Build a city script (Blender)

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Macrob
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Build a city script (Blender)

Post by Macrob » Sat Apr 04, 2009 5:21 am

Hi all! Have you noticed this fine script to build cities (Blender)?

http://jerome.le.chat.free.fr/3d/cityen ... ation.html

Here are some test. Imagine someone would (unlike me) spend time on the materials ... :wink:
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Borgleader
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Post by Borgleader » Sat Apr 04, 2009 8:22 am

Yeah i saw it a few days ago, and well i didnt have time to play with it...but...Now i will :)

I'll probably see about digging up yafray (for animation purposes) as rendering it on my my machine would be rather unthinkable (and i dont have money to spend on farms)

I just wish there was an "easy way" to UV map the building...
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neo0.
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Post by neo0. » Sun Apr 05, 2009 2:56 pm

Now if someone would just create one to make futuristic looking cities, I'de be in heaven. :D

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Borgleader
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Post by Borgleader » Sun Apr 05, 2009 3:51 pm

neo0. wrote:Now if someone would just create one to make futuristic looking cities, I'de be in heaven. :D
I then invite you to make your own script (or rather add your own preset inside this one, it should be less work)

I'm sure many blender users (myself included) will thank you 8)
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neo0.
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Post by neo0. » Sun Apr 05, 2009 4:18 pm

I can't code, but on a conceptual level, it would be pretty straight forward. Take some stills of courascant from star wars, blade runner, the 5th Element, etc. Model the buildings. Then, build the script to that it varies the size, proportions, orienation, placement density, etc.

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Borgleader
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Post by Borgleader » Sun Apr 05, 2009 5:47 pm

neo0. wrote:I can't code, but on a conceptual level, it would be pretty straight forward. Take some stills of courascant from star wars, blade runner, the 5th Element, etc. Model the buildings. Then, build the script to that it varies the size, proportions, orienation, placement density, etc.
I don't know many people who can model accurate reproductions of sci-fi movie buildings.

Besides after playing with the script im pretty sure theyre procedural rather than rescaled version of premodeled buildings.
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neo0.
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Post by neo0. » Mon Apr 06, 2009 7:37 am

Well, does can blenders scripting language define meshes as a sum of verts in 3D space? Once you model it, would "just" need to get the coords of all the points and input them into the script...

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Borgleader
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Post by Borgleader » Mon Apr 06, 2009 8:15 am

neo0. wrote:Well, does can blenders scripting language define meshes as a sum of verts in 3D space? Once you model it, would "just" need to get the coords of all the points and input them into the script...
1. You could.
2. That would take a lot of space (depending on the level of detail)
3. You would loose the "level of detail" setting, because you can't just "omit" certain verts, unless you model the building 5-10 over and assign them to each "detail" setting.
4. It would look like crap, because well they would all be stretched, as opposed to proceduraly created buildings.
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handsomedave
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Post by handsomedave » Mon Apr 06, 2009 11:55 am

Re-creating the city building script would be a challenge.
Creating one that can procedurely build "futuristic buildings", you better be a mathamatician, artist, and near god-like coder to pull that off.

....hmmmm, I'm missing a few of my qualifications but maybe I should give it a try anyways.

Anyone have a link to a good python reference.

j/k I know how to use google.

That actually should have been the first requirement for pulling this off.

alex22
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Post by alex22 » Mon Apr 06, 2009 11:16 pm

You don't need to know Python to create the program. ;)
The most important thing is the idea/algorithem, which is indepent of the programming language. The rest can be done by someone who can program or by yourself once you learned python.

handsomedave
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Post by handsomedave » Tue Apr 07, 2009 1:20 am

I would disagree alex. Knowing python and the blender api would seem to be a prerequisite for developing the idea.

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PureSpider
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Post by PureSpider » Tue Apr 07, 2009 5:26 am

neo0.
You know what "procedural" means, don't you?

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