Gridfinity tiles inspired by carcassone compatible with gridfinity base plate.
Meant to use to make D&D modular dungeons like overworld maps and dungeons.
Tiles placed on a gridfinity base plate.
River Tiles placed on a Gridfinity base plate for a game with Meeples
I printed the river tiles changing filament three times, obtaining blue for water, green for grass, and white for cities and mountains.
Found the skinniest base plate. There are plates that incorporate magnets and screw.
My first tile! I combined a gridfinity base tile 1x1 with a fractal terrain generation algorithm to get grass. Changing the seed and the parameter allow to generate lots of unique grass tiles.
SCAD code improved to generate a grid of tiles each with individually different seeds, so I can print tiles all different from each others with little work!
PROBLEM: filament got stuck during the night. I need to move the filament detection closer to the head, it's a problem of my K1
Starting from a grass tile, make a structure on top of it. I made the roads sinusoidal to give them a rural look. The curved road has a different algorithm that modulates the radious into a sin.
I can extrude a smaller sinusoidal road from another to get the guardrails that look great.
Crossroads are simply made with road intersection, and the extrusion of smaller roads work as intended.
I placed a M2.5 pin on each section of the road for markers and such.
By increasing elevation, I can put a pause and change filament to have colored roads for free on all tiles, while still keeping each tile grass unique.
My K1 supports 25 tiles printed at once. I used two color changes to do a base white (cheap) than do the green for the grass, then return to the white for the road and be ready for the next batch done the same way.
Printed the plate with 25 mixed tiles and two colors, green for base, white for the road, it came out great!
Some pins need to be deeper when the generation gives a low Z.
This tile creates a single church building on top of a platform on top of a hill.
I improved the grid generator to select the number of tiles with road, and it will give you a grid with the tiles already mixed road/no road.
I created hill function that modifies the fractal to always creat a hill. The height is not the millimeters you give but is consistent, I would have to dig in the procedural generation to see why the number is what it is.
Created truncated cone function to make a platform. I'd like to make cobblestone patterns on top.
Made the pin deeper from 7 to 10mm as some tiles are too low in Z.
Set a pause at layer 158 to switch from green to white. Had some bleeding on a few taller hills.
Placing alongside the road tiles works great!
Taking inspiration from carcassone, I can a number of sides to be cities, so I can tile them and build cities of arbitrary size for my campaigns.
First hurdle is 1/4 city generation. I need the city to be higher than the road to get away from terrain and have margin for the filament change.
The walls are a module that go from point to point and have a top indent. One day I'd like to texture the wall.
I decided to have three linear walls dotted with four rounded towers, and behind a plaza where the buildings are placed. The rounded walls of the tower round the corners nicely and hide the connection. Anotherr advantge is that I can select point to get 2/4 and 3/4 cities without changing the generation rules, just the points.
For the buildings, I reuse the house module I made. I tried several way, and the way to go is to place random houses of small and medium size on a rectangle, then extrude the polygon that makes the city. This approach shoud scale to larger city tiles with different shape.
Combine All and I have the 1/4 city tile that scales to 2/4 3/4 and 4/4 hopefully. Just add optional roads and pins on the terrain.
I added two functions to render tiles with multiple 1/4 cities and 1/4 city tiles with multiple road configuration and made a 25X city tile plate that fits my printer with one color change from green to white at layer 158.
For the two quarter city, the points for two walls have been moved up to the diagonal. Added a curved road in front of the walls.
Another configuration of the two quarter city is a long boi flanked by two grass sides. Added an herald symbol to signify a special building. The city block function is flexible enough to accomodate the eight point poly that define the perimeter of the city. Increased building density to properly fill it.
Three quarter city with an option for an incoming road, and an option for the heraldry symbol.
Finally a four sided city, it felt right to add a large building on it.
Finally all the city tiles have been mixed and rendered into a plate. With a grid function. Like all other platers, refreshing changes the location of the buildings and the shape of the terrain.
Pause added at layer 128 to switch from green to white.
The fractal generation in terrain.scad has been copied and modified from: Author Repository inder a CC 4.0 license.