Micro
Flight supports several types of vehicles, the following
sections show the detailes of the various formats of
these vehicles and gives instructions for creating them.
All of these vehicles have
intrument panels which share the same format and are
documented in the following sections.
Each of these
vehicles requires use of a standard
text editor
for editing the configuration files, and also a 3D
modelling software such as 3D studio or 3D studio
MAX
for creating a 3DS mesh files.
3DS Mesh files can
be converted to the X file format by using conv3ds
Each of these
vehicle 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.