Re: [Flightgear-devel] Aircraft Walk Arounds

2004-04-19 Thread Ampere K. Hardraade
Lee, Just curious: what program do you use to model the aircrafts. Regards, Ampere On April 19, 2004 08:02 pm, Lee Elliott wrote: On Monday 19 April 2004 14:52, Erik Hofman wrote: Hi, For everyone interested in photos revealing a lot of detail of various aircraft, please take a look

Re: [Flightgear-devel] High-Quality US Airport Diagrams and Terminal Procedures

2004-04-20 Thread Ampere K. Hardraade
Also: http://www.airnav.com/ Finding data regarding airports in the US isn't hard. Finding data regarding airports in places other than US is the hard part. One site I've found is: http://www.jetphotos.net/ This website has faa diagrams on various non-US airports, but it doesn't have much

Re: [Flightgear-devel] High-Quality US Airport Diagrams and Terminal Procedures

2004-04-20 Thread Ampere K. Hardraade
What is DAFIF? Regards, Ampere On April 20, 2004 08:00 pm, David Megginson wrote: Ampere K. Hardraade wrote: This website has faa diagrams on various non-US airports, but it doesn't have much details regarding radio frequencies. The DAFIF has frequencies for all the airports it covers

Re: [Flightgear-devel] Motion Base Simulator ?

2004-04-22 Thread Ampere K. Hardraade
That's because it isn't a 747-400, but a 747-200; which makes me think that that might once been an actual plane. Regards, Ampere On April 22, 2004 07:10 am, [EMAIL PROTECTED] wrote: I have been in that plane. They have a long slide from the platform to the ground and I did go down it. :-)

Re: [Flightgear-devel] OpenAL

2004-04-24 Thread Ampere K. Hardraade
Wouldn't it be possible to record an engine sound at low RPM and change the pitch using codes? Regards, Ampere On April 24, 2004 11:54 am, Curtis L. Olson wrote: One thing that I've always wanted to do is set things up so we can sample then engine at different rpm's and then have the system

Re: [Flightgear-devel] MD-11

2004-04-25 Thread Ampere K. Hardraade
Hi, If you guys want a MD-11 specifically for FlightGear, I think I may be able to make one. I have 3D Max Studio but I'm not sure whether FlightGear supports 3DS files. Regards, Ampere On April 25, 2004 07:05 am, Innis Cunningham wrote: Hi Durk I don't know if you have actually got the

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Ampere K. Hardraade
There is no need to reposition the pivots, and I would like to avoid doing that if possible. http://flightgear.org/Docs/fgfs-model-howto.html Search for the phrase For the point through which the axis passes, you use the /center/x-m, /center/y-m, and /center/z-m properties to specify a

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Ampere K. Hardraade
-m /center axis x4.0/x y0.0/y z5.99/z /axis /animation Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs sideway. Regards, Ampere On May 11, 2004 06:11 pm, Ampere K. Hardraade wrote: There is no need to reposition the pivots, and I would like to avoid doing

Re: [Flightgear-devel] A/C turns without power

2004-05-12 Thread Ampere K. Hardraade
I think it happens on the 737 as well. Regards, Ampere On May 12, 2004 09:40 am, Innis Cunningham wrote: I was using the c172(dont know what it uses) and the MD-11 with JSBSim aeromatic generated FDM ___ Flightgear-devel mailing list [EMAIL

Re: [Flightgear-devel] Why ZERO

2004-05-12 Thread Ampere K. Hardraade
hmm... if FlightGear is to be as realistic as possible, it will be a good idea to simulate everything down to the very last detail. Perhaps a translator of some sort can be written? Regards, Ampere On May 12, 2004 10:31 am, Andy Ross wrote: Innis Cunningham wrote: I am just wondering is

Re: [Flightgear-devel] ..com test; I see no posts in 2 days here???

2004-05-10 Thread Ampere K. Hardraade
The server was down. Regards, Ampere On May 10, 2004 08:43 am, Arnt Karlsen wrote: Hi, ..com test; I see no posts in 2 days here??? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] MD-11

2004-05-10 Thread Ampere K. Hardraade
I'm not sure what exactly you changed between your last two mails, but in both cases the MD11 model looks pretty good now. I went in to attach everything, then detach everything again so now all the object's pivot align at [0,0,-5.96]. It would seem that the code that reads 3ds files takes

Re: [Flightgear-devel] MD-11

2004-04-30 Thread Ampere K. Hardraade
, Ampere On April 26, 2004 02:51 pm, Durk Talsma wrote: On Sunday 25 April 2004 18:46, Ampere K. Hardraade wrote: Hi, If you guys want a MD-11 specifically for FlightGear, I think I may be able to make one. I have 3D Max Studio but I'm not sure whether FlightGear supports 3DS files

Re: [Flightgear-devel] Re: COLLISION DETECTION: possible or not?

2004-04-30 Thread Ampere K. Hardraade
Yes, that is nice. However, I would like to see the plane get torn into pieces, explosions, fire and blacksmoke. So we should have something like this:   +-+   |  Collision detected. Crash scene is   |  being played.   |  Press OK when you finish

Re: [Flightgear-devel] Re: RFC: Concorde

2004-04-30 Thread Ampere K. Hardraade
From the look of it, lowering that many vertices will be a waste of time and effort; not to mention a waste of a good model. I say, whoever is doing the new Concorde should continue with his work. Regards, Ampere On April 30, 2004 01:37 pm, Melchior FRANZ wrote: * Jim Wilson -- Friday 30

Re: [Flightgear-devel] Re: RFC: Concorde

2004-04-30 Thread Ampere K. Hardraade
In my opinion, having vertex count exceeding 10,000 isn't that bad. What I think really killing framerate are textures. Speaking of vertex count and texture resolution, does FlightGear support multiple level-of-details? (As in loading a model with more and more details as the object is

Re: [Flightgear-devel] COLLISION DETECTION

2004-05-02 Thread Ampere K. Hardraade
How about at a lower level, perform a sort of some sort and isolate polygons that face each other, put these polygons into an array, and then only perform intersection checks on the polygons in these arrays? Regards, Ampere On May 2, 2004 12:41 pm, Erik Hofman wrote: There might be one step

Re: [Flightgear-devel] progress of dc3-cockpit

2004-05-03 Thread Ampere K. Hardraade
Excellent shots of the over head panel: http://www.jetphotos.net/viewphoto.php?id=41704 http://www.jetphotos.net/viewphoto.php?id=254376 http://www.jetphotos.net/viewphoto.php?id=194404 http://www.jetphotos.net/viewphoto.php?id=23910 Regards, Ampere On May 3, 2004 09:26 am, [EMAIL PROTECTED]

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Ampere K. Hardraade
: Ampere K. Hardraade said: Hi, Sorry for the late reply. I've just finished my exams earlier this week. Here is what I have so far: http://www.cs.yorku.ca/~cs233144/2004050100.jpg http://www.cs.yorku.ca/~cs233144/2004050101.jpg http://www.cs.yorku.ca/~cs233144/2004050102.jpg

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Ampere K. Hardraade
Here is an update: Current polycount ~4400: http://www.cs.yorku.ca/~cs233144/2004050601.jpg http://www.cs.yorku.ca/~cs233144/2004050602.jpg 2 Ailerons, 4 flaps, and 5 spoilers: http://www.cs.yorku.ca/~cs233144/2004050603.jpg 40 blades for each fan: http://www.cs.yorku.ca/~cs233144/2004050604.jpg

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
I've uploaded the 3ds file to the server. Here it is: http://www.cs.yorku.ca/~cs233144/MD-11.3ds I am crossing my fingers now. I hope it can be imported into the game without any problem. Regards, Ampere On May 6, 2004 01:56 am, Durk Talsma wrote: On Thursday 06 May 2004 06:58, Ampere K

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
Ampere, Looking a the pictures it looks to me like you are still using two sided polygons (that's why the ailerons and such are a lot brighter than the rest, you've got the normals inverted). To render a model really fast in FlightGear it would be best to use only one sided polygons

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
hmm everything is coming out of left handed... I think I know what might be the problem. I think I may know a way to fix it. Regards, Ampere On May 7, 2004 03:14 am, Innis Cunningham wrote: Hi Durk I have converted it to AC3D to allow me to move it around. It appears that for what ever

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
It is fixed: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Regards, Ampere On May 7, 2004 01:26 pm, Durk Talsma wrote: Cool! Drop us a note, when you think you fixed it, and I'm sure Innis and I are eager to compete for the next round of screenshots. :-) Cheers, Durk

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
I hope you can texture it from 3DS because when I converted it to AC3D the file went from 120K to 1.2 meg and wound not reduce in size.I dont know if this has to do with any LOD structures you may have created. I think 3DS uses binary to store the data while AC3D uses ascii. That may explain

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Ampere K. Hardraade
It really got fixed this time: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Sorry for the inconvinence. Regards, Ampere On May 7, 2004 09:13 pm, Ampere K. Hardraade wrote: Try it now: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Regards Ampere On May 7, 2004 07:23 pm, Durk Talsma wrote

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Ampere K. Hardraade
. Cheers, Durk On Saturday 08 May 2004 20:38, Ampere K. Hardraade wrote: It really got fixed this time: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Sorry for the inconvinence. Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED

Re: [Flightgear-devel] MD-11 Good News

2004-05-14 Thread Ampere K. Hardraade
Sorry for the delay. Some control surfaces don't look right since the beginning, so I had to redo them. Figuring out what to do took me one day; actually doing it and doing measurments took a day; doing the script took another. The script is in the lower half section of this E-mail.

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-15 Thread Ampere K. Hardraade
On May 15, 2004 01:31 am, Chris Metzler wrote: The problem I have at this point is good source photos. In my opinion, pictures aren't really that useful. Sure, they may give you information on various details, but when you are modeling something, you would find dimensions more helpful. When

[Flightgear-devel] MD-11 cockpit

2004-05-15 Thread Ampere K. Hardraade
I have been doing some hunting lately; namely, looking for information regarding the MD-11's flightdeck: dimensions, layout, technical diagrams, etc. I have tried many search keywords on the Internet, my local library, as well as my university's library. So far, I have no luck. I was

Re: [Flightgear-devel] MD-11 cockpit

2004-05-16 Thread Ampere K. Hardraade
Have you checked this page: http://www.boeing.com/assocproducts/aircompat/3d_view.html It contains .dxf drawings of the different Boeings (and MD/DCs) A GOLD MINE! I searched high and low and I have never found stuff like that... and it is so close too! I visit the Boeing's website

Re: [Flightgear-devel] wing icing

2004-05-18 Thread Ampere K. Hardraade
Murphy's law! That's a hazard by itself. We definately can't leave this out! Some other hazards included: Birds damaging airframe. Engine explosions. Birds get into engines. Engine disintegrating. Engine failures. Hydraulics failures. Electric problems such as short circuit leading to hazard

Re: [Flightgear-devel] New contributor questions: taxiway and airport stuff; 3D building/landmark model stuff.

2004-05-20 Thread Ampere K. Hardraade
Are we using spline for the taxi way at the moment? Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

[Flightgear-devel] MD-11 Animations

2004-05-23 Thread Ampere K. Hardraade
Sorry for taking so long. I have been messing around with the model to make it more accurate. I have removed some parts for now, so don't be surprise if you find the engines are missing. The attachment contains what I have done so far. Control surfaces that are working are the ailerons,

Re: [Flightgear-devel] Teaser Screenshot

2004-05-23 Thread Ampere K. Hardraade
Why does the MD-11 look so big? Regards, Ampere On May 21, 2004 10:59 am, Durk Talsma wrote: Hey Folks, Looks like I'm getting somewhere now with the traffic manager, so I thought it's time for a screenshot. :-) http://members.chello.nl/d.talsma/two-heavies.jpg What you see is an MD-11,

Re: [Flightgear-devel] Next scenery rebuild.

2004-05-24 Thread Ampere K. Hardraade
Yep. It is very, very likely that I am going to help Chris on the scenery for the airports... after I am finished with the MD. Regards, Ampere On May 24, 2004 02:07 pm, Curtis L. Olson wrote: Custom towers should be doable.  We may need to do a little work to think about the best way to

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Ampere K. Hardraade
Do the elevators and the trim works for you? Regards, Ampere On May 24, 2004 02:34 pm, Durk Talsma wrote: Okay, these animations all work nicely now. The attachment contains what I have done so far. Control surfaces that are working are the ailerons, flaps and spoilers. Control surfaces

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Ampere K. Hardraade
On May 24, 2004 04:54 pm, Durk Talsma wrote: Hmm, actually, it's kinda funny. I was originally only confirming your observation that ailerons, flaps and spoilers were animating correcty on a different system. But your question triggered my curiosity, and I decided to explore the 3ds file a

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Ampere K. Hardraade
On May 24, 2004 09:05 pm, Ampere K. Hardraade wrote: On May 24, 2004 04:54 pm, Durk Talsma wrote: Hmm, actually, it's kinda funny. I was originally only confirming your observation that ailerons, flaps and spoilers were animating correcty on a different system. But your question triggered my

Re: [Flightgear-devel] keyboard mapping

2004-05-27 Thread Ampere K. Hardraade
One idea is to only bind keys to flight controls and autopilot on/off. All other stuffs should be done similar to what you do on your desktop. For example, say you want to toggle a switch and then turn a nob clockwise to change the settings of a certain system, what you should be required to

[Flightgear-devel] MD11 Cockpit

2004-05-27 Thread Ampere K. Hardraade
Here is what I have so far: http://www.cs.yorku.ca/~cs233144/2004052701.jpg http://www.cs.yorku.ca/~cs233144/2004052702.jpg Here is a link to photos of the actual cockpit: http://www.airliners.net/search/photo.search?aircraft_genericsearch=McDonnell% 20Douglas%20MD-11%7CBoeing%

Re: [Flightgear-devel] Re: keyboard mapping

2004-05-27 Thread Ampere K. Hardraade
You people are nuts! LOL! Regards, Ampere On May 27, 2004 03:54 pm, Arnt Karlsen wrote: On Thu, 27 May 2004 21:38:29 +0200, Melchior wrote in message [EMAIL PROTECTED]: * Andy Ross -- Thursday 27 May 2004 21:18: IMHO, we want to adhere to *either* the traditional toggle

Re: [Flightgear-devel] Spoiler control

2004-05-29 Thread Ampere K. Hardraade
In FlightGear, do the spoilers move with the ailerons when the speed brake is enabled? Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Spoiler control

2004-05-29 Thread Ampere K. Hardraade
http://www.aviationexplorer.com/movies/Airplane_747Crosswind.mpg http://www.richard-seaman.com/Movies/Aircraft/AirlinerCrashes/AirItaliaBadLanding/HongKongAirItalia4732KB.mpeg Notice how the planes' spoilers and the ailerons are syncronized in the above video clips. Regards, Ampere On May 29,

Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-03 Thread Ampere K. Hardraade
I think it will probably be a good idea to increase the distance that triggers the poping of waypoints. Right now, the plane practically gets on top of the way point before switching to the next, which is causing some awfully violent maneuvers. Regards, Ampere On June 3, 2004 11:23 am, Durk

Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Ampere K. Hardraade
The violent maneuvers I was describing occur when the plane is a few kilometers away from the waypoint. Therefore, it should have little to do with the way that pid controller reacts to the jump in waypoints. One explanation for the violent maneuvers that I thought of is this: as the distance

Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Ampere K. Hardraade
I don't know how things are done in other 3D modelling softwares, but in 3D Studio, each effect has a seperated mapping channel. For example, if you want transparency in certain areas of a texture, you need to assign a map to the transparency channel of that texture inorder for those certain

Re: [Flightgear-devel] Linspire to provide FlightGear binaries

2004-06-05 Thread Ampere K. Hardraade
LOL... got to love instance inspiration. :P Regards, Ampere On June 6, 2004 12:28 am, Lee Elliott wrote: On Saturday 05 June 2004 23:48, Curtis L. Olson wrote: Lee Elliott wrote: On Saturday 05 June 2004 22:36, Erik Hofman wrote: Lee Elliott wrote: What changes are you referring to? I

Re: [Flightgear-devel] Intermittent message on the console

2004-06-06 Thread Ampere K. Hardraade
Those warnings are given out because some of the objects are still lacking texture coordinates. I have managed to do some of the textures, but I am running into a few problems. First, take a look at this: http://www.cs.yorku.ca/~cs233144/fgfs-screen-023.jpg All the textures look awfully

Re: [Flightgear-devel] Intermittent message on the console

2004-06-06 Thread Ampere K. Hardraade
The model isn't made in AC. Regards, Ampere On June 6, 2004 03:14 pm, David Megginson wrote: Ampere K. Hardraade wrote: All the textures look awfully bright. Take the tires for example, they are supposed to be pitch black, but they appear as grey. How do I fix them? Take a look

Re: [Flightgear-devel] Intermittent message on the console

2004-06-06 Thread Ampere K. Hardraade
The format of the model is 3ds. Could this have anything to do with the textures themselve? Regards, Ampere On June 6, 2004 08:56 pm, David Megginson wrote: Ampere K. Hardraade wrote: The model isn't made in AC. What format do you use for loading into FlightGear? All the best, David

Re: [Flightgear-devel] Intermittent message on the console

2004-06-07 Thread Ampere K. Hardraade
Um... Durk, I lost the prototype aircraft to quicksand at KLGB. =( It was perfectly fine in the beginning... http://www.cs.yorku.ca/~cs233144/fgfs-screen-028.jpg ...then it starts sinking... http://www.cs.yorku.ca/~cs233144/fgfs-screen-029.jpg ...and nothing is left.

Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Ampere K. Hardraade
I've just find this out. Check out the Models/3ds folder in your home directory. There is a mesh of KingAir in there. Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Intermittent message on the console

2004-06-07 Thread Ampere K. Hardraade
folder don't have this kind of problem. Regards, Ampere On June 6, 2004 10:30 pm, Ampere K. Hardraade wrote: The format of the model is 3ds. Could this have anything to do with the textures themselve? Regards, Ampere On June 6, 2004 08:56 pm, David Megginson wrote: Ampere K. Hardraade

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Ampere K. Hardraade
On June 7, 2004 09:56 pm, Curtis L. Olson wrote: Mipmapping does this for you automatically. The system stores several versions of the texture at reduced resolution. If the original texture is 256x256, then the system will also build a 128x128 version, 64x64, 32x32, 16x16, etc. Then the

Re: [Flightgear-devel] Intermittent message on the console

2004-06-08 Thread Ampere K. Hardraade
Sorry, I meant it isn't the texture... I was thinking about something else when I was typing the E-mail. Regards, Ampere On June 7, 2004 09:48 pm, Ampere K. Hardraade wrote: It isn't the model. I used a texture from another aircraft and that texture showed up too bright as well. I have

Re: [Flightgear-devel] Intermittent message on the console

2004-06-08 Thread Ampere K. Hardraade
Thank you for replying. I have tried number two by typing in --disable-specular-highlight, and the model shows up perfectly. How should I proceed from this point on? Thanks, Ampere On June 8, 2004 05:36 am, Erik Hofman wrote: Ampere K. Hardraade wrote: Sorry, I meant it isn't the texture

Re: [Flightgear-devel] Intermittent message on the console

2004-06-08 Thread Ampere K. Hardraade
On June 8, 2004 02:20 pm, Durk Talsma wrote: Blast, do we have a few millions to buy us another one? :-) Seriously though, does this always happen at KLGB? I did a quick test there yesterday, but couldn't see anything unusual. Yes, it does. Sometimes, it stars to sink in less than a minute,

Re: [Flightgear-devel] Intermittent message on the console

2004-06-08 Thread Ampere K. Hardraade
Problem solved. Thank you very much. =) Another question: does FlightGear support glow/illumination? Regards, Ampere On June 8, 2004 10:49 am, Erik Hofman wrote: Ampere K. Hardraade wrote: Thank you for replying. I have tried number two by typing in --disable-specular-highlight

Re: [Flightgear-devel] New Scenery - a few notes

2004-06-09 Thread Ampere K. Hardraade
The MD-11 is still in progress. The current version on the CVS is just a plain model, and is lacking UVW mapping coordinates (because I didn't add them). This is why you are seeing all those texture coordinate missing messages. The game will not be affected in anyway, so don't worry about it.

Re: [Flightgear-devel] Re: Aircraft perturbed by visibility controls.

2004-06-09 Thread Ampere K. Hardraade
Let me point out that visibility can't be changed in real life. :P Regards, Ampere On June 9, 2004 07:57 am, Melchior FRANZ wrote: * Erik Hofman -- Wednesday 09 June 2004 13:48: Ed Sirett wrote: Now press the z/Z to adjust the visibility a few times and the whole plane will get a shake

Re: [Flightgear-devel] multiplayer doesn't work properly

2004-06-09 Thread Ampere K. Hardraade
Could there be a connection between this and the problem pointed out by Dave in the Air Refueling thread? Regards, Ampere On June 9, 2004 02:02 pm, Jorge Van Hemelryck wrote: I wouldn't say that multiplayer doesn't work properly, I'd rather say that it's still in early stages of development.

Re: [Flightgear-devel] DME bias question

2004-06-09 Thread Ampere K. Hardraade
To take out anything that contains the word medical, just put a minus sign infront of the word when you are typing it in the search box: -medical Regards, Ampere On June 9, 2004 04:07 pm, Curtis L. Olson wrote: Unfortunately I am having trouble digging up any definitive references at the

Re: [Flightgear-devel] Re: New Scenery - a few notes

2004-06-10 Thread Ampere K. Hardraade
Would it be possible to have FlightGear automatically download a schedule from the Internet? Regards, Ampere On June 10, 2004 04:27 pm, Durk Talsma wrote: I'd rather spend my time on writing some code to autogenerate these flightplans than manually typing in the position of all these

[Flightgear-devel] A question regarding performance

2004-06-13 Thread Ampere K. Hardraade
If I apply a single texture and a single UVW map across three objects, would the resulting performance be the same as splitting the texture into three parts and applying three UVW maps to each object? Regards, Ampere ___ Flightgear-devel mailing list

[Flightgear-devel] Bones and IK

2004-06-14 Thread Ampere K. Hardraade
Does FlightGear support bones and inverse kinematics? Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Ampere K. Hardraade
Shame... they are perfect for landing gear animations. Regards, Ampere On June 14, 2004 07:22 pm, Andy Ross wrote: Those buzzwords refer to techniques for character animation.  With very few exceptions, the things we need to animate with are rigid and don't require such treatment.

Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Ampere K. Hardraade
Actually, I do. I was hoping that there might be a way to do the folding animations for the braces inaddition to the main support. Regards, Ampere On June 14, 2004 08:00 pm, Andy Ross wrote: Is there something specific you are trying to accomplish? Andy

Re: [Flightgear-devel] Clickable 3d instruments

2004-06-15 Thread Ampere K. Hardraade
I was planning on doing that for the MD11's engines. I will check it out. Regards, Ampere On June 15, 2004 08:02 pm, Jim Wilson wrote: Well actually... h... Right now we're referencing xml files in the path property of the model arrays (model tags). What happens when you add animation

Re: [Flightgear-devel] Clickable 3d instruments

2004-06-15 Thread Ampere K. Hardraade
I have just tried it. It doesn't seem to work. Regards, Ampere On June 15, 2004 08:02 pm, Jim Wilson wrote: Well actually... h... Right now we're referencing xml files in the path property of the model arrays (model tags). What happens when you add animation tags inside a model tag and

Re: [Flightgear-devel] Clickable 3d instruments

2004-06-16 Thread Ampere K. Hardraade
. I then tried animating objects one at a time and all at once to find out if the two would make any difference. The result is still the same -- nothing. Regards, Ampere On June 15, 2004 11:01 pm, Ampere K. Hardraade wrote: I have just tried it. It doesn't seem to work. Regards, Ampere

Re: [Flightgear-devel] Bones and IK

2004-06-17 Thread Ampere K. Hardraade
What does the interpolation key do and how does it work? Thanks in advance, Ampere On June 15, 2004 02:35 pm, Lee Elliott wrote: IK would simplify animating linkages due to the non-linear rotations that occur but I'm not sure if the overhead would be worth it. It's usually possible to 'fake'

Re: [Flightgear-devel] Bones and IK

2004-06-18 Thread Ampere K. Hardraade
On Thursday 17 June 2004 23:15, Ampere K. Hardraade wrote: What does the interpolation key do and how does it work? Thanks in advance, Ampere On June 15, 2004 02:35 pm, Lee Elliott wrote: IK would simplify animating linkages due to the non-linear rotations that occur but I'm not sure

Re: [Flightgear-devel] Some general questions

2004-06-24 Thread Ampere K. Hardraade
. Is this a bug or some sort in the 3ds module? Regards, Ampere On June 23, 2004 09:09 pm, Ampere K. Hardraade wrote: Is there any prerequisite for transparency? I have been trying to make certain parts of the MD-11 transparent, but the transparency only show up when the aircraft is view from a certain

Re: [Flightgear-devel] Important: input properties

2004-06-25 Thread Ampere K. Hardraade
I came up with a similar idea a few weeks ago. The panel will have to lost focus automatically when no input is given within a certain time. Regards, Ampere On June 25, 2004 11:17 am, Josh Babcock wrote: Whatever we do, it should be self documenting.  There should be a way to turn on

Re: [Flightgear-devel] Important: input properties

2004-06-25 Thread Ampere K. Hardraade
I suppose I did. I'm sorry about it. =) Regards, Ampere On June 25, 2004 04:16 pm, Christian Brunschen wrote: I think you misunderstand the scenario I'm sketching at. ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Some general questions

2004-06-25 Thread Ampere K. Hardraade
with a transparent circle in the middile, and behind it is another plane with a transparent circle in the middle, you won't be able to see the second plane at all through the transparent portion in the first plane. Regards, Ampere On June 25, 2004 02:18 am, Erik Hofman wrote: Ampere K. Hardraade

Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Ampere K. Hardraade
That example shows how to re-order the objects if they are in the same mesh file. What should I do if the objects that I want to re-order are in two different mesh files? Thanks in advance, Ampere On June 26, 2004 06:16 am, Frederic Bouvier wrote: alpha-test really works well for fully

Re: [Flightgear-devel] Some general questions

2004-06-26 Thread Ampere K. Hardraade
of MD11.3ds and the mesh that was referenced in cockpit.xml? Thanks in advance, Ampere On June 26, 2004 06:30 pm, Frederic Bouvier wrote: Ampere K. Hardraade wrote: That example shows how to re-order the objects if they are in the same mesh file. What should I do if the objects that I want to re

Re: [Flightgear-devel] domain name

2004-06-28 Thread Ampere K. Hardraade
I sense someone is asking for a donation... lol Regards, Ampere On June 28, 2004 05:32 pm, Curtis L. Olson wrote: I have just reregistered the flightgear.org domain name for another year ... Curt. ___ Flightgear-devel mailing list [EMAIL

[Flightgear-devel] Animations Documentation

2004-06-30 Thread Ampere K. Hardraade
Is there any animation documentation out there that tells you what type of animations have been implemented, and how they work, etc.? 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? Thanks in advance,

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

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 using

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: model pathdirectory/*.xml/path /model What we can do is add a new type of tags called textures. It will be something like this: texture pathdirectory/*.xml/path /texture By using these texture

Re: [Flightgear-devel] props.html

2004-07-03 Thread Ampere K. Hardraade
May be it is time we update the Source/docs-mini/README.properties to include Erik's description. Regards, Ampere On July 3, 2004 10:28 am, Vivian Meazza wrote: It is :-). There is also a short, and not very useful, discourse on XML available, but I think Eric's description is about as good

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

2004-07-06 Thread Ampere K. Hardraade
This is good news indeed! Thanks! Regards, Ampere On July 5, 2004 09:40 am, Erik Hofman wrote: Ok. Until some kind soul decides to use texture filenames without an extension this should be fixed in CVS now. Erik ___ Flightgear-devel mailing

Re: [Flightgear-devel] domain name

2004-07-06 Thread Ampere K. Hardraade
After some thoughts, I think what FlightGear needs the most right now is not money; rather, it should be publicity. Without publicity, it will be naive to hope that some kind souls will happened to stumbled upon FlightGear. Regards, Ampere On July 3, 2004 09:19 pm, Jon Berndt wrote: Yes.

Re: [Flightgear-devel] L1011-500

2004-07-07 Thread Ampere K. Hardraade
I was using multiple textures on the MD11's fuselage at first but then switch to a single gigantic texture (4096X1024). There is no difference between them performance wise. However, I would advise you to use one single texture for the sake of maintance (such as creating a new livery). This

Re: [Flightgear-devel] domain name

2004-07-07 Thread Ampere K. Hardraade
Couple of questions: - Is this ATC Simulator that you speak of similar to us (being an open source project, etc.)? - How did they get your attention at first? May be we can use their methods to help FlightGear gain some publicity. - Where do their money come from? If it is from donations,

[Flightgear-devel] How FlightGear handles 3ds

2004-07-07 Thread Ampere K. Hardraade
FlightGear has no trouble displaying the mesh, but things aren't working as nicely for the texture parts. For example, to get transparency working, I had to tune the opacity of the entire object to 98%. As a result, you can see through the aircraft if you look at things closely. Now, I run

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-08 Thread Ampere K. Hardraade
On July 8, 2004 09:47 am, Andy Ross wrote: Not to pass the buck, but this is really a plib question. Why did I have a feeling that I was going to get that answer? =P In the short term, I guess I can export those parts that need illumination into ac format, thus bypassing the whole 3ds

Re: [Flightgear-devel] Spitfire

2004-07-08 Thread Ampere K. Hardraade
Mwhaha... http://www.alexisparkinn.com/photogallery/Videos/ohmygodSpitfire pass.wmv Regards, Ampere On July 8, 2004 07:23 pm, David Megginson wrote: I love watching it take off when it's at our end of the airport. If only the plane had an extra seat ... All the best, David

Re: [Flightgear-devel] Spitfire

2004-07-08 Thread Ampere K. Hardraade
I think this problem occurs with the F16 in 0.9.4 as well when the fuel tanks are full. Regards, Ampere On July 8, 2004 04:36 pm, David Megginson wrote: Can anyone actually fly the Spitfire model in CVS? fgfs --aircraft=spitfireIIa The elevators seem to have no effect at all. On the

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-09 Thread Ampere K. Hardraade
I know. It is like the way things are done in 3D Studio. Unfortunately, most of these features aren't working with 3ds format in FlightGear. I even had a specular level problem at the very beginning. As for illumination, it is better done by a mask rather than selecting material property.

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-10 Thread Ampere K. Hardraade
New animation type as in specifying the effects in the XML file? If so, that is what I was thinking as well. Regards, Ampere On July 9, 2004 03:57 pm, Erik Hofman wrote: Ampere K. Hardraade wrote: I know. It is like the way things are done in 3D Studio. Unfortunately, most

Re: [Flightgear-devel] 777 Model

2004-07-10 Thread Ampere K. Hardraade
We can use that... now, but you'll have to set it so that the highest level of detail of each component only shows up when the camera is less than 1 meter from it. LOL. Regards, Ampere On July 10, 2004 06:32 pm, Jon Stockill wrote: Wow! http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html

Re: [Flightgear-devel] 777 Model

2004-07-10 Thread Ampere K. Hardraade
Anyway we can get the plib group to look into their method for rendering? Regards, Ampere On July 10, 2004 06:32 pm, Jon Stockill wrote: Wow! http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html How long until we're using models with that level of detail then? ;-)

Re: [Flightgear-devel] 777 Model

2004-07-10 Thread Ampere K. Hardraade
http://graphics.cs.uni-sb.de/RTGames/ Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] 777 Model

2004-07-11 Thread Ampere K. Hardraade
On July 10, 2004 08:25 pm, Norman Vine wrote: Ampere K. Hardraade writes: Anyway we can get the plib group to look into their method for rendering? Have at it ! How do I reach them? Note PLib's scenegraph is SSG Simple Scene Graph Since this model is anything but simple IMO it doesn't

Re: [Flightgear-devel] FliteTutor = A FlightGear based interactive Training Concept

2004-07-12 Thread Ampere K. Hardraade
On July 12, 2004 08:44 pm, Oliver C. wrote: For example a voice of a pilot instructor could be played that explains what to do next, like turning to heading 230. May be we can also have dynamic responses during a lesson, where the instructor can tell you things like too fast, too slow, too

  1   2   3   4   5   >