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Build a city script (Blender)
Posted: Sat Apr 04, 2009 5:21 am
by Macrob
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 ...

Posted: Sat Apr 04, 2009 8:22 am
by Borgleader
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...
Posted: Sun Apr 05, 2009 2:56 pm
by neo0.
Now if someone would just create one to make
futuristic looking cities, I'de be in heaven.

Posted: Sun Apr 05, 2009 3:51 pm
by Borgleader
neo0. wrote:Now if someone would just create one to make
futuristic looking cities, I'de be in heaven.

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

Posted: Sun Apr 05, 2009 4:18 pm
by neo0.
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.
Posted: Sun Apr 05, 2009 5:47 pm
by Borgleader
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.
Posted: Mon Apr 06, 2009 7:37 am
by neo0.
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...
Posted: Mon Apr 06, 2009 8:15 am
by Borgleader
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.
Posted: Mon Apr 06, 2009 11:55 am
by handsomedave
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.
Posted: Mon Apr 06, 2009 11:16 pm
by alex22
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.
Posted: Tue Apr 07, 2009 1:20 am
by handsomedave
I would disagree alex. Knowing python and the blender api would seem to be a prerequisite for developing the idea.
Posted: Tue Apr 07, 2009 5:26 am
by PureSpider
neo0.
You know what "procedural" means, don't you?