[Flightgear-devel] Unexpected behaviour of FlightGear's "material" animation
Hi all, I have created some FlightGear scenery models that light up at night. I have followed the directions contained on the "Howto: Illuminate faces" page on the FlightGear wiki. My model's XML file contains the following: material Walls /sim/time/sun-angle-rad 1.70170 1 1 1 Using FlightGear 1.9.1 on Ubuntu 10.04, this works -- except the lights don't turn off. The wiki says that the lights will turn off automatically when the condition is no longer true, but this did not work for me. To turn the lights off I needed to include the following: material Walls /sim/time/sun-angle-rad 1.70170 0 0 0 Can anyone confirm whether the behaviour works as described in the wiki? Should the lights automatically turn off, or is the wiki wrong and the second condition is required? Also, using FlightGear v2.0.0 on Ubuntu 10.04 (compiled on 1-Nov-2010 using the "Download and Install" script), the behaviour is different again: the lights are lit at all times. Has the behaviour changed for this version, is it still under development, or have I missed a change in the animation properties? Many thanks, Greg Hawkes -- Nokia and AT&T present the 2010 Calling All Innovators-North America contest Create new apps & games for the Nokia N8 for consumers in U.S. and Canada $10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store http://p.sf.net/sfu/nokia-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Will texture animation be restored for the next release?
Hi all, I recently asked the FlightGear-Users list about FlightGear's texture animation feature. There is a note on the Wiki page (http://wiki.flightgear.org/index.php/Howto:_Illuminate_faces) that says that texture animation will not work on any version newer than v1.0, and lists an alternative technique. However, using that alternative will require me to redevelop all of the models that I having been working on (grr!). Frederic Bouvier mentioned that the feature would be restored in the next release version. Can someone on the developer's list please confirm whether texture animation will be present for the next FlightGear release? I understand that FlightGear 1.9.n will be included in the Ubuntu 9.10 release, "Karmic Koala". Can anyone confirm whether the texture animation will be included in that release? Many thanks, Greg -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-users] Traffic Manager II
Durk Talsma wrote: So what is traffic manager II? Well the main difference is that it will become a lot easier for users to develop their own traffic. Instead of going through a complicated procedure of compiling a sequence of flights into an xml file, the new version just requires a plain text file that specifies which aircraft are available and which flights are required to be operated. Hi Durk, My biggest problem with FlightGear's AI traffic is not the complexity of the XML files, nor the need to assign individual aircraft to flights (although anything that reduces that complexity is good). Instead, the biggest issue that I can see is that there is no way for FlightGear users to share their flight patterns with each other. For example, my local airport is Melbourne's Tullamarine (YMML), and I can create AI flights from Tullamarine to various Australian and international destinations. There are other FlightGear users modelling flights arriving at their local airports, some of which will correspond to the flights that I have modelled leaving from Tullamarine. There is no way for those users to access the flights that I have created. This means that each user creates their own AI traffic XML database, without the ability to share their efforts with other users. One solution to this problem is to create a shared database of every (well, every /regularly scheduled/) flight everywhere in the world. This idea is similar to FlightGear's world scenery database. That project claims to aim for world domination, so why not have the same aim for the AI traffic database? Of course, problems with this idea are that 1) maintaining the database is a huge job, 2) distributing it will be a large download, and 3) I don't want my CPU burning cycles to simulate traffic on the other side of the world. Another solution is similar to this, but to download only those flights for a specific airport -- or maybe for a specific region. A third idea is to download flights only for a set of airports (for example, only those airports that I frequent). Of course, what I really want is to fly from anywhere to anywhere, and to see all of the corresponding air traffic along the way. Updated automatically, and in real-time. Could you add that to your to-do list, please? :-) Regards, Greg Hawkes - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel