[Flightgear-devel] objects lifetime

2003-09-11 Thread Matevz Jekovec
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

Re: [Flightgear-devel] objects lifetime

2003-09-11 Thread Julian Foad
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

Re: [Flightgear-devel] Objects

2001-12-16 Thread John Wojnaroski
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

Re: [Flightgear-devel] Objects

2001-12-15 Thread Renganathan vs
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

RE: [Flightgear-devel] Objects

2001-12-14 Thread VS Renganathan
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.

Re: [Flightgear-devel] Objects

2001-12-14 Thread Roman Grigoriev
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

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
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

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
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

Re: [Flightgear-devel] Objects

2001-12-14 Thread Roman Grigoriev
: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

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
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

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
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

Re: [Flightgear-devel] Objects

2001-12-14 Thread Roman Grigoriev
: [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

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
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

Re: [Flightgear-devel] Objects

2001-12-14 Thread John Wojnaroski
-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.

Re: [Flightgear-devel] Objects

2001-12-14 Thread David Findlay
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

Re: [Flightgear-devel] Objects

2001-12-13 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Objects

2001-12-13 Thread David Findlay
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