I've just downloaded the SDK via the sticky up the top of the forum.
There is a large help file in .CHM format - opened for me in Chrome.
One of the first useful bits is:
[h=1]File Formats[/h]While using the Mosaic Editor you will encounter many different file formats, including:
- XMF - XMF files are mosaic files in XML format. This is the preferred format for authoring mosaics in the Editor, and is used by the "Open" and "Save" menu options in the File menu.
- MOS - MOS is the binary file format used by the Combat Flight Simulator 3 executable. This format does not include all the information stored by XMF files. You can load and save files of this format with the "Import MOS" and "Export MOS" options in the File menu.
- RGN - RGN files store information about the placement of scenery objects. After you place scenery in the Editor, you can save an RGN file with the "Export RGN" option in the File menu.
- LSO - LSO is the binary file format used by the Combat Flight Simulator 3 executable for scenery placement. These files are created by converting RGN files with the RGN2LSO tool.
And more:
[h=1]Terrain Mosaics[/h]Terrain mosaics are created to texture one four-kilometer block of a particular land class. Beacause of the way Combat Flight Simulator blends land classes together, the textures should tile four times within the mosaic, as shown below.
Each layer in the mosaic is assigned a set of MIP Ranges, which determine when the layer fades in and out. You can assign these MIP Ranges in the Layer Properties window.
Unlike aircraft mosaics, the layer names in terrain mosaics have no special meaning so you can assign any name you like.
[h=2]Importing Terrain Mosaics[/h]The terrain mosaics that shipped with CFS3 can be found in the
LCMosaic.zip file in the
terrains directory. To import one into the Editor:
- Extract LCMosaic.zip to a new folder
- Add the new folder to the Editor's texture search path in the Directory Options dialog
- Choose "Import MOS" from the file menu and select one of the .mos files.
[h=2]Scenery[/h]You can place scenery using the Mosaic Editor's region editing mode, which is discussed in the Placing Scenery topic.
For the scenery to be used by Combat Flight Simulator, you must export to an RGN file, then convert that RGN to an LSO file using the RGN2LSO tool included in the SDK. To export to the RGN format, click the "Export RGN..." option on the File menu.
The Images are not reproducing in this post. You will need to refer to the SDK documentation.
[h=1]Placing Scenery[/h]You can place scenery by using the Region Editing mode of the Mosaic Editor. To enter this mode, select the "Region Editing" option from the View menu. While in the Region Editing mode, two new windows are available for your use: the Regions window and the Region Properties window.
[h=2]Regions[/h]In the Regions window you can organize and select regions of scenery in the same way you operate on Layers. To create a new region to place scenery in:
- Click the "New Region" button
Now, if you move your cursor over the canvas, you will see that it is now a set of crosshairs.
- Click repeatedly on the canvas to outline a region.
- Click on the box surrounding your first point to close the region.
[h=2]Region Properties[/h]
[h=3]Name[/h]Regions names are for your convenience only and are not used outside the Editor.
[h=3]Outline Region[/h]Clicking this button allows you to redraw the boundary for the selected region.
[h=3]Entire Region[/h]Clicking this button sets the boundary of the selected region to the full mosaic.
[h=3]Fixed Angle[/h]If "Fixed Angle" is checked, every scenery item in this region will have the same rotation, specified by the angle you enter. If it is unchecked then each scenery item in the region takes on a random orientation.
[h=3]Fill Maps[/h]Fill maps are used to tell the Editor where to place scenery items. Right-clicking in this area will bring up a Context menu allowing you to add and remove fill maps. Once a fill map is added to the list, click the "..." button to select an image to use for the fill map. The image should have a white pixel wherever a piece of scenery is to be placed and black pixels everywhere else. An example fill map, named "example_fillmap.bmp" is included with the SDK.
The Density allows you to control how many scenery items are placed using the fill map. A density of 1 means there will be one piece of scenery placed for every white pixel on the fill map. A density of 8 places 1 piece of scenery for every 8 white pixels in the fill map.
The Drift allows you to add some randomization to the placement of the scenery. With no drift the scenery items line up on a perfect grid with the fill map. The greater the drift, the more the placement of the scenery items varies.
[h=3]Fill Items[/h]Fill items are the types of scenery objects you want to place using the selected fill map. Right-click in the fill items list to add or remove items. Clicking a fill item brings up a "..." button, which allows you to select the scenery object type.
Each fill item has an associated ratio that allows you to specify what percentage of the total scenery objects placed an individual item should represent. The sum of ratios of all the fill items should equal 100.
Don't know how useful this reply is.