In most cases this zip file will contain several apis, textures and also a text file list of the textures for each macro. The text file will have the same name as the associated API. If the text file lists no textures then the item is colored and textures are not required. You will be able to tell what each api is by the filename in most cases and if you cannot then just place it in your scenery and see if it is what you want. These API's were created by EOD for use in my Chu Lai scenery for FS2002 and FS2004 that was created with Airport for Windows, vs3. They work there but I cannot tell you if they will work with CFS or any other program so please do not ask.

These apis are intended for use by amateur scenery developers and it is assumed that you already know how to use them. Basically put the api files into whatever directory that you keep your api's and pull them into your scenery with your design program. In my case it is a user api directory under my Airport for Windows program. The textures should be put whereever you keep those. In my case it is the VNChuLai/texture directory under my FS2004 Addon Scenery directory. These APIs were created for use in my Chu Lai scenery and I did not originally plan to share them and so in some cases the textures are spread over several graphics files that were already there rather than being confined to one or two specifically for the API. If you use more than one of my object files you will see that the same texture files are used for different objects and so you will not have to have any of those files more than once. Just go ahead and overwrite the first one that you have and it will work fine.

Some of the api's are high res and very detailed and for those you will need to be carefull how many you use in a single scenery area, but many are very simple low resolution items that you can use a lot of without significantly slowing things down in FS. In some cases you will find both high and low res versions of the same thing on my webpage. Do note that some of the low res ones do not stand close inspection but are just fine when you are flying nearby. You will note that many of the bunkers and some of the buildings have "below ground" parts so that they can be used on a hillside without looking as if they are floating in the air. They may or may not look right in your scenery and if they do not then I suggest that you download EOD and make ones that work for you. EOD is free and it is very easy to use.

Emails complaining about their not working right or asking for custom macros will not be responded to as these were designed for specific use in my scenery and may or may not work correctly in yours or with your design program. Please note that if you modify the textures in any way or even just open and save them, then you will have to reconvert them to extended bitmaps and in many cases reset the transparent textures with the use of Martin Wright's BMP2000 extended bitmap program.

COPYRIGHT - You may use these api's without permission or even acknowledgement to me so long as they are in something that is either for your own personal use or is offered completly free for download. Don't even ask if you can use them in something that you are going to sell because the answer is no, no and no!

Useful Scenery Design Websites:

www.echos.ch/eod/ - EOD website - object design program used to create the APIs in this file.

www.flightsimnetwork.com/airportsupport/download.htm - Airport for Windows website - Scenery design programs.

www.SurClaroputing.dundee.ac.uk/fsirmuti.html - CoastlineMaker website - Coast and road alteration and creation.

www.mnwright.btinternet.co.uk/index.htm - BMP2000 website - Several excellent texture and graphics alteration programs here as well.

Al Simms - asimmsjr@aol.com - Al's FS Pages - http://members.aol.com/asimmsjr/index2.html