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Objects and Textures: Modern/Sci-Fi
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RPMiller
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Posted: 05/18/2007 at 12:52pm | IP Logged Quote RPMiller

These are my first attempts at making symbols. My goal is to use these in Battlegrounds, but I figured some of you would find them useful for Dundjinni as well. I have no idea if I made them to scale properly, or what sort of additional tweaks I need to do to make them look right so I'm open to comments, suggestions, etc. Remember this is my first attempt so I plan on improving these with the comments you offer.

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heruca
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Posted: 05/18/2007 at 1:19pm | IP Logged Quote heruca

Ooh! These are very nice! And they look easy to mod into different color
schemes, too.

I'd normally say add a dropshadow, but I actually find it easier to work with
shadowless objects, for modding purposes.

Looking forward to seeing what else you come up with!
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heruca
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Posted: 05/18/2007 at 1:20pm | IP Logged Quote heruca

BTW, I'm guessing these are NOT for your Western game.
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RPMiller
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Posted: 05/18/2007 at 1:57pm | IP Logged Quote RPMiller

That would be a good guess.

BTW, I have 4 other color schemes for these characters in addition to the white. So, is the scale and everything spot on for using in Battlegrounds? I made them at 122 dpi, which if I recall correctly is what I should use. I'm still trying to wrap my head around the whole scaling using pixels instead of actual measurement thing.

You mentioned a drop shadow; should that usually be done? All I have is PhotoShop, is there an easy way to add the 360 degree drop shadow that I've seen on other items? I wasn't sure how that was being done.
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heruca
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Posted: 05/18/2007 at 4:25pm | IP Logged Quote heruca

The correct scale for Battlegrounds is 122 pixels = 5 feet. The actual dpi
is irrelevant, it's the pixel dimensions that matter.

In the case of a human-sized figure, you obviously don't want them to be
five feet wide at the shoulders, so make them closer to 70-80 pixels
wide, allowing a few extra pixels on each side so that the dropshadow
doesn't get cropped.

Here's how I'd prep this graphic for use in Battlegrounds:

I added a slight omnidirectional dropshadow which IMO helps to separate
the figure from the background map, whatever it may be. I also rotated it
to face due east, since that is the default figure orientation in BRPG. You'll still
need to set this figure's scale setting to 50% when you place this figure on a map,
so that it shows up full-size at maximum zoom in Battlegrounds (i.e., 200%).

I've also attached a Photoshop file that you can use to scale future figures
for your Battlegrounds games. It includes a portion of BRPG's square grid
overlay to use as a scaling reference. You can easily copy and paste the
shadow effect (an "outer glow" filter set to black) to other figures you add
to this file. I hope you find it useful.

Zipped Photoshop file:
BRPG_Scaling_Guide.zip

Edited by heruca on 05/18/2007 at 4:31pm
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RPMiller
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Posted: 05/18/2007 at 10:38pm | IP Logged Quote RPMiller

Thank you very much!! That will prove to be quite useful I think. I'm still struggling a little with the scaling in pixels, but I'm starting to wrap my head around it now thanks to your description. That helped.
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Kepli
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Posted: 05/19/2007 at 2:15am | IP Logged Quote Kepli

no comments

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RPMiller
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Posted: 05/19/2007 at 9:21am | IP Logged Quote RPMiller

That sure is very high praise indeed, from both Heruca and Kepli... Wow! Thanks.
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RPMiller
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Posted: 05/19/2007 at 4:23pm | IP Logged Quote RPMiller

Ok, let's see if I did this correctly. This is the same set as above, but with the desert coloring. If I did these correctly, I'll post the other sets. If not, let me know what I need to fix.

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heruca
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Posted: 05/19/2007 at 4:55pm | IP Logged Quote heruca

Looks very good to me. Of course the best test is to put them onto a map in
Battlegrounds so you can see how they look.

I hope you've got a camo texture in the works. :)
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forumLurker
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Posted: 05/19/2007 at 5:19pm | IP Logged Quote forumLurker

RPMiller wrote:
Ok, let's see if I did this correctly. This is the same set as above, but with the desert coloring. If I did these correctly, I'll post the other sets. If not, let me know what I need to fix.


Nice collection! These are really good.

~lurker~

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RPMiller
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Posted: 05/19/2007 at 6:57pm | IP Logged Quote RPMiller

Thank you Lurker! I'll post the remaining sets in a short while.
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Kepli
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Posted: 05/19/2007 at 11:53pm | IP Logged Quote Kepli

RPMiller wrote:
Thank you Lurker! I'll post the remaining sets in a short while.

Please do, these are great

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RPMiller
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Posted: 05/20/2007 at 12:47am | IP Logged Quote RPMiller

And without further ado...





And for Heruca...



And that's all I've got for now.
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Kepli
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Posted: 05/20/2007 at 1:32am | IP Logged Quote Kepli

Awesome

Zip please ...

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englishkid
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Posted: 05/20/2007 at 3:00am | IP Logged Quote englishkid

Wow

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heruca
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Posted: 05/20/2007 at 7:25am | IP Logged Quote heruca

Wonderful sets, RPMiller!

Some dead poses would round this set out nicely.
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RPMiller
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Posted: 05/20/2007 at 9:22am | IP Logged Quote RPMiller

I'll see about making dead versions in the next couple days.

In the meantime, here's the complete zip.
246_Troopers_RPM.zip
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forumLurker
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Posted: 05/21/2007 at 11:31am | IP Logged Quote forumLurker

Excellent collection. I love the uniform colors you used, especially the camo.

~lurker~

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RPMiller
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Posted: 05/24/2007 at 5:02pm | IP Logged Quote RPMiller

I see dead people...

So here's my question, are these scaled correctly? I used the template Heruca posted, and scaled them the same as the last ones, but they seem way too big.

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heruca
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Posted: 05/24/2007 at 6:09pm | IP Logged Quote heruca

They seem to be, asuming they're around 6 feet tall and you're scaling for
GURPS, where one hex is 3 feet. If you're scaling for a system where one
square is 5 feet, then these guys are about 10 feet tall (i.e., too big).
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RPMiller
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Posted: 05/24/2007 at 7:41pm | IP Logged Quote RPMiller

Dang it! I thought I understood the scaling, but I'm still not getting it. I think my problem is that I'm used to real world scaling where 1" = 1", 1', 1 mi. etc. I'm not quite getting the pixel scale thing, and your comment really has me baffled. So what you are saying it that the game scale you want to use is going to affect the way it is presented in the application (Battlegrounds for example)? I would have thought that the application takes care of the scale. So you make one token at dpi or X, and then the application just scales the grid to fit. I'm guessing that isn't how it works...?

What really has me confused is if I make them fit on the grid you provided, their head and shoulders is about half the size of the other figures I made previously which tell me that the first ones weren't scaled correctly either.

Is there some math trick or something that I can use to scale pics correctly? Ultimately I'm actually going to use these for my Champions game I'm currently running and I even have the encounter area ready to go as well, but now I'm thinking I'll need to redo it to the proper scale.
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heruca
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Posted: 05/24/2007 at 8:30pm | IP Logged Quote heruca

It's quite simple if you use the scaling guide I sent you and just size things
according to how large an area each square or hex is supposed to represent.

Does this illustration help?



If you scale things to the 3 foot per cell scale, it can always be shrunk down
in BRPG for use with the 5 feet per cell scale. But going the other way, the
tokens would pixellate when enlarged.
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heruca
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Posted: 05/24/2007 at 8:32pm | IP Logged Quote heruca

Note that I don't even know or care how many pixels high or wide each of
the above figures are. As long as the size looks right, that's all that really
matters.
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forumLurker
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Posted: 05/25/2007 at 12:02am | IP Logged Quote forumLurker

They do look a bit big to me, especially when you factor in the one square/five foot scale, but the 'correctly sized' corpse looks tiny compared to the standing figures. The big problem with scaling top-down figures is discerning the right size and dimensions for figures both horizontal and vertical. As we can see here, the vertical figs look fine, but the corpses look just friggin' huge, or like midgets. Honestly I wouldn't say it's that big a deal since we can just resize them in DJ (or in PS/GIMP for BRPG use). I'll probably just download the bigger version and rescale it by eyeball until it kinda matches the standing figures.
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pedrov
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Posted: 05/25/2007 at 4:30am | IP Logged Quote pedrov

How did I miss this thread? The figures look great!

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RPMiller
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Posted: 05/25/2007 at 7:32am | IP Logged Quote RPMiller

Ah, ok. Thanks guys. That does help somewhat. I guess I'm just a big stickler ;) for scale because of my AutoCAD background and using Campaign Cartographer for many years.

So if I understand Lurker's and Heruca's comments, it would still be better to post the larger size images and let the program resize to what is desired, is that correct?

The scale that I'm shooting for is 1 hex = 2 meters. That is the Hero System scale. Heruca already gave me the correct hex graphic (thank you very much) so if I post pics scaled to that it should be useful for everyone. Correct?

Next and hopefully last question (yea right), if I scale for 1 hex = 2 meters, should I still use your grid guide you gave me Heruca, or should I use the hex grid you sent me?
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RPMiller
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Posted: 05/25/2007 at 7:42am | IP Logged Quote RPMiller

pedrov wrote:
How did I miss this thread? The figures look great!

Thank you very much, but it pales in comparison to the stuff you have posted.

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heruca
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Posted: 05/25/2007 at 8:50am | IP Logged Quote heruca

RPMiller wrote:
Next and hopefully last question (yea right), if I scale for 1
hex = 2 meters, should I still use your grid guide you gave me Heruca, or
should I use the hex grid you sent me?


Sure, use that grid, but first scale it up by 200% (make it twice as big as it is
now). This will ensure that you are sizing all your tokens for the optimum
level of detail when using maximum zoom in Battlegrounds. When you load
up your tokens in BRPG, set them to 50% scale on the settings panel.
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RPMiller
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Posted: 05/25/2007 at 10:28am | IP Logged Quote RPMiller

Got it! Thanks again.

Once I get that done. I'll post the other dead figures that I have. I have them all ready to go. I just need to make sure the scale is appropriate.

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RPMiller
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Posted: 06/01/2007 at 3:32pm | IP Logged Quote RPMiller

I have success! I was able to resize both the vertical and horizontal figures so that they appeared to be sized the same and have them sized properly for the 2m Hex that Heruca made for me. Then I also resized the room map that the action will take place in and everything is scaled just right in Battlegrounds. There is only one oddity and that is when I put the figures on the map they seem to have a level of transparency that is letting the grid and other objects show through them. I suspect that it has to do with the way I'm putting in the characters, but will have to investigate later.

So here is a sample of the resized bodies and the zip.

D71_Body_Trooper.zip

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heruca
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Posted: 06/01/2007 at 4:37pm | IP Logged Quote heruca

Figures and objects that are placed on the map in Battlegrounds are Hidden
by default, hence the transparency. The GM can see where they are, but the
players would see nothing there.

Just select each figure and press the H key to toggle their hidden status.
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heruca
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Posted: 06/01/2007 at 4:40pm | IP Logged Quote heruca

BTW, the reason for the "hidden by default" thing is that you may want to
adjust each figure's settings, like facing and text labels, prior to the players
being able to see them.

Super set of dead figures, btw!

Edited by heruca on 06/01/2007 at 4:42pm
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RPMiller
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Posted: 06/01/2007 at 5:00pm | IP Logged Quote RPMiller

Heh. I was just reading about that in the manual. Thanks again!

And thanks for the compliment!

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venom17
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Posted: 07/14/2007 at 9:53pm | IP Logged Quote venom17

Must. Have. Clone. Trooper. Like. This.

You could call it "cloned trooper" to avoid copyright issues. ;)

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fatcheek
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Posted: 09/21/2007 at 9:59am | IP Logged Quote fatcheek

yeah yeah but what about these guys
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RPMiller
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Posted: 09/21/2007 at 10:21am | IP Logged Quote RPMiller

Not bad, but they look a little blurry and some of the outer shadow is cut off, and one has a black outline that looks out of place. Other than that, they look great and would be perfect for a WWII setting.

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VarchildMarquee
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Posted: 10/01/2007 at 7:17pm | IP Logged Quote VarchildMarquee

RPMiller wrote:
I see dead people...

So here's my question, are these scaled correctly? I used the template Heruca posted, and scaled them the same as the last ones, but they seem way too big.


Image wise, they look great. I wouldn't worry about them looking a bit big, they're wearing battle armor after all, there are probably a few extra inches of padding between the surface of the skin and the exterior plates of the armor. If anything I think they might be a bit smaller than appropriate for fully armored troopers. They look great though.
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heruca
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Posted: 10/01/2007 at 8:18pm | IP Logged Quote heruca

Fatcheek, are you ever going to post those soldiers as PNGs?
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RPMiller
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Posted: 10/01/2007 at 8:54pm | IP Logged Quote RPMiller

Maybe Fatcheek could start a "Soldiers" thread when he does that...

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fatcheek
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Posted: 10/04/2007 at 6:46pm | IP Logged Quote fatcheek

i did post one. look under ww2 objects last page.

Edited by fatcheek on 10/04/2007 at 6:47pm
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