This set of configurations was developed for POVRay fo Windows, but scene code is platform independant. But files quickres.ini and povray.ini, i simply dont know if or how they are used on other OS's. Very likely that quickres.ini is used in this specific editor to display render modes in top-left corner (pull down list).
But before starting scripting, configure your output:
Find POVRAY.ini file, edit and append lines:
Output_File_Type=N
Output_Alpha=on
that forces POVRay to generate PNG with alpha channel
For now, as a good beggining, basic setup for creating flat floor tiles.
EDIT: important update about camera angle and position, doesnt apply for floors, but for others, yes.============== FLOORS ===============
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
camera {
orthographic
location <30, 23.6, 30>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
angle 32.3
}
light_source { <40,40,40> White shadowless}
box {
<-10, -.1, -10> // one corner position <X1 Y1 Z1> leave this as it is,
< 10, 0, 10> // other corner position <X2 Y2 Z2> top face is our floor
pigment {color Yellow}
// texture
// normal
// finish
}
^ thats actual scene content, to render this is needed:
edit quickres.ini:
[Floor tile-large preview (480x230, No AA)]
Width=480
Height=230
Antialias=Off
[Floor tile (48x23, No AA)]
Width=48
Height=23
Antialias=Off
============== /FLOORS ==============
thats all for now

whenever i'll discover some more possibilities, i'll update this topic
EDIT:
created sample of config for tall objects. since image of floor is 48x23, i doubled the width to make 48x96. its quite good placeholder for street lamp for example. atm, objects wider than floor tile cant be used (but working on it

)
============== OBJECTS 48x96 ==============
edit: update to camera position&angle:
camera {
orthographic
location <30, tan(ang/57.2957795)*sqrt(2)*30, 30>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
angle 32.1
}
box {
<-10, -.1, -10> // one corner position <X1 Y1 Z1> leave this as it is,
< 10, 0, 10> // other corner position <X2 Y2 Z2> top face is our floor
pigment {color Yellow}
// texture
// normal
// finish
translate -24.8*y
}
and corresponding quickres.ini entry:
[tall object ( 48x96, no AA)]
Width=48
Height=96
Antialias=Off
[tall object-preview ( 240x480, no AA)]
Width=240
Height=480
Antialias=Off
============== /OBJECTS 48x96 =============
EDIT:
and next update, object 96x96 . i commented most important changes
last and most important configuraton i think, because it allows to create almost any kind of object.
============== OBJECTS 96x96 ==============
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
//edit: following camera config needs update,
//hold with using until proper values are discovered
//or try find them yourself :)
camera {
orthographic
location <30, tan(ang/57.2957795)*sqrt(2)*30, 30>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
angle 60.16 // this angle needs update
}
light_source { <40,40,40> White shadowless}
declare floor1 = box {
<-10, -.1, -10> // one corner position <X1 Y1 Z1> leave this as it is,
< 10, 0, 10> // other corner position <X2 Y2 Z2> top face is our floor
pigment {color Yellow}
// normal
// finish
}
union { // this is put to group objects, so they all get translated properly
object {floor1}
translate -24.47*y // <--needs update as well...
}
and corresponding quickres.ini entry:
[big object ( 96x96, no AA)]
Width=496
Height=96
Antialias=Off
[big object-preview ( 480x480, no AA)]
Width=480
Height=480
Antialias=Off
============== /OBJECTS 96x96 =============
NEW:============== OBJECTS 144x192 =============
Very usefull for bigger objects, it is able to hold up to 3x3 grid and a lot units in height, far more than game can display properly.
#declare Dai_Cam =
camera {
orthographic
location <30, tan(ang/57.2957795)*sqrt(2)*30, 30>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
angle 81.6
}
camera { Dai_Cam}
#declare Dai_Sun = light_source { <240,340,100> color rgb <1,1,1> }//shadowless
light_source { Dai_Sun }
#declare floor1 = box {
<-30, -.001, -30> // one corner position <X1 Y1 Z1> leave this as it is,
< 30, 0, 30> // other corner position <X2 Y2 Z2> top face is our floor
pigment {color Yellow}
}
union{
object {floor1 pigment{ checker pigment{color Blue*0.3}, pigment{color Red*.4} scale 20 translate <10,0,-10> }}
//this checkered floor meets in size 3x3 game tiles of grid.
// use with care as its quite big space
//checkers define areas of single tiles
//comment it out if not needed
translate <0,-tan(ang/57.2957795)*sqrt(2)*30*1.65-0.7,0> //dont ask me how i got it. i have no clue :)
}
============== /OBJECTS 144x192 ============
============== XYZ Axes Model ============
this is definition of object that is supposed to help a bit in case you loose orientation where is what.
#declare axes = union {
cylinder {0*x,10*x,.5 pigment{color rgb <1,0,0>} }
text { ttf "crystal.ttf" "X", .1, 0 pigment{color rgb <1,0,0>} rotate y*45 scale 5 translate x*10}
cylinder {0*y,10*y,.5 pigment{color rgb <0,1,0>} }
text { ttf "crystal.ttf" "Y", .1, 0 pigment{color rgb <1,0,0>} rotate y*45 scale 5 translate y*10}
cylinder {0*z,10*z,.5 pigment{color rgb <0,0,1>} }
text { ttf "crystal.ttf" "Z", .1, 0 pigment{color rgb <1,0,0>} rotate y*-135 scale 5 translate z*10}
}
//NOTE: in case of problems with font name, replace with anything suitable. if other than ttf, change 'ttf' directive as well
============== /XYZ Axes Model ============
the question is, do i correctly assume that on arches should be no shadows?actually, using shadowless camera is sometimes needed, sometimes its not the best choice.
best bet in case of notorious shadow problems with specific object is to put 'no_shadow' directive at the end of object definition.