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
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@ -151,9 +151,9 @@ _required files and place them following the structure listed above._
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the asset's name (`RoadNode`, `Terrain`, `MarkingNode`) and moved to `Roads`, `Terrain`
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the asset's name (`RoadNode`, `Terrain`, `MarkingNode`) and moved to `Roads`, `Terrain`
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and `RoadLines` respectively, under `Content/Carla/PackageName/Static`.<br>
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and `RoadLines` respectively, under `Content/Carla/PackageName/Static`.<br>
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_If the process doesn't work due to different names or other issues, you can always move the assets_
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_If the process doesn't work due to different names or other issues, you can always move the assets_
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_manually, check this [`tutorial`][importtutorial]_.
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_manually, check this [`tutorial`][importtutorial]_ (_Section 3.2.1 - 6_).
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[importtutorial]: /how_to_make_a_new_map/#32-importing-from-the-files
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[importtutorial]: ../how_to_make_a_new_map/#32-importing-from-the-files
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Now we have everything ready for importing assets. To do so, you just need to run the command:
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Now we have everything ready for importing assets. To do so, you just need to run the command:
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@ -165,12 +165,20 @@ This command will read the JSON file and take each asset and place it inside the
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in Unreal Engine. Furthermore, it will create a `Package1.Package.json` file inside the package's
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in Unreal Engine. Furthermore, it will create a `Package1.Package.json` file inside the package's
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`Config` folder that will be used for **defining** its props in the Carla blueprint library,
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`Config` folder that will be used for **defining** its props in the Carla blueprint library,
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**exposing** them in the `PythonAPI` and also for **exporting** those assets if needed.
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**exposing** them in the `PythonAPI` and also for **exporting** those assets if needed.
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If a package was already imported before, it will overwrite it.
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_Packages with the same name will produce an error. Delete or rename the package before importing_
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_a new one with the same name._
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!!! note
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The imported map won't have collisions, so they should be generated manually. This
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[tutorial][collisionlink] (_Section 3.2.1 - 5_) shows how to do it.
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[collisionlink]: ../how_to_make_a_new_map/#32-importing-from-the-files
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How to export assets
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How to export assets
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--------------------
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--------------------
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Once imported all the packages inside Unreal, users could also generate a **cooked package**
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Once imported all the packages inside Unreal, users could also generate a **cooked package**
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for each of them. This last step is important in order to have all packages ready to add for
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for each of them. This last step is important in order to have all packages ready to add for
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distribution versions of Carla and for any supported platform. To export the packages,
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distribution versions of Carla and for any supported platform. To export the packages,
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simply run the command:
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simply run the command:
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@ -18,6 +18,9 @@ pip2 install --user setuptools
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pip3 install --user setuptools
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pip3 install --user setuptools
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```
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```
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!!! tip
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For **Ubuntu 18.04**, change `libpng16-dev` to `libpng-dev` from the previous example.
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To avoid compatibility issues between Unreal Engine and the CARLA dependencies,
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To avoid compatibility issues between Unreal Engine and the CARLA dependencies,
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the best configuration is to compile everything with the same compiler version
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the best configuration is to compile everything with the same compiler version
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and C++ runtime library. We use clang 6.0 and LLVM's libc++. We recommend to
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and C++ runtime library. We use clang 6.0 and LLVM's libc++. We recommend to
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@ -24,7 +24,7 @@ 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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a trial of RoadRunner at VectorZero's web page.
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<div class="vector-zero">
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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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<a href="https://www.vectorzero.io/"><img src="../img/VectorZeroAndIcon.webp"/></a>
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</div> <br>
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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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Read VectorZero's RoadRunner [documentation][rr_docs] to install it and get started.
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@ -54,9 +54,6 @@ button and export.
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If there is any error with map junctions, click on `Maneuver Tool`
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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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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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## 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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After verifying that everything is correct, it is time to export the map to CARLA.
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@ -292,7 +289,7 @@ might need some tweaking and testing to fit perfectly into the city.
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> _Example: Traffic Signs, Traffic lights and Turn based stop._
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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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## 5 Adding pedestrian navigation areas
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To make a navigable mesh for pedestrians, we use the _Recast & Detour_ library.<br>
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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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<https://github.com/recastnavigation/recastnavigation>.
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