#StudioCity zoning ideas
30-Nov-94 08:49:30
Sb: #StudioCity zoning ideas
Fm: Paul Sanford [LVL5] 75144,2354
To: sanford kennedy 73201,1374
Hi Sanford and everyone,
I was negligent by not responding to messages in a timely fashion
yesterday, so here goes:
I enjoyed your virtual office, etc. from NAMGUB.ZIP. It was really neat
to see someone else put forth effort and creativity for what some may consider
a silly notion. I, as well as you, would really like to see this whole idea
fly.
I posted my suggestion for a team project back on 11/19, but got no direct
responses, in part due to the fact that I had used "Help with explode .axp" as
my subject/respond to message header. There is obviously interest on the forum
now. I offered my services as zoning coordinator back then. I'm a little
confused with some of your recent messages regarding what you hope to
incorporate into the city vs. what may be tongue-in-cheek. There are some very
important organizational issues to address for such an undertaking, and I feel
I have some good ideas.
What I need from you is some feedback on what you think our roles should
be. Perhaps you could be the city planner responsible for the overall layout
of the city, its concept and creation, etc., and I could be the mayor
responsible for day to day administration and consensus-finder. No? Well piss
off!!! (Maybe I need to work on my consensus-building). I am willing to
invest a significant amount of time here and there in this project, and would
really like to be directly involved with the set-up. What follows are some of
my ideas…
1 MASTER FILE: Forget my original idea of using oldcity.3ds as a starting
point. I propose a master .prj file that everyone would download. It would
contain an object called "00street", a large 2D rectangle at y=0. It would
also contain a large grid similar to yours, which would basically be three
types/colors of 2D rectangles representing city blocks, sidewalks, and land
parcels. Typical blocks would contain probably four parcels, so that every
parcel of these is on a corner (higher visibility) for each person's "flagship"
parcel (corporate HQ, personal obsession, etc.). Several blocks should contain
smaller parcels, about eight to a block. These would be reserved for other
venues that people could request for secondary uses. At the center of each
parcel would be a 2D number, two digits. Thus, I propose about 100 parcels
(maybe 16 blocks: 8 x 4 parcels plus 8 x 8 parcels) be made available.
The master file would also have a sun spotlight (180,180,180), ambients at
10,10,10. All master entities other than the 2D numbers will be assigned a
prefix of 00, so as to be at the top of object/light/camera lists. 1.8 to be
used as standard gamma for computer monitors.
2. PROCESS: Joe Blow might think parcel 32 would be great for Joe's Garage.
He applies to the zoning dude/administrator for it. If its open he gets it, or
is maybe referred to a more suitable parcel. He constructs his model, deletes
all master file enities except for his 2D object "32" (so downloaders can check
for alignment), zips it (32garage.3ds) and a short text file (32garage.txt) up
to the Take5 library with the title "StudioCity 32 Joe's Garage", keywords
"StudioCity, 32, Garage," etc.. Interested parties merge it into their
ever-growing master file.
3. STANDARDS:
a. Scale. The master file entities should not be moved or scaled by
developers, so as to ensure seamless mergings later. Scale (unit setup) should
be set at "Architectural, denominator = 100, 1 unit = 1.0 inch. This is about
right for 50PMAN.3DS. The grid should be created from 0,0,0 out NE to
whatever, I haven't measured streets and sidewalks lately. People should shoot
for life-sized objects. Each large parcel will be about 40 feet by 80 feet,
small ones about 20' x 40'??? 50PMAN looks pretty good against these sizes.
Try it.
People will be able to easily scale pre-built models to the scale of the
master file.
b. Objects. Developers are to shoot for simple models with low vertice/face
counts so as to minimize CIS time and rendering time. Use rectilinear objects
as much as possible. Use less than perfect spheres, etc. When ready to go,
all objects possible should be attached to lower the object count.
c. Materials. Use common maps from the WCTK CD-ROM or the 3DS maps/images
directories as much as possible. Keep map use to a minimum. Use sand.cel as a
common texture/bump map for objects (low RAM overhead). Same with lawn.cel,
refmap.gif, etc. No .sxp's please. Reflective objects OK, we can always
select no reflect when rendering. If custom maps are absolutely necessary,
upload as small of a .gif or.cel file as you can. No .tga's. Keep in mind
that the final project might be put out to video. Avoid dangerous NTSC
saturation and luminance.
d. Selection sets. Have nothing selected, so as to avoid nasty surprises
after merging.
e. Mesh colors. Each parcel will be assigned 4 colors to be used to create
contrast for mesh viewing, if desired. Will make it easier to delineate
parcels too. Master file will have exclusive use of about four colors. Three
exclusive colors will also be allocated for high detail meshes across all
developers' files for these categories: plants; high-detail critters; and
high-detail misc. The combination of assigning seperate prefixes for each
parcel, as well as using specific colors for parcels and high-detail meshes
should make it easy to hide/unhide objects quickly to minimize rendering times.
People can also link interparcel objects in the keyframer, then hide the
parent.
f. Lights. Besides master lights, each person can use a limited number (2?)
of extra lights per parcel. Assign them ranges to stay within your parcel if
possible. Avoid shadow-casting spots. Set them up if you want, but turn their
shadows off. This way we can render the sunlight shadow alone by default. If
you simply need more generic light, do not add them. People will probably
create some generic omni lights in their master file.
g. Cameras. No more than two per parcel.
h. Animation. Sounds fun! Describe it in the text file. Does it add greatly
to file size???
4. DEVELOPMENT IDEAS:
If possible, let's aim for a somewhat balanced city (maybe I've played too
much SimCity <g>). Sure, we all need our virtual offices/HQ's, but our city
needs a variety of other things too:
Bars/Restaurants Shopping Industry
Vehicles Life forms Offices Recreation
City Sevices** ???
** I've got dibs on the cop shop/donut shop!
5. FEES:
Developers will pay a fee of 250 cyberbucks to the zoning commission for
each application. Payment will be in cash in the alley behind John's Joint.
6. APPROVAL:
Requests for approval of location and use within 48 hours. Everyone gets
at least one large parcel and one small parcel. Early birds get the choice
downtown locations! Maybe do an exterior first, upload it, then later do the
interior at your leisure, then upload it as "32b…"
7. NAMING:
All entities (objects, lights. cameras) will need to be named seperately
with the parcel number as a prefix. All materials, unless used _exactly_ as
they appear in the default 3DS material library, will need the parcel prefix
too. Since photorealism doesn't have to be the goal here, the locked ambient
and diffuse colors in 3ds matlib wouldn't kill us.
Basically, we need to avoid repititous names so we don't get the dreaded
"material/object name in use…" and also have an easy way to identify what is
who's, where, etc.
8. MISC:
I would like to hear any ideas that will make our exchange of files more
simple or more accurate. Specifically, are 100 parcels too many? Too few? Is
40' x 80' big enough for large parcels? Too big?
Ready to start buildin',
Paul D. Sanford
Sanford for Mayor Committee
Close ties to the mob and local building industry
P.S. to Sanford Kennedy:
Can these ideas be integrated into what you are currently working on?
Could you do the creation of the streets, sidewalks, etc, or would you like me
to? Maybe mix up the small and large parcels, putting the large ones on the
corners? Are you really planning to do a half dozen or more models? Should we
number the entities to three digit prefixes? This town could keep growing
forever, not bad to look ahead. I'd love to see an animated walkthrough for
next year's SIGGRAPH!