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 Dundjinni Mapping Software - Forums : Maps
Subject Topic: Generic SKG Room 1 - Entry Post ReplyPost New Topic
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Kepli
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Posted: 01/23/2005 at 11:18am | IP Logged Quote Kepli

Hi people,

Here is a generic room made almost only with SKG material. The wall is from the Dungeon pack.



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Wurm
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Posted: 01/23/2005 at 12:58pm | IP Logged Quote Wurm

This confirms for me how useful the SKG stuff will be. I hope Dundjinni gets permission for some of the other tile sets like the dwarven tile, caves, ice/cold, and iron dungeon set.

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Kepli
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Posted: 01/23/2005 at 1:12pm | IP Logged Quote Kepli

And the sewer tiles ... those are also really great.

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Klarum
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Posted: 01/23/2005 at 1:37pm | IP Logged Quote Klarum

very nice looking room kepli!

i have the free SKG dungeon pack how did you use the art from that on dundjinni?

did you extract the art from the pdf's and then saved in the dunjinni folders?

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Kepli
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Posted: 01/23/2005 at 1:50pm | IP Logged Quote Kepli

Yes, saved the tiles as 1200x1200 png's, so they fit in the Dundjinni grid (as objects).
I already did that before I new of Dundjinni and pasted (then as jpg's) them in MsWord and combined them to very nice dungeons and caves.
I own a few of the packs, so I can mix some.

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Klarum
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Posted: 01/24/2005 at 5:26am | IP Logged Quote Klarum

why 1200x1200?

isnt a tile's size supposed to be 200x200?

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Eric of Ptolus
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Posted: 01/24/2005 at 7:43am | IP Logged Quote Eric of Ptolus

Klarum, yes 200 pixels X 200 pixels represents a 5 foot X 5 foot square on the map, and all the floor and wall tiles are saved as such to tile neatly.

I think Kepli had a "page" of floor tiles from that alternate source, which he scaled (or cropped) to be about 6 DJ tiles square in size (1200 pixels). And loaded it into DJ as an "object", which as you know can be any size from very small to very large. (is 1200 pixels square the max I wonder?) You know what the nice side effect of that approach is ? To see any repeat in the floor tiles you need to look SEVEN tiles up, down, left, or right. The original art was drawn with each floor tile being pretty much unique.

That's my guess, anyway. DJ's promote/demote layer feature (the little up/down arrow buttons) let you keep it at "floor" level (all the way at the bottom)
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Kepli
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Posted: 01/24/2005 at 8:45am | IP Logged Quote Kepli

He, he, Eric has it right on the money. How did you guess?
I typed quite a long explanation here, but actually Eric said it all so ...
The most work goes into keeping everything at the level it is supposed to be on.

When a `floorŽ is put down it is always a block of 6x6 tiles, so to fit it between walls, you have to erase the redundant parts outside the walls (no fill option for this art ...)

BUT: for the room in this post I only used SKG art from the Dundjinni package. The other art can be seen in second map of Deep Beneath the Clouds.

Edited by Kepli on 01/24/2005 at 8:47am


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SkeletonKey Ed
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Posted: 01/26/2005 at 9:54am | IP Logged Quote SkeletonKey Ed

This is a nice looking room. I just switched hard drives and haven't had a chance, since testing this set, to reinstall Dundjinni and play with the art I did.

Nice work - Ed
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