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Joined: Sun Dec 02, 2012 5:54 pm
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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Sun Nov 22, 2015 9:14 am 
All files have been re-uploaded.


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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Mon Nov 23, 2015 3:23 am 
Cherno wrote:
All files have been re-uploaded.

thanks once again.

I was wondering though, would it be interesting to implement this in the dungeon builder as well? Im currently not sure how yet as the current DB works with VBL to identify the different tiles, but it should be possible if you at least have the '6 base tiles' for a cardinal 'dungeon', in your case more of a street maze.

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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Mon Nov 23, 2015 5:14 am 
The street tiles are free to be included in any collection.


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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Mon Nov 23, 2015 8:40 am 
Cherno wrote:
The street tiles are free to be included in any collection.


thanks. I checked the op and found at least one 'base set' I can extract those and place them in the DB. I still have to think of the VBL issue though...

Should you consider making more tiles, then also have a look at this thread I just created: viewtopic.php?f=46&t=26353

maybe its interesting to go for a 'full set' ?

edit: I had a look and distilled the 'base set' from your tiles. These (and 8 variant tiles) I could add to the DB. At least have a look so you know what a 'base' set it:
Attachment:
BASE tiles.zip [3.34 MiB]
Downloaded 42 times

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GETTING STARTED WITH MAPTOOLS - TUTORIALS, DOCS, VIDEOS, TOOLS, ETC

My stuff
Excel Tools: Table and Light editors
MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II,onMouseOverEvent and
DPI.
Frameworks: Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, SET Card Game, RoboRally
Wiki: Debugging Tutorial, Speed Up Your Macros, Working With Two CODE Levels, Shortcut Keys, Avoiding Stack Overflow, READ THIS


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Joined: Sun Dec 02, 2012 5:54 pm
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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Mon Nov 23, 2015 12:13 pm 
I'm not sure a full set would make sense since the street tiles don't follow the 3x3 system the dungeon walls used as examples do.


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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Mon Nov 23, 2015 1:53 pm 
Yeah, I m not sure either, it would allow for diagonal roads, which might be neat.
Note that with the db you can set parameters to e.g. Force horizontal roads. And it contains a editor where you can set connections. In all a full set would allow for more versatility and freedom (but is also quite a bit of work...)

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GETTING STARTED WITH MAPTOOLS - TUTORIALS, DOCS, VIDEOS, TOOLS, ETC

My stuff
Excel Tools: Table and Light editors
MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II,onMouseOverEvent and
DPI.
Frameworks: Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, SET Card Game, RoboRally
Wiki: Debugging Tutorial, Speed Up Your Macros, Working With Two CODE Levels, Shortcut Keys, Avoiding Stack Overflow, READ THIS


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Joined: Tue Nov 10, 2009 6:11 pm
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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Thu Nov 09, 2017 6:11 pm 
Anyone have the download from the original post of the street tiles. I would have sworn I downloaded them, but I can't seem to find on my computer.

-Thanks

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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Fri Nov 10, 2017 6:13 pm 
What do you mean? The download links are still working.


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 Post subject: Re: Modern & Near-Future street tiles
PostPosted: Fri Nov 10, 2017 6:30 pm 
Ah, you're right. The OP links are fine. I was trying to download http://cherno.cwsurf.de/Streets/Streets_V2_PNG.zip which is not.

Thanks.

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