World
Wide Guide to FS Scenery Design | Knowledge
Bank | Seeds
(Note: This is a DRAFT document - Your comments are welcomed)
Flight Simulator offers two ways of creating landscapes:
This article looks at the first option, focusing on the special texture files you can create for use when covering a large area with synthetic tiles.
These special texture files are called "SEED" files, because they are used to impregnate the FS scenery engine for easy "planting" and quick coverage of large areas.
Although they don't offer the precision of placement that is possible with polygons, synthetic tiles using the default FS textures or your own SEED textures are the simplest way to cover a large area with scenery that approximates the actual appearance of that area. All the compilers allow you to lay synthetic tiles that make use of these textures,
Note that the default and SEED textures must be kept in the main TEXTURE directory, unlike other textures, which can be placed in a sub-directory holding files associated with a single scenery area.
If you use the textures supplied with FS, you'll notice they have descriptive
file names like NEEDLE.R8 (the pine forest),
URBURB.R8 (suburbia), etc. Although some compilers allow you
to specify such textures by their descriptive names, the internal FS engine
itself refers to these standard textures by a
hexadecimal number. For example,
NEEDLE.R8 is identified in low-level computer code by the number
02; the farm is identified by the number 87; the city by 8C; etc.
Although the makers of FS have never documented the use of SEED textures,
it didn't take scenery designers very long to discover that if you create
your own 256-pixel-square texture file and name it SEEDxx.r8,
you can use your own textures in synthetic tiles by specifying the hexadecimal
number you used in your SEED file.
Several years ago, Bill Roccia of Philadelphia stumbled on to SEED possibilities by experimentation.
"I was experimenting with laying down synth blocks, and tried an undocumented
number in the source code. Instead of the documented number 89, I tried 90.
When I started FS, it said: "Can't find SEED90.R8!" So I found
a way to lay down my own textures with the seed names. A lot of other people
discovered the same thing at around the same time."
If you create a texture designed to simulate the appearance of a suburb where red roofs are common and you call the texture SEEDF4.R8, you can lay a synthetic tile featuring that texture by specifying F4 as the texture.
If you use a synthetic texture tile such as the Swamp (known to the FS scenery
engine by the hexadecimal notation of 0Ah), the scenery engine automatically
uses SWAMP.R8 to generate the texture. But if you specify a
hex number that FS hasn't reserved for its own use, it will automatically
append that number to the prefix SEED, and look in the TEXTURE directory
for an .R8 file that matches that name.
Note that it is not possible to assign names to your own seed textures, in the same way that FS automatically associates "Swamp" with 0Ah. You have to stick with hex numbers when you're working with homemade SEED files.
The use of SEED files opens up a lot of possibilities for customised scenery, but poses some serious problems as well. The problems arise from the limitations on the number of textures.
Because it's a two-place hexadecimal number, there are 16 x 16, or 256, different numbers available. 28 are already programmed by the FS scenery engine for use, leaving 228 for custom use.
That's a goodly number, but there are several problems with using
SEEDxx.R8 textures:
SEEDxx.R8 textures in your main TEXTURE directory and want to
use a scenery created by another designer who created his own custom textures
using the same names as you used, you have a problem.
The arguments in favour of using SEEDxx.R8 textures include:
In recent debates in flight-sim circles, some designers have urged their
colleagues to avoid using SEEDxx.R8 textures and rely on polygon
textures. Polygon textures allow greater authenticity of location, shape,
size, seasonal variation and night-time lighting. It's worth noting that
several kinds of polygon commands are available: in SCASM, for instance,
it has been noted that Poly and TexWindow produce faster frame rates and
better haze effects and are a better choice than TexPoly when it comes to
2-D texture surfaces.
Despite the limitations with SEED-based synthetic tiles, if you want to cover a large area quickly, and don't want to go to the trouble of creating custom textures laid down in polygon style, the SEED method may be a good approach.
With the help of numerous designers on the Flight-Sim mailing list, we've put together a registry of known SEED files. In the absence of a committee that might officially endorse a new SEED texture, we're proposing a set of guidelines to follow if you want to create a new SEED texture for use with scenery you distribute. And we're working on arrangements with the keepers of the FTP.IUP.EDU site for creation of a special storage place for SEED files.
See Registry of SEED Files
If you have anything to contribute on this subject,
please send e-mail to
kraybill@vianet.net.au.