I was thinking of the way we could ommit lifetime for our terrain and
scenery objects. For e.g. if we get a WTC towers models or some other
historical buildings one day, we cannot place them into year 2003. What
if every object has a timestamp - an interval from when to when certain
object
Matevz Jekovec wrote:
I was thinking of the way we could ommit lifetime for our terrain and
scenery objects. For e.g. if we get a WTC towers models or some other
historical buildings one day, we cannot place them into year 2003. What
if every object has a timestamp - an interval from when to
John,
I shall help you with this on Tuesday 18 Dec if Norman
or Curt havent already told you how to. I dont have
FlightGear at home (normal PC wihout accelerator!!) ,
thats why. I will have to send you textures, .mtl file
and the objects.txt file. I think both Norman and Curt
have tried
John,
I shall help you with this on Tuesday 18 Dec if Norman
or Curt havent already told you how to. I dont have
FlightGear at home (normal PC wihout accelerator!!) ,
thats why. I will have to send you textures, .mtl file
and the objects.txt file. I think both Norman and Curt
have tried and have
David,
-Original Message-
What's FG_EXPERIMENTAL_LIGHTING? And is it used by default?
It is code to enable lighting on the aircraft carrier incuding an Optical
Landing aid (fixed at 3.75 deg). It is not enabled by default unless you add
that define. As far as I know only I am using it.
Dave if u nedda tree database (perfect textures)
I can give u them
Roman
- Original Message -
From: David Findlay [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 14, 2001 9:52 AM
Subject: Re: [Flightgear-devel] Objects
On Fri, 14 Dec 2001 16:13, you wrote:
On Fri, 14
On Fri, 14 Dec 2001 18:20, you wrote:
It is code to enable lighting on the aircraft carrier incuding an Optical
Landing aid (fixed at 3.75 deg). It is not enabled by default unless you
add that define. As far as I know only I am using it.
Ah okay.
If you haven't already written code for
On Fri, 14 Dec 2001 18:20, you wrote:
Dave if u nedda tree database (perfect textures)
I can give u them
Okay thanks. At the moment I just need one or two types for testing purposes
and then once that's right we can add more. Could you email me some? Thanks,
David
:38 AM
Subject: Re: [Flightgear-devel] Objects
On Fri, 14 Dec 2001 18:20, you wrote:
Dave if u nedda tree database (perfect textures)
I can give u them
Okay thanks. At the moment I just need one or two types for testing
purposes
and then once that's right we can add more. Could you email me
On Fri, 14 Dec 2001 18:20, you wrote:
What's FG_EXPERIMENTAL_LIGHTING? And is it used by default?
It is code to enable lighting on the aircraft carrier incuding an Optical
Landing aid (fixed at 3.75 deg). It is not enabled by default unless you
add that define. As far as I know only I am
On Fri, 14 Dec 2001 18:44, you wrote:
ok specify type of trees and height
Any hieght or res, I will transform and scale it in the sim.
i have bushes deciduous trees and pine trees
Pine trees would probably be the best to start with.
what format do you prefer? i have in tga format
SGI RGB
: [Flightgear-devel] Objects
On Fri, 14 Dec 2001 18:44, you wrote:
ok specify type of trees and height
Any hieght or res, I will transform and scale it in the sim.
i have bushes deciduous trees and pine trees
Pine trees would probably be the best to start with.
what format do you
On Fri, 14 Dec 2001 19:31, you wrote:
do u have multigen creator?
No, is it free and where can I get it?
if yes i can give u trees in flt format and u don't needa to build
billboards
So are they 3D trees? Wouldn't that create too many polygons, especially in
massive forrests?
or u need
-Original Message-
What's FG_EXPERIMENTAL_LIGHTING? And is it used by default?
It is code to enable lighting on the aircraft carrier incuding an Optical
Landing aid (fixed at 3.75 deg). It is not enabled by default unless you
add
that define. As far as I know only I am using it.
On Fri, 14 Dec 2001 23:21, you wrote:
David Findlay writes:
On Fri, 14 Dec 2001 19:31, you wrote:
do u have multigen creator?
No, is it free and where can I get it?
if yes i can give u trees in flt format and u don't needa to build
billboards
FYI - PLib will read some versions of
David Findlay writes:
Where in the source code are the objects loaded? I'm thinking about whether
it would be possibly to randomly chuck in trees if the material type is a
forest type. Then later add more local information on the types of
trees that
grow in a region etc. All we need is
On Fri, 14 Dec 2001 13:56, you wrote:
David Findlay writes:
Where in the source code are the objects loaded? I'm thinking about
whether it would be possibly to randomly chuck in trees if the material
type is a forest type. Then later add more local information on the types
of trees that
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