[Flightgear-devel] Re: Help... aircraft texture
* Sam Heyman -- Friday 03 June 2005 02:46: How does one create a new texture for a .ac model? Which programs are best suited? Textures need to be in the SGI image format with size 2^n * 2^m. Often they are 256*256, 512*512, 1024*1024, but 128*1024 does work, too. They are in SGI format, which uses different extensions: *.rgb, *.rgba, *.sgi, *.bw, *.al. The extensions are only hints for the user. There's no formal difference between *.rgb and *.rgba. People often call that format RGB format. Either use: * gimp: - save as foo.rgb and select SGI in the Determine Filetype selector (Don't use By extension, because that creates some other *.rgb format) - or save as foo.sgi and then rename to foo.rgb * any graphics program. Save to any format. But then convert to SGI using ImageMagick's convert: $ convert foo.jpeg sgi:foo.rgb * blender: these are only drafts and have to be finished in gimp etc. but you can create very useful object outlines, and even draw directly on the texture while it is applied to the object! It'll save to TGA (Targa) format and you'd have to convert that to SGI again. * KDE's kolourpaint does write SGI images, too, just like any other KDE program that can write images. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] 2-sided surfaces in ac3d format
Curtis L. Olson wrote: Drew wrote: Thanks for the info. FWIW, it probably doesn't have to be that way. The shading 'math', as you put it, should already be a function of the observer's position, in which case some conditional logic might take care of that. I might try to find the code for this. In the meantime, I'll just draw two opposite single-sided surfaces. In opengl, lighting/shading is entirely dependent on the normal you define for each vertex. The orientation of the surface does not factor in. The orientation is used for backface culling, but that's something entirely different. Think about a terrain surface for instance, where the normal at any given point needs to be some average of the normals of the surrounding faces ... perhaps weighted by face size. If opengl decided to be smart and overrule what you've provided for a normal, you wouldn't have the level of control you need to do a lot of things. There are no normal defined in the AC3D file format. Normals are computed by the plib ac loader. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: [ANN] Blender 2.37
* Sam Heyman -- Friday 03 June 2005 00:30: I have downloaded Blender 2.37 for Windows XP and it seems to work, although I do get the message No Python Installed in the command window. Well, then install Python? Exporting to AC3D format *requires* Python. http://www.python.org/ The problem is I can't open my aircraft.ac file. Importing *.ac requires Python, too. :-) And even with Python installed, you can't just Open it. You need to Import it (different menu entry). It says that it can't open the texture file (fokker100.rgb), which I borrowed from the fokker 100. It certainly can read fokker100.rgb. But if you have edited it and saved it again, it's probably not a valid SGI image any more. See my other post. Does anyone know why this is happening? Can one create a new texture using Blender? Yes. You can draw to an applied texture directly on the 3D object and save that. You won't get a pretty texture from that, but a useful draft that you improve in gimp etc. Also, you can export textures with outlines of the unwrapped, flattened faces. Which again requires Python. You just need to fill that with color. m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
On Fri, 2005-06-03 at 01:46, Josh Babcock wrote: Gerard ROBIN wrote: Le jeudi 02 juin 2005 20:16 -0400, Josh Babcock a crit : Josh Babcock wrote: Not quite done yet, still need some stuff in the cockpit, landing gear There's not much of either of those! I put some instruments on my hack, just to make it easier to fly without physical clues like the wind in your face. The replica in 1999/2000 had a wind ribbon - no idea if they planned one for the original. Landing gear consists of just a skid. The 1999/2000 replica had a steel main skid because they wanted it to survive the landing and be able to fly again. The original designers commented that they didn't bother with more than a rudimentary wooden skid because all they wanted was landing protection - the glider would never fly again (for them at least). and some animations. I'm not planning on putting in a pilot, though if enough people want one I can give it a shot. It would look nice, but it's probably a lot of work. I spotted a wartime photo of one of the builders somewhere. Mapping that onto the face of the pilot would be a neat touch! http://jrbabcock.home.comcast.net/flightgear/colditz/colditz.tgz Something to play with at lunchtime! Wohhh Very impressive, congratulation, it is a must of art. as an extension we could use the (coming) launchbar function, to take off, not from the Nimitz, but from a tower (somewhere... in Germany) Aha - there's a 'launchbar' coming soon is there? I was wondering about how to model catapult launches and glider tow-launches. What I tried to do (but failed) with the Colditz glider was to give it a small short-lived (and invisible) non-throttleable rocket engine to simulate the launch catapult. I calculated that about 1866N (that's about 420lb) for 2.3 seconds would do. You can see my attempt (commented out) in the 20050525 glider FDM release. Something wasn't working though - any ideas anyone? Keep posted, I have some neat plans for the model, especially animating the wind indicating ribbon (not included in the latest release). Thanks, Josh. Steve ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: Help... aircraft texture
* Melchior FRANZ -- Friday 03 June 2005 08:12: * gimp: - save as foo.rgb and select SGI in the Determine Filetype selector (Don't use By extension, because that creates some other *.rgb format) - or save as foo.sgi and then rename to foo.rgb When asked for the Compression Type, choose Aggressive RLE (Not supported by SGI). (This *is* supported by SGI, it's in SGI's own SGI image format spec. This compression type is supported by GIMP, KDE, ImageMagick, Blender, plib, ... and is the smallest that GIMP can write. (Could be made smaller by other programs. Just ask. :-) * any graphics program. Save to any format. But then convert to SGI using ImageMagick's convert: $ convert foo.jpeg sgi:foo.rgb convert seems to use (non-aggressive) RLE by default. If not, use the -compress RLE option. $ convert foo.jpeg -compress RLE sgi:foo.rgb m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
Le vendredi 03 juin 2005 09:51 +0100, Steve Hosgood a crit : http://jrbabcock.home.comcast.net/flightgear/colditz/colditz.tgz Something to play with at lunchtime! Wohhh Very impressive, congratulation, it is a must of art. as an extension we could use the (coming) launchbar function, to take off, not from the Nimitz, but from a tower (somewhere... in Germany) Aha - there's a 'launchbar' coming soon is there? I was wondering about how to model catapult launches and glider tow-launches. What I tried to do (but failed) with the Colditz glider was to give it a small short-lived (and invisible) non-throttleable rocket engine to simulate the launch catapult. I calculated that about 1866N (that's about 420lb) for 2.3 seconds would do. You can see my attempt (commented out) in the 20050525 glider FDM release. Something wasn't working though - any ideas anyone? Keep posted, I have some neat plans for the model, especially animating the wind indicating ribbon (not included in the latest release). Thanks, Josh. Steve Yes that is an other good way. Before getting the JSBSim carrier landing patch , i made something like that for a personal F4U-1D corsair (which is today partly coming from .mdl model and cannot be GNU i am working on it slowly, very slowly). A little Rocket, and a very limited tank capacity. After many tests and crashs that was successful, my tuning was good == push and quantity. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] 2-sided surfaces in ac3d format
From: Frederic Bouvier Curtis L. Olson wrote: Drew wrote: Thanks for the info. FWIW, it probably doesn't have to be that way. The shading 'math', as you put it, should already be a function of the observer's position, in which case some conditional logic might take care of that. I might try to find the code for this. In the meantime, I'll just draw two opposite single-sided surfaces. In opengl, lighting/shading is entirely dependent on the normal you define for each vertex. The orientation of the surface does not factor in. The orientation is used for backface culling, but that's something entirely different. Think about a terrain surface for instance, where the normal at any given point needs to be some average of the normals of the surrounding faces ... perhaps weighted by face size. If opengl decided to be smart and overrule what you've provided for a normal, you wouldn't have the level of control you need to do a lot of things. There are no normal defined in the AC3D file format. Normals are computed by the plib ac loader. -Fred That is true. They are defined somehow, of course. What ac3d actually does is define the surfaces. IIRC the vertex coordinates in an object are listed first and then a refs tables lists the references to the vertices of each surface in order (along with the texture offsets). The order determines how the normals project from the surface which is the plane of the triangle (vertices are counter-clockwise around the normal). It is actually a tiny bit more complicated than that, since surfaces of 3 vertices are first triangulated by the loader so that the plane can be determined (the normals must be perpendicular to the triangulated plane). The loader will also split certain vertices based on the crease factor. Splitting makes one vertice into two or three so the normals don't get averaged and not averaging makes the surface edges sharp as opposed to rounded or smoothed. Best regards, Jim ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Aircraft models
I'm interested in tallying up the existing JSBSim aircraft flight models. I'd be interested to know (either by posting here or sending me a personal email) which aircraft you have modeled. It seems there are a lot of models floating around that are not really known about (albeit in various states of fidelity) - and perhaps not for release, but I'd still like to know about them. Jon jsb*at*hal-pc*dot*org ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
On Fri, 2005-06-03 at 01:46, Josh Babcock wrote: Gerard ROBIN wrote: Le jeudi 02 juin 2005 20:16 -0400, Josh Babcock a crit : Josh Babcock wrote: Not quite done yet, still need some stuff in the cockpit, landing gear and some animations. I'm not planning on putting in a pilot, though if enough people want one I can give it a shot. http://jrbabcock.home.comcast.net/flightgear/colditz/colditz.tgz OK, I give up! Unzipped .tgz into 'Models' directory of colditz glider. Moved the .rgb and .ac files to the 'Models' directory itself (they were in a 'Colditz' subdirectory otherwise). Checked that 'colditz-set.xml' mentioned Models/colditz.ac (it did). Ran fgfs. No 3D model. What did I do wrong please? Steve. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Aircraft models
Le vendredi 03 juin 2005 07:33 -0500, Jon Berndt a crit : I'm interested in tallying up the existing JSBSim aircraft flight models. I'd be interested to know (either by posting here or sending me a personal email) which aircraft you have modeled. It seems there are a lot of models floating around that are not really known about (albeit in various states of fidelity) - and perhaps not for release, but I'd still like to know about them. Jon jsb*at*hal-pc*dot*org OK: on my side, i will look at, if in my Zoo Aircrafts i have some which are standard usable (without garantie) -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
Le vendredi 03 juin 2005 14:08 +0100, Steve Hosgood a crit : OK, I give up! Unzipped .tgz into 'Models' directory of colditz glider. Moved the .rgb and .ac files to the 'Models' directory itself (they were in a 'Colditz' subdirectory otherwise). Checked that 'colditz-set.xml' mentioned Models/colditz.ac (it did). Ran fgfs. No 3D model. What did I do wrong please? Steve. You should have model pathAircraft/colditz/Models/colditz.ac/path /model Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
On Fri, 2005-06-03 at 14:31, Gerard ROBIN wrote: Le vendredi 03 juin 2005 14:08 +0100, Steve Hosgood a crit : OK, I give up! You should have model pathAircraft/colditz/Models/colditz.ac/path /model Yeah, I had that in the 'colditz-set.xml' file. I noticed that the c172p directory has the path in c172p-set.xml pointing to Aircraft/c172p/Models/c172p.xml and that file contained a pointer to c172.ac along with a load of animation stuff. I tried using that system for the colditz glider, but it didn't work either. When I say I have no 3D model, I mean from the pilot's seat I can't see the 'plane. I assume I should be able to see the 'plane from there! I didn't try an external view. Steve. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Too slow on Solaris 10
Martin Spott a écrit : I must admit that it's not entirely clear to me what sort of setup you have. I didn't find the time to try Solaris10 myself but I doubt very much that they replaced their package installer and X11 system since Solaris8. I am familiar with having 'pkgadd' for installing packages and the 'native' port of X11 for Solaris, no XFree86, no Mesa. If you found a pre-packaged version of FG for Solaris - this won't be the package _I_ built because apparently your're running Solaris10 on a PeeCee and mine is for the SPARC architecture - then you should expect this package being built for a 'native' Solaris environment. You should go and get a graphics card that offers HW-accelerated OpenGL for the _Solaris_ X server. If you already got one, run 'gl-info' and look at the GL_VENDOR, GL_RENDERER and GL_VERSION strings. Thank you very much for your two usefuls and documented replies : - I downloaded and installed FlightGear (plib, simgear, fgfs, base) not with the package installer, but with pkg-get install : on this catalog is not the architecture specified, but only (gcc3) ; why ? I don't know (the packages are pre-built), and i have gcc3 in my OS. What i can say, it's that after this installation, i able to immediately launch, see and hear the simulator, in the choosed country if i also downloaded the useful scenery. But ... very to slow. And i also in the some time automatically got Mesa with the FlightGear packages, without any request from me. - Today yet, with a fresh Solaris 10 raw installation (without Mesa and FlightGear) : no any libGL, libGLU, libGLw (.so) are findable in my whole OS : only a gl.h and a glut.h (not glu) in /usr/openwin/include ; and it's all. Of course, the OS seams properly installed, with a masterDVD burnt from Sun homepage (all MD5 OK) and also the companion CD. And i can say that the system works fine, and that the display especially good looks. - I found an Ati driver and a Radeon driver (.so) in /usr/openwin/server/modules/drivers, but no file named 'gl-info' or similar working command on the OS (and my PATH is yet not too poor...) - I can consider a xorg.conf self to write, but it seems better a standard Solaris xorg.conf first to find and it only to adapt to my 9200 Radeon... But where ? (no any xorg.conf yet in my system). Best regards, Sergio ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
Le vendredi 03 juin 2005 15:23 +0100, Steve Hosgood a crit : On Fri, 2005-06-03 at 14:31, Gerard ROBIN wrote: Le vendredi 03 juin 2005 14:08 +0100, Steve Hosgood a crit : OK, I give up! You should have model pathAircraft/colditz/Models/colditz.ac/path /model Yeah, I had that in the 'colditz-set.xml' file. I noticed that the c172p directory has the path in c172p-set.xml pointing to Aircraft/c172p/Models/c172p.xml and that file contained a pointer to c172.ac along with a load of animation stuff. I tried using that system for the colditz glider, but it didn't work either. When I say I have no 3D model, I mean from the pilot's seat I can't see the 'plane. I assume I should be able to see the 'plane from there! I didn't try an external view. Steve. Oh, yes it is only because of the panel offset == x=256 you can adjust it a negative value -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
Le vendredi 03 juin 2005 17:02 +0200, Gerard ROBIN a crit : Le vendredi 03 juin 2005 15:23 +0100, Steve Hosgood a crit : On Fri, 2005-06-03 at 14:31, Gerard ROBIN wrote: Le vendredi 03 juin 2005 14:08 +0100, Steve Hosgood a crit : OK, I give up! You should have model pathAircraft/colditz/Models/colditz.ac/path /model Yeah, I had that in the 'colditz-set.xml' file. I noticed that the c172p directory has the path in c172p-set.xml pointing to Aircraft/c172p/Models/c172p.xml and that file contained a pointer to c172.ac along with a load of animation stuff. I tried using that system for the colditz glider, but it didn't work either. When I say I have no 3D model, I mean from the pilot's seat I can't see the 'plane. I assume I should be able to see the 'plane from there! I didn't try an external view. Steve. Oh, yes it is only because of the panel offset == x=256 you can adjust it a negative value I have looked at my colditz-set I added view internal archive=ytrue/internal config !-- x/y/z == right/up/back -- x-offset-m archive=y0/x-offset-m y-offset-m archive=y1.5/y-offset-m z-offset-m archive=y4.4/z-offset-m pitch-offset-deg archive=y-8.0/pitch-offset-deg /config /view and keep panel pathAircraft/colditz/Panels/glider-panel.xml/path visibility archive=ytrue/visibility x-offset256/x-offset /panel -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Too slow on Solaris 10
Sergio wrote: - I found an Ati driver and a Radeon driver (.so) in /usr/openwin/server/modules/drivers, but no file named 'gl-info' 'gl-info' is part of the FlightGear distribution, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Too slow on Solaris 10
Sergio wrote: - I downloaded and installed FlightGear (plib, simgear, fgfs, base) not with the package installer, but with pkg-get install : I'll go and update to Solaris10 this weekend - though I still don't believe thhat they added a pkg-get command to Solaris. - I can consider a xorg.conf self to write, but it seems better a standard Solaris xorg.conf first to find and it only to adapt to my 9200 Radeon... But where ? (no any xorg.conf yet in my system). xorg.conf is specific to the XOrg distribution of X11. You don't need _any_ sort of such configuration files on Solaris, the don't use neither XOrg nor Mesa, they develop their own distribution of XOrg. Forget about XOrg/XFree86, Mesa and DRI. Back in the times when I used Solaris/x86 they had some sort of curses-based device configuration utility in order to set device specific parameters. On Solaris/Sparc it's even easier: You simply install the software package that meets your graphics board and on the next reboot it _will_ figure automagically which board is installed. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Aircraft models
On June 3, 2005 12:33 pm, Jon Berndt wrote: I'm interested in tallying up the existing JSBSim aircraft flight models. I'd be interested to know (either by posting here or sending me a personal email) which aircraft you have modeled. It seems there are a lot of models floating around that are not really known about (albeit in various states of fidelity) - and perhaps not for release, but I'd still like to know about them. Both the MD11 and the A380 use JSBSim. Ampere ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Line of sight
I need to determine if there's a line of sight between two points. Does FlightGear currently support this type of thing? Also, and this is a separate issue, I notice that when I'm using an external view, such as tower view, the terrain elevation FlightGear returns is at the location of the view source. How do I know the elevation at the aircraft location? I'm currently using a call to globals-get_scenery()-get_cur_elev(), which only works if the view is located at the aircraft. Thanks, Drew ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Too slow on Solaris 10
Martin Spott a écrit : xorg.conf is specific to the XOrg distribution of X11. You don't need _any_ sort of such configuration files on Solaris, the don't use neither XOrg nor Mesa, they develop their own distribution of XOrg. Forget about XOrg/XFree86, Mesa and DRI. Back in the times when I used Solaris/x86 they had some sort of curses-based device configuration utility in order to set device specific parameters. On Solaris/Sparc it's even easier: You simply install the software package that meets your graphics board and on the next reboot it _will_ figure automagically which board is installed. Ok : i finally found kdmconfig, what provides : - either to generate a proper xorg.conf (with any accel-options) ; - or simply to switch to Xsun, what i will now experiment with FlightGear. Best regards, Sergio ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37
I was getting that same No Python window in Blender 2.36, even though I had followed all of the instructions for Python 2.4 for Windows. When I installed Blender 2.37, all of the Python stuff worked. One thing I noticed that's a little odd in XP: the Python instructions say to add Python to your Path in the following manner: Right-click My Computer, choose Properties Choose Advanced Tab, click Environment Vars Edit the PATH variable to include C:\Python24; (put a semicolon after the var before adding this one) Now on my version of WinXP, therewas noPATH var, only PATHEXT. These are explained as follows at http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/ntcmds_shelloverview.mspx %PATH%SystemSpecifies the search path for executable files.%PATHEXT%SystemReturns a list of the file extensions that the operating system considers to be executable.So, I had to ADD a PATH variable with C:\Python24. I also added .PY to the list of PATHEXT's. Not sure if that's a necessity or not. Anyway, now when I run Blender, it has no problem importing the .ac files. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Too slow on Solaris 10
Martin Spott wrote: xorg.conf is specific to the XOrg distribution of X11. You don't need _any_ sort of such configuration files on Solaris, the don't use neither XOrg nor Mesa, they develop their own distribution of XOrg. Wrong, I meant X11, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [ANN] Blender 2.37
Theo Reticle wrote: I was getting that same No Python window in Blender 2.36, even though I had followed all of the instructions for Python 2.4 for Windows. Hrm... maybe Blender should be using Nasal. With only 60k of object code, you can link it right into the application without worrying about platform and installation issues. Seriously: Nasal was written because of precisely this issue. Not that this will help any, of course. Just thought I'd make the plug when the opportunity presented itself. :) Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: [ANN] Blender 2.37
* Andy Ross -- Saturday 04 June 2005 00:27: Hrm... maybe Blender should be using Nasal. How would the filter read and write AC3D files? Without file IO support? m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [ANN] Blender 2.37
Melchior FRANZ wrote: How would the filter read and write AC3D files? Without file IO support? It's written. Here's proof: http://plausible.org/andy/iolib.c It probably won't compile against the SimGear nasal sources, though. I really need to get my act together and make a new release. There's a bunch of stuff like this (integration to the pcre regex library, utf8 string functions, unix syscall interface, the bits library I mentioned earlier...) waiting for me to finish test code, write documentation, and do integration stuff. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: [ANN] Blender 2.37
* Andy Ross -- Saturday 04 June 2005 00:44: Melchior FRANZ wrote: How would the filter read and write AC3D files? Without file IO support? It's written. Here's proof: http://plausible.org/andy/iolib.c Bah. That's no proof. I'm sure that's just made up! :-} a bunch of stuff like this (integration to the pcre regex library, utf8 string functions, unix syscall interface, the bits library I mentioned earlier...) But fgfs won't depend on pcre, right? Or do you plan to statically link it? Sounds like great stuff, but how well would this work under MICROS~1? Unix syscall? Or rather POSIX? m. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [ANN] Blender 2.37
Melchior FRANZ wrote: But fgfs won't depend on pcre, right? Or do you plan to statically link it? Sounds like great stuff, but how well would this work under MICROS~1? Unix syscall? Or rather POSIX? Right. The library stuff gets complicated enough that individual projects will need to make their own decisions as to what is appropriate to include. Adding another library dependency to FlightGear just to get regular expressions (for which I can't think of a single application in a flight simulator) would be silly. Really, I did the pcre integration because it was cool, and because regex handling is the sine qua non of the modern scripting language, and because I'd like to write an Apache templating module for Nasal. The unix package is really unix (or POSIX, or SUSv2, or whatever you want to call it -- the stuff for which there is no direct analog in win32): pipes, opendir/readdir, fork/exec, dup2. I'm not even going to attempt to write a platform-independent library for this stuff; that's what Perl and Python do, and it's one of the big reasons that they're so huge. There's no reason it won't work under cygwin, though. Likewise, this isn't likely to be very useful to FlightGear. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Help... aircraft texture
On Fri, 3 Jun 2005 11:54:48 +0200, Melchior wrote in message [EMAIL PROTECTED]: When asked for the Compression Type, choose Aggressive RLE (Not supported by SGI). (This *is* supported by SGI, it's in SGI's own SGI image format spec. This compression type is supported by GIMP, KDE, ImageMagick, Blender, plib, ... and is the smallest that GIMP can write. (Could be made smaller by other programs. Just ask. :-) ..hey, what happened to RTFM? ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] Aircraft models
Hi Jon Jon Berndt writes I'm interested in tallying up the existing JSBSim aircraft flight models. I'd be interested to know (either by posting here or sending me a personal email) which aircraft you have modeled. It seems there are a lot of models floating around that are not really known about (albeit in various states of fidelity) - and perhaps not for release, but I'd still like to know about them. Boeing 707-300 737-300 Jon Cheers Innis ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Colditz Glider
Le vendredi 03 juin 2005 19:42 -0400, Josh Babcock a crit : Josh Babcock wrote: OK, model's done, same address. Now I'm going to do the animation XML. If I'm really cool I'll be able to make the wind ribbon look good. Otherwise, just controls and control surfaces. Also, I didn't know what the rudder pedals looked like, so I left them out. I would assume that it's just a stick on a pivot which would be super easy to add. I'm not sure about historical accuracy though. Of course, the entire inside of the cockpit is a WAG anyway. Thoughts? Josh Oh, it is better and better, Only a little PB with texture wood-dark which crashed my fgfs, solved by a read write of that texture in Gimp. AND may be Colditz need to be scaled, it seems very tall. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: IMPORTANT NOTE ABOUT PATH/PYTHON [Flightgear-devel] Re: [ANN] Blender 2.37
Since PATH is not specifically defined through the Environment Variables (see my post two or three back in this thread about getting .ac files to import into Blender), if you create a new PATH variable, you should definitely definitely definitely add C:\WINDOWS\system32\; before anything else! I just figured out that, if you don't do this... a whole lotta stuff like ipconfig, ping, etc. are not going to work! If anyone can think of any other vital PATHs that need to be added, please let me know! - Original Message - From: Andy Ross [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Friday, June 03, 2005 7:16 PM Subject: Re: [Flightgear-devel] Re: [ANN] Blender 2.37 Melchior FRANZ wrote: But fgfs won't depend on pcre, right? Or do you plan to statically link it? Sounds like great stuff, but how well would this work under MICROS~1? Unix syscall? Or rather POSIX? Right. The library stuff gets complicated enough that individual projects will need to make their own decisions as to what is appropriate to include. Adding another library dependency to FlightGear just to get regular expressions (for which I can't think of a single application in a flight simulator) would be silly. Really, I did the pcre integration because it was cool, and because regex handling is the sine qua non of the modern scripting language, and because I'd like to write an Apache templating module for Nasal. The unix package is really unix (or POSIX, or SUSv2, or whatever you want to call it -- the stuff for which there is no direct analog in win32): pipes, opendir/readdir, fork/exec, dup2. I'm not even going to attempt to write a platform-independent library for this stuff; that's what Perl and Python do, and it's one of the big reasons that they're so huge. There's no reason it won't work under cygwin, though. Likewise, this isn't likely to be very useful to FlightGear. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: Note about PATH in WinXP [Flightgear-devel] Re: [ANN]Blender 2.37
Been digging through all of the MS articles, and if you do define a PATH to use Python (think you have to to get Blender to use Python), here's an example of how it should look: %SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\wbem;C:\;C:\WINDOWS\system32;C:\YAFRAY_DIR;C:\Python24 (The YAFRAY is optional, if you want to use the Yet Another Free Ray Tracer for Blender which most of the Blender types recommend) - Original Message - From: [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Friday, June 03, 2005 9:05 PM Subject: Re: IMPORTANT NOTE ABOUT PATH/PYTHON [Flightgear-devel] Re: [ANN]Blender 2.37 Since PATH is not specifically defined through the Environment Variables (see my post two or three back in this thread about getting .ac files to import into Blender), if you create a new PATH variable, you should definitely definitely definitely add C:\WINDOWS\system32\; before anything else! I just figured out that, if you don't do this... a whole lotta stuff like ipconfig, ping, etc. are not going to work! If anyone can think of any other vital PATHs that need to be added, please let me know! - Original Message - From: Andy Ross [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Friday, June 03, 2005 7:16 PM Subject: Re: [Flightgear-devel] Re: [ANN] Blender 2.37 Melchior FRANZ wrote: But fgfs won't depend on pcre, right? Or do you plan to statically link it? Sounds like great stuff, but how well would this work under MICROS~1? Unix syscall? Or rather POSIX? Right. The library stuff gets complicated enough that individual projects will need to make their own decisions as to what is appropriate to include. Adding another library dependency to FlightGear just to get regular expressions (for which I can't think of a single application in a flight simulator) would be silly. Really, I did the pcre integration because it was cool, and because regex handling is the sine qua non of the modern scripting language, and because I'd like to write an Apache templating module for Nasal. The unix package is really unix (or POSIX, or SUSv2, or whatever you want to call it -- the stuff for which there is no direct analog in win32): pipes, opendir/readdir, fork/exec, dup2. I'm not even going to attempt to write a platform-independent library for this stuff; that's what Perl and Python do, and it's one of the big reasons that they're so huge. There's no reason it won't work under cygwin, though. Likewise, this isn't likely to be very useful to FlightGear. Andy ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d