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Dragon
 
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 Post subject: GE's Cave Tiles v2
PostPosted: Mon Mar 23, 2009 1:14 am 
Updated

Tiles V2
Thanks for the comments everyone.

I redid them so that each tile is a component, as opposed to a complete section. That way you get the benefits of smaller campaing file size, and also the possible varieties are huge with much fewer tiles.

Here they are zipped:
http://www.mediafire.com/download.php?jwmmwzinwzk
(thanks kazinsky =)

Sample cmpgn file:
http://gallery.rptools.net/v/contrib/galneweinhaw/CaveTiles2/CaveTileTest_cmpgn.html


=================================================
Original post

Inspired by brigand and torstan and those transparent overlay tiles... I thought I'd give a go at it (plus it helped me learn some photoshop automation stuff =)

Here's a sample cave
http://gallery.rptools.net/d/37285-1/CaveTilesSample.jpg

and here's some tile samples:

Image

Image

Image

Random assortment completed so far here: http://gallery.rptools.net/v/contrib/galneweinhaw/caveTiles/ (the site unpacked my zip, sorry)

I decided to do them as 3x3 sqaures (100px/sq) so that the texture would appear continuous throughout the cave. I also decided to go with a different version for each rotation so the slight bevel would be consistant... and again so the texture would be seamless.

This means they aren't going to be too effective on the filesize, like torstans are =(

The only problem I am having is that on some zoom levels, the background texture is showing around the outside of the outermost tiles... like 1px wide..Grrr. Oh and this is wasting WAY too much time...lol

Thoughts? Suggestions?

Thanks!

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Last edited by galneweinhaw on Sat Apr 25, 2009 1:17 pm, edited 2 times in total.

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 4:46 am 
That's pretty much what I had planned. Looks good. =)


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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 7:03 am 
Nice! :)

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 7:17 am 
Looks good. Very nice all round I have to say. The 1 px line is something I found as well, and one reason for my tile having an extra clear square on either side that the colour bleeds into.

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 7:42 am 
Nice job! Will be a handy addition to the library.

I wouldn't worry too much about the 1px gap.


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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 7:57 am 
The gap is a problem with the way the different zoom levels are handled. Doesn't have anything to do with the tiles themselves.


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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 11:34 am 
That

Looks

Awesome!!!

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Mon Mar 23, 2009 11:42 am 
It would be a perfect world if there was a way to bind topology to these.

Great work!

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Tue Mar 24, 2009 2:05 pm 
Gorgeous! I'm going to go build out my dragon cave for Thursday's game right now. I'll try to post feedback.

Edit: here's a LINK to a ZIP of all the CaveTiles hosted on Mediafire.


Last edited by kazinsky on Tue Mar 24, 2009 4:12 pm, edited 2 times in total.

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Tue Mar 24, 2009 3:34 pm 
keithcurtis wrote:
It would be a perfect world if there was a way to bind topology to these.

Great work!


I believe that is planned for early on in 1.4, if memory serves.

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 Post subject: Re: Cave Tiles... your thoughts?
PostPosted: Sat Mar 28, 2009 4:42 pm 
Thanks for the comments everyone.

I redid them so that each tile is a component, as opposed to a complete section. That way you get the benefits of smaller campaing file size, and also the possible varieties are huge with much fewer tiles.

Here they are zipped:
http://www.mediafire.com/?3izm9ngmnm0
(thanks kazinsky =)

Sample cmpgn file:
http://gallery.rptools.net/v/contrib/galneweinhaw/CaveTiles2/CaveTileTest_cmpgn.html

Examples:

A wall tile:
Image

A different wall tile:

Image

overlap them and you'll get a curvy looking N-S passage, or they could be chamber walls. Or join them with inside corners to get T junctions etc etc.

This first set has 3 of each wall tile:

1 = straightish
2 = concave (curved in)
3 = convex (curved out)

Which give 9 different possible N-S passages, and 9 different E-W passages.

There are one of each outside corner:
Image

And two of each inside corner (while playing around, I noticed the need for more variety here)

Image

With these, you can basically make anything.... almost. Next set, if there's interest, or I find a need for them =) will be offset 5ft so not all the junctions will be in the middle, allowing for easy 10ft passages and other chamber, corner everything else combinations =)

Thought and critisicms appreciated =D

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 Post subject: Re: GE's Cave Tiles v2
PostPosted: Thu Apr 23, 2009 1:29 pm 
Do you have any suggestions on how to apply VBL to your tiles?

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 Post subject: Re: GE's Cave Tiles v2
PostPosted: Fri Apr 24, 2009 2:10 am 
I'd do an outline snap to grid (see the image), and then add a few extra lines at the corners as you can see below.

For D&D 3.5, MT vision doesn't show you as much as your character can actually see, so by not bringing the corners right to the edge (say just up to the edge of the black like I tried) it's probably closer to what he is supposed to see.
Attachment:
CaveVBL1.jpg
CaveVBL1.jpg [ 125.51 KiB | Viewed 9890 times ]


Hope that helps...

If you are using them, I've made a lot more tiles to complete the set and then some. Let me know if you want to try them and I'll package and upload.

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 Post subject: Re: GE's Cave Tiles v2
PostPosted: Fri Apr 24, 2009 3:25 am 
galneweinhaw wrote:
If you are using them, I've made a lot more tiles to complete the set and then some. Let me know if you want to try them and I'll package and upload.


I'd like that, please. :)
What would you recommand to resize them to 50px ? (software and how-to)

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 Post subject: Re: GE's Cave Tiles v2
PostPosted: Fri Apr 24, 2009 8:27 am 
Thanks for the ideas about VBL. The one thing that does not handle well is secret/concealed doors-passageways. Of course MT1.4 and binding VBL to a terrain tile would be ideal as we could have a hidden terrain tile that is the secret passageway that we make visible when they find it...

Oh and yeah, if you have more they would be great to have!

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