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  1. #201
    Is littleneo's the same as Piiichan's?
    if not, where is Piiichan's download link? in his youtube videos he says he has released it.

    and where can I find littleneo's? I see the post on page 8, but it doesn't even show up in the scripts panel.



  2. #202
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    @tikki : you might want to read the doc to run the script, see below.
    @arcis : the style you see at #74 is a procedural detailed building code made by Piiichan for v0.1.'aka the piiichan building lib' in the gui) it worked really fine for very large and high buildings, but is not dedicated for little ones (I mean 20x30x10 floors for example).
    in fact as the script evolves, I sometimes forget to make it compatible with the last functions, and this is the case here.

    ideally I'd like some of you folks contribute for the different building styles. littleneo's one is a kind of showcase for functions, I have no time to really work on the 'artistic' aspect yet as a lot has to be done first. (non rectangular streets and elevation, mesh import, details on streets, uv.....)

    meanwhile, here's a quick update. sorry about that it has not exactly the same look than before (floors distribution). you can play with the level of details button once you have selected 'piiichan' in the building library section of the GUI.

    minimalist project page, doc, last version (still v0.39) :
    http://jerome.le.chat.free.fr/3d/cityengine/index.html


    compatible piiichan lib : copy it and replace all the code by it in /libraries/piiichan/building.py file:

    Code:
    # example of header to use for import/export. version for warnings when unpacking an update.
    #author:
    #name:
    #version: dateformat
    def createBuilding(listBuilding,mat,uv,pos,bsz,ffloor,floor,lod,orientation):
        tf=bsz[2]/floor
        fsz=[bsz[0],bsz[1],floor]
        np=[pos[0],pos[1],pos[2]]
        levels=lod
        if levels<=0:return
        height2=0.5
        for it in range(2):
            np=[Puniform(pos[0],pos[0]+fsz[0]*0.3),Puniform(pos[1],pos[1]+fsz[1]*0.3),pos[2]]
            fsz=[Puniform((fsz[0]-abs(pos[0]-np[0]))*0.7,fsz[0]-abs(pos[0]-np[0])),\
                Puniform((fsz[1]-abs(pos[1]-np[1]))*0.7,fsz[1]-abs(pos[1]-np[1])),fsz[2]]
            nbFloors=tf
            bigFloorNb=0
            heightStart=np[2]
            for f in range(nbFloors):
                np[2] +=fsz[2]+height2
                createCube(listBuilding,np,fsz)
                newmat=[0,0,0,0,0]
                for m in newmat:mat.append(m)
            if it==0:
                createCube(listBuilding,[np[0],np[1],heightStart],[fsz[0],fsz[1],np[2]-heightStart],sizeFactor=[-0.1,-0.1,0])
                newmat=[0,0,0,0,0]
                for m in newmat:
                    mat.append(m)
            probability=0.5
            minNb=1
            maxNb=8
            def make_side_size():
                nbSideCubes=Prandint(minNb,maxNb)
                return nbSideCubes,[fsz[0]/(nbSideCubes*2),fsz[1]/(nbSideCubes*2),np[2]-heightStart]
            def make_south_or_north(nbSideCubes,foo):
                sidePos=[np[0]-sideSize[0]/2,foo,heightStart]
                for i in range(nbSideCubes):
                    sidePos[0]+=sideSize[0]*2
                    createCube(listBuilding,sidePos,sideSize)
                    newmat=[0,0,0,0,0]
                    for m in newmat:
                        mat.append(m)
            nbSideCubes,sideSize=make_side_size()
            if Prandom()>probability:make_south_or_north(nbSideCubes,np[1]-sideSize[1]/2) # south
            nbSideCubes,sideSize=make_side_size()
            if Prandom()>probability:make_south_or_north(nbSideCubes,np[1]+fsz[1]-sideSize[0]/2) # north
            createBuilding(listBuilding,mat,uv,np,fsz,ffloor,floor,lod-1,orientation)
    bonus : a quick, scaled preset for piiichan lib. create a file in /presets, for example piiichan.set then paste the code below in it. note that ground with sidewalks for this kind of volume would be insane (now) if you don't have a quad with 8 GB ram.

    Code:
    # City Engine Preset
    # name :
    # description :
    # date :
    # compatibility : 0.4
    
    # main tab
    mainScale=1.0
    replay=1
    seed=282
    makeBuildings=1
    makeGround=0
    
    # building tab
    GroundInfluence=0
    FirstFloorHeight=1.21164441109
    minFloorHeight=2.5
    maxFloorHeight=3.20000004768
    minBuildingFloor=30
    maxBuildingFloor=60
    varBuildingFloor=0.0
    EnableratioBuildingSize=1
    ratioBuildingSize=6.09731149673
    minBuildingSize=30.0
    maxBuildingSize=50.0
    minInterval=0.0
    maxInterval=6.0
    buildingAlignToRoad=1
    buildingAlignToGrid=0
    levelOfDetails=4
    buildingLibraryName='piiichan'
    
    # ground tab
    BuildingInfluence=0
    groundTiled=1
    MakeSidewalks=1
    sidewalksHeigt=0.10000000149
    sidewalksMinWidth=2.0
    sidewalksMaxWidth=2.29999995232
    sidewalksAlignToStreets=1
    
    # map tab
    buildingSourceType=0
    groundSourceType=1
    groundScale=3
    buildingMapThreshold=0.300000011921
    buildingMapSizeX=40
    buildingMapSizeY=40
    buildingMapOffset=0
    buildingMapOffsetSeed=0
    groundUvMapName='streetsmap64x64'
    groundMapName='<none>'
    
    # debug
    debug=5
    debugToFile=0
    Last edited by littleneo; 17-Feb-09 at 11:37.



  3. #203
    Member DividedSpleen23's Avatar
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    hey, i downloaded this and i have a question...
    How do i activate it in blender?



  4. #204
    heh. To continue my noob questions after reading the docs:

    1. Why does it only sometimes (usually only on the 1st city creation, but not even always.) create different colors for different elements? like roofs/windows/streets. it should all the time. Bug perhaps?
    2. Is it possible to put it in the %scriptdir% so I don't have to use the provided .blend? winXP. I did read the documentaion, word for word.
    3. This is amazing. Keep up the excellent work.



  5. #205
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    Hi guys,

    to run it, run the .blend inside the zip, it's the only way for now. create your city inside, then 'append' it to your file :
    you have to append the two objects (called city, and citymesh) in your file. look in the 'file' main menu : 'append or link'. wiki : http://wiki.blender.org/index.php/Do...nked_Libraries

    sorry it became very natural for me to work with append. I remember thanks to you that at the beginning it was a fight for me, and it takes a looong time before I discovered and got it about 'append'. will try to explain better, in order my doc becomes noob-compliant ;-) so don not hesitate to pm me or post if there's things which are not clear at all for you, that way it will become a good, useful doc/gui. note that this is still time for early releases, core functions devel, and I'm alone for the moment.

    1. this might be a bug you're right. there's randomized variations for each building wall (2 colors maximum) but just one for roofs. so if you have different roof colors it's a bug. if you have the case again, could you please save a preset (save as.. then bug.set for example) then copy the content of that file and post it or pm me ? thanks.
    2 :-) not possible yet. if you don't get it my doc is not really clear about that point, among other things. will add some infos about the append thing, installation etc..
    3 thanks man ! keep up the excellent flattery too it's cool :-)



  6. #206
    How do you use the lattices to curve your streets? Do you make the streets, curve them, and then generate the buildings?

    Also, is there someway to take care of set-back, or would that be library compliant?



  7. #207
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    you can attach a lattice to the 2 objects (city and citymesh) then deform it on XY (Z is weird).
    once deformed you can generate regenerate what you want as you want, providing you enabled the tile mode for ground.
    sorry I'm not really fluent in english, what do you mean by set-back ?



  8. #208
    Skyscrapers have to be built with set-back. For so and so elevation, the upper floors must be set-back from the street so and so distance, it's a safety thing. Look at a picture of the Empire State building, when it gets thinner, that's set-back.

    Well, at least I read somewhere that they did. The World Trade Center didn't have set-back, but it's walls were curtains or something.

    I guess, at this point in time it's more an artistic issue than an architectural concern.

    But as it relates to Suicidator, could you achieve set-back?



  9. #209
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    got it. it's also an architectural, structural, concern, about weight. this is because the empire state skeletton is made by its wall, where as in modern building, walls are 'parented to' a vertical skeletton of pipes.
    WTC and other modern buildings have a different skeletton technology and also new, lighter and softer materials, so less constraints about wind, weight.
    at a certain height, like the skycraper they're building in dubbai (818m now.. not finished!!) uses also set-back and something interesting and new about wind, which is really violent at this height : surfaces are never smooth, but there's cavities, holes, everywhere (interfloors, and the building shape itself) to break wind forces around it, and prevent vortex formations.

    yep about the building set-back in the script, that's ok for rectangular buildings. also possible for n-gons ones but there's a risk of error visually in some case, when too much set-back.

    the fact is I'm working on the core script now, something faster in some case for the ground creation, that should permit to obtain circular and/or star-shaped map streets, and I have to finish a first step about that.

    with some hack in the littleneo/building.py lib, one can obtain what you want, if you know a bit about programmation. for set-back, see how it works lines 336-341 (it defines a first cube from floor 0 to n, for some buildings) and lines 599-618 (it defines the next widths/position/number of the next floors for the other cubes)
    bsz[0] and [1] are the widths in meter
    nbFloorsTot the total floors number
    nbFloors the number of floors we want for that cube
    leftFloors the number of floors left to build



  10. #210
    littleneo:
    this broke on the first generation.

    Code:
    # City Engine Preset
    # name :
    # description :
    # date :
    # compatibility : 0.4
    
    # main tab
    mainScale=1.0
    replay=1
    seed=282
    makeBuildings=1
    makeGround=1
    
    # building tab
    GroundInfluence=1
    FirstFloorHeight=1.21164441109
    minFloorHeight=2.5
    maxFloorHeight=3.20000004768
    minBuildingFloor=1
    maxBuildingFloor=25
    varBuildingFloor=0.0
    EnableratioBuildingSize=1
    ratioBuildingSize=8.27428722382
    minBuildingSize=8.0
    maxBuildingSize=20.0
    minInterval=1.0
    maxInterval=4.0
    buildingAlignToRoad=1
    buildingAlignToGrid=0
    levelOfDetails=1
    buildingLibraryName='littleneo'
    
    # ground tab
    BuildingInfluence=0
    groundTiled=1
    MakeSidewalks=1
    sidewalksHeigt=0.10000000149
    sidewalksMinWidth=2.0
    sidewalksMaxWidth=2.29999995232
    sidewalksAlignToStreets=1
    
    # map tab
    buildingSourceType=0
    groundSourceType=0
    groundScale=4
    buildingMapThreshold=0.300000011921
    buildingMapSizeX=64
    buildingMapSizeY=64
    buildingMapOffset=0
    buildingMapOffsetSeed=0
    groundUvMapName='streetsmap64x64'
    
    # debug
    debug=5
    debugToFile=0
    and no problem about the file-append. Appending is fine for me, just a little inconvienece



  11. #211
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    I see nothing strange .. ? so it occurs only at the first gen, you've a bug about materials (different roofs), then when you re-generate the same city a second time it's ok ?



  12. #212
    Member DividedSpleen23's Avatar
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    hey, I downloaded this and um... how do you use it in blender?



  13. #213
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    arg... :-) see #205



  14. #214
    Member DividedSpleen23's Avatar
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    oh, heheheheh



  15. #215
    Member DividedSpleen23's Avatar
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    wait, i downloaded, and it's not a zip, here, i'll upload it...
    never mind, i cant, but it says it's a "sce0.390b.7z" , something that my mac can't open, and it's not a zip.



  16. #216
    It's a 7zip, an opensource compression format. All the info you need is already in this thread.

    http://blenderartists.org/forum/show...=140415&page=6 post #110
    ----------------------------------------
    -Without Light, It's Radio.

    Finished Proj. http://blenderartists.org/forum/showthread.php?t=145759

    FocusedCrit: http://blenderartists.org/forum/showthread.php?t=148096

    http://ocularbl0g.scottmaher.net
    ----------------------------------------



  17. #217
    the no texture thing happens if you manually "delete" the meshes instead of re-creating/overwriting.
    figured it out



  18. #218
    Member DividedSpleen23's Avatar
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    Windows...
    I have a mac



  19. #219
    Member roofoo's Avatar
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    Originally Posted by DividedSpleen23 View Post
    Windows...
    I have a mac
    Try The Unarchiver, I have it on my Mac and it works for 7zip files.
    http://wakaba.c3.cx/s/apps/unarchiver.html
    Online Portfolio: eyephoriadesign.com



  20. #220
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    + 3 versions for mac here :
    http://www.7-zip.org/download.html



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