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Subject Topic: 6x6 Spaceship Tile Set Maps A, B +3 more Post ReplyPost New Topic
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ProBono
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Posted: 11/28/2011 at 12:49pm | IP Logged Quote ProBono

Made with 6x6 set of Spaceship Tiles currently under
development. Main thing looked for here was wether the
tiles starfield background would be seamless.

This is a lo-res version - do not download - see link.



The 3584x4792pix 5.4mb ...FULL SIZE version on RpgMapShare HERE...

Edited by ProBono on 12/01/2011 at 9:27pm
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Bogie
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Posted: 11/28/2011 at 2:35pm | IP Logged Quote Bogie

Excellent!

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mercutio
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Posted: 11/28/2011 at 3:04pm | IP Logged Quote mercutio

Nice, but the starfield isn't seamless, as I'm sure you know. Not that I think it really matters, anyway.

Edited by mercutio on 11/28/2011 at 3:04pm


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cyderak
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Posted: 11/28/2011 at 5:07pm | IP Logged Quote cyderak

That is impressive man......

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heruca
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Posted: 11/28/2011 at 7:35pm | IP Logged Quote heruca

Well done, PB!

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GroovyDave
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Posted: 11/29/2011 at 6:22am | IP Logged Quote GroovyDave

Nicely done in almost all areas. However, the curved sections of bulkhead
annoy me. That wall works when straight but looks wierd in the curved areas.
There probably should be a fix though. Everything else looks cool, and I
don't have a problem with the starfield. Might need a little bit more "tech fill"
between the bulkhead area, but that's just my opinion.

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ProBono
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Posted: 11/29/2011 at 10:11am | IP Logged Quote ProBono

mercutio wrote:
...The starfield isn't seamless, as I'm sure you know...

You caught me... but pretty close - the previous one had pretty pinkish starclouds that caused horrible joins when rotated.

GroovyDave wrote:
...The curved sections of bulkhead annoy me. That wall works when straight but looks wierd in the curved areas...

Annoys me too - was going to ignore it and hope no-one commented on it.

But as you have pointed it out, here are possible solutions. By extracting the texture (don't have the
original) and running it through a seamless texture maker tool in Paint.net [btw a tool I couldn't get
to work on the starfield]
, and then also possibly enhancing by hand. As indicated below. As there need be
surprising few curves tiles this task would not be difficult. [Really the corner is just the one tile with
different insides.] I didn't extract the texture very well in the diagram below, but it gives a hint as to
how it would look.

Either of the variants better?



GroovyDave wrote:

...Might need a little bit more "tech fill" between the bulkhead area...


Initial tiles will be relativelly empty to see how they fit together. Later ones will get more techy bits to
clutter them up. Clutter, such as cargo, can also be added on the fly by anyone with a graphics program,
or added as overlays.

P.S. Thanks GD for starting a tiles-in-space race, as it's fun doing these. A baby Battlestar Galactica next, perhaps...
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ProBono
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Posted: 11/30/2011 at 8:46am | IP Logged Quote ProBono

Hi again,

An armed merchant masquerading as a famous combat vessel, if looked at from far enough away...

With a number of improvements including GroovyDaves suggestion, and the covering up of a face in what was
being used as a nuclear reactor (doh! some sort of med unit - didn't see until the high detail version!).

This is a lo-res version - do not download - see link.



BIG version on RpgMapShare ...HERE...

Edited by ProBono on 11/30/2011 at 8:51am
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Bogie
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Posted: 11/30/2011 at 10:16am | IP Logged Quote Bogie

Awesome Ship!

I like the new curved walls, but I thought the original one were OK to.

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mercutio
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Posted: 11/30/2011 at 10:24am | IP Logged Quote mercutio

I like the new curved walls better. I didn't dislike the old ones, but it was noticeable that they didn't appear the same as the straight walls. The same problem will occur with diagonal walls as
well, but that should be even easier to correct.

Incidentally, interstellar spacecraft that are entirely exo-atmospheric have no real need for curves or other aerodynamic considerations; i.e., the Borg Cube is just as spaceworthy as the Galactica.
That said, something like a Babylon station makes more than a bit of sense since the rotational momentum allows for artificial gravity on the exterior walls.

I think I might try to do something like that, but it'd be hard to do. Maybe I can use Iron Dwarf's sewer system as a model to indicate curving space.

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GroovyDave
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Posted: 11/30/2011 at 2:03pm | IP Logged Quote GroovyDave

You picked the curved wall solution I would have, and a nice job too. This
ship is fantastic. What I meant by Tech Fill is between the outer bulkhead and
the interior space, but that's a design preference of mine. A lot of space
games don't even deal with it in their maps so no reason your tiles have to.
I think the way to do a Bab 5 type staion would be to map it in long vertical
strips, the ends of which would be indicated to join. So travelling from the
bottom to the top of the map would put you back at the botom. The sides
would meet up in a pretty normal fashion.

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GroovyDave
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Posted: 11/30/2011 at 2:06pm | IP Logged Quote GroovyDave

I have to add that this subject is of particular interest to me because I am
currently writing a starfaring ruleset. I intend to use the ultimate tile solution
to make maps for the game, and possibly a "Book of Ships" as a secondary
product.

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ProBono
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Posted: 12/01/2011 at 9:06pm | IP Logged Quote ProBono

Sounds cool GD!

More Test Craft (small).

Three ships in ten minutes. Only little ones though, just to get an idea of how much can go on a single tile, and
help think about the next tiles. And when one says ten minutes, it was only three minutes to tile the three of
them on one DJ page, and export them from DJ (at 100dpi). Rest of the time writing this post and uploading them.

They throw up ideas like, gun pods, shuttle bays, shuttles themselves, starfighter bodies, alternative
mini-engines nacelles for starfighters, as well as the usual more variants of the existing ones...

Any other thoughts for little craft?



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GroovyDave
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Posted: 12/02/2011 at 11:48am | IP Logged Quote GroovyDave

As interesting as starfighters are there is hardly any reason for maps, really.
Shuttlecraft usually comprise one room and are hardly big enough to worry
about mapping. On the other hand, knowing where a character is when a
control panel explodes may be imortant. I'd suggext trying some multideck
ships. And of course, we still have the Alien ship question to address.

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Uncle_Servo
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Posted: 12/07/2011 at 12:57pm | IP Logged Quote Uncle_Servo

Geez, PB... I'm out of the loop for a little while and you start throwing up maps like these. What are you trying to do, get me kicked off these forums for what I say in my reaction posts?   

Fantastic maps! Cheers for sharing!   
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