[Flightgear-devel] Re: Help... aircraft texture

2005-06-03 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] 2-sided surfaces in ac3d format

2005-06-03 Thread 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

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[Flightgear-devel] Re: [ANN] Blender 2.37

2005-06-03 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Steve Hosgood
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


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[Flightgear-devel] Re: Help... aircraft texture

2005-06-03 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Gerard ROBIN
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


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Re: [Flightgear-devel] 2-sided surfaces in ac3d format

2005-06-03 Thread Jim Wilson
 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



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[Flightgear-devel] Aircraft models

2005-06-03 Thread Jon Berndt
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


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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Steve Hosgood
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.


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Re: [Flightgear-devel] Aircraft models

2005-06-03 Thread Gerard ROBIN
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


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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Gerard ROBIN
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


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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Steve Hosgood
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.



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Re: [Flightgear-devel] Too slow on Solaris 10

2005-06-03 Thread Sergio

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



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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Gerard ROBIN
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


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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Gerard ROBIN
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


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Re: [Flightgear-devel] Too slow on Solaris 10

2005-06-03 Thread Martin Spott
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 !
--

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Re: [Flightgear-devel] Too slow on Solaris 10

2005-06-03 Thread Martin Spott
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 !
--

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Re: [Flightgear-devel] Aircraft models

2005-06-03 Thread Ampere K. Hardraade
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

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[Flightgear-devel] Line of sight

2005-06-03 Thread Drew
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

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Re: [Flightgear-devel] Too slow on Solaris 10

2005-06-03 Thread Sergio

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





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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-03 Thread Theo Reticle




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.

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Re: [Flightgear-devel] Too slow on Solaris 10

2005-06-03 Thread Martin Spott
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 !
--

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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-03 Thread Andy Ross
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



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[Flightgear-devel] Re: [ANN] Blender 2.37

2005-06-03 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] Re: [ANN] Blender 2.37

2005-06-03 Thread Andy Ross
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

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[Flightgear-devel] Re: [ANN] Blender 2.37

2005-06-03 Thread Melchior FRANZ
* 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.

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Re: [Flightgear-devel] Re: [ANN] Blender 2.37

2005-06-03 Thread Andy Ross
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

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Re: [Flightgear-devel] Re: Help... aircraft texture

2005-06-03 Thread Arnt Karlsen
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.


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RE: [Flightgear-devel] Aircraft models

2005-06-03 Thread Innis Cunningham

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



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Re: [Flightgear-devel] Colditz Glider

2005-06-03 Thread Gerard ROBIN
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


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Re: IMPORTANT NOTE ABOUT PATH/PYTHON [Flightgear-devel] Re: [ANN] Blender 2.37

2005-06-03 Thread theoreticle
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

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Re: Note about PATH in WinXP [Flightgear-devel] Re: [ANN]Blender 2.37

2005-06-03 Thread theoreticle
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

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