mfranz
4c3c3310c4
save some texture memory by setting a very small 8x8 texture. Otherwise
...
the matlib would use unknown.rgb, which is 256x256. And plib would AFAICS
load it 5 times, because it is too stupid to share the contents.
2006-04-20 20:00:29 +00:00
mfranz
d541f77982
add a separate material entry for each sign's unlighted state. That's not
...
exactly how the material lib was designed for. Better would be selectable
sub-states within one material. But as long as only the signs need it, I'd
say we can live with that.
2006-04-20 15:53:57 +00:00
mfranz
e54c43581d
fix {start,stop}-frame for @L (Location) signs
2006-04-16 21:28:04 +00:00
mfranz
638a30502a
add "runway boundary" and "ILS critical area boundary" glyph definitions
2006-04-16 17:24:32 +00:00
mfranz
b113754419
new glyph positions, renamed glyphs (t0 ... tall 0, n0 ... normal 0)
2006-04-11 15:58:32 +00:00
mfranz
d3ee8bafd8
- add frame to direction signs (yellow)
...
- use xoffset/yoffset instead of xscale (which has been removed again
from SGMaterial)
- change texture names
2006-04-10 15:40:11 +00:00
mfranz
4a2fc11803
define four texture fonts for runway/taxiway signs
2006-04-09 19:33:28 +00:00
curt
0373808413
Rob Oates:
...
Newest set of textures.
2006-04-04 21:01:14 +00:00
curt
8b339c2786
Rob Oates:
...
I've made adjustments to the following textures based on everyon's feedback:
Adjusted the hues on City [1,2,3] made them reddish
Dryier shrubs
improved the sand textures even more
applied Ron Jensens's XML patch to fix the drylakes
the download is fgfs_textures_2006_03_31.zip
2006-03-31 19:02:25 +00:00
curt
8912cce27a
Rob Oates:
...
New textures update:
Include a new Town texture (now just 1 texture...originally was 3) This
looks REALLY good and it goes will with all terrain types, and best of all
it's a single texture...town2, and town3 are nolonger apart of the download
package.
A new sand texture (2 textures...for testing) which I hope John? can test
this because he's very familar with desert terrain...I've only seen it in
pictures.
And an improved Drycrop textures (now 4 Textures...was 3) now the texture
looks more rural, you can best see the texture from KTPA.
If the feedback is good on the desert texture I will do a full clean set
so you can delete the previous texture folder and have a clean set of all
the Flightgear textures.
2006-03-30 14:28:58 +00:00
curt
b5c3ebbb62
New city textures.
2006-03-29 19:53:11 +00:00
curt
fc0286c79c
Updated materials entries to match the next textures.
2006-03-27 15:55:59 +00:00
fredb
0bed47d554
Textures needed for european airports
2006-02-11 14:42:36 +00:00
ehofman
c540e01dcb
Make grass a bit more grassier and schrubs a bit more schrubbier.
2005-11-16 15:19:20 +00:00
ehofman
941ec7e624
Adjust some friction and bumpiness values based on data from Gerard Robin.
2005-06-15 09:24:49 +00:00
daveluff
9a30a2afb1
Wrap runway textures in the symetrical v direction, except for the threshold panel which has a white line at the bottom but not the top. This is an effective workaround for a problem which results in black lines across the runway for users with ATI and some other non-NVidia cards
2004-12-16 18:05:17 +00:00
ehofman
df9376a314
Fix a typo
2004-11-30 09:09:04 +00:00
ehofman
b5f834b6e7
Store information about rolling-friction and bumpyness.
2004-04-13 11:35:39 +00:00
ehofman
ade05c7be2
Use two textures for buildup/resgrid, to remove some artefacts, from now on.
2004-03-07 18:51:34 +00:00
ehofman
bba44e353f
Add the new stables and farmhouses
2004-03-02 13:56:15 +00:00
ehofman
febed25dbb
Add a Bank Building, 2 apartment buildings and 3 office buildings
2004-02-29 18:23:47 +00:00
david
f618f734ef
Add light factory, restore big apartment, and redistribute random
...
buildings slightly.
2003-12-31 15:17:21 +00:00
david
03418a2b04
Add an apron texture for asphalt.
...
Remove the broken yellow lines around the taxiways. They're rare in
real life, and look awful in FlightGear, since we cannot really align
taxiways yet anyway.
2003-11-30 22:22:06 +00:00
ehofman
4445c1c324
depreciate the grass texture for now and use the tundra texture for grasslands also.
2003-11-23 14:00:59 +00:00
ehofman
eed2d11f54
Add support for tundra and savanna coverage. Updated packice texture
2003-11-22 10:23:55 +00:00
ehofman
ad370d3799
Add PackIce as found in Goose Bay
2003-11-14 18:52:39 +00:00
curt
db3cbb4acb
Add a very sparsely placed ocean going aircraft carrier.
2003-09-18 15:14:23 +00:00
curt
8bad424d1f
Add a quick alias for Lava ground cover type.
2003-09-16 16:22:53 +00:00
ehofman
3dc8567832
Add support for the airport texture
2003-09-15 20:15:20 +00:00
ehofman
485decefa5
Ease the life in the towns a bit. Four schools per town isn't that common
2003-09-13 12:54:42 +00:00
ehofman
c03c0d9ce7
Adjust the specular colors to the new specular highlight code
2003-09-13 12:23:30 +00:00
curt
8adb95c719
Added a replay manager dialog box.
...
Other misc. tweaks and updates.
2003-09-11 19:35:18 +00:00
ehofman
5000869248
Simplify the materials file by largely relying on the default ambient, diffuse, specular and shininess factors
2003-09-09 12:56:39 +00:00
ehofman
fe334e738c
A weak attempt to add beaches. We might want to remove this again if it turn's out not to be satisfactory
2003-09-07 13:17:27 +00:00
curt
c1e6e01b95
New centerline textures (need to be separated from "rest" texture.)
2003-09-05 20:22:15 +00:00
curt
6f1f72ffbc
Added some preliminary displaced threshold textures. These are just place
...
holders until the experts make real ones.
2003-09-05 01:39:56 +00:00
curt
1cfa6b1936
Added an intermittant stream texture (often called a "wash" in places that
...
actually have these.)
2003-09-04 01:25:41 +00:00
ehofman
085ebe525c
Don't display the houses in buildup areas because you don't seem them that well after all.
2003-08-15 09:55:44 +00:00
ehofman
bb2047ad86
Decrease the number of vertices even furtherModels/Buildings
2003-07-12 08:35:37 +00:00
ehofman
16520b0a3c
Make the new buildings a bit more simple, a bit more general and single sided
2003-07-08 17:40:11 +00:00
ehofman
b15dd87388
Dynamic scenery updates
2003-07-08 12:32:10 +00:00
curt
a4bc2ca82e
Back out the changes to cropgrass.rgb and drycrop.rgb for the 0.9.2 release.
...
The original textures are nice, but probably should be updated at some point.
When we do update them though, we should shoot for generic/variety in order
to give different parts of the flightgear world different looks (as best as
we can with our course land cover/land use data set.)
2003-06-04 15:02:39 +00:00
ehofman
3c953a7e0b
Add bog alias
2003-06-03 07:10:09 +00:00
ehofman
5ea05d9376
Updated materials to reflect the crop texture changes
2003-04-25 13:29:56 +00:00
david
9d7773a7e4
A greater variety of trees, from Erik Hofman.
2003-03-14 18:35:33 +00:00
curt
d67cbb2255
New irregular crop texture is designed to cover a larger area.
2003-03-05 19:52:20 +00:00
david
6ff248ba8b
Make cities and towns glow a little at night.
2002-11-26 04:04:32 +00:00
david
6d7481018f
This patch add modified (under the surface) reflections to the water
...
areas, and changes the water-lake.rgb texture (again). The latter is
because the photo's I used to refference the water surface apearence
were all take in the direction of the sun, causing the colour to be much
to bright.
2002-10-14 21:23:33 +00:00
curt
ccaaf9121a
Define some shininess properties for certain materials that can reflect light
...
such as water, ice.
2002-10-04 17:07:06 +00:00
curt
67d6bcbc7a
Set the default menu font to Helvetica.txf in the preferences.xml file.
2002-09-07 18:32:41 +00:00
david
416aa012a7
Use builtup texture for both BuiltUpCover and Urban, since there is no
...
real distinction.
2002-09-07 11:20:21 +00:00
david
864235b14c
Moved ShrubGrassCover.
2002-09-04 12:49:31 +00:00
david
6afe03a37f
Added new textures for barren rock, shrubland, and shallow tidal
...
water. Actually, these are almost two years old, but I never
integrated them into the base package.
2002-09-04 12:39:38 +00:00
curt
2622c675c1
Added a small amount of emmissive to the built up areas.
2002-08-30 21:55:40 +00:00
david
0f951b8c2d
Added entry for Sand material.
2002-08-24 15:28:15 +00:00
david
1829b8935c
Added IntermittentStream material.
2002-08-15 19:44:18 +00:00
david
2ae996b7cc
Patch from Erik Hofman to make cities glow and water sparkle.
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[dpm: made Urban change to Town as well]
2002-08-04 16:54:08 +00:00
david
8703778570
Added the new expanded Airport area (cleared area around runways).
2002-08-02 20:54:31 +00:00
david
cb7b6369af
Patch from Erik Hofman to add specular and emissive colours to water
...
and urban areas (respectively). Nothing is showing up yet in
FlightGear.
2002-07-31 15:57:15 +00:00
david
895c512596
Added a red brick school for settled areas, and made the cows rarer again.
2002-07-26 00:02:08 +00:00
david
7440c5ea3b
There were too many cows.
2002-07-21 18:04:13 +00:00
david
e86445f9ab
Added new, large building by Frederic Bouvier. Because it is very
...
distinctive, I've made it extremely rare.
2002-07-20 22:01:58 +00:00
david
e0659e853b
Oil tanks for built-up areas.
2002-07-20 20:45:32 +00:00
david
2b7be92693
Oops -- restored average forest tree density to one tree for every
...
10,000m^2 (i.e. 100m x 100m).
2002-07-20 16:43:37 +00:00
david
8a39071358
Fixed typo that was causing a DIV0 error and run-away memory
...
allocation.
2002-07-20 16:41:56 +00:00
david
928e1670a8
Added a cube apartment building by Frederic Bouvier and a farm silo by
...
David Megginson.
2002-07-20 14:43:01 +00:00
david
6a99c5b2dd
Grouped random objects by visual range, to match changes in C++ code.
2002-07-20 13:01:17 +00:00
david
4586491815
Updates for latest code changes, and increased density for small
...
office building.
2002-07-19 23:52:22 +00:00
david
99bdef420b
Added a low-rise glass office building for urban areas, and made it
...
much more common than the big apartment building.
2002-07-19 20:46:32 +00:00
david
898a8e15c7
Added a generic water tower (no town name) and a largish Christian
...
church (with steeple and church hall) for random placement in scenery.
2002-07-19 19:45:32 +00:00
david
aa2d9b77ee
New terrain textures from Erik Hofman.
2002-07-18 21:09:25 +00:00
david
4e223eea06
Added a red barn to appear occasionally on farmland, with a 3km range
...
of visibility.
2002-07-18 15:42:35 +00:00
david
2a30355af5
Removed obsolete group-range properties for randomly-placed objects.
2002-07-18 11:34:24 +00:00
david
2ee5c6ba4b
Group reusable parameters for easier experimentation.
2002-07-15 20:33:24 +00:00
david
6b970616aa
Updated models and config for dynamically-generated scenery objects.
2002-07-15 16:24:03 +00:00
curt
dce4129036
Erik Hofman wrote a program to calculate non-textured material rgb values based
...
on the original texture ... at hight altitudes, you almost can't tell if
texturing is on or off with this patch.
2002-04-26 14:41:08 +00:00
curt
13b05c173e
alias all the marked dirt runways to concrete. This isn't a good long term
...
solution, although it may have to do. Most cards probably don't have texture
ram enough for an entirely new set of additional runway textures.
2002-02-07 19:54:14 +00:00
david
0bc58b2fc0
Added Town material and texture.
2002-02-01 01:38:10 +00:00
david
44324f247c
Regenerated from original materials file to correct colours.
2002-02-01 00:05:52 +00:00
david
2bd291edf8
Fixed path to asphault and gravel textures.
2002-01-07 12:41:35 +00:00
david
f9829eba75
Replaced old materials file with materials.xml, using the regular
...
property-file format. This new format will simplify extensions later
on (including crash detection on forest and water surfaces, etc.).
There is also a DTD file for anyone with an XML editor.
2001-12-28 22:37:57 +00:00