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As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas. In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly. | As of 05/2012, FlightGear supports a new "random buildings" feature, buildings are generated at runtime and placed in Urban and Town areas. In v2.8.0 these take up a lot of memory, but in subsequent releases this has been improved significantly. | ||
Building generation is configurable through materials.xml, and documented in [http://gitorious.org/fg/fgdata/blobs/master/Docs/README.materials $FG_ROOT/Docs/README.materials ]. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and we are looking for people with artistic abilities to contribute improved textures. If anyone is interested in creating a better texture, please get in touch with [[User:Stuart]] on the mailing list or forums. | Building generation is configurable through materials.xml, and documented in [http://gitorious.org/fg/fgdata/blobs/master/Docs/README.materials [[$FG_ROOT]]/Docs/README.materials ]. It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa. The current texture used for the buildings is a proof of concept, and we are looking for people with artistic abilities to contribute improved textures. If anyone is interested in creating a better texture, please get in touch with [[User:Stuart]] on the mailing list or forums. | ||
At a functional level, there are three different size of buildings (small, medium, large), with slightly different constraints (small and | At a functional level, there are three different size of buildings (small, medium, large), with slightly different constraints (small and |