Welcome, Guest
Please Login or Register.    Lost Password?

TileSystem Sreenshots & Example Layouts
(1 viewing) (1) Guest
Go to bottomPage: 1...4567891011
TOPIC: TileSystem Sreenshots & Example Layouts
#13496
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
An important note about changing tile sets:

Since Fu-Man Chu reported some 'problems' with changing tile sets:
Be very careful when you do that! In fact you should not do it at all without saving your map before.
Theoretically this function does not even exist! A map is coupled with the tileset file it was created with. The only reason that changing the sets works in some special cases is because all the sets use the same tile names.

The best way is to carefully choose a sufficient set before you start with a map and not to change it later. You may also put only the sets in the Tile System directory that you really use. And of course you can edit them then in order to adjust them to your needs, e.g. putting in tile count numbers, or rearranging tile order.
LoneStarr
Orc
Posts: 266
User Offline Click here to see the profile of this user
Location: Dortmund, Germany
The administrator has disabled public write access.
 
#13497
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
Wow. This is really shaping up! The new photos look great! I am tempted to see if some of the shadows cast by the walls can be retouched in photoshop. I might play with one of the images and see.

Here is a list of what I am looking into:

- Add Command to View menu: Show Drawtime (for my own curiosity)

- Add Commands to Edit menu:
Flip All (Ctrl + F)
Select All (Ctrl + A)
Deselect All (Ctrl + D)

- Fix bug where tiles that are in a "flipped" state dissapear when changing to a tileset that has no flipped version. In this case, switch to the unflipped (only) image.

- Prompt for save, if changing tilesets.

- When doing a report, don't list tiles that are not used at all.


@LoneStarr:

- You don't need to set the maxcount values to 999. If you just don't mention a maxcount at all, then they are treated as unlimited count.

- Having a grey background has some problems. When the user draws a "selection rectangle" with the edit tool, the rectangle is invisible. The code is doing an "invert" when it draws the rectangle and the inverted value of grey happens to be grey. So it draws nothing that the eye can see. Also, when viewing the master maze black and white images, the black portions of the images dissapear into the grey background when they are selected. This is due to the fact that being selected causes them to be drawn brighter. The black pixels get brightened up to the point where they become the same shade of grey as the background color. Perhaps a color would work better? Green, like the panel next to it? Or maybe orange, like the DwarvenForge website's color scheme?

- Changing tilesets is supposed to be a ligitimate action, when you have more than one tileset with the exact same tile definitions. (just different graphics) The problem here is that we have so many different tilesets with different content. Changing tilesets is dangerous in this case, since the map may have a particular cavern tile, but the new tileset does not.

Maybe we should rethink the flip command being used for alternating between mastermaze scematic graphics and your photo graphics. Perhaps the right command for switching back and forth, is to have the user switch tilesets. I like your other implementation of flip. The one where you show board peices in different states. (doors open/closed, traps sprung/unsprung, secret doors hidden/revealed, etc...) That makes more logical sense. A user may wish to design a map with the pieces showing the state they want the piece to be in. For example, it may make sense, in a quest description, for a door to be found open. Or a trap already sprung, with a vicim in it. Or the log missing from the acid pit. If we used flip for those purposes, then the users could design, and save, maps depicting that information. Things could be easier, if we just had 2 tilesets. Mastermaze and LoneStarrPhotos.set. Any images missing in the photo tileset could just be duplicated from the mastermaze tileset for the time being. What do you think?

@ Fu-Man Chu: I could not reproduce the problem with incorrect tile count in a report. If you have saved the map with the incorrect count, could you send it to me at shawnriordan@cox.net?

@pfworks: There are two ways to add tiles. Drag them from the palette to the work area. Or, copy one or more tiles in the work area and paste them as many times as you want.
CRasterImage
Goblin
Posts: 66
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#13498
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
I just started playing with the software last night. Great stuff so far.
A few questions:
1) I saw that the help file mentioned something about white and black text being white in the software but black in the jpgs. Unfortunately, my white text is always black. Any thoughts on how to make this white so it stands out?
I haven't done so yet, but I was going to play with the 255,255,255 entries for the color in the files themselves.
2) Since CRI mentioned some problems with the grey background, what background color would you suggest? Do you have the numeric codes so I can edit the files by hand?
Perhaps using a different background would also help the white/black text issue I'm having?
3) Is there any way you can add the optoin to Bold text and or use system fonts? Just looking for different ways to enhance the font. So far, I've only found the color change capability.
4) Can you add the ability to scroll the screen left, right, up, and down? I'd like the ability to do this as using my Logitech MX 1000 mouse would be best. I could simply use the up/down button and use the tilt function of the wheel to control the screen instead of having to switch to the panning tool.
5) The pics are great, however, you are correct, many of them have heavier shadows from two sides. Diffused lighting from four sides would probably aid in dismissing the shadows. Whlie I don't currently have the right lighting (or camera....or money to buy either), I believe this would help.

Suggestion for others using the software for DF purposes:
1) Switch the gridsize to 50. With the gridsize set to 50, you can line up pieces as you would in real life, where you might put a 4x6 tile up against the backside of a 6" passage (to use the passage piece as the wall for a room). With the gridsize set to 100, this is impossible using the existing photo tilesets.

I hope to post some pics soon.
weaverjk
1st & 2nd Edition D&D DM & Player
Orc
Posts: 447
User Offline Click here to see the profile of this user
Gender: Male Location: Garden City, MI USA Birthday: 01/01
The administrator has disabled public write access.
62 sets and counting. In addition, a boatload of individual pieces or sets of pieces.
 
#13499
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
And... what about the counter-clockwise spin of the pieces...? (with a double click, double righclick, or whatever) nobody thinks it could be easy and comfortable? opinions... please...?
arsthein
Ogre
Posts: 583
User Offline Click here to see the profile of this user
Gender: Male Location: Mordrid - Spain Birthday: 06/22
The administrator has disabled public write access.
I want my DF Spiderweb Accesories Set!!! ^O^U
 
#13500
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
I guess I don't see the difference between clockwise and counter-clockwise for these rotations. If you can only choose one (assuming most Windows users have two-button mice and only the "right" button will be available), then I'd vote for clockwise rotation. If you are looking to add a double-right-click feature, you are only saving one click per tile assuing you want the rotation just one to the left of initial. If you were to use the single-right-click to get to it, it'd take you three clicks. Seeing as how I fly through the clicks anyway, I'm not sure I'd want to have to differentiate between the single-click and double-click speeds just to save myself one mouse click. In other words, in order to save myself one mouse click on to get to the 4th picture, I'd have to slow down how long it takes (slowing my clicks) to get to the 2nd and 3rd pictures. It doesn't seem worth it to me.
However, if some really feel it would be helpful, then I'd make an alternate suggestion to contemplate - the middle mouse click on a three-button mouse. Unless someone has a suggestion for its use.

Okay, I remembered another question I had.
Is there a way to increase the size of the overall grid itself? That is, I haven't counted it, but let us assume it's 100 squares by 100 squares. I am accustomed to CC2 where you can zoom in or out to any extent so you can build endlessly. While I don't really expect that here, is there a text file setting where I could change the grid size from 100x100 to 200 squares across by 200 squares down? Just asking!
weaverjk
1st & 2nd Edition D&D DM & Player
Orc
Posts: 447
User Offline Click here to see the profile of this user
Gender: Male Location: Garden City, MI USA Birthday: 01/01
The administrator has disabled public write access.
62 sets and counting. In addition, a boatload of individual pieces or sets of pieces.
 
#13501
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
First the most important thing: The caverns are now available on the download site: www.muinimula.de/Muini/de/2nd/tools/mastermaze/Mastermaze.html

@CRasterImage:

I also thought about trying to reduce the shadows in the passages tiles with a graphic program. I think with proper selctions and carefully changed color curves that should be possible.
Maybe I can also find some more lights and do a reshot of the passages in the near future.

I added the ' maxcont="999" ' so that one has only to change the '999' instead of ' adding maxcount="x" warn="true" '
for every tile. It is just a little support for laziness ;)

The background color of course could need some adjustments. I'll try out some different colors and provide a new or some alternative background images in the next version. Meanwhile anyone who wants to try a different background can just create an appropriate image put it in the Tile System folder and reference it from the set file.

The idea with switching tilesets in order to change between drawings and photos seems to be good. I recognized that this might work a couple of days ago, when I played around with the different sets. It would also reduce the need to maintain three different set versions to only two of them (we can discard the 'flip' sets then).
I think I'll check this out a little deeper (if it really works appropriately, etc.). I also like it much more to use the flip feature for alternative tiles (like the 'marked' Pillars or even better the closed/open sarcophagus, etc.).
Question: What happens when tiles are available in one set only and the sets are switched? E.g. currently I shot photos of the cavern accesories but there are no drawings of them yet.

@weaverjk
Changing gridsize to 50 is of course a good idead. I wanted to post this hint some days ago, but I think I forgot it.
I allready experimented a little with it and it seemed to be useful for exact the cases you mentioned.
If no one has arguments against it I can change the gridsize in the download files to 50 for the next versions, to provide more flexibility for advanced setups.
LoneStarr
Orc
Posts: 266
User Offline Click here to see the profile of this user
Location: Dortmund, Germany
The administrator has disabled public write access.
 
#13502
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
Those caverns look great! Now we have a complete set! Awesome work LoneStarr!

@ Fu-Man Chu: Thanks for sending me the problem file. The tiles are actually there, they are just invisible. They are all underneath the room in the east side of the map. If you download LoneStarr's latest stuff, they appear.

Why were they invisible? Because they all had thier "flip" setting turned on and the tileset you were using did not have a flip version for that tile. Until now. The latest stuff from Lonestarr includes a photo version of the cavern tiles and now the tiles are visible.

How did they get that way? Not sure. My guess is that one of the other tilesets supported flipping for that tile and then you changed tilesets to one that did not have the flip version available. So, they stopped drawing themselves.

I don't remember drawing them. How did they get created in the first place? I don't know for sure, but I see a pattern in them. THey all seem to be stacked next to eachother in the same way that the room's floor tiles are. My guess is that they were being copied and pasted as you were placeing the floor tiles in the room. You just couldn't see them as this was happening.


@LoneStarr: I think, for the next version, we should make the tilesets paralell each other. Each tile should have the same exact name, type and flip ability in each tileset. The problem is that MasterMaze tiles do not have alternate versions for traps and whatnot. We could just make the flip versions echo the same image as the main image. Or we could invent alternate versions using Gimp or Photoshop. What do you think?


@arsthein: It is an interesting idea. Quick question, did you know you could rotate a tile manually? Just hold down the right mouse button on part of the tile (the edge is good) and drag. You will be able to freely rotate the tile. I always use this method. It seems faster than clicking.


@weaverjk: You can make the text appear white, on the screen, by changing the value of the "textscreencolor" attribute in the tileset file. Set it to "255,255,255". If lonestarr changes the background color to something light, then you might want the text to be black. If he chooses a dark color, than white would look better.


@Lonestarr, you might want to review the textscreen color when make the changes, based on what you come up with. It is hard to say what color looks best. THere is no reason the mastermaze tileset and lonestarrphoto tileset have to have the same color scheme. Lonestarr, you should pick whatever seems best for each of the two tilesets.


@weaverjk: THere is no way to set a font to use bold, but there are many variants of a font that are naturally bold. For example, if you wanted to use Arial, you could set the "fontname" attribute to "Arial Black". To get a list of fontnames that are available, run notepad.exe and go to the format menu and pick "font". The font dialog will pop up. Look through the list of names along the left side. Anything you see in there, you can specify in the fontname attribute.

The arrow keys should work. They currently pan the view about 10 pixels per click. Thats a nice feature your mouse has. Also, everybody note that if you hold down the spacebar, while using the edit tool, the tool temporarily becomes the pan tool. When you release the spacebar, the tool reverts back to the edit tool. This is an idea I borrowed from Adobe Photoshop. I am completely addicted to useing it in Photoshop.

I don't think I put a limit on the grid. No matter how far you scroll, I think the grid lines will keep appearing. Well... I suppose at some point you will reach numbers so large that a 4 byte float will have difficulty representing the value. But I think you would have to pan for a long time to get to that point.

There is a limit to how far out you can zoom. The limit isn't there due to any technology restrictions, so I can change it if you think you need to zoom out further. Right now the limit is 10%, which means you can zoom out until objects are 1/10th thier actual size. What would be a better limit? 1/100 ?
CRasterImage
Goblin
Posts: 66
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#13503
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
Here are some screenshots showing different backgrounds for the Tile System and also featuring a sample setup that shows what is possible with a grid size of 50 (the narrow passages couldn't be placed like here with a 100 grid).

I think the DF orange is a little to flashy as a background, but the lighter or darker grey might work (and the selection rectangle becomes visible again, because they are 'invertible'). The same green as in the tile selection bar also works. There are a lot of colours that should work also. For some it might be necessary to change the grid color too.

But what I consider the more interesting are the two DF Logo examples. Tthe orange one has been captuted from the web site and the b/W one is captured from an invoice pdf.

What do you think about that?

Maybe Stefan or Jeff can provide one with a higher resolution, despite the b/w one is allready quite good even on a full screen size Tile System.
Another idea would be changing the black in the b/w image to be more like a dark or even light grey (so that it looks like a background watermark).





LoneStarr
Orc
Posts: 266
User Offline Click here to see the profile of this user
Location: Dortmund, Germany
The administrator has disabled public write access.
 
#13504
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
LoneStarr, I played with one of the photo tiles to see what I could do with the shadows. What do you think?

Before: and then After:


I used the dodge tool to lighten the shadow areas.
This causes the areas to be the right brightness, but they lost thier color saturation.
So, I then used the airbrush tool set on saturation and tried to correct it.

As an afterthought, I also used the burn tool to draw dark outlines around the wall bits. Just to make them stand out and be visually seperated from the floor tiles. What do you think?
CRasterImage
Goblin
Posts: 66
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#13505
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
...

@LoneStarr: I think, for the next version, we should make the tilesets paralell each other. Each tile should have the same exact name, type and flip ability in each tileset. The problem is that MasterMaze tiles do not have alternate versions for traps and whatnot. We could just make the flip versions echo the same image as the main image. Or we could invent alternate versions using Gimp or Photoshop. What do you think?

Just doubling tiles that do not have a flip version in one set version seems to be the best way, to ensure that they are allways visible.

@arsthein: It is an interesting idea. Quick question, did you know you could rotate a tile manually? Just hold down the right mouse button on part of the tile (the edge is good) and drag. You will be able to freely rotate the tile. I always use this method. It seems faster than clicking.
I can confirm that ;)

@weaverjk: You can make the text appear white, on the screen, by changing the value of the "textscreencolor" attribute in the tileset file. Set it to "255,255,255". If lonestarr changes the background color to something light, then you might want the text to be black. If he chooses a dark color, than white would look better.

@Lonestarr, you might want to review the textscreen color when make the changes, based on what you come up with. It is hard to say what color looks best. THere is no reason the mastermaze tileset and lonestarrphoto tileset have to have the same color scheme. Lonestarr, you should pick whatever seems best for each of the two tilesets.

Well, I'll do that together with trying out different background examples.

@weaverjk: THere is no way to set a font to use bold, but there are many variants of a font that are naturally bold. For example, if you wanted to use Arial, you could set the "fontname" attribute to "Arial Black". To get a list of fontnames that are available, run notepad.exe and go to the format menu and pick "font". The font dialog will pop up. Look through the list of names along the left side. Anything you see in there, you can specify in the fontname attribute.

The arrow keys should work. They currently pan the view about 10 pixels per click. Thats a nice feature your mouse has. Also, everybody note that if you hold down the spacebar, while using the edit tool, the tool temporarily becomes the pan tool. When you release the spacebar, the tool reverts back to the edit tool. This is an idea I borrowed from Adobe Photoshop. I am completely addicted to useing it in Photoshop.

Again, I can confirm that. The spacebar ist your best friend in Tile System :D

I don't think I put a limit on the grid. No matter how far you scroll, I think the grid lines will keep appearing. Well... I suppose at some point you will reach numbers so large that a 4 byte float will have difficulty representing the value. But I think you would have to pan for a long time to get to that point.

There is a limit to how far out you can zoom. The limit isn't there due to any technology restrictions, so I can change it if you think you need to zoom out further. Right now the limit is 10%, which means you can zoom out until objects are 1/10th thier actual size. What would be a better limit? 1/100 ?

I think the zoom out is allready ok, but if it will be more, well, why not.
I am not sure if weaverjk meant the zoom or the extensions of the grid. So far it seems to me that the dimensions are pretty unlimited or at least very large, but of course when the 'zoom out' stops you have to pan then (e.g. spacebar and left mousebutton).
LoneStarr
Orc
Posts: 266
User Offline Click here to see the profile of this user
Location: Dortmund, Germany
The administrator has disabled public write access.
 
#13506
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
@CRasterImage
About the shadow experiments:
Well thats looks very good.
I might try out something similar during the next days.
LoneStarr
Orc
Posts: 266
User Offline Click here to see the profile of this user
Location: Dortmund, Germany
The administrator has disabled public write access.
 
#13507
TileSystem Sreenshots & Example Layouts 8 Years, 3 Months ago  
Haha! I think the logos look so cool!
I agree that you might want to reduce the contrast a bit as it might be visually distracting during use.
Like you say, something more like a watermark effect.

How about you make a grey watermark version in shades of grey and in shades of amber?

Also, remember to select some tiles on your different background ideas, to see how they look when selected. I played around with a light grey last night and found it looked good on the photo tiles. However, when the tiles were selected, they almost seemd to dissapear because they were lightened by being selected.
CRasterImage
Goblin
Posts: 66
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
Go to topPage: 1...4567891011
Your Cart:
0 Items Order Total: $0.00

0 Product
$0.00



Login to see your account info

Once you login you will be able to see your different account areas here, order history, shipping information and your account information.