Now, when it comes to FlightGear, the corresponding artwork (SVG or OpenVG) will typically be put into a Canvas element that is then looked up afterwards by name/identifier (SVG id), at that point you can animate/update and modify each element as needed - basically, this works like you said via something like getprop/props.nas - however, for the sake of efficiency, there are some smart algorithms being used to make this a little more efficient and abstract - the latter is primarily done to be able to reuse the same code for different avionics/aircraft, but also for things like the built-in canvas map dialog. If in doubt, read up the details on wikipedia or look up a few intro videos on youtube. That's the main difference to raster images (which contain pixel data), SVG images contain vector data. Since these files are plain text, the corresponding text markup needs to describe the contents of the image. The main difference being that SVG/XML is an actual standard to contain/describe image data. So if you're wondering how a FlightGear property is added to an SVG file, which is in turn shown inside FlightGear, here's the basic workflow.įirst things first, an SVG file is nothing more than a plain text file containing XML markup, pretty much like our existing PropertyList XML files. The following article is going to provide an introduction to explain how SVG files and properties are hanging together in FlightGear. This is all under construction and I have many plans.Screen shot showing a slightly modified version of svg.nas to help newcomers understand how SVG handling works inside FG and how to hook up SVG to FlightGear properties I then hopped into my RV7 for a couple flyby shots. The second shot is on taxiway left in front of the outdoor airplane park. It is late now, but I will edit this tomorrow (if I have time) to show some screenshots.Įdit: The first shot is my Jenny that is under construction in front of my hanger at 97fl. I am teaching myself blender as I am going along. I also need to create a custom 3D cockpit. It is flyable but I need some serious work on the tail feathers and wingtips. I have a ton of static aircreaft and other. dsf file, and built my own custom hanger. I paved the runway, flattened the terrain which was a real chore digging into the. The real thing is just over a mile from my house. I have been spending all my time between building my own private airstrip and building a JN-4 Jenny from scratch. They have a whole screenshot thread there. For some more realistic screenshots of X-Plane see the thread in this section or just visit the X-Plane forum. As it was just screwing around and a work in progress the plane isnt painted and has no physical motors, just thrust points, but it can boogie! I can hit outerspace in seconds and it is fairly stable in level flight and can cross the Florida penisula in the blink of an eye. Something you thought you'd never see, the Hughes HK1 Spruce Goose with the piston engines removed and 8 1,000,000 pound thrust rockets attached in their place. Upgrades through the 8 versions will always be free downloads so you can get it later.Įdit: Here is a screenshot of some of the fun you can have. 8.5 is going to be the cat's meow, but it has a lot of problems at this point. One word of warning though, X-plane 8.5 rc1 is out. Also go to and be sure to check out their forum. It is not as "polished" looking as MSFS, but it is THE MOST realistic flight characteristics of ANY sim and is a world unto itself. The best part about X-Plane is the configurability and the options for not only creating your own aircraft but scenery too. I bought the full monty global scenery for $70 and it was worth every penny. You get 6 minutes of stick time in a limited san francisco (I believe) area but you can play as many times as you wish. Do yourself a favor and download the FREE X-Plane demo.
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