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	<title type="html"><![CDATA[Infinity Code Forum — Ideas for massive numbers of buildings]]></title>
	<link rel="self" href="https://forum.infinity-code.com/extern.php?action=feed&amp;tid=951&amp;type=atom" />
	<updated>2018-11-17T15:21:58Z</updated>
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	<id>https://forum.infinity-code.com/viewtopic.php?id=951</id>
		<entry>
			<title type="html"><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4257#p4257" />
			<content type="html"><![CDATA[<p>I am not sure why ways.Count == 0 always.&nbsp; I thought ways was referring to streets and since I did not generate any streets I thought maybe that is why it is always 0.</p><p>I do have many terrains that do not have any buildings on them.&nbsp; I first tried to just check if baseContainer is null and continue, but then I got no buildings because all of the terrains had ways.Count == 0.&nbsp; After that I changed the function to continue even if ways.Count == 0.</p>]]></content>
			<author>
				<name><![CDATA[sharkapps]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=838</uri>
			</author>
			<updated>2018-11-17T15:21:58Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4257#p4257</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4255#p4255" />
			<content type="html"><![CDATA[<p>Why always ways.Count == 0?<br />If ways .Count == 0, RWT does not generate buildings and simply skips this step.<br />So in that case there is nothing to save.</p><p>Or do you mean that there are terrains that do not have buildings?<br />In this case, it is more correct to check that baseContainer != null in the script.</p><p>Or did I miss something?</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-17T11:08:09Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4255#p4255</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4252#p4252" />
			<content type="html"><![CDATA[<p>Thank you for the script.&nbsp; This looks like it will do the trick, but RealWorldTerrainBuildingGenerator.baseContainer is always null in OnCaptureComplete, so no prefabs are saved.&nbsp; This is happening because in RealWorldTerrainBuildingGenerator.Generate(), ways.Count is always 0, so the function returns before setting baseContainer.</p><p>For now, I have commented out the return after setting RealWorldTerrainPhase.phaseComplete = true, and it seems to be saving.</p>]]></content>
			<author>
				<name><![CDATA[sharkapps]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=838</uri>
			</author>
			<updated>2018-11-16T18:44:19Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4252#p4252</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4251#p4251" />
			<content type="html"><![CDATA[<p>Example of how to automate the regeneration of buildings is attached.<br />Place the script in Editor folder, and open &quot;Window / Infinity Code / Real World Terrain / Tools / Regenerate Buildings&quot;.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-16T09:14:43Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4251#p4251</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4246#p4246" />
			<content type="html"><![CDATA[<p>Thanks for the response.&nbsp; Since I have over 2000 terrains, I would like to automate the process.&nbsp; I poked around in the RWT API, but I am not connecting how to generate buildings per RealWorldTerrainItem.&nbsp; I can see that I can set the generatedBuildings property, but it looks like the only way to trigger doing any generation work needs to be done through RealWorldTerrainWindow (StartCapture())?&nbsp; Any pointers on getting started would be helpful.</p>]]></content>
			<author>
				<name><![CDATA[sharkapps]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=838</uri>
			</author>
			<updated>2018-11-15T19:05:56Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4246#p4246</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4237#p4237" />
			<content type="html"><![CDATA[<p>Hello.</p><p>You need to generate buildings in small pieces for each terrain separately.</p><p>If you have only one terrain or a small number of terrains, generate new temporary terrains (for example, 10x10) with minimal settings.<br />Then generate the buildings for the first terrains, save buildings as a prefab, and remove from the scene.<br />Repeat this for each terrains where buildings are needed.<br />If you have programming experience, this can be automated using RWT API.<br />In the final, you simply instantiate buildings for your main terrains from prefabs.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-15T09:19:18Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4237#p4237</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Ideas for massive numbers of buildings]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4235#p4235" />
			<content type="html"><![CDATA[<p>What are your recommendations for generating all of the buildings from a massive space?&nbsp; I am trying to capture a 23km2 area and there are a whole bunch of buildings.&nbsp; </p><p>Is there a way to generate the buildings into multiple grid-style scenes for easy streaming?&nbsp; I have tried generating the buildings as is and I run into a GC heap crash every time, I am assuming because it&#039;s just too much.</p>]]></content>
			<author>
				<name><![CDATA[sharkapps]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=838</uri>
			</author>
			<updated>2018-11-15T00:35:03Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4235#p4235</id>
		</entry>
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