![]() ![]() The placement information needs to go into tile files with a very specific filename.With just a few objects this is not too bad, but I can imagine it because a mess if you have to install a lot of scenery (on the other hand, it seems almost all scenery comes with the global package, so maybe it is not such a big issue). I could not find a way to place my objects in their own scenery package, the placement information goes into the same tiles as the global scenery. ![]() An option to just place them at terrain altitude would be useful. So for one object it took a bit of trial and error to get this right. When placing the object you need to enter the altitude above MSL.There is an UFO aircraft that has dynamics that come close to slewing, but I still find it hard to control. There is no slew mode, so I had quite some trouble to view my objects after placing.The placement information is simply entered in a text file in the scenery folder, no need to compile to a binary format.The AC3D model files are just placed in a scenery or model folder, you don’t need to use another compiler to put them in some binary format.Below are the things I liked and the things I didn’t like that much in the process. In the end I succeeded, with help from the FlightGear Wiki, that has some interesting articles. Next I had to figure out how to place them in the scenery. So I just imported their MDL files into ModelConverterX, saved all textures as PNG and exported the model to the AC3D format. I was using two models I had made before for FSX. Getting the objects in a format that FlightGear can read was quite easy. In this blog I will describe some of the things I came across. Let me start with the good news, in the end I was able to see my objects. Having done scenery design for Microsoft Flight Simulator for such a long time, it takes a little time to get used to the differences. Generated objects for countries and regions also available for download for FlightGear 2017.2 and later.This evening I took my first (baby) steps into scenery design for FlightGear. More information at the FlightGear wiki.īuildings and objects for the entire world were generated for FlightGear 2020.x, and integrated into the official scenery which is automatically downloaded as you fly by FlightGear 2020.3.7 LTS and later. This is done with a custom written python script. See the FlightGear Scenery Object Database for some examples.īuildings, roads, power cables/pylons, railways, railway platforms, piers, and other man-made objects, as mapped in OSM, can be turned into 3D models for use in FlightGear scenery. are placed according to obstructions data etc. The official scenery provides global coverage, by using a variety of data sources, including NASA's 3-arcsec SRTM data, GSHHS data and Corine Land Cover.īuildings, aerials, etc. This OSM world-scenery is automatically downloaded as you fly by FlightGear 2020.3.7 LTS and later. Buildings, roads, and objects for the entire world were generated and integrated into the official scenery in March 2021, creating a 3d visualisation of OSM data. Since November 2013, the official scenery of the simulator makes use of OSM line data. View over Barcelona, Spain showing buildings, roads, and objects generated from OSM data in Flightgear 2017įlightGear (, FlightGear) is an open source flight simulator. ![]()
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