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Hi ! Send me a PM with your mail address and MAC Address of the machine you want to install CE on. ( ethernet MAC address ) I'll then get back to you .. Matt
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04-03-2013
01:50 AM
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Hi ! 1] yes : Check code lines 21 - 25 in 'pompeii.cga' : attr atrium = case geometry.area > 250 : true case geometry.area > 200 && p(0.75) : true case geometry.area > 150 && p(0.50) : true else And line s 243, 244 : Footprint --> case !atrium : Actually check also lines 219 - 241 and make sure you control the Start Rule. The dynamic blocks have the StartRules 'Lot' and 'LotInner', the default ones. The ones which are set to be generated once you open the scene have Start Rule 'Footprint. Based on the code you see that 'more or less', it does not matter if the shapes is a Lot, LotInner or Footprint, which means that the Atrium creation is triggered based on the area of the shape. 2] Alter the Block Subdivision ( Lot Sizes ). Learn about this in the first 2 tutorial videos : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP Not sure if I understood this question right though .. 🙂 3] After you have grown streets, they're set. Either undo or delete or edit them otherwise. When using the 'Dynamic City Layouts' system as you're doing, street segments and street nodes are the 'parent nodes', shapes are thir children. Some attributes are inherited down, e.g. StreetWidth. You see that it's inherited in the Inspector by the fact that the value is written italic. 4] Not really .. But here I am and have nothing else to do .. *cough* 😮 Cheers ! M.
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04-02-2013
08:42 AM
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Hi ! To start, check some tutorial videos : http://forums.arcgis.com/threads/64843-CityEngine-Collection-RESOURCES-FAQ-HELP Especially 4 : http://video.arcgis.com/watch/1770/tutorial-4-street-import It all depends a bit on how complex your models have to be. Just boxes ? Or textures models ? Let me know .. Matt
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04-02-2013
08:22 AM
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Hi, We're still tracking this issue down. This seems to be a specific bug. I guess currently, until this is resolved, I can only issue you a time limited CityEngine 2011.2 license to test. Let me know if you're interested .. Matt
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04-02-2013
07:57 AM
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Hi .. A yellow warning is just a notification. Then you can generate a model. If you have a red error, you can not generate the model. 2 such warnings exist : 1] undefined rule 2] unused rule Example for 1] Lot -->
A Suppress this warning with a dot (.) : Lot -->
A. Dots also stop from further execution, so by using a dot, you can stop CGA at any point. Example for 2] Lot -->
A.
B -->
C. Let's say you have the rule assigned to a shape with Start Rule 'Lot'. B is nowhere calles, so it's unused. Ok ? M.
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04-02-2013
07:53 AM
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Hi .. I got some feedback on this by our main developer. There seems to be an issue when initializing Trusted Storage. Could be a permissions issue ( e.g. installed as Admin, then started once as admin, then restarted as standard user ) or the FlexNet Service is not running / was not installed properly. Best deinstall all and reinstall [checking Admin rights]. Or reinstall in an other User-account. Hope this helps ! Matt
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03-27-2013
06:56 AM
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Maybe first play through this : http://forums.arcgis.com/threads/53008-GIS-Data-Mini-Tutorial-Building-Height-and-Floor-Splits m.
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03-27-2013
06:51 AM
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Hi Priyanka ! Which version of CityEngine are you using ? Those 'selectors' street.front and so have changed a bit, so I think you may have an older version. To make this work, check your CGA reference (setback) and see which selectors you have available. Code is not missing, just the synatax may have changed. Let me know, ok ? Matt
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03-27-2013
02:22 AM
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Move it to the right with the move tool ( 'w' key ). Note the 'qwer' tools. q = selection w = move e = scale r = rotate Matt
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03-27-2013
01:47 AM
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Hi, Writing permissions is independent of the CityEngine installation. If you don't have the 'write permissions' set to this folder, CE cannot be installed. Thus, check r/w. Let me know if this helps. Matt
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03-26-2013
08:40 AM
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Hi Robert, I just found that I the above statement about the bug having been fixed for 2012 was wrong. It's been fixed actually for 2011 already. Time friggin flies! (btw. it also seems to have nothing to do with your specific issue.) ps. Check the CGA change log at the very bottom of the CGA reference (there's a link)
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03-26-2013
04:55 AM
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Hi Robert, Here, you're hitting the boundary of what's possible using the 'Dynamic City Layouts' system and CGA. From an artist's POV, I'd recommend to deviate from this system a bit anyway, to make the city layout a bit more interesting. There's multiple routes to go : 1] MOST realistic, mostly manual shape creation Use the 'Dynamic City Layouts' only for the streets and manually draw and place building footprints. You may bump into some issues where terrain and buildings meet, but with some cleverness in placement of props and distribution of other things, this may be minimized. Search OpenStreetMap.org for realworld building footprints and use them. 2] MIX procedural with realworld footprint assets Use the 'Dynamic City Layout's' shapes 'Lot' and 'LotInner' to scatter realistic building footprint assets inside the shape, instead of using the shapes themselves to produce the footprints with CGA operations. This will improve the richness of your environments, but keep the system procedural. 3] Entirely done in CGA Here, you will deal with those situation in CGA code, by writing heuristics which try to filter out such problematic situations. Though, since the current array of CGA functions to detect such things are still limited. Mostly I write such heuristics by comparing 'shape area' to 'scope area' [scope.sx * scope.sz], nVertices, nEdges, plus using convexify() and innerRect(). This MAY NOT be giving you satisfying results. Of course, 1] to 3] depend on your game, story, level design, ..., but you will have to choose something between 1] and 3]. Whether you're creating levels where the character can wander freely or if the person passes thru levels more 'linearly' will have a strong influence on this. It also depends what type of person creates the environments, whether it's a skilled developer ( such as yourself ) or rather an artists who hates scripting and needs be provided with the corresponding CGA code. Let me know what you think ! Matt
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03-26-2013
03:08 AM
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Hi Daniel, This error mentions that you have 2 different pieces of data very far away from each other. E.g. you already have a bit of stuff near the cartesian origin. This is not supported. Make sure ALL your data is georeferenced and sits at the exact right place. Best is to use all data with the same projection. An other, more rare, case is that if your data is bigger than ~ 13km in diameter, that warning will also come up. This warning tries to prevent precision issues. [[If you have bigger datasets, you may want to use a different workflow with Python scripting.]] Ok ? Matt
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03-26-2013
02:01 AM
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Hi Jim, The main taks when working with CityEngine is to produce 3d Models procedurally. CE ist a 'procedural modeling application'. CityEngine is NOT a visualization tool. The terrain modeling features are still limited in CityEngine, we know. Currently, the way described is the best workflow. -> Align Shapes to Terrain then -> Align Terrain to Shapes Maybe try to increase the U and V subdivisions of the terrain. For this, select the terrain layer and check the Inspector. Ok ?
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03-26-2013
01:59 AM
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Hi ! Just drag-n-drop the jpg into the viewport in CityEngine. This will create a flat terrain. Select the layer, then scale the image up and down to the right size with the 'e' key. Also, use the 'c' key to edit the tangents of the streets ! m.
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03-26-2013
01:55 AM
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