Re: [Flightgear-devel] Animations Documentation

2004-07-01 Thread Frederic Bouvier
Ampere K. Hardraade wrote:

 Is there any animation documentation out there that tells you what type of
 animations have been implemented, and how they work, etc.?

http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/Model/fgfs-model-howto.html?rev=1.8cvsroot=FlightGear-0.9


 Also, if in A.xml I import the XML wrapper for mesh B:
 model
   pathmeshB.XML/path
 /model

 Is there anyway I can rotate the entire meshB?

From A320-fb.xml :

 model
  pathAircraft/747/Models/boeing747-400-pfd-jw.xml/path
  offsets
   x-m-17.17/x-m
   y-m-0.59/y-m
   z-m-2/z-m
   pitch-deg-15.0/pitch-deg
  /offsets
 /model

You can also have offsets/roll-deg and offsets/heading-deg

-Fred



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RE: [Flightgear-devel] Rebuild

2004-07-01 Thread Richard Bytheway
 -Original Message-
 From: Richard Harke
 Sent: 30 June 2004 6:04 am
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Rebuild
 
 
 On Tuesday 29 June 2004 09:57 pm, Tony Peden wrote:
  If you change an oft-included header in simgear, this is 
 pretty normal.
 Well, that would explain it. I did do a make install on simgear
 I guess I should have just cp'ed the relevant .a file.
 
  On Tue, 2004-06-29 at 20:02, Richard Harke wrote:
   I have found a bug in libGLcore.so from Nvidia for ia64. I think
   I have a work-around that involves a small change (temporary)
   in simgear. after making the changes, I deleted the .o 
 and corresponding
   .a and ran make. Seemed to work fine and just re-compiled 
 the one file
   and did the one link.
  
   Then I deleted fgfs and ran make on flightgear and it seems to
   be recompiling the whole world. I didn't change any flightgear
   files so I am rather puzzled.
  
   Is this normal bahavior for flightgear make?
  
   Richard Harke
  

AFAIK, by default (on cygwin at least), install sets the file date on the installed 
copy to the date of installation, not the date of compiliation, so running make 
install in SimGear makes it look as if the whole of SimGear is new. 
There is a flag you can pass to install (-p perhaps?) which tells it to use the date 
on the original file, not the date of installation, so the impact on subsequent makes 
of changing one SimGear file is reduced to the degree that it should be.

Does that make sense?

Richard


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Re: [Flightgear-devel] Animations Documentation

2004-07-01 Thread Ampere K. Hardraade
On July 1, 2004 02:11 am, Frederic Bouvier wrote:
 http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/Model
/fgfs-model-howto.html?rev=1.8cvsroot=FlightGear-0.9
Thanks.  I will check that out.

 From A320-fb.xml :

  model
   pathAircraft/747/Models/boeing747-400-pfd-jw.xml/path
   offsets
x-m-17.17/x-m
y-m-0.59/y-m
z-m-2/z-m
pitch-deg-15.0/pitch-deg
   /offsets
  /model

 You can also have offsets/roll-deg and offsets/heading-deg
Oh, I was referring to the animation rotate, not the offset rotate.

By the way, the example about reordering objects that you gave me didn't work.  
It seem that the XML parser has trouble recongizing the syntax used in null 
type animation.

Regards,
Ampere

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[Flightgear-devel] RE: 1st flight

2004-07-01 Thread Phillip Jones
The true about flight history!!!


http://www.thefirsttofly.hpg.ig.com.br/pioneer2.htm


Best regards, 

James

If we're talking first flight history, you gotta include this guy.
Richard Pearse, first flight:  March 1903 (some say 1902), in New
Zealand.
http://en.wikipedia.org/wiki/Richard_Pearse
http://www.ctie.monash.edu.au/hargrave/pearse1.html

His design was the first to use ailerons and a variable-pitch 
propeller (although the propeller itself was very poor design).

Richard Pearse himself claimed to *not* have beaten the Wright 
brothers to flight, but he considered flight to be completely 
controlled take-off, controllable flight (ie steerable), and 
controlled landing.  So, when he flew ~1000ft across his property 
and crashed into a hedge 10-12ft off the ground because the 
controls didn't work properly, he walked away saying that he 
hadn't flown.
-P


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Re: [Flightgear-devel] Animations Documentation

2004-07-01 Thread Frederic Bouvier
Ampere K. Hardraade wrote:

 On July 1, 2004 02:11 am, Frederic Bouvier wrote:
 
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/Model
 /fgfs-model-howto.html?rev=1.8cvsroot=FlightGear-0.9
 Thanks.  I will check that out.

  From A320-fb.xml :
 
   model
pathAircraft/747/Models/boeing747-400-pfd-jw.xml/path
offsets
 x-m-17.17/x-m
 y-m-0.59/y-m
 z-m-2/z-m
 pitch-deg-15.0/pitch-deg
/offsets
   /model
 
  You can also have offsets/roll-deg and offsets/heading-deg
 Oh, I was referring to the animation rotate, not the offset rotate.

model
  nameIncludedMeshB/name
  pathmeshB.XML/path
/model

animation
  typerotate/name
  object-nameIncludedMeshB/object-name
  
/animation

should work

 By the way, the example about reordering objects that you gave me didn't
work.
 It seem that the XML parser has trouble recongizing the syntax used in
null
 type animation.

Send me ( privately ) your files and I will have a look to them

-Fred



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[Flightgear-devel] L1011-500

2004-07-01 Thread tiagogusmao
Hi

I am almost finishing a L1011-500 TriStar 3D model, and i'd like to contribute
it to FlightGear.

You can take a look at these screenshots:
http://tiagogusmao.home.sapo.pt/l1011/finalv1.jpg
this one is my first try, there are missing parts, and the tail is horrible.
Current version is this one:
http://tiagogusmao.home.sapo.pt/l1011/tail-hstab.jpg
It's just a matter of finishing the tail, and add small details

It has around 1 tris and 7000 vertices, is that ok for FG?

What are the texture requirements/limits/recommendations for FG?
What technical data do we need to make it fly like the real one?
Any good tips or advice are welcome :)

This is my first time using a mailing list, so if i mess up something, please
warn me :P

Thanks,
Tiago Gusmão






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Re: [Flightgear-devel] L1011-500

2004-07-01 Thread Jim Wilson
tiagogusmao said:

snip
 You can take a look at these screenshots:
 http://tiagogusmao.home.sapo.pt/l1011/finalv1.jpg
 this one is my first try, there are missing parts, and the tail is horrible.
 Current version is this one:
 http://tiagogusmao.home.sapo.pt/l1011/tail-hstab.jpg
 It's just a matter of finishing the tail, and add small details
 
 It has around 1 tris and 7000 vertices, is that ok for FG?
 

Looks like they (the vertices) have been wisely used.  Nice job, good detail.
If you have a doubts compare to some of the other models.  That many vertices
is a little heavy,  but first impression from the screenshots is the usage is
not unreasonable.  Just make sure you aren't wasting any.

Best,

Jim


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RE: [Flightgear-devel] L1011-500

2004-07-01 Thread Innis Cunningham
Hi Tiago

From: tiagogusmao writes

Hi
I am almost finishing a L1011-500 TriStar 3D model, and i'd like to 
contribute
it to FlightGear.
Looks nice what 3D program are you using.
If it is AC3D have you put the model through
the optimise vertices/surface routine to trim
some of the fat.One of the places to start is with
the fuselage.Do you have the center section divided
up onto anymore than one section ifso you can cut it down
to one long section.Also with the wings and tail surfaces you
can quite easely add surfaces that dont realy make a great
difference in the sim
It has around 1 tris and 7000 vertices, is that ok for FG?
Getting a bit on the big side.
What are the texture requirements/limits/recommendations for FG?
One 1024x1024 texture would be getting on the big side
What technical data do we need to make it fly like the real one?
Any good tips or advice are welcome :)
Just the data that is with the aircraft types on airliners.net should
be enough to get you close using the AEROMATIC program on
JSBSIM.It is the one I find easiest to use.

Thanks,
Tiago Gusmão
Cheers
Innis
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