371 lines
17 KiB
Markdown
371 lines
17 KiB
Markdown
# Manual Feature List
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A point-by-point inventory of features described in the three PDF manuals in
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`manuals/`. This is a faithful extraction of what the legacy manuals document —
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not a reconciliation against the OpenVistaPro codebase. For that, see
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[feature-inventory.md](./feature-inventory.md).
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Source documents:
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- **`VistaPro2UserManual.pdf`** — Vista Pro 2 User Manual (Commodore Amiga edition).
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- **`VPWGUIDE.PDF`** — Vistapro 3.0 / 3.1 for Windows, User Manual.
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- **`MPWGUIDE.PDF`** — MakePath Flight Director for Windows, User Guide.
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---
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## 1. Vistapro (core program)
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Vistapro is a 3-D landscape simulation/rendering program. It renders real
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landscapes from USGS Digital Elevation Model (DEM) data and synthetic fractal
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landscapes from a seed number. The two manuals describe the same program on two
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platforms (Amiga = v2, Windows = v3); features below are merged, with
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platform-specific items marked.
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### 1.1 Terrain data sources
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- Render real-world terrain from USGS DEM (Digital Elevation Model) files at
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~30 m resolution.
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- Generate fractal landscapes from a seed number — over 4 billion distinct
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landscapes addressable.
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- Landscape sizes: **Small** (258×258, ~65k points / 130k polygons), **Large**
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(514×514), **Huge** (1026×1026, ~1M points / 2M+ polygons), **Mega**
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(2050×2050, Windows v3 only).
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- **Automatic** landscape size — sizes the topographic map to match the next
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DEM loaded.
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- Load multiple contiguous "X-series" DEM tiles into one Large/Huge/Mega region
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(**Load Region** / DEM Region, with Manual or Auto placement).
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- **Load Binary** — import raw signed 16-bit integer elevation grids (any 2-D
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integer array up to 1024×1024 can be visualized).
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- Edit/store landscape name and comments in the DEM file header; fractal
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settings are saved in the header for regeneration.
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### 1.2 Camera and target
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- **Camera** and **Target** placement by clicking the topographic map or by
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typing X/Y/Z coordinates directly.
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- Camera Z auto-set 30 m above terrain when placed by mouse.
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- **X / Y / Z locks** — constrain camera/target movement on individual axes.
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- **dR / dX / dY / dZ** — camera-to-target distance and per-axis offsets,
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directly editable.
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- **Bank / Head / Pitch** — camera orientation (roll, heading, pitch) angles.
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- **Range** — clip rendering beyond (positive value) or closer than (negative
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value) a distance from the camera.
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- **P (wire-frame perspective view)** — preview what the camera sees as a wire
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frame; click to re-aim, arrow keys to zoom.
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### 1.3 Camera lens
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- **Wide** lens (90° field of view, focal length 16) and **Zoom** lens (~45°,
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focal length 32).
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- **FclLn** — arbitrary focal length value (1–30000); lower = wider, higher =
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more magnification.
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- **Port / Starboard / Forward** lens modes — render three 90° panorama
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segments designed for a three-monitor setup.
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- **Left / Right** lens offsets, **CamSep** (camera separation) and **ImgSep**
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(image separation) — stereoscopic image-pair rendering.
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### 1.4 Terrain feature controls
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- **SeaLvl** — set sea level; floods/sinks terrain, optionally adds ocean waves.
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- **TreeLn** — timber line: elevation above which trees do not grow ("fuzzy",
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AI-adjusted for cliffs, ridges, valleys).
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- **SnowLn** — snow line: lowest elevation covered with snow (AI-adjusted).
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- **HazeDn** — atmospheric haze density; auto-computed from camera/target
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distance or set manually.
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- **Lake** — fill a basin with water from a clicked elevation point.
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- **River** — generate a river that flows downhill, fills depressions into
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ponds/lakes, widens when overlapped, and stops at sea level or map edge.
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- **Stars** — render a randomly generated star field in the night sky
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(optional double-width / double-height stars).
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- **Sky** — toggle sky rendering.
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- **Horizn** — toggle the distant horizon disk.
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- **Tree** — open the Tree Control Panel and enable rendered trees.
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- **Valley** (Windows v3) — control how far trees climb valley bottoms and snow
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reaches into valleys; used by Stretch.
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- **Cliffs** (Windows v3) — slope threshold above which terrain uses cliff
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colors.
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- **Clouds** (Windows v3) — open the Cloud Control Panel and enable clouds.
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### 1.5 Terrain editing / transformation
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- **VScale** — vertical re-scaling; values >1 exaggerate, 0–1 flatten, negative
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flips the terrain (special effects: calderas, stepped peaks).
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- **Enlarg** — blow up a sub-region to fill the whole topographic map, with
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**Interpolate** (averaged) or **Duplicate** (stepped) infill.
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- **Shrink** (Windows v3) — reduce Large/Huge landscapes to the next size down.
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- **Smooth** — erode/smooth jagged terrain (repeatable); useful for fractal
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terrain and snow-capped peaks.
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- **Frctlz / Fractalize** — add fractal detail/roughness to existing terrain.
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- **Strtch / Stretch** — vertically exaggerate existing features (peaks taller,
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valleys deeper) at a scale set by the fractal divisor.
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- **Random** fractal generation, with **Island** vs **Floating** edge modes,
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**FrDim** (fractal dimension/roughness), **Fractal Divisor** (1/2/4/8 feature
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scale), and the **Fractal Landscape Number** seed gadget.
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- `SetAltitude` script command — directly modify the elevation of a single
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terrain point.
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### 1.6 Rendering controls
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- **Render** — generate the image; **ReDraw** — redraw last image; **View** —
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redisplay last image.
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- **Poly** size 1 / 2 / 4 / 8 — polygon coarseness vs. render speed tradeoff.
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- **Dither** — fuzziness of the boundaries between elevation color bands.
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- **Texture** — Off / Low / Medium / High artificial detail, in two modes:
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**Shading texture** (split polys, shaded separately) and **Altitude texture**
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(fractalized polys for photo-realistic detail).
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- **PixDth / PDithr** — pixel-level dithering (Ordered or Random) to simulate
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more colors.
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- **Bound** — restrict rendering to a marked rectangular sub-region.
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- **BFCull** — back-face culling toggle.
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- **Blend** — average each polygon's color with its neighbors to reduce
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distant aliasing.
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- **GShade** — Gouraud shading for smooth, painterly surfaces.
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- **Range**-based culling for fast script test renders (see 1.2).
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### 1.7 Lighting
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- **N / S / E / W** quick light directions (sun 45° above horizon).
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- **Custom** light direction/angle set by clicking the topographic map.
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- **Azimuth** and **Declin** (declination) numeric light controls.
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- **Exager** — exaggerated shading to bring out small terrain irregularities.
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- **Rough** — adds random per-polygon shading variation for surface roughness.
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- **Shadow** — cast terrain shadows from the sun direction (terrain only; trees
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cast no shadows).
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### 1.8 Trees (Tree Control Panel)
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- Four tree types: **Pine, Oak, Palm, Cactus**; assignable per elevation zone
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(Tree1–Tree4) or to **All** zones.
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- Per-zone **Size** and **Density** (out of 256); **Mean Size** / **Mean
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Density** to set all zones at once.
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- 3-D detail levels: **Low / Medium / High / Ultra** (controls branch/leaf
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levels); no detail level = 2-D trees.
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- **Leaves** toggle (leafless trees for autumn/winter).
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- **Texture** — fractal texturing on branches and leaves.
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- When no tree type is selected, "under-tree" colors (–Tree1–4) color the
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ground instead.
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### 1.9 Clouds (Cloud Control Panel, Windows v3)
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- **Fractal Detail** — add fractal detail for realistic clouds.
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- **Density** (0–100), **Hardness** (fluffiness), **Altitude**, and **Cloud
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Size** (S / M / L / X).
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- **Generate Clouds** — random fractal cloud map (seedable via `CloudNumber`).
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- **DEM → Clouds** — turn the current landscape into a cloud pattern (peaks
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become clouds); enables "sky writing" from a text PCX-derived DEM.
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- Save/load cloud maps (`.CLD`).
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### 1.10 Colors (Color Control Panel)
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- RGB and HSV (Hue/Saturation/Value) sliders for mixing colors.
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- Editable color families: **Sky, Snow 1–4, Bare 1–4, –Tree 1–4, Horizon,
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Cliff 1–4, Water 1–5, Beach, Tree 1–4, Bark 1–4, SkyHaze, Haze, House 1–4,
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–House 1–4**.
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- **Exposure** and **Contrast** controls.
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- **Copy**, **Swap**, and **Spread** (smooth gradient between two colors)
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palette operations.
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- Save / load **ColorMap** files independently of the terrain.
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- **Sound** option (Amiga v2 color panel).
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### 1.11 Palette controls
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- **NumClr** — limit Vistapro to fewer than 256 colors, reserving the rest.
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- **RGBPal** — compute a palette from the colors actually in a 24-bit image.
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- **LckPal / LockPalette** — lock the palette so it is reused across frames
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(needed for VANIM animations).
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- **Load Palette** — render using the palette from an external PCX file.
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### 1.12 Image / display
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- Image sizes from tiny (16×10 / 80×50) up to **4096×4096**, plus a Custom size.
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- **Enable 24 bit** internal buffer for true-color (16M color) output.
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- **Render Viewing Options** (Windows v3): view rendering in real time, every
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N seconds, or only on completion (progress bar).
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- Amiga display modes (v2): **Low Res** (32 colors), **HalfBrite** (64 colors),
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**Hi Res** (16 colors), **HAM** (4096 colors), **DCTV**, **HAM-E**,
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**Interlace**, **Overscan** (704/736/768), **Firecracker24** display board
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(1- or 2-monitor).
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- **Background** image — load a 24-bit image drawn behind the landscape (e.g.
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a sky); **Foreground** image — overlay (black pixels treated as transparent,
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e.g. a cockpit/dashboard).
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### 1.13 File formats
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- **Landscapes:** Vistapro DEM, binary, ASCII-Z (MathCAD-style text export,
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Windows v3), Extended/Session DEM (saves DEM + every program setting for
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resuming aborted animations).
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- **Images:** PCX, Targa24 (TGA), BMP24 (Windows); IFF, IFF24, RGB
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(Sculpt-Animate/Mimetics framebuffer triplets, Amiga).
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- **3-D export:** DXF polyface mesh and Targa24 **texture maps** for 3D Studio
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integration (Windows v3); **Turbo Silver** object export (Amiga v2).
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- **Stereo:** **Load Stereo** merges a left/right Targa24 pair into a red/blue
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anaglyph image.
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- ColorMap and cloud-map (`.CLD`) files.
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### 1.14 Import / convert (ExpImp / Property menu)
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- **DEM ↔ PCX** — save the topographic map as a PCX contour image and reload it;
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enables painting elevations between digitized contour lines.
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- **Col ↔ PCX** — export/import Vistapro's internal polygon color (terrain
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type) table; lets you hand-place trees, rivers, cliffs, **houses**, etc. in a
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paint program.
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- **View → DEM / Alt** — convert the rendered image into elevation data
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(Intensity or Color mode).
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- **View → Col** — convert the rendered image into the internal color table.
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- **View → RGB** — convert the rendered image into the 24-bit buffer (used to
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build background/foreground images).
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- Map a satellite image or arbitrary picture onto the terrain via PCX → Col in
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color mode.
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### 1.15 Scripting and animation
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- **Scripts** are landscape-independent lists of camera/target positions, used
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mainly for animations and reusable across landscapes.
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- **Generate** — quick straight-line camera→target path of N frames.
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- **Create / Open / Add** — build a script by appending current camera/target
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positions.
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- **Preview** — show the script path on the topographic map in 2-D dots or 3-D
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wire frame.
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- **Run / Execute** — render every frame; output as **Run Targa24 / Run BMP24 /
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Run PCX / Run VAN** (Windows) or IFF / IFF24 / RGB / VANIM (Amiga).
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- Aborting and continuing (appending to) a partially rendered animation.
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- **Batch files** — run a DOS batch file after each rendered frame.
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- **VANIM** (`.VAN`) proprietary animation format — disk-streamed playback,
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per-frame palette, forward/reverse/step playback; played by the bundled
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**Animation Viewer**.
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- Full **Vistapro Script Language** (Windows v3): ~100+ text commands covering
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camera/target, colors (`SetColor*`), trees, clouds, lighting, sea/tree/snow
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lines, fractal generation, texture/shading, image size, GrMode, default
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directories, `Render`, `RewriteImage`, `Spawn` (run external programs),
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`Smooth`, `Stretch`, `Enlarge`, `MakeLake`, `MakeRiver`, `SetAltitude`, etc.
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- **ARexx** interface for all script functions (Amiga v2).
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- **Quality** menu (Windows v3) — Low / Medium / High / Ultra / User presets
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implemented as editable scripts in the `IQ` directory.
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### 1.16 3D Studio integration (Windows v3)
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- **Method 1** — export terrain as DXF + Vistapro-generated texture map; 3DS
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renders everything.
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- **Method 2** — export DEM as a DXF "matte" object; Vistapro renders the
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landscape background and 3DS renders objects composited over it.
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- `VUE2SCR` utility — convert 3D Studio camera VUE files into Vistapro scripts.
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### 1.17 Bundled utilities
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- **Animation Viewer** — plays VANIM (`.VAN`) files.
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- **AVI Builder** (Windows v3) — assembles PCX/TGA/BMP frame sequences into AVI.
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- Image **print** utility (Windows v3 prints PCX/TGA/BMP24; Amiga v2 prints the
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View screen directly).
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### 1.18 Status / workflow aids
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- Live topographic map colored by elevation (green low → brown mid →
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gray-white high).
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- Status window showing pointer X/Y/Z and the current render phase
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(Generate, Color, Cliffs, Shade, Tree, Sky, Horizon, Render).
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- **About Vistapro / About DEM / About Image** info panels (image polygon
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count and render time).
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- Abort any long operation with Esc or the right mouse button.
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---
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## 2. MakePath Flight Director
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MakePath is a companion animation-path tool for Vistapro. It turns a few
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control points into a smooth flight path and exports it as a Vistapro script.
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### 2.1 Path creation
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- Load any Vistapro DEM into a topographic map (same map style as Vistapro).
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- Place **spline nodes** by clicking the map; the path is a smooth spline curve
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through them (minimum four nodes).
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- **MakePath** button — generate the smooth spline path from the current nodes
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and motion settings.
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- Spline curve type: **Bezier** (passes through nodes) or **BSpline** (smoother,
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does not pass through nodes) via the **Use BSpline** option.
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- **New Path** — clear nodes and path.
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### 2.2 Node editing
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- **Add Node** — insert a node between the nearest two, or append to an end.
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- **Delete Node** — remove a node.
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- Move a node by grabbing it with the mouse (lines rubber-band; right-click
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aborts).
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- **Edit Node** — numerically edit a node's X/Y/Z coordinates and its target;
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step between nodes with Next/Previous.
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- **Set Target / Unset Target** — attach (or remove) a look-at target point to a
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node so the camera watches it while passing.
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- Adjust node altitude in the **Altitude Profile** view.
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### 2.3 Motion controls
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- **Fly** vs **Drive** — air vehicle (ignores ground contour) vs land vehicle
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(follows the ground).
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- **Frames** vs **Speed** — generate a fixed number of frames, or as many as
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needed to hold a given speed (km/h at 30 fps).
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- **Smooth** — reduce how closely the path follows rugged terrain.
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- **Loop** — close the path back to the first node for continuous looping.
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- **Bank** — bank into turns (positive, plane-like) or out of turns (negative,
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car-like).
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- **Accel** — speed up on descents, slow on climbs.
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- **Pitch** — pitch up on climbs / down on descents, plus a constant pitch
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offset (e.g. –90° for a straight-down "glass bottom boat" view).
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- **Height** — altitude of each node above the ground beneath it.
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- **MinHgt** — minimum ground clearance for the path / ride height for ground
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vehicles.
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- **Avoid Collisions** — keep flying vehicles above the terrain (can be
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disabled to fly through obstacles).
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### 2.4 Vehicle motion models
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Predefined parameter sets selectable from the Models menu:
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- **Glider, Jet, Cruise Missile, Helicopter, Dune Buggy, Motorcycle** — and any
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custom combination of the controls above.
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### 2.5 Special path options
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- **Add Barrel Roll** — add a roll over a chosen number of frames, clockwise or
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counter-clockwise.
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- **Make Spin Path** — circular path orbiting the landscape with the camera
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fixed on its center (diameter set as a percentage of landscape size).
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### 2.6 Preview
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- **ViewPath** — wire-frame animation preview of the whole path.
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- **ViewFrame** — wire-frame preview of a single frame.
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- Animation controls (numeric keypad): step ±1 / ±10 frames, first/last frame,
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freeze, play forward/backward.
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- **View Options / Preview Controls** — preview **Area Size** (Tiny→Huge,
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trading detail for constant speed), **Lens** (Wide/Medium/Zoom), and **Frame
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Speed** (Fast 18 fps / Medium 9 fps / Slow 6 fps).
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- **Show Crosshairs** — toggle the on-map position crosshairs.
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### 2.7 Altitude Profile
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- Side-profile view of node and camera altitudes (red) against the terrain
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beneath the path (brown).
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- Adjustable vertical scale (+ / = / –); horizontal slider to scroll long paths.
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- Edit node altitude directly in the profile; small "wings" indicator shows
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bank.
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### 2.8 Files
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- **Save Script** — export the path as a Vistapro script for rendering.
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- **Save Session / Load Session** — save/restore the full MakePath editing
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state (nodes, settings, and the associated landscape reference).
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- **Load DEM** — load a landscape.
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---
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## 3. Cross-cutting notes
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- Vistapro v2 (Amiga) and v3 (Windows) share the same core feature set; v3 adds
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Mega landscapes, Valley/Cliffs/Clouds controls, the Quality menu, the full
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scripting language, 3D Studio integration, stereoscopic anaglyph output, and
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Windows image formats. v2 adds Amiga display hardware modes and Turbo Silver
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export.
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- Both Vistapro and MakePath emphasize the same workflow: rough fast preview
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(large polygons, low detail) → tune camera, lighting, and feature lines →
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full-detail final render.
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