Correct: I'm using a hacked-up version of https://github.com/dariowouters/ts-map to read the game files, do a bit of pre-processing, and output json files. Then I use a custom tool to convert those json files into a GeoJSON file that I can feed into a slippy map library (currently OpenLayers, but soon to be MapLibre). And yes: the idea is to use the telemetry SDK to "drive" the slippy map.From your screenshot it seems the road network matches ATS exactly, even for inaccessible roads. So are you reading the geospatial data directly from the game files somehow? You mention the telemetry SDK, but IIRC about the only spatial data you can get from it is the player's current position. So I assume the idea is to use it to display the current GPS position on your slippy map eventually? That's pretty neat.
The road colorings come from my very naive method of classification. It's on my TODO list to improveIn the screenshot, I see drivable roads have sections of different types, colored yellow/white/gray. Sometimes the color changes briefly at an intersection or interchange—for example, at the spot where I-19 ends, or at Congress and 7th. How come? (And what's the meaning of the magenta rectangles?)
The magenta rectangles come from bounding box information in the game files. I think they're what the game uses to trigger the "SomeCity discovered!" messages while driving. I wanted to visualize them as part of figuring out, "how can I detect when a user is in a city, so I can properly re-scale time / distances to 1:3 during route planning?". Maybe ATS uses those bounding boxes... or maybe they use some other info, like a "is city road" flag. Yet another thing to research
About reading data: you mentioned earlier you have scripts to read the games files to help parse what cities have what companies/facilities... are those scripts available anywhere for the community to read?
Also, fun fact: the rectangles are normally axis aligned when viewed in the game's LCC projection (like within the game's map editor), but they look warped in my screenshot because I've reprojected the data into Web Mercator, for use in slippy maps.
Oh wow, that explains the quality! Your artisanal, hand-crafted map has much more personality than my auto-generated oneMy Tucson map was 100% manual work. Yes, the result speaks for itself I suppose, but drawing it was time-consuming.