Documentation for generate map from fbx
This commit is contained in:
parent
166375b87e
commit
7830ad7d08
|
@ -0,0 +1,71 @@
|
|||
<h1>Automatically generate a map from RoadRunner</h1>
|
||||
|
||||
!!! important
|
||||
The given scripts only works if the files are kept in the folders
|
||||
detailed below.
|
||||
|
||||
This script is aimed to reduce the time needed to setup a map inside Carla's project.
|
||||
Also, in combination of the [import / export scripts](export_import_dist.md) will allow
|
||||
the user to generate a simple map without opening Unreal Engine.
|
||||
|
||||
!!! important
|
||||
The script does heavy use of Unreal's capabilities, so it is needed to be installed
|
||||
and setup, as the import fbx action is done directly over the code project, not a
|
||||
distribution build.
|
||||
|
||||
|
||||
<h4>How to import a fbx</h4>
|
||||
The current script only work for files placed with the follow structure (RoadRunnerFiles is
|
||||
located in the root folder):
|
||||
|
||||
```sh
|
||||
RoadRunnerFiles/
|
||||
├── README.txt
|
||||
├── MapToImport01
|
||||
│ ├── Asphalt1_Diff.png
|
||||
│ ├── Asphalt1_Norm.png
|
||||
│ ├── Asphalt1_Spec.png
|
||||
│ ├── Grass1_Diff.png
|
||||
│ ├── Grass1_Norm.png
|
||||
│ ├── Grass1_Spec.png
|
||||
│ ├── LaneMarking1_Diff.png
|
||||
│ ├── LaneMarking1_Norm.png
|
||||
│ ├── LaneMarking1_Spec.png
|
||||
│ ├── MapToImport01.fbx
|
||||
│ └── MapToImport01.xodr
|
||||
└── MapToImport02
|
||||
├── Asphalt1_Diff.png
|
||||
├── Asphalt1_Norm.png
|
||||
├── Asphalt1_Spec.png
|
||||
├── Concrete1_Diff.png
|
||||
├── Concrete1_Norm.png
|
||||
├── Concrete1_Spec.png
|
||||
├── Grass1_Diff.png
|
||||
├── Grass1_Norm.png
|
||||
├── Grass1_Spec.png
|
||||
├── LaneMarking1_Diff.png
|
||||
├── LaneMarking1_Norm.png
|
||||
├── LaneMarking1_Spec.png
|
||||
├── MapToImport02.fbx
|
||||
└── MapToImport02.xodr
|
||||
```
|
||||
|
||||
Under RoadRunnerFiles, place each "Export" folder obtained from RoadRunner and
|
||||
rename it with the name of the map to be imported. It have to match the <b>.fbx</b>
|
||||
and <b>.xodr</b> files.
|
||||
|
||||
Now, simply go into the PythonAPI folder and run <b>generate_map.py</b>
|
||||
|
||||
!!! important
|
||||
The script, by default, checks the <i>/Unreal/CarlaUE4/Content/Carla/Maps</i> for matching names.
|
||||
If a map with the same name as a to-be-imported map is found, it will notify the user and won't do anything.
|
||||
To override this, <b>generate_map.py</b> can be invoked with the <b>--force</b> flag.
|
||||
|
||||
After the script finishes, all a map with the same name of the folder and files will be located under
|
||||
<i>/Unreal/CarlaUE4/Content/Carla/Maps</i> with all the static meshes and placed, textures, waypoints and routes
|
||||
generated.
|
||||
|
||||
!!! important
|
||||
There is a bug in RoadRunner that generates wrong materials automatically and they get broken inside Unreal.
|
||||
By adding the flag <b>--usecarlamats</b> the meshes will use the materials provided by Carla's project,
|
||||
that will also <b>react to the weather</b>.
|
|
@ -26,6 +26,7 @@
|
|||
* [Running in a Docker](carla_docker.md)
|
||||
* [How to make a new map with RoadRunner](how_to_make_a_new_map.md)
|
||||
* [How to link Epic's Automotive Materials](epic_automotive_materials.md)
|
||||
* [How to automatically generate a map from RoadRunner](generate_map_from_fbx.md)
|
||||
* [How to export and import maps to distribution builds](export_import_dist.md)
|
||||
|
||||
<h3>Contributing</h3>
|
||||
|
|
|
@ -21,6 +21,7 @@ pages:
|
|||
- 'Running in a Docker': 'carla_docker.md'
|
||||
- "How to make a new map with RoadRunner": 'how_to_make_a_new_map.md'
|
||||
- "How to link Epic's Automotive Materials": 'epic_automotive_materials.md'
|
||||
- "How to automatically generate a map from RoadRunner": 'generate_map_from_fbx.md'
|
||||
- "How to export and import maps to distribution builds": 'export_import_dist.md'
|
||||
- Contributing:
|
||||
- 'Contribution guidelines': 'CONTRIBUTING.md'
|
||||
|
|
Loading…
Reference in New Issue