[Flightgear-devel] Telnet lag?

2011-02-27 Thread Roberto Inzerillo
Hi everybody, I'm fooling around with Arduino and FGFS, in order to create a few physical instruments. Since I felt like using an intermediate piece of software that manages data transfers between Arduino and FGFS (Instead of connecting them directly one to the other) and every crazy thing my

Re: [Flightgear-devel] Telnet lag?

2011-02-27 Thread Roberto Inzerillo
> a look at the sources shows that a fixed polling interval is used for > telnet - default is 5Hz. So it cannot process more than 5 commands per > second. That's why it's slow. There's better methods of implementing > socket communication instead of polling, but I haven't looked into the > module

Re: [Flightgear-devel] Telnet lag?

2011-02-28 Thread Roberto Inzerillo
> I had been experimenting with adding cockpit controls to FlightGear > with the help of python. Unfortunately other things have gotten in the > way.. such as work and better weather for being outdoors! > > I gave up on the telnet interface and went down the Generic IO path. > My code can be

[Flightgear-devel] Bug with Protocol handling String fields?

2011-03-05 Thread Roberto Inzerillo
I don't know if it's a bug or it's me (I think it's a bug), so I ask you for comments about that. I'm fooling around with an Arduino board that sends data to FGFS with a serial protocol: fgfs --generic=serial,in,30,/dev/ttyACM1,9600,arduino_serial_basic_input The protocol input sections is thi

Re: [Flightgear-devel] Bug with Protocol handling String fields?

2011-03-06 Thread Roberto Inzerillo
>>> Is it FlightGear not parsing correctly the string input? Maybe attaching to >>> it any \n it receives as a part of the string? >> >> Yes. That code could use some cleanup. >> First, it calls the simgear io channel function readline() which >> simply uses \n as delimiter, not knowing about the

[Flightgear-devel] Serial Connection is broken in Windows binary

2011-03-07 Thread Roberto Inzerillo
Hi everybody, I'm getting results with Arduino and FGFS, at least in a Linux environment, that's good. But I will just shortly mention there's something broken in the Windows binaries. I have a fully working hardware/software system that let's me feed FGFS with data coming from a serial connect

[Flightgear-devel] C or C++?

2011-03-20 Thread Roberto Inzerillo
Sorry for being so naive but ... I'm starting now learning C first time in my life (not even learned C++ ever in the past) and I'm wondering ... is FGFS written in C or C++? -- Colocation vs. Managed Hosting A question a

Re: [Flightgear-devel] C or C++?

2011-03-20 Thread Roberto Inzerillo
> It's more than 99% C++. some very small pieces are C only. > > Erik Thank you Erik, I started learning C for something I had in mind relating to FGFS, but I really didn't know how it differs from C++ at first (I mean, by reading FGFS' code only). I started having dubts after a few days learni

[Flightgear-devel] Logitech Wingman Attack config file

2011-03-23 Thread Roberto Inzerillo
Hi everybody, an old Logitech Wingman Attack happened to fall into my hands ... so I connected it to a Linux box (no way to make it work in Windows7!) and started playing with modprobe, fgjs and js_demo. Well, it works nicely with FGFS :-) It's an old simple gameport attached joystick but it wo

[Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-03-31 Thread Roberto Inzerillo
Hallo everybody, I purchased a few rotary encoder and a bunch of 7segment displays to build a physical replacement of the Bendix KX165. I'm using Arduino which feeds data to FGFS on a serial connection. I'd like to update "instrumentation/comm[0]/frequencies/standby-mhz" property using the rota

Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-01 Thread Roberto Inzerillo
Hallo Torsten :-) in the meanwhile I've reviewed what I've done in the past with the Seneca NLG, that NASAL code ... it was fun :-) I think I'll try this approach first. > Von: Torsten Dreyer > > I suggest not to send the raw encoder data to FlightGear but to compute the > frequencies interna

Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-01 Thread Roberto Inzerillo
> What could you possibly be sending via telnet that would require > "performance"? Seriously, the _only_ time you should be sending data > TO the simulator is if a control state changed. I seriously doubt it's > physically possible for you to fiddle with enough switches & knobs > simultaneou

Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-01 Thread Roberto Inzerillo
>> Actually ... there is, I kinda like the idea of building my own hardware >> Yoke and Pedals, and not use any plastic toy at all. You know, just for >> fun, no need, out of curiosity :-) >> > Oh sure, I completely understand that! What I was saying though is that > you're going to be much better

Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-01 Thread Roberto Inzerillo
>>> http://ppjoy.blogspot.com/ >>> Is this PPjoy you're talking about? >>> >> That's exactly it! > > ..it's at http://ppjoy.bossstation.dnsalias.org/ , Actually that's a very old web page, the author of PPjoy later on used his blog instead ... which is not very up to date anyway, latest test re

[Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-02 Thread Roberto Inzerillo
As a followup to Thorsten's suggestion I was fooling around with my Arduino, making it send a series of fixed lenght float values to FGFS but they got "corrupted"!?!? How's that? Ok, to be more precise, Arduino is sending 7 bytes long strings and a constant int value to FGFS that reads it all u

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-02 Thread Roberto Inzerillo
> It's an issue with the finite precision of floating point variables. > Everyone is suprised when first seeing this. Only values which happen to > be a sum of "binary fractions" (e.g. 1/2 + 1/4 + 1/8) can be represented > accurately. Everything else, even simple _decimal_ values such as "0.1"

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-03 Thread Roberto Inzerillo
>> Well, readme.protocol does not mention a double format, float only; >> should I think double is anyway, just undocumented? I should really study >> more >> C++ and read the code by myself, damn > That's an omission in the documentation, you could define "double" > instead of "float" with

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-03 Thread Roberto Inzerillo
>> Well, readme.protocol does not mention a double format, float only; >> should I think double is anyway, just undocumented? I should really study >> more >> C++ and read the code by myself, damn > > Note, you could also define "fixed" which is a fixed point integer > representation of a fl

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-03 Thread Roberto Inzerillo
> One solution others have used is to express the frequency in kHz instead of > MHz so use 131925 instead of 131.925 and some nasal magic to copy your kHz > value to the MHz value. > > Ron "Others"? Who? Where in the code should I look for it? What should I search for? -- GMX DSL Doppel-Flat

Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-03 Thread Roberto Inzerillo
>> I purchased a few rotary encoder and a bunch of 7segment displays to >> build a physical replacement of the Bendix KX165. I'm using Arduino which >> feeds data to FGFS on a serial connection. I'd like to update >> "instrumentation/comm[0]/frequencies/standby-mhz" property using the rotary >> e

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-03 Thread Roberto Inzerillo
> You only need a uint8_t (8-bit) variable for the NAV and a uint16_t > (16bit) variable for the COMM part. > > Send this as an INT with the generic protocol and use > A > B > within your > > offset and factor are used like > (output from flightgear): value_on_the_wire = property_value * factor

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-03 Thread Roberto Inzerillo
> You only need a uint8_t (8-bit) variable for the NAV and a uint16_t > (16bit) variable for the COMM part. > > Send this as an INT with the generic protocol and use > A > B > within your > > offset and factor are used like > (output from flightgear): value_on_the_wire = property_value * factor

Re: [Flightgear-devel] Generic Protocol Input - Float weirdness

2011-04-03 Thread Roberto Inzerillo
Ok Torsten, let's resume. You suggest: > Send this as an INT with the generic protocol and use > A > B > within your But then: >> int > that's the nature of an INT: no fractions at all :-P I don't see a way out. - I send an INT to FGFS, the ((value_on_wire * factor) + offset) calculation get

Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-04 Thread Roberto Inzerillo
> My suggestion: > get a board from > http://www.diolan.com/i2c/u2c12_doc/u2c_spi_config_ss_fun.html Bookmarked, I will read more about those products, but looks to beexpensive, I'm going for a cheaper (more homemade) solution. Suggestion accepted anyway, will think about. > and 7-segment driv

[Flightgear-devel] No Serial lib, just Simgear code; right?

2011-04-12 Thread Roberto Inzerillo
Just a quick question about the source: FGFS does not depend on any extra code for Serial Communications than what SimGear provides; right? -- NEU: FreePhone - kostenlos mobil telefonieren und surfen! Jetzt informieren: http://www.gmx.net/de/go/freephone --

[Flightgear-devel] Arduino

2012-03-05 Thread Roberto Inzerillo
Hi everybody. I'm spending some time with Arduino lately. I made a few replica of input/output systems for FlightGear. It makes fun :-) For the (very) few who don't know, Arduino is a prototyping platform based on ATmel microprocessors, it communicates easily over any serial connection and tha

Re: [Flightgear-devel] Arduino

2012-03-05 Thread Roberto Inzerillo
I remember you very well, Francesco. You were very helpfull :-) > I work with Arduino, and I have used it to build some controllore for FG... > > If you need anything, just ask; ... > Tomorrow I will give a check your article... and see if there is > something to discuss. > > Cheers > Francesco -

[Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
Hi everybody, it's a few weeks I'm dealing with a few analog to digital converters, I'm using them to convert external analog signals and use them as inputs to FlightGear controls. I'm wondering which resolution is best when dealing with properties of type double. My analog values get converte

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
> Parking brake is just a on/off flag (1bit). Well, right, but not totally. I've seen aircrafts accepting a double value, and I'd like to make it consistent. Intermediate values make sense here since it's a lever that moves along a path (or at least rotates around a hinge). It's not a two posi

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
> Think of it this way, determine the angular travel of your control > stick; for 8bits divide by 256; for 12 bits divide by 4096. That defines > the resoluion., i.e. degrees per bit. So then you have to decide how > good is your sensor in defining the control stick location. If you can't > sense 4

Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Roberto Inzerillo
> I can tell you from experience with many users during our LinuxTag and > FSweekend presentations that you need > - for throttle: 1 bit (full/idle) > - for Mixture: 1 bit(full rich/cutoff) > - for RPM: allway full (constant) :D :D :D :D :D ---

Re: [Flightgear-devel] Double Input Resolution?

2012-03-09 Thread Roberto Inzerillo
>>> Parking brake is just a on/off flag (1bit). >> >> Well, right, but not totally. I've seen aircrafts accepting a double >> value, and I'd like to make it consistent. Intermediate values make >> sense here since it's a lever that moves along a path (or at least >> rotates around a hinge). It's no

Re: [Flightgear-devel] Double Input Resolution?

2012-03-09 Thread Roberto Inzerillo
How could I think that parking brakes would have been such a hot topic??!! :-) Anyway, I appreciate the long detailed point of views. It's clear to me I have to be generic enough with this input device. Well, it's going to stay as a 'double' but not a 24bit resolution anyway! -- Empfehlen Sie

[Flightgear-devel] Landcover Contribution

2012-03-12 Thread Roberto Inzerillo
Since I'm willing to contribute to the landscape improvement (my area is very poorly covered) I'm wondering if the informations at http://wiki.flightgear.org/Howto:_Create_custom_scenery are still valid. -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone!

Re: [Flightgear-devel] Landcover Contribution

2012-03-12 Thread Roberto Inzerillo
Il 12/03/2012 18:56, Gijs de Rooy ha scritto: > Hi Roberto, > > > Since I'm willing to contribute to the landscape improvement (my area > is very poorly covered) I'm wondering if > > the informations at > http://wiki.flightgear.org/Howto:_Create_custom_scenery >

Re: [Flightgear-devel] Landcover Contribution

2012-03-12 Thread Roberto Inzerillo
> I don't know about the actual merge with existing scenery, other should > answer that question ;) So you tell me I should simply create new shapefiles (not caring about the current scenery) and submit them to papillon81 and statto? >> That's my area as FlightGear Landcover-DB-VMap0: ... > An

Re: [Flightgear-devel] Landcover Contribution

2012-03-13 Thread Roberto Inzerillo
> Not sure if you can get a much higher level of detail by hand drawing... I've found, downloaded and checked the Italy-Corine FlightGear scenery. Corine is great but it lacks a lot of details :-( Looks to be machine generated. My conclusion: I'm definetely gonna be able to do much better by hand

Re: [Flightgear-devel] Re : Landcover Contribution

2012-03-13 Thread Roberto Inzerillo
> The French wikipedia page is, for once, not that bad. > http://fr.wikipedia.org/wiki/Corine_Land_Cover > The origin of it: http://www.eea.europa.eu/publications/COR0-landcover > > Olivier Since I don't see the Corine landcover imported into FGFS World Scene

[Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Roberto Inzerillo
But maybe you can help me (I hope so). I decided to give Terragear a try and I'm following the Wiki Guide (url: http://wiki.flightgear.org/Using_Terragear ) in order to get familiar with it. Everything goes well untill I run ogr-decode which fails silently. It does nothing, no error message, no

Re: [Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Roberto Inzerillo
Il 21/03/2012 21:54, Gijs de Rooy ha scritto: > > Everything goes well untill I run ogr-decode which fails silently. It > does nothing, no error message, no decoded data, nothing at all > > What if you try shape-decode? Ok, I tried this: C:\Terragear_LICP>bin\shape-decode.exe --max-segment 500 d

Re: [Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Roberto Inzerillo
Il 21/03/2012 23:08, Roberto Inzerillo ha scritto: > Il 21/03/2012 21:54, Gijs de Rooy ha scritto: >> > Everything goes well untill I run ogr-decode which fails silently. It >> does nothing, no error message, no decoded data, nothing at all >> >> What if you try

Re: [Flightgear-devel] First attempt with terragear: fail! :-(

2012-03-21 Thread Roberto Inzerillo
Il 21/03/2012 23:54, Gijs de Rooy ha scritto: > > Failed to load priorities file > > > D:/FGFSHudsonCMake/TerraGear/install/msvc100/TerraGear/share/TerraGear/default_priorities.txt > > You can set the location manually by adding: > --priorities=path/to/default_priorities.txt That helped :-) Thx.

Re: [Flightgear-devel] Can i use Maya 2009 building Aircraft for Flightgear 1.9.1 and v 2.0?

2010-01-31 Thread Roberto Inzerillo
> Hi, the Topic explains it allready. > Thx for help! Do you mean from a technical point of view (i.e. if it's even possible with such a tool) or are you concerned with license issues? -- The Planet: dedicated and manage

Re: [Flightgear-devel] Can i use Maya 2009 building Aircraft for Flightgear 1.9.1 and v 2.0?

2010-02-02 Thread Roberto Inzerillo
Il 31/01/2010 19.46, Peter Meyer ha scritto: > I mean the technical Part. > because iam socialiced with Maya and i can do some fine modelling with it. > AC3D is an ugly Tool and no good alternate. Myays of cause has an *.obj > Exporter > but it is old and complex Objects are cripplet durning Expor

Re: [Flightgear-devel] Exporting .ac files from Blender

2010-03-12 Thread Roberto Inzerillo
> The FlightGear wiki has a reference to a discussion of this by > Roberto Inzerillo (http://www.geocities.com/robitabu/ > blender_ac3d_material_translation/blender.html) but it is a dead > link. Have his tutorials moved somewhere else? Sorry Andrew, Geocities has been closed some t

[Flightgear-devel] A/C Tractors 3D Models

2006-02-11 Thread Roberto Inzerillo
Hi people, in case you like populating ground airport traffic with vehicles I made two tractors in .ac format. They are a FMC B-1200 and a KAMAG TowBear_TT. They're free, I release them under GPL license :-) Sorry, they're not very low-poly :-) http://www.geocities.com/robitabu/3dmodels/T

[Flightgear-devel] How to correctly change material emission using conditions in .xml file?

2006-02-22 Thread Roberto Inzerillo
I am trying to get the SeattleSpaceNeedle.ac light on when dark. I made use of suggestions contained in model-howto.html Now I have a .xml file with the following content, but that does not work correctly. I want a part of the SpaceNeedle to emit red light at night, and then emit no light in

[Flightgear-devel] Re: [Flightgear-devel] Re: How to correctly change materia l emission using conditions in .xml file?

2006-02-23 Thread Roberto Inzerillo
Hi Melchior, > > Of course, Melchior, I wasn't complaining :-) Did I? > > It was the "Or is that a bug too?" that made me explode. It's not like > the "material" animation is a bug ridden piece of code. Yes, there was > a bug, but if the animation doesn't work like you expect it to, it's > still

[Flightgear-devel] Re: [Flightgear-devel] Re: How to correctly change materia l emission using conditions in .xml file?

2006-02-23 Thread Roberto Inzerillo
Hi AJ, > > I guess I will have to clear things out by myself :-( > > Or you might try the IRC channel; if you're stuck with getting something > to > work, often someone can set you straight very quickly, or cite a useful > example. I'm mostly behind a proxy which does not pass irc protocol :-(

[Flightgear-devel] Re: [Flightgear-devel] Re: How to correctly change materia l emission using conditions in .xml file?

2006-02-23 Thread Roberto Inzerillo
> Everything correct. (And *-norm properties *are* supposed to deliver > values ranging from 0 to 1.) That's what we call a normalized variable, right? > > Well, e.g. the statement "The offset is applied before the factor" > > Eeew ... indeed. That's written in the "rotate" animation and is >

[Flightgear-devel] Re: [Flightgear-devel] Re: How to correctly change materia l emission using conditions in .xml file?

2006-02-23 Thread Roberto Inzerillo
Hi Melchior, that was a good thread for me :-) I've come to a good result finally. Now I have a Space Needle which lights on when sun-angle-rad > 1.57 (dusk) and switches off when sun-angle-rad < 1.57 (during the day). And it does it gradually. I have another simple question anyway. Do I brake so

[Flightgear-devel] Howto use and with multpiple values in xml material animation?

2006-02-24 Thread Roberto Inzerillo
Hi, I am going on with material animation and I've come to a new quest. I have an emission animation which sets the three color components of a poly object based on a parameter's variation in time. I'd like to limit the result to a fixed range so I thought about the and tags but I don't kn

[Flightgear-devel] Any Billboard animation doc around?

2006-02-25 Thread Roberto Inzerillo
Is there any documentaion about the billboard animation to read? I'd like to understand how to use that animation in order to get some boat/lighthouse lighting look nice. Thanks, Roberto --- This SF.Net email is sponsored by xPML, a g

[Flightgear-devel] Is there a property that gest the distance between an object and the point of view?

2006-02-25 Thread Roberto Inzerillo
I have a 3d object and I'd like to use a property out of the tree which gets me the distance between the point of view and the object itself, in order to apply an animation to that. Is there something like that available? Roberto --- Thi

[Flightgear-devel] 3d model animation: how to read the syntax alias="../../../../params/light"?

2006-02-26 Thread Roberto Inzerillo
Hi, Thanks to a few people giving me good hints I finally got those dist-scale/billboard/translate animations to work (reading the donauturn.xml example was very usefull). It was a try and guess exercise (because of the lack of docs) but it worked. Now I have three billboard lights which sc

Re: [Flightgear-devel] Nasal in scenery object XML files

2006-03-01 Thread Roberto Inzerillo
> FYI: I've now added Nasal support for scenery objects to my copy of > sg & fg. This can be used for 'intelligent' objects -- special lighting > features, specific lighthouse signals, things that couldn't be done > with animations alone. That is great! Thank you Melchior :-) That will open new ho

Re: [Flightgear-devel] FlightGear on LinuxTag;

2006-03-03 Thread Roberto Inzerillo
> maps.google.com has detailed satellite imagery for portions of > Wiesbaden. That might help at least with positioning objects and seeing > their top-down footprint. > > Curt. I already explored google maps, Wiesbaden is not detailed at all :-( I don't know what you mean with that. The area a

Re: [Flightgear-devel] FlightGear on LinuxTag;

2006-03-03 Thread Roberto Inzerillo
> Curtis L. Olson schrieb: > > I'm not familiar with the area so I don't know where Wiesbaden stops and > > surrounding towns start. I'm sure you are correct in everything you > > say. I just noticed that there is detailed imagery near by that > > includes a detailed image of the airport. Perh

[Flightgear-devel] Wiesbaden: Flightgear on LinuxTag

2006-03-03 Thread Roberto Inzerillo
I've found _very_good_ aerial pictures of Wiesbaden city at: http://www.wiesbaden.de/ > Stadtplan > Start > Karten : Luftbilder Great, we got perfect pictures, coordinates and measuring tools :-) -- Bis zu 70% Ihrer Onlinekosten sparen: GMX SmartSurfer! Kostenlos downloaden: http://www.gmx.net

[Flightgear-devel] Any lights on TWR?

2006-03-17 Thread Roberto Inzerillo
I've just completed a tower to be positioned in EDDF Frankfurt Airport. http://www.flight-gear.de/index.php?option=com_smf&Itemid=15&topic=47.15 I'm not used to real flight, that's why I don't know if there are any lights (pulse/beacon style, or something else) to be positioned on top of the ai

[Flightgear-devel] RE: New 737 textures

2006-03-27 Thread Roberto Inzerillo
> Julien Pierru wrote: > I modified and created 2 new textures for the 737-300. I've made a first attempt at customizing airplanes' textures too. You will find a TNT 737-300 texture at http://www.geocities.com/robitabu/aircrafts/737TNT.zip and a snapshot at http://www.geocities.com/robitabu/aircra

Re: [Flightgear-devel] 737-300 with texture switching

2006-03-28 Thread Roberto Inzerillo
> It is working, but for some reason the texture did not retain the way it > reflects exterior light. Does someone have an idea on how to fix it? > Attached are the configuration files and following is a picture of the > problem: > http://flamebunny.homelinux.net/pics/737-pb.jpg There's no attachm

Re: [Flightgear-devel] 737-300 with texture switching

2006-03-28 Thread Roberto Inzerillo
Hi Julien, you can get a new 737 repaint for your collection at www.geocities.com/robitabu/aircrafts/737-300_HLX_purple.zip and view a snapshot at http://www.geocities.com/robitabu/aircrafts/737-300_HLX_TMobil_thumb_1.jpg It's based on the 737 version distributed with FG v.0.9.10pre2 (which seems

[Flightgear-devel] 3d Scenery Palm Tree

2007-05-27 Thread Roberto Inzerillo
Hi, this is a little contribute to the scenery. It's a basic shaped palm tree with texture and billboard animation, just like the default billboard-tree. I release it under GPL license, feel free to use it as you prefer :-) URL: http://www.laubfrosch.it/fgfs/3d/palm_01.zip Screenshot: http://www

Re: [Flightgear-devel] 3d Scenery Palm Tree

2007-05-27 Thread Roberto Inzerillo
Jon S. Berndt ha scritto: > Very nice. These are the straightest palm trees I've seen! :-) Actually ... they are not straight ;-) Anyway, I'm learning a few techniques about masking; a palm tree was a nice picture to practice with. The end result was pretty acceptable for a texture that could b

Re: [Flightgear-devel] 3d Scenery Palm Tree

2007-05-28 Thread Roberto Inzerillo
> Very nice. These are the straightest palm trees I've seen! :-) > > Jon There's a new Palm Tree 3d model online at: http://www.laubfrosch.it/fgfs/3d/palm_02.zip Screenshot: http://www.laubfrosch.it/fgfs/3d/palm_02_screenshot.jpg Just to have a first variation on the theme. Roberto

Re: [Flightgear-devel] 3d Scenery Palm Tree

2007-05-29 Thread Roberto Inzerillo
I'm done with those palm trees. There are three available now; enough to get some variation inside the scenery when needed. In case someone needs them, simply point the browser to: http://www.laubfrosch.it/fgfs/3d/palms_screenshot.jpg http://www.laubfrosch.it/fgfs/3d/palm_01.zip http://www.laubfr

Re: [Flightgear-devel] Flying at/for LinuxTag

2007-05-31 Thread Roberto Inzerillo
Martin Spott ha scritto: > Please get detailed Berlin Scenery from: > > > ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/scenery/landsat_berlin/landsat_berlin-20070518.tar.gz Nice to play with :-) Anyway, I'm working on a new Radar Tower at EDDI, maybe you're interested. Current work in

Re: [Flightgear-devel] Flying at/for LinuxTag

2007-06-02 Thread Roberto Inzerillo
> Well, expect this sort of scenery to become standard in the future. > I guess it will probably take one or two years until we'll have more > detailed scenery for the whole globe, but I'm convinced this will > happen. Well, I think I'm finished with the EDDI radar tower. 3D File: http://www.laub

Re: [Flightgear-devel] Berlin scenery - photos needed

2007-06-03 Thread Roberto Inzerillo
Hi, I was playing around with a few buildings in Berlin. I have found a lot of pictures which are perfect for texturing those buildings. I wonder if someone has ever made live shots in Berlin and likes them to be used inside FlightGear. E.g. the "Haus des Lehrers" in Berlin (screenshot http://

Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Roberto Inzerillo
> attached is a patch for the osg-branch, which will introduce a new pseudo FDM > for ground vehicles and (large) ships. The FDM isn't perfect, but good enough > to allow driving vehicles. That's interesting. I had thoughts about towing aircrafts inside an airport once. Can you please post a pr

Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-19 Thread Roberto Inzerillo
> OTOH one important question to consider is whether a vehicle FDM in > FlightGear should attempt to model real physics or be more like a > earth-bound UFO. > > Anders That depends on what developers/users need. I can think about a few different usages with peculiar implementations. I see peo

Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Roberto Inzerillo
Anders Gidenstam ha scritto: > On Tue, 19 Jun 2007, Roberto Inzerillo wrote: > >>> attached is a patch for the osg-branch, which will introduce a new pseudo >>> FDM >>> for ground vehicles and (large) ships. The FDM isn't perfect, but good >>>

Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Roberto Inzerillo
> > Wonderful already! Browsed around with it in KNID, LOWL, and > > KSFO. YASim would just have been nicer as an FDM, for the > > surface material aware gear and the towing capabilities. One > > could really tow a 747 over MP with it. :-) > > > > Hey - you can drive around the deck of Nimitz

[Flightgear-devel] win32 0.9.11 latest binary, where?

2007-10-06 Thread Roberto Inzerillo
Hi, is there a recent (pre) 0.9.11 win32 binary available for download? The 2007-08-12 one at uni-duisburg.de is not available because of read permission problems (640 instead of 644) and I'm pretty shure there's a newer binary around. Any hint? Thanks, Roberto ---

Re: [Flightgear-devel] win32 0.9.11 latest binary, where?

2007-10-08 Thread Roberto Inzerillo
Reagan Thomas ha scritto: > Vadym Kukhtin wrote: >> >> 2007/10/6, Thomas <[EMAIL PROTECTED] >: >> >> >> plib (0.9.11pre) version: >> http://www.rato.us/flightgear/builds/plib/20071005plibexe.zip >>

Re: [Flightgear-devel] win32 0.9.11 latest binary, where?

2007-10-09 Thread Roberto Inzerillo
> The source code and aircraft files were changed on or around June 24 > 2007 to change the tag to . Your data files will need > to be newer than that to run a current binary. Where should I download an updated Data package? Roberto -

[Flightgear-devel] 3d file formats and "crease angles"

2007-11-04 Thread Roberto Inzerillo
Hi, I've been modeling for fgfs a few objects around the world. I'm used to output everything as .AC files since it looks to me it's the most used format in FGFS but that has a few limitations that I'd like not having. The one I'm concerned now is the "crease angle" limitation. AC3D makes me se

Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-04 Thread Roberto Inzerillo
Vivian Meazza ha scritto: > You are quite right AC3D has crease angle set on a per-object basis, and > AFAIK, there is no way round this. I have not found it a limitation - it is > a transition value between crease and smooth. Like you, if there isn't a > convenient value I break the object. There'

Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-04 Thread Roberto Inzerillo
Heiko Schulz ha scritto: > I still have problems what you mean with "crease > angles" - do you mean how smooth you can get a object? > > I noticed that .ac need more vertices to get a object > smooth and roundly. Sort of ... smoothness is achieved using more vertices where angle crease limits ca

Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-04 Thread Roberto Inzerillo
Harald JOHNSEN ha scritto: >>> The one I'm concerned now is the "crease angle" limitation. >>> AC3D makes me set a crease angle for an entire object and >>> does not let >>> me choose to set different crease angles to each surface >>> inside the same >>> object. >>> > This does not make sense

Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Roberto Inzerillo
Heiko Schulz ha scritto: > OSG is a ASCII Native Format- so you can easily edit > with your favourite texteditor. That's good. Helps when tweaking is needed. > You can export it to Blender: > http://projects.blender.org/projects/osgexport/ > But it needs a little bit "post process" work after >

Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Roberto Inzerillo
> > That's very good to know, but I really have problems > > in finding usable > > informations about that. I also fear the user > > interface to those > > animations is pretty primitive, what's your > > experience with that? > > What do you mean with? I couldn't check all the > animation, but y

[Flightgear-devel] Screen bug (?) - Repeating pattern - Any hint? Already known prob?

2008-07-20 Thread Roberto Inzerillo
Hi all, I'm very glad the "community" is still hard working on FGFS, I enjoyed it very much in the past. I lost interest sometime ago because of my job, now I'd like to keep contributing with a few 3d models again but ... there's a prob with the screen that bothers me and I don't find to get t

Re: [Flightgear-devel] Screen bug (?) - Repeating pattern - Any hint? Already known prob?

2008-07-20 Thread Roberto Inzerillo
jean pellotier ha scritto: > this is similar as in tis topic in forum: > > http://www.flightgear.org/forums/viewtopic.php?p=13727#p13727 > > changing "point sprites for runway lighting" to false made it working > for some guys in french forum... Thank you Jean, this was the correct solution.

[Flightgear-devel] How to convert terrain meshes to other vector descripting formats?

2006-04-02 Thread Roberto Inzerillo
I am currently modelling a few 3d models for a couple of places. I'd like to modell them as a whole project, so it would be nice to have a vector drawing file of the area terrain meshes directly inside the modeller. But .btg files are not so easy to import into blender or 3ds or whatever. How c

[Flightgear-devel] Taxiway signs, howto?

2006-04-03 Thread Roberto Inzerillo
Hi, I've seen there's some code to get taxyway signs with simple ascii files (http://www.flightgear.org/Gallery-v0.9.8/Link/KSJC-signex4.html), does that still work? Where can I know more? I'd like to make some taxyway signs for EDDF airport (http://www.flight-gear.de/index.php?option=com_sm

[Flightgear-devel] EDDF runway signs, first release

2006-04-05 Thread Roberto Inzerillo
Hi all, I have uploaded a first small collection of taxiway signs for EDDF airport. I'd like someone to check it out, and tell me if something is wrong. This collection places runway exit signs on 07L-25R and 07R-25L only. I am working on taxiway holding signs too. They will be uploaded in the

[Flightgear-devel] How to make a 3d object a non-obstacle

2006-04-22 Thread Roberto Inzerillo
I was thinking about airport ground signs like http://www.geocities.com/robitabu/shots/fgfs-screen-008.jpg Can I make this object not act as an obstacle to the aircraft wheels? I can builde the sign with a simple textured 3d plane, and put it at (let's say) 5cm over the ground. I can make it n

Re: [Flightgear-devel] F-14 anyone?

2006-05-04 Thread Roberto Inzerillo
> > There are mirrors inside, for the pilots (look at > > http://www.anft.net/f-14/f14-detail-cp-canopy-01l.jpg); I wonder if > > there's a way with FGFS to create those mirrors, some kind of > > picture-in-picture technique :-) > > > > Or should that be implemented in the code? > > Are such mirr

[Flightgear-devel] Converting scenery tile sets to .ac file format

2006-05-23 Thread Roberto Inzerillo
Hi, does anyone know a way to convert a FGFS scenery terrain tile to a common 3d file format like .ac? I'd like to import a set of terrain tiles into a 3d modeller. Any other commonly used 3d file format will be good too. I just need the geometry as a starting point, no interest in texture c

[Flightgear-devel] Light reflection on rivers and see, any perspective on developing such eye candies?

2006-05-23 Thread Roberto Inzerillo
While looking at redBaron screenshots I was impressed by the light effect on the rivers (see the sun light reflecting on the river in http://www.redbarent.com/assets/images/taranaki.jpg) Is anybody working on such a light reflection effect on water surfaces? That should be easy with OpenGL, am

[Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Roberto Inzerillo
I wonder how do textures impact on fps against simply colored 3d objects. I have a bunch of raw 3d objects to put into a scenery, they look very rough because of lack of details. Fps performance is very good. Well, I could make them look much nicer by applying textures to them. This will eat gra

Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-09 Thread Roberto Inzerillo
> Graphic cards are optimized to texture objects. The greatest penalty is > when you do state changes. A state is all attributes that affect the > rendering of a primitive ( point, line or triangle ). A color change is > heavy as well as a texture change. The new Paris Scenery can display > lots o

[Flightgear-devel] Blender to ac3d material exporting

2006-06-16 Thread Roberto Inzerillo
I have created a web page with minimalistic usage instruction about the way the ac3d Blender exporter plugin works with Blender material definitions. It can be usefull for newbees who do not like to struggle with all the unnecessary Blender material attributes. I guess that will help people not

[Flightgear-devel] A few notes from Blender's AC3D exporter plugin programmer: Sir William P. Germano

2006-06-17 Thread Roberto Inzerillo
Hi people, I contacted William and asked him to add a simple option to his exporter pulgin. He was soon back with an answer and a new customized ac3d plugin which accomodates my request. He was very kind and, after having read a few archived fgfs-dev threads about the subject, he asked me to

[Flightgear-devel] Blender and AC3D. Faces' transparency

2006-06-19 Thread Roberto Inzerillo
Hi, I have put a web page online. I collected a few notes about the way the Blender AC3D exporter plugin works regarding faces' transparency, single and double-sided faces and so on. It's pretty simple, and not very technical. Please let me know if there's something totally wrong in there, I r

[Flightgear-devel] Blender CAT II-III ground signs tutorial

2006-06-22 Thread Roberto Inzerillo
Hi, I've put up a new brief tutorial for not-so-experienced FGFS modelling developers. It focuses on basic principles about Simgear XML animations applied on a simple CAT II/III separation ground marking. The example teaches how to apply a simple texture to a planar object with Blender, make a

Re: [Flightgear-devel] Blender CAT II-III ground signs tutorial

2006-06-22 Thread Roberto Inzerillo
> > Any suggestion/correction is welcome, of course :-) > > I have a suggestion : why not update the wiki instead of spreading > information > here and there ? Short answer: http://wiki.flightgear.org --> HTTP 404 - File not found Long answer: will come late, I am at work now :-) > Don't take

Re: [Flightgear-devel] Blender CAT II-III ground signs tutorial

2006-06-22 Thread Roberto Inzerillo
Simon was kind enough to put the tutorial on the Flightgear Wiki. The URL: http://wiki.flightgear.org/flightgear_wiki/index.php?title=Blender_Ground_Signs_Tutorial That will solve the Yahoo transfer quota limits prob :-) Roberto -- Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten

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