With a little bit of manual work, you could have very nice looking building blocksā¦
this wonderful script do it for me :
[line 227 comment, line 229 uncomment]
#createCube(vertices, faces, pos, buildingSize)
#else:
createBuilding(vertices, faces, pos, floor(buildingSize[2]*15)+1, ..
.. [buildingSize[0], buildingSize[1], 0.05], min(3,floor(buildingSize[2]*0.5)+1)),
a must-try ! thatās really really good ! just scale down a bit the default if one cpu@2Gigā¦
I tried some modifications and obtained sidewalks, but the code is not efficient, too much faces. it should be generated through a more contrasted elevation map (threshold ? declined from the first and consider proximity of buildings, to make blocks. for the moment itās either empty and huge concrete places or lot tiny skycrapers isolated with a sidewalk around itā¦ but in some area this work perfectly.
a colour code for different elements ? streets=red, so easier to cut in blocks
another map for ground relief, for pos[2] ?
btw for materials thereās a way, meanwhile, to separate roof and walls (N, S, E, W)
.generate a town
.orthographic front view, select a face in edit, SHIFT-G -> normal
this will select all the faces from one side
. assign to material or vertex group
. same thing for top and side L/R views
after one can generate a clean (giant) uv map, bake shadows etcā¦
hope this can help.
Iām really impatient to test the next update.
completely addicted to the work youāve done ! Iām learning a lot through it.
So at least you found a way to have parallel streets
in fact one can do everything itās a texture mix. I choose a brick texture, but I could have made a png or tge (alpha layer) with black curved lines.
itās only a mix of your texture with another one in the slot beyond. so one could have a red lines layer, a yellow plot layer, a green layerā¦ up to the user to mix them.