Ah, then it's the issue of me overwritting the old file, rather than deleting the old one first
I'll push it to Git in a minute.
SpeedBird wrote in Fri Mar 02, 2012 10:26 pm:I have a new favourite aircraft.
Thank you El Flauta!
Just one question: any chance of a paint kit for either PhotoShop or GIMP?
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no image file, maybe the reader did not set the filename attribute, using white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[0]
creating 3D noise texture... DONE
no image file, maybe the reader did not set the filename attribute, using white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[0]
MODEL INFO: Cessna 337G Skymaster
Type: Two-engine aircraft (civilian version)
Powerplant: 2 Continental IO-360-C piston engines in a push-pull line configuration, 210HP each one
Capacity: 1 pilot and 5 passengers
Tipo: Avioneta bimotor (version civil)
Planta motriz: 2 motores a piston Continental IO-360-C de 210HP cada uno, de configuracion tira-empuje en linea
Capacidad: 1 piloto y 5 pasajeros
Authors/Autores: Fernando Espinosa y Pavel Cueto
February/Febrero 2012
KI266 dme indicator #0 initialized
Emergency Locator Transmitter (ELT) loaded
loading scenario 'nimitz_demo'
PNG lib warning : Malformed iTXt chunk
Trim Results:
Altitude AGL: 4 wdot: -7.14e-03 Tolerance: 1e-03 Failed
Pitch Angle: 0.02 qdot: 6.52e-04 Tolerance: 1e-04 Failed
Trim Statistics:
Total Iterations: 61
Sub-iterations:
wdot: 386 average: 6.3279 successful: 0 stability: 2
qdot: 129 average: 2.1148 successful: 61 stability: 2
Run Count: 2018
weather util initialized ...
glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) failed to link, fragment shader(s) failed to link.
WARNING: warning(#276) Symbol 'Normal' usage doesn't match between two stages
ERROR: error(#401) function fog_Func(vf3;i1; is not implemented.
WARNING: warning(#276) Symbol 'Normal' usage doesn't match between two stages
ERROR: error(#401) function fog_Func(vf3;i1; is not implemented.
<!-- Commented by JC_SV for ATI(AMD) Video Cards:
<program>
<vertex-shader>Shaders/reflect-bump-spec.vert</vertex-shader>
<fragment-shader>Shaders/reflect-bump-spec.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
</program>
-->
JC_SV wrote in Sun Mar 11, 2012 5:13 am:The fix was to comment this part of the code in reflect-bump-spec.eff file located in: /usr/share/flightgear/Aircraft/Cessna337/Models/Effects/
(...)
So you ( Fernando and Pavel) could check if you want to add the changes to your aircraft to have it working for ATI users...
i4dnf wrote in Sun Mar 11, 2012 10:02 am:That is why aircraft developers should NEVER copy the main effect file to their aircraft directory and edit it, but they should create an effect file that inherits form the main effect file, and that contains only those parts of the parameters section that are changed.
(...)
and aircraft developers should not have to add random instruments to their aircraft
El Flauta wrote in Sun Mar 11, 2012 9:02 pm:The same with shaders... what happen if the generic configurations looks bad in my model? What if i need to change the complete code? There are no much available documentation like how to modify only a part of a generic effect file? to fix it.
El Flauta wrote:Sorry i4dnf, but i disagree about that: If I don't want to use -in my humble opinion- poorly (or plain) textured, low resolution instruments, i have the right to make my own models: it's open source, isn't? And others can use it, too
El Flauta wrote in Sun Mar 11, 2012 9:02 pm:i4dnf wrote in Sun Mar 11, 2012 10:02 am:That is why aircraft developers should NEVER copy the main effect file to their aircraft directory and edit it, but they should create an effect file that inherits form the main effect file, and that contains only those parts of the parameters section that are changed.
(...)
and aircraft developers should not have to add random instruments to their aircraft
Sorry i4dnf, but i disagree about that: If I don't want to use -in my humble opinion- poorly (or plain) textured, low resolution instruments, i have the right to make my own models: it's open source, isn't? And others can use it, too
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>my_local_enhanced_reflect</name>
<inherits-from>Effects/model-combined</inherits-from>
<parameters>
<reflection-enabled type="int">1</reflection-enabled>
<reflection-correction type="float">0.5</reflection-correction>
</parameters>
</PropertyList>
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>iar80_alu_internal</name>
<inherits-from>Effects/model-combined</inherits-from>
<parameters>
<normalmap-enabled type="int">0</normalmap-enabled>
<lightmap-enabled type="int">0</lightmap-enabled>
<reflection-enabled type="int">1</reflection-enabled>
<reflection-dynamic type="int">0</reflection-dynamic>
<reflect_map-enabled type="int">0</reflect_map-enabled>
<reflection-correction type="float">-0.05</reflection-correction>
<texture n="5">
<type>cubemap</type>
<images>
<positive-x>Aircraft/IAR80/Models/Effects/Textures/Cubemap/Interior/back.dds</positive-x>
<negative-x>Aircraft/IAR80/Models/Effects/Textures/Cubemap/Interior/front.dds</negative-x>
<positive-y>Aircraft/IAR80/Models/Effects/Textures/Cubemap/Interior/right.dds</positive-y>
<negative-y>Aircraft/IAR80/Models/Effects/Textures/Cubemap/Interior/left.dds</negative-y>
<positive-z>Aircraft/IAR80/Models/Effects/Textures/Cubemap/Interior/up.dds</positive-z>
<negative-z>Aircraft/IAR80/Models/Effects/Textures/Cubemap/Interior/down.dds</negative-z>
</images>
</texture>
<reflection-rainbow type="float">0.2</reflection-rainbow>
<texture n="7">
<image>Aircraft/IAR80/Models/Effects/Textures/Rainbow.dds</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<reflection-fresnel type="float">0.05</reflection-fresnel>
<texture n="6">
<image>Aircraft/IAR80/Models/Effects/Textures/FresnelLookUp.dds</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<reflection-noise>0.35</reflection-noise>
<ambient-correction>0.25</ambient-correction>
</parameters>
</PropertyList>
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