Blender and BTG: Difference between revisions
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=== Installation === | === Installation === | ||
Download the two scripts: | Download the two scripts: | ||
* [http://users.tkk.fi/~lapelto2/fgfs/ | * [http://users.tkk.fi/~lapelto2/fgfs/import_btg_v7.py Import script] | ||
* [http://users.tkk.fi/~lapelto2/fgfs/export_btg.py Export script] | * [http://users.tkk.fi/~lapelto2/fgfs/export_btg.py Export script] | ||
Revision as of 14:42, 4 May 2011
With the use of a special import&export script, BTG files can be opened in and exported from Blender. This makes it possible to edit FlightGear's terrain and specifically airports in a visual editor.
User documentation
Installation
Download the two scripts:
Place both files in your Blender's .blender/scripts/ directory. Common locations are:
- Windows: C:/Program Files/Blender Foundation/Blender/.blender/scripts
Usage
Import
Import via File > Import > Simgear (.btg).
Export
- Export to a file without extension, via File > Export > Simgear (.btg). Make sure to enter the correct coordinates and radius, as displayed in the console and screen on import.
- Package/zip the created file to a .btg.gz file. This one can be loaded into FlightGear.
Known issues
- Textures are not applied automatically in Blender.
- No textures at all on terrain import. Terrain is imported as one big mesh, despite various materials.
- Terrain is not lined up with the axis, making it hard to edit correctly.
- Airport lights are not imported.
- Imported meshes are shrinked.