GE's Cave Tiles v2
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- galneweinhaw
- Dragon
- Posts: 481
- Joined: Tue Jan 02, 2007 3:03 pm
GE's Cave Tiles v2
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/ga ... 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/Ca ... Sample.jpg
and here's some tile samples:
Random assortment completed so far here: http://gallery.rptools.net/v/contrib/ga ... 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!
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/ga ... 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/Ca ... Sample.jpg
and here's some tile samples:
Random assortment completed so far here: http://gallery.rptools.net/v/contrib/ga ... 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!
Last edited by galneweinhaw on Sat Apr 25, 2009 2:17 pm, edited 2 times in total.
galneweinhaw = galileo newton einstein hawking
- Brigand
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Re: Cave Tiles... your thoughts?
That's pretty much what I had planned. Looks good. =)
Re: Cave Tiles... your thoughts?
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.
Re: Cave Tiles... your thoughts?
Nice job! Will be a handy addition to the library.
I wouldn't worry too much about the 1px gap.
I wouldn't worry too much about the 1px gap.
- Brigand
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Re: Cave Tiles... your thoughts?
The gap is a problem with the way the different zoom levels are handled. Doesn't have anything to do with the tiles themselves.
- wrathchild
- Dragon
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Re: Cave Tiles... your thoughts?
That
Looks
Awesome!!!
Looks
Awesome!!!
Entering the Digital Age of Roleplaying.
Part of the Resident GURPS Lobby.
Calling for Halos to be Hexified.
Part of the Resident GURPS Lobby.
Calling for Halos to be Hexified.
- keithcurtis
- Giant
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Re: Cave Tiles... your thoughts?
It would be a perfect world if there was a way to bind topology to these.
Great work!
Great work!
Re: Cave Tiles... your thoughts?
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.
Edit: here's a LINK to a ZIP of all the CaveTiles hosted on Mediafire.
Last edited by kazinsky on Tue Mar 24, 2009 5:12 pm, edited 2 times in total.
Re: Cave Tiles... your thoughts?
I believe that is planned for early on in 1.4, if memory serves.keithcurtis wrote:It would be a perfect world if there was a way to bind topology to these.
Great work!
- galneweinhaw
- Dragon
- Posts: 481
- Joined: Tue Jan 02, 2007 3:03 pm
Re: Cave Tiles... your thoughts?
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/ga ... cmpgn.html
Examples:
A wall tile:
A different wall tile:
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:
And two of each inside corner (while playing around, I noticed the need for more variety here)
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
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/ga ... cmpgn.html
Examples:
A wall tile:
A different wall tile:
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:
And two of each inside corner (while playing around, I noticed the need for more variety here)
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
galneweinhaw = galileo newton einstein hawking
- lmarkus001
- Great Wyrm
- Posts: 1867
- Joined: Sat Mar 29, 2008 12:30 am
- Location: Layfayette Hill, PA
Re: GE's Cave Tiles v2
Do you have any suggestions on how to apply VBL to your tiles?
- galneweinhaw
- Dragon
- Posts: 481
- Joined: Tue Jan 02, 2007 3:03 pm
Re: GE's Cave Tiles v2
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. 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.
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. 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.
galneweinhaw = galileo newton einstein hawking
Re: GE's Cave Tiles v2
I'd like that, please.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.
What would you recommand to resize them to 50px ? (software and how-to)
- lmarkus001
- Great Wyrm
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- Joined: Sat Mar 29, 2008 12:30 am
- Location: Layfayette Hill, PA
Re: GE's Cave Tiles v2
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!
Oh and yeah, if you have more they would be great to have!