EBKT_v21.zip:    scenery of "Kortrijk Wevelgem" for Fly!2
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Disclaimer.
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* EBKT_v21.zip is designed by Frank D'hont (e-mail: frank.dhont@belgacom.net).
  EBKT_v21.zip is freeware. It may not be used for any commercial purpose.
  EBKT_v21.zip is provided as it is and is unsupported. Use at Your own risk.
  EBKT_v21.zip makes use of a real aereal photo, property of the company 'Eurosense Belfotop NV'.


What's new compared to previous version of EBKT_V2.
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* Installation procedure is now more straightforward by using "Pod" file.


Requirements.
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* Check if Your Fly!2 is updated to at least build 2.5.240
* At least 64Mb video RAM is needed on the graphics card in Your computer.
* Check Your Render.ini file in the fly!2 systems folder.
  It is required to assign at least 220 texture slots of the type "maxTextures256_565".
  (MaxTextures256_565=220)
  For information, I included my render.ini file.
* You should have Terramodels version 2.2  from Allen Kriesman installed.


Unzip EBKT_v21.zip
-------------------
* Make a temporary folder and unzip the EBKT_v21 into it.
  You will find the following subdirectories.

	Kortrijk-Wevelgem EBKT
		TMBKT	The Pod file	(16.759 Kb)
		TMBKT	The scf file 	(1kb)

	README:
		EBKT_Readme	The readme (english)
		EBKT_Lisezmoi	The readme (french)
		Render		Sample render.ini file in the Fly!2 systems folder.


Installation of EBKT
--------------------

* If applicable, remove any previous version of EBKT.
* Copy the  "Kortrijk-Wevelgem EBKT" directory into Your Fly!2  scenery directory.
  Example, if Fly2 is Your root directory:   Fly2\scenery\Kortrijk-Wevelgem EBKT


EBKT: the airport.
-----------------
EBKT (Kortrijk-Wevelgem) is my local airport in belgium, where I learned flying.
* Runway: hard surfaced, 6234 ft.
* Airport elevation is 62 ft.
* Airport type:  Public.
* Navaids:  the LOCDME for runway 25 (Frequency: 110.7 and Identifier "IKT")
  This is included in the DADIF database of december 2002.  (Refer to: http://simvoL.org/fly)   


Known problems.
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* The photo ground tiles may become shifted in position, so they don't match anymore.
  If it occurs, You can correct this by reinstalling the original EBKT_V21

* Sometimes small gaps are visible between the square photo ground tiles.
  One of the reasons is the different ground surface elevation between the tiles.

* In case of unsufficient frame rate.
  - Check the requirements (see above).
  - Decrease the scenery visibility range within Fly!2 as follows:
	In Fly menubar:  Options -> scenery:
	Decrease the "Medium resolution radius" and the "High resolution radius".
  - If You select clouds, remove clouds layers in the weather menu.
  - Increase the zoom factor in Fly!2.  (Larger than 2.00) 


Designer notes:
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* Collect information about the airport (E.g. Orthogonal aereal color photo, other color photo's, charts, ...)

* The ground textures.
 
  In a 2D drawing program (E.g. Paint Shop Pro)
	I prepared texture tiles from the large orthogonal photograph of EBKT.
	I divided the lage photo in smaller tiles of 256x256 pixels.
	I saved all the textures as ".tiff" (256 colors) into the ART folder of Fly!2. 

  In a scenery design program (Terramodels 2.2)
	I start a new project (E.g. EBKT).
	I used the complete aereal photo of EBKT as background image.
	For each tile:
		Using the "Create an irregular ground poly" option, I defined a ground polygon (256x256 pix).
		I assigned the appropriate tile texture to it.
		I selected the "Non-Z buffered" option for those polygons to make them appear in Fly!2.
		(Fly!2 version 2.5.240 has the possibility to display polygons as Non-Z buffered)
		I saved the project, and the resulting files go into the DATA and MODEL folder of Fly!2.

* The horizon textures.

  In  a drawing program (E.g. Paint Shop Pro)
	I prepared textures from photographs.
  	The area's I want to be transparant in Fly!2, need to be colored black (R=0, G=0 B=0)
	(E.g. for the sky).
	I saved the textures as ".bmp" 512 x 512 pixels and 256 colors.

  In a 3D design program (E.g. Zmodeler)
	I defined the rectangular 2D shapes for the horizon.
  	I assigned the textures to the horizon 2D shape. 5UV mapping)
	I exported the result as ".smf" file.
	The resulting files go into the MODEL folder of Fly!2.
  
  In a graphis convertor (E.g. Fly graphics):
	I converted the bmp. textures to RAW format.
	The resulting files go into the ART folder of Fly!2.

  In a text editor (E.g notepad)
	I make a ".mdl" file to allow the editor in Fly to represent the 3D objects.
	I save this file in the DATA folder of Fly!2.

* Positioning of the textures in Fly!2.

  In Fly!2 I go into the editor:
	I add and place the objects into the scenery and save my work.
	The editor creates an appropriate scenery file in the DATA folder of Fly!2.

* The taxiways.
  In the root directory of Fly!2 is a subdirectory "Taxiway", containing a magnificient taxiway editor.
  The resulting files go into the data folder.


Future plans
------------
* Many airport 3D models need to be done.


Courtesy.
--------
Special thanks to:

* Richard Harvey for his excellent Fly!2
* The company Eurosense Belfotop NV  (Nervierslaan 54 B-1780 Wemmel-Belgium) for the aereal photo.
* Elrond Elvish for his graphic conversion tool "Fly Graphics".
* Allen Kriesman for his magnificient Terramodels 2.2.
* Doc Parano for his support.
* Fly simulation sites:
	- http://www.avsim.com
	- http://simvoL.org/fly

------------------------------  Enjoy Your flights ----------------------------------------------

 