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  • Originally posted by richardh View Post
    Hmmm, A bit contradictory those examples are aren't they? I'm more confused than ever!
    Don't be, Richard

    If the Millers Court drawing in your post #93 is to be believed (and I think it should be as it appears to be based on a photograph) then your thoughts on the arrangement of the three cottages on the right side of the court are quite correct. I never took much notice of this drawing before as I'd only seen murky reproductions but this enhancement by Chris Scott (and get well soon, Chris) brings out a lot of extra detail. Now if we compare this with the drawing posted by Nemo in post #100 and use the light on the wall as a reference point and take into account the two windows side by side then, hey presto, we have the arrangement of the cottages on the left hand side of the court which would be

    1 and 2 = door, window

    3 and 4 =window, door

    5 and 6 = window, door

    Thanks for the PM. I'll reply in the next couple of days.
    allisvanityandvexationofspirit

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    • Originally posted by richardh View Post
      Still working on the external details of Miller's Court but loads to do and I think I'm getting a bit pedantic and OCD over how it looks. So I can't release a new version just yet until I get it to how I like (or at least 90% presentable). I'd say it's 60% there.
      Will have something soon(ish).

      This is incredible work, Richard. Thanks so much.

      curious

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      • Originally posted by Nemo View Post
        PS
        Note the door position within the alleyway that would appear to me to open on a corridor with the stairs to the left
        You mean 'Prater's door?
        In my 3D version I have that door positioned on the other side of Number 13's partition. In the Goad's image, the door looks to be further along the alleyway - almost midway.
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        • Hi Richard

          It's the position of that door that dictates how I think the interior was constructed

          There doesn't appear to me to be a good reason for that door to be there so close to the front door, though I believe the court was once a garden area and may have been gated, so "Prater's door" may possibly be a sort of tradesman's entrance, though I would have expected it to be nearer the kitchen, which I would have placed in room 13, which has it's own door, more likely to be the tradesman's door in that instance (IMO)

          There is certainly enough room for stairs to be on your left as you enter Prater's door, as per normal, whereas some people suggest two sets of stairs, one for the main part of the house and one for access to the upper floors through Prater's door

          I'll leave it to you and others to decide as I'm not familiar with the layout of this type of building but I really don't think that there would be two sets of stairs in such close proximity to each other

          However, I know some very old houses did indeed have a separate set of stairs for servants and the like, so it is possible

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          • Red Herring

            Originally posted by richardh View Post
            You mean 'Prater's door?
            In my 3D version I have that door positioned on the other side of Number 13's partition. In the Goad's image, the door looks to be further along the alleyway - almost midway.
            Quite right too, Richard

            Everybody knows where 'Prater's staircase' was.

            Goad Maps didn't show doorways.

            So what is depicted there on that map is anybody's guess.
            allisvanityandvexationofspirit

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            • I've had a look at some Goad maps and the keys/legends and there is the possibility that what looks to be a door in the alley is not a door as Stephen says

              The Goad maps show walls with a code to denote any resistance or non-resistance to fire, so that mark may just indicate that there is an opening in that wall, not necessarily in that position

              There are codes such as ML for "matchwood lining" etc and there appears to be a "cl" by the mark

              Would that be "concrete lined" or similar?

              If we could see the legend from that particular map then it should show any signs or abbreviations used, which appear to differ from map to map

              The mark may also just show a gap in the wall with a number 1 next to it denoting a gap in one floor/storey only

              Perhaps Rob Clack could clarify that for us

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              • Very impressive work here. In the first drawing of Mary's room at the start of this thread, the washboard and stand is right in the corner by the bed so I'm wondering If this was moved previously by the photographer to gain better access to take the shot towards the window? This might explain why the bed was moved and ended up at an angle.

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                • UPDATE:
                  I have wasted a day faffing with the software i'm using to create this project. Because the level of detail is now high, things have started to slow down with regard to FPS (frames per second) so it was getting a bit laggy when walking around the court. However, I've now sorted out the 'culling' system and FPS is very high and things are really smooth again. This is great news because I can now work on Prater's room and all the other homes in the court without worrying about the size of the project. When you walk around the court and enter the houses and go upstairs etc. you will have no lag and a nice smooth walk. This is also pertinent for when I get going on Mitre Square, Hanbury Street etc.

                  Eventually, with the aid of culling (hiding geometry that you're not looking at) it will be possible to create a very large chunk of Whitechapel - including streets and alleys. I was working on Dorset Street a few months ago (not literally of course) and I'm thinking of eventually extending Miller's Court so the visitor can walk out the court and into Dorset Street, across the road to Crossingham's and walk the length of Dorset Street, down Little Paternoster Row etc.

                  But first.. Miller's Court.
                  More soon.
                  thanks for the kind comments.
                  Richard
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                  • Originally posted by richardh View Post
                    Eventually, with the aid of culling (hiding geometry that you're not looking at) it will be possible to create a very large chunk of Whitechapel - including streets and alleys. I was working on Dorset Street a few months ago (not literally of course) and I'm thinking of eventually extending Miller's Court so the visitor can walk out the court and into Dorset Street, across the road to Crossingham's and walk the length of Dorset Street, down Little Paternoster Row etc.
                    Don't promise what you can't deliver.

                    How about a virtual internal 26 Dorset Street?

                    You can't do it can you?
                    allisvanityandvexationofspirit

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                    • eh? Don't follow Stephen!

                      Well it wasn't really a promise, more, a hope!
                      I could create a virtual internal of 26 Dorset Street but, like No.13, it would simply be my intepretation of how it might have looked. The whole aim of this project is to provide a better visual interpretation of the areas of JtR's crime scenes. They might help provide an insight and new perspective. At the very least they will be interesting to walk around.

                      We'll see how things go eh?



                      Originally posted by Stephen Thomas View Post
                      Don't promise what you can't deliver.

                      How about a virtual internal 26 Dorset Street?

                      You can't do it can you?
                      Last edited by richardh; 12-01-2013, 04:30 PM.
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                      • Originally posted by richardh View Post
                        eh? Don't follow Stephen!

                        Well it wasn't really a promise, more, a hope!
                        I could create a virtual internal of 26 Dorset Street but, like No.13, it would simply be my intepretation of how it might have looked. The whole aim of this project is to provide a better visual interpretation of the areas of JtR's crime scenes. They might help provide an insight and new perspective. At the very least they will be interesting to walk around.

                        We'll see how things go eh?
                        Many apologies, Richard. I was just a bit gobsmacked at you thinking that you could pull off a virtual Dorset Street and Paternoster Row when we don't have sufficient illustrations for them though I can point you in the direction of a half decent photo of Crossinghams. Of course you'll be able to produce an excellent 3D representation of the whole interior of 26 Dorset Street.
                        allisvanityandvexationofspirit

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                        • Hoping to have an 80% complete 3D Miller's Court uploaded in the next few days. It's not finished by a long shot but I need feedback and suggestions so i know I'm on the right track.
                          More soon...
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                          • Okay then, I've uploaded a new but UNFINISHED version of Miller's Court so that I might gain some advice and feedback please.

                            Some notes:
                            You have free-roam of Miller's Court but cannot go into any of the houses yet. (each house will be accessible eventually)
                            You can only go up the alleyway as far as Prater's door (Prater's will be accessible eventually).
                            The only room that is accessible at the moment is No. 13 Which can be entered by clicking on the front door.
                            Move about the scene by pressing W,A,S,D keys on your keyboard. moving your mouse will pan the camera.
                            press the following keys for:
                            higher view = R (roof)
                            lower view = F (floor)
                            zoom = Z
                            wide view = X
                            reset view = C

                            Graphics are set to low and so are shadows.

                            When you click the link it will take about 1 minute to load via your browser.

                            The thing works in your browser IE / Mozilla / Chrome. to run in the browser you will need the Unity addon which is free and quick to add to your browser. If you haven't got it installed just click to install it when you first open the link. Unity webplayer is a trusted addon.

                            You can go to full screen by right clicking in the window of the scene but depending on your screen resolution/width you might get a bit of distortion of the grahics (on one of my PC's, when I go to full screen, things look squished - wide and narrow graphics).

                            Much of the court is not finished yet. Textures are rough and some are unshadowed and of poor resolution
                            but the idea at the moment is to give you the chance to tell me what needs to be changed. Sizes, positions, things that are wrong, doors/windows in the wrong position, etc.

                            The link is for the browser based Unity webplayer but I can and will provide links for 'stand alone' (download it to your PC), Mac, Android etc. once I have a finished product.

                            Hope you like...

                            Some screen shots below: and the link

                            LINK >>> Miller's Court Version 2











                            Thanks
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                            • I think it's looking great Richard

                              The pump doesn't match the illustrations I've seen and there's a substantial windowsill on the window above the archway, but they are only minor points - nothing major incorrect I think

                              Your construction of the door to Room 13 matches the known photo but you have probably noticed that most press illustrations put the door slightly more forward of the archway

                              Excellent work

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                              • Thanks Nemo
                                Did you like the music? is the privy about right? Did the program load and run okay? Was it laggy or glitchy? did you play with the camera zoom/height?

                                The pump is (or was) a first attempt which was done last year. It's basically just a placement until I have modelled a more accurate and detailed model.

                                The lack of a sill is because I've not really concentrated on those windows yet. Same goes for the little window under the arch (the window of McCarthy's back shop).

                                thanks.

                                Originally posted by Nemo View Post
                                I think it's looking great Richard

                                The pump doesn't match the illustrations I've seen and there's a substantial windowsill on the window above the archway, but they are only minor points - nothing major incorrect I think

                                Your construction of the door to Room 13 matches the known photo but you have probably noticed that most press illustrations put the door slightly more forward of the archway

                                Excellent work
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