STISIM Drive (SDL) - Creating Road Signs

There are several different ways to create and modify road signs, only differing in their complexity and the tools needed to accomplish the task. Obviously the more complex methods produce the best results but also require the most time, the best tools, and some modeling knowledge. Each method will be discussed (in varying degrees of completeness) and each method requires the user to be familiar with a Windows paint program for manipulating bit mapped images, and a binary editor. Like the methods discussed here, paint programs and binary editors also come in a variety of flavors from very simple to very sophisticated.

Before you begin modifying any of the models or texture maps, make sure that you make a backup copy of the current versions. This way if it does not work out, you will not be left stranded without some version of the sign. Images that will be used for your texture maps can be obtained in several ways, scanning them in from a picture, using a digital camera to take a picture of a current road sign, modifying a current texture map or creating a texture map from scratch.

Simple Method:

The simplest method can only be used to modify an existing road sign. It requires a bit mapped image of the sign that you would like to use and the name of the texture map for the sign you are modifying.

1. Use your paint program to create and modify the new texture map.
2. Open the sign model file that you would like to modify using the binary editor.
3. Search the model file looking for the name of the texture file that is used for the sign (they usually have a .GIF, .JPG, .BMP or .TGA file extension).
4. Go to the Data\Textures directory under the STISIM Drive main folder and replace the current texture map with your new texture map.

Intermediate Method:

The intermediate method is best used to create brand new road signs using a previously existing sign as its starting point. In this case, you want to keep the current sign and create a new sign that has the same shape, but a different sign face. This can be done as follows:

1. Find the model file that contains the shape of the sign that you would like to use (for example for a diamond sign, so use the DIAMOND.3DS model file).
2. Make a copy of this file and rename it to something that describes the new sign.
3. Search the model file looking for the name of the texture file that is used for the sign (they usually have a .GIF, .JPG, .BMP or .TGA file extension).
4. When you find the name of the texture map file, write it down because you will need it shortly.
5. Use your paint program to create and modify the new texture map. When saving the texture map to a file, use a file name that contains the same number of characters as the current texture map file (for example if the current file is YIELD.GIF, your file name must be 5 characters, a period, and then a 3 character file extension). The name can not be shorter or longer than the current name, it must be the exact same size.
6. Using the binary editor, go back to your new sign model file and replace the current name of the texture map, with the name of your new texture map.
7. When using this sign in the simulator, use the SOBJ event to display the new sign because it will not be an individual simulator event.

It is probably a good idea to look at the current texture map for the sign that you are changing. This will allow you to get a feel for the size of the texture map and also for the details of a good texture map. For best results, the size of the texture map should be a multiple of 8 in both directions and the extents of the sign should extend to the extents of the bitmap (the image should just fit inside the size of the bitmap). You may have to iteratively adjust the texture map until it looks good on the sign. This may require several iterations before you are happy with the results. The nice thing is that once the sign is created and the texture map is recognized, all you have to do is adjust the texture map in order to change the sign.

Advanced Method:

As was stated earlier, the advanced method produces the best results because it generally requires some knowledge of modeling, more time to create the models and more importantly requires a modeling package. The majority of the models (not just the sign models but all models) were created using a modeling program called 3D Studio (hence the .3DS file extension). If you have a copy of 3D Studio and a modeler then you should have no problem modifying or creating new models. If you don't have a modeler then you can still use the program to perform simple modifications like switching texture maps or adding new pieces to an existing model.

If you do not have 3D Studio there are numerous 3D modeling programs commercially available. For doing road signs and very simple geometry we recommend a program called NuGraf from Okino Computer Graphics. However any modeling program that reads and creates 3D Studio (Version 4 or later) files can be used. In any event you will have to become familiar with the modeling program in order to make it do the modeling you require. The details of this are left up to the user. Even though this sounds like it may be a waste of time, in the long run, this is the best approach to take. This is because the more you use the simulator, the more you may want to customize it with your own models and things. Once you decide you need a more sophisticated model than a sign, this approach is your only choice, so you may want to consider it from the start.

 

This guideline is just a simple discussion of how you might go about creating a new road sign and is not intended to be manual on how to accomplish this task, and therefore STI does not provide technical support in this area. You may encounter problems with any of these methods and it is left to the user to solve these problems.