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Manual Feature List

A point-by-point inventory of features described in the three PDF manuals in manuals/. This is a faithful extraction of what the legacy manuals document — not a reconciliation against the OpenVistaPro codebase. For that, see feature-inventory.md.

Source documents:

  • VistaPro2UserManual.pdf — Vista Pro 2 User Manual (Commodore Amiga edition).
  • VPWGUIDE.PDF — Vistapro 3.0 / 3.1 for Windows, User Manual.
  • MPWGUIDE.PDF — MakePath Flight Director for Windows, User Guide.

1. Vistapro (core program)

Vistapro is a 3-D landscape simulation/rendering program. It renders real landscapes from USGS Digital Elevation Model (DEM) data and synthetic fractal landscapes from a seed number. The two manuals describe the same program on two platforms (Amiga = v2, Windows = v3); features below are merged, with platform-specific items marked.

1.1 Terrain data sources

  • Render real-world terrain from USGS DEM (Digital Elevation Model) files at ~30 m resolution.
  • Generate fractal landscapes from a seed number — over 4 billion distinct landscapes addressable.
  • Landscape sizes: Small (258×258, ~65k points / 130k polygons), Large (514×514), Huge (1026×1026, ~1M points / 2M+ polygons), Mega (2050×2050, Windows v3 only).
  • Automatic landscape size — sizes the topographic map to match the next DEM loaded.
  • Load multiple contiguous "X-series" DEM tiles into one Large/Huge/Mega region (Load Region / DEM Region, with Manual or Auto placement).
  • Load Binary — import raw signed 16-bit integer elevation grids (any 2-D integer array up to 1024×1024 can be visualized).
  • Edit/store landscape name and comments in the DEM file header; fractal settings are saved in the header for regeneration.

1.2 Camera and target

  • Camera and Target placement by clicking the topographic map or by typing X/Y/Z coordinates directly.
  • Camera Z auto-set 30 m above terrain when placed by mouse.
  • X / Y / Z locks — constrain camera/target movement on individual axes.
  • dR / dX / dY / dZ — camera-to-target distance and per-axis offsets, directly editable.
  • Bank / Head / Pitch — camera orientation (roll, heading, pitch) angles.
  • Range — clip rendering beyond (positive value) or closer than (negative value) a distance from the camera.
  • P (wire-frame perspective view) — preview what the camera sees as a wire frame; click to re-aim, arrow keys to zoom.

1.3 Camera lens

  • Wide lens (90° field of view, focal length 16) and Zoom lens (~45°, focal length 32).
  • FclLn — arbitrary focal length value (130000); lower = wider, higher = more magnification.
  • Port / Starboard / Forward lens modes — render three 90° panorama segments designed for a three-monitor setup.
  • Left / Right lens offsets, CamSep (camera separation) and ImgSep (image separation) — stereoscopic image-pair rendering.

1.4 Terrain feature controls

  • SeaLvl — set sea level; floods/sinks terrain, optionally adds ocean waves.
  • TreeLn — timber line: elevation above which trees do not grow ("fuzzy", AI-adjusted for cliffs, ridges, valleys).
  • SnowLn — snow line: lowest elevation covered with snow (AI-adjusted).
  • HazeDn — atmospheric haze density; auto-computed from camera/target distance or set manually.
  • Lake — fill a basin with water from a clicked elevation point.
  • River — generate a river that flows downhill, fills depressions into ponds/lakes, widens when overlapped, and stops at sea level or map edge.
  • Stars — render a randomly generated star field in the night sky (optional double-width / double-height stars).
  • Sky — toggle sky rendering.
  • Horizn — toggle the distant horizon disk.
  • Tree — open the Tree Control Panel and enable rendered trees.
  • Valley (Windows v3) — control how far trees climb valley bottoms and snow reaches into valleys; used by Stretch.
  • Cliffs (Windows v3) — slope threshold above which terrain uses cliff colors.
  • Clouds (Windows v3) — open the Cloud Control Panel and enable clouds.

1.5 Terrain editing / transformation

  • VScale — vertical re-scaling; values >1 exaggerate, 01 flatten, negative flips the terrain (special effects: calderas, stepped peaks).
  • Enlarg — blow up a sub-region to fill the whole topographic map, with Interpolate (averaged) or Duplicate (stepped) infill.
  • Shrink (Windows v3) — reduce Large/Huge landscapes to the next size down.
  • Smooth — erode/smooth jagged terrain (repeatable); useful for fractal terrain and snow-capped peaks.
  • Frctlz / Fractalize — add fractal detail/roughness to existing terrain.
  • Strtch / Stretch — vertically exaggerate existing features (peaks taller, valleys deeper) at a scale set by the fractal divisor.
  • Random fractal generation, with Island vs Floating edge modes, FrDim (fractal dimension/roughness), Fractal Divisor (1/2/4/8 feature scale), and the Fractal Landscape Number seed gadget.
  • SetAltitude script command — directly modify the elevation of a single terrain point.

1.6 Rendering controls

  • Render — generate the image; ReDraw — redraw last image; View — redisplay last image.
  • Poly size 1 / 2 / 4 / 8 — polygon coarseness vs. render speed tradeoff.
  • Dither — fuzziness of the boundaries between elevation color bands.
  • Texture — Off / Low / Medium / High artificial detail, in two modes: Shading texture (split polys, shaded separately) and Altitude texture (fractalized polys for photo-realistic detail).
  • PixDth / PDithr — pixel-level dithering (Ordered or Random) to simulate more colors.
  • Bound — restrict rendering to a marked rectangular sub-region.
  • BFCull — back-face culling toggle.
  • Blend — average each polygon's color with its neighbors to reduce distant aliasing.
  • GShade — Gouraud shading for smooth, painterly surfaces.
  • Range-based culling for fast script test renders (see 1.2).

1.7 Lighting

  • N / S / E / W quick light directions (sun 45° above horizon).
  • Custom light direction/angle set by clicking the topographic map.
  • Azimuth and Declin (declination) numeric light controls.
  • Exager — exaggerated shading to bring out small terrain irregularities.
  • Rough — adds random per-polygon shading variation for surface roughness.
  • Shadow — cast terrain shadows from the sun direction (terrain only; trees cast no shadows).

1.8 Trees (Tree Control Panel)

  • Four tree types: Pine, Oak, Palm, Cactus; assignable per elevation zone (Tree1Tree4) or to All zones.
  • Per-zone Size and Density (out of 256); Mean Size / Mean Density to set all zones at once.
  • 3-D detail levels: Low / Medium / High / Ultra (controls branch/leaf levels); no detail level = 2-D trees.
  • Leaves toggle (leafless trees for autumn/winter).
  • Texture — fractal texturing on branches and leaves.
  • When no tree type is selected, "under-tree" colors (Tree14) color the ground instead.

1.9 Clouds (Cloud Control Panel, Windows v3)

  • Fractal Detail — add fractal detail for realistic clouds.
  • Density (0100), Hardness (fluffiness), Altitude, and Cloud Size (S / M / L / X).
  • Generate Clouds — random fractal cloud map (seedable via CloudNumber).
  • DEM → Clouds — turn the current landscape into a cloud pattern (peaks become clouds); enables "sky writing" from a text PCX-derived DEM.
  • Save/load cloud maps (.CLD).

1.10 Colors (Color Control Panel)

  • RGB and HSV (Hue/Saturation/Value) sliders for mixing colors.
  • Editable color families: Sky, Snow 14, Bare 14, Tree 14, Horizon, Cliff 14, Water 15, Beach, Tree 14, Bark 14, SkyHaze, Haze, House 14, House 14.
  • Exposure and Contrast controls.
  • Copy, Swap, and Spread (smooth gradient between two colors) palette operations.
  • Save / load ColorMap files independently of the terrain.
  • Sound option (Amiga v2 color panel).

1.11 Palette controls

  • NumClr — limit Vistapro to fewer than 256 colors, reserving the rest.
  • RGBPal — compute a palette from the colors actually in a 24-bit image.
  • LckPal / LockPalette — lock the palette so it is reused across frames (needed for VANIM animations).
  • Load Palette — render using the palette from an external PCX file.

1.12 Image / display

  • Image sizes from tiny (16×10 / 80×50) up to 4096×4096, plus a Custom size.
  • Enable 24 bit internal buffer for true-color (16M color) output.
  • Render Viewing Options (Windows v3): view rendering in real time, every N seconds, or only on completion (progress bar).
  • Amiga display modes (v2): Low Res (32 colors), HalfBrite (64 colors), Hi Res (16 colors), HAM (4096 colors), DCTV, HAM-E, Interlace, Overscan (704/736/768), Firecracker24 display board (1- or 2-monitor).
  • Background image — load a 24-bit image drawn behind the landscape (e.g. a sky); Foreground image — overlay (black pixels treated as transparent, e.g. a cockpit/dashboard).

1.13 File formats

  • Landscapes: Vistapro DEM, binary, ASCII-Z (MathCAD-style text export, Windows v3), Extended/Session DEM (saves DEM + every program setting for resuming aborted animations).
  • Images: PCX, Targa24 (TGA), BMP24 (Windows); IFF, IFF24, RGB (Sculpt-Animate/Mimetics framebuffer triplets, Amiga).
  • 3-D export: DXF polyface mesh and Targa24 texture maps for 3D Studio integration (Windows v3); Turbo Silver object export (Amiga v2).
  • Stereo: Load Stereo merges a left/right Targa24 pair into a red/blue anaglyph image.
  • ColorMap and cloud-map (.CLD) files.

1.14 Import / convert (ExpImp / Property menu)

  • DEM ↔ PCX — save the topographic map as a PCX contour image and reload it; enables painting elevations between digitized contour lines.
  • Col ↔ PCX — export/import Vistapro's internal polygon color (terrain type) table; lets you hand-place trees, rivers, cliffs, houses, etc. in a paint program.
  • View → DEM / Alt — convert the rendered image into elevation data (Intensity or Color mode).
  • View → Col — convert the rendered image into the internal color table.
  • View → RGB — convert the rendered image into the 24-bit buffer (used to build background/foreground images).
  • Map a satellite image or arbitrary picture onto the terrain via PCX → Col in color mode.

1.15 Scripting and animation

  • Scripts are landscape-independent lists of camera/target positions, used mainly for animations and reusable across landscapes.
  • Generate — quick straight-line camera→target path of N frames.
  • Create / Open / Add — build a script by appending current camera/target positions.
  • Preview — show the script path on the topographic map in 2-D dots or 3-D wire frame.
  • Run / Execute — render every frame; output as Run Targa24 / Run BMP24 / Run PCX / Run VAN (Windows) or IFF / IFF24 / RGB / VANIM (Amiga).
  • Aborting and continuing (appending to) a partially rendered animation.
  • Batch files — run a DOS batch file after each rendered frame.
  • VANIM (.VAN) proprietary animation format — disk-streamed playback, per-frame palette, forward/reverse/step playback; played by the bundled Animation Viewer.
  • Full Vistapro Script Language (Windows v3): ~100+ text commands covering camera/target, colors (SetColor*), trees, clouds, lighting, sea/tree/snow lines, fractal generation, texture/shading, image size, GrMode, default directories, Render, RewriteImage, Spawn (run external programs), Smooth, Stretch, Enlarge, MakeLake, MakeRiver, SetAltitude, etc.
  • ARexx interface for all script functions (Amiga v2).
  • Quality menu (Windows v3) — Low / Medium / High / Ultra / User presets implemented as editable scripts in the IQ directory.

1.16 3D Studio integration (Windows v3)

  • Method 1 — export terrain as DXF + Vistapro-generated texture map; 3DS renders everything.
  • Method 2 — export DEM as a DXF "matte" object; Vistapro renders the landscape background and 3DS renders objects composited over it.
  • VUE2SCR utility — convert 3D Studio camera VUE files into Vistapro scripts.

1.17 Bundled utilities

  • Animation Viewer — plays VANIM (.VAN) files.
  • AVI Builder (Windows v3) — assembles PCX/TGA/BMP frame sequences into AVI.
  • Image print utility (Windows v3 prints PCX/TGA/BMP24; Amiga v2 prints the View screen directly).

1.18 Status / workflow aids

  • Live topographic map colored by elevation (green low → brown mid → gray-white high).
  • Status window showing pointer X/Y/Z and the current render phase (Generate, Color, Cliffs, Shade, Tree, Sky, Horizon, Render).
  • About Vistapro / About DEM / About Image info panels (image polygon count and render time).
  • Abort any long operation with Esc or the right mouse button.

2. MakePath Flight Director

MakePath is a companion animation-path tool for Vistapro. It turns a few control points into a smooth flight path and exports it as a Vistapro script.

2.1 Path creation

  • Load any Vistapro DEM into a topographic map (same map style as Vistapro).
  • Place spline nodes by clicking the map; the path is a smooth spline curve through them (minimum four nodes).
  • MakePath button — generate the smooth spline path from the current nodes and motion settings.
  • Spline curve type: Bezier (passes through nodes) or BSpline (smoother, does not pass through nodes) via the Use BSpline option.
  • New Path — clear nodes and path.

2.2 Node editing

  • Add Node — insert a node between the nearest two, or append to an end.
  • Delete Node — remove a node.
  • Move a node by grabbing it with the mouse (lines rubber-band; right-click aborts).
  • Edit Node — numerically edit a node's X/Y/Z coordinates and its target; step between nodes with Next/Previous.
  • Set Target / Unset Target — attach (or remove) a look-at target point to a node so the camera watches it while passing.
  • Adjust node altitude in the Altitude Profile view.

2.3 Motion controls

  • Fly vs Drive — air vehicle (ignores ground contour) vs land vehicle (follows the ground).
  • Frames vs Speed — generate a fixed number of frames, or as many as needed to hold a given speed (km/h at 30 fps).
  • Smooth — reduce how closely the path follows rugged terrain.
  • Loop — close the path back to the first node for continuous looping.
  • Bank — bank into turns (positive, plane-like) or out of turns (negative, car-like).
  • Accel — speed up on descents, slow on climbs.
  • Pitch — pitch up on climbs / down on descents, plus a constant pitch offset (e.g. 90° for a straight-down "glass bottom boat" view).
  • Height — altitude of each node above the ground beneath it.
  • MinHgt — minimum ground clearance for the path / ride height for ground vehicles.
  • Avoid Collisions — keep flying vehicles above the terrain (can be disabled to fly through obstacles).

2.4 Vehicle motion models

Predefined parameter sets selectable from the Models menu:

  • Glider, Jet, Cruise Missile, Helicopter, Dune Buggy, Motorcycle — and any custom combination of the controls above.

2.5 Special path options

  • Add Barrel Roll — add a roll over a chosen number of frames, clockwise or counter-clockwise.
  • Make Spin Path — circular path orbiting the landscape with the camera fixed on its center (diameter set as a percentage of landscape size).

2.6 Preview

  • ViewPath — wire-frame animation preview of the whole path.
  • ViewFrame — wire-frame preview of a single frame.
  • Animation controls (numeric keypad): step ±1 / ±10 frames, first/last frame, freeze, play forward/backward.
  • View Options / Preview Controls — preview Area Size (Tiny→Huge, trading detail for constant speed), Lens (Wide/Medium/Zoom), and Frame Speed (Fast 18 fps / Medium 9 fps / Slow 6 fps).
  • Show Crosshairs — toggle the on-map position crosshairs.

2.7 Altitude Profile

  • Side-profile view of node and camera altitudes (red) against the terrain beneath the path (brown).
  • Adjustable vertical scale (+ / = / ); horizontal slider to scroll long paths.
  • Edit node altitude directly in the profile; small "wings" indicator shows bank.

2.8 Files

  • Save Script — export the path as a Vistapro script for rendering.
  • Save Session / Load Session — save/restore the full MakePath editing state (nodes, settings, and the associated landscape reference).
  • Load DEM — load a landscape.

3. Cross-cutting notes

  • Vistapro v2 (Amiga) and v3 (Windows) share the same core feature set; v3 adds Mega landscapes, Valley/Cliffs/Clouds controls, the Quality menu, the full scripting language, 3D Studio integration, stereoscopic anaglyph output, and Windows image formats. v2 adds Amiga display hardware modes and Turbo Silver export.
  • Both Vistapro and MakePath emphasize the same workflow: rough fast preview (large polygons, low detail) → tune camera, lighting, and feature lines → full-detail final render.