two different key codes, rather than mapping to a specific character.  So the
mapping actually _is_ shift+2 as opposed to @ or  or whatever the shift
character on the 2 key happens to be.  Note you can also map modifiers that
aren't commonly used like ctrl+2.

Best,

Jim

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Erik Hofman
Curtis L. Olson wrote:

Except for that big inland lake that now appeared in the middle of the
city!
I think this is a losing battle.  Every place that vmap doesn't have
a specific coverage area for get's left as default.  This really
does mean default ground cover ... not sand, not water.  It could
happen on the shoreline, but it could happen inland just as easily.
There are large areas that are covered by the default area type if
you fly around a bit.
Personally I think that the previous default texture type was better
than sand or water.  Maybe we could come up with something a little
more generic, but what we had before wasn't too bad as a general
compromise.
You're probably right. It is a problematic type. I like the type 
SomeSort also quite a bit ... (not).

BTW. Who came up with the ambient, diffuse and specular values in the 
materials file?

I experimented with the values ac3d uses for all it's default colors and 
in the end I'm happier with them and would like to commit it to CVS.

Erik

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Erik Hofman
Erik Hofman wrote:

I experimented with the values ac3d uses for all it's default colors and 
in the end I'm happier with them and would like to commit it to CVS.
Some screenshots:

http://www.a1.nl/~ehofman/fgfs/gallery/test/new_dawn.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/new_dawn_90deg.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/new_sunset.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/new_sunset_90deg.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/new_noon.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/test/old_sunset-90deg.jpg

Erik

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Except for that big inland lake that now appeared in the middle of the
 city!
 
 I think this is a losing battle.  Every place that vmap doesn't have
 a specific coverage area for get's left as default.  This really
 does mean default ground cover ... not sand, not water.  It could
 happen on the shoreline, but it could happen inland just as easily.
 There are large areas that are covered by the default area type if
 you fly around a bit.
 
 Personally I think that the previous default texture type was better
 than sand or water.  Maybe we could come up with something a little
 more generic, but what we had before wasn't too bad as a general
 compromise.

Would elevation be helpful in splitting into different default types?  Ocean
shoreline vs. everything else?

Best,

Jim 


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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Matevz Jekovec

simulators and are hot on the tail of the more recent.  More cockpit detail is
needed on many of the other aircraft,  which is on my short
 

Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
not aware of any sim supporting that (at least not Falcon 4, Flanker 
2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
question is how big will be the FPS hit.

- Matevz

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread Richard Bytheway
Just for info, I downloaded w130n30.tar.gz and w130n40.tar.gz and my virus scanner (Dr 
Solomon's VirusScan v4.5.0 on W2K) flagged both files as infected and uncleanable.

I doubt that the files are actually infected since I trust Curt and they have not been 
on a Windows system until they hit my PC, but this would be a bad thing to happen for 
released scenery.

I will try to determine what it claimed they were infected by (it is happy now for 
some reason), and post a follow up...

Richard

 -Original Message-
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
 Sent: 05 September 2003 3:44 pm
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] scenery update
 
 
 Ok, my latest beta scenery from last night's build has been uploaded
 to the main ftp server:
 
ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/
 
 This build has much better road/river smoothing.  The roads no longer
 carve huge V's into the terrain.  I might want to add a bit more
 smoothing for rivers in the next build, but they aren't too bad.  They
 do run up and down the hills a bit, but in most situations it's not
 noticable.  This motly happens when the river location is very
 mismatched with SRTM and the river is climbing up and down the canyon
 sides.
 
 Regards,
 
 Curt.

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread Richard Bytheway
More info...

See http://sucs.org/~mocelet/fgfs/fake_virus.png for a screen shot (10KB) of the error 
message.
It appears that it is opening the .gz and looking at the tar file, and having a 
problem.
Note that it doesn't actually identify the virus that it has found (no wonder it 
cannot clean it).

If this persists in the final release scenery we may need a note on the download page 
explaing that it is likely to happen.

Richard

 
 Just for info, I downloaded w130n30.tar.gz and w130n40.tar.gz 
 and my virus scanner (Dr Solomon's VirusScan v4.5.0 on W2K) 
 flagged both files as infected and uncleanable.
 
 I doubt that the files are actually infected since I trust 
 Curt and they have not been on a Windows system until they 
 hit my PC, but this would be a bad thing to happen for 
 released scenery.
 
 I will try to determine what it claimed they were infected by 
 (it is happy now for some reason), and post a follow up...
 
 Richard
 
  -Original Message-
  From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
  Sent: 05 September 2003 3:44 pm
  To: [EMAIL PROTECTED]
  Subject: [Flightgear-devel] scenery update
  
  
  Ok, my latest beta scenery from last night's build has been uploaded
  to the main ftp server:
  
 ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/
  
  This build has much better road/river smoothing.  The roads 
 no longer
  carve huge V's into the terrain.  I might want to add a bit more
  smoothing for rivers in the next build, but they aren't too 
 bad.  They
  do run up and down the hills a bit, but in most situations it's not
  noticable.  This motly happens when the river location is very
  mismatched with SRTM and the river is climbing up and down 
 the canyon
  sides.
  
  Regards,
  
  Curt.

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Re: [Flightgear-devel] Question about dc3

2003-09-08 Thread Martin Spott
Jim Wilson [EMAIL PROTECTED] wrote:

 [...] So the
 mapping actually _is_ shift+2 as opposed to @ or  or whatever the shift
 character on the 2 key happens to be.

No, in fact I have to use @, on our keyboard this is AltGr-q to
select the second engine in FlightGear on the German keyboard,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Curtis L. Olson
Jim Wilson writes:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Except for that big inland lake that now appeared in the middle of the
  city!
  
  I think this is a losing battle.  Every place that vmap doesn't have
  a specific coverage area for get's left as default.  This really
  does mean default ground cover ... not sand, not water.  It could
  happen on the shoreline, but it could happen inland just as easily.
  There are large areas that are covered by the default area type if
  you fly around a bit.
  
  Personally I think that the previous default texture type was better
  than sand or water.  Maybe we could come up with something a little
  more generic, but what we had before wasn't too bad as a general
  compromise.
 
 Would elevation be helpful in splitting into different default types?  Ocean
 shoreline vs. everything else?

It may be ...

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Curtis L. Olson
Matevz Jekovec writes:
 
 simulators and are hot on the tail of the more recent.  More cockpit detail is
 needed on many of the other aircraft,  which is on my short
   
 
 Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
 not aware of any sim supporting that (at least not Falcon 4, Flanker 
 2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
 question is how big will be the FPS hit.

The default C172 is 3d clickable, so is the P51d and the cub?  Also
I think the C310 is too???

FlightGear definitely has the infrastructure to support this, but it's
a lot of work to create these sorts of cockpits.  So use of this
capability in most existing aircraft are a bit spotty or non-existant.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Question about dc

2003-09-08 Thread Martin Spott
Ima Sudonim [EMAIL PROTECTED] wrote:

   OK, Shift-2 selects magneto for the second engine. Shift-1 the first. 
 Shift-g is lower the gear.
[...]
   Next time I promise to re-read the documentation! 8-)

Concerning the gear the 'official' documentation is not up to date
because Shift-g has been added _after_ the last official release. The
sources that are used to build the manual are already adjusted.
I see, I have to fix the anon CVS server 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread Curtis L. Olson
Richard Bytheway writes:
 Just for info, I downloaded w130n30.tar.gz and w130n40.tar.gz and my
 virus scanner (Dr Solomon's VirusScan v4.5.0 on W2K) flagged both
 files as infected and uncleanable.
 
 I doubt that the files are actually infected since I trust Curt and
 they have not been on a Windows system until they hit my PC, but
 this would be a bad thing to happen for released scenery.
 
 I will try to determine what it claimed they were infected by (it is
 happy now for some reason), and post a follow up...

They are simply data files.  There's nothing executable in there at
all.  As far as I know, MS hasn't added VB script support to .tar.gz
files [ yet :-) ] so I can't imagine how they could ever be infected
with anything.

I'm guessing this has to be a false positive ...

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread David Megginson
Matevz Jekovec writes:

  simulators and are hot on the tail of the more recent.  More
  cockpit detail is needed on many of the other aircraft, which is
  on my short

  
  Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
  not aware of any sim supporting that (at least not Falcon 4, Flanker 
  2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
  question is how big will be the FPS hit.

There should be no hit except when you're actually clicking.  We have
sort-of pseudo fake clickable cockpits now (try the 172).


All the best,


David

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread David Megginson
Jim Wilson writes:

  Would elevation be helpful in splitting into different default
  types?  Ocean shoreline vs. everything else?

It won't help you with lakes, and it might turn the whole of the
Netherlands into shoreline.


All the best,


David

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread David Megginson
Curtis L. Olson writes:

  They are simply data files.  There's nothing executable in there at
  all.  As far as I know, MS hasn't added VB script support to
  .tar.gz files [ yet :-) ] so I can't imagine how they could ever be
  infected with anything.
  
  I'm guessing this has to be a false positive ...

I hate virus checkers with a passion only slightly less than the
passion with which I hate a certain e-mail program that I won't name
again.  While the initial fault lay with the e-mail program, it was
all the false virus-warning e-mail messages from that idiotic software
that finally physically shut down my account.

I imagine that they have a catch-all rule, along the lines of 

  If it's not text, and it's not a binary format I recognize, then
  it's a virus.


All the best,


David

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[Flightgear-devel] San Francisco city lake

2003-09-08 Thread Alex Perry
From: Erik Hofman [EMAIL PROTECTED]
 http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
 http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg

Someone was complaining about the lake in the middle of the city.
I suspect it is the age of the vmap dataset that is to be blamed.

There is the long straight dip going towards downtown and also the
small lake on the San Andreas fault.  In real life, both are fairly
deep dips and were, I suspect, tidal and flooded respectively.

I suspect that, since the vmap data was collected, the dips were drained
and thereby turned into the parkland that you see in the photo.  

A similar effect is visible in San Diego for the Mission Bay area;
any long term local who sees our scenery immediately knows when the
vmap0 data was recorded; only recent arrivals refer to it as 'wrong'.

Therefore, I suggest we leave the lake as-is (unless someone who has
lived in the area for a couple of decades has better historical data).
I don't think we can have a simple rule to determine which lakes and
swamps will have been drained or paved over during the last 20-50 years.


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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread Curtis L. Olson
Alex Perry writes:
 From: Erik Hofman [EMAIL PROTECTED]
  http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
  http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
 
 Someone was complaining about the lake in the middle of the city.
 I suspect it is the age of the vmap dataset that is to be blamed.
 
 There is the long straight dip going towards downtown and also the
 small lake on the San Andreas fault.  In real life, both are fairly
 deep dips and were, I suspect, tidal and flooded respectively.
 
 I suspect that, since the vmap data was collected, the dips were drained
 and thereby turned into the parkland that you see in the photo.  
 
 A similar effect is visible in San Diego for the Mission Bay area;
 any long term local who sees our scenery immediately knows when the
 vmap0 data was recorded; only recent arrivals refer to it as 'wrong'.
 
 Therefore, I suggest we leave the lake as-is (unless someone who has
 lived in the area for a couple of decades has better historical data).
 I don't think we can have a simple rule to determine which lakes and
 swamps will have been drained or paved over during the last 20-50 years.

After all the scenery crunching is finished, this area comes out as
type default.  In other words, the vmap0 data has no opinion about
what the coverage is there, but some place it is recorded as land so
it is left as default.

The real issue here is what texture should we choose for default
areas for which vmap0 has no coverage opinion?  I would argue that
water or sand is not the best choice.  It may work well for a few
specific instances, but then you are going to get lake or water in a
***lot*** of places where it shouldn't be.

Instead we need to use an existing ground cover texture or come up
with something that is slightly more generic and nondescript
... i.e. it could be grassy, or maybe it's trees, we can't quite tell;
and it's not too green, but not too dry, not too rocky, not too
grassy, not too urban, etc. etc.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread James Turner
On Monday, September 8, 2003, at 04:07  pm, Alex Perry wrote:

I suspect that, since the vmap data was collected, the dips were 
drained
and thereby turned into the parkland that you see in the photo.
The problem is, that 'lake' is the Golden Gate Park. Having it be 
anything other than green parkland would be as wrong as having Central 
Park show up as water or sand in NY city! Note I'm not arguing that the 
park isn't low enough (or sandy enough) at the western end to have been 
tidal flats in the past, but it's been a park for a long time, and the 
land rises up (and gets less sandy) less than a quarter of the way east.

The impression I have is that no matter what texture is picked for 
'default' landcover, it's going to be massively, obviously wrong much 
of the time.

James

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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread Martin Spott
James Turner [EMAIL PROTECTED] wrote:

 The impression I have is that no matter what texture is picked for 
 'default' landcover, it's going to be massively, obviously wrong much 
 of the time.

This leads to the assumption that there is need for another source of
landcover data. The SRTM mision not only collected data on earth
elevation but also land coverage. Does anyone know if this data is
acessible ?

Martin.
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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
Matevz Jekovec [EMAIL PROTECTED] said:

 
 simulators and are hot on the tail of the more recent.  More cockpit detail is
 needed on many of the other aircraft,  which is on my short
   
 
 Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
 not aware of any sim supporting that (at least not Falcon 4, Flanker 
 2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
 question is how big will be the FPS hit.

Yes. The p51d is already (but there isn't all that much to click on.  I don't
think there is any noticable performance hit.

Best,

Jim

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Re: [Flightgear-devel] EAA Sport Aviation - article

2003-09-08 Thread Alex Perry
From: Alex Perry [EMAIL PROTECTED]
 I've just been reading the April 2003 issue of EAA's Sport Aviation magazine
 and pages 50 through 58 are a nice article titled Virtual Building about
 Flight simulation for the homebuilder by Chuck Bodeen.  It includes a
 discussion comparing the benefits of FlightGear, X-plane-0.66 and MSFS2002.
From: Erik Hofman [EMAIL PROTECTED]
 A comparison between FlightGear *and* MSFS *and* X-plane.
 This and David's post give me the feeling we're on the right track!

Erik asked:
 Any conclusion on FlightGear?
Alex asked:
 [...] I am writing to request permission to scan pages 2 and 50-58 and
distribute the images to the engineers that develop the FlightGear product.
Editorial at EAA replied:
 As long as it's an internal distribution, that would be fine.
 Thanks for asking.

I'll send a set of scanned images to Erik (off list).  Any other developers
who're interested, just send me a note.  Our license to the images (as above)
allows you to forward them to other developers but not other non FGFS people.


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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Matevz Jekovec writes:
  
  simulators and are hot on the tail of the more recent.  More cockpit
detail is
  needed on many of the other aircraft,  which is on my short

  
  Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
  not aware of any sim supporting that (at least not Falcon 4, Flanker 
  2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
  question is how big will be the FPS hit.
 
 The default C172 is 3d clickable, so is the P51d and the cub?  Also
 I think the C310 is too???

Ah right.  Forgot about that.  Any of the cockpits that have 2D instruments
mapped to the 3D panel are clickable.  The c172-3d, c310u3a-3d, a4-yasim,
ummm...probably most any with that type of panel.

Best,

Jim

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   Would elevation be helpful in splitting into different default
   types?  Ocean shoreline vs. everything else?
 
 It won't help you with lakes, and it might turn the whole of the
 Netherlands into shoreline.
 

gui keys...sigh

that last message should have been...

I was thinking something more like:
   if cover = default then
  if elevation near sealevel then
 use shoretexture
  else
 use defaulttexture

No this wouldn't help with lakes, but I don't think it'd swamp the netherlands
either, unless the entire country is already default cover.

Best,

Jim

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   Would elevation be helpful in splitting into different default
   types?  Ocean shoreline vs. everything else?
 
 It won't help you with lakes, and it might turn the whole of the
 Netherlands into shoreline.
 

What I was thinking was something like:

if default then
if near sealevel


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Re: [Flightgear-devel] scenery update

2003-09-08 Thread Mally
 I hate virus checkers with a passion only slightly less than the
 passion with which I hate a certain e-mail program that I won't name
 again.  While the initial fault lay with the e-mail program, it was
 all the false virus-warning e-mail messages from that idiotic software
 that finally physically shut down my account.

 I imagine that they have a catch-all rule, along the lines of

   If it's not text, and it's not a binary format I recognize, then
   it's a virus.

For idiotic software, it would be hard to beat the email filter that a certain
well-known bank installed several years ago. One of the bank employees was on a
flight sim mailing list, and when an email come to him from the list containing
the phrase you should have seen the b*ggers, the program intercepted the email
and sent a message back to the list saying Your email has been rejected because
it contains the word b*ggers. The full text of the message is below. The
mailing list software in due course distributed this reply to all the list
members, including the bank employee, and the message was again intercepted by
the email filter. A new message of refusal was prepended and the whole lot sent
back to the list. Given that the message was almost doubling in size each time
round, it's just as well the mailing list software was only running once and
hour or so. People with slow modems (most of us at the time) were not well
pleased.

Mally



---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.515 / Virus Database: 313 - Release Date: 01/09/03


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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Erik Hofman wrote:
 
  I experimented with the values ac3d uses for all it's default colors and 
  in the end I'm happier with them and would like to commit it to CVS.
 
 Some screenshots:
 
 
 http://www.a1.nl/~ehofman/fgfs/gallery/test/new_dawn.jpg
 http://www.a1.nl/~ehofman/fgfs/gallery/test/new_dawn_90deg.jpg
 http://www.a1.nl/~ehofman/fgfs/gallery/test/new_sunset.jpg
 http://www.a1.nl/~ehofman/fgfs/gallery/test/new_sunset_90deg.jpg
 http://www.a1.nl/~ehofman/fgfs/gallery/test/new_noon.jpg
 
 http://www.a1.nl/~ehofman/fgfs/gallery/test/old_sunset-90deg.jpg
 

Are you talking about changing light properties or material properties?

Best,

Jim

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Re: [Flightgear-devel] scenery update

2003-09-08 Thread Cameron Moore
Richard,
The file in question needs to be sent to the software maker so they can
fix this false positive.  Thanks

* [EMAIL PROTECTED] (Richard Bytheway) [2003.09.08 09:02]:
 More info...
 
 See http://sucs.org/~mocelet/fgfs/fake_virus.png for a screen shot (10KB) of the 
 error message.
 It appears that it is opening the .gz and looking at the tar file, and having a 
 problem.
 Note that it doesn't actually identify the virus that it has found (no wonder it 
 cannot clean it).
 
 If this persists in the final release scenery we may need a note on the download 
 page explaing that it is likely to happen.
 
 Richard
 
  
  Just for info, I downloaded w130n30.tar.gz and w130n40.tar.gz 
  and my virus scanner (Dr Solomon's VirusScan v4.5.0 on W2K) 
  flagged both files as infected and uncleanable.
  
  I doubt that the files are actually infected since I trust 
  Curt and they have not been on a Windows system until they 
  hit my PC, but this would be a bad thing to happen for 
  released scenery.
  
  I will try to determine what it claimed they were infected by 
  (it is happy now for some reason), and post a follow up...
  
  Richard
  
   -Original Message-
   From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
   Sent: 05 September 2003 3:44 pm
   To: [EMAIL PROTECTED]
   Subject: [Flightgear-devel] scenery update
   
   
   Ok, my latest beta scenery from last night's build has been uploaded
   to the main ftp server:
   
  ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/
   
   This build has much better road/river smoothing.  The roads 
  no longer
   carve huge V's into the terrain.  I might want to add a bit more
   smoothing for rivers in the next build, but they aren't too 
  bad.  They
   do run up and down the hills a bit, but in most situations it's not
   noticable.  This motly happens when the river location is very
   mismatched with SRTM and the river is climbing up and down 
  the canyon
   sides.
   
   Regards,
   
   Curt.
 
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[ If you're sending someone some Styrofoam, what do you pack it in? ]

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 Curtis L. Olson writes:
 
   They are simply data files.  There's nothing executable in there at
   all.  As far as I know, MS hasn't added VB script support to
   .tar.gz files [ yet :-) ] so I can't imagine how they could ever be
   infected with anything.
   
   I'm guessing this has to be a false positive ...
 
 I hate virus checkers with a passion only slightly less than the
 passion with which I hate a certain e-mail program that I won't name
 again.  While the initial fault lay with the e-mail program, it was
 all the false virus-warning e-mail messages from that idiotic software
 that finally physically shut down my account.
 
 I imagine that they have a catch-all rule, along the lines of 
 
   If it's not text, and it's not a binary format I recognize, then
   it's a virus.
 

What amazes me are the ones that actually send the intact virus attachment to
the spoofed reply-to addresses...something that could easily open up companies
that operate such software for civil liability.

Best,

Jim


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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread David Megginson
Curtis L. Olson writes:

  The real issue here is what texture should we choose for default
  areas for which vmap0 has no coverage opinion?

It would be nice if we could do some kind of weighted average of the
surrounding areas, excluding water.  At least we'd be less likely to
get something out of place (like an evergreen forest in the middle of
the desert).  We could also default to the 1 arcsec landcover raster.


All the best,


David

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RE: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread Norman Vine
David Megginson writes:
 Curtis L. Olson writes:
 
   The real issue here is what texture should we choose for default
   areas for which vmap0 has no coverage opinion?
 
 It would be nice if we could do some kind of weighted average of the
 surrounding areas, excluding water.  At least we'd be less likely to
 get something out of place (like an evergreen forest in the middle of
 the desert).  We could also default to the 1 arcsec landcover raster.

I would look up the center of the area in question in the global landcover

This should be very quick
Also for water area delineation the Hydrographic database in the message
I forwarded to the terragear list should be quite good as it has had *lots* of
corrections applied

Cheers

Norman





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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread Ivo
On Monday 08 September 2003 10:37, Erik Hofman wrote:
 I don't know if you've seen this page already, but we are allowed to use
 their work as textures since we credit them in out documentation:
 http://skyscraperpage.com
 It covers quite some buildings from The Netherlands.

I did came across this page before, and I thought the images were too small. 
But tonight I tried one anyway and I am surprised about how it looks. Not 
too bad at all for a texture that's only 150 pixels high. I have put some 
sample images here:

http://ivop.free.fr/fgfs/fgfs_rembrandt1.jpg
http://ivop.free.fr/fgfs/fgfs_rembrandt2.jpg

It's the Rembrandt Tower, the heighest building of Amsterdam (135m roof, 
150m antenna). Nice how it aligns with the Amstel river, I think.
The building in the front on the second image, is the Carré theatre. It's 
slightly misplaced, but I corrected that already and I'm too lazy to create 
a new screenshot :)

Close up of Carré is here:

http://ivop.free.fr/fgfs/ac3d_carre.jpg

 I don't know if I can help with creating buildings also (although I'd
 like to) but I also want to update the Dutch airfields where needed.

I wanted to look into that too. For example, adding the fifth (actually 
sixth) runway to Schiphol. I have found some very accurate data about all 
six runways in 'Rijksdriehoek' coordinates and wrote a small program to 
convert those to WGS84. But I have no data on the taxiways and the current 
taxiways are a little misaligned with the new runway data I have.
Maybe we can talk about it offlist and/or exchange data?

 BTW. Did anyone think about creating a directory tree to store static
 scenery for world coverage? I think it is highly needed.

That would be a very good idea!

--Ivo


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RE: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread Norman Vine
Julian Foad writes:
 Norman Vine wrote:
  
  Also for water area delineation the Hydrographic database in the message
  I forwarded to the terragear list should be quite good as it has had *lots* of
  corrections applied
 
 The fact that something has had lots of corrections applied does not necessarily 
 mean it is quite good ... it could also 
 mean it is quite bad.  :-)

yup, I guess we all should just use Ptolemy's map.

Norman



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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread David Megginson
Ivo writes:

  But tonight I tried one anyway and I am surprised about how it looks. Not 
  too bad at all for a texture that's only 150 pixels high. I have put some 
  sample images here:
  
  http://ivop.free.fr/fgfs/fgfs_rembrandt1.jpg
  http://ivop.free.fr/fgfs/fgfs_rembrandt2.jpg

32 pixels is usually fine for a generic building, and 64 pixels for a
customized one -- maybe 128 for something really prominent and
detailed.  Consider how few pixels the building actually takes up on
the screen unless you're flying within a few dozen meters of it.


All the best,


David

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[Flightgear-devel] forwarded message from Christian Kocmick

2003-09-08 Thread Curtis L. Olson
Can we use anything like this?  If so, where would the best place be
to put it?

---BeginMessage---
Mr. Curtis Olson,
Enclosed is a desktop icon for Flight Gear, using an image off of your
own website.
attachment: SeaHawkthumb.xpm---End Message---

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Erik Hofman
David Megginson wrote:
Jim Wilson writes:

  Would elevation be helpful in splitting into different default
  types?  Ocean shoreline vs. everything else?
It won't help you with lakes, and it might turn the whole of the
Netherlands into shoreline.
Neh, just some islands. On the other hand, there is now sand/forest 
where there should be watter.

Erik



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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  Erik Hofman  said:
  
  
 Erik Hofman wrote:
 
 
 I experimented with the values ac3d uses for all it's default colors and 
 in the end I'm happier with them and would like to commit it to CVS.
 
  
  Are you talking about changing light properties or material properties?
 
 This will change the ambient, specular and diffuse colors as defined in 
 the materials.xml file *and* involves changes to Lighting/ambient and
 Lighting/specular.

I'm not familiar with how the material properties for the scenery are handled.
 There's indication in the materials.xml file that material colors are not
used unless the textures are turned off.  In any case the diffuse color I
would think ought to be full white for anything textured.  The ambient value
is the percentage of ambient light that is reflected by a material (added on
to diffuse).

You can try _decreasing_ the ambient value in the material properties which
should increase the shading contrast in the scenery without changing the
ambient light value.  If everything is working correctly in the rendering
code, using a material ambience of 0.500 and a light ambience of 0.080 should
give you the same result as a light ambience of 0.200 and material ambience of
0.200 (both multiply out to 0.04).

In any case the default material property values in ac3d are not the same as
the light properties.  I'm not sure what he's using for the lights.  AFAIK
they can't be adjusted.

Best,

Jim

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Re: [Flightgear-devel] EAA Sport Aviation - article

2003-09-08 Thread Tony Peden
I'd like to have a copy, if you don't mind.

Thanks,

On Mon, 2003-09-08 at 08:49, Alex Perry wrote:
 From: Alex Perry [EMAIL PROTECTED]
  I've just been reading the April 2003 issue of EAA's Sport Aviation magazine
  and pages 50 through 58 are a nice article titled Virtual Building about
  Flight simulation for the homebuilder by Chuck Bodeen.  It includes a
  discussion comparing the benefits of FlightGear, X-plane-0.66 and MSFS2002.
 From: Erik Hofman [EMAIL PROTECTED]
  A comparison between FlightGear *and* MSFS *and* X-plane.
  This and David's post give me the feeling we're on the right track!
 
 Erik asked:
  Any conclusion on FlightGear?
 Alex asked:
  [...] I am writing to request permission to scan pages 2 and 50-58 and
 distribute the images to the engineers that develop the FlightGear product.
 Editorial at EAA replied:
  As long as it's an internal distribution, that would be fine.
  Thanks for asking.
 
 I'll send a set of scanned images to Erik (off list).  Any other developers
 who're interested, just send me a note.  Our license to the images (as above)
 allows you to forward them to other developers but not other non FGFS people.

 
 
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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread Lee Elliott
On Monday 08 Sep 2003 16:15, Curtis L. Olson wrote:
 Alex Perry writes:
  From: Erik Hofman [EMAIL PROTECTED]
   http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_natural.jpg
   http://www.a1.nl/~ehofman/fgfs/gallery/test/san_francisco_fgfs.jpg
  
  Someone was complaining about the lake in the middle of the city.
  I suspect it is the age of the vmap dataset that is to be blamed.
  
  There is the long straight dip going towards downtown and also the
  small lake on the San Andreas fault.  In real life, both are fairly
  deep dips and were, I suspect, tidal and flooded respectively.
  
  I suspect that, since the vmap data was collected, the dips were drained
  and thereby turned into the parkland that you see in the photo.  
  
  A similar effect is visible in San Diego for the Mission Bay area;
  any long term local who sees our scenery immediately knows when the
  vmap0 data was recorded; only recent arrivals refer to it as 'wrong'.
  
  Therefore, I suggest we leave the lake as-is (unless someone who has
  lived in the area for a couple of decades has better historical data).
  I don't think we can have a simple rule to determine which lakes and
  swamps will have been drained or paved over during the last 20-50 years.
 
 After all the scenery crunching is finished, this area comes out as
 type default.  In other words, the vmap0 data has no opinion about
 what the coverage is there, but some place it is recorded as land so
 it is left as default.
 
 The real issue here is what texture should we choose for default
 areas for which vmap0 has no coverage opinion?  I would argue that
 water or sand is not the best choice.  It may work well for a few
 specific instances, but then you are going to get lake or water in a
 ***lot*** of places where it shouldn't be.
 
 Instead we need to use an existing ground cover texture or come up
 with something that is slightly more generic and nondescript
 ... i.e. it could be grassy, or maybe it's trees, we can't quite tell;
 and it's not too green, but not too dry, not too rocky, not too
 grassy, not too urban, etc. etc.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

Could you not replace all 'default' coverage with one of the coverages 
bounding the area of default cover?

LeeE


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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread Ivo
 Could you not replace all 'default' coverage with one of the coverages
 bounding the area of default cover?

I thought about that too, but I think it will destroy some detail. There's a 
small lake in the west of Amsterdam that turns up as default coverage. I 
use it when I fly around the place, just to see where I am. Though it's not 
blue (but looks more like a park) I know what it is and thus is helpful. If 
it was replaced by the coverages of the bounding area, it would turn out to 
be urban and the whole lake would be lost.
I can imagine similar situations occur in other places.

--Ivo


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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread Ivo
On Monday 08 September 2003 22:47, David Megginson wrote:
 Ivo writes:
   Not too bad at all for a texture that's only 150 pixels high. I have

 32 pixels is usually fine for a generic building, and 64 pixels for a
 customized one -- maybe 128 for something really prominent and
 detailed.  Consider how few pixels the building actually takes up on
 the screen unless you're flying within a few dozen meters of it.

I never really looked at it that way. Maybe that's why I discarded 
skyscraperpage.com at first, to be a worthy source of textures. But it 
turned out to be quite nice.

This night I created a new building along the Amstel River. Not with a 
skyscraperpage image though, but with a texture from the freeware nl2000 
MSFS scenery. Screenshots:

http://ivop.free.fr/fgfs/amstelhotel1.jpg
http://ivop.free.fr/fgfs/amstelhotel2.jpg
http://ivop.free.fr/fgfs/amstelhotel3.jpg   (at dusk)

Ok, the Amstel is not the Seine, but there are a few nice buildings I think. 
The theatre is in the right place now (sort of). If anybody is interested, 
I can make the models available for download too.

BTW Maybe a separate mailinglist for scenery design should be created? This 
isn't really development related, but doesn't seem appropriate for any of 
the other mailinglists either.

--Ivo


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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread kreuzritter2000
Erik Hofman wrote:
 Ivo participating?

 I don't know if you've seen this page already, but we are allowed to use
 their work as textures since we credit them in out documentation:

 http://skyscraperpage.com

 It covers quite some buildings from The Netherlands.

 I don't know if I can help with creating buildings also (although I'd
 like to) but I also want to update the Dutch airfields where needed.

 BTW. Did anyone think about creating a directory tree to store static
 scenery for world coverage? I think it is highly needed.

 Erik

I have a question about creating new textures of buildings with a camera.

Does the view angle (the place where i am and look at the building) when 
taking the picture play a large role for the qualitiy of the resulting  
texture when taking photos of buildings?

I mean, let's suppose i am on the ground in front of a 50-100 m high building
to take a picture of it.
In this position i would get a picture  where the top of the builing 
front-side is smaller than the ground of the building front-side, in other 
words it looks like a trapeze. 
Is this trapeze looking picture a problem for creating textures of such 
photos? Are their ways available (image manipulation) to convert it into a 
recangle texture without a big loss in texture/image quality or do i need to 
be exactly in the middle (correct high and width) of the building when taking 
the photo?

Best Regards,
 Oliver C.






 

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[Flightgear-devel] 60 seconds of flightgear

2003-09-08 Thread Curtis L. Olson
Ok, this is for those that would rather see a screen shot than the
real thing. :-)

Here's a 60 second, 12Mb movie to watch:

http://www.flightgear.org/tmp/fgfs-movie1.avi

Director's notes:

- The scene is the YF-23 flying between 64S and KSEA.

- The movie is .avi format and plays very nicely with xine on linux.
  I imagine windows people should not have any trouble either.

- The movie is taken with a Canon A70 digital camera, hand held,
  pointed at my monitor ... pretty low tech ... no fancy coding or
  image capture tonight.

- This instance of FlightGear is running live on a 900Mhz Athlon,
  256Mb system RAM, nVidia Ti4200 graphics card.

- The movie quality is so-so, but not bad for a web movie.  (My main
  complaint is that the lighting turned out a bit dark in the
  foreground ...)

This movie shows the new SRTM based terrain and if you look closely
you can see the vmap rivers and roads.  And if you look really closely
you might be able to see a YF23 carefully hidden somewhere in the
picture. :-)

The thing to watch closely for is the very high detail of the terrain
and that there isn't any LOD popping.  The terrain is fully polygonal
and not faked with any tricks so it looks correct as you move and fly
past it ... but of course you all know that. :-)

I can probably make more of these if there is interest, but for now it
is way past my bed time. :-)

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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