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
This commit is contained in:
Francesc Domene 2019-09-10 18:22:33 +02:00 committed by manishthani
parent c5465c250f
commit 2b120e377d
3 changed files with 17 additions and 9 deletions

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@ -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`.<br>
_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:
@ -165,7 +165,15 @@ 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
--------------------

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@ -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

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@ -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.
<div class="vector-zero">
<a href="https://www.vectorzero.io/"><img src="/img/VectorZeroAndIcon.webp"/></a>
<a href="https://www.vectorzero.io/"><img src="../img/VectorZeroAndIcon.webp"/></a>
</div> <br>
Read VectorZero's RoadRunner [documentation][rr_docs] to install it and get started.
@ -54,9 +54,6 @@ button and export.
If there is any error with map junctions, click on `Maneuver Tool`
and `Rebuild Maneuver Roads` buttons.
!!! important
Apply a 180 degree rotation before exporting `Tools > Transform Scene ... > Rotation`
## 2.2 Export the map
After verifying that everything is correct, it is time to export the map to CARLA.
@ -292,7 +289,7 @@ might need some tweaking and testing to fit perfectly into the city.
> _Example: Traffic Signs, Traffic lights and Turn based stop._
## 5 Adding pedestrian navigation zones
## 5 Adding pedestrian navigation areas
To make a navigable mesh for pedestrians, we use the _Recast & Detour_ library.<br>
<https://github.com/recastnavigation/recastnavigation>.