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Signal Assets

Signal Asset sample

Signal assets are 3D models that allow for dynamic traffic signal heads with lights.

Creation

Create an asset by using one of the supported file formats shown. Then, drag the file into the RoadRunner Library Browser.

Supported Formats:

  • Filmbox (.fbx)

  • Wavefront (.obj)

In many regards, signal assets are similar to Prop Model Assets. For example, the same steps are used to add signal assets to the 3D scene.

The RoadRunner Asset Library includes a variety of signals. You can also add your own custom signal models (refer to the Create a Custom Signal Prop section below).

Signal assets include the notion of variants, which allow the same 3D model to be configured with multiple different bulb layouts. For example, a single 3-bulb model could have one variant for green/red/yellow ball lights, and another for green/red/yellow left turn lights. Variants require two Texture Atlases that define the on and off state for all bulbs available for that signal.

Each variant defines a set of supported turn types that are used to automatically map signals to maneuvers with the Signal Tool.

Refer to the Library Browser page for general instructions to create, edit, and delete assets.

Create a Signal Variant

  1. Select a signal asset in the Library Browser.

  2. Click "Add Variant" in the Attributes Panel.

Set Bulb Textures

  1. Select a signal asset in the Library Browser.

  2. Assign Texture Atlases to the "On Texture" and "Off Texture" asset pickers in the Attributes Panel.

Name or Rename a Signal Variant

  1. Select a signal asset in the Library Browser.

  2. Choose the variant to edit in the "Variant" drop-down list in the Attributes Panel.

  3. Set the "Name" of the variant in the Attributes Panel.

Set or Change a Bulb Type

  1. Select a signal asset in the Library Browser.

  2. Select a bulb in the 2D Edit Window.

  3. Choose a bulb type ("Variant Bulb Type") in the Attributes Panel.

Specify Supported Turn Types

  1. Select a signal asset in the Library Browser.

  2. Choose the variant to edit in the "Variant" drop-down list in the Attributes Panel.

  3. Check the boxes that correspond to the controlled turn types for this signal.

Remove a Signal Variant

  1. Select a signal asset in the Library Browser.

  2. Choose the variant to remove in the "Variant" drop-down list in the Attributes Panel.

  3. Click "Remove Variant".

Create a Signal State

  1. Select a signal asset in the Library Browser.

  2. Click "Add State" in the Attributes Panel.

Name or Rename a Signal State

  1. Select a signal asset in the Library Browser.

  2. Choose the variant to edit in the "Variant" drop-down list in the Attributes Panel.

  3. Choose the state to edit in the "State" drop-down list.

  4. Set the "Name" of the state in the Attributes Panel.

Specify State Supported Turn Types

  1. Select a signal asset in the Library Browser.

  2. Choose the variant to edit in the "Variant" drop-down list in the Attributes Panel.

  3. Choose the state to edit in the "State" drop-down list.

  4. Set the signal mode for each supported turn type in the "State Turn Types" group.

Remove a Signal State

  1. Select a signal asset in the Library Browser.

  2. Choose the variant to edit in the "Variant" drop-down list in the Attributes Panel.

  3. Choose the state to edit in the "State" drop-down list.

  4. Click "Remove State".

Create a Custom Signal Prop

  1. Model the signal in a 3D modeling program.

  2. Create bulb meshes for each bulb.

  3. Prefix the name of each bulb mesh with "light_"

  4. Construct the UVs of the bulb mesh using the full UV grid size (0 to 1).

  5. Export as FBX®.

  6. Add the asset file using the Library Browser.

  7. Right-click the asset and set the "Default Type" to "Signal".

Tips

  • If automatic detection in the Signal Tool does not choose the correct state for a signal, try adjusting the supported turn types for the state or variant.

  • Make a red state first, because this will be the default.

  • If the signal bulbs do not display correctly, ensure that the on and off textures are set and that both of those textures are Texture Atlases with the correct grid size.