Re: [Flightgear-devel] Animations Documentation
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Rebuild
-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 This e-mail has been scanned for Bede Scientific Instruments for all viruses by Star Internet. The service is powered by MessageLabs. For more information on a proactive anti-virus service working around the clock, around the globe, visit: http://www.star.net.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Animations Documentation
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] RE: 1st flight
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Animations Documentation
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] L1011-500
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 O SAPO já está livre de vírus com a Panda Software, fique você também! Clique em: http://antivirus.sapo.pt ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] L1011-500
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] L1011-500
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 _ Smart Saving with ING Direct earn 5.25% p.a. variable rate: http://ad.au.doubleclick.net/clk;7249209;8842331;n?http://www.ingdirect.com.au/burst6offer.asp?id=8 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel