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Subject Topic: 6x6 Dungeon Tile Set ...309 of them... Post ReplyPost New Topic
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Bogie
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Posted: 02/08/2012 at 6:06pm | IP Logged Quote Bogie

Great new tiles PB!

Ah, yes, I remember my obsessive table-making years!
Now I am in my obsessive Tavern Table-making phase.

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ProBono
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Posted: 02/09/2012 at 7:46am | IP Logged Quote ProBono

Dear Blog,
Finally got around to making an up to date Contact Sheet, now on RpgMapshare. Feedback is an odd thing.
Dorpond says there were several hundred downloads of the MapTools set, and there are some 18,000 hits on this
thread, but across the three sites only five people have actually said they have used the tiles. And two of them
were Maxxx and Bogie. Oh well...


Dungeon Tile CONTACT Sheet ...HERE...
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ProBono
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Posted: 02/12/2012 at 4:26am | IP Logged Quote ProBono

NOTE -

MEGA-DOWNLOAD - jpeg tiles 001 to 276 plus extras on link below...

Dungeon Tile Set 001 to 276 ...HERE... on RpgMapShare....


It's a 125mb ZIP, so expect it to take a little while to download. Unzip (download, find file, right click and "Extract All"). Comes with Dundjinni ~properties files in each folder, which allows it to go straight into your DJ folder structure. Those without Dj can delete or ignore the ~properties files. Please read the License included.

Give thanks unto Steel Rat for hosting.

Feedback welcome.

Enjoy!
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Bogie
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Posted: 02/12/2012 at 9:00am | IP Logged Quote Bogie

WOW !!!!!   !!!!!

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ProBono
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Posted: 05/02/2012 at 12:56pm | IP Logged Quote ProBono

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Bogie
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Posted: 05/02/2012 at 1:48pm | IP Logged Quote Bogie

Excellent!!!

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Serendipitous
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Posted: 05/08/2012 at 8:24am | IP Logged Quote Serendipitous

PB - I'm downloading the pack now and can't wait to start building the dungeons for my campaign with these. Between this awesome pack and Brimstone's Grassland Ruins tileset, I think i've just about got the entire campaign planned out.

*post script edit*

HOLY STROMBOLI! these tiles are AMAZING!!! I'm building dungeon 1 of 5 for my campaign and I'm absolutely floored!

Edited by Serendipitous on 05/08/2012 at 9:50am
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Serendipitous
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Posted: 05/08/2012 at 12:41pm | IP Logged Quote Serendipitous

   I love these tiles but I've encountered a couple of small snags when using them.

   The first one is easy to fix. I'd like to know what shadow you used when making the tiles so I can apply them to some of the overlays that don't have it built in.

   Secondly, if I export the map as a bitmap for fixing up in Photoshop and I leave the grid off (which is my preference) I've got a small gap between several of the tiles. I've figured the best way to solve that would be to use the floor and wall textures that you used when making the tiles in DJ (or even as Patterns in Photoshop) to go behind the gaps and fill in the spaces.

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ProBono
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Posted: 05/09/2012 at 2:34am | IP Logged Quote ProBono

Hi Serendipitous,

Glad they are of interest. Consider exporting the final map at 100dpi and see if the results are acceptable.
More details below, hope they make sense.

Serendipitous wrote:
   What shadows you used when making the tiles.

Here is a ZIP of the main shadows / lights / stairs used (puting one shadow on top of another for darker corners):
ZIP_Shadows_for_Tiles.zip

Serendipitous wrote:
   If I export the map as a bitmap for fixing up in Photoshop ... I've got a small gap between several of the tiles. I've figured the best way to solve that would be to use the floor and wall textures that you used when making the tiles in DJ (or even as Patterns in Photoshop) to go behind the gaps and fill in the spaces.


When making the Tiles, they were exported at 200dpi .bmp, then cropped to 1200x1200 .jpg in
Paint.Net. Then of course, Tiles put into Dj folders.

When placing the Tiles on a new map, be zoomed in at "1" detail, snap to grid.

PB, when making Maps using the Tiles, exported at 100dpi .bmp, creating a 36mb or such sized Map, then
made into 2mb .jpg in Paint.Net.
>>> At 200dpi some of the Tiles have the problem you have encountered, and took longer to export, creating
huge final files (150mb). There may be a setting between 100 and 200dpi that is optimal without the problem,
but didn't test(?) Exporting a Map at 100 dpi seems detailed enough in practical terms. <<<
If you need the final map at 200dpi and have a rogue line, you can also rectangle select the area above the
line and drag the area down over the offending one.
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mercutio
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Posted: 05/09/2012 at 4:27am | IP Logged Quote mercutio

I think Serendipitous' solution for the gaps (paint the
texture in the gaps) works just fine as well, although it
might be easier to fix the gaps in Photoshop/Gimp than in
DJ itself.

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Serendipitous
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Posted: 05/09/2012 at 8:23am | IP Logged Quote Serendipitous

Thanks big time for the shadow and the explanation of the
file sizes. I've decided to eventually export it out with
the grid printed on. It makes it easier to resize in
maptool using the printed grid as a guide.
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ProBono
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Posted: 03/09/2013 at 2:49am | IP Logged Quote ProBono

Was playing with the Dj ability to produce circles and curves, due to usually thinking orthogonally. And if
you practice, one may as well make a Tile at the same time. Seem to have missed out a Tile #278, will need to
fill in the space someday.






Main though was which are full squares and which squares do not really exist.
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Bogie
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Posted: 03/09/2013 at 5:26am | IP Logged Quote Bogie

Those are great PB!!

Such a simple thing yet we never thought of it before.     

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lingster
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Posted: 03/12/2013 at 6:05am | IP Logged Quote lingster

holy crap those floors are awesome!

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ProBono
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Posted: 05/28/2013 at 7:13am | IP Logged Quote ProBono

Hi.

It looks like Rolf (Wolph42) over on RpTools.Net is building an map generating program using these tiles (or a
portion of them at first!). Having though we had all the possible combinations of shapes, his project has shown
combinations of walls / exits that we managed to miss. So may make a few more shapes to fill in the spaces. See
how it develops. Discussion there has also shown that ProBono has forgotten all he knew about programming.


Map Generator development on RPTools ...HERE...
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wolph42
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Posted: 05/30/2013 at 2:09am | IP Logged Quote wolph42

Ha! I can post here! Thank you both PB and Bogie.

So PB did the remaining required tiles, after review there
are 2 missing, not a bad score (out of 51). Now they'll
need to be cut out and if everything works out, we'll start
working on the further implementation of dungeon builder 2.
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ProBono
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Posted: 06/01/2013 at 5:50am | IP Logged Quote ProBono

Hi Wolph42,

Glad you're aboard! (As a reminder to new folks, due to spammer problems you'll need to email one of the
forum Admin in order to get permission to post.)



Meanwhile...

...With the thought of Wolphs Elite Squad of Elitey Elites doing all the cutting out of the individual
tiles, as well as all the thinking with new shapes, ProBono has been been able to speed up tile
making. The plan is to get them back, rename them and folderise them as per the
RpgMapShare Dungeon Tile Set, and post them as a ZIP.

Asked for 51 tiles, PB has made 100, nice round number. No idea how many tiles Dungeon Builder 2
will take before busting, but let's push it shall we...?

The initial ones were bare, but starting to add variations like these, with drains and so on. This
should reduce the 6 identical tiles in a row that sometimes appear in generators. This is Sheet 5,
variations of Sheet 1, changing the walls a bit (but not the vital outside joins needed by Wolphs program).
Wolph can of course simply dump any tile that don't suit the program.

Small sample only, do not download.


Brown alcoves can be shelves for statues, or if doors added, cupboards, pantries, etc. Was initially
thinking a bed spaces for several orks each. Do they make sense?

Any thoughts on the secret rooms with false walls. Should there be false walls at all in the Dungeon Tile-set?



Edited by ProBono on 06/01/2013 at 6:08am
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Bogie
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Posted: 06/01/2013 at 6:19am | IP Logged Quote Bogie

Great variety of new rooms PB!

secret rooms with false walls = Yes

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ProBono
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Posted: 06/02/2013 at 5:12pm | IP Logged Quote ProBono

Just a sample of the first four batches sent to Wolph (batch 5 sample is on an earlier post).

Just a sample sheet, do not download. Aim is to add to the RpgMapShare Dungeon Tiles at some point.


And it's not called "Project Rolf", just didn't change the text on the sheets.

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ProBono
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Posted: 06/10/2013 at 4:21am | IP Logged Quote ProBono

Hi,

Another sheet of variants (the joins unchanged). While all the possible combinations should benefit Wolphs
program, am uncertain how to categorise them for non-computer use. So many combinations...

Sample Only, do not download - eventualy tiles should end up on RpgMapShare.


So that's 300 originals, and 120 for Wolph. Perhaps still to do variants of sheets 3 and 4...


Edited by ProBono on 06/10/2013 at 4:25am
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