Suicidator City Generator
Create 3D cities with a single click
Latest version: 0.41 (October 2009)Help and tutorial
Introduction
General concepts
Graphical User Interface
Textures
Streets
Buildings
Performances
Rendering amazing shots
Textures
Below is a complete description of all the texture generation parameters.
1. Ribbons
Ribbons are those big colored rectangles. They are sized and placed randomly on the texture, and they can be either vertical or horizontal.
Without ribbons
With ribbons
ribbons colors let you set the min and max RGB channels of the ribbons. All the ribbons will be colored the same, but the RGB channels of that color will be randomly chosen between the values you set here.
ribbons layers let you set the number of ribbon layers to put on your texture. Ribbons are created in layers. A layer is made of several ribbons, all of them are vertical or horizontal, going from one side of the texture to the opposite one, and their sizes are roughly the same. More ribbon layers = messy, chaotic texture, and less ribbon layers = regular texture.
ribbons min/max aspect ratio let you set the aspect ratio of the ribbons. Smaller values = thinner ribbons, and higher values = fatter ones.
ribbons min/max size let you set the ribbons widths, in pixels, for the vertical ones, or height for the horizontal ones. The other dimension is randomly set according to the ribbons min/max aspect ratio. Higher values = bigger ribbons, smaller values = smaller ribbons.
ribbon size variation proba let you set the probabilty that each ribbon has a slightly different size from the others on the same layer. High values = messy, chaotic texture, and low values = regular texture.
2. Walls
Walls are this background color, filling the space between windows.
wall colors let you set the min and max RGB channels of the walls. The wall color will be randomly chosen in the range of RGB values you set here.
walls height range let you set the min and max number of pixels between two rows of windows.
walls width range let you set the min and max number of pixels between two windows. Within a row of windows, all the windows are separated by the same number of pixels, but when a new row is created, that space is randomly set in the range you set here.
walls size variation proba let you set the probability that, when new rows of windows are created, the space between the windows will be different from the one in the rows that are already created. High values = irregular walls, low values = regular walls.
3. Windows
Lit windows colors let you set the range of colors to use for the windows that are lit, if you set daylight to a low value, for night scenes. Each lit window will have a random color in the range you specify here.
Lit windows skip probas let you set the min and max probabilities that, for night scenes (if you set daylight to a low value), when it is time to draw a window, that window won't be lit, and will remain dark. When a row of windows is drawn, a random probability is chosen in this range, to decide whether or not to lit them. High values = less lit windows, low values = lots of lit windows.
Windows colors let you set the range of colors to use for the windows. Each window that is not lit will have a random color in that range.
Windows skip probas. Min and max probas that some windows won't be drawn on a row. When a row of windows is drawn, a random probability is chosen in that range to decide how many and which windows not to draw. High values = less windows, low values = lots of windows.
Windows size variation proba let you set the probability that the windows will have different widths and heights from row to row. All the windows in the same row have the same size though. High values = windows have a different size more often (looks more chaotic), low values = windows stay the same size more often (looks more regular).
Windows height range let you set the min and max height (in pixels) the windows can have. High values = taller windows, low values = shorter windows.
Windows width range let you set the min and max width (in pixels) the windows can have. High values = wider windows, low values = thinner windows.
4. Other
Daylight let you adjust the amount of light that the texture receives, on a scale from 0 (completely dark) to 1 (full light). The lower this value, the more lit windows your texture will have, which is useful for night scenes. High values = bright texture and less lit windows, low values = dark texture and more lit windows.
Texture size let you set the width and height in pixels of the generated textures.
Number of textures: you can generate many textures at once. They will be generated one after the other, all using the same generation parameters you set.