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
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
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
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. :-)
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
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
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
-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
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
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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
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???
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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
,
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
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
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
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
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
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]
:
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
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
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
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
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
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
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
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
.
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
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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.
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
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
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
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
Are we using spline for the taxi way at the moment?
Regards,
Ampere
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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,
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,
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
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
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
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
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
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%
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
In FlightGear, do the spoilers move with the ailerons when the speed brake is
enabled?
Regards,
Ampere
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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,
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
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
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
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
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
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
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
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.
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
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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
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
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
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
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,
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
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.
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
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.
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
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
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
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Does FlightGear support bones and inverse kinematics?
Regards,
Ampere
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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.
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
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
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
.
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
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'
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
.
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
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
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.
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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
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
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
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.
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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,
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
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
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
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
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
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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.
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
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 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
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
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
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
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.
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
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
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? ;-)
http://graphics.cs.uni-sb.de/RTGames/
Regards,
Ampere
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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
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
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