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I have installed the trial version for CE 2016. When I click File -> Get Map Data the dialog doesn't appear, does anyone else have this issue?
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09-14-2016
09:08 AM
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I currently have CityEngine 2015.1 installed and working on my computer. I also have ArcGIS Pro and ArcMap 10.3 installed and working. I want to use the new functions of CityEngine 2016 to make my products useful for various geographic areas. CityEngine 2016 installs, accepts the license provisioning file and attempts to open, the license file is accepted and when the program tries to boot-up the error is written to the desktop.
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07-29-2016
08:38 AM
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Here is a snippet of the error that is written to the desktop: I've tried updating java and many combinations of uninstall reinstall to no avail. Any help would be greatly appreciated! # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x00000000693095ab, pid=5760, tid=4892 # # JRE version: Java(TM) SE Runtime Environment (7.0_80-b15) (build 1.7.0_80-b15) # Java VM: Java HotSpot(TM) 64-Bit Server VM (24.80-b11 mixed mode windows-amd64 compressed oops) # Problematic frame: # C 0x00000000693095ab # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.java.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. #
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07-13-2016
12:57 PM
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I'm working with the .cga script in the Example_Downtown_Damage_2014_0 that damages certain houses within the scene. I'm trying to change the levels of damage to represent more damage to the buildings. The code calls a handle @damage to specify how much the building changes. Can anyone point me towards the part of the code that can be changed to depict further damage to the building? The script for alstadthaus_heavydamage.cga is below: / ** * Author: matt, Esri R & D Center Zurich * / version "2013.1" Import smoke: "smoke.cga" ###################### # # ATTRIBUTE # ###################### Range (2.6) attr = 5 tilespacing Range (12,26) attr building height = rand (12,26) Range (2.5,4.5) attr stock = 3.5 Group ("Damage")Range (-1.2) attr = 0 offset_damage Group ("Damage")Range (-1.5) attr = 0 offset_damage2 Range (0.16) attr Ground Floor = 5 const orientation = Case scope.sx> scope.sz: 0 else: 1 const wall thickness = 2 const = rint floors (building height / stock) const CorrVal = 2 ###################### # # ASSETS # ###################### const bruch_gr2 = "tiles / town house / demolished / bruch_gr2.obj" const bruch_kl1_2 = "tiles / town house / demolished / bruch_kl1_2.obj" const bruch_kl2_2 = "tiles / town house / demolished / bruch_kl2_2.obj" const bruch_kl3_2 = "tiles / town house / demolished / bruch_kl3_2.obj" const bruch_binde2 = "tiles / town house / demolished / bruch_binde2.obj" # bruch_gr = "brown / doppelfenster_br.obj" const bruch_gr = "tiles / town house / demolished / bruch_gr.obj" const bruch_kl = "tiles / town house / demolished / bruch_kl.obj" const bruch_kl2 = "tiles / town house / demolished / bruch_kl2.obj" const bruch_kl3 = "tiles / town house / demolished / bruch_kl3.obj" const bruch_binde = "tiles / town house / demolished / bruch_binde.obj" const = roof "tiles / town house / demolished / dach_cln.obj" stb = 70%: "tiles / town house / demolished / stockwerkboden.obj" else "tiles / town house / demolished / stockwerkboden2.obj" ### # stb = "collapse / stockwerkboden.obj" const schauF1 = "tiles / town house / shop_rec1.obj" const schauF2 = "tiles / town house / shop_round1.obj" ## # win = "OrnateFinal / win_breit.obj" const win = "tiles / town house / double.obj" const door = "tiles / town house / door.obj" const hole = "tiles / town house / demolished / doubleH.obj" const Ledge = "pillar / ledge.obj" LotInner -> Solder Lot -> smoke.Smoke GroundFilled innerRect alignScopeToGeometry (yup, 0, orientation) extrude (building height) comp (f) {top: alignScopeToGeometry (ZUP, 0, orientation) above (scope.sx) | left: IntakteWand | right: niedereSeite | back: back | front: Front | bottom: reverse normals alignScopeToGeometry (ZUP, 0, orientation) down (scope.sy)} Ground floor -> Split { // Bar width / 2: beams {~ Ground Floor: Ground Element (split.index)} * # | 1: bars (0) } Ground Element (nr) -> Case nr == 3: i (door) t (0,0, -0.75) Case No.% 2 == 0: i (schauF2) t (0,0, -scope.sz) else i (schauF1) t (0,0, -scope.sz) Top -> Split {tilespacing: top serviceability (split.index, split.total)} * above (xLength) -> Split {((getRatio ((xLength / tilespacing), floors) + offset_damage * 0.9) * tilespacing): Roof } #AM floor are the stories generated below (origWidth) -> extrude (building height) floor Split Floor Split -> split (y) {Ground Floor: NIL | {~ stock: story floor (split.index, split.total)} *} story floor (in, to) -> split {~ 1: floor Asset | ~ ((in-2) / (to)): NIL} Floor Asset -> setPivot (xyz floor, (rand (1,4))) #randomly rotate asset to create variation set (trim.vertical, false) s (scope.sx-1, '1, scope.sz-0.2) center i (stb) #Baut Space for the roof by 1 jump 1 element is scaled --- Top serviceability (index, total) -> Case Index == 0: s ('1 * getRatio (total, floors), scope.sy + getRatio (total, floors),' 1) Roof else: NIL Roof -> set (trim.vertical, false) s (scope.sx * (2.5-offset_damage) scope.sy + scope.sy * 0075, '1) Center (y) t (-0.5,0,0) i (roof) niedereSeite -> split (y) { Ground Floor: Ground floor | 1: Ledge (1) | {~ stock: front floor (split.index, split.total)} * } front floor (ind, dead) -> Case ind <= offset_damage + CorrVal-1: PlatteF Case ind <= offset_damage + CorrVal: 33%: i (bruch_kl) reverse normals s ('1,3, -1) 34%: i (bruch_kl2) reverse normals s (' 1,2, -1) else: i (bruch_kl3) reverse normals s ('1,2.7, -1) else: NIL IntakteWand -> Split (y) { Ground Floor: Ground floor | 1: Ledge (1) | {~ stock: plate} * } PlatteF -> Split {~ tilespacing: FensterF} * FensterF -> 85%: i (win) t (0,0, -0.39) else i (hole) t (0,0, -scope.sz-0025) Disk -> Split {~ tilespacing: window} * Window -> i (win) t (0,0, -0.35) high side -> color ("# ad45d8") back -> Split (y) {Ground Floor: Ground floor | 1: Ledge (1) | ~ 1000: rear2} rear2 -> Split {~ tilespacing: split height (split.index, split.total, 1)} * front -> Split (y) {Ground Floor: Ground floor | 1: Ledge (1) | ~ 1000: vorne2} * vorne2 -> Split {~ tilespacing: split height (split.index, split.total, 0)} * split height (Xnr, maxElementsX, side) -> Case page == 0: split (y) { #groundfloor: Ground # | 1: Ledge (1) {~ stock: plate (Xnr, split.index, maxElementsX, split.total, 0, page)} * } else: split (y) { #groundfloor: Ground # | 1: Ledge (1) {~ stock: plate ((abs (Xnr-maxElementsX) -1), split.index, maxElementsX, split.total, 1 page) } *} getRatio (maxElementsX, maxElementsY) = (ceil (1 / (maxElementsY / maxElementsX))) # Plate (Xnr, YNR, maxElementsX, maxElementsY, front, side) -> #STATEMENT: # Akt.x Stocknr. flipped how many y to Zeilensrpung above insertion of objects Case page == 0: Case Xnr> = (((abs (YNR-maxElementsY)) * getRatio (maxElementsX, maxElementsY)) + offset_damage) && YNR == maxElementsY- (abs (YNR-maxElementsY)) && yNr!=0:Einriss(seite,getRatio(maxElementsX,maxElementsY),xNr-((abs(yNr-maxElementsY))+offset_damage)*getRatio(maxElementsX,maxElementsY),maxElementsX,xNr) else: 85%: i (win) t (0.0, -0.4) s ('1,' 1, '2) // W. i ("builtin: cube") s ('1,' 1, wall thickness * 0.4) texture ("tex_ornate_win2.jpg") end Wall else i (hole) t (0.0, -0.4) s ('1,' 1, '1.6) else: Case Xnr> = (((abs (YNR-maxElementsY)) * getRatio (maxElementsX, maxElementsY)) + offset_damage2) && YNR == maxElementsY- (abs (YNR-maxElementsY)) && yNr!=0:Einriss(seite,getRatio(maxElementsX,maxElementsY),xNr-((abs(yNr-maxElementsY))+offset_damage2)*getRatio(maxElementsX,maxElementsY),maxElementsX,xNr) else: 85%: i (win) t (0.0, -0.4) s ('1,' 1, '2) // W. i ("builtin: cube") s ('1,' 1, wall thickness * 0.4) texture ("tex_ornate_win2.jpg") end Wall else i (hole) t (0.0, -0.4) s ('1,' 1, '1.6) Tear (page ratio, number, maxElementsX, Xnr) -> Case Number> Ratio: NIL Case page == 0: Case number == 0: i (bruch_gr) s ('1, scope.sy, wall thickness * 0:35) t (0,0, -mauerdicke * 0:20) Case number == ratio: i (bruch_binde) s (scope.sx/4.1,scope.sy/8.5,mauerdicke*0.435) t (0,0, -mauerdicke * 0:33) Case number> 0 && number <Ratio: // && Xnr = maxElementsX: 33%: i (bruch_kl) s ('1, scope.sy / 3, wall thickness 0.25 *) t (0,0, -mauerdicke * 0.20) // color ("# afff00") 33%: i (bruch_kl2) s ('1, scope.sy / 4, wall thickness * 0.25) t (0,0, * -mauerdicke 00:20) // color ("# afff00") else i (bruch_kl3) s ('1, scope.sy / 3, wall thickness * 0.25) t (0,0, * -mauerdicke 00:20) // color ("# afff00") else: 85%: i (win) t (0.0, -0.4) s ('1,' 1, wall thickness * 0.5) // W. i ("builtin: cube") s ('1,' 1, wall thickness * 0.4) texture ("tex_ornate_win2.jpg") end Wall else i (hole) t (0,0, -scope.sz-0025) else: Case number == 0 && Xnr = 1: i (bruch_gr2) s ('1 scope.sy, wall thickness * 0:35) t (0,0, -mauerdicke * 0.2) Case number == ratio: i (bruch_binde2) s (scope.sx/4.1,scope.sy/8.5,mauerdicke*0.25) t (scope.sx * 3.11,0, -mauerdicke * 0.2) Case number> 0 && number <Ratio: // && Xnr = maxElementsX: 33%: i (bruch_kl1_2) s ('1, scope.sy / 3, wall thickness * 0.25) t (0,0, * -mauerdicke 00:20) // color ("# afff00") 33%: i (bruch_kl2_2) s ('1, scope.sy / 4, wall thickness 0.25 *) t (0,0, -mauerdicke * 0.20) // color ("# afff00") else i (bruch_kl3_2) s ('1, scope.sy / 3, wall thickness * 0.25) t (0,0, * -mauerdicke 00:20) // color ("# afff00") else: 85%: i (win) t (0.0, -0.4) s ('1,' 1, wall thickness * 0.5) // W. i ("builtin: cube") s ('1,' 1, wall thickness * 0.4) texture ("tex_ornate_win2.jpg") end Wall else i (hole) t (0,0, -scope.sz-0025) Ledge (size) -> S ('1.3,' 1.1) center i (Ledge) End Wall -> scaleUV (0, 0.1, .11) comp (f) {front: NIL | back: NIL | all: Wall}. Import cy: "courtyard.cga" Ground -> cy.FloorTexture GroundFilled -> cy.LotInner
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11-19-2015
01:16 PM
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2328
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It was you! I recognize it from the original post. Have you had similar experiences with the destroyed fragments ending up below the models? Tommy Brown
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10-14-2015
04:11 PM
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Hello all, I'm currently working on a script that can be introduced to .cga code to show damage to buildings and other items within the scene. I'm currently working from the information at this link: simple procedural destruction . I'm able to get it to depict damage to the buildings, but my damage is showing up underneath the buildings, and the building models themselves are still in tact. Does anyone have any ideas? I'm currently playing with the z values to see if I can move the debris polygons to the level of the original models. Any assistance is appreciated. Thanks in advance. Here's a screenshot of my progress so far: -Tommy
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10-14-2015
12:40 PM
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