Skip to content

Latest commit

 

History

History
112 lines (71 loc) · 5.06 KB

File metadata and controls

112 lines (71 loc) · 5.06 KB

中文 | English

Create Map Guide

1. Real-World Map Scene Adaptation

1.1 Convert Real-World OpenStreetMap Data to a Sionna RT Map

1.1.1 Install Required Software

1.1.2 Download the OSM Map in JOSM

Use JOSM to download the target OpenStreetMap area and save it as an .osm file.

1.1.3 Import the OSM File with the blosm Plugin

  • Open the blosm plugin panel in Blender. Set Import to File.
  • Select the .osm file. Enable only Import buildings. Disable Import as a single object. Click Import to load the OSM map into Blender.
  • Click Add -> Mesh -> Plane. This creates a small plane at the world origin, then adjust its scale factor.
  • Rename the imported building material names to follow the Sionna RT material naming convention.

1.1.4 Export as a Mitsuba File

Export the Blender scene as a Mitsuba file.

  • Enable Export IDs.
  • Set the axis orientation to Y Forward and Z Up.

1.2 Convert Real-World OpenStreetMap Data to an Unreal Engine Map

1.2.1 Install Required Software

1.2.2 Convert the OSM File to a GLB File with OSM2World

In the downloaded OSM2World source directory, run:

./osm2world.sh -i /path/to/input_map.osm -o /path/to/output_map.glb

1.2.3 Enable the UE Plugin and Import the GLB/glTF File

  • In Unreal Engine, search for the plugin Datasmith glTF Importer and enable it.
  • In the top toolbar, click Datasmith, then select the exported .glb file.
  • Set Import Uniform Scale to 100.

1.2.4 Save as a UE4 Level

  • Before building, select SkyLight and Light Source, then set Mobility to Movable in the Details panel.
  • Save the current map as a UE4 level.
  • Set this level as the default level: open Edit -> Project Settings -> Maps & Modes, then set both Editor Startup Map and Game Default Map to the saved map. This makes the UE4 project open and run this map by default.

1.2.5 Integrate the UE4 Map with AirSim

  • Copy the AirSim plugin into the UE4 project:
mkdir -p /path/to/YourUEProject/Plugins
cp -r /path/to/AirSim/Unreal/Plugins/AirSim /path/to/YourUEProject/Plugins/
  • Close Unreal Engine, then build the UE4 project so the AirSim modules are compiled:
/path/to/UnrealEngine/Engine/Build/BatchFiles/Linux/Build.sh \
  YourProjectEditor Linux Development \
  -Project="/path/to/YourUEProject/YourProject.uproject" \
  -WaitMutex
  • Reopen the UE4 project and set GameMode Override to AirSimGameMode in Window -> World Settings.
  • Add a Player Start actor to the scene and place it slightly above the map surface.
  • In the Content Browser, open the Geometries folder. Select all static meshes, right-click, and choose Asset Actions -> Bulk Edit via Property Matrix. Search for collision, set Collision Complexity to Use Complex Collision As Simple, then save. This gives all selected static meshes collision.
  • Click Play to launch the map with AirSim.

2. User-Defined Map Scene Creation

2.1 Import a RoadRunner Map into UE4

2.1.1 Create the Map in RoadRunner

2.1.2 Import the FBX File into UE4

  • In the UE4 Content Browser, click Import or Add/Import, then select the exported .fbx file.
  • For the detailed workflow, refer to section 1.2. The only difference is that .fbx files can be imported directly without enabling an additional plugin.

2.2 Generate the Corresponding Sionna RT Map

2.2.1 Import the FBX File into Blender

  • In Blender, click File -> Import -> FBX, then select the exported .fbx file.

2.2.2 Run the Blender Processing Scripts

Open the required script in Blender's Scripting workspace and run it as needed.

After your UE4 project, fbx/glb maps are ready, you can head to Use SimART with Your Own Maps for the next step.