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Thread: Yet Another Town Generator (3D)

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    Thanks again for the encouragement !!! It is something that I think people will have fun with.

    @mearrin69
    Models are always welcome but at the moment getting the GUI up and running is the priority, and since I have someone willing to start that what I am looking for is someone who would like to continue or even take over that role. I don't think my current snake charmer will object to passing on the baton. For now though, the intention is that the beta version will have sufficient basic functionality to inspire a baton picker-upper to leap into the breach. (Mixed metaphors? me?)
    As for models though, the requirement is that the model must be importable into POVRay, POVray is the core tool, the GUI just allows easy placement of objects by exporting POV code. if POVray can import the thing, it can usually scale it and shove it around for anything else. As for importing : POVRay is a bit like someone with type AB blood. It can accept (usually via third party converters) a number of model formats, but due to its seemingly unique code capabilities and focus on shape primitives is apparently not capable of exporting to any other format! I have successfully used Sketchup models (but textures may need tweaking) and meshes I've created in jpatch. A load of converters are out there for dxf and the like, I'd be happy to test any converted items people might like to send me!
    One of the reasons I would never consider selling any of this stuff is its dependence on POVray . So, for example, you ask about image map size, and I can only say, "I don't know". At the moment I am using 200x200 pixel pngs as image maps for 2m x 2m wall sections. I'd prefer to use bigger maps , to enable whole sides of buildings to be textured, but I have had POVray "out of memory" errors - despite having lots of memory available. This could be/could have been a POVray bug that may be fixed.... Much depends on how big the town is and how many instances of "the thing" there are. As my streets are currently "the fill" there are a LOT of buildings. If you wanted to add one Cathedral, it probably wouldn't impact significantly???
    If you want to create models, then work to what looks "right" for the scale of view you want to achieve, The stuff I've created assumes that this is for mapping and more distant views so anything under 0.1m is size is not modeled (but can be on image maps). For example - I would code a picket fence as solid and use an image map for the detail.
    However, if someone wanted to create a ground level view of some street, they could create their own high detail foreground buildings (with or without picket fence!) and use 3dtg to "fill in" all the more distant stuff.

    @danjr
    I have a GUI layout of sorts as it is - nothing "amazing" - it doesn't need to be. The BIG headache with this concept was entering all the locations since POVray alone is text only. The current development of the GUI is based on an already written program which is free for modification and allows mouse placement. At the moment it looks like this.
    Click image for larger version. 

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    with the "Streets" tool only, now. Yes, the "new" button is too small, I'm gonna deal with that!
    For any Python people out there? We are using pySketch by Erik Westra as the basis of the tool. I'll try to think of some way to thank him for putting that program out there for just this sort of thing!

    On modern cities: sure! These things can be done. The idea behind 3dtg is that you will be able to write your own commands = street types in this case. How deeply those are coded into the GUI is up to debate but there will be a set of "generic" entry tools that will allow graphical insertion of "undefined things" that you then modify in the POV code afterward.
    You can create new "tools"/"things" as POVray macros and only include the ones you want, like choosing your colour palette before painting. At the moment I'm concentrating on fantasy styles but anything "goes"!
    The primary reason for choosing POVray is that (as far as I know) it is the only render tool that allows you to code "random". All the other (directly) GUI based tools are great for creating *A Thing* but not necessarily creating a whole bunch of random things based on an algorithm. My current street "tool" just needs a few parameters and it does all the rest itself.

    As an insight to what you need. If I were to write a skyscraper street, I'd try to create a set of building type shapes, the basic "brick", the tiered "brick", the oval tube, the "pointy tower" and so on. I'd have a set of image_maps, brick, concrete, metal, tile, marble etc. I'd think up some algorithm for heights of buildings, perhaps linking some heights to some of the shapes. Write all that into a POV .INC file as a macro and Bob's your Uncle as we say. In many ways, it would be easier than my current "street" if it were city block based. Randomizing building placement on my street was/is complicated.

    Needless to say, at the time of going to press on all this I will be creating Tutorials on a) Installing and Using the tool b) Modeling and creating macros in POVray.

    The overall intent is not that I write all the tools! I'd rather enable people to "do their own thing". I doubt it will "take off" in a big way but if needed I might start a forum somewhere for people to share stuff and (if really necessary) try to control stuff??? My intent is that everything is FOSS.
    Last edited by Crayons; 03-13-2011 at 02:43 PM. Reason: "1m x1m" changed to "2m x 2m"
    --
    "I do not know whether I was then a man dreaming I was a butterfly, or whether I am now a butterfly dreaming I am a man"

    My Finished Stuff
    ............. Some of my 3D Stuff (POVRay)

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