ACT
|
| Description |
Raw Image Palette |
| Format |
Binary |
| Subfolder |
Art |
| Details |
A 256-colour palette used by a RAW image
pixmap file. All ACT are exactly 768 bytes long,
consisting of 256 24-bit RBG (red, green, blue)
colour values. |
|
ARM
|
| Description |
Articulated Model |
| Format |
Text |
| Subfolder |
Models |
| Details |
Specifies the components of a multi-part 3D
model, including relative positions and
orientations of the parts. |
|
BIN
|
| Description |
3D Model Part |
| Format |
Binary |
| Subfolder |
Models |
| Details |
A binary file format which contains 3D
vertices and polygon lists, references to texture
RAW images, etc. which describe to the sim how to
render a 3D shape. Static objects like buildings
require just a single BIN model. Aircraft and
other complex objects which have multiple
interconnected moving parts require several BIN
models, all of which are tied together by an ARM
file. |
|
BMP
|
| Description |
Windows Bitmap Image |
| Format |
Binary |
| Subfolder |
<Aircraft> |
| Details |
A normal Windows device-independent bitmap
image. Typically used for images which are
displayed statically, i.e. user interface icons,
backdrop screens, etc. as opposed to images which
are used as textures for real-time rendering in
the sim (see RAW, ACT and OPA files) |
|
DBD
|
| Description |
Database Index |
| Format |
Binary |
| Subfolder |
Database |
| Details |
A packed byte file format containing raw data
for the databases representing airport, ILS,
radio, etc. information in the sim. Records in
the database are sorted by a native key, which is
always the first field in the data record. |
|
DBI
|
| Description |
Database Index |
| Format |
Binary |
| Subfolder |
Database |
| Details |
A packed byte file format containing raw data
for the databases representing airport, ILS,
radio, etc. information in the sim. Records in
the database are sorted by a native key, which is
always the first field in the data record. |
|
DBT
|
| Description |
Database Template |
| Format |
Text |
| Subfolder |
Database |
| Details |
A packed byte file format containing raw data
for the databases representing airport, ILS,
radio, etc. information in the sim. Records in
the database are sorted by a native key, which is
always the first field in the data record. |
|
MAP
|
| Description |
Map Description |
| Format |
Text |
| Subfolder |
Maps |
| Details |
Defines the boundaries of a map section,
references all of the images which make up the
map, and maps latitude/longitude coordinates to
map image coordinates to allow plotting of the
aircraft icons on the in-flight map display. |
|
NGN
|
| Description |
Engine Specification |
| Format |
Text |
| Subfolder |
World |
| Details |
Text file describing the performance
characteristics of a piston, turboprop or jet
engine. Note that the NGN includes a reference to
the PRP propellor file. |
|
OPA
|
| Description |
Raw Image Opacity Map |
| Format |
Binary |
| Subfolder |
Art |
| Details |
Specifies the opacity (opposite of
transparency) for each pixel of an associated RAW
image. OPA file is exactly the same size as the
associated RAW file, one byte per pixel. Opacity
values of 0xFF are totally opaque, 0x00 totally
transparent |
|
PBM
|
| Description |
Pixel Bitmap Image |
| Format |
Binary |
| Subfolder |
Art |
| Details |
Image file which contains many sub-images,
used for animation of things like guage needles,
etc. |
|
PRP
|
| Description |
Propellor Specification |
| Format |
Text |
| Subfolder |
World |
| Details |
Describes characteristics of a particular
propellor. Note that this file is referenced by
the NGN file, therefore the engine and propellor
are tied together in the sim.
|
|
RAW
|
| Description |
Raw Image Bitmap |
| Format |
Binary |
| Subfolder |
Art |
| Details |
Used for images rendered in the simulator,
typically textures on 3D models such as aircraft,
buildings and terrain. RAW images are always (?)
square, with side length a power of two, i.e. 64x64,
256x256, etc. Each RAW is associated with an ACT
which specifies the colour palette to be used
when rendering, and possibly an OPA opacity map
if any of the textures are to use transparency.
The RAW contains one byte per pixel,
correspngding to the index in the ACT palette of
that pixel's colour. |
|
SVH
|
| Description |
Simulated Vehicle Specification |
| Format |
Text |
| Subfolder |
World |
| Details |
This is the master control file for a
simulated aircraft. Performance and aircraft
systems parameters are either directly specified
within this file, or in files referenced within
the SVH. |
|
VEH
|
| Description |
Vehicle Description |
| Format |
Text |
| Subfolder |
<Aircraft> |
| Details |
Top-level aircraft specification. This is the
file type that Fly! looks for when it determines
all of the aircraft which can be flown or used as
dynamic scenery (AI aircraft). |
|