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