Depending on the size of the area you are creating the scenery for and the level of detail in your shapefiles. In the list you select all types that you'd like to include in your scenery.Īfter clicking the "Generate scenery" button, it may take a long time for TerraGear to finish. Click the "Update list" button to populate the field with all decoded shapefiles. The tg-construct tool brings all your gathered data together, throws it in a washing machine and spits it out the otherside in a format ready for use with FlightGear. Note: with recent TerraGear builds, it is required to add the used material-names to the default_priorities.txt file. If you leave the line width fields empty, a default width of 10 meters is used. Line width is only used on line-data (like roads, rivers and railroads). A single click on a material will allow you to edit it to create custom materials that are not (yet) in materials.xml (do note that FlightGear will apply the default material to those landclasses, untill you create the material in materials.xml!). You can delete shapefiles from the list by double-clicking on them. Each single shapefile must have a material. If a shapefile has no material, you'll need to assign it by hand. The GUI will try to assign fitting materials. After clicking the "Retrieve shapefiles" button, the list will be populated with the shapefiles from your project's data directory. Now we need to decode the shapefiles into TerraGear format, which we do with OGR Decode. All airports in apt.dat the tool will run through the entire apt.dat file, which can take a long (!) time when using the default apt.dat from FlightGear.Single tile only processes airports that are located on the given tileid.Single airport to generate the scenery for a specific airport.All airports in area generates all the airports within the boundaries as set on the start tab.Home-made airports: if you created an airport in WorldEditor, use the.Already-made airports: use FlightGear's file, which is usually in $FG ROOT/Airports/.What is scenery without airports in a flight simulator? If your area does not contain any airports, you can skip this part and continue with ogr-decode. Make sure you do set the correct resolution! For the USA this can be 1 arcsec, while the rest of the world is provided in 3 arcsec resolution. The GUI downloads and unpacks the package to your /data/SRTM-3). Both Custom Scenery and CORINE (only Europe) provide that. Note that OpenStreetMap only includes line date (roads, rivers), so you'll need some polygon data for the actual terrain. Next select a source to download shapefiles for that area. Specify boundaries in the boxes on the left, or select an area on the map. This is used to retrieve the list of available terrain materials. Set your FlightGear's root ( $FG_ROOT).You best choose an empty directory specific to your project. In this directory, all project related stuff will be stored throughout the process.
TerraGear must be downloaded/build seperatly from the GUI! Set the TerraGear directory, in which you'll find the subdirectories bin/ and share/.For normal scenery creation, all the tabs should be gone through in the order they are arranged. for "QtGui/QApplication: No such file or directory" add: qt4-dev-tools.for "/usr/lib/i386-linux-gnu/qt4/bin/uic: Command not found" add: libqt4-dev-bin.In case of ERRORS You may have to add the following via SYNAPTIC: Git clone git://.net/p/flightgear/fgscenery/terrageargui Grab the sources and store it where you want:.gdal12.dll (this can be retrieved from ).mscvr71.dll (see TerraGear_Installation_for_Windows to know how to get it).msvcp71.dll (see TerraGear_Installation_for_Windows to know how to get it).for Windows users, you'll need to add three DLLs to you TerraGear GUI root directory:.you need to download/compile a recent version of TerraGear as well.You can either build the GUI from source, or download a pre-compiled build: