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PhotoWizard Finishing Steps

TerraBuilder will now use texture map (TM) and "slice" it into 16 256x256 pixel textures. Each texture will be a "chunk" of the scenery. The chunks will then be re-assembled and displayed in TerraBuilder workspace. You can use a selection button to select chunks individually and  Chunk properties button to view chunk's properties. Do not change any properties for now, as they will be explained in an upcoming tutorial.

You're done! You created:

  • A small TerraBuilder PhotoWizard scenery that consists of an island in the middle of Adriatic sea,
  • whose south-west corner is located N42, E16,
  • is 600m high,
  • It has one Area() block,
  • this Area() block has 16 TexRelief chunks in it,
  • all referenced from one RefPoint (by default)
  • and this RefPoint is located in the middle of the Area() block (by default)

It is a good idea to save the scenery grid at this point. Click here or navigate to Directory Structure section to find out where to save the projects and how to set up proper directory structure for add-on sceneries in Flight Simulator.

Next, Right-click somewhere on the texture. A pop-up menu will appear. Choose "Insert FS Position Preset...". A dialog appears with values. In "Menu" box, enter title of your scenery, for example, "Tutorial 1". In "Description" Box, enter name for this position, for example "Position 1". In "Altitude" box, enter desired altitude. The number in the box, if any, represents ground altitude at that point. If you wish to start in the air, you must add your starting height to that number. For example, if the number reads 560, and if you want to be 400 ft in the air, you must enter 1060. "In heading box", put in any number from 0 to 359. You will initially face in this direction. Adjust other numbers ("Instruments" group) as desired. These are the initial instrument settings.

Be careful! If you adjust your initial position to be in the air, it will likely be at zero speed and engines off! You can repeat the above process and add as many positions as you wish!

You are now ready to compile your scenery to BGL file, a format which Flight Simulator understands.

  • If you're ready to compile the scenery and test it in Flight Simulator, click here or navigate to the Compiling section