
//  The Text array parameters
//  Text[...]=[title,text]
Text[0]=["&nbsp; <B>http://www.calebflerk.com</B>","&nbsp; Visit Caleb Flerk's Home Site!"]
Text[1]=["","The CFS2 model file  ... What it is, how it works and what you can learn from it."]
Text[2]=["","The CFS2 damage profile ... A look inside the special effects controller file."]
Text[3]=["","A 16-bit FLAG variable at offset 90 hex that carries the visibility status of 16 different aircraft structures."]
Text[4]=["","<U>parts_visible</U> - a 16-bit FLAG variable at offset 90 hex that carries the visibility status of 16 different aircraft structures."]
Text[5]=["<U>parts_visible variables</U>","Flag bit values and visibility conditions."]
Text[6]=["","A 3D model to demonstrate breaking parts."]
Text[7]=["","Description of the DP file's [EFFECTS] section."]
Text[8]=["&nbsp;The Caleb Flerk Collection","Celebrate the Caleb Flerk legend with unique gifts for aviation lovers!"]
Text[9]=["&nbsp;http://www.digiportal.com","Recommended by the Wall Street Journal, the Miami Herald and me. Choicemail will stop your spam e-mail ... Period!<BR> &nbsp; &nbsp;<B>Click for Details</B> ..."]
Text[10]=["&nbsp;We Remember","Never forget those who serve in defense of freedom around the world.<BR><EM>Click for the story</EM>"]
Text[11]=["","How to repaint your model in flight to reflect combat damage."]
Text[12]=["","A part without a parent that uses a pre-process condition to test the <U>parts_visible</U> variable."]
Text[13]=["&nbsp;FSDS Part Names Categories","The part names available in FSDS."]
Text[14]=["&nbsp;STEP 1","Editing the VarPresets2002.cfg file ..."]
Text[15]=["&nbsp;Model Part Orientation","The relationships among parts with and without parent parts."]
Text[16]=["","Table of index values and bit masks for testing CFS2 bullet variables."]
Text[17]=["&nbsp;CFS2 Bullet Variables","Table of index values and bit masks for testing CFS2 bullet variables."]
Text[18]=["","The section of your model file which contains CFS2 variables."]
Text[19]=["","<B>Click to view</B> the FSDS reference file used to create your model's Parameter Dictionary."]
Text[20]=["&nbsp;CFS2 Standard Parameters","CFS2 variables used in every model."]
Text[21]=["&nbsp;CFS2 Non-Standard Parameters","CFS2 variables selected by the designer (you) for use in a model."]
Text[22]=["","The <B>Scale Factor</B> is specified internally in your model as a whole integer number that represents a fixed ratio of design units to units of physical length."]
Text[23]=["","The [FLTSIM.n] section of the CFG file."]
Text[24]=["&nbsp;http://www.scasm.de/","Use at least version 2.50."]
Text[25]=["&nbsp;The SCASM Language","A very powerful tool that can expand your aircraft modeling talents dramatically once you master even a small part of it."]
Text[26]=["&nbsp;SCASM Object Code","A look at the structure and key SCASM commands of an object source code file."]
Text[27]=["&nbsp;FSDS Model File","A look at the structure and key sections of an FSDS model file."]
Text[28]=["&nbsp;SCASM Object Code","Listing of the key SCASM binary opcodes."]
Text[29]=["","The damage box is an invisible 3Dimensional rectangular prism or cube enclosing one or more aircraft systems or structures."]
Text[30]=["&nbsp;Charters of Freedom","The Gift of Freedom ... An American Heritage ...<BR><B>Click for FREE Download</B>"]
Text[31]=["&nbsp;Bullet Holes","How to create bullet holes for your model."]
Text[32]=["&nbsp;Realistic Damage Probabilities","How to calculate more realistic damage probabilities for your model."]
Text[33]=["&nbsp;The [STRINGS] Section","An example of the [STRINGS] section of a damage profile.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[34]=["&nbsp;Weapon Specifications","Weapon specs for most commonly used WW II weapons."]
Text[35]=["&nbsp;Boresighting","How to boresight your wing guns for convergence."]
Text[36]=["","<B>Click to Download!</B>"]
Text[37]=["","Animation Data Tables for keyframe animations.<BR> &nbsp; <EM>Click for details ...</EM>"]
Text[38]=["&nbsp;http://www.abacuspub.com/","My personal choice for creaing top quality CFS2 models."]
Text[39]=["","Any good text editor program will do the job."]
Text[40]=["&nbsp;http://www.bpsoft.com","BreakPoint Software offers you a 30 day Free Trial."]
Text[41]=["&nbsp;http://www.mnwright.btinternet.co.uk/index.htm","A must have FREE package that works with FS2002, FS2000,CFS2 and CFS3 textures."]
Text[42]=["&nbsp;http://www.jasc.com/","JASC Software offers a trial download."]
Text[43]=["","Resource Interchange File Format"]
Text[44]=["","Flight Simulator Design Studio Pro generates 3D model files using RIFF."]
Text[45]=["&nbsp;FSDS RIFF File Structure","A descripton of the binary code listing for the FSDS model file, fxdemo.mdl."]
Text[46]=["&nbsp;VarTable.txt","Listing of the standard parameter block variables being used by FSDS. See [aircraft] section, offsets 0x0000 through 0x0097."]
Text[47]=["&nbsp;VarTableBase.txt","Listing of the non-standard parameter block variables being used by FSDS. See [aircraft] section, offsets 0x0098 through the end."]
Text[48]=["","This is an example of a simple NOTAM to provide you extra information about a topic."]
Text[49]=["Something Worth Seeing!","This is an example of a  NOTAM using a caption."]
Text[50]=["&nbsp;Earn Your CoPilot Wings!","<B>Click</B> to learn how ..."]
Text[51]=["&nbsp;http://www.calebflerk.com/links/","<B>Click</B> to visit!"]
Text[52]=["&nbsp; STEP 1","Generate your model project file, including all necessary texture files, e.g. <U>myairplane.fsc</U>."]
Text[53]=["&nbsp; STEP 2","Generate the CFS2 model file, e.g. <U>myairplane.mdl</U> and the Object Source Code file, e.g. <U>myairplane.sca</U>."]
Text[54]=["&nbsp; STEP 3","Edit <U>myairplane.sca</U> to create the animated parts, texture swapping and bullet holes as needed."]
Text[55]=["&nbsp; STEP 4","Compile the edited <U>myairplane.sca</U> file to generate a scenery object file, e.g. <U>myairplane.bgl</U>."]
Text[56]=["&nbsp; STEP 5","Using a hex editor, copy the modified code from <U>myairplane.bgl</U> and paste it into <U>myairplane.mdl</U>."]
Text[57]=["&nbsp; STEP 6","Update the model file RIFF and BGL section offsets in <U>myairplane.mdl</U> and save the new model file."]
Text[58]=["&nbsp;Quick Combat","Listing for a typical qc_plane.qcb file.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[59]=["","<B>Click to View</B> Original SCA Code"]
Text[60]=["","<B>Click to View</B> Edited SCA Code"]
Text[61]=["","<B>Click to View</B> Animation Template Code"]
Text[62]=["","<B>Click</B> for description of SCASM labels."]
Text[63]=["","The <B>semicolon</B> denotes a line of remarks. The SCASM compiler will skip blank lines and all text following the semicolon when translating the source code to create a scenery file (.bgl)."]
Text[64]=["","SCASM code <U>always</U> begins with this command, which must be the first command in the main scenery input file. It is used to generate the BGL file header which defines the boundaries of the area covered by this scenery file."]
Text[65]=["","Always follows the Header. It defines the latitude band entered in the FSDS Project Properties window which sets up the area where your object will be located."]
Text[66]=["","Used by the SCASM compiler to initialize internal flags and variables. You rarely need to change these (see SCASM documentation)."]
Text[67]=["","Contains data from the FSDS Project Properties window and marks the beginning of a block of visual scenery commands.<BR><EM> &nbsp; &nbsp;Click for Details</EM>"]
Text[68]=["","Establishes that a 3Dimensional object will be drawn."]
Text[69]=["","Draws the shadow of the static object located at :labelname - in this case, :PCall2."]
Text[70]=["","Transfers execution to :labelname, in this case, :Exit. This command allows a 32-bit address displacement, which means practically no limit in jump distance."]
Text[71]=["","The first command in a subroutine called by PerspectiveCall ( :labelname ).<BR><EM>Without this command, CFS2 will likely crash!</EM>"]
Text[72]=["","Contains data set in the FSDS Project Properties window and defines the reference point for all further actions in this source code. All distance entered beyond this command are now relative to this point.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[73]=["","Transfers execution to :labelname. This command allows a 16-bit dispalcement, which means a limit of no more than 32767 bytes."]
Text[74]=["","Sends execution of the code to the next line following the last Call command ... the Jump32 ( :Exit ) command above."]
Text[75]=["","Uses the Boolean AND to test the contents of three CFS2 scenery variables to determine if they are all within particular ranges.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[76]=["","Tells the SCASM compiler which version of the BGL code to use. All SCASM code between this command and the EndVersion command is assumed to be for a specific version. &nbsp; &nbsp;0732=CFS2, &nbsp;0800=FS2002"]
Text[77]=["","Lists all of the texture bitmaps used by this model, one per line..<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[78]=["","Lists all of the materials used by this model, one per line.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[79]=["","Lists every vertex point used in the creation of this model, one per line.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[80]=["","This is where drawing the model begins, with a Call for CFS2 to draw the <B>Super Parent</B> part in this model, the fuselage."]
Text[81]=["","Transfers execution to <EM>:labelname</EM>. Like the Jump32 command, Call 32 allows a 32-bit displacement, which means practically no limit in jump distance.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[82]=["","The EndVersion command marks the end of the code type specified earlier in the BGLVersion ( ... ) command."]
Text[83]=["","Always terminates a subroutine. It causes code execution to jump back to the line immediately following the Call command that invoked the subroutine in the first place."]
Text[84]=["","Used to test the content of a CFS2 variable for the presence of a specific value and transfers execution depending on the result.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[85]=["","Transforms the position of each part vertex point for all object instructions that follow until a TransformEnd command is found.<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[86]=["","Defines the material (index value for MaterialList ( ... ) ) and texture (index value for TextureList ( ... ) ) to use for the next triangle(s) to draw. Indices start with 0 and must be defined with the MaterialList and TextureList commands. If no texture is used, the index is -1."]
Text[87]=["","Draws triangles with vertices from VertexList( ... ).<BR><EM> &nbsp; &nbsp;Click for more details</EM>"]
Text[88]=["","Marks the end of the code handled by Transform_Mat ( ... ). There <EM>must</EM> be a TransformEnd for <EM>every</EM> Transform_Mat ( ... ) !"]
Text[89]=["","Tells the SCASM compiler that this is the end of the scenery object code. The command is not compiled and there is no end-of-file marker in the .bgl code. The SCASM compiler siimply uses this command to tell it to quit compiling at this point."]
Text[90]=["","<B>Click</B> for Details."]
Text[91]=["","<B>Click</B> for SCASM Code."]
Text[92]=["","&nbsp;http://www.billdidit.com"]
Text[93]=["","Contains definitions for Pre-Process Conditions you can assign to model parts."]
Text[94]=["","Place your right around the axis ... your fingers will point in the direction of rotation."]


//The Style array parameters
//  Style[...]=[TitleColor, TitleBgColor, TitleBgImag, TitleTextAlign, TitleFontFace, TitleFontSize,
//  TextColor, TextBgColor, TextBgImag, TextTextAlign, TextFontFace, TextFontSize, Width, Height,
//  BorderSize, BorderColor, Textpadding, Transition number, Transition duration,
//  Transparency level, Shadow type, Shadow color,
//  Appearance behavior, TipPositionType, Xpos, Ypos]

//  Caption - sm
Style[0]=["#f7f7f4","#808000","","","verdana,arial",1,"#000000","#f7f7f4",,"","verdana,arial",1,,10,1,"#808000",4,4,0.2,99,2,"#C0C0C0",,,15,-10]

//  Text only - sm
Style[1]=["","","","","",,"#000000","#CCCC99",,"","verdana,arial",1,,10,1,"#808000",4,4,0.2,99,2,"#C0C0C0",,,-30,-55]

//  Text only - medium
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//  Text only - large
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