This manual is valid for Blender versions from 2.5 to 2.79. We recommend using
1. Requirements
The following is required:
- Blender
- OMSI SDK Tools (Export)
- DirectX Import Plugin (Import)
2. Import
For the import there is a Blender plugin. This must be activated in Blender under File >User Preferences >Addons> Import-Export> DirectX Importer. For the import, select File> Import> DirectX (.x). Now the file is located in Blender. If necessary, the object and all normals must be rotated in Edit Mode: Select All W> Flip Normals. Furthermore, the triangles can be converted into squares by pressing ALT+J. Then it is recommended to join the edges and points lying on top of each other with W > Remove Doubles. UV-coordinates of a texture are usually imported as well, the texture just has to be added to the material.
If the Blender plug-in for import is not available, it can be downloaded here. The folder io_directx_bel comes in Blender\scripts\addons.
3. Export
For the export, the corresponding extension under span style="font-family: Consolas, Courier New, Courier, monospace">File >User> Preferences >Addons >Import-Export >DirectX Format must also be activated, if not already done. The following settings for the export under File> Export >DirectX (.x) must be made:
Export Selected Objects Only as required- Coordinates: Right-Handed
- Up Axis: Z
Export Meshes Export Standards flip standards Export UV Coordinates export materials
OMSI can already read the .x file created in this way. However, for compatibility reasons it is recommended to use the X-Converter from the OMSI SDK. It is possible to convert the files into an .o3d file by double-clicking them in the Windows dialog "Open with" and then selecting the X-Converter. If the X-Converter is started manually, default settings are sufficient.
OMSI can already read the .x file created in this way. However, for compatibility reasons it is recommended to use the X-Converter from the OMSI SDK. It is possible to convert the files into an .o3d file by double-clicking them in the Windows dialog "Open with" and then selecting the X-Converter. If the X-Converter is started manually, default settings are sufficient.
3.1. Textures and materials
The special feature when creating textures from Blender version 2.5 on is that exactly one material must be created for each texture. The texture must be subordinated to the material. This means in the opposite sense that each material can only be assigned exactly one texture.
To create a material, go to the Material tab on the right. Then click on the plus sign and a new material appears. This material can then be adjusted as desired. To transfer a texture to the object, first select the Edit-Mode and then transfer the texture with the help of the UV-View. Afterwards the material has to be transferred to the object, which is done (also in edit mode) by the Assign button. For each material exactly one texture is created under "Texture", the type "Image or Movie" is selected and the desired file name.
As texture you can use almost all formats that OMSI knows. Due to compatibility reasons we do not recommend the Portable Network Graphics (.png) format. The developers of OMSI have worked with .bmp, another possibility are .dds and .tga textures. The format of the textures should be a 2n format, possible lengths are the numbers of the sequence 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, ... The texture does not have to be square either.
4. Coordinate system in Omsi
The coordinate system in Omsi is quite simple. For all positions there is a fixed point which is defined by the three axes of the coordinate system.
- X is the lateral alignment. The positive value points to the left (to the doorless side), the negative value to the right.
- Y is the alignment to the front or to the rear. The positive value points to the front, the negative value to the rear.
- Z is the height orientation. The positive value points upwards. Since the object origin is at street level, there is normally no negative value.
All specifications are made in meters. The decimal place is set with a dot.
5. Import and export plugins for newer Blender versions
As of 2.83 or 2.79, the following plugins can be used. They are primarily used to import and export o3d files.
- https://github.com/Road-hog123…er-OMSI-Exporter/releases - Plugin exclusively for exporting o3d files with many functions such as skin weights and SDK settings
- https://github.com/space928/Blender-O3D-IO-Public/releases - Plugin for the import and export of individual o3d files and model configuration files.
Kommentare 6
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Neu erstellte Kommentare unterliegen der Moderation und werden erst sichtbar, wenn sie durch einen Moderator geprüft und freigeschaltet wurden.
MD92TJ
How to import .o3d files as .x into blender? I tried DirectXimporter, I can't load .o3d files.
Fazakas Martin
Egyszerűen, nem lehet értelmezni a szöveget. Nincsenek részletesen prezentálva beillesztett képekkel, galériával. Az sokat segítene. Nincs leírva, hogy milyen .x és/vagy .obj fájl kell, mert van vagy 8-féle.
Vilhelm Esben Andersen
What if I want to export humans onto DirectX? Rigged armature deletes itself while exporting, resulting in t-posing in OMSI. How or can I export DirectX armatures? How did for example Halycon do it for their Human DLC's?
Fazakas Martin
Good question. I'm also thinking about this...
e2h1986
"It is recommended to use the latest version"... Das würde ich auch so unterschreiben, zum Exportieren ins X-Fomat benötigt man jedoch eine Blender-Version unter 2.80, weil es für neuere Versionen dank einer tiefgreifenden Änderung der Programmstruktur und offenbar auch mangels Nachfrage für dieses alte Format kein Plugin mehr gibt.
Ich arbeite mit 2.82 und exportiere mit den Standardeinstellungen nach obj (Wavefront), importiere diese Datei in Blender 2.79 und exportiere sie sofort wieder als X-Datei, so muss ich mich nicht oder kaum mit der abweichenden Bedienung der älteren Versionen herumquälen. Das funktioniert völlig problemlos. Wichtig ist, aber das ist ja eigentlich Grundkenntnis bei der Arbeit in Blender, dass im Objekt-Modus alle Skalierungen, Drehungen etc. auf das Modell angewendet werden (also Object - Apply - all transformations).
Beim Export aus Blender 2.82 nach obj sollte überprüft werden, dass der Skalierungswert auf 1 steht, anfangs wurde bei mir alles im Maßstab 1:10 exportiert.
Lµkas
Der Beitrag ist schon etwas älter, aber du hast natürlich recht. Ich werde in beiden Artikeln einen Hinweis hinzufügen. Der "normale" User wird schätzungsweise Blender 2.79 nutzen.