To start making your first building the first thing you need is to make the textures or BMP's, or use those included with Nova or from some other source. The Textures must be made using some conventions. Click here to learn more about it.
For this exercise I will use the NOVA001.BMP texture and make a building with only one module. From the main panel I will start with -
Start new single macro
Click the Cube tool
and start working on the building
From the Size panel first specify the size of your building like this
Select the Bitmaps panel in the cube and, from the file menu list, click on the NOVA001.bmp file to select it
Once this is done the active side of the cube will show the file name and in the texture graphic you will get 4 boxes separated or linked with dotted lines. These 4 boxes are the delimiter boxes to tell the program the surface to be applied to one side of the cube which in our case is the front side. You can click and drag these boxes to place them in the right position over the selected texture.
If you are not able to see the dotted lines linking the boxes because of the texture color you can change the color. You have 4 choices.
The numerical order of points is important. They are normally placed in clockwise order starting with the bottom lefthand corner. If you realize that in your scenery one face of the building is wrong, and should be reversed, then you only need to place the points or boxes in reversed positions.
You can fine tune the position of each box using the tune points options. Just change the value of any of the (X,Y) points from the table.
Repeat the same steps for each side of the cube.
In this example the building back, left, and right sides will use the same texture and design.
After selecting and adjusting the back texture I can copy the back texture to the left and right sides of the cube. This will save me work.
To copy one side onto another first select the side to be copied to. In this example I would click over the External Left button and then click over the copy button.
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Using the spinner menu select the external back and press the OK button. It means that the external back data of the cube will be copied onto the external left side of the cube.
Do the same thing to copy the right side of the cube. Now all we have left to do is look for a texture to make the external roof.
Click on the external roof button and select from the file texture list the Nova005.bmp file.
Once this is done select from the texture the section to be used for the roof as shown below.
The building is finished. You could now add crash control. To do this select from the main menu panel the Macro Options menu.
Enter the surface and height of the building and select YES in the crash control options
If you are a user of ASD v2.0 or later you can also indicate the macro type from the list as well as the dimensions of the building. This is used in ASD to locate the macro in the scenery.
Save the macro in the format of your choice - API or ASD
Test your macro using NOVA or any other scenery tool like AIRPORT or ASD.