#StudioCity zoning ideas
9 messages in this thread
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!
>> StudioCity ideas… <<
Sounds very cool. I would recommend that all lights, cameras, objects and
material names be prefixed by the lot number to avoid duplication.
I wouldn't worry too much about functionality of the city (a la SimCity). It
might be more fun to simply issue lot numbers and see how people "use" the
land. It might turn out strangely surrealistic…
I'd recommend certain "zoning laws", though. In certain areas, restrict
building heights and limit the distance to front, side and rear property lines.
Downtown may have no side or front yard restrictions, but the 'burbs may have
some side yard separation.
I'm ready for a lot number.
– Dave
Hi David,
Thanks for throwing your hat in. We can discuss specifics about
logistics, etc. in the "StudioCity 2000 DEVCOM" thread. Please join me.
Paul S.
Paul,
I sense you've jumped to some erroneous conclusions.
My suggestion for the formation of a development committee was every bit
as serious as my intention in starting this thread by quoting you and the
others originally involved in the messages under "Help with explode.axp."
I've done everything possible to make sure that credit is given where due.
Please don't react rashly to someone's mistake about my having started this.
I am, however, much more a part of this than you may think.
You are confused about more than what Bugman or I have offered in the way
of toungue-in-cheek. Please see my message to Max Ehrlich and all #138864.
If you wish to move with self-appointmentment to these offices you speak of,
I think you will unnecessarily discourage others from participating.
I have been working hard on consensus building.
I am glad to see you are enthused about this project. I have truly enjoyed
our exchanges in the past months. Please don't bail on me now.
I've been working real hard here to get some things going.
There's been no time to get the Breakfast Menu for John's Joint together. <G>
And I know how you like them mini-donuts and Eggs and Spam.
Apparently there are going to be a lot of food joints in this new city.
You want a donut shop. Kennedy has already staked out a coffee shop next
to the ice cream cart in oldcity.3ds. And I do hope that "John's Joint"
will be a part of the scene. Even though there may be a name change. 😮
I hope not.
In closing, let me say that the amount of thought that you've already put
into this is encouraging. The issues you've raised are good ones.
I am especially concerned about file size. It took almost a half hour to
download Bugman's office at 2400 baud. More than twenty-five minutes
into the download, a thunderstorm swept into the area and threatened a power
outage. I could have lost everything with only 6 percent left to go.
As we build this community issues such as the ones Mr. Coulter has raised
in his note to me need to be addressed. And the sooner the better.
Let's not move so quickly that we become victims of the same problems that
plague us in this world. There is no need.
Your response is based on Bugman's prolific activities, Ehrlich's comment,
and the greasepaint on my face. But there's much more going on here.
Please stay tuned.
Kevin Gibson
StudioCity 2000 Development Committee
Paul,
It sounds like you have to basics lined-up. I have no objections with your
ideas at this point. I think the only missing element is the base master file
and someone to be the keeper of parcel assignments. It looks like either you
or Sanford K. has the job.
I would like to see a specific polygon limmit for each parcel. If we were
shooting for a master file with about 300,000 polygons, that would permit about
3000 poly's for each of the 100 parcels. Maybe 100 parcels is too many. Or,
we could limmit the smaller parcles to 1/2 the poly count of the lager ones.
Let's see. With 16 blocks: 8 blocks of 4 parcels and 8 blocks of 8 parcels we
have a total of 96 parcels. If a small parcel is allotted 1/2 the number of
polys as a large parcel, how many polys does each size get for a total of
320,000 polys?
32x + 64y = 320,000 (x is the # of polys in a large parcel, y is the # in
a small.)
x – 2y = 0
Solving for x and y, I get 5000 polys in a large parcel, and 2500 polys is a
small. This sounds more reasonable to me. What do you think?
— James — MAP —
Hi James,
Thanks for the feedback. I like your idea about limiting the complexity
of parcels/objects. You mention polygons… do you mean faces? Do you use one
of those "other" 3D programs? <g>
I'm starting a thread called "StudioCity 2000 DEVCOM." It will be a place
to post questions and get answers. Please ask and answer these things there,
so we all know where to look to set standards.
Paul S.
Paul,
I do like these ideas. Kevin and I discusses some problems that could
arise if we used Autodesk's Old City. I agree that it would be best to drop
that idea. If this city goes international, it would be better not to use the
city that is part of all their advertizements.
More to follow later tonight….
Sanford
All looks good, but one potential problem – the number of allowable materials
in a project file. I haven't hit it yet, but my memory tells me the limit is
256 materials. If there are 100 lots, that 2.56 materials per lot.
Maybe that limit has been fixed for 3dsR4?
LAM
Hi Larry,
>> All looks good, but one potential problem – the number of allowable
materials in a project file… my memory tells me the limit is 256 materials.
If there are 100 lots, that 2.56 materials per lot. <<
Zoinks! I posted a message to Gary Yost to confirm this. This would
require the use of a special city library of materials, wouldn't it? It would
severely limit the use of custom maps/materials, which would require us to make
further use of geometry. Ouch.
We could probably use a Director of Materials (even if there isn't the 256
limit); someone responsible for coordinating the library. They would need to
poll others to decide what common maps (I suggested some before) could be
reused for many different materials. They would also oversee the selection of
a wide variety of plastics, metals, woods, brick, skin, etc. It would be nice
if everyone got one custom material too, eh?
Paul S.