virtualchers's Issues
Feature: anvil stand and anvil in room 33
We know that during the first phase of this room, it served as a blacksmith's smithy, and we're pretty sure that a particular hole in the floor held the stump or log that traditional smiths rest their anvils on. When we're done with the rest of the larger-scale revisions to the model, it would be cool to put in a cylinder to serve as the stump and perhaps just a 2D cutout of an anvil. Or a 3D model from the internet: http://www.thingiverse.com/thing:31397.
Walls along the N and NE side of the courtyard need to be raised
Given the concern for security shown by the locking door that closes off room 30 and the area around it, it seems to me that the walls dividing this area from the courtyard should be raised (right now, a visitor could simply hop over and down into the area of room 30). If that wall is raised, the other walls between the courtyard and complex 3 should also be raised, as -- probably -- should the roof of room 29. Let's try raising the wall between complex 2 and the main court 1 to 1.5 meters, and adjusting the room of room 29 accordingly; with that done, let's see what happens to the wall separating complex 3 from the main courtyard. I think that should be raised anyway, since the door between the main court and room 32 has always seemed a little low. Adjustments will probably also need to be made to the wall between room 28 and the chapel, and between room 28 and the street.
Doors and shutters
We'll want to add wooden doors for most of the door openings (ideally, doors that can be opened with a tap or by coming close to them), and shutters for the windows (I will talk to Kostis about whether these should open inward or outward). When we're ready to do this, let me know and I'll sketch out a plan with the position of doors and the direction they should open.
Add slope of main road according to the level measurements on the plan
Add sill and lower lintel on door from room 38 to courtyard 31
Problem with surface of courtyard 31 in area between room 30 and room 38
Add wall and lintel over door between rooms 34 and 25
Closing off the complex 1 side of the model
I don't want to keep asking for new components to the model, but I think it would make it look a lot better and more complete if you could add a shell for the long, barn-like building along the west side of the courtyard (that is, complex 1, excavated by Paul Arthur and his team). It doesn't have to have any interior modeling, and it's not even necessary to make it possible to enter the building -- it would just be a dummy, like the shell you built to the north of room 38. I've sketched out a possible solution below -- a flat or arched door, positioned according to the state plan in the folder you have a link to on Box (https://utexas.box.com/s/s0lwh1l1qtmvujh15r3k96fnbk3bpnq6), a flat or arched window in the facade above (both closed with wooden doors/shutters, not openable), and then a gabled roof.
If you don't have the time to do this, that's ok too -- I just think it would give the model a more finished appearance.
Add recessed basin in platform under lean-to in room 28
Textures for floors of rooms 25, 28, and 34
These are the only rooms that had floors paved with stone slabs. The location and appearance of those slabs are as below.
Room 28:
(replace the beaten-earth surface here:)
Room 25 (the room in front of room 30) was fully paved (in red); in room 34, there was a box drain with pavers on either side (in red), but the rest of the floor was earth:
Room 25:
Room 34:
Move left window in facade of room 38 to be more symmetrical with extended upper floor
Room 30 should have a pitched roof sloping down toward the corridor
Remove shelf/ledge currently at end of courtyard
Add a "building" north of complex 2, just to block off the street and court
We know that there were walls that extended north along the lines of the long walls of room 38. We don't have any other information about that building, but in order to model the streetscape, we should wall off that area north of room 38 on both the street and the courtyard side. You could add a simple pitched roof (probably sloped toward the street) so that a user who is flying won't see an empty shell.
Floor of room 30 should be raised ca. 10cm, doors on either side should have stone sills
I know that I passed on Z coordinates for this floor, but the model looks a lot lower than the original, and I may have been too conservative on coordinates. If possible, raise the floor about 10cm. Each door should also have a stone sill in the form of a rectangular solid (these are visible in the photos I sent).
Current iteration does not have solid street/floor surfaces
The most recent version has surfaces that are permeable, so that when you stand on them you fall through (and keep falling). Presumably this is a settings issue that is easy to change. It's not true of roofs or upper floors.
Add wooden lintels over all doors without arches
All doors that don't have stone arches would have had to have wooden lintels to hold up the masonry above them. We should add visible wooden lintels over all such doors, as here with the door between room 33 and room 28, and the door between 28 and the street:
and as here with the door of room 30:
And elsewhere as necessary.
Correct interior view of roofs/ceilings
Currently the roofs are triangular solids, so the ceilings are flat even when roofs are sloped. The roofs should instead be flat inclined planes on the inside as well. There were probably not any trusses, which you reconstructed in the upper floor of room 38 -- so remove these, and just build the ceilings with beams and rafters.
Distortion in image in chapel info window
Something has happened to the aspect ratio of this image; it should be rectangular. I would also tend to put the window on the opposite (courtyard) side of the church, closer to where the remains depicted were found. It makes more sense to the viewer if the photo is oriented or at least placed in the model near where it was taken in reality.
Door to chapel needs a wooden lintel
Chapel: smooth floor and add altar base in apse
The floor of the apse is currently at a different level from the rest of the chapel (probably a hold-over from our manipulation of the courtyard surface. It should be flat and at the same level of the rest of the floor. If we get to add features, there was a cubic stone feature in the apse with a square recess in the center -- we have interpreted it as an altar base with a hollow for a reliquary (you can see the dimensions on the plan). It would be cool to add this.
Chapel: raise roof and walls
I think the chapel was probably a bit taller than we've made it here -- the walls were probably at least as tall as the SW wall of room 28. The roof and the apse should be raised accordingly (the top of the apse half-dome should not be more than 50-75cm below the peak of the gabled roof of the rest of the chapel).
Add tile roof and additional support post to balcony in complex 3
Floor level in room 35 should be irregular -- higher on street side, lower inside complex
I think I marked different levels for the floor of room 35 on the plan with the levels -- the floor is higher on the street side, making a sort of shelf, and lower toward the interior of the block. Originally there seem to have been a couple of pithoi on that shelf. The red line here indicates the approximate profile of the floor.
Add stone base for wooden support at courtyard end of balcony in room 32
Fly mode in current iteration works oddly
In the current iteration, one has to keep pressing the F button constantly to fly -- the minute you stop, the avatar starts to fall. This problem is corrected if the avatar falls onto a solid surface, like a roof, after which the avatar can fly normally (rise and hover until G is pressed, at which point it drops normally). But if you don't fall onto a roof, since the streets and courtyard are permeable, you just keep falling.
Make household pit inside room 38 oval, and deeper
Add door to room 35 from corridor between complex 2 and 3
Smooth out the join between the wall and upper wall/roof of the back part of room 30
Fix ceiling/roof of room 29
The chapel should be completed
The chapel needs a roof (two inclined planes to create a pitched roof) and its floor needs to be raised to the level indicated on the plan. It would also be interesting to try to add the two tombs (basically 3d rectangular voids about 1.5 meters deep). The red indicates the level of the road, the green the approximate level of the floor.
It's not marked here, but there should also be a transition between the road level and the step up into the courtyard, which should not be that high (so the transition is probably a slope).
Add pithoi in room 35
We know that there were two pithoi in room 35 at the time of its destruction. The bedrock platform on the east side of the room had two shallow circular depressions cut into it; these were probably meant to hold the bases of two smallish pithoi. If we get to the stage of adding features, it would be nice to include these.
Surface of the main courtyard should be basically level
The surface of the main courtyard -- at least when you look at it against the wall of the chapel -- seems to be rising to the center and then sloping down again, but should be roughly level according to the Z-coordinates we have for it, which should be respected -- it's ok if it tilts down to one side or the other, but it shouldn't rise in the center.
Chapel: add graves, with covers that open
It would be fun to add the graves in the chapel -- their length and width are on the plan, and they were both about 1 meter deep. If we do add them, by creating empty spaces in those areas, we should also add wooden covers, like horizontal doors, that could be opened toward the viewer to reveal a photograph of the depositions (could we size one of these photos to match the size of the floor of one of the graves, and use it as a texture?).
Chapel: underside of roof should be visible, not ceiling
Open space above door between room 33 and street has reappeared
Add pithos in room 38
Add step (probably wood) for transition down from street to room 38
Insert pit in small court under projecting upper floor of room 38
Adam: find some additional textures
Find textures for walls, door-frames, wood, etc. (Andrii, if you could show me the size of a tile in a screen-shot of one of the buildings, this will help me figure out what photos to use).
Doors in room 30 should have lintels
Remove room 31a, behind room 30, in phase 1 and raise courtyard to same level outside room 30
Room 31a, behind room 30, didn't exist in the first phase. The level of the courtyard, which currently dips down to the level of room 30, should be as high as it is elsewhere right up to the walls of room 30 (when room 31a is added in the second phase, its floor continues to be higher than room 30's).
Walls that surround the courtyard and open spaces need caps
The walls that divide the courtyard from complex 3, or divide parts of complex 3 from each other, but are not covered by roofs should have some kind of cap -- the easiest type to use would be a single row of tiles pitched in the direction of the courtyard, or a double-row of tiles pitched to either side of the wall. I have also seen half-round caps, but since these buildings don't use lime mortar, tiles are probably the better bet. If these walls weren't capped, a lot of water would have been able to get into them, and they would have been very hard to maintain. I've shown two here as an example, but basically any wall that isn't already covered by a roof should have its own little roof.
Info window for room 33 should be on other side of same wall (inside room)
Add higher terrace wall along the full length of courtyard 31, stretching back from room 30
You already have a higher ground level near the wall of room 30, from the courtyard, but this should stretch all the way back to the edge of the model at a somewhat higher level (probably just below the lowest part of the roofline of room 30, on the corridor side). In the first phase, this was just a terrace wall; in the second phase, room 31a will be built against it.
Pithoi in some rooms
I will make a quick diagram of where these pithoi were, and send a pic of the pithoi in the Byzantine hall at the Preserve, which is what they looked like. When we're done with the rest, it would be great to reconstruct a few of these in situ.
GUI Interaction prototype
I add an "Information" button and a C# script which is handling GUI interaction for the Room 36.
You can click the button and then the GUI will "ShowUp". Or you can press "i" key on the keyboard.
All the GUI elements are customizable. It contains of Text Header, Text Body, Text Footer, Background color and an Image Objects. If you can write small description about Room 36. I will add it. If you have any header and footer with ICA logo, please send me. I'm open for any changes, just let me know.
Fix and improvement to room 29
The interior of room 29 has a problematic intersection between two planes, so there's a step up in the floor that isn't present in reality. The floor should be one uniform, flat plane. Also, if we have a chance to add features, there was a pithos in this room more or less where I've put it. It was sitting on the floor, not embedded in it, and was supported by a ring of irregular stones. These pithoi are from a meter to a meter and a half high. I can supply some good photos from the Byzantine catalogue we produced with the Preserve, if necessary.
Tile roofs and wooden rafters for rooms 35 and 29
Raise lintels of specific doors
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