Free procedural building generator: Building Generator v.01


#281

insane tool! :argh:


#282

Heh, yeah, I know what I would like to add in this script :smiley:


#283

Nope, sorry guys…I’m keeping it closed source :slight_smile:

Btw, here’s an example building created and textured with the new script. You can download the preset file used to create this building here:

http://tysonibele.com/Main/BuildingGenerator/cityBuilding_01.bgp


#284

:eek:

I haven’t time for try it, last update is fantastic…

Thankx :thumbsup:

Matteo


#285

You don’t need to be sorry. :slight_smile:
As for building on image, it looks really cool, but what I am thinking looking on that perfect clean building is that it would be cool if you will add later some kind of “dirtying” features, like randomly placed planes with dirt (texture\alpha in opacity) over walls, under windows, near ground, etc. I think such feature will add a lot of life in your buildings.

Good luck. :slight_smile:


#286

Big thanks before trying…


#287

Hi Tyson,

WOW at all those new features and the massive amount of code and the new interface. I am not at work so haven’t had a chance to play with it yet, I was just wondering how predominantly glass buildings could be generated. Sky scrapers with very little concrete, mostly flat panel glass on the outside. Can this do this?

Hi there gift horse, can I just take a quick look inside your mouth.

Cheers,


#288

You could pretty easily create that with dirt mapping. I think that this building generator will be mostly used to get a quick base. With some custom texturing/shading these buildings will look all kinds of awesome! Im gonna have some fun tonight. :smiley:


#289

NSF: yep…easy :slight_smile: You can set the width/height spacing of the windows to their smallest values, turn off all details including ledges and set the windows to “simple” mode so that they don’t have frames/borders/panels. Here’s an example, using an environment HDRI map for reflections:

As for dirt maps that some people have suggested…I’ve already been thinking about that :slight_smile: My idea is to setup 2 layers of UV mapping channels. One for the normal texture, and one for the dirt maps. Then you’d choose a selection of grunge/dirt maps during the texturing phase and they’d be used as masks for the diffuse maps.


#290

Next addition is the ability to plug this into my clients brains, and generate the buildings from them, instead of having to build the damned things ourselves!
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And adding gargoyles. Cos gargoyles are awesome.


#291

Tys, you’ve created sex in maxscript form…I need a cigarette


#292

With this massive new updating, I think you’ve gone beyond simple scripting into programming software. One of the things I really like in the new version is that it emphasizes something that was a bit simpler in the last version. Rather than just choosing from various presets, it lets you feel that you’re modeling the building yourself.

Some things I’d like to see -

A user’s guide to explain the various options for those of us who are not so facile with math.

An option for architectural styles, like Victorian, Gothic, industrial, deco etc. Though I realize that might be impossible.

Still, I find it a truly amazing bit of work. True genius.


#293

Just, so, so great.

I think the vertex colours thing I suggested before would be quite useful for weathering, (although maybe not detailed enough since it’s geometry based)


#294

Yikes!.. if only the “Judge Dread” artists have had this thing. You can make a city buy some clicks, while they needed 10 guys 6 months for that.

Big cudos!


#295

This is amazing! Great job, gonna try out first thing tommorow, now I need some sleep first!


#296

First test on english version is good…

but on french one (max 2009):

–NON ““get”” fonction pour undefined

;-(((

I go back to the english one… ;-)))


#297

Insane script. Can’t believe how far this script has come and we’re still in version 0.5!! Wonder how this beast will look like in version 1.0!

Congrats Tyson! You’re already a legend!


#298

Oh no! Lol :smiley:

Guess I have some more tinkering to do.

Do you remember what settings caused the error? Or did it just happen right away?


#299

What’s comes after Awesome? This is pure genius and generosity! Thanks.
-David


#300

Hey Reit,

I got the French 3dsmax trial and used it to find where the errors were occurring…next update will have them fixed :slight_smile: