Am 30.08.10 09:27, schrieb Erik Hofman:
> On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
>> Hey, this is to much for me. Can someone help? (I apologize in advance
>> if this is a known issue and tree code is not finished yet, I couldn’t
>> find any postings about.)
>
> I think the trees are rend
Am 30.08.10 09:47, schrieb HB-GRAL:
> Am 30.08.10 09:27, schrieb Erik Hofman:
>> On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
>>> Hey, this is to much for me. Can someone help? (I apologize in advance
>>> if this is a known issue and tree code is not finished yet, I couldn’t
>>> find any posti
Am 30.08.10 09:27, schrieb Erik Hofman:
> On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
>> Hey, this is to much for me. Can someone help? (I apologize in advance
>> if this is a known issue and tree code is not finished yet, I couldn’t
>> find any postings about.)
>
> I think the trees are rend
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote:
> Hey, this is to much for me. Can someone help? (I apologize in advance
> if this is a known issue and tree code is not finished yet, I couldn’t
> find any postings about.)
I think the trees are rendered using a shader now. And for shaders the
t
Hello Woods
I tried to change tree textures setting in materials.xml. When I change
a tree texture nothing happens. SG/FG takes always the same texture
(almost, see below). I deleted the tag and it takes still
the same old standard texture (mixed-summer.png).
When I delete all tree-per materi
On Wed, 13 Feb 2008 02:36:30 +0100
"Csaba Halász" <[EMAIL PROTECTED]> wrote:
> On Feb 13, 2008 2:13 AM, Syd&Sandy <[EMAIL PROTECTED]> wrote:
> >
> > If there is a property to show the Terrain type below , I haven't found it
> > ... it would make things easier
>
> A little nasal combining ge
On Feb 13, 2008 2:13 AM, Syd&Sandy <[EMAIL PROTECTED]> wrote:
>
> If there is a property to show the Terrain type below , I haven't found it
> ... it would make things easier
A little nasal combining geo.click_position and geodinfo should do the trick.
--
Csaba/Jester
On Tue, 12 Feb 2008 23:27:08 +0100
Georg Vollnhals <[EMAIL PROTECTED]> wrote:
>
> >>
> >
> > Hi Georg,
> > The winter textures are in cvs now, I'm working on those ugly trees
> > next and a higher resolution set to put in Textures.high .
> > If you spot a texture I might have missed , l
On Tue, 12 Feb 2008 16:34:47 -0500
"Will Harrison" <[EMAIL PROTECTED]> wrote:
> FRAGMENT glCompileShader
I'm no expert in that area , but the error statement seems to indicate that.
Maybe someone with more knowledge can answer better ...
Cheers
--
Syd&Sandy <[EMAIL PROTECTED]>
--
>>
>
> Hi Georg,
> The winter textures are in cvs now, I'm working on those ugly trees next
> and a higher resolution set to put in Textures.high .
> If you spot a texture I might have missed , let me know ...
> Cheers
>
>
>
Hi Syd,
after updating CVS and testing I found the city te
Hey,
I'm really looking forward to seeing this, thanks for all the work you've
done on it!
But whenever I start FG, i get:
> Mesa 6.5.1 implementation error: User called no-op dispatch function (an
> unsupported extension function?)
> Please report at bugzilla.freedesktop.org
> FRAGMENT glCompileS
Syd&Sandy schrieb:
>>
>>
>
> Hi Georg,
> The winter textures are in cvs now, I'm working on those ugly trees next
> and a higher resolution set to put in Textures.high .
> If you spot a texture I might have missed , let me know ...
> Cheers
>
>
>
Syd, thank you very much,
I'll downloa
On Tue, 12 Feb 2008 16:43:58 +0100
Georg Vollnhals <[EMAIL PROTECTED]> wrote:
> LeeE schrieb:
> >> The next one:
> >> Did you see these tree areas, seems to be something like an
> >> ongoing ecological desaster in FlightGear:
> >>
> >> http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
> >>
LeeE schrieb:
>> The next one:
>> Did you see these tree areas, seems to be something like an
>> ongoing ecological desaster in FlightGear:
>>
>> http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
>>
>> Any ideas?
>>
>> Regards
>> Georg
>>
>
> Brings to mind the Tunguska event -
>
> ht
On Monday 11 February 2008 16:20, Georg Vollnhals wrote:
> Syd&Sandy schrieb:
> > On Mon, 11 Feb 2008 03:47:26 +0100
> > Georg Vollnhals <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > Hi Georg , the tree problem is because I created a set of 8
> > instead of 4 trees per texture for the coniferous t
On Mon, 11 Feb 2008 17:20:24 +0100
Georg Vollnhals <[EMAIL PROTECTED]> wrote:
> Hi Syd,
>
> you know that I am not complaining? I am just feeling like a Beta-Tester
> doing some helping work to improve the stuff.
> If you agree with me, there are a lot of things to discuss - but I just
> want to
Syd&Sandy schrieb:
> On Mon, 11 Feb 2008 03:47:26 +0100
> Georg Vollnhals <[EMAIL PROTECTED]> wrote:
>
>
>>
>
> Hi Georg , the tree problem is because I created a set of 8 instead of 4
> trees per texture for the
> coniferous trees , and the originally commented out parts of the material.
--- Csaba Halász wrote:
> On Feb 11, 2008 11:05 AM, Stuart Buchanan
> wrote:
> >
> > I'm sure we can think of some more.
> >
> > If we could define these regions based on lat/lon (in an XML file?), FG
> > could
> set
> > them, and they could be easily used within materials.xml.
>
> Needs more i
On Mon, 11 Feb 2008 10:05:20 + (GMT)
Stuart Buchanan wrote:
>
> I have been thinking for a while that it would be good to have some way
> to have a finer granularity within materials.xml.
>
> For example:
> - Towns and villages in different countries/continents are quite
> different in terms
On Feb 11, 2008 11:05 AM, Stuart Buchanan <[EMAIL PROTECTED]> wrote:
>
> I'm sure we can think of some more.
>
> If we could define these regions based on lat/lon (in an XML file?), FG could
> set
> them, and they could be easily used within materials.xml.
Needs more invasive changes to the code.
--- Csaba Halász wrote:
> On Feb 9, 2008 12:29 PM, Vivian Meazza <[EMAIL PROTECTED]> wrote:
> >
> > I would be pleasantly surprised if worked in materials.xml
>
> Here you go :)
>
> As a side effect, we could get rid of the ugly code that makes
> "Terrain." out of "Terrain" at the expense of som
On Mon, 11 Feb 2008 03:47:26 +0100
Georg Vollnhals <[EMAIL PROTECTED]> wrote:
> Csaba Halász schrieb:
> > On Feb 11, 2008 2:09 AM, Georg Vollnhals <[EMAIL PROTECTED]> wrote:
> >
> >> Apart from this, the improvement of the seasonal effects is enhancing
> >> the FlightGear world one more step. T
Csaba Halász schrieb:
> On Feb 11, 2008 2:09 AM, Georg Vollnhals <[EMAIL PROTECTED]> wrote:
>
>> Apart from this, the improvement of the seasonal effects is enhancing
>> the FlightGear world one more step. Thank you for this work.
>>
>
> I just did the "condifion" part, you should thank Stu
On Feb 11, 2008 2:09 AM, Georg Vollnhals <[EMAIL PROTECTED]> wrote:
>
> Apart from this, the improvement of the seasonal effects is enhancing
> the FlightGear world one more step. Thank you for this work.
I just did the "condifion" part, you should thank Stuart, Syd and Tim ...
--
Csaba/Jester
Csaba Halász schrieb:
> On Feb 9, 2008 12:29 PM, Vivian Meazza <[EMAIL PROTECTED]> wrote:
>
>> I would be pleasantly surprised if worked in materials.xml
>>
>
> Here you go :)
>
> As a side effect, we could get rid of the ugly code that makes
> "Terrain." out of "Terrain" at the expense of
>
> Im testing now , but yes you can change solid ,
> bumpiness , friction , etc , so it should be
> possible
> Cheers
>
Even, when it is raining or snowing? That would be a
feature which MSFS has not ( only graphic, but not in
the behaviour of the aircraft)
still in work: http://www.hoerbird.n
>
> Im testing now , but yes you can change solid ,
> bumpiness , friction , etc , so it should be
> possible
> Cheers
>
Even, when it is raining or snowing? That would be a
feature which MSFS has not ( only graphic, but not in
the behaviour of the aircraft)
still in work: http://www.hoerbird.n
On Mon, 11 Feb 2008 00:41:31 +0100 (CET)
Heiko Schulz <[EMAIL PROTECTED]> wrote:
>
> --- Csaba Halász <[EMAIL PROTECTED]> schrieb:
>
> > On Feb 10, 2008 11:22 PM, Heiko Schulz
> > <[EMAIL PROTECTED]> wrote:
> > >
> > > Did I read right? That meand the thae lakes,
> > Rivers
> > > etc. will be fr
--- Csaba Halász <[EMAIL PROTECTED]> schrieb:
> On Feb 10, 2008 11:22 PM, Heiko Schulz
> <[EMAIL PROTECTED]> wrote:
> >
> > Did I read right? That meand the thae lakes,
> Rivers
> > etc. will be frozen ( solid!) if it is winter in
> FGFS?
> >
> > We discussed this on IRC- but it seemed not really
On Feb 10, 2008 11:22 PM, Heiko Schulz <[EMAIL PROTECTED]> wrote:
>
> Did I read right? That meand the thae lakes, Rivers
> etc. will be frozen ( solid!) if it is winter in FGFS?
>
> We discussed this on IRC- but it seemed not really
> possible ( to me)
http://picasaweb.google.com/Csaba.Halasz/Mis
--- Csaba Halász <[EMAIL PROTECTED]> schrieb:
> On Feb 9, 2008 12:29 PM, Vivian Meazza
> <[EMAIL PROTECTED]> wrote:
> >
> > I would be pleasantly surprised if
> worked in materials.xml
>
> Here you go :)
>
> As a side effect, we could get rid of the ugly code
> that makes
> "Terrain." out of "
On Feb 9, 2008 12:29 PM, Vivian Meazza <[EMAIL PROTECTED]> wrote:
>
> I would be pleasantly surprised if worked in materials.xml
Here you go :)
As a side effect, we could get rid of the ugly code that makes
"Terrain." out of "Terrain" at the expense of some more xml.
I attached a patch against
Hi everyone.
I'm having permission problems with the Trees folder , so I put a zip file on
my page ...
http://www3.telus.net/sydadams/
with the new textures. Also included is a corrected material.xml file , since
the conifer set now has 8 trees instead of 4...
Cheers
--
Syd&Sandy <[EMAIL PROTEC
Syd wrote
> Subject: [Flightgear-devel] tree textures
>
>
> I tried to commit my tree texture sets (summer, fall,winter),
> but it appears I can't write to the Trees folder , so this
> might be a waste of time, but does the work for
> the material.xml file ? What
I tried to commit my tree texture sets (summer, fall,winter), but it appears I
can't write to the Trees folder , so this might be a waste of time, but does
the work for the material.xml file ?
What I,m trying to do is select a tree texture based on the sim/startup/season
property , (and to get
I created some new tree textures , but can't attach them here for testing
because they are over 40 kb.I can commit them if Curt could suggest a safe
place to store them I would prefer feedback before sticking them in the
Textures/Trees directory.
Cheers
--
Syd&Sandy <[EMAIL PROTECTED]>
First email stopped , too big :)
I've created some tree textures with Blender , I'll attach them if anyone wants
to test them ...
Are there supposed to be 8 coniferous trees instead of 4 ?
Cheers
--
Syd&Sandy <[EMAIL PROTECTED]>
coniferous-tree-strip4.rgb
Description: Binary data
--
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