Free procedural building generator: Building Generator v.01

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  09 September 2009
Thanks Continuumx!

A user was getting an error while trying to generate a building with no details, no roof conform and no ledges. That's fixed now. Link is the same as before, and can be found in post #1
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  09 September 2009
Thumbs up

WOW! It's really useful script!

You are on the right way. You'll meet with all kinds of difficulties, but keep your wicket up and You'll come through all right!
 
  09 September 2009
Great script thanks
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  09 September 2009
Optimized some of the code.....turns out that even if all the windows were set to off, the script would still run through the window-creating function (only superficially though, since it doesn't end up actually creating any windows)....but this was taking a lot of time because it was creating and then deleting lots of objects. With that part fixed, the script is now 30-60% faster when generating buildings without windows.

Also, during the roof-geo-cleanup sequence there was a bunch of debug stuff being printed to the listener (huge lists of object names) that I forgot to remove for the release. Taking that out now shaves about a half second off sim times when skylights are turned on . It won't affect sim time if skylights are off.

Download link is in post #1 as usual.
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Last edited by ivanisavich : 09 September 2009 at 05:30 PM.
 
  09 September 2009
haha, really neat script, thanks for sharing

Some things I think would be useful:

Better object naming, ie per floor, balcony, floors, doors, roof windows ect.

option for one building on its own new layer

inset wall section would be cool

Always could use more Randomization options

Out of the couple dozen or so buildings I just built I noticed approx. half had roof top buildings overhanging, especially with long/narrow structure. possibly a scale% option needed?



Best regards,
John
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  09 September 2009
Simply brilliant! every time i think Tyson's dropped off the face of the planet he emerges with a piece of greatness under his arm.

Now if only i could locate that auto-UV button..................
 
  09 September 2009
Super Nice of you!

Thanks
 
  09 September 2009
That's really cool. Keep up the good work
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  09 September 2009
Thanks Johnny, I think all of those things are do-able for the next version
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  09 September 2009
I haven't had a chance to look deeply at this, but so far it looks like some great work. A couple of thoughts:
- better naming of objects as mentioned above would help a lot - by floor and side and type.
- I think the logic of the sub-materials could be better, like make all the glass mats the same mat id everywhere. See attached for an example of where the green (mat id 3) is on some things that aren't glass.
- lastly, notice the highlighted pillar peeking through the floor above...

But so far looks great.
Attached Images
File Type: png building test 0.01.png (53.5 KB, 205 views)
File Type: jpg building test 0.00.jpg (41.7 KB, 237 views)
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  09 September 2009
Hey foco,

Thanks for the note about that pillar bug.

As for sub-materials...so far the script doesn't touch them. What you're seeing is the default matID setup for AEC window objects. The next version of my script will correctly match up mat IDs.
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  09 September 2009
Great work Tyson! Thanks for sharing such great tool! One can only imagine the amount of ruling/branching/conditions you've had to implement to avoid having pillars smashing through windows. Out of curiosity: how long did it take to develop/write this script?
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  09 September 2009
Originally Posted by davius: Out of curiosity: how long did it take to develop/write this script?


Not too long. I started working on it last Wednesday and continued to develop it over the weekend.
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  09 September 2009
Tyson, you never cease to amaze.....thank you.
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  09 September 2009
Brilliant! Thx!
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