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Deity
 
Joined: Fri Mar 20, 2009 4:40 am
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Location: Netherlands
 Post subject: Re: Modern and Near-Future street tiles
PostPosted: Sat Mar 16, 2013 1:36 pm 
Cherno wrote:
Here's the link to the modern interior floorplans

http://en.swoopshare.com/file/82c39b859 ... _2&lang=en


awesome stuff! Thanks for sharing. I've taken the liberty to change them to jpg as well as thats easier to go with MT.

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Dragon
 
Joined: Fri Dec 14, 2007 9:00 am
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 Post subject: Re: Modern and Near-Future street tiles
PostPosted: Sat Mar 16, 2013 2:44 pm 
wolph42 wrote:
awesome stuff! Thanks for sharing. I've taken the liberty to change them to jpg as well as thats easier to go with MT.


I was going to do it, but you saved me a lot of time. Thanks to you both !


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Joined: Sun Dec 02, 2012 5:54 pm
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 Post subject: Re: Modern and Near-Future street tiles
PostPosted: Sat Mar 16, 2013 4:21 pm 
Ah yes, forgot about that. They were originally meant to be printed for tabletop games ;)

In further news, I spent the last 10 hours trying to get Deus Ex: HR models to show up correctly in my 3D editing program, but it doesn't look like it's gonna happen :? I got the models and textures but the UV maps are off so it's no use.


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 Post subject: Re: Modern and Near-Future street tiles
PostPosted: Sat Mar 16, 2013 5:57 pm 
booga wrote:
wolph42 wrote:
awesome stuff! Thanks for sharing. I've taken the liberty to change them to jpg as well as thats easier to go with MT.


I was going to do it, but you saved me a lot of time. Thanks to you both !


well, if you feel up to it, then you can cut the couple of jpegs out that are combined into one sheet. The tile parts that is...

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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 and Near-Future street tiles
PostPosted: Sat Mar 16, 2013 6:09 pm 
Don't bother, it's far more efficient if I just repackacge the original image files via photoshop batch processing. I'll upload the new version tomorrow.


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 Post subject: Re: Modern and Near-Future street tiles
PostPosted: Sat Mar 16, 2013 8:47 pm 
There we go:

http://en.swoopshare.com/file/a5c53de1f ... o3&lang=en


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Joined: Fri Dec 14, 2007 9:00 am
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 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Sun Mar 17, 2013 9:32 am 
Perfect !

Thanks for trying so hard with DEHR.


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Joined: Sun Dec 02, 2012 5:54 pm
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 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Sun Mar 17, 2013 11:33 am 
I'm still hoping I can make it happen because the game has a lot of really cool assets. Some people managed to extract the models and I'm trying to get hold of them to find out how they did it.


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 Post subject: Re: Modern and Near-Future street tiles
PostPosted: Mon Mar 18, 2013 4:52 am 
Cherno wrote:


the zip file appears to be corrupt. I'll try again and confirm later.

_________________
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 UPDATE: Modern floorpl
PostPosted: Mon Mar 18, 2013 5:19 am 
I just tested it and it works flawlessly on my PC.


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Joined: Mon May 31, 2010 6:03 am
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Location: Blagnac, France
 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Mon Mar 18, 2013 6:03 am 
Just to confirm, it's OK on my Mac. It must have been a glitch on your side Wolph.


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 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Mon Mar 18, 2013 6:26 am 
Cherno wrote:
I just tested it and it works flawlessly on my PC.


yup. It turned out to be a time out from the swoopshare download server, I had only downloaded half of the file. My 2nd attempt worked. So it works for me too.

_________________
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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Dragon
 
Joined: Fri Dec 14, 2007 9:00 am
Posts: 417
 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Mon Mar 18, 2013 12:38 pm 
The same thing happened to me, second time was a charm. Thanks a lot for your great work Cherno, it will be most useful for my games !


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 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Thu Nov 14, 2013 10:32 am 
I re-uploaded the file (PNG):

http://en.swoopshare.com/file/4aac6d0ed ... o3&lang=en


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 Post subject: Re: Modern & Near-Future street tiles UPDATE: Modern floorpl
PostPosted: Thu Nov 14, 2013 12:44 pm 
Actually, I re-made the tiles with a different sidewalk pattern, better for grid-based games and less repetition.

http://cherno.cwsurf.de/Streets/Streets_V2_PNG.zip

Also available as PDFs:

http://cherno.cwsurf.de/Streets/Streets_V2_PDF.zip

Image


Last edited by Cherno on Thu Nov 14, 2013 5:13 pm, edited 2 times in total.

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