Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Chris Metzler
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

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Chris Metzler
On Fri, 2 Jul 2004 23:23:29 +0200 Durk Talsma <[EMAIL PROTECTED]> wrote: > > When more AI traffic will be added later on, I can see a need to make > this more flexible. Yeah, that was one of the reasons I asked -- I remember seeing livery tags in the XML file you demonstrated for scheduled AI flig

RE: [Flightgear-devel] Does changing paintjob/livery require aduplicate aircraft

2004-07-02 Thread Innis Cunningham
Hi Chris From: Chris Metzler writes Have pity on me; I'm new to this stuff. As I get it now, the textures applied to 3D models are specified in the .ac file (or .3ds file or whatever). This, in turn, means that if you want a different paint job for the Cessna, or different airline's livery for th

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Lee Elliott
On Saturday 03 July 2004 00:00, Ampere K. Hardraade wrote: > Here is an idea: > > Right now, if we want to include an external model, we can do something > like: > directory/*.xml > > > What we can do is add a new type of tags called textures. It will be > something like this: > > directory/*

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Ampere K. Hardraade
Here is an idea: Right now, if we want to include an external model, we can do something like: directory/*.xml What we can do is add a new type of tags called textures. It will be something like this: directory/*.xml By using these texture tags, FlightGear will be able to load different

Re: [Flightgear-devel] L1011-500

2004-07-02 Thread Jon S Berndt
On Fri, 2 Jul 2004 22:46:14 +0100 [EMAIL PROTECTED] wrote: The L1011-500 uses the Rolls-Royce RB211-524B take a look here for details: http://www.aircraftenginedesign.com/TableB3.html I have committed to JSBSim CVS an RR RB211-524 engine. Jon ___ Flight

Re: [Flightgear-devel] L1011-500

2004-07-02 Thread tiagogusmao
> History is repeating itself: two different tri-jets are introduced at the > sametime. ;-) Indeed! The MD-11 too is a very nice tri-jet, i'm looking forward to see it in action :) > > > The editor used was Milkshape, so i will be using .3DS > > > Make sure the extension is in lower case: .3ds > >

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Curtis L. Olson
Chris Metzler wrote: Have pity on me; I'm new to this stuff. As I get it now, the textures applied to 3D models are specified in the .ac file (or .3ds file or whatever). This, in turn, means that if you want a different paint job for the Cessna, or different airline's livery for the 737, you need

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Andy Ross
Chris Metzler wrote: > [...] a different paint job/livery effectively means a new aircraft. > Is this right? Pretty much. Although this wouldn't really be hard to fix, if anyone wants to give it a shot. One way to go about it would be to provide a "mapping" somehwere in the aircraft properties w

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Erik Hofman
Chris Metzler wrote: Have pity on me; I'm new to this stuff. As I get it now, the textures applied to 3D models are specified in the .ac file (or .3ds file or whatever). This, in turn, means that if you want a different paint job for the Cessna, or different airline's livery for the 737, you need

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Durk Talsma
On Friday 02 July 2004 23:07, Chris Metzler wrote: > Have pity on me; I'm new to this stuff. > > As I get it now, the textures applied to 3D models are specified in the > .ac file (or .3ds file or whatever). This, in turn, means that if you > want a different paint job for the Cessna, or different

[Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Chris Metzler
Have pity on me; I'm new to this stuff. As I get it now, the textures applied to 3D models are specified in the .ac file (or .3ds file or whatever). This, in turn, means that if you want a different paint job for the Cessna, or different airline's livery for the 737, you need a different .ac fil

[Flightgear-devel] Taxiway designations in runways.dat / Robin's apt.dat. Opinions please!

2004-07-02 Thread Chris Metzler
Hi. I'd like folks' opinion about this. Right now, Robin Peel's apt.dat, which contains the runway and taxiway data, comes with xxx in the runway designator field if it's not a runway (i.e., is a taxiway, an apron, etc.). FlightGear's runways.dat, derived from same, also lists things this way.

Re: [Flightgear-devel] L1011-500

2004-07-02 Thread Durk Talsma
Very nice model indeed. Looks like a nice addition to FlightGear's small but continously growing fleet of 3-engined wide-body jetliners. :-) > > For the FDM, for now i'll stick with JSBSim, since it seems to be the > easiest. I have good experiences creating a basic FDM for the MD11 using aeroma

Re: [Flightgear-devel] L1011-500

2004-07-02 Thread Durk Talsma
On Friday 02 July 2004 21:02, Ampere K. Hardraade wrote: > By the way, what type of engines do the tristar uses? This is a useful website for aircraft data. Unfortunately, it only list data for the L1011-100 and not the -500 series. http://www.bh.com/companions/034074152X/appendices/data-a/tab

Re: [Flightgear-devel] L1011-500

2004-07-02 Thread Ampere K. Hardraade
On July 1, 2004 10:14 pm, [EMAIL PROTECTED] wrote: > Hi > > I am almost finishing a L1011-500 TriStar 3D model, and i'd like to > contribute it to FlightGear. > History is repeating itself: two different tri-jets are introduced at the sametime. ;-) > The editor used was Milkshape, so i will be us

Re: [Flightgear-devel] L1011-500

2004-07-02 Thread Al West
On Friday 02 July 2004 13:54, [EMAIL PROTECTED] wrote: > > Is it ok to exchange files here, or should I learn to use CVS? > Probably not a good idea to send the file to list. I'm sure one of the guys who has CVS access will ask you to email them the files soon, so they can put it into CVS. Loo

RE: [Flightgear-devel] L1011-500

2004-07-02 Thread tiagogusmao
Thank you all for your help and comments :) I think i can keep the triangles around 8000 for this second version, since the first version of the model had a lot of redundant triangles, and I forgot to take that in acount when i said 1! The editor used was Milkshape, so i will be using .3DS y