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Old 02-04-2010, 04:03 PM   #16
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Nate Skow
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what a valuable tool Ed! Very generous of you to share your hard work with the community, many thanks, I look forward to playing with this script on a future project.
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Old 02-04-2010, 05:48 PM   #17
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I just have to say, after a night of using this script, it's really a gem. It's extremely stable. I've thrown some weird things at it and it just handles it like a champ. Again, really great work!
 
Old 02-04-2010, 08:51 PM   #18
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Cool

This looks amazing, thankyou for your thoughtfulness of providing it to the community.

Could also be very handy for something I'm playing around with, will be sure to give you credit if it goes in the portfolio
 
Old 02-05-2010, 12:42 AM   #19
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Alright guys, I'd love to get a functionality wishlist -- what do you think I could add to the system? My own wishlist is this:
  • Rooftop details
  • Tiered buildings
  • Balconies
  • shutters and other window details
  • gutters and pipes
  • Different types of base floors
  • Integration with nurnie modules for sci-fi buildings
 
Old 02-05-2010, 02:40 AM   #20
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thanks for the script ed, this is awesome. i am finally home and will be testing this out in a few minutes
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Old 02-05-2010, 02:44 AM   #21
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this is just beautiful ..... thanks so much for sharing this.
Keep up the good work ....
I've been testing and it works great so far.
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Old 02-05-2010, 04:09 AM   #22
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UV Generation

Someone asked earlier about the generated UVs -- this is a little example (also found on the tutorial page)

If you plug this texture into the (Building Name)_glass shader and the (Building Name)_walls shader...



... then this is what the UV variation looks like:

 
Old 02-05-2010, 08:05 PM   #23
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Version 0.1.2 is uploaded!



This version includes:
  • Up to three tiers on a building, with variable floors each
  • Selection tools for accessing specific material groups on a per-floor basis (this will be very handy when it comes time to light these fellows for night, which is on my to-do list.)
  • A one-click solution for getting a radial footprint to play with

DOWNLOAD HERE!

TUTORIAL HERE!

 
Old 02-06-2010, 12:03 AM   #24
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Nice update.

I tested this out but am getting this error:

// Error: Shader KA_BLDG_walls not found //
// Error: Shader KA_BLDG_ceil not found //
// Error: Shader KA_BLDG_glass not found //

And unknown nodes appear in Hypershade.

Edit: Ah, you have to use mental ray for this. Sorry, works now.

Last edited by Hamburger : 02-06-2010 at 12:05 AM.
 
Old 02-06-2010, 08:10 AM   #25
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Yeah, should probably fix that...

I personally use mia_material_x for just about everything, so that's the shader I use in this pipeline. I'll add a check to see if mental ray is loaded for the next update.
 
Old 02-09-2010, 01:19 PM   #26
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version 0.1.3 available!

Version 0.1.3 is now available!


http://www.whetstonevfx.com/kludgecity.html

Fixed a bug with generating buildings without ledges, and added the ability to exclude building corners from window calculations. Be warned, the current version seriously bogs down when you build multiple buildings with the same name. Either use unique names for buildings, or rename shaders before building.

I'll be updating the tutorial section this week as well.
 
Old 02-09-2010, 02:36 PM   #27
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wow, i'm loving the updates. i cant thank you enough for this
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Old 02-10-2010, 08:46 PM   #28
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this script seems really cool, i look forward to giving it a whirl!

Is there any chance to get the script to do the UV's for the outside surfaces as well?
 
Old 02-10-2010, 09:24 PM   #29
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Quote:
Originally Posted by DuttyFoot
wow, i'm loving the updates. i cant thank you enough for this


Thanks, and no problem! Let me know if there's anything specific that you want for it

Quote:
Originally Posted by JasonA
this script seems really cool, i look forward to giving it a whirl!

Is there any chance to get the script to do the UV's for the outside surfaces as well?


That's definitely in the pipeline if I can figure out a decent way to go about it
 
Old 02-14-2010, 08:11 AM   #30
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New version should be ready some time this week. In this update:
  • all geometry automatically UVed, not just windows and offices
  • no longer have to reset interface before generating new buildings
  • ability to share shaders across buildings without bogging the system down
  • extended footprint "primitives"
If you have any other suggestions or bugs, let me know.
 
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