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Author SHA1 Message Date
mfranz
2aa8e41828 rename '.' glyph and arrow glyph names according to the new sign language spec 2008-02-13 19:06:46 +00:00
timoore
cefe3edeb2 Latest trees update from Stuart Buchanan.
Random variation of tree texture maps.
2008-02-07 23:11:38 +00:00
timoore
a511a1d020 Specification of random tree models and densities. From Stuart Buchanan. 2008-02-02 23:10:08 +00:00
mfranz
a856d86181 adopt glyph names from apt.dat 840 for "runway safety area" and "ils critical
area boundary"
2008-01-20 15:14:47 +00:00
frohlich
c621499645 Modified Files:
materials.dtd materials.xml:Olaf Flebbe: Clean up anisotropic
	filtering.
2007-06-08 06:51:38 +00:00
frohlich
4058cd1a37 Modified Files:
materials.xml: Add runway light materails.
2007-05-28 05:07:49 +00:00
mfranz
e6feb269c7 s/resistence/resistance/ 2007-05-13 11:53:46 +00:00
mfranz
bebbbc28e6 s/asphault/asphalt/ 2007-05-13 11:44:35 +00:00
mfranz
0936a148e1 - don't list the "Default" material name first, as the first entry is
what we usually want when we query the material, and "Default" isn't
  very descriptive
2007-05-13 09:38:36 +00:00
frohlich
29f9ffd043 Modified Files:
materials.dtd materials.xml: Filter runway textures better.
2007-04-21 12:13:51 +00:00
mfranz
4a08d75574 Maik JUSTUS: improve some friction values (ice, snow, dirt-runway, grass, ...)
mf: fix sign glyph name, adjust some sign properties
2007-01-28 11:43:50 +00:00
martin
26ac84dc67 Prepare for renaming in order to get closer to the original meaning in
the VMap0 spec.
2006-10-15 10:46:45 +00:00
martin
6d883e5fe5 My wife expects me to be correct about this .... ;-) 2006-10-14 22:32:04 +00:00
martin
bd560b9cd6 An early riser out of many steps in order to prepare for a cleanup of
the different Landcover material names. Completely harmless.
2006-10-14 22:06:20 +00:00
frohlich
aabab43f47 Provide the newly introduced properties to materials.
Document them like the others are documented.
2006-06-11 13:38:45 +00:00
mfranz
3c2b7876de adjustment to the raised period to fight mipmapping artifacts 2006-04-22 15:36:40 +00:00
mfranz
7208f2d695 thanks to Erik's texture map I can now drop empty.rgb altogether and just
specify the same texture in the "foo.lighted" and "foo.unlighted" material
entry. This also allows to drop the state cloning and thereby solves the
most urgent apt_signs.cxx TODO. :-)
2006-04-22 13:40:58 +00:00
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.
[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