Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-07 Thread Lee Elliott
On Monday 05 July 2004 15:17, David Megginson wrote:
> Erik Hofman wrote:
> > Ok. Until some kind soul decides to use texture filenames without an
> > extension this should be fixed in CVS now.
>
> Thanks, Erik -- that's excellent.
>
>
> All the best,
>
>
> David

Yes:)  - well done Erik - thanks.

LeeE

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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-06 Thread Ampere K. Hardraade
This is good news indeed!  Thanks!

Regards,
Ampere

On July 5, 2004 09:40 am, Erik Hofman wrote:
> Ok. Until some kind soul decides to use texture filenames without an
> extension this should be fixed in CVS now.
>
> Erik
>
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-06 Thread Mathias Fröhlich
On Montag, 5. Juli 2004 14:25, Erik Hofman wrote:
> It turned out to be easier than I suspected. I've put a patch in CVS
> that allows one to add a  tag to the
> animation configuration file. The specified path should be defined
> relative to the model path. For some unknown reason it is required to
> end the path with a / character though.

Yea, great thanks!!

Greetings

 Mathias

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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-05 Thread David Megginson
Erik Hofman wrote:
Ok. Until some kind soul decides to use texture filenames without an 
extension this should be fixed in CVS now.
Thanks, Erik -- that's excellent.
All the best,
David
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-05 Thread Erik Hofman
David Megginson wrote:
Erik Hofman wrote:
It turned out to be easier than I suspected. I've put a patch in CVS 
that allows one to add a  tag to the 
animation configuration file. The specified path should be defined 
relative to the model path. For some unknown reason it is required to 
end the path with a / character though.

Would it be hard to add code to check for and fix that, so that users 
don't get strange bugs?
Ok. Until some kind soul decides to use texture filenames without an 
extension this should be fixed in CVS now.

Erik
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-05 Thread Erik Hofman
David Megginson wrote:
Erik Hofman wrote:
It turned out to be easier than I suspected. I've put a patch in CVS 
that allows one to add a  tag to the 
animation configuration file. The specified path should be defined 
relative to the model path. For some unknown reason it is required to 
end the path with a / character though.

Would it be hard to add code to check for and fix that, so that users 
don't get strange bugs?
Probably not. I think the SGPath::dir() function treats everything not 
ending with a / as a file section ...

Erik
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-05 Thread David Megginson
Erik Hofman wrote:
It turned out to be easier than I suspected. I've put a patch in CVS 
that allows one to add a  tag to the 
animation configuration file. The specified path should be defined 
relative to the model path. For some unknown reason it is required to 
end the path with a / character though.
Would it be hard to add code to check for and fix that, so that users don't 
get strange bugs?

All the best,
David
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-05 Thread Erik Hofman
Mathias Fröhlich wrote:
On Sonntag, 4. Juli 2004 13:20, Erik Hofman wrote:
It looks like this makes it easy to support different liveries with just
a minimal set of changes (actually only the exterior textures should be
different) without any changes to plib.
It does require some (fundamental) changes to SimGear though.
I thin I can  take a look at it in the next few days.
That feature would be *very* good to have!
It turned out to be easier than I suspected. I've put a patch in CVS 
that allows one to add a  tag to the 
animation configuration file. The specified path should be defined 
relative to the model path. For some unknown reason it is required to 
end the path with a / character though.

Creating a new livery looks like this:
1. Create a new directory in the Models directory.
   This directory will hold the new texture files which should have the
   same layout as any other textures for this model. It is also required
   to have a duplicate of all the textures, regardless whether they are
   changed or not.
2. Create a new animation configuration file which includes the default
   animation configuration file and which adds the texture-path tag:
   
   
NewLivery/
   
3. Create a new -set file which includes the original -set.xml file
   and which overrides the animation configuration file:
   
   
   

 Aircraft/fokker100/Models/fokker100-newlivery.xml

   
  
Erik
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-05 Thread Mathias Fröhlich
On Sonntag, 4. Juli 2004 13:20, Erik Hofman wrote:
> It looks like this makes it easy to support different liveries with just
> a minimal set of changes (actually only the exterior textures should be
> different) without any changes to plib.
>
> It does require some (fundamental) changes to SimGear though.
> I thin I can  take a look at it in the next few days.

That feature would be *very* good to have!

   Greetings

 Mathias

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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-04 Thread Erik Hofman
Norman Vine wrote:
Lee Elliott writes: 

I think we need to push a patch to the plib developers list that
optionally lets one specify the texture directory when loading a
geometry file, but still default to the geometries own directory.

void ssgLoaderOptions::setTextureDir ( const char *s )
{
  delete [] texture_dir ;
  texture_dir = ulStrDup ( s ) ;
}
It looks like this makes it easy to support different liveries with just 
a minimal set of changes (actually only the exterior textures should be 
different) without any changes to plib.

It does require some (fundamental) changes to SimGear though.
I thin I can  take a look at it in the next few days.
Erik
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Re: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-03 Thread Erik Hofman
Norman Vine wrote:
Lee Elliott writes: 

I think we need to push a patch to the plib developers list that
optionally lets one specify the texture directory when loading a
geometry file, but still default to the geometries own directory.

 see ssgLoad.cxx
void ssgLoaderOptions::setModelDir ( const char *s )
{
  delete [] model_dir ;
  model_dir = ulStrDup ( s ) ;
}
void ssgLoaderOptions::setTextureDir ( const char *s )
{
  delete [] texture_dir ;
  texture_dir = ulStrDup ( s ) ;
}
Look here!
I did a quick scan of the ssg texture loading code but didn't notice the 
setTextureDir was already available. Now I have to find out if this can 
be sent at model load time, or using a crippled construction prior to 
loading the geometry.

Thanks for the hint Norman.
Erik
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RE: [Flightgear-devel] Does changing paintjob/livery requirea duplicate aircraft?

2004-07-03 Thread Norman Vine
Lee Elliott writes: 
> >
> > I think we need to push a patch to the plib developers list that
> > optionally lets one specify the texture directory when loading a
> > geometry file, but still default to the geometries own directory.

 see ssgLoad.cxx

void ssgLoaderOptions::setModelDir ( const char *s )
{
  delete [] model_dir ;
  model_dir = ulStrDup ( s ) ;
}

void ssgLoaderOptions::setTextureDir ( const char *s )
{
  delete [] texture_dir ;
  texture_dir = ulStrDup ( s ) ;
}


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