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Hi, of course, subdividing lots in CGA is possible, but it's currently limited because we miss some CGA operations to do this nicely. But you also have to see precisely the attributes are contradicting each other. ( be VERY precise about this ! ) E.g. attr averageLotArea and attr minLotArea --> averageLotArea in a block gives a specific number of lots you want to produce. while minLotArea leaves the number of lots to be produced open. easily said, there's no way to solve your precise stated task. Btw. can you explain : attr averageNbrOfLot ? What does this express ? average number of Lots per Block ? In general, you have to be aware of the following facts : 1] CityEngine is very good of creating statistics of the geometries it creates. 2] CityEngine can not ( and neither any other software on the market ) can take statistics and create well-designed geometries, which directly make architectural sense. Thus, with studying the current CGA operations available, track down which approach to creating geometries is best for you. So there's no code block I could give you which will just make you happy. This is a design problem and CGA is a generic language, thus there's maaany ways how to tackle your problem. The best would be you post a very clear image here which shows the types of block subdivision you need and I can try giving you tips how to code them. Ok ? 🙂
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07-11-2013
07:38 AM
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Hi, case wall_tex == ("assets/monier/monier_bricks/*Metro*Mortar.jpg") is valid syntax, but it's not doing the wildcard search I assume you hope it does. [ means this checks if the file actually really contains a asterisk (*) character in the name ] wildcards are only allowed specifically in the ce.lib functions, e.g. fileRandom(), fileSearch() and such. thus you need to find an other way to check the wall_tex for your purposes. can you track this down ? Matt
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07-11-2013
01:48 AM
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Hi .. as mentioned in the other thread, check the first couple of tutorial videos very thoroughly. This will help you getting the basic concepts of CE and CGA coding. What then may also help you is to subdivide your block shapes with Shape>Subdivide. This will give you the same subdivision parameters as the dynamic block subdivisions. Hope this helps to start. Matt
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07-11-2013
01:11 AM
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Hi, This code will use the value 0 for the extrusion unless you can point the attr height to an imported attribute which has a realistic value. I'd recommend you watch the tutorial videos 1 -6 before diving into writing code beforehand. This stuff will be covered. Find them here : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP This will help you. Matt
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07-11-2013
01:08 AM
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Hi ! play around a bit with the values. -> break down each step you need: maybe to start, just print() all the values which come from the footprints. once you have your values of interest, just redirect the value to your attr. I see you're using the Connection Editor, so you're on a good way. It must be something very small, so check each step you wrote in code. hope you figure this out ..
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07-10-2013
12:48 AM
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Is there any more interesting things to do in CE? Nah, I think that's it .. Nothing else cool possible .. 😮
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07-09-2013
07:10 AM
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by mapping the value .. attr height = 0 attr buildingHeight = height
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07-09-2013
07:09 AM
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hi .. no, a terrain is not needed. by default, e.g. the 'Modern Streets' rule creates an attribute 'elevation' with the value 0, which means 'on the grid', no elevation. If you create a terrain, each shape samples the height above terrain in the shape's pivot point and uses that to calculate elevation above terrain. but it's not needed, as mentioned above. ok ? m.
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07-09-2013
12:20 AM
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Hi ! the marker reporting is in the CGA rule which creates the street geometries. In the example in the other thread I used the 'Modern Streets' example, which you can download. The format to export is basically just a text list. E.g. you can write this into a text file. Since you're creating the text on your own, you can compose directly any other ascii file format. very flexible. Makes sense ?
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07-09-2013
12:10 AM
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hi .. sadly no news yet. we've been way too busy with other issues .. sorry. I hope we'll be able to solve this soon ! 😕
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07-08-2013
11:59 PM
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hmm. tricky. if you have the issue when you see that only a small thing has changed ( e.g. const to attr ), can you save the rule and maybe undo the change to see if you can reproduce the issue ? without reproducing this properly, it's hard to track down.. let me know if you find something. seems you have a 'workaround' currently.. matt
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07-08-2013
11:54 PM
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Hi, This is currently not possible directly with Python. We'd have to use a Java code hack. Not sure if this is of interest for you ? Let me know.. m.
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07-08-2013
11:49 PM
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Hi, check : - terrain layers' U- and V-subdivisions - in the export settings, in the Misc tab, check or uncheck the 'simplify terrain' option. [Simplifying the terrain usually takes a long time, but produces a lighter terrain mesh than the full grid.] - in the 2nd window of the webScene exporter, check the texture size settings. ok so far ? m.
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07-05-2013
06:58 AM
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Hi Carl, Instead of inserting directly, first use the comp(f) to split into each polygon of the shape. Ok ? Matt
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07-05-2013
06:46 AM
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hi. very simple: just create 2 streets which do not intersect physically and create a junction. 1 street goes over the other one, but they don't create a junction. to create pillars, just move 1 street above ground. ok ? m.
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07-05-2013
04:28 AM
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