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The lamps I want to use in complete_streets rule.Chris Wilkins
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05-27-2015
01:51 PM
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Sure! Thanks. How do I attach the OBJ to a message here?...or should I just email it to you?
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05-27-2015
01:48 PM
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I have used the complete_streets rule in a model I have created. However, I want to use my own street lamps. However, they do not show up. Here is what I have done so far. 1. Drag and dropped existing globe street lamp from the "complete_streets" rule into the scene. 2. Converted the obj into shapes 3. re-shaped the new shape into the lamp I want (with textures and size) 4. exported the new shape as an obj into the asset file where the rule is getting its lamps from. (Dir_lamps) 5. Selected the new obj in the inspector window as the lamp I want to use. The lamps do not show up. They appear in the preview window...but not in the scene. Any ideas? Thanks.
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05-27-2015
01:17 PM
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I have created a few shapes manually in CityEngine and applied textures. How can I export these shapes as models that are georeferenced? For example, I exported my finished shape as a .obj model. The OBJ looks perfect in the preview window, but when I drag and drop it back in the scene where I created it, it says that the location is too far from the scene to open. It works fine when I export as an Esri GDB with a multipatch, but it fails to geolocate in other formats. Thanks!
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05-20-2015
07:47 AM
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OpenStreetMap | Relation: Romania (90689) This may help you.
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05-20-2015
06:41 AM
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I have had this problem before as well. While I cant offer professional advice, I would suggest a few things. 1. Use OSM street data if you have it for that area. It is free to download and it works great in my projects. 2nd.. Download the "Complete_Streets" project from ArcGIS online. It has rules inside with a lot more options for editing street models. It also has a pretty good parking lot rule. 3rd. Be sure and adjust the "Shape_Parameters" in your inspector window as well as the adjustments that the rule offers. Sometimes , I have found, that the rule adjustments (such as lane widths, medians, etc...) wont behave correctly without first adjusting the shape parameters in the tab above the rule adjustments in the inspector window. Usually, the first step I take is to click the small nodes (little dots) in the network and move them around so that the streets line up perfectly to imagery before I even assign a rule file to the network shapes. Hope this helps, and good luck.
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05-20-2015
06:29 AM
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Ok I got it. If I texture the wall first, and then add the window shapes, and texture them separately...it works. One more question on this.... If I export this completed shape with textures as an obj or collada...the model looks fine, but it does not line up with its geographic location in a new scene when I drag and drop. However, the building does line up correctly with a GDB drag and drop. Is there a way in CityEngine to georeference the obj or collada files?
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05-18-2015
02:28 PM
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Ultimately I would like to just have this building as its own static model....like an obj or multipatch.
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05-18-2015
02:00 PM
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Thanks! Right. I do use a building rule that extrudes footprints and adds the window objects, however, this particular building I wanted to get really detailed (its hard to get all the cut-up geometry from the roof and small overhangs with a rule file for they are placed very odd and I doubt I would use that rule for any building but this one). Is there a rule file that will just let me add and adjust textures and dirtmaps?..but not change the geometry of the shape itself?
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05-18-2015
01:59 PM
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Ok. I have used the texture shapes tool to add bricks to a building that has windows as a separate face with a window texture. However the top, sides, and bottom of the wall stretch and distort the texture while the center looks perfect (see image). How can I fix this? I have not created a model from this shape yet so I dont have the rule file that allows me to manipulate the alignment. Im limited to the options in the texturize shape dialogue box. Any help would be appreciated.Thanks!
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05-18-2015
01:22 PM
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Ok. I see what you mean. I was looking in the texture shape dialogue box and not the inspector window. Thanks.
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05-18-2015
09:32 AM
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This is probably something simple im not seeing , but I cant figure out how to remove a texture from a shape. I have created most of my scene buildings with Rule files, but I modeled one building manually. Next, I used the "Texture Shapes" tool at the top to apply a brick facade. However, I realized I modeled one part of the building wrong and I want to remove the bricks so I can just work with the gray shape again. How do i get a at texture off of a shape?
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05-18-2015
06:58 AM
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IT WORKED!!!...Took me a month , but I figured it out. Thanks so much for your help. Here is what I did, just for reference... I added two buttons in the index.html like this.... <button id="imgbtnon">Flood Imagery</button> <button id="imgbtnoff">Streets</button> Then I added this underlined code to the bottom of the inex.html like this.... if (isInBuilderMode) { require(["storymaps/builder/Builder", "storymaps/maptour/builder/BuilderView"], function(Builder, BuilderView) { Core.init(new MainView(), Builder); Builder.init(Core, new BuilderView()); }); } else Core.init(new MainView()); function addListeners(){ document.getElementById('imgbtnon').onclick = function(){ var DesiredLayer = app.map.getLayer(app.map.layerIds[1]); DesiredLayer.setVisibility(true); } document.getElementById('imgbtnoff').onclick = function(){ var DesiredLayer = app.map.getLayer(app.map.layerIds[1]); DesiredLayer.setVisibility(false); } } window.onload = addListeners; Works in Story Map Tour!
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05-11-2015
11:08 AM
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