Modern & Near-Future street tiles

For everything about graphics/tokens developed by users and offered for others to use in their games.

Moderators: dorpond, trevor, Azhrei, giliath, Gamerdude, jay, Mr.Ice

User avatar
Cherno
Giant
Posts: 193
Joined: Sun Dec 02, 2012 5:54 pm

Re: Modern & Near-Future street tiles

Post by Cherno »

All files have been re-uploaded.

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: Modern & Near-Future street tiles

Post by wolph42 »

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.

User avatar
Cherno
Giant
Posts: 193
Joined: Sun Dec 02, 2012 5:54 pm

Re: Modern & Near-Future street tiles

Post by Cherno »

The street tiles are free to be included in any collection.

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: Modern & Near-Future street tiles

Post by wolph42 »

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: http://forums.rptools.net/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:
BASE tiles.zip
(3.34 MiB) Downloaded 161 times

User avatar
Cherno
Giant
Posts: 193
Joined: Sun Dec 02, 2012 5:54 pm

Re: Modern & Near-Future street tiles

Post by Cherno »

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.

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: Modern & Near-Future street tiles

Post by wolph42 »

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...)

User avatar
aliasmask
RPTools Team
Posts: 9024
Joined: Tue Nov 10, 2009 6:11 pm
Location: Bay Area

Re: Modern & Near-Future street tiles

Post by aliasmask »

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

User avatar
Cherno
Giant
Posts: 193
Joined: Sun Dec 02, 2012 5:54 pm

Re: Modern & Near-Future street tiles

Post by Cherno »

What do you mean? The download links are still working.

User avatar
aliasmask
RPTools Team
Posts: 9024
Joined: Tue Nov 10, 2009 6:11 pm
Location: Bay Area

Re: Modern & Near-Future street tiles

Post by aliasmask »

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.

Post Reply

Return to “Tilesets, Token Libraries, and Complete Maps”