CF::MinimumSize = 4
startshape big
rsi = 0.46
shape quad
rule {
SQUARE[ s 1.015 b -1]
SQUARE[s 1 b 1 ]
}
shape big
{
loop 4 [y (0.5+rand(0.8))]big_x[s 1 (1.2+rand(0.5))]
}
shape big_x
{
loop 4 [x (1+rand(1))] frac[s (1.2+rand(0.58)) 1]
}
shape frac
rule {
quad[ ]
frac [x 0.25 y 0.25 s rsi r -90 b -0.9]
frac[ x -0.25 y 0.25 s rsi r 0 b -0.8]
frac[ x -0.25 y -0.25 s (rsi/2) r 90 b -0.7]
frac[ x 0.25 y -0.25 s rsi r 90 b -0.6]
}
rule {
quad[ ]
frac [x 0.25 y 0.25 s rsi r -90 b -0.6]
frac[ x -0.25 y 0.25 s rsi r 0 b -0.7]
frac[ x 0.25 y -0.25 s (rsi/2) r 90 b -0.8]
frac[ x -0.25 y -0.25 s rsi r 90 b -0.9]
}
Enjoy!!
Last edited by barcud on Fri Sep 03, 2021 5:49 am, edited 1 time in total.
This is pretty cool; it reminds me of RPG maps, like
in Shadowrun.
How did you have this idea? And the follow-up render idea? I never
heard of aerialod before. I assume you must have some experience
with that? It looks a bit like an artistic rendering actually - I saw
somewhat similar renderings done via blender on the old cg-forum
if anyone remembers that...
Edit: The name is city map? I usually look at the gallery first actually
and less so on the forum.
Aerialod was also a new one for me - it's another free program by the guy who did MagicaVoxel and I follow him on Twitter - that's how I came across it.
I have only recently (re)started with Context Free - I am actually a StructureSynth person - a (sort of) 3D version of CFDG. I had generated some map like thing in Structure Synth and somebody asked if it would be possible to do that in ContextFree so I gave it a go and it worked quite easily.
Using StrucutreSynth I quite often export objects and render them externally so I am quite used to that and using heightmaps is just one of those things that's quite handy for all kind of surface structures in renders and/or when you are doing fractals in Mandelbulb3D.
The "City map" gallery is close but the real code for the map is in the post.
CF::MinimumSize = 4
CF::Background = [b -1]
startshape big
rsi = 0.4
shape quad
rule {
SQUARE[ s 1.1 b 0.2]
SQUARE[s 1 b -2 ]
}
shape big
{
loop 8 [y (0.5+rand(0.8))]big_x[s 1 (1.2+rand(0.5)) ]
}
shape big_x
{
loop 7 [x (1+rand(1))] frac[s (1.2+rand(0.58)) 1 ]
}
shape frac
rule {
quad[ ]
frac [x 0.15 y 0.15 s rsi r -90 b rand(0.1,0.3)]
frac[ x -0.25 y 0.25 s rsi r 0 b rand(0.1,0.3)]
frac[ x -0.25 y -0.25 s (rsi/2) r 90 b rand(0.1,0.3)]
frac[ x 0.25 y -0.25 s rsi r 90 b rand(0.1,0.3)]
}
rule {
quad[ ]
frac [x 0.25 y 0.25 s rsi r -90 b rand(0.1,0.3)]
frac[ x -0.25 y 0.25 s rsi r 0 b rand(0.1,0.3)]
frac[ x 0.25 y -0.25 s (rsi/2) r 90 b rand(0.1,0.3)]
frac[ x -0.25 y -0.25 s rsi r 90 b rand(0.1,0.3)]
}
This results in this heightmap:
CityMap_9b_KYK.jpg (179.67 KiB) Viewed 109019 times
This is REALLY really cool ... one could almost make a game from that,
like have cfdg auto-generate the base, then add on (at the least 3D objects
could be done; evidently a game may require a bit more effort, but that's
pretty cool to push cfdg to new frontiers).
It reminds me of those small model cities where you had very small cars.
Not sure if anyone collects them still ...
barcud, really impressive, good job. By the way, it reminds me of cities with very small cars too
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