Also, I am using this tool to assist in drawing street networks in the OpenGeoFiction online fantasy mapping tool (using the Java Open Street Map Editor and image import plugins).
Create procedurally generated city maps in the style of American grid-based cities.
More detailed documentation and instructions here.
Support the project on Patreon
Follow me on Twitter: @probabletrain
View the source: Github
- 3D model export has just been released, Blender tutorial available here: https://maps.probabletrain.com/#/stl
Using downloaded assets:
Feel free to use downloaded images and 3D models however you like! Credit is appreciated but not required.
I'd love to see what you make, send it to me on Twitter!
- .png download
- .png heightmap download
- .svg download
- .stl download
- Several colour themes including Google Maps, Apple Maps, and hand-drawn styles
- Pseudo-3D buildings
- Open source
- Click 'Generate' in the menu in the top right
- Drag and scroll to pan and zoom
- Open the 'Style' folder to access styling options - Switch to 'GoogleNoZoom' to see 3D buildings, or 'Google' to see buildings when zoomed in
- You can turn 3D buildings on/off for any style with 'buildingModels'
- When 'zoomBuildings' is enabled, buildings are only shown when zoomed in
- Download a high-res image of what's on screen with the 'Download' button in the 'options' folder
- Use 'imageScale' to control the resolution of the downloaded image - higher imageScale for higher resolution
- Mac users and other users with high-DPI displays - Tick 'highDPI' under options to increase the resolution of the canvas
- The size of the generated world depends on your zoom + pan when you click generate
- The more zoomed in you are, the smaller the map and the faster it will generate
- 3D buildings slow down pan+zoom, but not generation time. You can turn them on when you want them with the 'buildingModels' option under 'Style'
Cities are generated using tensor field. If you open the 'Tensor Field' folder you'll be able to view and edit it. You can add and remove grid elements. Use the red squares to drag them to different positions. Under the folder corresponding to each element, you can change its size and decay. You can also change the angle of the fields.
Click 'setRecommended' in the tensor field folder to have the tool place 4 grids and one radial field in the scene. These have random parameters, so click multiple times until you find one you like
IMPORTANT: After editing the Tensor field, you need to open the 'Maps' folder to generate roads. The main 'generate' button above the tensor folder will randomise the tensor field.
Open the 'Maps' folder to start creating roads. You can click 'generateEverything' or step through the process manually.
- Water - generate until you find a sea and river combination you like. Under the params folders, you can change the noise parameters to control how rough the shore and river bank are. The simplify tolerance controls how closely the road follows the waterline.
- Roads - There are three road sizes: main, major, minor. Under each of the folders, you can click generate to create each class of roads individually. You can go back and edit the tensor field at any point in this process to create roads on different tensor fields. Experiment.
- Buildings - click 'addBuildings' to fill the city with buildings. If you can't see them, the chosen style might not display buildings, or you might not be zoomed in enough. The 'Default' style, and 'GoogleNoZoom' styles both show buildings at all zoom levels. You can change the minimum building size, and the sidewalk size with 'shrinkSpacing'
- Animation - Generation will be faster if you untick 'Animate', but note that this will swamp the UI thread so you won't be able to pan, zoom, or retry until generation has completed. Animation speed gives you a tradeoff between FPS and generation time.
Here are the steps I usually take when I use the tool:
- Water First - I open the
Map/Waterfolder and click
Generateuntil I’m happy with the water features.
- Tensor Field Detail - Opening the
Tensorfolder reveals the tensor field. I
addRadiala couple of times to add some roundabouts. I
addGrida few times and change their size, decay, and position to vary the grid structure.
- Roads - I step through each of the
Generateing roads at each stage, moving to the next when I’m happy. Increase
Map/Paramsif you want more parks.
- Buildings -
Source code: Github
Feel free to contact me with any questions, feature requests, or bug reports by email, Twitter, Github, or in the comments.
Check out the project board for known bugs/upcoming features.
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I'm having way too much fun with this. How does one enable the ability to generate more than one river through the city?
One bug I noticed is that parks seem to clump together and are not spread out. A few possible features I think would improve the generator would be a way to better center the river perhaps, and control how much ocean is generated (sometimes, I've noticed, only a sliver of both is visible). I'm interested in possibly contributing to the project.
Hello! your work is remarkable I would like to propose the following functionality: I wish that it is possible to import 3d models, or then, in the parameters of the buildings, to be able to control the size (in length and width) of the buildings, in order that it is easy to replace them after export in stl by models that we created ourselves
This is rad! Thank you
This is really cool, it looks almost like real cities!