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Creating scenery for Micro Flight
  Scenery Tutotial Main page Tile based scenery
  Photorealistic scenery   USGS scenery


The tile based scenery is the most common scenery type in Micro Flight, it is defined by a large bitmap which holds the DEM ( Digital Elevation Model ) , and another which holds the objects information.

Inside the scenery directory of Micro-Flight there are one or more sub directories, each of them containes one scenery area, inside each scenery area there are several file types.

Scenery.ini

The Scenery.ini file is a very simple file that containes the basic scenery parameteres, these parameteres are:

Sample:

1000 [land_size]
4 [num_div]
12 [k_alt]
256 [tile_size]
6.4 [east_coord]
-44.35 [south_coord]
@
European Flavor:

Based upon the digital elevation model of the southern part of france, the European Flavor scenery offers an amazing variaty of topography and gliding conditions.
From the mediterrainian sea in the south to the snowy peaks of the Mont Blanc. stretches on of the most beutiful and peacefull places on earth.
This scenery is the perfect place to start your MicroFlight experience using gliders, ultralights and other micro aviation vehicles.

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 segments along each tile side.
K_alt factor by which to multiply values in the map.bmp to get real height.
Tile_size the size in pixels of the texture which may be associated with each tile, this parameter is used only when a large scenery image called photo.bmp exists, this image will be divided according to tile size.
East_coord the east coordinate of the left side of the scenery.
South_coord the south coordinate of the bottom side of the scenery.
@ a seperator, after which the description of the scenery follows.
Map.bmp


The map.bmp file is a simple bmp file with 1024x1024 pixels and 256 colors, the file was made similar to an ordinary map on purpose, each pixel has a color which is directly related to it's height above sea level.

Here is a small portion of the map file enlaged to make the pixels visible,and the color palette used to make it appear as a topographic map.

As you can see the blue color which marks the sea is also the first entry in the palette ( the zero value ) and the following colors are more and more green then yellow then brown just as you would expect in a map.

Each color value is directly related to the hight of this point above the sea level which is the zero value, the ship itself can sail only in the blue areas.

To create your own map you can either import a DEM ( Digital Elevation Map ) into some image editing tool and save it as a map.bmp, or you can simple draw the image or modify it yourself with any image editing tool.

special care must be taken to work on the same palette as this file so as to keep elevations related to their palette values.


Nav.bmp


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.

Obj.bmp


Since each tile in the scenery has num_div points of elevation along each side, and the elevation matrix file map.bmp is 1024x1024 pixels in size, there will be 1024/num_div tiles along each size of the scenery matrix.

The obj.bmp file dfines the objects that will be used for each tile, therfore is a bmp file with (1024/num_div) x (1024/num_div) pixels and 256 colors, the file sppears to be similar to an ordinary map but actually containes different pixel values, each pixel has a color value which specifies which types of objects are located on that location.

The palette of this file is made of colors 1 - 200 which are used for objects definition purposes and of colors 201 - 255 and 0 for the purpose of making it look like a map and have no other purpose.

Here is a small portion of the obj file enlaged to make the pixels visible,and the color palette it uses.

As you can see on the part of the obj file, there are several pixels with red, blue or white colors, these are color values that are in the range of 1 - 200 and therefore are used for creating objects in that place, the rest of the map is ignored by the program and is used only for visual purposes of showing the map view inside the program.

What the colors mean:

When a color value of 1 - 200 is detected , the program searches for a file called p###.def where the number is the color value, for example p200.def for color value of 200.

These files are located inside the models directory and have very simple structure which is explained in the following section.


Texture.bmp


The Texture.bmp file is a simple bmp file with (1024/num_div) x (1024/num_div) pixels and 256 colors, the file sppears to be similar to an ordinary map but actually containes different pixel values, each pixel has a color value which specifies which textures are located on that location.

The palette of this file is made of colors 1 - 200 which are used for texture layout definition purposes and of colors 201 - 255 and 0 for the purpose of making it look like a map and have no other purpose.

The file is similar in structure and function to the obj.bmp file but the the color indexes are used to determine which custom texture to be used for the given land pixel.

What the colors mean:

When a color value of 1 - 200 is detected , the program searches for a file called txt###.bmp where the number is the color value, for example txt200.def for color value of 200.

These files are located inside the graphics directory of the program or scenery and have and are used for land texture of the given land tile instead of the default txt#.bmp files.

Tex###.bmp


These are a series of textures with the size of 256x256 and 256 colors which are mapped by the program to different altitudes, the lowest values are the ones near the coast and the highest values are the taller mountaines.

Threre are three additional textures : cliffs.bmp is assigned by default to the highest value, waves.bmp is assigned to sea level, sand.bmp is assigned to transition between sea and land.

You can choose different textures to customize your scenery appearance and adapt it to different locations in the world, for example you can choose ice textures for antarctica, or sandy beaches for tropical islands.

In addition to the standard land textures, the txt###.bmp files can be used as optional ground texture files with the texture.bmp layout file, you can have as many as 200 specific textures associated with each sceney and use them to carefully construct an area made of actual aerial photography.

P###.def


As there are 200 possible color values for object definitions, there may also be 200 different types of def files from p001.def to p200.def located inside the models directory, and also inside each scenery directory.

Each def file defines a single collection of objects and actions that may be located inside a rectangular area that is defined by one tile in the scenery ( each tile is composed of num_div x num_div pixels of the elevation matrix ).



The structure of the def file can be seen in this sample:
11 number of objects
buildrw1 0.25 0.25 0.0 0.0 3 3 4 object parameters
buildrw1 0.25 0.75 0.0 0.0 3 3 4
buildrw1 0.75 0.25 0.0 0.0 3 3 4
buildrw1 0.75 0.75 0.0 0.0 3 3 4
tree_5 0.375 0.375 0.0 0.0 5 5 5
tree_5 0.375 0.875 0.0 0.0 5 5 5
tree_5 0.875 0.375 0.0 0.0 5 5 5
tree_5 0.875 0.875 0.0 0.0 5 5 5
Light 0.5 0.5 0.25 0.0 255 255 255
Sphere 0.5 0.5 0.08 1.5 255 255 255
pole 0.5 0.5 0.0 0.0 10 4 10
0
Object names can be any name or one of the following

Patch - a flat runway segment with lights using a texture called patch##.bmp , the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created on both sides of patch, with white color.

DarkPatch - a flat runway segment using a texture called patch##.bmp , the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created on both sides of patch, with white color.

Road - a flat road segment with lights, using a texture called road##.bmp , the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the road, with orange color.

RoadRed - a segment with red  lights, the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the path, with red color.
RoadGreen - a segment with green  lights, the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the path, with green color.
RoadBlue - a segment with blue lights, the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the path, with blue color.
RoadWhite - a segment with white lights, the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the path, with white color.
RoadStrobe - a segment with strobe lights, the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the path, with strobe light and white color.
RoadVasi - a segment with VASI lights, the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created above the start, with VASI lights red/white color.
DarkRoad - a flat road or river segment using a texture called road##.bmp , the parameters are:
pos_x, pos_y, pos_z, width, angle, delta_angle, height.
At night lights will be created along the road, with orange color.

Light, Sphere, Beam, Night - illumination objects, the parameters are:
pos_x, pos_y, pos_z, object scale, r_color, g_color, b_color.

Blink - blinking illumination object, the parameters are:
pos_x, pos_y, pos_z, interval, x_scale, y_scale, z_scale.
Object - Ordinary object with any name, the parameters are:
pos_x, pos_y, pos_z , angle , scale_x, scale_y, scale_z.
At night file called object##_n.x will be loaded, if found it will be illuminated.
Surface - flat object with any name, the parameters are:
pos_x, pos_y, pos_z , angle , scale_x, scale_y, scale_z.
At night file called surface##_n.x will be loaded, if found it will be illuminated.
Night - object that lights at night, the object name is night_##.x , the parameters are:
pos_x, pos_y, pos_z, angle , x_scale, y_scale, z_scale.
Sphere- sphere that lights by night, the name is sphere_##.x , the parameters are:
pos_x, pos_y, pos_z, dummy , x_scale, y_scale, z_scale.
Thermal- a thermal created at the specified location, the parameters are:
pos_x, pos_y, pos_z, dummy , r_min, r_max, v_core.
Smoke- a smoke created at the specified location, the parameters are:
pos_x, pos_y, pos_z, interval , r_color, g_color, b_color.
Array- a wind flixible array of surfaces at the specified location, it will use a texture called array##.bmp, the parameters are:
pos_x, pos_y, pos_z, elements , width, height, size.
At night the array will use a texture called array##_n.bmp if found, the array will then be illuminated.
FixedArray- a rigid array of surfaces at the specified location, it will use a texture called fixedarray##.bmp, the parameters are:
pos_x, pos_y, pos_z, elements , width, height, size.
At night the array will use a texture called fixedarray##_n.bmp if found, the array will then be illuminated.
LightArray- an array of glowing point surfaces at the specified location, the parameters are:
pos_x, pos_y, pos_z, elements , width, height, size.
Windsock - windsock object, an object that will be fully aligned with the wind, the object name is windock##.x, the parameters are:
pos_x, pos_y, pos_z , dummy , scale_x, scale_y, scale_z.
Windvane - windvane object, an object that will be directionally aligned with the wind, the object name is windvane##.x, the parameters are:
pos_x, pos_y, pos_z , dummy , scale_x, scale_y, scale_z.
Windflex - wind flexible object, an object that will be flexible with the wind, the object name is windflex##.x, the parameters are:
pos_x, pos_y, pos_z , flexibility , scale_x, scale_y, scale_z.


Default road files

Micro-Flight comes with a basic collection of patch segements which are defined in def files with the following numbers and meanings:



The X files


DirectX 3D model files are called X files , these files are used in Micro-Flight for modeling the gliders and the static objects in the scenery, such as trees and buildings.

To create an X file, use any 3D graphic software that can export this format directly or use one that can export 3DS files and convert these files using conv3ds converter written by Microsoft.

The most whidely known program to create 3DS files is ofcourse 3D studio, but others exist which can be also downloaded and evaluated to give you a quick lauch into the fascinating world of 3D object creation, for example BCad .

The Conve3ds utility by Microsoft can be downloaded on MF Download Zone

Each of these objects uses textures which can be in any format that the x files supports, for example bmp, jpg, gif.

In addtion to the texture itself some actions are applied by the program depending on the name of the texture and on the properties of the mesh that is using it.

These special actions are:

Color key - if the texture's name includes "_" the texture is treated as having a transparent color which is the first color index of it's palette, or the black color if it has no palette.

Greyscale alpha - if the texture's name includes "=" the texture is loaded as an alpha layer only and not as a colored texture, such alpha layer can be used for high quality smoke of transparent cloth.

Greyscale color - if the texture's name includes "#" the texture is loaded as an alpha layer with color, the strength of the alpha layer is taken from the average value of it's color, such texture can be used for rotating parts as rotors and propellers.

Chrome mapping - if the mesh using the texture is 75% to 90% opaque, the mesh is applied with a chrome mapping texture called refmap.bmp, this chrome mapping is making a reflection map upon the mesh making it look shiny.

Transparent window - if the mesh using the texture is 5% to 75% opaque, the mesh is treated as a window and is drawn last in the drawing order, this allows the body to be seen through this mesh properly without the need to build the object in this order.