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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!
--
From the Grey Knight
//@---signature---
contact{ email "gre### [at] yahoo com" }
// Grey Knight's site of the week:
url{ "http://mathworld.wolfram.com" }
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On Wed, 28 Nov 2001 15:45:57 +0000, s1631001 wrote:
> 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
I might be interested, though I seem to have lost the orange barrels I
had posted all around my construction site...
--
#macro R(L P)sphere{L __}cylinder{L P __}#end#macro P(_1)union{R(z+_ z)R(-z _-z)
R(_-z*3_+z)torus{1__ clipped_by{plane{_ 0}}}translate z+_1}#end#macro S(_)9-(_1-
_)*(_1-_)#end#macro Z(_1 _ __)union{P(_)P(-_)R(y-z-1_)translate.1*_1-y*8pigment{
rgb<S(7)S(5)S(3)>}}#if(_1)Z(_1-__,_,__)#end#end Z(10x*-2,.2)camera{rotate x*90}
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s1631001 wrote:
>
> 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!
>
I don't know if you would have any competition with POV-street, it
hasn't been updated since Feb 1999.
Alex
--
,-._|\ Alex McMurray
/ Oz \ ale### [at] melbpc org au Melbourne PC User Group.
\_,--.x/ Melton. Vic. 3337 Australia
v
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Right, decision made. POV-City *will* be part of Greyfire Island, as
soon as I can get it done. Just have to finish "Project Split Infinity"
first...
Anyone who objects to the resurrection of POV-City (like THAT'll
happen!) should speak up *before* the launch please.
PS: I've reformatted my signature a bit, to be compliant with POV
grammar. site_of_week{ } will be updated tomorrow. Can you stand the
suspense? ;-]
--
signature{
"Grey Knight"
contact{
email "gre### [at] yahoo com"
}
site_of_week{
url "http://mathworld.wolfram.com"
}
}
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s1631001 wrote:
>
> PS: I've reformatted my signature a bit, to be compliant with POV
> grammar. site_of_week{ } will be updated tomorrow. Can you stand the
> suspense? ;-]
Could you just try to make it take less lines, if possible?
What about
> --
> signature{
> "Grey Knight"
> contact { email "gre### [at] yahoo com" }
> site_of_week { url "http://mathworld.wolfram.com" }
> }
--
Adrien Beau adr### [at] free fr http://adrien.beau.free.fr/
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On Thu, 29 Nov 2001 20:18:49 +0000, s1631001 <s16### [at] namtar qub ac uk> wrote:
> PS: I've reformatted my signature a bit, to be compliant with POV
> grammar. site_of_week{ } will be updated tomorrow. Can you stand the
> suspense? ;-]
<SMILE>
Iit is not compliant with POV grammar becouse there is no "signature", "contact"
or "site_of_week" tokens builded-in. I suppose they are macros becouse they have
parameters. IMO you should "(" instead of "{". And of course fon't forget to
#include some definitions of it
</SMILE>
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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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] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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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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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] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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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] yahoo com" }
> site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
> }
Tom Bates.
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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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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 |
| |
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| |
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] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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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] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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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] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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On Wed, 05 Dec 2001 12:15:42 +0000, s1631001 <s16### [at] namtar qub ac uk> 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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"Włodzimierz ABX Skiba" wrote:
> > 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
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Timothy R. Cook <tim### [at] scifi-fantasy com> wrote in message
news:3C0E22BC.64D6C839@scifi-fantasy.com...
> "W³odzimierz ABX Skiba" wrote:
> > > 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...
>
Auto and motorcycle dealers-most cities have a street or 2 dedicated to
them.
BTW I'll take a plot,some where on the outer edge.
Gary
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> 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?
Since it is POV-City, you will need a store where you can purchase
reflective spheres on checkered planes ;)
-tgq
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s1631001 wrote:
<Snip>
I have noticed that you are gettting a little out of control with posting
binaries in non-binaries groups. Please take the time to read the following
and try to adhere to our posting guidelines. Thanks.
--
Ken Tyler - News Group Admin.
Where to Post Binaries
----------------------
Put simply, a binary is any file that is not a plain text file. For our
newsgroup purposes, the following are examples of binary files:
- JPEGs, or other graphic file formats,
- HTML-encoded text (many people who follow our newsgroups use
newsreaders that cannot automatically read HTML posts without
launching an external Web browser. Please post plain text messages or,
at least a combination of plain text and HTML),
- any executable file,
- any other file that is sent as an attachment to a posted message, even
if it is readable text. This includes POV-Ray scene (.pov) files
sent as message attachments.
For the sake of newsgroup organization we ask that you post binary
attachments to the appropriate groups, such as:
- images to "povray.binaries.images",
- animations to "povray.binaries.animations",
- program utilities to "povray.binaries.utilities", and
- any attached scene files, whether text or binaries, to
"povray.binaries.scene.files".
Simple POV-Ray (.pov) scene files, text include files, and text macros
may be 'cut and pasted' into the body of your message and posted in the
group "povray.text.scene.files". Please be reasonable and don't paste a
10mb mesh include file into the body of a message :) If your scene
source needs to be this large then you might consider providing a .url
so that people may download it from a remote location.
If you post an image to a binary group and then decide to provide the
scene source (due to overwhelming demand), post the source in the
appropriate binary (for attachments) or text (when your source is typed
or pasted into the body of your message) group and make a reference to
your posted image in the subject line.
Please consider converting 24-bit bitmap images, such as targas and
Windows .bmp, to JPEG (.jpg) file format which uses a compression
algorithm to reduce the file size considerably. This conserves space on
the news.povray.org server for everyone.
Animations can be of various popular file formats such as Windows .avi,
.fli, MPEG, or Apple QuickTime, but one should consider that some
animation formats may not be viewable on all platforms and therefore may
not reach as wide of an audience. Again, using an available compression
scheme with your animation program will benefit all who use this server
by conserving disk space.
Thank you all for your consideration and happy raytracing!
--
Alan
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Ooops. This is the first newsgroup I've ever used, so I didn't know the
binaries thing was this stringent. I promise to be good in future...
Ken wrote:
>
> I have noticed that you are gettting a little out of control with posting
> binaries in non-binaries groups. Please take the time to read the following
> and try to adhere to our posting guidelines. Thanks.
>
> --
> Ken Tyler - News Group Admin.
>
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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Sorry Ken; I've stripped out the image file from this post. I'll just go
fix some of my others now...
Trevor Quayle wrote:
>
> Since it is POV-City, you will need a store where you can purchase
> reflective spheres on checkered planes ;)
>
> -tgq
LOL!
MAP
===
There's a rough map of PVC-II available on request; not to scale (I have
a POV script which scans the PVC Register to draw a little map like
this, but I forgot to bring a rendered image into uni with me; d'oh!)
The central white square is Ground Zero (which now occupies
(-50,-50)to(50,50). The red block around it is a set of 8 200x200 plots
reserved for the POV-Team; the grey zone around that is "POV-Team
Square", a road owned by the City Council. The bottom vertical road is
"POV-Ray Boulevard", the top one is "David Buck Avenue" (both owned by
City Council). The blue square is my plot (size:300x300), and the
bottom-most white rectangle is the Tourist Information and Welcome
Centre (owned by City Council)
PLOTS
=====
The light green area represents available space; choose any point within
it as your start coord, and pick a plot size (default is 200x200 if none
specified) The green zone extends from (-2400,-2400)to(2400,2400)
currently. The dark green border represents the Edge Zone; edge plots
are not currently available, until I solve a few problems relating to
the geometry of the outer edge.
Again, sorry for the lack of scaling. I'll try to get a scaled image in
place so you can all select your plots easily; if you want to request a
plot now, specify it's position & size as best you can (if it's not near
any existing plots this shouldn't be a problem)
when registering, you should provide the following:
+ Your name as it will appear in the PVC-II registry
+ Your email address (if different from the one you're using for your
application)
+ The name of your plot (eg. "Ken's Mainframe Centre")
+ The position of your plot (x,z)
+ [optional] The size of your plot (x,z)
At any time after you have registered, you may perform the following
actions:
+ email an update of your structure to gre### [at] yahoo com for
inclusion
+ request the width or position of your plot to be changed (note that
the new pos & width you specify must fit in with the surrounding
structures!)
+ transfer ownership of one or more of your plots to another user, or to
the City Council
+ cancel your account, transferring all your plots to another user (or
to the Council)
+ cancel your account, deleting all your plots (the Council has the
right to preserve some of your structures as "historic" if it so
chooses)
You may request a new plot ONLY if all your existing plots contain
completed (or nearly so) strucutres. This is to stop a proliferation of
"under-construction" plots.
Also note that we've changed the plotbox again - sorry! The normailsed
box is now box{ <0,-1,0>,<1,1,1> } as I think this will make it easier
to use your basement area. You should use a solid box with the texture{
PVC_GrassTex } for your basement if you don't want a basement.
VARIABLES & MACROS
==================
All variable/objects/textures/macros used by the PVC-II engine begin
with the string "PVC_". As long as none of your identifiers begin with
this string, there will be no conflicts.
The engine currently contains the following macros, which you can use
(NOTE:I'm recalling these from memory, so the names mightn't be correct;
also, the syntax *may* change in future, although I doubt it)
+ PVC_detail_level_of(point,index) : returns the detail level of the
structure with registry number "index", when viewed from "point".
+ PVC_position_of(index) : returns the position vector of plot number
"index"
+ PVC_width_of(index) : returns the width vector of plot number
"index"
+ PVC_owner_of(index) : returns a string containing the name of the
owner of plot "index"
+ PVC_name_of(index) : returns a string containing the name of plot
"index"
+ PVC_POP : The current number of registered plots
PUBLIC PROPERTY
===============
The two main roads will both be wide multi-lane affairs with a nice big
grassy park area in the middle. If anyone wants to submit models of
plants, picnicking families, sculpture, fountains, etc for this, feel
free to do so (in fact I encourage it!) Submissions will be treated
ANONYMOUSLY; this is to ecourage you all to enjoy just *making* stuff,
without having to show it off. You can also make your own vehicles for
the roads; these CAN be personalised if you want.
The Tourist Information & Welcome Centre is public property, so anyone
can submit a design or partial design for it; the City Council (when
elected) will decide how best to construct it based on that. Don't
forget that the TI&WC is the first thing people will see when coming
into PVC-II, so we want it to look good!
GROUND ZERO
===========
I expect you're all wondering what the big deal is with not being able
to build at GZ. Ground Zero will be the host for a huge sculpture
incorporating the POV logo; I want to base it on Daniel Isdell's entry
for the May-June 1996 IRTC stills round, but I can't get in touch with
him! Can anyone advise?
TRANSPORT NETWORKS
==================
I want the City Council to handle automatically placing
road/rail/monorail/etc networks to connect the various plots
automatically; does anyone know of an algorithim which could handle
stuff like this for us?
LARGE STRUCTURES
================
Once you have completed your first structure, you may apply for a second
plot (then third, etc). If you like, you can connect your properties
using bridges etc. over other people's airspace; but first, YOU MUST GET
PERMISSION FROM THEIR OWNERS!!! You could use this principle to build
your own monorail network...(the Council may make exceptions to the
"one-plot-at-a-time" rule in this instance)
VEHICLES
========
As mentioned, the Council will accept any submissions for road vehicles;
we will also take off-roaders, but these may be moved around
periodically to accomodate new plots (the Council has the right to
move/add/delete anything on Free Land, which is its own playground.) We
will also take aerial vehicles, but no aquatic vehicles will be possible
until someone builds a lake/river; if anyone wants to use a plot(s) to
make something like this, feel free. You can then manage it yourself or
transfer ownership to the Council as you see fit
CITY COUNCIL
============
The Council will be elected by public vote from a list of applicants.
Their tasks are as follows:
+ Road Maintenance: The Council is responsible for all road plots,
except those which are privately owned
+ Free Land: The Council is responsible for the placement of
trees, wildlife, etc in the Free Land areas.
+ Public Buildings: The Council is responsible for deciding which of the
submitted designs should be used to build these; they may combine/alter
designs to a certain extent if this is necessary.
+ Site Maintenance: It is the Council's job to ensure that the website
is up-to-date at all times.
+ Render & Storage: The Council will render the final images to be used
in the website; it is also responsible for ensuring that the scene files
are accurately stored and backed up regularly.
STRUCTURES
==========
Commercial (eg. shops) and industrial (eg. factories) structures can be
built on your plots; the PVC-II rules do *NOT* require that you build a
residential home. In fact, anything you know how to model, you may do
so. The exception to this is that you must not build anything
deliberately designed to offend (I refer here to the rumour that a
Nazi-decorated structure appeared in PVC-I). The City Council will be
the final arbiter of decisions relating to offensive structures;
possible penalties are (in order of severity):
+ the structure will be forcibly altered to remove the offending
component
+ the structure will be deleted
+ the structure will be deleted and your number de-registered
+ the structure will be deleted, your number de-registered, and you will
not be allowed to register ever again!
ZONING
======
There are no *official* theme zones in PVC-II, apart from POV-Team
Square. However, there is nothing to stop you from deliberately setting
up your plot near to other plots with the same theme, thus creating a
spontaneous zone.
I think that's it for now...
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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You can see the POV-City map at
http://www.geocities.com/greyknight3/pov_city.htm (If you're lucky that
is; foolishly I only brought a bmp with me. Netscape 4.7 doesn't like
bmp's...)
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://www.esite-host.com/~rocketmg/" }
}
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s1631001 wrote:
>
> LOL!
>
>
> PUBLIC PROPERTY
> ===============
>
> VEHICLES
> ========
How about an airport/spaceport for all those types vehicles. As well as
hangers, support vehicles, etc.
BTW, how is all this going to be presented? As a large collection of
files to download and display on your own system? Will there be a
gallery?
>
> I think that's it for now...
>
> --
> signature{
> "Grey Knight"
--
Tom A.
Bummer, huh? Sin sucks. - Fr. Joseph Horn
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"Tom A." wrote:
>
> How about an airport/spaceport for all those types vehicles. As well as
> hangers, support vehicles, etc.
If you want to build one, I'll be happy to give you a plot...
> BTW, how is all this going to be presented? As a large collection of
> files to download and display on your own system? Will there be a
> gallery?
I'm going to present it as a website (see
http://www.geocities.com/greyknight3/pov_city.htm for more details);
probably won't be able to start work until after Christmas
unfortunately. Nothing to stop you starting your spaceport model
though...
> --
> Tom A.
> Bummer, huh? Sin sucks. - Fr. Joseph Horn
It certainly does.
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://enphilistor.users4.50megs.com/" }
}
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> VEHICLES
> ========
> As mentioned, the Council will accept any submissions for road vehicles;
> we will also take off-roaders, but these may be moved around
> periodically to accomodate new plots (the Council has the right to
> move/add/delete anything on Free Land, which is its own playground.) We
> will also take aerial vehicles, but no aquatic vehicles will be possible
> until someone builds a lake/river; if anyone wants to use a plot(s) to
> make something like this, feel free. You can then manage it yourself or
> transfer ownership to the Council as you see fit
If I were to make an aerial vehicle:
a) would you have any objections to the appearance of a 25-metre flying
saucer (otherwise I'll just have to model one without any excuse for
doing it)
b) how would I go about submitting it, as it clearly doesn't require a plot
> STRUCTURES
> ==========
> Commercial (eg. shops) and industrial (eg. factories) structures can be
> built on your plots; the PVC-II rules do *NOT* require that you build a
> residential home. In fact, anything you know how to model, you may do
> so.
Even a park-like plot filled with odd sculptures?
* formulates plan *
Yes, this does look very interesting. Are there any restrictions on what
version of POV-Ray can be used? I'm using 3.5b8 at the moment and have a
tendency to use the new features without really thinking about them too
much.
Also, will the PVC_GroundTex texture be available at some point so we
can see how it looks?
Matt
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Matt Walton wrote:
> a) would you have any objections to the appearance of a 25-metre
> flying saucer (otherwise I'll just have to model one without any
> excuse for doing it)
You need an excuse for modelling something? ;)
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Timothy R. Cook wrote:
> You need an excuse for modelling something? ;)
No, but it makes me feel better when I play with POV-Ray instead of
doing my coursework if I can say to myself "I'm doing this because..."
rather than "I'm just procrastinating here".
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Matt Walton wrote:
>
> If I were to make an aerial vehicle:
> a) would you have any objections to the appearance of a 25-metre flying
> saucer (otherwise I'll just have to model one without any excuse for
> doing it)
The only things not allowed are those which cause serious offence (I'm
sure you can think of an example relating to air traffic...); I can't
see a flying saucer falling into that category :-]
> b) how would I go about submitting it, as it clearly doesn't require a plot
Just mail me the model; note that vehicles don't need to be normalised
to a box like structures do.
> Even a park-like plot filled with odd sculptures?
Yep; anything goes. (see above)
> Yes, this does look very interesting. Are there any restrictions on what
> version of POV-Ray can be used? I'm using 3.5b8 at the moment and have a
> tendency to use the new features without really thinking about them too
> much.
I'm using MegaPOV 0.7 until a stable release of POV3.5 comes out, then
I'll be switching to that.
> Also, will the PVC_GroundTex texture be available at some point so we
> can see how it looks?
PVC_GroundTex will probably be some sort of granite ForestGreen thingy
(unless anyone has better - no isotextures please!) for most of the
year, but a nice white colour in winter (see the section on macros in
http://www.geocities.com/greyknight3/pov_city.htm for more details on
time in PVC-II)
While we're on the subject of time... should the website:
a: display an image of PVC-II at the current time in the user's time
zone
b: display an image of PVC-II at the current GMT time
c: display several images, at different times of day
d: display a daytime image with the option to switch to other times
e: [your suggestion here]
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://enphilistor.users4.50megs.com/" }
}
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s1631001 wrote:
>
> While we're on the subject of time... should the website:
> a: display an image of PVC-II at the current time in the user's time
> zone
> b: display an image of PVC-II at the current GMT time
> c: display several images, at different times of day
> d: display a daytime image with the option to switch to other times
> e: [your suggestion here]
I like option A, but there should still be an option to see other times
of day, so that someone could see (for instance) what the place looks
like at 4 AM.
Speaking of which, I'm curious: first, how will you be handling
rendering the city (will you have a scripted backend that renders on
demand, or do occasional rerenders for different times by hand as
necessary, or some other means)? Second, how are you handling weather
effects? Do you have some system for generating skies and such?
Moon/stars? Any thoughts on physical realism? (Simulating a realistic
sky might be too hard and/or demanding on the system - I know *I've* had
limited success - but reproducing natural cycles should be easier.) Or
are you looking for someone to handle all of this?
-Xplo
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In article <3C15F2BB.55D7CA71@namtar.qub.ac.uk>, "s1631001"
<s16### [at] namtar qub ac uk> wrote:
> Matt Walton wrote:
> The only things not allowed are those which cause serious offence (I'm
> sure you can think of an example relating to air traffic...); I can't
> see a flying saucer falling into that category :-]
Excellent. I will get to modelling right away :-)
>> b) how would I go about submitting it, as it clearly doesn't require a
>> plot
> Just mail me the model; note that vehicles don't need to be normalised
> to a box like structures do
Okay, I'll make sure to stick to the 1 POV = 1 metre convention to save
trouble :-)
>> Even a park-like plot filled with odd sculptures?
> Yep; anything goes. (see above)
That's good, because I've got a few of those floating around as well,
although i don't know how well they're going to turn out.
> I'm using MegaPOV 0.7 until a stable release of POV3.5 comes out, then
> I'll be switching to that.
I should be okay with 3.5b8 then - I doubt I'll be using much of the new
feature set, and hopefully what I do use will be the parts that have the
same syntax in 3.5 and MegaPOV.
> PVC_GroundTex will probably be some sort of granite ForestGreen thingy
> (unless anyone has better - no isotextures please!) for most of the
> year, but a nice white colour in winter (see the section on macros in
> http://www.geocities.com/greyknight3/pov_city.htm for more details on
> time in PVC-II)
What would be nice for the website is some indication of what kind of
values the macros will return under certain conditions, when I looked
yesterday there wasn't any - it wouldn't be much good if snowy sculpture
appeared when POV-City thinks it's the middle of summer!
>
> While we're on the subject of time... should the website: a: display an
> image of PVC-II at the current time in the user's time zone
> b: display an image of PVC-II at the current GMT time c: display
> several images, at different times of day d: display a daytime image
> with the option to switch to other times e: [your suggestion here]
>
A, but with a choice so the user can see something else if they fancy it.
Matt
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Matt Walton wrote:
>
> What would be nice for the website is some indication of what kind of
> values the macros will return under certain conditions, when I looked
> yesterday there wasn't any - it wouldn't be much good if snowy sculpture
> appeared when POV-City thinks it's the middle of summer!
Umm... If you mean some way to let the user know what time of year it
is, you can use the PVC_date_now() macro (see the "Global Stuff"
section). In POV-City, every Christmas is a white one, so you don't need
to check if it has snowed yet, just the time of year; POV-City winter
will start around November and continue until January.
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://enphilistor.users4.50megs.com/" }
}
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Xplo Eristotle wrote:
>
> Speaking of which, I'm curious: first, how will you be handling
> rendering the city (will you have a scripted backend that renders on
> demand, or do occasional rerenders for different times by hand as
> necessary, or some other means)?
I'll be using an interface scenefile which renders pictures of the
various plots; it will also have options to display a picture of the
entire city and to cycle through all the plots, rendering a frame for
each one. I also have a separate scenefile which renders a top-down view
using coloured blocks to represent the plots (I'll use this to generate
maps). I can re-render people's plots as and when they are updated
(along with any neighbouring plots which might be affected by the
change)
> Second, how are you handling weather
> effects? Do you have some system for generating skies and such?
> Moon/stars? Any thoughts on physical realism? (Simulating a realistic
> sky might be too hard and/or demanding on the system - I know *I've* had
> limited success - but reproducing natural cycles should be easier.) Or
> are you looking for someone to handle all of this?
I was going to use a SkyBlue & White bozo texture for daytime sky and a
granite for nighttime, but sunrise/sunset will cause me some headaches!
If anyone has a good way to generate good sky textures depending on the
time of day (PS: PVC_time_now() returns a value ranging from 0 to 1 ),
please let me know!
As to the weather itself, I hope to set up a PVC Met Office; slightly
different from other weather Bureaus, this one actually *makes* the
weather! PVC:MET's job will be to define solutions for things like cloud
textures, rain, lightning, etc. If you join PVC:MET, you also get the
fun job of deciding what the weather will be like! Now who's never
wanted to do that?
--
signature{
"Grey Knight"
contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://enphilistor.users4.50megs.com/" }
}
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> Umm... If you mean some way to let the user know what time of year it
> is, you can use the PVC_date_now() macro (see the "Global Stuff"
> section). In POV-City, every Christmas is a white one, so you don't need
> to check if it has snowed yet, just the time of year; POV-City winter
> will start around November and continue until January.
That means that POV-City will be in the northern hemisphere. How about
having different degrees of snow cover so we can have islands of snow
in late fall, early winter and early spring. What areas of the world
has its snowing period of winter finish by January? I guess that the
Gluf Stream keeps Europe warm. In the northeastern United States, there
could be big snow storms as late as mid-March although this winter looks
like it will be a warm one here. A few years ago, on the last days of
March, the temperature went up into the low 80's. Is this weird
variation from year to year as compared to other areas? Would POV-City
be inland or anywhere within a few hundred miles of the ocean or large
lakes?
Brendan
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s1631001 wrote:
> Matt Walton wrote:
>
>>What would be nice for the website is some indication of what kind of
>>values the macros will return under certain conditions, when I looked
>>yesterday there wasn't any - it wouldn't be much good if snowy sculpture
>>appeared when POV-City thinks it's the middle of summer!
>>
>
> Umm... If you mean some way to let the user know what time of year it
> is, you can use the PVC_date_now() macro (see the "Global Stuff"
> section). In POV-City, every Christmas is a white one, so you don't need
> to check if it has snowed yet, just the time of year; POV-City winter
> will start around November and continue until January.
>
>
What I actually want is more detail on the return values of the PVC
macros. Sure, it says that PVC_time_now() returns from 0 to 1, but does
that mean 0 is 0000 hours and 1 is also 0000 hours with 0.5 being 1200
hours? When's sunset? When's sunrise?
I assume PVC_weather_forecast(n) returns the same values as
PVC_weather_now(), but it would be nice to have it explicitly said.
Also, what are the components of the vector returned by PVC_date_now()?
<day, month, year>? <month, day, year>? <year, month, day>? And is it
y2k-compliant? ;-)
Okay, so I'm fussy. I must have picked that up somewhere when I was
learning C++.
Now I must stop being picky and go model some sculptures. I thought that
a shop where you can buy glass spheres on chequered planes is a little
too much for me (at the moment at least, need more POV experience!) but
I see no reason not to have a glass sphere on a chequered pedestal in
the middle of a park...
Matt
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Hey, Tracers...
I heard about Pov-City, searched it, found only ruins. Then I found this thread
- rather fresh. But it, too, seems to be dormant, as there is nothing new since
last year. What happened?
I mailed Gray Knight some days ago, but didn't receive an anwser. Is this
project down before it even started??
I would be interested in owning a place in Pov-City.
:Frederic:
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I'm working on an IRTC entry at the minute, and expect to start work on
PVC-II after that. Sorry I didn't reply to your email, but exams do
that. Err... I'll go reply to it now!
Trickser wrote:
>
> Hey, Tracers...
>
> I heard about Pov-City, searched it, found only ruins. Then I found this thread
> - rather fresh. But it, too, seems to be dormant, as there is nothing new since
> last year. What happened?
>
> I mailed Gray Knight some days ago, but didn't receive an anwser. Is this
> project down before it even started??
>
> I would be interested in owning a place in Pov-City.
>
> :Frederic:
--
signature{
"Grey Knight" contact{ email "gre### [at] yahoo com" }
site_of_week{ url "http://digilander.iol.it/jrgpov" }
}
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