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Workshops General Creating a scenrey for FMS

Creating a scenrey for FMS

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Creating Sceneries for FMS
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To begin you should get some photos of a scenery. For our purpose it is the best to have so called “aerial photographs”. Save it as Bitmap (.bmp) with a size of 1024x1024 pixels or 512x512 pixels. Only one photo per scenery is needed (it is also possible to use more):

Don’t hesitate to start, because it does not need a course to build a scenery for FMS with this easy manual.

To build our scenery we need something else at first: A name for our scenery.
Let’s take “test.bmp”,

For a FMS scenery we will need the following files (*.bmp). More about the content later.!

Test1.bmp
Test2.bmp
Test3.bmp
Test4.bmp
Test2r.bmp

TestHeight.bmp
Test.scn

Open the “test.scn” file with a text editor (right click -> open with editor)
It will should like this:

SKY 300 5000
//                  X    Y
AIRCRAFT_POSITION  -170 -175 0
PILOT_POSITION     -175 -180 0

3D_LANDSCAPE TestHeight 500

SCENE 500 250 25

QUADRANT 0 0   1 1 Test3
QUADRANT 1 0   1 1 Test4
QUADRANT 2 0   1 1 Test3
QUADRANT 3 0   1 1 Test4

QUADRANT 0 1   1 1 Test1
QUADRANT 1 1   1 1 Test2r
QUADRANT 2 1   1 1 Test1
QUADRANT 3 1   1 1 Test2

QUADRANT 0 2   1 1 Test3
QUADRANT 1 2   1 1 Test4
QUADRANT 2 2   1 1 Test3
QUADRANT 3 2   1 1 Test4

QUADRANT 0 3   1 1 Test1
QUADRANT 1 3   1 1 Test2
QUADRANT 2 3   1 1 Test1
QUADRANT 3 3   1 1 Test2

DIM3
QUADS

END

A small hint: In the Internet you can find many aerial photos. But you should inform the author and take care of copyrights etc. to avoid problems when using them.

Now build a “map” with the size of 1024x1024 or 512x512 pixels.

If the photo is too small you can attach the same photo several times. You also can build a bigger photo out of some smaller ones. Keep an eye on adjusting the joints of the single photos. You will need any picture processing program to do this (Paint shop, Photoshop etc.)

If you have attached all you photos to a 1024x1024 or 512x512 size map, this map has to be divided into 4 equal sized parts.

Name the parts like in our example and save them as 256x256px files.
Test1.bmp
Test2.bmp
Test3.bmp
Test4.bmp

Save “Test2r.bmp” also as an 512x512px file.

This is the part that later will contain the runway. This part needs a good resolution, therefore 512x512px

Now paint the runway into “Test2r.bmp”. A lake can also be nice for watercrafts (256 colour mode if possible). It doesn’t matter where you place it.

You also can set the starting position into the water (as a scenery for watercrafts). This can easily be set in the “test.scn” file under “Aircraft potition”.

After you have painted everything save the file “test2r.bmp in 512x512px.

This is the position map of each .bmp file in FMS.

 

Test1
.

Test2

Test1

Test2

.
Test3
.

Test4

Test3

Test4

.
Test1
.

Startbahn
Test2r

Test1

Test2

.
Test3
.

Test4

Test3

Test4

The file “height.bmp” contains the information for the heights of mountains etc.
Here you can give the scenery a shape.

Light coloured area means flat
Dark coloured area means mountain.

Explanation: The below painted face would appear in FMS as a grid. In a more detailed look you can see that the face complies with the mountains of the terrain.

Eyebrows, eyes, nose and mouth, everything can be found in the landscape.

Avoid dark areas on textures that should be flat. Also don’t paint dark areas onto the runway. The easiest way is to use a graphics program that supports layers. I use PaintShop 7. If you use a graphics program that uses several layers you can put one photo as upper and one as lower layer. This makes it easier to draw transparent. The best way is to use the spray can.

 

Open the “test.scn” file again with an editor. Now we set the position of the pilot and the aircraft.

 

SKY 300 5000
// X Y
AIRCRAFT_POSITION  -170 -175 0
PILOT_POSITION     -175 -180 0
...................
.............

 

Load FMS and modify the position until it is as you like. Here an example:

Besides this, objects can be added to the scenery. This objects must be saved as *.geo file. Build a not too complex object with Metasequoia and save it as “TestShed.x”

Reduziere die Polygone soviel wie möglich.

Reduce the number of polygons as far as possible.

The bitmap of the house we just name “TestShed.bmp” (if possible use the 256 colour mode).
Rename the “TestShed.x” into “TestShed.geo” by using GeoEX.

Open the “TestShed.geo” with an editor and copy the following:

//GeoEX Ver0.4 2001-07-20 Masuoka

OBJECT BODY
0
0 0 0
0 0 0
0 0
// Rumpf1
__________________________ Copy from here

CULL ON

COLOR 1.00 1.00 1.00 0 0
TEXTURE ON
QUADS
-157 53 5.000000 5.000000 5.000000
-159 119 5.000000 5.000000 -0.023250
-19 122 -5.000000 5.000000 -0.023250
-17 56 -5.000000 5.000000 5.000000

-158 119 5.000000 -5.000000 -0.023250
-157 53 5.000000 -5.000000 5.000000
-17 54 -5.000000 -5.000000 5.000000
-18 120 -5.000000 -5.000000 -0.023250

-86 -4 -5.000000 0.000000 9.360450
-88 119 -5.000000 0.000000 -0.023250
-18 120 -5.000000 -5.000000 -0.023250
-17 54 -5.000000 -5.000000 5.000000

...................
.............

____________________________________________

// Tragflächen 1

// Tragflächen 2

// Höhenruder

// Seitenruder

END

Open the “test.scn” with an editor and save the copied data (red) like mentioned below.

Please use the textures like mentioned below (pink)

Define the XY-Axis like mentioned below (green)

 

SKY 300 5000
//                   X    Y
AIRCRAFT_POSITION  -170 -175 0
PILOT_POSITION     -175 -180 0

3D_LANDSCAPE   TestHeight 500

SCENE 500 250 25

QUADRANT 0 0   1 1  Test3
QUADRANT 1 0   1 1  Test4
QUADRANT 2 0   1 1  Test3
QUADRANT 3 0   1 1  Test4

QUADRANT 0 1   1 1  Test1
QUADRANT 1 1   1 1  Test2r
QUADRANT 2 1   1 1  Test1
QUADRANT 3 1   1 1  Test2

QUADRANT 0 2   1 1  Test3
QUADRANT 1 2   1 1  Test4
QUADRANT 2 2   1 1  Test3
QUADRANT 3 2   1 1  Test4

QUADRANT 0 3   1 1  Test1
QUADRANT 1 3   1 1  Test2
QUADRANT 2 3   1 1  Test1
QUADRANT 3 3   1 1  Test2

DIM3
QUADS

X     Y Height
POSITION -150 -153  3

CULL ON

COLOR 1.00 1.00 1.00 0 0
TEXTURE TestShed
QUADS
-157 53 5.000000 5.000000 5.000000
-159 119 5.000000 5.000000 -0.023250
-19 122 -5.000000 5.000000 -0.023250
-17 56 -5.000000 5.000000 5.000000

-158 119 5.000000 -5.000000 -0.023250
-157 53 5.000000 -5.000000 5.000000
-17 54 -5.000000 -5.000000 5.000000
-18 120 -5.000000 -5.000000 -0.023250

-86 -4 -5.000000 0.000000 9.360450
-88 119 -5.000000 0.000000 -0.023250
-18 120 -5.000000 -5.000000 -0.023250
-17 54 -5.000000 -5.000000 5.000000

...................
.............

// Tragflächen 1

// Tragflächen 2

// Höhenruder

// Seitenruder

END

To make something transparent in additional objects, the transparent area must be coloured in deep black. Take a look on the example:

This bitmap we have named TestTree.bmp (256x256px). Write, like shown below the name of you .bmp behind TEXTURE; in our case TestTree.bmp. The qualifier TRANSPARENT makes sure, that all black coloured parts in our TestTree.bmp are displayed transparent. We also have to set the position.

...................
.............

TEXTURE TestTree TRANSPARENT
POSITION -100 -100 2.4
256 256 -3 0 0
0 256 3 0 0
0 0 3 0 6
256 0 -3 0 6
256 0 -3 0 6
...................
.............

 

This is how it looks in FMS, not bad!

In the same way you can bring your club buddies or something else into FMS.

If you add some shadows with the spray you can improve the visual effect.
It is the best to zoom out and make a screenshot (press PRINT on the keyboard and paste into a graphics program.) Now you can see the position of all objects.

 

That’s it.

Now have fun with your new build scenery. If it doesn’t work perfect on the first try, don’t let hang the head. You will surely find the fault. If not, don’t hesitate to ask in the RC-Sim forum.

Now have fun with your new build scenery. If it doesn’t work perfect on the first try, don’t let hang the head. You will surely find the fault. If not, don’t hesitate to ask in the RC-Sim forum.
 

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