On Tuesday 08 November 2005 16:27, Harald JOHNSEN wrote:
It's a quick hack, I try to find plausible surface/gear position
depending on the ai aircraft attitude.
From the aircraft_demo ai, you can see the 733 gears animation just
after take-off :
Josh Babcock wrote:
possibly the Colditz glider to follow it. BTW, how come the Colditz
never made it into CVS, IIRC it's GPL, and I personally thought it was a
pretty neat little project. Anyway...
The last message I saw about this subject indicated it wasn't ready for
inclusion. After that
On Tue, 2005-11-08 at 08:39, Erik Hofman wrote:
Josh Babcock wrote:
possibly the Colditz glider to follow it. BTW, how come the Colditz
never made it into CVS, IIRC it's GPL, and I personally thought it was a
pretty neat little project. Anyway...
The last message I saw about this
Durk Talsma wrote:
On Monday 07 November 2005 18:53, Harald JOHNSEN wrote:
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is
probably gear up/down, because that's quite
Durk Talsma wrote:
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So, I'd
be interested to know if anybody with reasonable 3d
On Monday 07 November 2005 14:20, Josh Babcock wrote:
Durk Talsma wrote:
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So,
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is probably
gear up/down, because that's quite visible. Flap extension/retration would
probaly also be quite visible.
Cheers,
Durk
On Monday 07 November 2005 18:53, Harald JOHNSEN wrote:
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is
probably gear up/down, because that's quite visible. Flap
Durk Talsma wrote:
On Monday 07 November 2005 14:20, Josh Babcock wrote:
Durk Talsma wrote:
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various
On November 4, 2005 04:23 pm, Durk Talsma wrote:
So, for starters, I would like to explore
some models of the more popular airliners series, i,e., the Boeing 7[0-8]7,
Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and Fokkers of
course :-)). I'd build them myself If I had shown any
@flightgear.org
Sent: Saturday, November 05, 2005 11:44 PM
Subject: Re: [Flightgear-devel] AI Aircraft Models
Innis Cunningham wrote:
I would think we are better ploting our own course this may mean we are a
bit light on to start off with but with people helping it would take no
time at all.
Lots
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Jon Stockill schrieb:
Innis Cunningham wrote:
I would think we are better ploting our own course this may mean we are a
bit light on to start off with but with people helping it would take
no time at all.
Lots of airlines provide timetables
On Sun, 6 Nov 2005 09:43:20 -0200, Rodrigo wrote in message
[EMAIL PROTECTED]:
There�s lot of flightplans for lots of carriers designed by indepedent
simmers
on usual flight sim sites: www.avsim.com , www.fsfreeware.com ,
www.flightsim.com
so, no need for PAI flight plans.
About models
On Friday 04 November 2005 23:40, Christian Mayer wrote:
Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So, I'd
be interested to know if anybody with reasonable 3d modeling skills
On Saturday 05 November 2005 00:26, Innis Cunningham wrote:
Hi Durk
From: Durk Talsmawrites
interested to know if anybody with reasonable 3d modeling skills would be
interested in contributing in this field. Although the traffic system
shouldn't be limited to commercial airliners, this
On Saturday 05 November 2005 01:42, Paul Surgeon wrote:
It's a pity we can't use something like the Project AI aircraft packages.
It's a lot of work modeling dozens of aircraft types and liveries.
I agree. I've been trying to contact the folks at project AI at least five
times to see if we
Durk Talsma writes
On Saturday 05 November 2005 01:42, Paul Surgeon wrote:
It's a pity we can't use something like the Project AI aircraft
packages.
It's a lot of work modeling dozens of aircraft types and liveries.
I agree. I've been trying to contact the folks at project AI at least
Innis Cunningham wrote:
I would think we are better ploting our own course this may mean we are a
bit light on to start off with but with people helping it would take no
time at all.
Lots of airlines provide timetables in PDF format - fed into pdftotext
and parsed with a bit of perl we
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Durk Talsma schrieb:
To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So, I'd be
interested to know if anybody with reasonable 3d modeling skills would be
Hi Durk
From: Durk Talsmawrites
Hey Guys,
The last couple of days I've been slowly but steadily progressing with my
traffic editing tool, hereafter referred to as TrafficGear. I have a rough
version of the aircraft selection choice menus working now.
I've been playing a bit with loading
On Friday 04 November 2005 23:23, Durk Talsma wrote:
I've been playing a bit with loading different aircraft and different paint
schemes. To get AI traffic going in the forseeable future, we could use
quite a few low-polygon count aircraft models in various paint schemes. So,
I'd be interested
On Wed, 24 Nov 2004 07:29:02 +0100
Durk Talsma [EMAIL PROTECTED] wrote:
[ snip ]
Another thing I noticed is that when the AIModel subsystem loads
multiple copies of an aircraft, separate copies of each model are loaded
each time, instead of referencing to the
On Monday 29 November 2004 11:03, Chris Metzler wrote:
On Wed, 24 Nov 2004 07:29:02 +0100
Durk Talsma [EMAIL PROTECTED] wrote:
[ snip ]
Another thing I noticed is that when the AIModel subsystem loads
multiple copies of an aircraft, separate copies of each
On Mon, 29 Nov 2004 17:30:51 +0100
Durk Talsma [EMAIL PROTECTED] wrote:
After solving the multiple copy problem, the AI system became a lot more
flexible and I was able to load close to 1200 aircraft, but when
multiple aircraft came into view, I experienced some nasty problems,
including
Boris Koenig wrote:
Durk Talsma wrote:
[...]
For this and other reasons, I'm currently leaning toward favoring
having a separate set of low-polygon count models for AI aircraft. The
basic idea would then be to have a directory looking like this:
data/Aircraft/AI/
I like the idea of having such
Josh Babcock writes:
There are automatic LOD reducing programs out there, but all the output that
I
have seen is ugly and only suitable to simple modeds viewed at a large
distance.
Michael Garland author of the Terra package we use to reduce
the Terrain data has an interesting method for
Hi Folks,
Following up on Curt's question about the aircraft directory layout, I would
like to bring up a slightly different but related issue, that of aircraft
models for use in AI traffic.
Over the past summer, we've had to deal with many inconsistencies that were
related to the AI traffic
Durk Talsma wrote:
[...]
For this and other reasons, I'm currently leaning toward favoring having a
separate set of low-polygon count models for AI aircraft. The basic idea
would then be to have a directory looking like this:
data/Aircraft/AI/
I like the idea of having such a low-polygon
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