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From: s1631001
Subject: Re: POV-City
Date: 30 Nov 2001 06:33:57
Message: <3C076EBC.B2F1DC7C@namtar.qub.ac.uk>
Sorry, when I said "grammar", I meant the structural layout of the
block, which is how I usually write my code.(The new tokens are obvious
nonsense :) I have another method I use for sub-blocks containing only a
few terms which is more compact, so without further ado...

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}


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From: Andrea Ryan
Subject: Re: POV-City
Date: 1 Dec 2001 17:19:19
Message: <3C0956D5.5372FD20@global2000.net>
I remember going through old messages and finding POV-City's page.  It
has (had?) a few streets, so it should be easy to just connect
POV-Street's stuff to one of POV-City's streets after properly scaling
the added lots.  Does the original POV-City still exist somewhere or has
it disappeared?  Will it need to be started over again?  Maybe we could
add my museum if it's not too big.  Maybe there could be zoning
variances for such buildings. :)  Idea: have people set up exhibits
inside the museum.  I also planned to set up biome domes and
observatories around it, which will take up even more space.  Maybe they
should be in a cluster at some distance away, beyond POV-City's horizon
(like in a different pov file).  There will have to be two versions for
the exterior and the interior.  I still have not worked on it for months
and months, so I'll start again right now.
Brendan

s1631001 wrote:
> 
> I think I posted this somewhere else, but I can't seem to find it now.
> Maybe I didn't.
> 
> If I were to resurrect POV-City on my forthcoming website, would anyone
> be interested? Also, could the owner of POV-Street please contact me so
> we can work out how to avoid entering into competition with each other.
> Cheers!
>


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From: s1631001
Subject: Re: POV-City
Date: 4 Dec 2001 06:49:53
Message: <3C0CB7EB.A2D2E728@namtar.qub.ac.uk>
Andrea Ryan wrote:
> 
> I remember going through old messages and finding POV-City's page.  It
> has (had?) a few streets, so it should be easy to just connect
> POV-Street's stuff to one of POV-City's streets after properly scaling
> the added lots.  Does the original POV-City still exist somewhere or has
> it disappeared?  Will it need to be started over again?  Maybe we could
> add my museum if it's not too big.  Maybe there could be zoning
> variances for such buildings. :)  Idea: have people set up exhibits
> inside the museum.  I also planned to set up biome domes and
> observatories around it, which will take up even more space.  Maybe they
> should be in a cluster at some distance away, beyond POV-City's horizon
> (like in a different pov file).  There will have to be two versions for
> the exterior and the interior.  I still have not worked on it for months
> and months, so I'll start again right now.
> Brendan
> 

If Pov-Street was still active that would actually be a bad idea,
because it would remove all trace of "specialness" from POV-Street; it's
just another street ina big city. I though maybe we could make
POV-Street a "priveleged" location somehow?

On another note; POV-City II needs public buildings (cathedral, gallery,
university) to host certain features I'm hoping to integrate into it.
Since they're *public* buildings I figured let's let the public design
them! (That's you lot BTW) No need to model anything yet (unless you
want to...), just quick sketches so we can figure out what we want, then
do the actual modelling.

POV-City II will require your structures as an #include file (which can
have sub-includes if you wish) whose final output is
#declare STRUCT_XLEN = [float]
#declare STRUCT_ZLEN = [float]
#declare STRUCT_ELEV = [float]
#declare STRUCT_OBJ = [object]
This should be an object filling the box{ <-1,-.5,-1>, < 1, 1, 1> }.
Note that ground level is y=0, so you should insert a ForestGreen box to
fill in your basement space if you're not using it. You can of course
build your structure at whatever scale/orientation/handedness you like,
then normalize it to this box. The main POV-City II engine will scale
this box using
object{
  STRUCT_OBJ
  scale < STRUCT_XLEN, STRUCT_ELEV, STRUCT_ZLEN>
  translate ...  //#  defined by engine, so don't worry about this.
}
to bring it back up to size; you should use (1 POV= 1 metre) when
specifying your scale values.

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}


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From: Tom Bates
Subject: Re: POV-City
Date: 4 Dec 2001 20:48:49
Message: <3c0d7d01$1@news.povray.org>
s1631001 wrote:
>
> POV-City II will require your structures as an #include file (which can
> have sub-includes if you wish) whose final output is
> #declare STRUCT_XLEN = [float]
> #declare STRUCT_ZLEN = [float]
> #declare STRUCT_ELEV = [float]
> #declare STRUCT_OBJ = [object]
> This should be an object filling the box{ <-1,-.5,-1>, < 1, 1, 1> }.
> Note that ground level is y=0, so you should insert a ForestGreen box to
> fill in your basement space if you're not using it. You can of course
> build your structure at whatever scale/orientation/handedness you like,
> then normalize it to this box. The main POV-City II engine will scale
> this box using
> object{
>   STRUCT_OBJ
>   scale < STRUCT_XLEN, STRUCT_ELEV, STRUCT_ZLEN>
>   translate ...  file://#  defined by engine, so don't worry about this.
> }
> to bring it back up to size; you should use (1 POV= 1 metre) when
> specifying your scale values.

Each box{ <-1,-.5,-1>, < 1, 1, 1> } volume takes up how much "physical"
space?
2x2x6 metres? (I think not)
or 200x200x600 metres (approximately a city block)?
or 2x2x6 km? (a whole lotta space)?

(btw, I'm interested.  count me in).

>
> --
> signature{
>   "Grey Knight"
>   contact{ email "gre### [at] yahoocom" }
>   site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
> }

Tom Bates.


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From: Andrea Ryan
Subject: Re: POV-City
Date: 4 Dec 2001 21:11:24
Message: <3C0D81AD.2A66048F@global2000.net>
s1631001 wrote:
> 
> POV-City II will require your structures as an #include file (which can
> have sub-includes if you wish) whose final output is
> #declare STRUCT_XLEN = [float]
> #declare STRUCT_ZLEN = [float]
> #declare STRUCT_ELEV = [float]
> #declare STRUCT_OBJ = [object]
> This should be an object filling the box{ <-1,-.5,-1>, < 1, 1, 1> }.
> Note that ground level is y=0, so you should insert a ForestGreen box to
> fill in your basement space if you're not using it. You can of course
> build your structure at whatever scale/orientation/handedness you like,
> then normalize it to this box. The main POV-City II engine will scale
> this box using
> object{
>   STRUCT_OBJ
>   scale < STRUCT_XLEN, STRUCT_ELEV, STRUCT_ZLEN>
>   translate ...  //#  defined by engine, so don't worry about this.
> }
> to bring it back up to size; you should use (1 POV= 1 metre) when
> specifying your scale values.

Ok, I'll make the  museum with whatever dimensions in whatever unit and
scale it down to fit in the box and provide these declares so it
would be scaled back up correctly in meters.  I'll use meters, so the
#declared scale values are reciprocals of the values I'll use to scale
the museum down into the box.
Should there be any internal structure?  Maybe there could be a file for
the external part of the buildings and another one for the inside
with some #declares to turn various parts on and off so POV won't need
to trace the parts that can't be seen by the camera.
Brendan


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From: s1631001
Subject: Re: POV-City
Date: 5 Dec 2001 06:57:07
Message: <3C0E0A30.7C6F3E4C@namtar.qub.ac.uk>
Sorry, slight amendment; your structure should in fact occupy the box{ <
0,-.5, 0>, < 1, 1, 1> }
Once scaled, your structure will occupy a box{ < 0, -ELEV/2, 0>, < XLEN,
ELEV, ZLEN> } The default plot size is 200x200 metres, so in this case
you should use XLEN=200, ZLEN=200. There is currently no procedure for
defining the maximum ELEV value to use, but try and keep it around 200
for now, mmmkay?

Other stuff; the PVC-II grid extends from <-2400, 0,-2400> to < 2400, 0,
2400>; you can request a specific co-ordinate when requesting your plot,
or you can take an assigned one. You can also request a plot size as
follows; f you don't request a size, you will be assigned a 200x200
plot. One POV = 1 metre


Z
|
+----------------------+
|                      |
|                      |
|     +----+           |
|     |    |           |
|    H|    |           |
|     C----+           |
|        W             |
|                      |
|                      |
|                      |
O----------------------+--X

Assuming you request a plot @ (a,b) with size (w,h), your plot will be
the rectangle from (a,b) to (a+w, b+h) as shown. Please don't request
gigantic plots.
Also note that the area from (-10,-10) to (10,10) is Ground Zero; no
plots may overlap this area. Also note that plots inside the area from
(-200,-200) to (200,200) are reserved for the POV-Team, and may not be
taken by anyone else.

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}


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From: s1631001
Subject: Re: POV-City
Date: 5 Dec 2001 07:11:55
Message: <3C0E0DA9.EAE4B8FE@namtar.qub.ac.uk>
Your main #include should be called CTZEN_ID.inc, where CTZEN_ID is your
unique 8-char citizen's ID number; this will be assigned to you when you
reserve your plot. For sub-includes, use CTZEN_ID_001.inc  etc. I'm
still working out the implentation for inside/outside portions, but I'll
tell you when I get it figured out.

Andrea Ryan wrote:
> 
> s1631001 wrote:
> >
> > POV-City II will require your structures as an #include file (which can
> > have sub-includes if you wish) whose final output is
> > #declare STRUCT_XLEN = [float]
> > #declare STRUCT_ZLEN = [float]
> > #declare STRUCT_ELEV = [float]
> > #declare STRUCT_OBJ = [object]
> > This should be an object filling the box{ <-1,-.5,-1>, < 1, 1, 1> }.
> > Note that ground level is y=0, so you should insert a ForestGreen box to
> > fill in your basement space if you're not using it. You can of course
> > build your structure at whatever scale/orientation/handedness you like,
> > then normalize it to this box. The main POV-City II engine will scale
> > this box using
> > object{
> >   STRUCT_OBJ
> >   scale < STRUCT_XLEN, STRUCT_ELEV, STRUCT_ZLEN>
> >   translate ...  //#  defined by engine, so don't worry about this.
> > }
> > to bring it back up to size; you should use (1 POV= 1 metre) when
> > specifying your scale values.
> 
> Ok, I'll make the  museum with whatever dimensions in whatever unit and
> scale it down to fit in the box and provide these declares so it
> would be scaled back up correctly in meters.  I'll use meters, so the
> #declared scale values are reciprocals of the values I'll use to scale
> the museum down into the box.
> Should there be any internal structure?  Maybe there could be a file for
> the external part of the buildings and another one for the inside
> with some #declares to turn various parts on and off so POV won't need
> to trace the parts that can't be seen by the camera.
> Brendan

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}


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From: s1631001
Subject: Re: POV-City
Date: 5 Dec 2001 07:21:36
Message: <3C0E0FEE.491B73F3@namtar.qub.ac.uk>
Public buildings needed:

University:         Will host quality tutorials and links to tutorial
sites
Gallery:            Hosts quality images and links to gallery sites
Cathedral:          Seems like 95% of us are Christian, so...
Museum:             Andrea (Brendan?) is working on this. Don't know
what it's going to do...
Tourist Info:       Introduction to navigating PVC-II
Immigration Office: Where you can request a plot

anything else we need?

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}


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From:
Subject: Re: POV-City
Date: 5 Dec 2001 07:27:46
Message: <pi4s0u4a6keq3866fel4cq55mqtf8e0thi@4ax.com>
On Wed, 05 Dec 2001 12:15:42 +0000, s1631001 <s16### [at] namtarqubacuk> wrote:
> anything else we need?

hospital ? zoo ? airport ? school ? shops with better computers ? cinema with
online movie ? :-)

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


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From: Timothy R  Cook
Subject: Re: POV-City
Date: 5 Dec 2001 08:38:12
Message: <3C0E22BC.64D6C839@scifi-fantasy.com>

> > anything else we need?
> hospital ? zoo ? airport ? school ? shops with better computers ?
> cinema with online movie ? :-)

Don't forget police dept, dept of public works, city hall, fire
department (surely someone will try to show off their ability
at rendering flame...^_^), post office, grocery stores, parks,
factories, mosques, synagogues, pizza parlors, fast food places,
malls, curio shops...

-- 
Tim Cook
http://empyrean.scifi-fantasy.com

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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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