 | Creating scenery for Micro Flight |  |
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The
photorealistic scenery is based upon a large
aerial photo, the textures are extracted directly
from this photograph, the elevations are taken
from an ascii text file and the objects can be
built using a single data file.To
create this type of scenery, the scenery should
contain the photo.bmp
file for texture and also a scenery.def file for defining the boundaries of this photo.
In
addition, a data directory should exist inside
the scenery directory and inside this directory a
hight elvation matrix called hfa.mat can exist, and also an
objects.txt
file specifies the location of each object in the
scenery.
Each
of these files is optional and the normal dtm.bmp
and obj.bmp
can be used instead, their main advantage is the
ability to specify exact elevations and exact
object positions in the photorealistic area.
 | Nav.bmp |  |
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The nav.bmp file is a simple bmp file with any
size and color count, this file is used for only
displaying inside the map view and can be made as
a navigation map.

If this file does not exist
the obj.bmp or the map.bmp will be displayed
instead on the map view.
 | Photo.bmp |  |
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The
default scenery genrated by Micro-Flight is made
of tiles and standard textures, but Micro-Flight
can also use a very large aerial photo to make a
photorealistic scenery of a specific area.

The
aerial photo must be called photo.bmp
and have 256 colors, it's size can be almost any
size, the actual limitation is for the number of
tiles in the photo to be max 40
x 40.
A
parameter called Tile_size in the scenery.ini file,
determines the size of tiles that should be
created from this large bitmap, and may be of of
the following 16,
32, 64, 128, 256, 512.
To
calculate which area of the scenery will be
covered by the photo.bmp use the following
formula:
num_div
x photo.bmp size / tile _size =
number of pixels of map.bmp that will be covered
by photographic textures.
| For
example: |
| tile_size |
128 |
| size
of photo.bmp |
4096 |
| num_div |
8 |
| we
get 4096/128 = 32 tiles |
| 32
tiles x 8 pixels = 256 pixels of map.bmp |
| So
the area of map.bmp that will be covered
by the photographic textures will be 256
x 256 pixels. |
 | The photorealistic scenery format |  |
|
Micro-Flight
supports also a photorealistic scenery format, to
specify this format the scenery should contain
the photo.bmp
file for texture and also a scenery.def file for defining the boundaries of this photo.
In
addition a data directory should exist inside the
scenery directory and inside this directory a
hight elvation matrix called hfa.mat
can exist, and also an objects.txt
file specifies the location of each object in the
scenery.
Each
of these files is optional and the normal dtm.bmp
and obj.bmp can be used instead, their main
advantage is the ability to specify exact
elevations and exact object positions in the
photorealistic area.
 | Scenery.def |  |
|
The Scenery.def
file is a very simple file that containes the
basic scenery parameteres, these parameteres are:
Sample:
|
---
---
---
---
2560 (land_size)
0.2 (scale)
10 (tiles_x)
10 (tiles_y)
6 (num_div)
0.75 (k_alt)
---@
The Carmel Mount,is a beautiful mountain
ridge in the northern part
of Israel.
The ridge is 21 km (13 mi) long and 5 to
13 km (3 to 8 mi) wide;
it extends in a northwesterly direction
from the Plain of Izrael
to the Mediterranean Sea, up to the city
of Haifa, which is spread
out on its northern slopes.
A peak (546 m/1791 ft) of the ridge is
also called Mount Carmel.
Mount Carmel is famous for its
connections with biblical characters
and events.
|
Explanation:
|
| Land_size |
the
size in meters of each tile in the
scenery, a tile is defined as a
rectangular segment of the height
elevation matrix of the scenery, a tile
may have two or more points of elevation
along each side. |
| Num_div |
the
number of elevation points
along each tile side. |
 |
| K_alt
|
factor
by which to multiply values in the hfa.mat to get real
height. |
| Scale |
scale
factor for objects inside the scenery,
the size of the objects will be the scale
specified in objects.txt
file divided by this scale factor. |
| Tiles_x |
Number
of tiles in photo.bmp
along the x axis |
| Tiles_y |
Number
of tiles in photo.bmp
along the y axis |
| @ |
a
seperator, after which the description of
the scenery follows. |
 | Hfa.mat |  |
|
The Hfa.mat file is located inside the data directory of the
scenery, it containes the elevation in meters of
each point in the scenery which is covered by the photo.bmp ,
the number of points in x and y is given by: num_x
= (n_div-1)*tiles_x + 1
num_y = (n_div-1)*tiles_y + 1
| for
example: |
| 0 |
1 |
1 |
2 |
0 |
| 0 |
1 |
2 |
1 |
0 |
| 0 |
1 |
2 |
2 |
1 |
| 1 |
2 |
3 |
2 |
1 |
 | Objects.txt |  |
|
The Objects.txt file is located inside the data directory of the
scenery, it containes scale, orientation and
positions of objects in the scenery.
This
file is similar to a large object def file, it
specifies all the objects in the scenery in one
file.
The format of the objects.txt file is given in
this sample:
Sample:
|
42 (number of
objects)
refiner.x (name of
object)
0.075 0.075 0.075 (scale_x,
scale_y, scale_z)
6.2775 0 3.2657 (pos_x, pos_y,
pos_z)
0.0 0.0 1.0 (dir_x, dir_y,
dir_z)
0.0 1.0 0.0 (up_x, up_y,
up_z)
...
... |
Explanation:
|
| Number
of objects |
the
number of objects in the scenery. |
| Scale_x,y,z |
the
scale factor for the object in X, Y, Z |
| Pos_x,y,z |
the
position of the object in the photo.bmp
part of the scenery, in units of tile_size,
for example if tile size is 100 m, the
object placed at 100m , 50m , 100m will
be given as 1.0 , 0.5 , 1.0 |
| Dir_x,y,z |
The
vector components of the z axis of the
object ( the vector is normalized ). |
| Up_x,y,z |
The
vector components of the y axis of the
object ( the vector is normalized ). |

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