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SirJoe
July 16th, 2007, 13:44
149
A collection of 10x10 room segments with which you can 'stamp down' to create larger, more complex rooms and dungeons. Created for use with 32 pixel tokens (ie 32 pixles per 5ft) in PNG file format for possible loading as 'tokens' to build maps in FG2. These should be a good test set for those wishing to take on the challenge of creating a stamp-down map solution in FG2.

A couple of sample images from the set follow:
150151152
Cheers,
JS

NymTevlyn
July 16th, 2007, 18:11
That's exactly the kind of stuff I wish FG2 had implemented by default with a filetree like organization and thumbnails to represent what they are.

Griogre
July 16th, 2007, 22:15
Sir Joe a great effort, but I don't want you to spend a great deal of time on this if you don't realize this will not work in FG right now.

Tokens don't stack on other tokens well because there is a last placed last out order to stacking tokens. Thus when you place one of your tiles and then put a token on top of it when you try to grab the token you are going to get the tile not the token. For the tiles to work you would need FG to use a last placed, first out. If I managed to confuse you with my explanation place a couple of tile tokens down and place some characters tokens on them. Then move the character tokens around on the tiles.

Nice tiles, but I noticed your center floor section tile doesn't match the color of the other floors. I'm not sure it that was on purpose or not.

SirJoe
July 17th, 2007, 00:28
Nice tiles, but I noticed your center floor section tile doesn't match the color of the other floors. I'm not sure it that was on purpose or not.

Thanks for the explanation. When I made these, I already knew that FG2's current token approach would not really do the trick, but it's good to put up some ideas and proof of concept stuff. Incidentally, there is only about 45min of work in those tiles. If people want, they can always use a simple (and free!) graphics program like PAINT.net or The Gimp to put these together to form map images.

As for the color, I've structured the colors so that the floor colors fade inwards towards, meaning that the centre of large rooms look brighter than the edges. I may need to pull the color fades back a bit, but as I said, this is justa proof of concept set of tiles to see if there is interest.

Here is the actual room layout what was cut up into 10x10 chunks. This room layout structure gives me all the essentual shapes needed for any other room type. Change the walls and floor types is a single command, so I all now need to do is write a macro to save off the tiles in from this design and I should have an automated 'factory' for making generic battlemaps with lots of different floor and wall textures.

156

Cheers,
JS

NymTevlyn
July 17th, 2007, 00:53
It may not work right now, but if we can get the devs to make it work.... ^_^

tdwyer11b
July 17th, 2007, 02:18
Well these will work for a couple of VGT's that I know of, so your work isn't totally for nothing if the devs don't decide to implement another layer.

heruca
July 17th, 2007, 04:03
They'd work a lot better in other VT apps (or even in FG, if the devs add support for this) if they had a transparent background and were created at much higher resolution.

Belizan
July 17th, 2007, 04:20
I'm still reading over the ruleset documentation, but seems like you should be able to create a control/icon wrapper set that would allow you to use these pretty well.

VenomousFiligree
July 17th, 2007, 06:45
Nice tiles :)


If people want, they can always use a simple (and free!) graphics program like PAINT.net or The Gimp to put these together to form map images.

I use this method with SkeletonKey (https://www.skeletonkeygames.com/products.html) map tiles quite a bit

:)
MB

Mellock
July 17th, 2007, 07:30
Ah, I do that with the tiles on the back of the DMG :) (scanned them in).

I usually open a lot of them in photoshop, then pick and copy-paste any ones I want. But opening a few sessions of paint or anything will do just as well :)

Griogre
July 17th, 2007, 21:11
Nice tiles :)


I use this method with SkeletonKey (https://www.skeletonkeygames.com/products.html) map tiles quite a bit

:)
MB
I do too. Though I usually use the old DungeonCrafter2 to stitch them togeather. Here's an old proof of concept

https://i105.photobucket.com/albums/m222/Griogre/XCavetoCryptofBlood01.png

And with the BM3 Tiles by Sir Joe

https://i105.photobucket.com/albums/m222/Griogre/BM3.png

SirJoe
July 18th, 2007, 02:49
https://i105.photobucket.com/albums/m222/Griogre/BM3.png


Hmmm... that worked great! I need to do a little work on that color fading and touch up the vertical hall...

I'll redo later and post up a corrected set. I'll also rerender my other 'room maps' with a white background so they will match these tiles. Wooohooo... looks like we are getting a system going here!

SirJoe
July 18th, 2007, 02:54
They'd work a lot better in other VT apps (or even in FG, if the devs add support for this) if they had a transparent background and were created at much higher resolution.


Yup. These were saved for use at 32 pixles / 5f. The other 'standard' resolution for gaming is 50 pixles / 5F. What matters here is not so much the 'per inch' resolution of the graphic (eg, 300dpi for print quality) but the actual pixle count to map scale ratio.

Now that I can see there is an interest for these, I'll render out at 50 pixles / 5f. Giving these an transparent background may be more tricky without having to go into photoshop for touch-up work, which is NOT something I want to do (too time-consuming!)

Cheers,
JS

FlatNineSharpFive
August 17th, 2007, 16:42
You know, if you read up a bit on applying pattern and stroke effects in photoshop's layer styles (the little circle with the f in it at the bottom of the layers palette) you can easily generate a dungeon that looks just like this in seconds (after you've set up your styles). Basically, you create a square on a transparent layer, apply the non-destructive effect or style, and you have a room! Then you save it as a .png with transparency intact.

https://lh6.google.com/brennen.reece/RsW_MYBLP6I/AAAAAAAAACE/sf_3XxZoUFw/s144/before.jpg (https://lh6.google.com/brennen.reece/RsW_MYBLP6I/AAAAAAAAACE/sf_3XxZoUFw/before.jpg) https://lh3.google.com/brennen.reece/RsW_GoBLP5I/AAAAAAAAAB8/arRV_joaN2k/s144/after.jpg (https://lh3.google.com/brennen.reece/RsW_GoBLP5I/AAAAAAAAAB8/arRV_joaN2k/after.jpg)

Oh yeah...and if you don't like something you've done, all you have to do is erase a segment of room or muck about with the styles.

heruca
August 18th, 2007, 17:59
Those links aren't working, FlatNine.

FlatNineSharpFive
August 18th, 2007, 23:38
Those links aren't working, FlatNine.

Hmmm. That's odd. They worked yesterday. Try this link instead:

https://picasaweb.google.com/brennen.reece/GameStuff

heruca
August 22nd, 2007, 15:50
That worked, thanks.

Yeah, that's a great way to produce good looking maps fast.