In today’s blog we are going to look at editing of the street styles in our Galileo project. In addition to the blog “Altering Your Project Galileo Road Styles“ a couple weeks ago we will concentrate on the UI option the application offers.
As already described in the façade style blog, the “Style Catalog Collection” provides styles of different types organized in catalogs.
So let’s start and see how the styles can be changed:
First open a model for example Tiny Town which comes with the Galileo setup. Select a road segment you want to use for re-styling today and zoom to it.

NOTE: With the help of the “Duplicate”/”Copy”” button you may copy your styles for changing them, instead of touching the original styles coming with the setup. The original style might be used by other road features.
Once the copy is created select one of the styles you want to edit and double click on it. The “Street Style Editor” opens up.

Here you can change the settings of the road style. The “Basic Settings” provide the “Street name” which will be the style name in the catalog.
The “Street Type” defines wether it is a road, a bridge or a tunnel your are intending to create. Today we’ll stick to the road type.
The “Default Material Group” refers to the collection of materials and associated category identifiers which can be used within the style to map a material to specific parts of the generated road surface. Material mappings within road styles are specified using the category identifier of the material to be used.
See the coresponding “Material Group Style Editor” below:

NOTE: The “Default Material” is set to red when no material or an invalid category is mapped.
NOTE: As you can see there are also some tunnel and bridge material mappings for the use of the style as bridge or tunnel, but more on this in another blog.
The “#Driving Lanes” will describe the lanes going forward and backward. Changing the number of lanes will immediately update the preview of the style.
NOTE: The number of driving lanes specified in the style is only default values which are being used, if the road feature the style is applied to, does not provide its own values via the properties "Lanes forward" and/or "Lanes backward".
“Intersection Roadway Category” specifies the material to be used for intersection regions of crossing road segments via the mapped material category. Enabling the "Use Lane Markings of Category" checkbox allows you to specify the material to be used for lane markings by selecting the desired material category identifier.
NOTE: No lane markings will be generated for the intersection regions.
QUESTION: You may ask how an intersection region will look like when road segments share a crossing region but use different road styles.
ANSWER: The road segment with the highest "Importance" property set will determine the crossing region's material. Select a roadsegment, go into the ”Inspector” and set a high value for “Importance”. I have choosen the greenspace style – because of sustainable design :-)

The next step in the “Street Style Editor” is to define the road segment in its profile. In the “Track Sequence” you are able to actually build your road using single tracks which are organized in three buckets - left, middle and right - which allows for definition of symmetric, asymmetric roads with and without median strips. A track is defined by geometric, visual and meta attributes which are shown as columns in the control's table view. The attributes can be simply edited by double clicking the associated cell of the table view.
So, how can this be done:

NOTE: Right now the “Left Bucket” isn’t working. The “Rightt Bucket” will be mirrored to create the left bucket. So you are currently not able to create asymmetric road styles except the forward and backward lanes. The “Middle Bucket” can be used to define the median.
Taken the example from above you can see 4 tracks defining the right bucket (Roadway, Curb, Bikeway and Sidewalk). Using the buttons below the table view you may add/remove/duplicate or change the order of the tracks building the complete track sequence.
From left to right definition:
First column “track name” is a pure name for the track identification.
The “track main category” can be selected from a list defined in the “Default Material Group”. The selection has nothing to do with the style rather then with the relations (a roadway can be connected to a roadway but not to a greenspace et.) between each other.
The “track width” defines the width of the element.
The inner/outer height offset values determine the height of the track at its beginning/end relative to its predecessor/successor within the track sequence. The initial height is taken from the road segment's geometry defining the center line of the road surface generated when evaluating a road style mapped to it. This way you will be able to define the road profile as a "stairway" curve for modeling things like ditches/dikes and curbs
ACTION: You may highlight the “Bikeway” and hit the arrow up button to move the bikeway above the curb. What do you expect to happen? The bikeway is now on the roadway level.
The “track top surface category” defines the material to be applied to the top surface of the generated track geometry by the associated category identifier available through the selected "Default Material Group".
Related to the ”inner and outer height offset” you may select the material mapping from the "Default Material Group" to be used for rendering the vertical geometry that gets created if using inner/outer offset height values greater/small than zero. Since we defined only a height offset for the curb we need to specify a material mapping for this track.
If the road surface creates gaps at the beginning/end of the road feature with respect to its surrounding terrain this gaps will closed and rendered with the mapped material defined "track cap surface category".
NOTE: if any material mapping is missing in the road style or the material mapped to a specific category identifier is invalid the "Default Material" of the selected "Default Material Group" will be used instead - in our example it's just a red color material.
Have fun with styling and send in screenshots :-)