This is exactly the tool I have been looking for! One question: when importing the .obj file into Godot, the mesh looks like it's inverted or something. All faces facing the camera are invisible (...is the best way I know how to describe it)
Hey watabou! I just want to say first, these tools are absolutely amazing! I used this along with the village generator and alot of other tools to make cool towns in Minecraft. In the process of doing so, I found some things that would make the viewer (and specifically the export as obj function) a lot more useful if added. I'm not sure how many of these you have already heard, but it's worth a shot.
First, the paths. I noticed that a lot of the things shown in the viewer don't actually show up in the obj export, but the paths stuck out to me as something essential to the layout of the towns that just wasn't there. So, whether its just a few connected points showing where the paths are supposed to go, or fully wide like shown in the viewer, implementing that would help quite a bit.
In a similar vein to the paths, it would be useful if water features could also be exported. Though, they may look similar to paths, so that's where this next point comes in.
It would be nice if there was an option when exporting to have the roofs, house walls, town walls, and possibly path and water exported separately, whether that be as different obj files or as different objects in the file; I'm not exactly sure how obj files work. This is because, if you try to import the file into Blender or another 3d modeling program, you currently have to manually seperate all of the parts to change their color or material.
Chimneys would be another great addition, but purely for aesthetic. They could probably be populated onto the roofs somewhat similarly to trees.
Another slight quality feature would be an option to randomize the roof type and pitch for each individual house. This would make them look slightly more realistic and interesting to look at.
Similarly, changing the size of windows on each house would be a great feature to add. This has the same reasoning as the previous suggestion.
On the topic of windows, I thought it was kind of odd how there is an option for what percent of windows are lit, but not for how many windows in general there are. It would work basically the same I think, just removing a certain percent of the windows. This also has the same realism and interest reasoning.
Just one more thing about windows. This may or may not be a bug, I'm not sure, but in the obj export, windows that were lit become holes in the wall. I thought this might be a bug because the unlit windows still had geometry.
This one you've probably heard a hundred times, but it would be nice if there was an option to have something like the mansion generator implemented into this to give the houses more interesting shapes in 3d. I know you can do something similar with singular houses in the city generator, but having the option to do that in bulk would add a whole new layer of depth.
Wow this got a lot longer than I was intending, sorry about that! Thank you for reading this, have a nice day!
hi , watabou, thanks for your tools , are userfull for rpgs.
I test , not with village generator , but with city generator json and , very good.
two things for my feedback :
+ one the city viewer isn't on procarena card set. ok is seven card , but is used for rpg export city and , as me, make a adventures for ttrpgs. please add it.
+ second the city gen json on city viewer and village , import is perfect. thanks, but beyond the export obj , with blender is perfect , but why add , the my idea, export on stop animation , svg or png ? i take screenshot ok. But a menu inside the right-click is also plus fast :)
Couple of little suggestions... Would it be possible to add a pause/play key for the animation? For example, hitting the space bar. It would make it much easier to stop the rotation animation (instead of using the menu) when it is just right to get a nice view of the settlement. Edit: Scratch that. Just worked out how to use fly mode to get any view I want :)
Also, what about a tree option for mixed conical and ellipsoid trees?
Are you intending to take account of ground elevations at some future point? For example, to generate 3D ground from the ground contours in Village Generator. This is not a feature request, just curious.
It's easy to implement a mixed forest, but I doubt it will improve the resulting look as it won't be a realistic forest consisting of different types of trees, but just a chaos of cones and ellipsoids :)
Implementing elevation is trickier. I tried this before, but there were too many issues. Probably I'll try again when I finally decide to remake this whole thing using some more modern technology.
What happens when you try? Does this happen to all your JSONs or just a particular one? Do the sample settlements (the ones that load when press Enter) work normally?
I am trying to parse through your JSON to get the coordinates of the buildings, but unable to do so. I want to recreate your city in unity with gameojbects. Do you have a solution ?
I can't offer a solution because I don't get what the problem is:) What do you mean by "unable to get the coordinates"? You can't locate them within a file?
Your tools are so awesome! For some reason though the viewer doesn't accept any of my keyboard input anymore. Only mouse clicks and movement have an effect. As far as I remember it has worked before.
Is it still not working for you? Are you sure you didn't change the language on your keyboard or something like that? This app was last updated several months ago, so this can't be something recently introduced.
Ooops ... I guess it's fine. I forgot that I had to disable auto rotation ~ first to make the navigation work. I was confused by the double assignment of "W" for toggle and navigation, but after ~ I was able to navigate as expected. Sorry for the confusion.
And thank you for sharing your creative and unique experiments with us!
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this is dead, right? Can't read any json files
It is not, for me it loads json files from all supported generators normally. Could you check your browser console for any error messages?
That is A funny and good tool FOR PHOTOS!
Love your Arcana. Is there any way to export textures or materials/.mtl file?
Edit: After reading through the chat history, it seems like materials has been on your to do list. Hope it comes soon :)
This is exactly the tool I have been looking for! One question: when importing the .obj file into Godot, the mesh looks like it's inverted or something. All faces facing the camera are invisible (...is the best way I know how to describe it)
I'm not familiar with Godot, maybe it expects vertices in the opposite order? Last time I checked (long time ago:)), this imported fine into Blender.
Yup! As an update, I disabled the rear-orientation culling setting on the mesh in Godot and it was immediately fixed.
Hi. I can’t see where to paste the json file.
Right click anywhere to open the context menu and choose "Load JSON..."
Hey watabou! I just want to say first, these tools are absolutely amazing! I used this along with the village generator and alot of other tools to make cool towns in Minecraft. In the process of doing so, I found some things that would make the viewer (and specifically the export as obj function) a lot more useful if added. I'm not sure how many of these you have already heard, but it's worth a shot.
First, the paths. I noticed that a lot of the things shown in the viewer don't actually show up in the obj export, but the paths stuck out to me as something essential to the layout of the towns that just wasn't there. So, whether its just a few connected points showing where the paths are supposed to go, or fully wide like shown in the viewer, implementing that would help quite a bit.
In a similar vein to the paths, it would be useful if water features could also be exported. Though, they may look similar to paths, so that's where this next point comes in.
It would be nice if there was an option when exporting to have the roofs, house walls, town walls, and possibly path and water exported separately, whether that be as different obj files or as different objects in the file; I'm not exactly sure how obj files work. This is because, if you try to import the file into Blender or another 3d modeling program, you currently have to manually seperate all of the parts to change their color or material.
Chimneys would be another great addition, but purely for aesthetic. They could probably be populated onto the roofs somewhat similarly to trees.
Another slight quality feature would be an option to randomize the roof type and pitch for each individual house. This would make them look slightly more realistic and interesting to look at.
Similarly, changing the size of windows on each house would be a great feature to add. This has the same reasoning as the previous suggestion.
On the topic of windows, I thought it was kind of odd how there is an option for what percent of windows are lit, but not for how many windows in general there are. It would work basically the same I think, just removing a certain percent of the windows. This also has the same realism and interest reasoning.
Just one more thing about windows. This may or may not be a bug, I'm not sure, but in the obj export, windows that were lit become holes in the wall. I thought this might be a bug because the unlit windows still had geometry.
This one you've probably heard a hundred times, but it would be nice if there was an option to have something like the mansion generator implemented into this to give the houses more interesting shapes in 3d. I know you can do something similar with singular houses in the city generator, but having the option to do that in bulk would add a whole new layer of depth.
Wow this got a lot longer than I was intending, sorry about that! Thank you for reading this, have a nice day!
That's quite a lot, I appreciate it :)
hi , watabou, thanks for your tools , are userfull for rpgs.
I test , not with village generator , but with city generator json and , very good.
two things for my feedback :
+ one the city viewer isn't on procarena card set. ok is seven card , but is used for rpg export city and , as me, make a adventures for ttrpgs. please add it.
+ second the city gen json on city viewer and village , import is perfect. thanks, but beyond the export obj , with blender is perfect , but why add , the my idea, export on stop animation , svg or png ? i take screenshot ok. But a menu inside the right-click is also plus fast :)
thanks ;)
This is really cool and very useful.
Couple of little suggestions...
Would it be possible to add a pause/play key for the animation? For example, hitting the space bar. It would make it much easier to stop the rotation animation (instead of using the menu) when it is just right to get a nice view of the settlement.Edit: Scratch that. Just worked out how to use fly mode to get any view I want :)Also, what about a tree option for mixed conical and ellipsoid trees?
Are you intending to take account of ground elevations at some future point? For example, to generate 3D ground from the ground contours in Village Generator. This is not a feature request, just curious.
It's easy to implement a mixed forest, but I doubt it will improve the resulting look as it won't be a realistic forest consisting of different types of trees, but just a chaos of cones and ellipsoids :)
Implementing elevation is trickier. I tried this before, but there were too many issues. Probably I'll try again when I finally decide to remake this whole thing using some more modern technology.
Help City Build Are Not Loading When I Upload A .json File
What happens when you try? Does this happen to all your JSONs or just a particular one? Do the sample settlements (the ones that load when press Enter) work normally?
Yeah Only Ones That Are Very Large
Well, then probably it's just that: your maps are too large. You can try a different browser though.
I am trying to parse through your JSON to get the coordinates of the buildings, but unable to do so. I want to recreate your city in unity with gameojbects. Do you have a solution ?
I can't offer a solution because I don't get what the problem is:) What do you mean by "unable to get the coordinates"? You can't locate them within a file?
In case anyone is interested, I have added links creating townships in Procgen Arcana to my fictional placename generating spreadsheet in:
https://railstuff.000webhostapp.com/Ortsnamen-rib.html
Your tools are so awesome! For some reason though the viewer doesn't accept any of my keyboard input anymore. Only mouse clicks and movement have an effect. As far as I remember it has worked before.
Is it still not working for you? Are you sure you didn't change the language on your keyboard or something like that? This app was last updated several months ago, so this can't be something recently introduced.
Ooops ... I guess it's fine. I forgot that I had to disable auto rotation ~ first to make the navigation work. I was confused by the double assignment of "W" for toggle and navigation, but after ~ I was able to navigate as expected. Sorry for the confusion.
And thank you for sharing your creative and unique experiments with us!
Hi, I also got the bug that the json file for cities only shows castle and walls.
I read your reported solution but can't manage to find the path you suggested.
Have you any idea on what mught be wrong?
Nvm, I solved it, thanks!
Could you send me the json file you are trying to load?
Edit: ah, you solved it, cool:)
When I load json, I only get the castle and the walls... no buildings.
Looks like a recurring problem, I'll try to fix it (again).
My god your a legend!