Hi, thank you all for your feedback
WillemS {l Wrote}:Well, as an OSM addict I of course also played with OSM2World
I once tried importing some data into Blender to render it with the Cycles render engine, which went pretty well.
I currently working on getting it some animations and renders, but my blender skills are very outdated and basic
WillemS {l Wrote}:It would be a nice idea to try importing these models in SuperTuxKart as tracks, but OSM2World has to get a little bit more mature for that to be really useful, I think. The first thing you would have to do is texturing the models (SuperTuxKart doesn't support plain colours as materials, as far as I know, you have to assign all faces a texture). It would probably be possible to do that a bit automated. However I remember reading somewhere that the developer of OSM2World wanted to add support for texturing in the future.
Not sure about this texturing support, but currently it doesn't display nor save textures. I will ask user:Tordanik about what is missing. But B/W is ok to me currently, as it shows THAT it is working
Maybe we can write a python script, that analyses the current material name and assigns a texture with the same single colour to the mesh parts again?
WillemS {l Wrote}:I just tried exporting some data from Blender to STK and it worked
(For fun I first generated my own Blender file with OSM2World.)
I had to add a driveline (else STK crashed apparently), but it seems that the scale is just right automatically.
As I said, the colours aren't visible in-game. Also the polygon count is rather high, but that would be avoidable by 'cropping' the Blender file before exporting (the exported area is much too large now).
This process won't make tracks of high quality, but it is just funny to be able to race in your own neighbourhood
You can limt the polygons by using OSM2Worlds "export OBJ directory" feature. So you can pick out only the OBJs that contain roads and the one with buildings (for example).