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<h1>How to create and import a new map</h1>
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![Town03](img/create_map_01.jpg)
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## 1 Create a new map
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Files needed:
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* Binaries `.fbx` - All meshes you need to build the map, i.e., roads, lanemarking, sidewalk, ect.
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* OpenDRIVE `.xodr` - Road network information that cars need to circulate on the map.
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It is possible to modify an existing CARLA map, check out the [map customization][custommaplink]
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tutorial.
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[custommaplink]: /dev/map_customization
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The following steps will introduce the RoadRunner software for map creation. If the map is
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created by other software, go to this [section](#3-importing-into-unreal).
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## 2 Create a new map with RoadRunner
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RoadRunner is a powerful software from Vector Zero to create 3D scenes. Using RoadRunner is easy,
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in a few steps you will be able to create an impressive scene. You can download
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a trial of RoadRunner at VectorZero's web page.
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<div class="vector-zero">
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<a href="https://www.vectorzero.io/"><img src="/img/VectorZeroAndIcon.webp"/></a>
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</div> <br>
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Read VectorZero's RoadRunner [documentation][rr_docs] to install it and get started.
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They also have very useful [tutorials][rr_tutorials] on how to use RoadRunner, check them out!
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[rr_docs]: https://tracetransit.atlassian.net/wiki/spaces/VS/pages/740622413/Getting+Started
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[rr_tutorials]: https://www.youtube.com/channel/UCAIXf4TT8zFbzcFdozuFEDg/playlists
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!!! important
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Create the map centered arround (0, 0).
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## 2.1 Validate the map
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* Check that all connections and geometries seem correct.
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![CheckGeometry](img/check_geometry.jpg)
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* Visualize the OpenDRIVE road network by clicking on the `OpenDRIVE Preview Tool`
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button and export.
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![checkopen](img/check_open.jpg)
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!!! note
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The _OpenDrive Preview Tool_ button lets you test the integrity of the current map.
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If there is any error with map junctions, click on `Maneuver Tool`
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and `Rebuild Maneuver Roads` buttons.
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!!! important
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Apply a 180 degree rotation before exporting `Tools > Transform Scene ... > Rotation`
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## 2.2 Export the map
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After verifying that everything is correct, it is time to export the map to CARLA.
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1. Export the scene using the CARLA option in the main menu:<br>
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`File > Export > CARLA (.fbx + .xml + .xodr)`.
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2. Leave `Export individual Tiles` _unchecked_, this will generate only one fbx
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file with all the pieces making it easier to keep track of the map.
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![rr_export](img/rr_export_view.png)
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<br>
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3. Click `Export`.
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This will generate a `mapname.fbx` and `mapname.xodr` files within others.
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_For a more in-depth guide on how to use the exportation option,_
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_check VectorZeros's [documentation][exportlink]._
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[exportlink]: https://tracetransit.atlassian.net/wiki/spaces/VS/pages/752779356/Exporting+to+CARLA
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## 3 Importing into Unreal
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This section is divided into two. The first part shows how to import a map from RoadRunner
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and the second part shows how to import a map from other software that generates `.fbx` and `.xodr` files.
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!!! important
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The `.xodr` OpenDRIVE file should have the same name as the binary file `.fbx`
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i.e. `mapname.fbx` `mapname.xodr`.
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We have also created a new way to import assets into Unreal,
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check this [`guide`](../asset_packages_for_dist/)!
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### 3.1 Importing from RoadRunner
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#### 3.1.1 Plugin Installation
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RoadRunner provides a series of plugins that make the importing simpler.
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1. Locate the plugins under RoadRunner's installation folder:<br>
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`/usr/bin/VectorZero/Tools/Unreal/Plugins`.
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2. Copy those folders to the CarlaUE4 plugins directory: `/carla/Unreal/CarlaUE4/Plugins/`.
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3. Rebuild the plugin.
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##### Rebuild on Windows
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1. Generate project files.
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* Right-click the `.uproject` file and `Generate Visual Studio project files`.
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2. Open the project and build the plugins.
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##### Rebuild on Linux
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```sh
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> UE4_ROOT/GenerateProjectFiles.sh -project="carla/Unreal/CarlaUE4/CarlaUE4.uproject" -game -engine
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```
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Finally, restart Unreal Engine and make sure the checkbox is on for both plugins `Edit > Plugins`.
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![rr_ue_plugins](img/rr-ue4_plugins.png)
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#### 3.1.2 Importing
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1. Import the _mapname.fbx_ file to a new folder under `/Content/Carla/Maps`
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with the `Import` button.
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![ue_import](img/ue_import_mapname.png)
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<br>
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2. Set `Scene > Hierarchy Type` to _Create One Blueprint Asset_ (selected by default).
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3. Set `Static Meshes > Normal Import Method` to _Import Normals_.
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![ue_import_options](img/ue_import_options.png)
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<br>
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4. Click `Import`.
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5. Save the current level `File > Save Current As...` > _mapname_.
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The new map should now appear next to the others in the Unreal Engine _Content Browser_.
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![ue_level_content](img/ue_level_content.png)
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And that's it! The map is ready!
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### 3.2 Importing from the files
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This is the generic way to import maps into Unreal.
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1. Create a new level with the **Map** name in Unreal `Add New > Level` under `Content/Carla/Maps`.
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2. Copy the Illumination folder and its content from the BaseMap `Content/Carla/Maps/BaseMap`
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and paste it in the new level, otherwise, the map will be in the dark.
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![ue_illumination](img/ue_illumination.png)
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#### 3.2.1 Binaries (.fbx)
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1. Import the _mapname.fbx_ file to a new folder under `/Content/Carla/Maps`
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with the `Import` button. Make sure the following options are unchecked:
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* Auto Generate Collision
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* Combine Meshes
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* Force Front xAxis
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* Normal Import Method - _Import Normals_
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<br>
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2. Check the following options:
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* Convert Scene Unit
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* _If you want to import materials and textures:_
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* Material Import Method - _Create new materials_
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* Import Textures
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![ue_import_file](img/ue_import_file.png)
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<br>
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Once everything is loaded up, you should end with several static Meshes in the folder
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you have selected.
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3. Drag them all into the level.
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![ue_meshes](img/ue_drag_meshes.png)
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<br>
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4. When Unreal Engine finishes loading, center the meshes at point (0, 0, 0) and you will have
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your map in Unreal! Congratulations!
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![Transform_Map](img/transform.jpg)
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<br>
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5. Generate collisions, so pedestrians and vehicles don't fall into the abyss.
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* Select the meshes that will have collision.
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* Right-click `Asset Actions > Bulk Edit via Property Matrix...`.
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![ue_selectmesh_collision](img/ue_selectmesh_collision.png)
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* Search for _collision_ in Property's Matrix search box.
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* Change `Collision complexity` from `Project Default` to `Use Complex Collision As Simple`.
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![ue_collision_complexity](img/ue_collision_complexity.png)
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* Go to `File > Save All`.
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6. Lastly, for the **semantic segmentation ground truth**, move the static meshes imported
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under `Content/Carla/Maps/mapfolder` to `Carla/Static` subsequent folders:
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* `Terrain/mapname`
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* `Road/mapname`
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* `RoadLines/mapname`
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```sh
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Content
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└── Carla
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├── Blueprints
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├── Config
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├── Exported Maps
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├── HDMaps
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├── Maps
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└── Static
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├── Terrain
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│ └── mapname
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│ └── Static Meshes
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│
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├── Road
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│ └── mapname
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│ └── Static Meshes
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│
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└── RoadLines
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└── mapname
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└── Static Meshes
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```
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![ue__semantic_segmentation](img/ue_ssgt.png)
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#### 3.2.2 OpenDRIVE (.xodr)
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1. Copy the `.xodr` file inside the `Content/Carla/Maps/OpenDrive` folder.
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2. Open the Unreal level and drag the _Open Drive Actor_ inside the level.
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It will read the level's name, search the Opendrive file with the same name and load it.
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![ue_opendrive_actor](img/ue_opendrive_actor.png)
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And that's it! Now the road network information is loaded into the map.
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## 4. Setting up traffic behavior
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Once everything is loaded into the level, it is time to create traffic behavior.
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1. Click on the _Open Drive Actor_.
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2. Check the following boxes in the same order:
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* Add Spawners
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* (Optional) On Intersections (For more spawn points)
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* Generate Routes
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This will generate a bunch of _RoutePlanner_ and _VehicleSpawnPoint_ actors that make
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it possible for vehicles to spawn and go in autopilot mode.
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## 4.1 Traffic lights and signs
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To regulate the traffic, traffic lights and signs must be placed all over the map.
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1. Drag _traffic light / sign actors_ into the level and place them.
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2. Adjust the _[`trigger box`][triggerlink]_ of each traffic light / sign
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until it covers the road it affects.
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[triggerlink]: ../python_api/#carla.TrafficSign.trigger_volume
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![ue_trafficlight](img/ue_trafficlight.png)
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<br>
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3. For traffic lights in junctions, drag a _traffic light group actor_ into the level and assign
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all traffic lights involved.
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![ue_tl_group](img/ue_tl_group.png)
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These last steps may require some trial and error. _Traffic light timing_ and _traffic trigger boxes_
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might need some tweaking and testing to fit perfectly into the city.
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![ue_tlsigns_example](img/ue_tlsigns_example.png)
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> _Example: Traffic Signs, Traffic lights and Turn based stop._
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## 5 Adding pedestrian navigation zones
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To make a navigable mesh for pedestrians, we use the _Recast & Detour_ library.<br>
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<https://github.com/recastnavigation/recastnavigation>.
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1. Clone or download _Recast & Detour_.
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2. Before building RecastDemo you need to change `m_scale` variable from `1.0f` to `0.01f` in the
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_MeshLoaderObj contructor_ in `RecastDemo/Source/MeshLoaderObj.cpp`.
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```cpp
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rcMeshLoaderObj::rcMeshLoaderObj() :
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m_scale(0.01f),
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m_verts(0),
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m_tris(0),
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m_normals(0),
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m_vertCount(0),
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m_triCount(0)
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{
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}
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```
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Then build RecastDemo. Follow their [instructions][buildrecastlink] on how to build it.
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[buildrecastlink]: https://github.com/recastnavigation/recastnavigation#building-recastdemo
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**Back to Unreal Engine**
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1. Select the meshes you want the pedestrians to be able to spawn and walk on.
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![ue_mesh_to_obj](img/ue_mesh_to_obj.png)
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<br>
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2. Export and save them as a `mapname.obj` file. `File > Export Selected...`.
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3. Run RecastDemo `./RecastDemo`.
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* Select `Solo Mesh` from the `Sample` parameter's box.
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* Select the _mapname.obj_ file from the `Input Mesh` parameter's box.
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![recast_example](img/recast_example.png)
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<br>
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4. First click on the `Build` button, then once the built has finished, click on the `Save` button.
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5. Change the **filename** of the binary file generated at `RecastDemo/Bin` to `mapname.bin`.
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6. Drag the _mapname.bin_ file into the `Nav` folder under `Content/Carla/Maps`.
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Now pedestrians will be able to spawn randomly and walk on the selected meshes!
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## Tips and Tricks
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2018-12-12 18:07:47 +08:00
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2019-09-06 17:07:21 +08:00
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* Traffic light group controls wich traffic light is active (green state) at each moment.
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You can configure the timing that the lights stay in green `GreenTime`, the time it stays yellow
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`YellowTime`, and the time it takes between one traffic light goes red and the next one
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goes green `ChangeTime`.
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2018-12-12 18:07:47 +08:00
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2019-09-06 17:07:21 +08:00
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<div style="text-align:center"><img src="../img/ue_tl_group_times.png"/></div>
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<br>
|
2019-01-16 03:04:19 +08:00
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2019-09-06 17:07:21 +08:00
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* You can add a vehicle spawn point. This should be placed 2 to 3 meters above a Route Planner's
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trigger box and oriented as the route shows. When the vehicle falls, it will hit the trigger box
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and the autopilot will take control of the vehicle.
|
2018-12-14 02:57:47 +08:00
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2019-09-06 17:07:21 +08:00
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![ue_vehicle_spawnpoint](img/ue_vehicle_spawnpoint.png)
|
2018-12-14 02:57:47 +08:00
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2019-09-06 17:07:21 +08:00
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* When you check `Generate Routes` in Open Drive Actor, it generates the road network but it won't
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show individual planners. In order to show those points, please do the following:
|
2019-01-16 03:04:19 +08:00
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2019-09-06 17:07:21 +08:00
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1. Select all `RoutePlanner` actors.
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2. Move them.
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3. Press `ctr + z` and they will show up on the map.
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![ue_route_points](img/ue_route_points.png)
|
2018-12-12 18:07:47 +08:00
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2019-09-06 17:07:21 +08:00
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* OpenDRIVE routes can be manually modified.
|
2018-12-12 18:07:47 +08:00
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2019-09-06 17:07:21 +08:00
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![ue_routeplanner_mod](img/ue_routeplanner_mod.png)
|
2018-12-12 18:07:47 +08:00
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|
2019-09-06 17:07:21 +08:00
|
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* In order to add the map to the Unreal packaging system, go to:<br>
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`Edit > Project Settings > Project > Packaging > Show Advanced > List of maps to include...` <br>
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Then add the level to the array.
|
2018-12-12 18:07:47 +08:00
|
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|
2019-09-06 17:07:21 +08:00
|
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|
![ue_maps_to_include](img/ue_maps_to_include.png)
|
2018-12-12 18:07:47 +08:00
|
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|
2019-09-06 17:07:21 +08:00
|
|
|
* To change default materials and use the ones that come with CARLA at:<br>
|
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|
`Content/Carla/Static/GenericMaterials`.
|
|
|
|
* Unreal shortcuts to find materials and assets:
|
|
|
|
* `Right-click on the Asset > Browse to Asset`
|
|
|
|
* `Right-click on the Material > Asset Actions > Select Actors Using This Asset`
|