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

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

2004-01-13 Thread Paul Surgeon
On Tuesday, 13 January 2004 01:29, David Megginson wrote: > Paul Surgeon wrote: > > Did it handle not zooming through panels? > > It actually changed the field of view, not the view position, so it was > like looking through a zoom lens. > > All the best, > David That's perfect. I forgot that one

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

2004-01-12 Thread David Megginson
Paul Surgeon wrote: Did it handle not zooming through panels? It actually changed the field of view, not the view position, so it was like looking through a zoom lens. All the best, David ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mai

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

2004-01-12 Thread David Megginson
Josh Babcock wrote: I have my wheel set to zoom in view mode, and trim the elevator in control mode. (or at least I did until I removed the mouse control mode compltely). Pressing the MMB resets the zoom to default. I like it a lot, I can zoom in on a small instrument, switch over to pointer mo

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

2004-01-12 Thread Paul Surgeon
On Monday, 12 January 2004 22:00, David Megginson wrote: > Paul Surgeon wrote: > > 1. I need an easy way of zooming in and out (scroll wheel?) so that the > > labels can be read and instruments adjusted. > > For a while, I had "+", "-", and "=" assigned to that, with "=" snapping > back to the defa

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

2004-01-12 Thread Josh Babcock
I have my wheel set to zoom in view mode, and trim the elevator in control mode. (or at least I did until I removed the mouse control mode compltely). Pressing the MMB resets the zoom to default. I like it a lot, I can zoom in on a small instrument, switch over to pointer mode and click away, s

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

2004-01-12 Thread David Megginson
Paul Surgeon wrote: 1. I need an easy way of zooming in and out (scroll wheel?) so that the labels can be read and instruments adjusted. For a while, I had "+", "-", and "=" assigned to that, with "=" snapping back to the default zoom. I think someone else changed it. I'd be reluctant to use t

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

2004-01-12 Thread Paul Surgeon
On Monday, 12 January 2004 09:02, Innis Cunningham wrote: > I can not see why you would bother trying to build a 3D model of a > CRT or plasma screen when it could be represented by a single texture. > Just my 2 cents worth. 2D CRT or LCD screens in cockpits look fine but 3D knobs, buttons, switch

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

2004-01-12 Thread David Megginson
Innis Cunningham wrote: Either way, you're building a 3D object, and the level of difficulty is about the same -- you can just as easily stack and animate 2D textures using our 3D animation code. The 2D code is a legacy thing that it would be nice to dump, eventually. I would have thought th

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

2004-01-12 Thread Andy Ross
Innis Cunningham wrote: > So if you are not into 3D modeling the 2D panel might be the best > place to start. You can map a 2D panel into a 3D cockpit; see the c172 model files. Basically, you define corners for the quad you want the panel to appear in, and FlightGear draws it appropriately. Opin

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

2004-01-12 Thread Innis Cunningham
Hi David David Megginson writes Either way, you're building a 3D object, and the level of difficulty is about the same -- you can just as easily stack and animate 2D textures using our 3D animation code. The 2D code is a legacy thing that it would be nice to dump, eventually. I would have tho

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

2004-01-12 Thread David Megginson
Innis Cunningham wrote: panel instruments made as proper 3D objects are the way At the risk of getting into trouble I would ask why. Nearly all instruments in an A/C are presented as 2D the only real 3D instrument I can think of is the AH ball and with the introduction of the glass cockpit even t

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

2004-01-12 Thread David Megginson
Innis Cunningham wrote: I could not write two lines of C code to save myself but I found the XML files quite easy to learn.The main thing to remember with XML is cut and paste is your greatest friend.You can throw a panel together quite quickly if you know what code blocks to use. That's good to h

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

2004-01-12 Thread Innis Cunningham
Hi Vikki Victoria Welch writes> > I did make an attempt to stick the c172 panel into the B105 but it didn't work at all other than to generate error messages. I thought that would be a good place to start, but it sure didn't work that way. In the bo105-yasim-set.XML file replace the current panel

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

2004-01-12 Thread Victoria Welch
On Sunday 11 January 2004 22:46, Innis Cunningham wrote: > Hi Vikki > I have just finished doing a 737 panel which will be coming > Eric's way in a couple of days.This was done as a 2D panel. > I could not write two lines of C code to save myself but I found > the XML files quite easy to learn.The

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

2004-01-12 Thread Innis Cunningham
David Megginson writes Hi David panel instruments made as proper 3D objects are the way to go, if you can manage it. At the risk of getting into trouble I would ask why. Nearly all instruments in an A/C are presented as 2D the only real 3D instrument I can think of is the AH ball and with the int

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

2004-01-11 Thread Innis Cunningham
Hi Vikki I have just finished doing a 737 panel which will be coming Eric's way in a couple of days.This was done as a 2D panel. I could not write two lines of C code to save myself but I found the XML files quite easy to learn.The main thing to remember with XML is cut and paste is your greatest f

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

2004-01-11 Thread Victoria Welch
On Sunday 11 January 2004 19:28, Jon Berndt wrote: > > Hi Folks and TIA! > > > > I'm thinking I want to get into building panels for FG > > aircraft. Either I am missing it or the tools for the job are > > vi, gimp, an XML reference and all the FG header files ?!? > > > > Any comments or sugges

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

2004-01-11 Thread Jon Berndt
> Hi Folks and TIA! > > I'm thinking I want to get into building panels for FG aircraft. > Either I am missing it or the tools for the job are vi, gimp, an > XML reference and all the FG header files ?!? > > Any comments or suggestions appreciated! If you don't have any particular aircraft in

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

2004-01-11 Thread David Megginson
Victoria Welch wrote: I'm thinking I want to get into building panels for FG aircraft. Either I am missing it or the tools for the job are vi, gimp, an XML reference and all the FG header files ?!? Actually, the preferred method would be Blender/AC3D, GIMP, and vi/emacs -- panel instruments

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

2004-01-11 Thread Curtis L. Olson
Victoria Welch wrote: I'm thinking I want to get into building panels for FG aircraft. Either I am missing it or the tools for the job are vi, gimp, an XML reference and all the FG header files ?!? Any comments or suggestions appreciated! I'll chime in with a couple comments. First off, ye

[Flightgear-devel] Panel Building ?!?

2004-01-11 Thread Victoria Welch
Hi Folks and TIA! I'm thinking I want to get into building panels for FG aircraft. Either I am missing it or the tools for the job are vi, gimp, an XML reference and all the FG header files ?!? Any comments or suggestions appreciated! Thanks & take care, Vikki. -- Victoria Welch, WV9K/7,