Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-12 Thread Wolfram Kuss
Erik wrote:

This still might be useful if you can get all the moments and 
coefficients from it. Then you would be able to create a JSBSim 
configuration file from the model geometry.

The idea of using the gfx model you need to do anyone (or one of the
thousands or ten thousands you find on the internet) and automatically
get the config file. It would not matter if it takes over night or
even if it takes a week.

However, CFD programs need a watertight geometry. I would guess that
far in excess of 90% of models are not. For example, each edge needs
to have two neighbour faces.


Erik

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
David wrote:

As long as we're just doing textured and tinted
meshes, with the more complex stuff (like animations) in external XML
files, is there any good reason *not* to go with VRML, especially
since we can compress the files on disk with gzip?

Do you completely hand edit the XML?
Do you plan to keep it that way?

All the best,


David

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Curt wrote:

I believe the main issue is that whatever format we go with has to have 
a good plib/ssg loader for it.  

Yes, if you standardise on one or two standard formats, the PLIB
loader will be important. 


In fact, it seems like all the plib loaders (except for the 
ad/ssg loaders) have show stopping problems in places.

Have you looked at ASE, OBJ and .X (in addition to AC3D)?
Also, there is a new *.asc loader.

BTW, all 3D models for a forthcoming commercial flight sim 
have gone through the ASE loader. I am working on animations for it
right now. It currently works almost always :-/. The sim is called
Battle of Britain 2 Wings of Victory :-/.

Curt.

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Curt wrote:

.ssg 
is extremely non portable, and would make it very difficult for people 
to edit the models with any non-plib based modelers, and I'm not aware 
of any plib-based modelers that are far enough along to be useful.  

... as modelers, correct.

However, PPE is nice as a converter and makes a great tool for anyone
making 3D models for a flightsim.

Regards,

Curt.

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Norman Vine wrote:

Erik Hofman writes:
 
 Norman Vine wrote:
 
  If someone was to do this I would suggest exporting to 
  the native .ssg binary format :-)
 
 If they could fix the .ssg endianness problem in the process I'm all for it.

Sounds good :-)

[...]
Am I missing something here ?

Your idea should work.

Norman

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-26 Thread Wolfram Kuss
Curt wrote:

If I've missunderstood something 
about plib/ssg I'd appreciate being corrected.  If  modeling is still 
done in blender/ac/multigen/whatever, then you need a conversion path to 
plib.  

I think you guys are speaking aside each other.
Curt wants to allow different modellers.

James OTOH correctly says that the thing professionals do instead is
to decide on one modeller, say Blender OR 3DS Max etc, and then write
an exporter into their own propriatery format. This is the path
suggested both by Kinetix (and probably the other big players in 3D
modelling) and by mostgame developers that have done it. So, no
standard format is involved. Norman - IMHO correctly - wrote that if
you do that, the propriatery should be SSG, since that loads very
fast. This is a HUGE thing for a flight sim. I am currently loading
ascii files into the sim I work on to make development easy. A plane
needs over a second. If you realise that a frame that is 50 ms longer
than other frames is EASILY visible, then an ascii format is a factor
20 too slow. 

I think the first decision that needs taking is whether you want to
mainly support say two modellers really well and the others not so
well or whether it is a very high priority to support all modellers
out there equally well. In the first instance, I support
James/Norman's idea of an SSG exporter.

Curt.

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Re: [Flightgear-devel] Can someone give me some debugging tips?

2004-10-24 Thread Wolfram Kuss
FWIW, you might try the js_demo in the PLIB examples.

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Re: [Flightgear-devel] [PATCH] crease for ac3d files and speedup

2004-10-08 Thread Wolfram Kuss
Is there a reason that models in the base package are not optimised by
calling merge hierarchy nodes and possibly by calling stripify and
then put into the base package in a file format like ssg that will
keep the optimisations?

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[Flightgear-devel] Attn 3D model creators

2004-10-02 Thread Wolfram Kuss
I have tweaked the AC loader in PLIB to ignore the lines with
crease. Until now, there was a fatal error since it was an unknown
token. Such ac files can now be loaded int PPE and into FGFS, if FGFS
is compiled with the newest PLIB. 

Also, I created a new PPE Windos binary from the current source code:
http://www.bob-ma.org/PpeWinBin.zip

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Re: [Flightgear-devel] Attn 3D model creators

2004-10-02 Thread Wolfram Kuss
Vivian wrote:

Any chance of implementing the token?

Sorry, no.

Things have developed quite differently to how I hoped and so a) there
was not much 3D modelling or model conversion for the flightsim I work
on and b) I am currently down to almost no spare time :-(.

Regards

Vivian 

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Re: [Flightgear-devel] Teaser Screenshot

2004-05-23 Thread Wolfram Kuss
Hi Durk!

Great to hear of progress in this important area!

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Re: [Flightgear-devel] Spitfire Performance Testing

2004-05-16 Thread Wolfram Kuss
Rick aked himself:

(Or do I remember seeing film with the canopy open during the approach?)

Yes. It makes landing easier to open the canopy and look around the
big engine in front :).

:) Nice job Vivian :)

Yes, indeed!

Rick

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Re: [Flightgear-devel] Spitfire Propeller vs. YASim

2004-05-02 Thread Wolfram Kuss
Spitfire Mk IIA 

Ah - surprising!

Here is an email Rick Fuelcock sent me a short while ago. I
hope it helps. Sorry for the poor formating.
--- snip -
Rather than send you the GBE code , I will direct you to the site
where I got 
it:

http://www.aeromech.usyd.edu.au/aero/propeller/prop1.html

Just click on program 1 at the bottom of the page.  Program 2 (right
below) 
is mathlab code for the implementation without the bells and whistles.

I have been playing around with program 1, and have obtained very
encouraging 
results.

I keyed in a Spitfire prop with radius 1.55 m and a blade area of
0.98m^3.  
The program only let's you design a simple blade with a straight,
symetrical 
taper.  Rather than complicate things, I just kept the cord constant
at .210 
the radius to give a total area of .327m^3 per blade.  Not knowing
anything for 
sure about the blade angle at a given radius, I just used the default
pitch 
of 0.5, where:

pitch = 2pi * r tan theta and  theta is the geometric angle of the
blade at 
r.  The model also lets you tilt the whole blade +/- any desired angle
setting. 
  Assuming the max speed of the Spitfire to be 154.7 m/s, I toyed with
angle 
setting until I obtained a max prop efficiency at angle setting 19.45,
J value 
of 2.09, which corresponds to a true airspeed of 154.7 m/sec for a
1.55 m 
radius prop, engine running at 3000 rpm and gear ratio 0.477.  The
model produced 
a theoretical efficiency of about 85%, with Cq = 0.071.

Next, I calculated the torque, using the formula Q=Cq * rho * n^2 *
D^4, 
where n is prop rotation in revolutions per second ( the code converts
this to 
radians) and D is prop diameter.
I assumed rho of 0.5 Kg/m^3, an altitude of about 15,000 feet. I than 
multiplied the torque by angular velocity in radians per second, to
get the power 
(watts) needed to counteract the torque of the prop.  This worked out
to 865 KW, 
which converts to 1159 HP.   This is about 10% hiigher than what the
Merlin 
could actually put out at the shaft, but it's pretty damn good.
Remember, the 
model is known to be about 5% to 10% too optimistic in predicting
performance, 
so if you take this into account, the prediction is nearly spot on!
--- snip -

Regards

Vivian

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

2004-05-01 Thread Wolfram Kuss
On Sat, 1 May 2004 09:15:09 +0200, you wrote:

I think we have three possible solutions from the FDM - Flightgear interface 
point of view.

1. Have a callback function in FGInterface which is able to provide you a 
terrain level and a surface normal for a given lat/lon pair.

2. On every update push *all* tiles in an environment of the aircraft to the 
FDM and leave it to the FDM to fiddle with that information.

3. Provide a callback function to query a surface tile for a given lat/lon 
pair.

I am not sure I understand 3, so excuse me should I just reformulate
it:

4. There is one callback providing the level (altitude) for lat/lon.
(and no normal!). The FDM is free to call it three times and from the
three results create a normal, which does not need to coincide with
the normal of any terrain poly. Actually, the normal computation might
be part of flightgear (and not the FDM).


Greetings

   Mathias

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

2004-05-01 Thread Wolfram Kuss
Also being able to fly through buildings isn't really such
a problem, 

BTW, I remember at LinuxTag, when we taxied the Cessna and by chance
sometimes came under the wing of the 747 of the scenery, then the
Cessna would try to jump up and the program would crash.

m.

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Re: [Flightgear-devel] Motion Base Simulator ?

2004-04-22 Thread Wolfram Kuss
LoL, friends of mine where ion there last weekend. 
I don't think they know the picture, so I just sent them the link :-).
BTW, they now have a Concorde there as well.

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Re: [Flightgear-devel] Spitfire Propeller vs. YASim

2004-04-22 Thread Wolfram Kuss
I did not see the original thread. What Spitfire version are you
speaking about? 

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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Wolfram Kuss
BTW, I had a look for a X15 3D model a short while ago. There is a new
MSFS/CFS model, but it is not much better than the old one, so I don't
think it is worth it.

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Re: [Flightgear-devel] Low poly model LOD request

2004-03-25 Thread Wolfram Kuss
David wrote:

It's not a hard task.  Blender has a face-reduction function built in that 
does a wonderful job simplifying models -- the only problem is that you lose 
the UV mappings, so you have to spend an hour or so remapping textures.

Are you serious ?? Did you ever try this? That would be completely
awesome!

All the best,


David

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Re: [Flightgear-devel] Low poly model LOD request

2004-03-25 Thread Wolfram Kuss
David wrote:

Wolfram Kuss wrote:

 Are you serious ?? Did you ever try this? That would be completely
 awesome!

It works fairly well, and lets you preview the results in case you don't 
like them.  Give it a spin.

Holy cow !! I wonder why no one else uses it! I know that it is VERY
time consuming with both FSDS 2 (purpose built for creating models for
a flight sim) and with 3DSMax, which is after all probably the most
used program in professional game development houses.

That should give FGFS a huge boost! 

I have just looked for some MSFS/CFS planes for some other project and
most do not have LoDs at all. Crazy. But they get away with it, since
the modellers either take screenies (fps does not matter) or just fly
around in one plane, which in CFS is not really what it was made for.

All the best,


David

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Re: [Flightgear-devel] [PATCH] ssg/ssgLoadSGI.cxx: treat grayscale with alpha layer correctly

2004-03-14 Thread Wolfram Kuss
Thank you!

Committed. 

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Re: [Flightgear-devel] 3D model mini howto

2004-03-14 Thread Wolfram Kuss
I says

It usually takes a bit of experimentation to get the model positioned
correctly.

It might be a good idea to add that PPE has a custom function to
postion aircraft on runways. Things like 90 deg rotation because the
axis are different in the model than fgfs still have to be done
manually first.

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Re: PLIB on AIX; Was: [Flightgear-devel] FlightGear 'benchmark'

2004-02-25 Thread Wolfram Kuss
Erik wrote:

Just be very persistent, state clearly this patch is needed for AIX 
before a new stable release is scheduled.

Steve has committed them already.

Erik

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Re: [Flightgear-devel] FlightGear 'benchmark'

2004-02-25 Thread Wolfram Kuss
I would be very interested to know how many polygons per second FGFS
is rendering. Do you have a ballpark number?

It might be nice to have several sections of the benchmark and in one
try to maximize poly count of the scene and minimize all else.

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Re: [Flightgear-devel] Changing a model format

2004-01-21 Thread Wolfram Kuss

using CATIA V5. 

This is a CAD program and not a modeller, so while you can use it, it
is not what CATIA was created for.

I guess that CATIA does things without polygons internally and uses
splines, solid objects, booleans etc instead. Probably it just creates
polygons from it (tesselates/polygonises) when you export to wrl. Of
the formats you mentioned, wrl is best. Using another format would not
make it faster at all. That you see something in FGFS means it is
polygonised in the wrl file, as it should be. Like the others said,
the problem is the number of polygons it created. I would guess that
at some stage, probably during export, it creates the polys from the
splines etc and normally it should ask you how fine the mesh should
be. This is where you choose rendering speed in FGFS!

This means if the fuselage is 2m in diameter, I want the model to 
have a 2m diameter fuselage as well! 

This can be done in any serious modeller.

http://members.optusnet.com.au/~tjelliffe/Learjet55.jpg

Nice.

The problem is that CATIA works with surfaces, as you can see in the pic, 
but things like blender and ac3d seem to use nodes. 

?

This makes it hard to convert into .ac format. 

Converting to ac would not make it faster.

BTW, if you look at one airplane close up, LoD would not help either.
That is not to say you should not model LoDs later (you should ;-)),
but first solve the current problem.

Try to find out the number of polygons in the wrl. One way is to get
PPE (PrettyPolyEditor) and load the model nd then look into the
conolse window.

Tim J

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Re: [Flightgear-devel] Re: Linux User Developer Expo 2004

2004-01-15 Thread Wolfram Kuss
Alex wrote:

I have no idea whether I can make it.  

It would be great if we could meet up again.

I think I will be at the european flightsim show again, but do not
know yet when it will be. AFAIK, it is the biggest flight sim trade
show in the world. Last year, it was in Birmingham on the 5th of
October :-).

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Re: [Flightgear-devel] Re: Help creating a new model

2004-01-13 Thread Wolfram Kuss
I am probably WAY too late, but FWIW, you can buy a Bo105 plan here:
http://www.airpictorial.com/acatalog/Online_Shop_Germany_14.html

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Re: [Flightgear-devel] Panel Building ?!?

2004-01-13 Thread Wolfram Kuss
I agree that 3D is the way to go. Like David says, all the 3D polys in
the scene can of course be textured. We (BDG) use a resolution of
512x512 pixels for the textures of each of the main displays (art.
horizon, airspeed, VSI, boost gauge etc). The texture includes things
like the bezel, it would cost too many polygons to make these in 3D.

The two different possibilites are:

A) Have 3D polygons and textures on them for everything.

B) Have 3D polygons and textures on them for almost everything.
Have a special feature panel that means a non 3D person can input
coordinates and the program generates a panel.

The normal thing to do in most flightsim communities is to have
specialists for 2D and 3D. The disadvantage of A) is they have to work
together, for example the texturer needs a 3D model to test his
textures in flight in the correct type.

However, B) has to include all features of A), so B) is actually more
complex. There are lots of reasons why one flat dashboard with
textures on and no additional polys is bad:
- Switches and knobs, as already said by other people.
- Often there are several dashboards (for example overhead, on the
sides etc)
- You might want to do other crew stations that are more 3D.
- Often, the dashboard is subdivided. For example you have an outer
dashboard on the sides that is a bit farther back and has the engine
instruments etc and screw another dashboard on top of this with the 6
main instruments. 
- I know several planes that have instruments outside the cockpit.
For example, the Ju52 (Iron Annie) had at least one instrument on
each of the outer engines.
- You might want to animate things like rudder pedals.

With 3D, a know or a pedal is just another animated item.

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Re: [Flightgear-devel] Help creating a new model

2004-01-12 Thread Wolfram Kuss
Do you use BMP textures?



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Re: [Flightgear-devel] Models Question

2003-11-17 Thread Wolfram Kuss
Hi

I do not think it's a problem with the normal.
Like someone else hinted, it might be the specular exponent.
Unfortunately, I do not rememebr a good value, but I think one of the
three numbers 1,3,10 should be good. So, if you try the three one
after the other, maybe with an ascii editor in your ac file, IMVHO, at
least one should look good in FGFS.

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Wolfram Kuss
Hi,

They have mentioned FlightGear as a candidate simply for the reason that it 
can be modified and changed to do whatever we want it to do. No restrictions 
on functionality.

Yes, that's the advantage of open source. BTW, I have lately heard
people call Targetware and MSFS/CFS open source because you can mod
it, but of course that is very different to having the program source
in the open.

We need at least one properly/accurately modeled aircraft that we can show 
off.
I'm talking nice visually (high poly count) and with an accurate flight model.

Regarding the visuals, the easiest way is use an existing model and
convert it. 

We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.

I did that a long time ago, before the LinuxTag trade fair.
It is in PPE (the open source modelle PrettyPolyEdit, which sits on
top of the library PLIB, like FGFS does). You look at the terrain from
above. Of course you can rotate and move the camera. You then simple
click the mouse onto the spot you want to add the model. You then have
three dials to edit the pitch rolll and yaw if possible. For example,
with taildraggers converted from MSFS, they are normally horizontal
and you have to rotate in pitch until all wheels are on the ground.

I am not sure anyone used this apart from me.
This should still work, but it uses ascii terra gear scenery. I do not
know the status on that. Is there a converter?

What 3D formats and apps are used?

See the bottom of this page for file formats:
http://plib.sourceforge.net/ssg/non_class.html
In the big table, look for formats we can load.

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Re: [Flightgear-devel] SRTM 90 for Europe and Asia

2003-11-05 Thread Wolfram Kuss
SUPERB!!

Wolfram.


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Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Wolfram . Kuss
Innis Cunningham wrote:

 FATAL: ac to gl: unrecognised token ' crease 45.'.

So, in the new AC3D version, they added a so called token. This means
that the new version saves some additional info that the old version
does not. Since PLIB does not (yet ;-)) know about this,  PLIB throws
the above error message. I can even guess what the new info does: It
says edges less than 45 degrees are smooth and more than 45 degrees are
sharp.

Since AC3D V4 always saves in the new format, it does not mater whether
you changed something.

Anyway, send me a small file with the problem and I will have a look.

As ulta-short-term workaround, you could do this:
Open the file in an ascii editor like notepad. Search for the line. I
would guess the 
crease 45.
stands alone on one line. Delete it. Make sure there are no other lines
like it. Try again.


 Cheers
 Innis
 The Mad Aussi

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Re: [Flightgear-devel] Problems with AC3D 4.0

2003-10-27 Thread Wolfram . Kuss
Sorry that my email was not clear. The only thing I would implement (at
least in the short term) is that PLIB ignores this token. So, it would
hopefully be quite trivial to do; I do not have time for more right now
anyway.

However, like you also say, I do think this would also be a good thing.
It seems that AC3D always writes this token, even if the user did not
change it. Else Innis would probably have remembered setting it. So, if
we would look at it always, it would be a bad thing IMHO. So, one would
have to decide when to use it. And even then I guess there are more
tedious, but flexible ways to get the same effect (some edges sharp,
others smooth).

bye bye,
Wolfram.

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Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1

2003-10-16 Thread Wolfram Kuss
just want FlightGear to have its planes :). 

If you want me to, I can have a look whether there is a Harrier for
MSFS/CFS that we could technically use (then we would have to ask for
permission). 

Plenty of planes to last quite some time (no Spitfire yet for
instance...).

I think there is no high quality Spitfire I around, lets say of 5000
polys. Other sims might need it as well ;).

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Re: [Flightgear-devel] that ssgStripify fix

2003-10-15 Thread Wolfram Kuss
-  0.01f,   /* DISTANCE_SLOP = One centimeter */
+  0.001f,   /* DISTANCE_SLOP = One millimeter */

Done. Sorry it took so long, but when I wanted to do it I saw my last
Windos reinstall :-( had clobbered my WinCVS access to Sourceforge.

Thanks,

Jim

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Re: [Flightgear-devel] Converting .bgl to .dem or comparable ...

2003-10-07 Thread Wolfram Kuss

On Monday 06 October 2003 11:26, Tim Kober wrote:
 Hi members,

 I am a new to this list and have a tricky problem: is there a
 workaround to convert or extract DEM-Information from .bgl-Files of
 Microsoft or mesh data from Lagos .bgl.-files? A conversion to another
 file format (readable by 3D-Software) would be OK also ...

Maybe FSterrain does?

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Re: [Flightgear-devel] heads up - aircraft reorg

2003-09-21 Thread Wolfram Kuss
Curt wrote:

This is another step towards making aircraft
self contained in their own subdirectory.  The end goals is to be able
to install / remove / distribute aircraft that are entirely contained
in their own subdirectory tree making things easier on everyone
[hopefully]. :-)

Sounds good :-)

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Re: [Flightgear-devel] Flying in the UK

2003-03-20 Thread Wolfram Kuss
David wrote:

  I plan on doing a flight in the UK in summer as well, probably with a
  Tiger Moth. You can do this without any flying license.

Really?  In Canada, you need a license even for an ultralight or a
glider.

I probably formulated that very badly - it is like the introductory
flight lesson, you fly with a instructor and I am sure he will not let
you start or land or fly down low.

All the best,


David

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Re: [Flightgear-devel] Re: 3DS Models in Flightgear

2003-03-06 Thread Wolfram Kuss
I haven't been able to find documentation on what is
or is not supported in PLib I just tried several
models and found out.

See the table at bottom of this page:
http://plib.sourceforge.net/ssg/non_class.html


Erez

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Re: [Flightgear-devel] [OT] Shuttle breaks up

2003-02-02 Thread Wolfram Kuss

A very sad day indeed :-(. Our thoughts are with you, especially
relatives and those connected to the Shuttle.

Tony wrote:

I find it a little hard to believe that a piece of insulation could have
such an effect.  Those tiles are designed to be impact tolerant and it
seemed clear from the press conference that this sort of thing has
occurred several times before.

I did not see the press conference, but I think that in the past only
single tiles went missing. If the impact has removed several
neighbouring tiles, I would guess the heat will get to the metal
underneath...

 Jon

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Re: [Flightgear-devel] MSVC6 WIN98 Update - Nov. 2002

2002-11-20 Thread Wolfram Kuss

I also compiled the CVS version with MSVC and got the ufo to work.
Thanks to Geoff for his posts, they helped.

Geoff asked:

Metakit and zlib went smoothly ... although
my WinZip 8 refuses to unzip the current cvs'ed
gz files in src-libs! Do others have this
problem?

Yes, same here.
Also, I got the other problems, I did not need to change PLIB though.

It would be nice if someone with CVS access can implement his changes,
especially the one for DISCARD DOT.

I had to add a lot of files to the FGFS workspace:
exeternal.cpp external_net.cpp
objects\dir_lights.cxx
add navcom.cxx to project Lib_Cockpit
FGPropertyManager to jsbsim
dme.cxx to cockpit
aiplane.cxx to atc
externalnet.cxx to fligth
marker_beacion to cockpit
pt_lights.cxx to objects
new_gui.cxx to gui
uiuc_getwind.c top larcsim
uiuc_pah_ap.cpp (to larcsim?)
instrumentation directory!
systems directory!
util.cxx to main

The worst problem seem to be that with default settings, JSBSim has
bad problems. It says it can not find the aero. I debugged and it is
c172, so it seemms correct to me.

Oh well, in the ufo mode I can lok around, that is all I want right
now.

In fg_commands.cxx,
{ null, do_null },
{ exit, do_exit },
{ load, do_load },
{ save, do_save },

I did cast the functions with (SGCommandMgr::command_t)


In panelnode.cxx,
before
#include GL/gl.h
add for windows compiles:
#include windows.h 


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Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-14 Thread Wolfram Kuss

Geoff wrote:

I was getting lockups in some games and fgfs before making my memory
timings a bit more conservative, though it had passed memtest86
previously. Haven't had a lockup for weeks now.

Interesting. You are speaking about the timings of the main memory,
correct? Did the problems you had beforehand only occur with FSAA on
or regardless of FSAA?

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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-14 Thread Wolfram Kuss

Christian wrote:

Didn't someone use PPE for this?

Yes, that was me.
You click somewhere and then get the coordinates. Also, you can add an
object that is automatically rotated so that it points up (the up
direction is often not axis paralell) and then have dials so you can
rotate it further, especially around the up vector.

See a old, partly complete doc of this here:
http://wolfram.kuss.bei.t-online.de/Scenery/diy.txt

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Re: [Flightgear-devel] Modeling wing twist animation

2002-09-20 Thread Wolfram Kuss

Yes that's right.  Moving individual vertices would of course be ideal,  

PLIB is AFAIK able to do that with a technique called tweening. There
is even an example of it, where a ball is tweened to a star and vice
versa.


Best,

Jim


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[Flightgear-devel] Re: [Plib-devel] ANN: new version of the BGL loader in plib

2002-07-22 Thread Wolfram Kuss

Great!

I tested the BGL loader only a bit. Most of the time it works *GREAT*.
I will post some screenshots once I have time. I would be good
to have some for the PLIB and FGFS websites.

However, I also got some crashes. From avsim.com, get eddt2k_v2.zip. 
It says: FATAL: [ssgLoadBGL] Op-code out of range: 49932x.

Do you know whether you can read gmax-generated BGL files?
For the MDL loader, this is IMO the biggest limitation.
BTW, I used the MDL loader intensively the last week or two and 
it works very similar to the old one, which is good news :).

One of the major problems for the MDL loader was that it put every
vertex into
every leaf, so if you have 100 leaves with 10 vertices each (often
they have 
even less...) you get 100 * 1000 vertices instead of 100 * 10 and
often reading 
a 1MB MDL and writing as ssg or ase etc resulted in a 1GB file! I
comitted a new 
function removeUnusedVertices and call it in the MDL loader, which
cures 
the problem. I also put it into the BGL loader, although it only
reduces the 
resulting file from 333kB to 296kB. Have a look. Any idea why it is
only a 
small problem for BGLs?

So when you load a BGL file you will see correctly piled gound layers 
(like asphalt on grass etc..) with no flickers anymore:)

How do you do it, do you cut a hole into the lower layer?

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[Flightgear-devel] A real C172 cockpit

2002-07-13 Thread Wolfram Kuss

FWIW, FYI:
http://www.therealcockpit.com/main/index.php

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Re: [Flightgear-devel] dumb suggestion

2002-07-07 Thread Wolfram Kuss

Realistic night lighting would be great.  

I know how MSFS nightlighting works (Its fairly trivial), so if we
could change the lighting parameters for the 3D model only (I guess we
do not want MSFS lighting for the rest), we could have night-lit
aircraft. Often, this looks really great, I experimentally implemented
it in PPE. You have bright windows, an illumintade tail logo etc.


Best,

Jim

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Re: [Flightgear-devel] dumb suggestion

2002-07-07 Thread Wolfram Kuss

Yes, I've had this discussion as well.  The sun should stop being a
light source once it's, say, 15-30 deg below the horizon.  

IMHO it should be possible to have different rendering parameters for
the aircraft than for the rest of the scenery, for example by having
it in its own tree. Then, you could calculate whether it is sun-lit
using its height. The formula for that is fairly easy.

All the best,


David

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Re: [Flightgear-devel] MSFS2k2 MDL file format documented?

2002-05-23 Thread Wolfram Kuss

Interesting.

I have looked into the EULA, but not yet the docu iteself.

The EULA says:

1.  GRANT OF LICENSE. This EULA grants you the following rights:
Software Product. You may install and use the SOFTWARE PRODUCT on an
unlimited number of computers, including workstations, terminals or
other digital electronic devices (COMPUTERS) to design, develop, and
test software application products that are designed to operate in
conjunction with Microsoft Flight Simulator 2002 and subsequent
versions thereof, (Application).  
[...]
All rights not expressly granted are reserved by Microsoft.

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Re: [Flightgear-devel] Failed to load 3D model

2002-05-20 Thread Wolfram Kuss

I'd suggest that we not cause a fatal
error on models that are not shipped in the base package?  Or possibly,
just don't cause a fatal error when any model fails to load.

In PLIB's UL package there is a function

bool ulFileExists ( const char *fileName ) ;

So, it could be as easy as (pseudocode)

if ulFileExists(model)
  ssgLoad(model);
else
  ssgLoad(BlueGilder.ac);

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Re: [Flightgear-devel] Cheaper 3D clouds?

2002-05-19 Thread Wolfram Kuss

Very interesting link!

I have to say I did nmot like the www.cs.unc.edu clouds very much, the
screenshots looked good, but the demo showed the problems.

Off course it may be the same for this paper, often clouds look better
in single screenshots than in a moving simulator, looking at them from
all sides and distances. BTW, the IMHO best screenshots come from
CFS3, see
http://www.simhq.com/simhq3/sims/interviews/cfs3/
Lets see how this will turn out to when it ships.

To look at the PDF in your link, I installed the japanese character
set for Acrobat Reader 5.0, that solved the problem I had.

The advantage of this algorithm is that the clouds can realistically
change shapes and you can probably make them match the underlying
terrain. Both is important for soaring enthusiasts.

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Wolfram.

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Re: [Flightgear-devel] Billboard animation

2002-05-05 Thread Wolfram Kuss

Use billboarded trees, especially when they rotate around z only, very
careful. The funnniest sight I ever had in a flight sim was when
I flew directly over a forrest of billboarded trees and (in outside
view) looked straight down. You get concentric tree rings that move
along at the speed of the airplane. I should have done an animation of
that.

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Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-05 Thread Wolfram Kuss

Andy Ross wrote:

Wolfram Kuss wrote:
 Andy Ross wrote:
  You could also experiment with turning off backface culling instead
  of rendering two quads for each direction.  In principle, it should
  be faster.  In practice, it's probably a good way to detect driver
  bugs. :)

 The speed difference will be very, very small.

Are you sure?  It reduces the vertex count by a full factor of two.

IMHO you can use indexes (sp?) into the same vertices, so the vertex
count would stay the same. The pixel count would off course also be
the same.

Andy

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Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Wolfram Kuss

Andy wrote:

Also, that's an awfully small texture.  While it's good to not waste
space, this thing is tiny -- one eighth the size of a single panel
instrument's face.  IMHO, it would look much better at 128x256 or so,
with no measurable loss of performance.

I agree. Some modders I know use one 512 x 512 texture file per
instrument (for the face including the bezel (sp?) and the needle).
This works very well, with GeForce 2 and higher you get no measurable
slow down compared to smaller textures.

You could also experiment with turning off backface culling instead of
rendering two quads for each direction.  In principle, it should be
faster.  In practice, it's probably a good way to detect driver
bugs. :)

The speed difference will be very, very small.

Andy

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Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Wolfram Kuss

Jim wrote:

 I've been thinking about that: how about not at the top, but halfway?
 Essentially, you'd have the XY, YZ, and XZ planes, one unit wide, all
 intersecting at the origin. Is that clear?

Yes. You want to make the horizontal polygon at the largest extension
of the leaf canopy. This means the chance that in your view the
horizontal poly extends over the other two polygons is lowest.

BTW, I recommend setting the origin to the place where the stem goes
into the earth.

 
 Jon

That might work...was even thinking about at the bottom so you'd only really
see it from above.

No - if you do not look directly from above, it will look very bad.
Say the leaf canopy is a sphere (two polys with circular mask
textures) and the horizontal poly is a circular disc as well. When
looking with a pitch of say 20 degrees down onto it, you will see the
sphere above and a ellipse below the shere.


Best,

Jim

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Re: [Flightgear-devel] Using gmax models in FG

2002-04-25 Thread Wolfram Kuss

Interesting link. Still, I tried the MakeMDl that comes with MSFS 2002
Pro some time ago without success. The *.MDL it writes is too
different, it is a new version. You might have luck with middleman,
which might enable you to intercept the *.x file that gmax gives to
MakeMDL. I did not try that.

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Re: [Flightgear-devel] RE: Using gmax models in FG

2002-04-25 Thread Wolfram Kuss

Try:

a) export ASE or 3DS from 3DS Max 3 into flightgear (maybe look at it
in PPE, if it looks good in that, it should look good in FlightGear as
well).

b)  export 3DS from 3DS Max 3 and use the newest gmax (version 1.1),
that should IIRC be able to read that. 

Thanks in advance,

Matt.


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Re: [Flightgear-devel] My First Flight

2002-04-07 Thread Wolfram Kuss

Jon wrote:

When I was taking lessons some twenty
years ago one thing the instructor did was to put a hood on me so I could
only see the instruments. What he did next I am not quite sure, but he was
trying to disorient me. Then he told me to level out and fly to a heading
at an altitude. I should have gotten sick, 

Indeed! The number one reason for car or air sickness is that your
brain interprets the motion signals from the inner ear and the eyes
differently. This is off course especially bad if you don't look out,
as the eye only sees static stuff like the panel and the inner ear
tells you you are travelling. When I was young, I got car sick. I
*had* to look out all the time. My ex boss, who is a pilot himself,
did a ride in an acrobatic airplane once. He said his stomach was ok
for quite a long time, while he always knew which way was up etc. Then
he lost his orientation and his stomach got bad very quickly.

From Davids description I think one problem for him was that he did
not see the horizon or the earth in general. He looked out in front
and saw only the sky or looked at the gauges. Maybe if he would look
at the earth more often, that would help.

I think the excitement also makes the stomach react worse.

Jon

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Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread Wolfram Kuss

The bigger problem, I suspect, will be main memory (or maybe disk
bandwidth).  An impostor scheme is going to be really tile hungry --
constantly dragging tiles off of disk, rendering them into textures,
and forgetting about them.  

I know a sim that does what Norman suggest and it does not seem to
have problems with loading tiles, although it rerenders tiles all the
time (about one tile per frame).

You're no longer limited by texture memory
here, 

However, one problem is that not all gfx cards can render into a
texture, so you have to do some moving of textures, which in some
instances is *very* slow. There is a factor of 1000 between different
moves of the same texture on my GeForce 3, as you may easily see with
the readily available benchmarks. I am still not 100% sure whether the
problem (texture movement sometimes leads to stutter) is a bad
implementation of the idea or a basic problem of the algorithm. One
certainly has to spend some thought on texture ram management. I
*think* the easiest idea - if you dont need the texture any more and
need memory, throw it away and when the user views again in that
direction, rerender it, is also the fastest algorithm. Rendering may
be faster than moving textures between texture mem and main mem.

Andy

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Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-17 Thread Wolfram Kuss

David wrote:

Wolfram mentioned that GMAX-exported models don't work with PLIB
anyway.  

Yes, you can not load the gmax generated MDLs. You can try to use
Quake models as intermdediary file or maybe with Middleman
http://takeoff.to/landing
you could get an *.x file. I have not had time to try either option
myself yet, sorry.

In other cases, the best bet would probably be to load the
model into PPE, name the appropriate objects, then export it to some
other format for FlightGear to use.

Unfortunately, PLIB can generate many thousands of nodes. But we only
need the names for the gear, props etc, which should IMHO work
automatically for MDLs that you can import.

All the best,


David

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Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-14 Thread Wolfram Kuss

No. You could *try* to use tempest to export it as quake model and
then convert that, but AFAIK no one has tried that yet.

If you create the airplane with FSDS, then it works.

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Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-14 Thread Wolfram Kuss

David wrote:

I get confused about what MDL formats plib does and does not support.

We can import almost any MSFS *.MDL model - if it has not been
generated by gmax. I created a simply cylinder with gmax and tried to 
import it into PLIB and failed. I also tried the one gmax generated
airplane I found at the time and it also did not work. Unfortunately,
I don't really understand the MDL loader code and also have very
little time, so I did not look further into it. I asked Thomas
Sevaldrud (sp?) about it and he said he wuld look into it when he has
some time.

Apart from gmax generated models we can now read about 95% of the MDL
models. Some with problems like opaque props, very few with wrongly
flipped faces, one with parts missing that have obviously been
duplicated and moved, but like I said, we can read almost all non-gmax
MDLs. Also, it is hard to get back the original hierachie of objects
and Combat Flight Sim airplanes may come with their hitboxes
(additional boxes that you do not want and have to delete).

All the best,


David

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Re: [Flightgear-devel] Hack for Virtual cockpit problem

2002-03-13 Thread Wolfram Kuss

Norman wrote:

The resulting matrix, far from being view-only, in fact includes the
global orientation as well.  

Again the 'test_matrix' or something like it should probably become 
the ''resultant of all the user inputs on the view note this had NO
global orientation in it nor should it ever get any

I agree, the view matrix should not contain the aircraft orientation.

For the rendering code, it is easy to multiply the matrices. That is
exactly what matrices are for and why there are 4x4 and not 3x3
matrices: You can simply multiply them, even if there is stuff like
translation inside, which would normally mean adding things.

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Re: [Flightgear-devel] Hack for Virtual cockpit problem

2002-03-13 Thread Wolfram Kuss

David wrote:

Norman Vine writes:

  Well the Mouse code certainly could but let's leave that alone
  as I REALLY don't want the Mouse reading properties :-)

Not read them, but set them.  It wouldn't much matter if the mouse
code called

  globals-get_current_view()-set_orientation_offsets(r, p, h);

Are r,p,h relative to the plane or the current view?

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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-11 Thread Wolfram Kuss

David wrote:

Wolfram Kuss writes:

  The XML files get IMVHO more and more confusing.

I think that it would be more accurate to say that FlightGear is
getting more sophisticated -- there's more to learn if you want to
customize things, but that's only because there's so much more that
you can customize.

I wrote my critizism so that things will be improved, not to critize
someone and certainly not one of the most active devlopers. I do admit
I was a bit frustrated, since I have slept little for at least a month
now and my current non coding free time is listening to tapes on the
work to and from work. So, I got frustrated when I needed an hour or
two just to find out the name of a parameter.

So, IMHO, we should try to not change *after* 0.8.0 (or 0.7.10) again.
Also, it was meant as encouragment to write a UI; If you can simply
choose from possible parameters, you don't need to hunt for its name.

If noone does a UI then one thing one can do is have a commmand line
parameter to fgfs that forces it to write out all possible properties
etc. I would guess fgfs has a complete list of these somewhere?


The config files serve many different purposes; using the XML-based
property-list format for all of them helps a lot, 

I am not arguing against XML. There are several things unclear to me
that IMVHO should be (better) documented. 



  preferences.xml- the top-level default preferences
  joysticks.xml  - default joystick bindings, included by
   preferences.xml
  keyboard.xml   - default keyboard bindings, included by
   preferences.xml
  Aircraft/*-set.xml - aircraft-specific settings, overriding the
   defaults in preferences.xml (and
   joystick/keyboard.xml)


This should be in the Docs (or did I miss a major XML doc? I only read
the http://www.megginson.com/flightsim/fgfs-model-howto.html ).

As far as I can recall, these are the *only* files in the base package
that affect FlightGear's main property tree.  Other files use the
property-file format for convenience to populate various data
structures, but they do not touch the main tree and are not accessible
through the property browser or through the command-line --prop:
option; it's just a coincidence that they also use the property-list
format:

I see. At the beginning, this was unclear to me although I more or
less realized this after a bit. Calling things properties that are not
--prop: things is IMHO not a good idea.

BTW, in your list you forgot the *-dpm.xml files, which are of most
interest to me and which are currently the only ones that I really use
:-). With the little time I currently have, I am glad if I manage to
have a nice 3D model at the correct place in fgfs.

All the best,


David

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Re: [Flightgear-devel] UIUC models update

2002-03-10 Thread Wolfram Kuss

Michael wrote:

If anyone has them, I'd like to get publicly released 3D models for:
- Wright Flyer (I have one, but we have not yet got permission to give it out)
- SGS 1-36
- Pioneer UAV
- Marchetti S-211
- Learjet 24
- Piper Cherokee


Wright flyer: You can use the one from www.flightsim.com, see my
homepage.

I am fairly certain there is no pioneer UAV, Schweizer 1-36 and
Marchetti 211. But there are Marchetti 205, 208, and 260, maybe they
are similar enough in the 3D?

The others should be easy.

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Re: [Flightgear-devel] Plib Compiling problem

2002-03-10 Thread Wolfram Kuss

FWIW (probably not much):
I think you need the Mesa or OpenGL and glut *developer* package (is
that the word?). In the packet manager or somewhere there is a huge
list of things you can check and you should probably tell the SuSE
packet manager to install it for you. I do not think it is a path
problem, although this does happen (but IIRC in other distros).

By the way am I right in thought SuSE 7.2 already comes with Glut and Mesa 
support ?

IMHO yes, but maybe you did not enable it.


Thanks for any help.

Sergio Roth

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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Wolfram Kuss

Sounds like a worth while (sp?) project!
The XML files get IMVHO more and more confusing.
Maybe lets do the big reorg that Dave speaks about first, with the
hope that things won't change often afterwards. When doing the python
scripts to generate the very very rudimentary plane xmls on my website
http://wolfram.kuss.bei.t-online.de,
I saw that for example the spelling of z-offset changed twice and I
was told to use a third spelling. Also, it is not clear to me, what
the different xmls are for (what does -dpm, -set etc mean? set as in
set options? Don't all xmls set options?) and whether you can use all
properties in all XMLs and whether you can use all on the command
line.
So, a UI that showed you what you can do would be very nice. If you
use python, you can include my stuff. I would love someone expand on
it and say I download a MSFS 3D model, Python unpacks it, moves all
files, generates warnings if applicable telling me what to do (for
ex.: !This is an old MSFS 95 model, you need to convert it with the MS
converter first, sorry!), lets me create a *.ppeloc file, generates
the XML file with the z-offset and the pitch-deg for me, lets me
choose a FDM, panel etc, inputs it into the XMLs, generates a small
batch file to call everything, etc.


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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss

I agree, full 3D is the way new sims work and FGFS should have that as
well and not implement now a feature that was state of the art some
years ago. It is easy to make the yoke optional. While modelling the
cockpit I would strive for realism and then let FGFS disable it if the
user wants. There may be small artistic freedoms to make things more
legible, for example shadows on gauges that partly and non-uniformly
shadow digits on gauge faces can make it more realistic and pretty,
but harder to read. Also, if in reality there is much space between
gauges, you can increase the size of the gauges. I also love a fully
3D, fully functional, fully clickable cockpit. But it is a lot of
work, more than exteriour models. Also, an artist can make an
exteriour model without help from a coder. If an aritist does a 3D
cockpit that holds a switch or gauge or whatever that has not been
coded before, he needs the help of a coder.

It should off course be possible to change the view direction.
I have heard (IIRC from warbirds or Aces High users) that a very nice
effect is if the eyepoint moves at the same time. If you sit and look
in another direction, turning your head, the eyes move since you will
probably hold your neck fairly constant. Also, it should be possible
to move the eyepoint via keys so that you can look around things. This
may go so far that you can open the canopy and stick your head out to
look besides the large obstructing engine. If this is realistic (this
technique is used for some planes in RL), then users appreciate this
effect a lot. 

Also, g forces should move the eyepoint as an option (some people like
me like this, some don't). AFAIK, this is already in the code.

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss

Jim wrote:

While this is nice to have for some limited purpose, it adds nothing to
the realism of the simulator from the perspective of the person flying the
sim.

I think more people use flight sims for fun or entertainment than for
serious uses. Including me, although I am a pilot.
But lets stop this discussion and agree that whether you find good
exteriour 3D models fun is a matter of taste (additional to the
serious uses David wrote about).

jj

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss

Jim wrote:

Fly! is a 3D cockpit.  I was talking about usability, and IMHO it is a more
usable panel because of its inaccurate eye point when in use.  Just as the
panel disappears when you use the mouse scrolling and reappears with a click,
it'd be easy enough to snap to an operational centered viewpoint.

In 3D, its easy to let the user move the eyepoint.

It amazes me sometimes that people define reality in 3D as being something
that looks like it was done with a video camera.  To me its a more realistic
experience if the gauge I'm looking at can easily be used 

I agree. Strangely enough, just a few days ago I had the same
discussion on a forum and said what you say, legibility is more
important than just good looks. They had smudges on the faces,
different varieties of shadows, aging effects (white - yellow) etc.
My only fear is - maybe I am missunderstanding - that we will
implement some scheme that was state of the art 5 years ago when
someone started work on a sim that was shipped 2 years later. As long
as we don't close doors to future development by choosing the wrong
scheme or waste time by doing several schemes, I am happy :-).

IMHO the decision for a 3D cockpit is not a decision for bad
legibility. Worse than a pure 2D cockpit, hand optimized for the
resolution, yes, but not bad.

and is closer to
what it would be in size and perspective from my eyes sitting in the chair,
not the camera's little box on the screen.

In a 3D cockpit, this can be chosen via FoV. Actually, when I start a
plane and click all the things in the cockpit, I reduce FoV a bit
(zoom in, move my nose closer to the panel). OTOH, when I land, I 
zoom out very much to see the horizon left and right to judge my angle
etc.


Best,

Jim

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Re: [Flightgear-devel] Runway plow

2002-03-06 Thread Wolfram Kuss

Andy wrote:

Jim Wilson wrote:
  Noticed that the c310 has its wheels below pavement.  Is it ok to
  readjust the models for a recent change or is this a temporary?  Or am
  I the only one

Which FDM?  There are three (count 'em) descriptions of where the
Cessna 310 wheels are relative to the aircraft coordinate origin --
the model's, JSBSim's, and YASim's.  My guess is that none of them
agree.

Regarding the models coordinates, there is a way to do it without
trial and error for every plane, see my homepage. I am just in the
process of cleaning up and of looking into 0.79 and the current cvs
version in this regard. I will be done by the weekend and announce
here. If you can not wait:
1. My description omits that you have to press 3 before creating the
ppeloc
2. By error, the ppeloc is written into the qhull directory
3. I am still investigating whether the new fgfs versions have the
model in another spatial place than old versions. Old versions had
magic numbers 5 degress and 1.61 z-offset that you had to subtract
from the real values to get the FGFS values. Does anyone know whether
they changed? What units are the vertex coordinates in? Meters? Feet?
Just yesterday I recreated the measuring rod I use to measure fgfs
to get these magic numbers. If people are interested, i can publish
it.

BTW, FWIW, if you import *.MDL models directly into fgfs, which is
possible with 0.79 (and was not possible when I started my homepage),
then they are smooth. 

Andy

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Wolfram Kuss

Curt wrote:

  Perhaps we need to do a separate pass for rendering the 3d model and
  change the near clip plane just for that portion of the rendering.

Yes. That should be easy to do. BoB does it as well, they even have 3
or 4 different parts of the geometry that they render with 3 or 4
different near values. 

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Re: [Flightgear-devel] ancient 'ascii' scenery format

2002-03-04 Thread Wolfram Kuss

Curt asked:

Is anyone still using this ancient file format?  

Yes.

Does anyone have any objections to ending support 
in flightgear for it?

Is it easy to create a atg2btg converter (I only have btg2atg) or does
someone write a btg importer/exporter to plib? If so, then it is
completely ok by me.

Mostly I don't change the scenery (only add objects via ind file etc)
and also I work on this very seldomly, so even if there is no atg2btg
and you need to remove the support, then I can live with it.

BTW, in my experience developement is easier to do with ascii formats.
For example, if your file contains polys with 100s of vertices, you
see this at once in an ascii format, but might need hours or days to
stumble upon this in a binary format. So I would guess TerraGear etc
development would be easier if you keep the ascii, would it not?

Thanks,

Curt.

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Re: [Flightgear-devel] ancient 'ascii' scenery format

2002-03-04 Thread Wolfram Kuss

There is a binary to ascii converter named btg2atg (atg = ascii terra
gear, btg = binary terra gear), but not vice versa, at least not that
I know of.

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Re: [Flightgear-devel] FlightGear 3D Aircraft Model Mini-HOWTO

2002-02-28 Thread Wolfram Kuss

Very nice and helpful, thanks. BTW, the rotation and translation of
the model can bee found via QHull (convex hull, see my homepage), but
that is a package you have to install first.

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Re: [Flightgear-devel] Profiling run

2002-02-27 Thread Wolfram Kuss

David wrote:

For example, the
program spent 2.95% of its time in ssgVtxTable::getNumVertices,

This simply calls getNum of the list, which simply returns a member
variable:

  int getNum (void) { return total ; }

See ssg.h.

David

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Re: [Flightgear-devel] Animated C172

2002-02-26 Thread Wolfram Kuss

These are the output names you may find in the current MDL loader:

rudder, elevator, ailerons, flaps, gear, spoilers,
propeller

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Re: [Flightgear-devel] 3D Model Configuration Changes

2002-02-26 Thread Wolfram Kuss

What do you suggest that I do to the models on my homepage?

Is it somehow possible to create a model that works with the old and
the new FGFS version?
I fear you will tell me to use XML instead of Python?
Maybe use both and generate a XML on the fly by Python? Can I easily
find out what version of FGFS the user has?

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Re: [Flightgear-devel] 3D Model Configuration Changes

2002-02-26 Thread Wolfram Kuss

David wrote:

Wolfram Kuss writes:

  What do you suggest that I do to the models on my homepage?

If I recall correctly, the models on your page are already oriented
correctly; if so, then they should continue to work fine.  You don't
need to write any XML unless you need to reorient or animate the
models.

The Python script sets these parameters:
/sim/model/path
/sim/model/r-rotation
/sim/model/z-offset

What does the file version say for the current CVS version?
If it says 0.8.0 or 0.7.10 or 0.7.9a or something like that, then I
could update my script so that my planes work with 0.7.9 and the
current CVS version.

All the best,


David

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Re: [Flightgear-devel] FGEnvironment [not] vs. WeatherCM

2002-02-23 Thread Wolfram Kuss

David wrote:

3. Concentrate on JSBSim and YASim for the FDM integration at first.

I still think sailing planes need a good weather database the most.
While JSBSim and YASim may be the best flight models we have
generally, AFAIK neither JSBSim nor YASim has a sailing plane (in the
works). 

All the best,


David

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Re: [Flightgear-devel] FGEnvironment [not] vs. WeatherCM

2002-02-23 Thread Wolfram Kuss

Jon wrote:

There is one in the works for JSBSim, at least 

Ah - excellent news!

Jon

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Re: [Flightgear-devel] IMPORTANT ANNOUNCEMENT: UIUC Usage Change

2002-02-09 Thread Wolfram Kuss

John wrote:

 I'd like to do a reorg of the directory 
structure after the release.

Sounds good to me.

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Re: [Flightgear-devel] LinuxTag 2002: Call for Papers

2002-01-29 Thread Wolfram Kuss

BTW, have you also seen

http://www.linuxtag.org/cfp/cfp3-en.html

!!
Anyone wants to do a talk on FlightGear?
I for my part will not do a Linux FlightGear talk since I have little
experience with Linux and am too little involved in FlightGear. Last
year I expected I would become more active, but now I know that I will
never become one of the main developers.

Alex, Christian, Erik? Durk, AFAIK, you will not be in europe then?

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Re: [Flightgear-devel] LinuxTag 2002: Call for Papers

2002-01-29 Thread Wolfram Kuss

BTW, Alex, will you be at LinuxTag?

I'm tempted to have one of the non-European developers as the lead presenter
(and then beg assistance with travel) if someone has the time and interest.

Good point - I did not want to exclude the non-europeans with my list.
I am sure that apart from your own talk you will also enjoy the other
talks and the show very much. 

If we do that, it's important that the presentation topic is one that can be
given by a European dev should the travel intent hit a last minute problem.

Well, I will certainly be at the fair. Two years ago, when I was there
as visitor, it was *very* interesting. Also, while my Linux endavours
have further declined lately, I am still very active and interested in
open source.

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Re: [Flightgear-devel] LinuxTag 2002: Call for Papers

2002-01-29 Thread Wolfram Kuss

Curt wrote:

I'd love to travel over to Europe for a visit some time to meet as
many of the european flightgear people as possible.  

Great !!

... although my wife won't let me go
unless she get's to come along (and she even speaks some German) ...

Great again :-).

What kind of travel money might be available from the conference?

Ask Alex, I am not sure what experiences he had.

What would we expect to pay for a hotel.  

It should be under 100 Euro for 2 adults + baby with breakfast.

What would be the closest major airport to fly into?

Hm. Stuttgart, Frankfurt, Hahn.

Regards,

Curt.

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[Flightgear-devel] C 172 3side view and data

2002-01-28 Thread Wolfram Kuss

On another forum, Simon Knott gave me these links:

http://aar400.tc.faa.gov/aar-430/reports/01-44.pdf

http://www.avnet.co.uk/gtaviatn/betashop/categories_category=19023.htm

The first includes a 3side view of a C172. Unfortunately, there are no
crosssections. There is also a lot of data about te C172 inside, but
more about usage statistics than maximum performance. The second one
is a book store.

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Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-27 Thread Wolfram Kuss

Ah, not bad!
Just out of curiosity, how much time did you need (including learning
Blender) and how many polys does it have?

Maybe a bit early to ask, but:
Do you plan to add animation, inclusive adding it to the FGFS code?


David

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Re: [Flightgear-devel] DC-3 3-D model (partial)

2002-01-27 Thread Wolfram Kuss

David wrote:

I don't know how to tell how many polys it has -- I don't know all the
intricacies of Blender yet.  Perhaps someone could load the VRML model
into PPE and tell me.

PPE says 2608 triangles! 3D Exploration says 867 faces ?!? Also, in
PPE, I see all faces from both sides, in 3D Exploration only from 1
side. Maybe this is a PPE bug, I will investigate. But the flipping of
some faces seems to be wrong (normal 180 degrees wrong). BTW, I think
the engine nacelles and especially the wheels have very high
resolution.

Have you looked at the profile of the wing yet? :-).

I've considered it.  The rudder, elevator, and gear (such as it is)
are all separate top-level objects, and the aileron and flaps will be
too when I get around to it.  If there's some way to tag nodes in
Blender/VRML, it wouldn't be hard to move and rotate those objections
from inside FlightGear, but for now I'm going one step at a time.

Good!

All the best,


David

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Re: [Flightgear-devel] msvc6-win32-0.7.9 (minus)

2002-01-24 Thread Wolfram Kuss

Unfortunately I don't have time right now.

I just wanted to say to you and Christian and everyone working on
making / keeping it MSVC compilable a big

THANK YOU.

I plan to compile FGFS again in the medium term.

(a) the zlib.h question
As a user of zlib objects in other projects, i do not care
which way 'we' go on this ...
If i have to remember to add a 'zlib' path(s) to my msvc6
dsw/dsp files, then this is no big shakes ... That's what
'Project - Settings' is for ...

In my case it effects -
simgear/sg_zlib.h, and 2 other headers - no problem. I
usually 'fix' them locally and get on with the compile ...

If we have to choose between those two, then I vote for everyone
changing the workspace. If MSVC does not find files, then that is the
first thing where one would look.


(c) Compiler / Linker - Model
I will mention again, that since metakit's win
msvc6 'default' build is 'MultiThreaded DLL', I link with
my PLIB libraries also compiled with this SAME 'model'.

That should be ok. On the PLIB list it has been decided some time ago
that the MSVC workspace will use multi threading.

And of course I compile SimGear.lib and
FlightGear.exe using this same 'model' ...

Yes, it is very important to have the same model for all, the error
messages you get when you do not are very missleading.

rgds,

Geoff.

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Re: [Flightgear-devel] msvc6 - new year update

2002-01-05 Thread Wolfram Kuss

Geoff, are you sure you have the newest PLIB from CVS?

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Re: [Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-29 Thread Wolfram Kuss

This atg file is the wavefront obj file?

It is simply the ascii for of the btg. 
ATG = Ascii Terra Gear
BTG = Binary Terra Gear
There is code to convert between them. If you have Windows, I can give
you the source for at least one direction. If you have another OS,
then you need to call decode_binobj (IIRC, I would have to look it
up).

[]'s

Marcio Shimoda

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[Flightgear-devel] Doc: How to position objects in FlightGear scenery

2001-12-27 Thread Wolfram Kuss

Here is what you have to do to edit fgfs scenery tiles with PPE:

1) Get PPE (prettypoly Editor, see prettypoly.sf.net ).
Get a program that converts btg to atg files, called btg2atg in this
text.
Windows people can simply download the binaries:
http://prettypoly.sourceforge.net/download/ppewinbin.zip
http://prettypoly.sourceforge.net/download/btg2atg.zip


2)
In your .ppe_rc, you need to have something like

viewer.setTexturePath($(APOM);$(APOM)/texture;$(APOM)/../texture;c:/FlightGear/textures/$(...))

This should mean that PPE finds the textures of .MDL models you load 
and the FlightGear textures.


3)
To edit KLVK, extract KLVK.btg.gz, leaving the .gz file where it is.
Say btg2atg KLVK to convert the binary KLVK.btg into the ascii
KLVK.atg.I create a new work directory where I put this.
Create a directory textures under this and put all the needed
textures in there. Load KLVK.atg into PPE. If there are still textures
missing, PPE will tell you in the console.

4) You could edit this atg file and save it and have FlightGear load
it. However, the more up-to-date thing for adding objects is to load
aditional objects via the *.stg files. For limitations on ATG loading
and writing, see the PLIB docs, under the table on the file formats

5a)
Lets say now that you want to add one or several models in some PLIB 
supported format. You have the model on your harddisc, can load it 
(incklusive textures) into PPE, it has the correct size (1 unit = 1
meter) and, preferably, the origin in the floor.


5b) 
Start PPE, load the *.atg file (terrain tile), and say view/make 
everything visible. Move to approximately where you want to be, so 
you see the spot where you want to add something from fairly close. 
You can use the num keypad for this. Open the structure editor and 
close the ssgBranch (it is probably the 3. line you see) containing 
all of the geometry. If you don't, you may have crashes in PPE later
on.

5c) 
Type 3 and then click where you want to place the object.
If you move the mouse between the press and the release a bit, you 
will see the coordinates in the console window.

5d)
Using Merge and position, add the new object. It should be
positioned more or less where you want. Also it is automatically
rotated to be upright, but the heading is undefined. Give the
structure viewer a second or two to update.

5e)
In the structure vbiewer, left click on ssgTransform: PPE: Trafo,
the 
first of the new nodes. Say view/Make curr. Subobject visible.
Now, the view should be around the new object. Rotate the camera 
around it with the middle mouse button. Move a bit back using the num
keypad.

5f)
Now leftclick on the node ssgTransform: PPE: usertrafo. 
Like the name says, the is the transformation you, as user, should use
to position the object. This is quite easy, since the difficult
transform to get it upright lives in ssgTransform: PPE: Trafo.
In the properties dialog, go to the Tab transformation.
There will be three edits for the x,y,and z movement and three dials
for
h,p,r. I have no problems with the dials, but the edits sometimes
don't work. It seems to pay to start with the edits.
One trick is to, after changing a value in them, tab out of the
changed edit field. The three dials are for  rotating the object. With
these 6 values, position the object to your liking.

5g)
Press F11. This will write a (additional) line into (c:\)temp.stg
Simply copy this line into the *.stg file that contains KLVK.

5h)
Copy the new object into the directory of KLVK. Copy the textures
into the textures dir.



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Re: [Flightgear-devel] MSFS models

2001-12-26 Thread Wolfram Kuss

Norman wrote:

I keep a copy of my most recent MINGW FGFS executable at
http://www.vso.cape.com/~nhv/files/fgfs/fgfs.exe.gz

Excellent, thank you. I will look at it today.

The current file was compiled against the CVS of Dec22 
These executables usually have the sound disabled

That is no problem for me, I often fly without sound anyway.

Cheers

Norman

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Cessna 182

2001-12-13 Thread Wolfram Kuss

David wrote:

There is now a Cessna 182 flight model in the base package 

There are much more freeware C182s than C172s. C 172 are part of most
flight sims, so there was no big reason for the Freeware people to
make one. What is the quality of the C182 FDM compared to the C172
FDM?

David

Bye bye,
Wolfram.


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Re: [Flightgear-devel] 3d cockpit and some ideas

2001-12-13 Thread Wolfram Kuss

Starting small, but being extensible is a good idea.
Often, the 3D cockpit model is much more complex than the exteriour
model.
For example, for BoBs Spitfire:
- Cockpit as 3D Studio ascii file: 324 k without the instruments. 
This melts down to a 45 k binary.
- Exteriour model, highest LOD, with hitboxes: 211 k.

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Unable to select '--fdm=larcsim'

2001-12-10 Thread Wolfram Kuss

Ross wrote:

(as a hang-glider pilot, sometimes I can't be
bothered with engines and props ! :) 

Hehehe :-).

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Starting up flightgear.

2001-12-09 Thread Wolfram Kuss

Christian wrote:

Wolfram: When was the last time you've tried FGFS with MSVC?

Long ago.

CU,
Christian

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Wolfram.

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[Flightgear-devel] OT: Building dual throttles.

2001-12-08 Thread Wolfram Kuss

I think this subject is currently OT (on topic :-)).
Here is someone that built himself dualthrottles and connected them to
the PC. Since its mainly about the hardware, this should be
interesting to Linux people as well:

http://www.flightsim.com/cgi/kds/main/howto/dualthr.htm

Bye bye,
Wolfram.

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