Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Oliver C. a écrit : On Saturday 28 May 2005 00:18, AJ MacLeod (email lists) wrote: If you'd read the README you'd have seen a note to that effect; apparently 3.2 and 3.4 are OK, but 3.3 produce this error. No, I didn't read the README either, until after I'd found this out the hard way! Thank you for the info. Now i hope, that someone else can create such a static binary FGSD release, because I won't update my gcc version soon, because this is a big task and i do that only when i upgrade to the next version of my Linux distribution (in this case Slackware). My Linux distribution ( Debian ) has packages for either gcc-3.2 and gcc-3.4 although the default compiler is gcc 3.3. No need to go the hard way here. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
On Saturday 28 May 2005 00:18, AJ MacLeod (email lists) wrote: > > If you'd read the README you'd have seen a note to that effect; apparently > 3.2 and 3.4 are OK, but 3.3 produce this error. > > No, I didn't read the README either, until after I'd found this out the > hard way! Thank you for the info. Now i hope, that someone else can create such a static binary FGSD release, because I won't update my gcc version soon, because this is a big task and i do that only when i upgrade to the next version of my Linux distribution (in this case Slackware). Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
On Friday 27 May 2005 21:01, Oliver C. wrote: > First, installing CGAL systemwide is a nightmare, so i decided against it > to do that. Probably wisely. At least, I did the same... > After that i went back to compile fgsd. > But now i get the following compiler error: > The used gcc version is 3.3.4. If you'd read the README you'd have seen a note to that effect; apparently 3.2 and 3.4 are OK, but 3.3 produce this error. No, I didn't read the README either, until after I'd found this out the hard way! Cheers, AJ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
On Thursday 26 May 2005 23:21, Frederic Bouvier wrote: > > I found that there are more dynamic libraries under Linux than under > Windows, and that they are distribution dependant. > If you can compile something statically, I am ready to put it on > sourceforge for download. > > -Fred > Ok, i tried first to compile a normal none static version, but i had the following problems. First, installing CGAL systemwide is a nightmare, so i decided against it to do that. I circumvented it by unpacking cgal in my home directory. Then i run "install_cgal -i" and built the CGAL Libraries. After that, i quit the installer and tried to install FGSD (CVS version) by using the following command ./configure --with-cgal=/home/oliver/CGAL-3.1 && make Then i had an error message relating CGAL and the file "compiler_config.h". I fixed it by creating a directory called CGAL in my fgsd directory. In this CGAL directory i created a symlink to /home/oliver/CGAL-3.1/include/CGAL/config/i686_Linux-2.4.27_g++-3.3.4/CGAL/compiler_config.h This solved it, i know this is a cheap hack, but it worked for me. :) After that i went back to compile fgsd. But now i get the following compiler error: make[2]: Entering directory `/home/oliver/x/src/cvs/fgsd/src' if g++ -DHAVE_CONFIG_H -I. -I. -I. -I.. -I/usr/X11R6/include -I/home/oliver/CGAL-3.1/include -I/home/oliver/CGAL-3.1/include/CGAL/config/ -DDRAW_WITH_TEXTURES -g -O2 -MT triobject.o -MD -MP -MF ".deps/triobject.Tpo" -c -o triobject.o triobject.cpp; \ then mv -f ".deps/triobject.Tpo" ".deps/triobject.Po"; else rm -f ".deps/triobject.Tpo"; exit 1; fi triobject.cpp: In member function `bool FGSD_TriangleObject::saveObject(const std::string&, const char*, unsigned int)': triobject.cpp:1422: internal compiler error: Segmentation fault Please submit a full bug report, with preprocessed source if appropriate. See http://gcc.gnu.org/bugs.html> for instructions. make[2]: *** [triobject.o] Error 1 make[2]: Leaving directory `/home/oliver/x/src/cvs/fgsd/src' make[1]: *** [all] Error 2 make[1]: Leaving directory `/home/oliver/x/src/cvs/fgsd/src' make: *** [all-recursive] Error 1 The used gcc version is 3.3.4. Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Robicd wrote: > Anyway, I think the best way is to develop a new set of world elements > description. The roads, the terrain boundaries, the terrain textures > need a very deep restyling in order to attract users around the world. I > am shure that just like Airplane's 3d models, the terrain simulation > should involve users around the world, and they need a good and easy > approach in doing that in order to be effective. Well, you know, the participant(s) of the process that leads us to this achievement _is_ aware of this fact, you won't make him work harder on that topic by simply rephrasing what's already been said ;-)) The main bottleneck is the lack of manpower. Frederic is almost the single maintainger of FGSD. He does the design logic, the implementation, bug fixing, everything. I bet you'll get a better FGSD sooner if you let him share the work that's to be done. For example try to think of what sort of graphic primitives are actually necessary to describe a realistic terrain layout, think of the pros and cons of every one of these primitives, which attributes we need to store for such a primitive and so on. Probably try to create sort of a sample implementation of such a primitive. Cheers, Martin. P.S.: X-posted to the fgsd-devel list. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Chris Metzler ha scritto: At one point, I used fgsd to do what I thought was some nice work in the Washington, D.C. area as preparatory to laying out ground structures I had done or was going to do. The course of the Potomac River is about 500m from its correct location in the FG scenery as is, so I fixed that, changed material settings for various ground triangles, made some "inlet" areas that didn't exist in the FG scenery, etc. It looked nice, I thought. And KDCA no longer sat on a table that hovered out in the middle of nowhere like it previously did (and does now). > Then a new version of the FG scenery came out, and one of its big advantages was a fix to a bug which occasionally produced sharp steps in ground elevation where the ground should slope more smoothly. This was significant because this bug had made the main runway at KDCA unusable because of a sharp step in the middle. I went with the new scenery, getting full access to the runway; but I lost the terrain changes I'd done with fgsd in the process. I haven't re-done them since, out of fear that I'd either have to throw them out again with the next FG scenery set, OR would keep them and at the very least have odd artifacts around the tile edges where one transitions from old scenery tile to the new stuff (and of course miss out on any improvements to the scenery generation algorithms that would have impacted the tile(s) in question). I think fgsd is cool, and I really enjoy playing with it; but if I had the infinite amount of free time all of us wish we had, I'd work on TerraGear drawing its info from some kind of GIS, and implementing some way (in fgsd and/or other tools) to update that info, so that "fixes" to the terrain could propagate upstream and be included in future scenery builds, removing the need to fix the terrain over and over and over. I know, I know, we've all talked about this before, and pretty much everyone thinks its a good idea, and no one has the time. I really really wish I did. You know what? You are right. The problems coming out from working with FGSD on scenery tiles instead of with some kind of primitives data set (which should be preprocessed) are obvious but I wish people don't stop just because of that. I still prefer having a working and beautiful scenery _now_ then waiting for an immaginary scenery in the future. I don't think there will be that great improvement in global scenery development in the near future without some kind of a users' personal involvement in the process. This is true with commercial Flight Simulators too (look at what people do around the world with MSFS sceneries personalizations, they really rock!). As I look at that I notice there are many things to be done in FGFS when thinking about scenery structures. First of all, I don't think that roads/ground/lakes/railroads/etc... should share the same surface mesh. This is nonesense. They are very different in the real world, they don't share much of their properties (geometrical and visual ones) and should be simulated with appropriate methods instead of a homogeneous one like now. I know, the way FGFS terrain file format works now is simple and works good, but imposes to scenery developers a great amount of limitations and compromises. I'd like to have a tool which could modify ground surfaces without touching the roads and the railroads (which could be adjusted, if needed, in a future time and by other hands). And what about terrain usage borders (urban, ocean, crop etc...), which, by now, have to coincide with mesh's triangle borders? It's a limitation and should not be. The terrain mesh should descript the geometry of the terrain (altitudes, borders, coast lines); textures are then used to 'paint' something over the mesh, I don't see any need to limit the borders of those textures to the same borders of the meshes. I see in my imagination a terrain simulation where these and other details are not stuck together with a rigid terrain description system like the one FGFS is using now. But now, FGFS works in this way. The terrain has a file format which can be easily modified with FGSD and the only chance a simple user like me has to fully enjoy the simulation is to make full use of it's potentials _now_. You know what? I like the Palermo scenery now that I hacked it :-) I really didn't before that :-( I hope many other people will walk this way, maybe in the future there will be so many personalized scenery around the world (it's just a supposition) that an evolution of the terrain file format should take into account a good tool for converting old ones without loosing those users' improvements or should consider some kind of backwards compatible terrain parser. Anyway, I think the best way is to develop a new set of world elements description. The roads, the terrain boundaries, the terrain textures need a very deep restyling in order to attract users around the world. I am shure th
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Oliver C. a écrit : On Wednesday 25 May 2005 23:31, Frederic Bouvier wrote: Gerard ROBIN a écrit : Wonderfull. You where using FGSD, does it mean you are working on windows. because on the linux side i could never make a compilation of that program. It is a long time ago i wondered to make sceneries of France in Provence. It is tricky but doable. Look at the release notes of version 0.3.0 on sourceforge ( click on the version in the file page ) BTW : Martin contributed an IRIX build -Fred What about offering static binary builds of FGSD for linux with everything included? This might increase the package size but is very easy to use. I found that there are more dynamic libraries under Linux than under Windows, and that they are distribution dependant. If you can compile something statically, I am ready to put it on sourceforge for download. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
"AJ MacLeod (email lists)" wrote: > This stopped me too. After fiddling with it for ages, I finally gave in and > read the README. Quoted directly... > > "First, the bad news : g++ v3.3.x is unable to compile fgsd correctly. It > produces internal Compiler Errors" > > Bah. Whoever reads these things first, anyway? :-) Well, I did - for the CGAL part, but I didn't remember the GCC stuff because my first attempt was with a MIPSpro compiler on IRIX, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
On Thursday 26 May 2005 19:56, Martin Spott wrote: > Aaah, don't bet on that. I managed to built all prerequisites but now I > get an "internal compiler error" when compiling FGSD sources - and I > don't have a different platform/compiler available :-/ This stopped me too. After fiddling with it for ages, I finally gave in and read the README. Quoted directly... "First, the bad news : g++ v3.3.x is unable to compile fgsd correctly. It produces internal Compiler Errors" Bah. Whoever reads these things first, anyway? :-) I also tried the win32 version under WINE which works without crashing, but is unusable due to some problem with the "ordering" of layers in the interface, the green background covers everything. AJ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Le jeudi 26 mai 2005 à 18:56 +, Martin Spott a écrit : > Martin Spott wrote: > > > I'll go and get one until weekend, > > Aaah, don't bet on that. I managed to built all prerequisites but now I > get an "internal compiler error" when compiling FGSD sources - and I > don't have a different platform/compiler available :-/ > > Martin. So i do: I tried again and again, I have send a message to fgsd-devel mailing list about compilation errors. Waiting for an answer if anybody on that side knows Linux. -- Gerard -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Martin Spott wrote: > I'll go and get one until weekend, Aaah, don't bet on that. I managed to built all prerequisites but now I get an "internal compiler error" when compiling FGSD sources - and I don't have a different platform/compiler available :-/ Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
"Oliver C." wrote: > What about offering static binary builds of FGSD for linux with everything > included? I'll go and get one until weekend, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
On Wednesday 25 May 2005 23:31, Frederic Bouvier wrote: > Gerard ROBIN a écrit : > > Wonderfull. > > You where using FGSD, does it mean you are working on windows. > > because on the linux side i could never make a compilation of that > >program. > > It is a long time ago i wondered to make sceneries of France in > >Provence. > > It is tricky but doable. Look at the release notes of version 0.3.0 on > sourceforge ( click on the version in the file page ) > BTW : Martin contributed an IRIX build > > -Fred What about offering static binary builds of FGSD for linux with everything included? This might increase the package size but is very easy to use. Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Frederic Bouvier wrote: > BTW : Martin contributed an IRIX build Well, this was made possible by _your_ switch from GTS to GCAL - I never managed to build GTS on IRIX Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
On Wed, 25 May 2005 23:01:52 +0200 Frederic Bouvier wrote: > > > No kidding, you are the first to show a convincing scenery enhancement > without using photo-scenery. > Generic textures are not dead ;-) At one point, I used fgsd to do what I thought was some nice work in the Washington, D.C. area as preparatory to laying out ground structures I had done or was going to do. The course of the Potomac River is about 500m from its correct location in the FG scenery as is, so I fixed that, changed material settings for various ground triangles, made some "inlet" areas that didn't exist in the FG scenery, etc. It looked nice, I thought. And KDCA no longer sat on a table that hovered out in the middle of nowhere like it previously did (and does now). Then a new version of the FG scenery came out, and one of its big advantages was a fix to a bug which occasionally produced sharp steps in ground elevation where the ground should slope more smoothly. This was significant because this bug had made the main runway at KDCA unusable because of a sharp step in the middle. I went with the new scenery, getting full access to the runway; but I lost the terrain changes I'd done with fgsd in the process. I haven't re-done them since, out of fear that I'd either have to throw them out again with the next FG scenery set, OR would keep them and at the very least have odd artifacts around the tile edges where one transitions from old scenery tile to the new stuff (and of course miss out on any improvements to the scenery generation algorithms that would have impacted the tile(s) in question). I think fgsd is cool, and I really enjoy playing with it; but if I had the infinite amount of free time all of us wish we had, I'd work on TerraGear drawing its info from some kind of GIS, and implementing some way (in fgsd and/or other tools) to update that info, so that "fixes" to the terrain could propagate upstream and be included in future scenery builds, removing the need to fix the terrain over and over and over. I know, I know, we've all talked about this before, and pretty much everyone thinks its a good idea, and no one has the time. I really really wish I did. -c -- Chris Metzler [EMAIL PROTECTED] (remove "snip-me." to email) "As a child I understood how to give; I have forgotten this grace since I have become civilized." - Chief Luther Standing Bear pgporAeJM6Gm2.pgp Description: PGP signature ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Frederic Bouvier ha scritto: Roberto Inzerillo wrote : Fred is always very nice :-) Thx Roberto No kidding, you are the first to show a convincing scenery enhancement without using photo-scenery. Generic textures are not dead ;-) Well, of course I choose to start with default textures but I'm not happy with that as you are. Those pictures you've seen are taken far distant from the coast line; you don't get the same good impression when you fly right on top of the city. Anyway, I think that basic scenery for Italy is very low quality, it's based on very low resolution data sets, roads are very approximate, land usage is not coherent with today real status. I guess this problem is related to almost every country outside USA. That's why, after having some fun with 3d modelling (i did some building and I'm currently concentrating on a few historical buildings of my town ... that's really very fun :-) I did come to spend some time with terrain modelling. I thought having a good terrain data set was to be done _before_ inserting any 3d object. Now I'm almost done with my town, I will upload the modified scenery files and some tips on importing that into the base fgfs data tree (there are many people who just want to know which file they need and where to copy, without warring about the details, so I'll try to be simple and clear with that). Photo-scenery are still what I'd love to have, I hope FGSD will have the right tools for that in a near future. I like fgsd (with all it's imperfections) and it looks like it's development is taking new directions (as you can read in the FGSD CVS mailing list). We'll see :-) Roberto ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Gerard ROBIN ha scritto: http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html Wonderfull. You where using FGSD, does it mean you are working on windows. because on the linux side i could never make a compilation of that program. That's right. But I don't like it very much. I'm just to lazy to compile all that stuff (FGFS + FGSD + Related libs) under Linux. It is a long time ago i wondered to make sceneries of France in Provence. You will need some time :-) But it pays. Roberto ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Gerard ROBIN wrote: > You where using FGSD, does it mean you are working on windows. > because on the linux side i could never make a compilation of that > program. Try the current release. It even compiles on IRIX (with a bit of tweaking) so you should not get into big trouble on Linux, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Le mercredi 25 mai 2005 à 23:31 +0200, Frederic Bouvier a écrit : > > > > > > > > It is tricky but doable. Look at the release notes of version 0.3.0 on > sourceforge ( click on the version in the file page ) > BTW : Martin contributed an IRIX build > > -Fred > > > OK i tried it without success (both 2.3 and 3.) I have errors during compilation. But we are on "fgfs-devel mailing" and it is not the good media to discuss about FGSD difficulties. > -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Gerard ROBIN a écrit : Le mercredi 25 mai 2005 à 20:56 +0200, Roberto Inzerillo a écrit : Von: Frederic Bouvier <[EMAIL PROTECTED]> Anyone wants to help bringing a new feeling to visual flights over italian territory? I am having fun building the scenery around my town with FlightGear Scenery Designer; the results can be seen at http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html Wonderfull. You where using FGSD, does it mean you are working on windows. because on the linux side i could never make a compilation of that program. It is a long time ago i wondered to make sceneries of France in Provence. It is tricky but doable. Look at the release notes of version 0.3.0 on sourceforge ( click on the version in the file page ) BTW : Martin contributed an IRIX build -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Le mercredi 25 mai 2005 à 20:56 +0200, Roberto Inzerillo a écrit : > > Von: Frederic Bouvier <[EMAIL PROTECTED]> > > > Anyone wants to help bringing a new feeling to visual flights over > > > italian > > > territory? I am having fun building the scenery around my town with > > > FlightGear Scenery Designer; the results can be seen at > > > http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html > > Wonderfull. You where using FGSD, does it mean you are working on windows. because on the linux side i could never make a compilation of that program. It is a long time ago i wondered to make sceneries of France in Provence. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Roberto Inzerillo wrote : Von: Frederic Bouvier <[EMAIL PROTECTED]> Anyone wants to help bringing a new feeling to visual flights over italian territory? I am having fun building the scenery around my town with FlightGear Scenery Designer; the results can be seen at http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html This is very impressive. -Fred Fred is always very nice :-) Thx Roberto No kidding, you are the first to show a convincing scenery enhancement without using photo-scenery. Generic textures are not dead ;-) -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
> Von: Frederic Bouvier <[EMAIL PROTECTED]> > > Anyone wants to help bringing a new feeling to visual flights over > > italian > > territory? I am having fun building the scenery around my town with > > FlightGear Scenery Designer; the results can be seen at > > http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html > > This is very impressive. > > -Fred Fred is always very nice :-) Thx Roberto -- 5 GB Mailbox, 50 FreeSMS http://www.gmx.net/de/go/promail +++ GMX - die erste Adresse für Mail, Message, More +++ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Anyone likes helping with italian scenery?
Quoting Roberto Inzerillo : > C'è qualcuno che vuole contribuire a migliorare gli scenari del territorio > italiano? Io mi stò divertendo con FGSD, i risultati li potete vedere > all'indirizzo http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html . > > Anyone wants to help bringing a new feeling to visual flights over italian > territory? I am having fun building the scenery around my town with > FlightGear Scenery Designer; the results can be seen at > http://www.geocities.com/robitabu/fgfs_pa/fgsd_palermo.html This is very impressive. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d