TokenTool 1.0 Development Build 28

New build announcements plus site news and changes.

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Jector
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Re: TokenTool 1.0 Development Build 28

Post by Jector »

Here's some proper beveling and more shadow on the text. I'll see about tracking down the Charlemagne font, that's nice.

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Jshock
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Re: TokenTool 1.0 Development Build 28

Post by Jshock »

Yeah, that's better- lightening the background makes the text pop better. Are you using Photoshop? I think Charlemagne's standard for CS.

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Jector
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Re: TokenTool 1.0 Development Build 28

Post by Jector »

Paint Shop Pro X. Found some more fonts that may work better. The Charlemagne they have at dafont is definitely NOT the one you used.

The gal has arrived so it will be tomorrow or later until I can get back to it.
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trevor
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Re: TokenTool 1.0 Development Build 28

Post by trevor »

I like the red and yellow, that really sticks out
Dreaming of a 1.3 release

Phergus
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Re: TokenTool 1.0 Development Build 28

Post by Phergus »

Jector wrote:What would you like for the largest size, sir? I'd think hex users could use some higher rez stuff as we do some wargaming with large ships/vehicles/whathaveyou that are nice to have detail.
Yeah, I like the higher-res frames so that more token image detail can be kept. I believe TokenTool maxes at out 256x256 and that works fine for me.

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Jector
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Re: TokenTool 1.0 Development Build 28

Post by Jector »

Oh. I didn't know it had a max. That's good to know.
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Azhrei
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Re: TokenTool 1.0 Development Build 28

Post by Azhrei »

Jector wrote:Oh. I didn't know it had a max. That's good to know.
Yeah, not sure why it has a max. No good reason for it that I can see, actually.

I noticed while I was in there turning off the "New Map" right-click on the image explorer that MT checks the image size. If the image in the image explorer is less than 200 pixels either width or height then the New Map function would consider it a tile, otherwise it was the map image itself.

"Thar's GOLD in them thar' files! Arrrrrgh!"

;)

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Jshock
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Re: TokenTool 1.0 Development Build 28

Post by Jshock »

trevor wrote:I like the red and yellow, that really sticks out
I was actually shooting for wood (like the page's border) and gold, but my kung fu is weak. :(

dorpond
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Re: TokenTool 1.0 Development Build 28

Post by dorpond »

Is it me or are you guys all putting this stuff on the wrong thread?
How to use my bundled artwork (MT1.3B60+): http://forums.rptools.net/viewtopic.php?f=8&t=11759

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Jshock
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Re: TokenTool 1.0 Development Build 28

Post by Jshock »

Uhhh... Jector started it 'n stuff...

Look behind you! A monkey! *BAMF*

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Jector
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Re: TokenTool 1.0 Development Build 28

Post by Jector »

dorpond wrote:Is it me or are you guys all putting this stuff on the wrong thread?
I... uh....
Errr.....


Look! Shinys!

http://gallery.rptools.net/v/contrib/Je ... ?g2_page=2

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/runs off
I cast firecube! ~4E

Phergus
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Re: TokenTool 1.0 Development Build 28

Post by Phergus »

Killer stuff Jector! Definitely going to be using some of those in my Gamma World campaign.

dorpond
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Re: TokenTool 1.0 Development Build 28

Post by dorpond »

Jector wrote:They had to be fixed? :( What'd I do wrong? Was the pink background the wrong color?

Oh, I noticed a lack of hex frames. How much interest would there be in some of those?
/waits for phergus
No, most, if not all, of the fixes were with my frames :P
How to use my bundled artwork (MT1.3B60+): http://forums.rptools.net/viewtopic.php?f=8&t=11759

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Jector
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Re: TokenTool 1.0 Development Build 28

Post by Jector »

Phergus wrote:Killer stuff Jector! Definitely going to be using some of those in my Gamma World campaign.
Cheers! There's more at the link (in case you hadn't checked there) and I'm about to churn out some more.
dorpond wrote:
No, most, if not all, of the fixes were with my frames :P
That's a relief. Thanks for doing the fixes. :)
I cast firecube! ~4E

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Jector
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Re: TokenTool 1.0 Development Build 28

Post by Jector »

Last of the hexes. There's just a 'few' more in the new token border album I just made. :wink: Should keep Phergus happy for a while, anyway.

http://gallery.rptools.net/v/contrib/Jector/Borders/

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This "tundra" one turned out so disgusting looking that at first I wasn't going to include it. But I thought it might be great for zombies so it's called "infected".
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And I've looked at the previous round borders I did and they are all too big. I'll redo them sometime to the required 256x256. I suppose I should come up with some bases if people use them. Anyone use bases?
I cast firecube! ~4E

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