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Hi everyone, So my master rule file generated two masses (a low rise and a high rise whose location is controlled by a slider). I have built in an occlusion test that, when I move high rise around with my sliders, checks and returns red floors if it overlaps with low rise mass - basically to avoid double counting areas and reduce my error. The following rule works in 2016.1 but not in 2017.0 and I can't figure out why. BuildingEnvelope --> split(y){ ~Ground_Floor_Height: FloorEnvelope(split.index,split.total) |~Upper_Floor_Height: OccluTest // testing occlusion only for first 2 floors |~Upper_Floor_Height: OccluTest // testing occlusion only for first 2 floors |{ ~Upper_Floor_Height: FloorMassing }* | Top_Floor_Height : FloorEnvelope(split.index,split.total) } OccluTest --> case overlaps (all) && touches (all): color("#ff0000") X. // basically it doesn't count area of those floors to reduce the overall error when applied to 100 parcels else: FloorEnvelope(split.index,split.total) Screenshot of 2017.0 below. thanks, k
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07-20-2017
02:45 PM
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Thanks Cheryl, Wondering if this is possible with the new 2017 version ? Thoughts anyone ?
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07-12-2017
03:27 PM
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Thanks Thomas, Like I mentioned, I had to recreate some of the rule files and while that worked, I keep getting this error in my workspace log (although the rules does not show any red/yellow error highlights ). Any tips ? getRuleFileInfo() for 'file:/C:/Users/..../MasterRuleFile.cgb' failed (error 1 - 'Unspecified error.') - [main] This seems to happen randomly. Like for instance, I just added a rotate attribute and linked to the a particular geometry in my rule and this rule popped up.
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06-01-2017
08:30 AM
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Quick update : I could open up the rule in 2016.0, although I still couldn't use the rule - my guess is that there were a lot of nested objects and there was something wrong with one of them I had to delete some of the 'nested' objects and delete .CityEngine folder to be able to open it in 2016.1 Does that mean 2016.0 is more stable ?
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05-23-2017
10:57 AM
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Hi, So I made a CE rule file that I started in CE 2016.0 and eventually finished in CE 2016.1, which has several other rule files nested within it. It was working perfectly until it CE crashed (for the first time) yesterday. Now when I open CE and click on the rule (not even apply it to shapes), CE just shuts down without giving any error messages. I can edit / make/ use all the other rule files except this. The rule does open up in CE 2016.0 safe mode, and although everything is perfectly nested and linked, I cant seem to apply it. Any thoughts ?
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05-20-2017
07:31 AM
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Hello everyone, Wonder if there is a way to 'clip' the grid that is created by Marker_Based_Building.cga (rule by Matthias Buehler) to just the shape that is being applied to ? Appreciate all the responses. Thanks. ------------------------------------------------------------ PART RULE BELOW ------------------------------- @StartRule Building_Marker --> alignScopeToAxes(y) s(mainLength, 0, mainDepth) center(xz) primitiveCube() comp(f) {bottom: alignScopeToAxes(y) reverseNormals CreateGrid | all : NIL } CreateGrid --> s(gridWidth * scope.sx + (gridWidth - 1) * gridDistWidth, 0, gridDepth * scope.sz + (gridDepth - 1) * gridDistDepth) center(xz) GridSplitX GridSplitX --> split(x) {{mainLength : GridSplitZ | ~gridDistWidth : NIL}* | mainLength : GridSplitZ } GridSplitZ --> split(z) {{mainDepth : FootprintBase | ~gridDistDepth : NIL}* | mainDepth : FootprintBase } FootprintBase --> r(scopeCenter, 0, buildingRotation, 0) FootprintForm FootprintForm --> case footprintForm == "Rectangle": mirrorScope(footprintMirrorWidth, false, footprintMirrorDepth) SHAPE_BASED_BUILDING.Footprint (footprint rules)
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05-05-2017
08:50 AM
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Hello everyone, Wonder if there is a way to 'clip' the grid that is created by Marker_Based_Building.cga (rule by Matthias Buehler) to just the shape that is being applied to ? Appreciate all the responses. Thanks. @StartRule Building_Marker --> alignScopeToAxes(y) s(mainLength, 0, mainDepth) center(xz) primitiveCube() comp(f) {bottom: alignScopeToAxes(y) reverseNormals CreateGrid | all : NIL } CreateGrid --> s(gridWidth * scope.sx + (gridWidth - 1) * gridDistWidth, 0, gridDepth * scope.sz + (gridDepth - 1) * gridDistDepth) center(xz) GridSplitX GridSplitX --> split(x) {{mainLength : GridSplitZ | ~gridDistWidth : NIL}* | mainLength : GridSplitZ } GridSplitZ --> split(z) {{mainDepth : FootprintBase | ~gridDistDepth : NIL}* | mainDepth : FootprintBase } FootprintBase --> r(scopeCenter, 0, buildingRotation, 0) FootprintForm FootprintForm --> case footprintForm == "Rectangle": mirrorScope(footprintMirrorWidth, false, footprintMirrorDepth) SHAPE_BASED_BUILDING.Footprint (footprint rules)
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05-05-2017
08:45 AM
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