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Guest ben_

Upcoming VFR scenery of EBKT (Belgium)

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Guest WilliamD

I thought I understood the Fly!2 scenery system pretty well, but this really amazes me. It's wonderful of course, but how does that flat texture image work? Is it mapped to a transparent vertical flat surface, or what?I think we need another tutorial...

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Guest

Frank,Thanks for sharing this with us. I can imagine how many hours you have spent to create this jewel ..Br's, Marc

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Guest

Excellent, Remarkable, Outstanding, Awesome, Spectacular, Superb, Earth Shaking, Mind Blowing, Supreme, Breath Taking, Paramount, Astounding, Unparalleled, Flabbergasting.Truly, steroidal eye candy. Love it.blkwlsn

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Guest pilotsim7828

Ditto! to the above post`sBUT DOUBLE THAT, This scenery is a must have for the fly communityAs soon as it comes out I`ll be in the download line Awaiting my turn!!!! This is truley AWSESOMEJeff Akins:-eek :-beerchug

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For Your information, a brief description how I proceed to design the scenery.In attachment screenshots of horizon textures designed this week.Best Regards,Frank* Collect information about the airport (E.g. Orthogonal aereal color photo, other color photo's, charts, ...)* The ground textures. In a 2D drawing program (E.g. Paint Shop Pro) I prepared texture tiles from the large orthogonal photograph of EBKT. I divided the lage photo in smaller tiles of 256x256 pixels. I saved all the textures as ".tiff" (256 colors) into the ART folder of Fly!2. In a scenery design program (Terramodels 2.2 from Allen Kriesmann) I start a new project (E.g. EBKT). I used the complete aereal photo of EBKT as background image. For each tile: Using the "Create an irregular ground poly" option, I defined a ground polygon (256x256 pix). I assigned the appropriate tile texture to it. I selected the "Non-Z buffered" option for those polygons to make them appear in Fly!2. (Fly!2 version 2.5.240 has the possibility to display polygons as Non-Z buffered) I saved the project, and the resulting files go into the DATA and MODEL folder of Fly!2.* The horizon textures. In a drawing program (E.g. Paint Shop Pro) I prepared textures from photographs. The area's I want to be transparant in Fly!2, need to be colored black (R=0, G=0 B=0) (E.g. for the sky). I saved the textures as ".bmp" 512 x 512 pixels and 256 colors. In a 3D design program (E.g. Zmodeler) I defined the rectangular 2D shapes for the horizon. I assigned the textures to the horizon 2D shape. 5UV mapping) I exported the result as ".smf" file. The resulting files go into the MODEL folder of Fly!2. In a graphis convertor (E.g. Fly graphics from Franck Racis): I converted the bmp. textures to RAW format. The resulting files go into the ART folder of Fly!2. In a text editor (E.g notepad) I make a ".mdl" file to allow the editor in Fly to represent the 3D objects. I save this file in the DATA folder of Fly!2.* Positioning of the textures in Fly!2. In Fly!2 I go into the editor: I add and place the objects into the scenery and save my work. The editor creates an appropriate scenery file in the DATA folder of Fly!2.* The taxiways. In the root directory of Fly!2 is a subdirectory "Taxiway", containing a magnificient taxiway editor. The resulting files go into the data folder.

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Guest

Flat textures or no, these horizon shots are absolutely stunning!I hope that many others will use your technique!Thanks so much for documenting it here.

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Guest ben_

FrankYour results are truly outstanding.This reply should be saved as a tutorial somewhere before the images disappear ( 6 weeks?)Thanks again. Can't wait for you scenery upload :-)Ben

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