<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title><![CDATA[Infinity Code Forum — Ideas for massive numbers of buildings]]></title>
		<link>https://forum.infinity-code.com/viewtopic.php?id=951</link>
		<atom:link href="https://forum.infinity-code.com/extern.php?action=feed&amp;tid=951&amp;type=rss" rel="self" type="application/rss+xml" />
		<description><![CDATA[The most recent posts in Ideas for massive numbers of buildings.]]></description>
		<lastBuildDate>Sat, 17 Nov 2018 15:21:58 +0000</lastBuildDate>
		<generator>PunBB</generator>
		<item>
			<title><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4257#p4257</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (sharkapps)]]></author>
			<pubDate>Sat, 17 Nov 2018 15:21:58 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4257#p4257</guid>
		</item>
		<item>
			<title><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4255#p4255</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Sat, 17 Nov 2018 11:08:09 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4255#p4255</guid>
		</item>
		<item>
			<title><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4252#p4252</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (sharkapps)]]></author>
			<pubDate>Fri, 16 Nov 2018 18:44:19 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4252#p4252</guid>
		</item>
		<item>
			<title><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4251#p4251</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Fri, 16 Nov 2018 09:14:43 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4251#p4251</guid>
		</item>
		<item>
			<title><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4246#p4246</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (sharkapps)]]></author>
			<pubDate>Thu, 15 Nov 2018 19:05:56 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4246#p4246</guid>
		</item>
		<item>
			<title><![CDATA[Re: Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4237#p4237</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Thu, 15 Nov 2018 09:19:18 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4237#p4237</guid>
		</item>
		<item>
			<title><![CDATA[Ideas for massive numbers of buildings]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=4235#p4235</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (sharkapps)]]></author>
			<pubDate>Thu, 15 Nov 2018 00:35:03 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=4235#p4235</guid>
		</item>
	</channel>
</rss>
