
try to fill them with 300 sprites, this will guarantee that every box gets a sprite
regardless.
7. Cloud Coverage Type: The type of
the cloud is determined by which portion of the Cumulus01 image gets
applied to the sprites as they are created. If there are multiple textures within
a type of cloud (as there are with Stratus, Wispy Cumulus and Solid
Cumulus textures), each time a sprite is created, it gets assigned a random
texture from within that type. There are four types of cloud coverage that can
be assigned to the sprites in a cloud using the Cloud Tool: Low Coverage,
Stratus, Wispy Cumulus and Solid Cumulus.
• Low Coverage applies only the Wispy Cumulus Textures to each sprite.
• Stratus applies only the Stratus Textures to each sprite.
• Wispy Cumulus applies both the Wispy Cumulus Textures and the
Solid Cumulus Textures to each sprite.
• Solid Cumulus applies only the Solid Cumulus textures to each sprite.
You can also determine which textures get assigned to the sprites by naming
the boxes. The names of boxes that will affect texture type are: Base*,
Solid*, Wispy* and Stratus*. Any sprite placed within that box will get the
corresponding texture type. That’s why CumulusCongestus48-1.max has all
of those boxes way below the bottom of the cloud. Those are all named Base,
which means they will get filled with the base texture. The base texture has a
flat bottom—something most clouds tend to have. Using box naming and the
Cloud Tool, you can create a wide variety of clouds. If you name all of the
bottom boxes Base, and then leave all of the bulk of the cloud named Box*
and then name all of the boxes on the very edge of the cloud Wispy, and then
choose Solid as your cloud coverage type, you should see a dense cloud that
has a flat bottom and wispiness all around the edges.
8. Create Cloud: This button will start
the cloud creation process. It may take a minute or two, so don’t panic if you
don’t see results immediately.
9. Number of Sprites and Update
Sprite Count: These display the current number of sprites in the cloud.
Because of the Cull Distance text box and the Make each box have a sprite
check box, you won’t necessarily end up with the same number of sprites as
what you entered in the Number of sprites text box. After pressing the
Create Cloud button, it counts and displays the number of sprites in the
cloud. At any time, if you press the Update Sprite Count button, it will
update the text box with the current number of sprites in the scene.
10. Overdraw Amount and Calculate:
The Overdraw Amount text box is a very rough way of determining the
performance of this particular cloud in Flight Simulator. When you press the
Calculate button, gmax will compare the total amount of area the sprites are
covering to the16 x 16 km block. The number displayed is the ratio of these
two areas. If the Overdraw Amount shows 2, then you are covering the area