From 2b120e377db251c517753889b213957a62106d8a Mon Sep 17 00:00:00 2001
From: Francesc Domene <47461016+fdomf@users.noreply.github.com>
Date: Tue, 10 Sep 2019 18:22:33 +0200
Subject: [PATCH] Fdomf/docs (#2089)
* Updated CARLA video link (README)
* Updated API reference - deleted overview
* Added css to docs
* Added documentation standard section
* Updated API docs
* Updated documentation following the standard
* Updated How to create map and import docs + documentation related standard + improvements
* Word change
* Updated importing assests from RR
* Fixes and new section for pedestrian navigation
* Changed image position
* Updated
* A couple of fixes regarding links and titles
* Updated import docs
* Updated docs
---
Docs/asset_packages_for_dist.md | 16 ++++++++++++----
Docs/how_to_build_on_linux.md | 3 +++
Docs/how_to_make_a_new_map.md | 7 ++-----
3 files changed, 17 insertions(+), 9 deletions(-)
diff --git a/Docs/asset_packages_for_dist.md b/Docs/asset_packages_for_dist.md
index a50b085b4..c2063c207 100644
--- a/Docs/asset_packages_for_dist.md
+++ b/Docs/asset_packages_for_dist.md
@@ -151,9 +151,9 @@ _required files and place them following the structure listed above._
the asset's name (`RoadNode`, `Terrain`, `MarkingNode`) and moved to `Roads`, `Terrain`
and `RoadLines` respectively, under `Content/Carla/PackageName/Static`.
_If the process doesn't work due to different names or other issues, you can always move the assets_
- _manually, check this [`tutorial`][importtutorial]_.
+ _manually, check this [`tutorial`][importtutorial]_ (_Section 3.2.1 - 6_).
-[importtutorial]: /how_to_make_a_new_map/#32-importing-from-the-files
+[importtutorial]: ../how_to_make_a_new_map/#32-importing-from-the-files
Now we have everything ready for importing assets. To do so, you just need to run the command:
@@ -165,12 +165,20 @@ This command will read the JSON file and take each asset and place it inside the
in Unreal Engine. Furthermore, it will create a `Package1.Package.json` file inside the package's
`Config` folder that will be used for **defining** its props in the Carla blueprint library,
**exposing** them in the `PythonAPI` and also for **exporting** those assets if needed.
-If a package was already imported before, it will overwrite it.
+
+_Packages with the same name will produce an error. Delete or rename the package before importing_
+_a new one with the same name._
+
+!!! note
+ The imported map won't have collisions, so they should be generated manually. This
+ [tutorial][collisionlink] (_Section 3.2.1 - 5_) shows how to do it.
+
+[collisionlink]: ../how_to_make_a_new_map/#32-importing-from-the-files
How to export assets
--------------------
-Once imported all the packages inside Unreal, users could also generate a **cooked package**
+Once imported all the packages inside Unreal, users could also generate a **cooked package**
for each of them. This last step is important in order to have all packages ready to add for
distribution versions of Carla and for any supported platform. To export the packages,
simply run the command:
diff --git a/Docs/how_to_build_on_linux.md b/Docs/how_to_build_on_linux.md
index f658b5111..b50072019 100644
--- a/Docs/how_to_build_on_linux.md
+++ b/Docs/how_to_build_on_linux.md
@@ -18,6 +18,9 @@ pip2 install --user setuptools
pip3 install --user setuptools
```
+!!! tip
+ For **Ubuntu 18.04**, change `libpng16-dev` to `libpng-dev` from the previous example.
+
To avoid compatibility issues between Unreal Engine and the CARLA dependencies,
the best configuration is to compile everything with the same compiler version
and C++ runtime library. We use clang 6.0 and LLVM's libc++. We recommend to
diff --git a/Docs/how_to_make_a_new_map.md b/Docs/how_to_make_a_new_map.md
index 9e9954af0..bcb26fedc 100644
--- a/Docs/how_to_make_a_new_map.md
+++ b/Docs/how_to_make_a_new_map.md
@@ -24,7 +24,7 @@ in a few steps you will be able to create an impressive scene. You can download
a trial of RoadRunner at VectorZero's web page.