Configuring 3D Clouds ===================== 3D clouds are configured using the file data/cloudlayers.xml. This file has 3 distinct sections: layers, cloud boxes and clouds. Note that all distances are in m. Layers ====== The section contains definitions for a specific layer type. The layer type is derived from the METAR/Weather settings by FG itself. Each layer type is a named XML tag, i.e.: ns, sc, st, ac, sb, cu. If a layer type is not defined, then a 2D layer is used instead. The layer type contains one or more definitions. This defines a type of cloud box, and a weighting for that type (). For example, the following XML fragment will produce 3 "cb" cloud boxes for every 1 "cu": cb 3 cu 1 The layer type contains and tags. These define the distribution of clouds within the layer in meters, assuming 100% cloud cover (i.e. 8 octas, or "overcast). If the cloud coverage is less than over-cast, then a proportional number of clouds will be displayed. , , add a random element to the cloud grid. For example, the following XML fragment will produce a grid of clouds every 4500m +/- 500m, varying in height by 150m. 4500.0 4500.0 500.0 500.0 150.0 If the cloud coverage is less than 100%, then a proportion of grid points are not used. Cloud Boxes =========== The section contains definitions of cloud boxes. A cloud box defines a structured group of clouds. For example and entire towering CB. The section contains a number of named types, as referenced by the section of . Therefore, the names used are completely user-defined. Each type consists of one or more clouds, with an x,y,z position relative to each other. For example, the following cloud box defines "sc" as a box containing two "ns-large" clouds, one at the defined grid position, and one offset by 500m horizontally: 0 0 0 ns-large 500 0 0 ns-large If the /sim/rendering/clouds3d-density is less than 1.0 (100%), then a proportional number of clouds will be displayed. Clouds ====== The section contains definitions of clouds themselves, as referenced by the tag in the section. Therefore, the names used are completely user-defined. Each cloud definition consists of the following tags: - minimum width of the cloud - maximum width of the cloud - minimum height of the cloud - maximum height of the cloud - texture file of sprites to use - number of cloud textures defined horizontally in the texture file - number of cloud textures defined vertically in the texture file - Number of sprite to generate for the cloud - Light multiplier for sprites at the bottom of the cloud. - minimum width of the sprites used to create the cloud - maximum width of the sprites used to create the cloud - minimum height of the spites used to create the cloud - maximum height of the sprites used to create the cloud The cloud is generated from a number of sprites, placed on the surface of a squashed sphere. Sprites at the bottom of the sphere can be darker than those at the top, to simulate the darker bases of CBs, for example.