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I see. So there is a more recent version uploaded January 6th of the rule. It has a long list of bug fixes and added variable width bus lanes. I would keep both versions of the rule though. It uses the same assets, so all you would need to do is move the new rule file into your project. The easiest fix is to manually draw a street that connects to the next intersection and then making so it is one long street segment. The gaps exist because the street segment is making buffer space before the next connection. This means that you want your street segments to have as few nodes as possible. What is the start shape where that gap is? On most roads I can get the gap to a small size based changing the crosswalk and the Gap attribute you know about. Let me know what you can do with changing the segments if you can. I will take a look at the code later for this. Street to Street connections were not the exact design goal for the street rule. David
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01-15-2015
11:41 AM
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Hi Steve, So setting those to zero should do that, but ultimately I usually deal with this by making one continuous street segment. I...I have a suspicion what line of code might be causing this..and to be honest I put it in there to deal with angled intersections (I found it did not do much). I have actually been looking at how to deal with intersections generally. I have a few questions. When did you download this example? Can you attach a screen shot of the existing parameters and settings for the relevant segment? Also if you don't mind opening up the rule can you hit control + F and search for "+(geometry.uMax(0)-geometry.uMin(0))". Delete that line (should be in two places) and tell me if that does anything...I am not sure why it would matter on these segments, but I am curious... For context Steve, I made a lot of hard calls when it came to how to integrate two types of texture spaces, and this is a result of some of my design decisions. Kind regards, David
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01-15-2015
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Hi Matthias, Early morning for me, and I saw this and had to comment to say...I did not even check the layers. Thanks Matthias, if this is Steve's issue I won't make that assumption again...ever... Feel really silly right now. David
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01-15-2015
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Hi Steve, Interesting. I am not exactly sure what might cause this. Can you try saving the project and restarting the CPU and CE? (It has helped me when weird stuff like this happened). Moving the node often has issues with snapping which is why I try to draw them when I can. I did try to make a T-intersection in my project just to check that it can make them. Chris Wilkins, do you know what can cause street generation/snapping issues like this? David
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01-14-2015
05:09 PM
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Wait Steve, are you moving the node to the intersection or are you drawing a street segment to the intersection? David
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01-14-2015
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Hi Steve, First wow. I never thought about doing land access like that. One concern I have was that the street rule can do short segments, it just is not great at it. It looks like it is doing ok in this case. In terms of that snapping not work and the intersection not building, and can you try deleting the nodes and make a new road line to the intersection node? Like what I wrote up in this image. I am not sure if this will fix it, but it might refresh it with new CE geometry and increase the segment length. Tell me if this does anything for you...I am taking a shot in the dark. Kind Regards, David
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01-14-2015
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Can you please define what you mean by a cove. I have heard that a cove can refer to a cul de sac in some parts* of the Southern US. What are some defining characteristics related to their differences in geometry?
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01-14-2015
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The Gradient is a lot easier to do than a percentile split. This is the best option if this is what you need. Glad Chris could make an example.
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01-08-2015
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Hi ZR, In that case, it is possible to do this if you are ok with splitting by percentile. For example lets say we have 10 floors. The split.index tells me what floor my rule is currently evaluating, and the split.total tells me how many total floors there are. So lets say I want the first 20% to be one color, and the next percentage to be another color. Pseudo code would be: attr split_Percent_1=.2 attr split_Percent_2=.4 case split.index/split.total-1<= split_Percent_1: color(1,0,0) case (split.index/split.total-1)-split_Percent_1<= split_Percent_2: color(1,1,0) else: color(1,1,1) This code has errors/problems, but the idea is that you are coloring based on the percent of the total number of floors. If you want something more complex there are other options to try. I am trying to understand the design specifications you have for this split.index based rule. Kind Regards, David
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01-07-2015
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Hi Z R, This depends on what you are trying to do. Do the colors have to be the colors you selected? Can they be random colors? When working with buildings often it helps to develop ranges of color rather than specific floors. So for example I might define that the 1st to 5th floor to be red (FloorIindex<=5), and everything else to be be another color. If you need each floor be a unique color you could just use color(rand(0,1),rand(0,1), rand(0,1)). If you need something to be related to the total number of floors, you can also call the split.total to get that total number of splits. I have used this with some basic arithmetic to create automatic ranges and make decisions based on how big or long something actually is. This could for example be used to create a gradient based on the floors starting at one value at the top and descending to another at the bottom. There are options. I hope this is helpful. David
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01-07-2015
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Hi Steve, Whew, I am glad everything worked out. I hated being the bearer of bad news. Kind Regards, David
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01-06-2015
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Hi Steve, I have some bad news. CE is not forward compatible. Looking at the code in my rule and the experience the CE team has had with rule transitions, I know for a fact that my street rule exploits features that did not exist in 2013. It is possible that the tree library might work, but also looking at your image the street segments (most of the rules code applies to these segments) do not exist. I think I know why the issue exists for both. The 2014 Complete_Street.CGA street rule utilizes aspects of UVSpace for crosswalks that did not exist before CE 2014, and in addition the ESRI.lib folder I was told does not exist in CE 2013. It might be possible to get the trees back for sidewalks, but I am not sure the code is compatible for the street segments. This issue alone makes me believe this rule cannot be used with CE 2013. Kind Regards, David
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01-06-2015
11:47 AM
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Hi Steve, Yes I am . Specifically here are a few screen shots of what I am talking about. The ESRI.lib Project folder Directory I am referring to is this one. The rule and the path are highlighted. This rule grabs assets that are local to the ESRI.lib folder. However, looking at the image you are using CE 2013. The rule was developed for 2014 and thus operates under the assumption that the ESRI.lib folder is available. Here is the LumenRT planting rule and library I believe on ArcGIS online...however I am not sure if this is compatible with the existing rule. Steve we are going to investigate more on this end. Can you confirm that you are using CE 2013.1 and that you have no Esri.lib Folder? Kind Regards, David
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01-06-2015
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