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TileSystem Sreenshots & Example Layouts
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TOPIC: TileSystem Sreenshots & Example Layouts
#13508
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
it seems to me that the dimensions are pretty unlimited or at least very large
Correct. There are no limits to where you can pan or place a tile. Except, the further away from 0x, 0y you get, the more things might start acting funny due to the limitations of a 4 byte floating point number. I did an experiment and panned very far and found that tiles still drew, snapped and rotated fine. I think you would have to pan for an hour before you found a region of the grid that started acting funky.


I might try out something similar during the next days
Great! Here is a more detailed description of the steps I played with:

- Using the dodge tool, at 25% exposure, with an airbrush-shaped brush head at 65 pixels in diameter, I made a couple of passes over the shadow areas. Then I reduced the brush head size to 35 and got into the corners a bit.

- When I was done, the shadowy areas were about the same brightness as the normal tiles, but they were grey-ish.

- So I took a sample of pixels from the normal areas and put them into thier own new image. Used used the blur filter to mix them all together into a single color. I made this color my current brush color.

- I switched to the regular brush tool, at 100% opacity, with airbrush-shaped head at 65 pixels, set to "saturation" mode and painted over the spots that looked greyish. This made them look brown again.

- Then to do the outlineing, I switched to the burn tool, at 50% exposure, with an airbrush-shaped head at 17 pixels and traced around the outline of the wall bits. For some lighter patches, I had to give a second pass over them to make them the same darkness. I also darkened along the back sides and edges of the wall bits, so that they would look good if some other tile was placed next to them.
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Goblin
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#13509
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
The outlining step is just an idea. I did it because I noticed that you were working to remove shadows by photographing in an evenly lit environment. Which is great. However, without shadows, the wall bits tended to blend in with the floor tiles and become hard to see unless you look closely.

Adding an artificial shadow outline around certain bits in the model can be a good visual cue that the objects have different heights, reletive to each other. This would be good for walls, raised platforms, pillars, doors, boulders and other objects that look like they need something to help seperate them from their neighboring objects.

However, this would be a lot of work. If you want help, I am available.
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#13510
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
Thanks for your detailed description CRasterImage, that might help me figuring out how to do it with the GIMP.

About the outlining shadows:
I think that is a good idea, because it really improves the look and might be very helpful too, with pillars etc.
But since it might take some time to do the appropriate experiments and manual modifications, I'd prefer to defer that 'cosmetics' until the real important things have been done.

The following are the most important tasks I am considering now:

1) Adjust the initial background image and the definable colors (grid, text). Potentially provide some alternative background images, so that one can easily change it to another one.

2) Create proper drawing and photo tile set files that can be switched by changing the tileset instead of an additional 'flipphotos' set and use the flip function for more useful alternate images where reasonable.

3) Removal of the disturbing shadows in the (passage) tile photos.

4) Maybe a drawings compilation for the Sci-Fi stuff (so that we are complete at least with the drawings).
Maybe someone else is willing to volunteer here?
Maybe someone who would also be able to create an appropriate photo set?

5) Since the Cavernous River & Walls might be showing up then: Of course they need to be shot and added to the cavern photos tile set. When pfworks provides drawings again, they can also be added to the Tile System cavern drawings set.

6) It might be a good Idea to also create some photos of the Accessories sets and put them in the photo sets, presumably in the 'Object Tiles' and 'Pickup Items' groups of the software.
We could probably try a 'little trick' for the drawings there: With an image processing program like photoshop or GIMP it should be easy to create grey versions of those color photos. Those might be usable with the drawing tile sets to provide the possibility of a little furnishing there. :D

Here are two more example screenshots with DF Logo Backgrounds:

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#13511
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
Dude, you guys are incredible!!!
Fu-Man Chu
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Dung: R&P 6, Dlx R 1, WA1 1, WA2 1, Narrow 1.5, ABS 1, ABS2 6, Floor 1, Trap 1, Traps2 1, Cav: 2, Cav Pass 0.5, R&W 3, Lake 3, Lake Expan 3, Chasm 2, Ice ?, MBS: 3, Exp 3, DOE: R&P 1, R 2, WA 2, HS 3, RoTA: 6, RoTA2 6, Wood: 6, Acc 3, SciFi: Start 4, Pass 4, Alpha 6, Beta 2, Gamma 6,
 
#13512
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
Ok, that last statement required a post by itself! Now, onto the work 8-)

@CRI: Thanks for troubleshootting that for me! That makes sense - those might have been the tiles that I "lost" when I was switching tilesets.

I like the idea of having separete tilesets for the photos vs. the drawings and using the flip function for things like sprung traps. Also, on that flip, you could have the text labeled drawings/photos that would be helpful in re-creating the setup with the actual DF pieces.

I'm amazed at how quick you guys can put this together and keep refining it! Cavern pics already up! Sweet.... Time to see what it can do for my map for tomorrow's game 8-)

I also especially like what you've done CRI with the digital photo manipulations. The removal of the shadows is phenomenal - and will probably be unable to be distinguished in the photos once they are shrunk down to a manageable size to be printed (I can barely tell now as it is in these blown up pics!) The outlining of the walls with artificial shadows is also incredible! That does certainly help give definition to the walls...

I see a new generation of map and module sharing coming up using DF! It's gotta be a lot easier to make a map and instead of taking pictures of it, recreate it w/ Tilesystem with rooms keyed like in the old D&D modules and telling people exactly how many of what pieces will be needed to make it...

Oh, and thanks for the tip on the spacebar! That's definitely going to make it easier! (I was trying to figure out an easy way to do that!
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Dung: R&P 6, Dlx R 1, WA1 1, WA2 1, Narrow 1.5, ABS 1, ABS2 6, Floor 1, Trap 1, Traps2 1, Cav: 2, Cav Pass 0.5, R&W 3, Lake 3, Lake Expan 3, Chasm 2, Ice ?, MBS: 3, Exp 3, DOE: R&P 1, R 2, WA 2, HS 3, RoTA: 6, RoTA2 6, Wood: 6, Acc 3, SciFi: Start 4, Pass 4, Alpha 6, Beta 2, Gamma 6,
 
#13513
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
Here is just a sample of what I tried as a 'quick edit' with the GIMP Hue-Saturation Color Tool (selected the dark shadows with the lasso selection, and set the Lightness of the selections to 20 with that tool).

When the selection is done carefully (here it was kind a quick and if you take a close look you can see that) the result shoudl allready be sufficient. With that setting it does not remove the shadows at all but reduces them so that the tiles remain with an almost natural look (only smooth shadows cast here and there).

Since this operation can be done pretty quickly that might be a good solution.
What do you think about the resulting image?

(note that the images have been scaled down to the half of it's original size to be postable here)

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#13514
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
That is definately an improvement!

I tried the same thing. I selected areas with a lasso and then played with the brightness.
However, I had the same edge problem. The edge problem is due to the fact that the shadows don't have an even amount of darkness. Some areas are darker than others. If I lightened the image enough to make the darker shadows look right, then the lighter shadows were too bright. The same is true if I try to correct for the lighter shadows. THey would look good, but the dark shadows would still appear.

That is why I switched to performing the brightness effect using an airbrush. That way I cound spend additional time lightening certain areas more than others. If they needed it. Also, it was faster, since I did not have to mask anything.

What you have will work well, but you might give the airbrush (in dodge, or lighten mode) a try.
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#13515
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
Fu-Man Chu: Yes, things go fast when you are having fun with what you are doing. This is the universal rule that governs home-grown projects. In the computer gaming community there are people who like to work on what they call "mods". The projects go quickly at some points and slowly at other points. It all has to do with how much "fun" vs how much "work" the project gives them. Many mods fail to be finished because people lose steam and the fun starts going out of the project. I don't think that will happen with the DF tilesets. We are pretty close to the finish line and that becomes an incentive all it's own.
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#13516
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
Oh, I forgot: LoneStarr, those backgrounds are looking much better as watermarks. One thing I now feel strongly is: The background used for the mastermaze should not be black, white, or any shade of grey. The mastermaze tileset is already monochrome. They definately need a background that has color to it, otherwise the tiles blend in too much with the background. Perhaps a powder blue color? Kind of like a blueprint?

For the photos, I think any dark shade will work. Dark grey, dark brown, dark reddish-orange. The photos stand out against most colors, so it is just an artistic choice for you. Whatever you choose, make sure the text color, grid color and background color compliment the choice.

Sorry to spam with so many posts in a row. I keep seeing stuff that I want to reply to, after having already posted.
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#13517
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
That looks good too LoneStarr!... Though I think the one CRI did does look a little better... (no insult meant!)
Fu-Man Chu
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Dung: R&P 6, Dlx R 1, WA1 1, WA2 1, Narrow 1.5, ABS 1, ABS2 6, Floor 1, Trap 1, Traps2 1, Cav: 2, Cav Pass 0.5, R&W 3, Lake 3, Lake Expan 3, Chasm 2, Ice ?, MBS: 3, Exp 3, DOE: R&P 1, R 2, WA 2, HS 3, RoTA: 6, RoTA2 6, Wood: 6, Acc 3, SciFi: Start 4, Pass 4, Alpha 6, Beta 2, Gamma 6,
 
#13518
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
A question to CRasterImage regarding the chaging tilesets for drawings and photos topic:

While for the first time it might be ok to duplicate the same tile in a set that does not have/need a flip version of a tile while the other set has a special flip version it might be an idea to check if the software could do something automatically here:

What if the software just displays the normal image when there is a 'flip' indicated in the map, but there is no flip version in the active tileset? Thus the flip state would be preserved in the map and be visible again when the active tile set is changed back, but the map will also look ok with the set without the additional flip image.

About the image processing I will try the procedure CRasterImages described with the GIMP as well and maybe some other methods. For example it might be an idead to use the unsharp selection features of GIMP (selections are not only selected/non-selected but a range of 256 values of selection intensity) to create a smooth selection of the shadows and then try to blend them out seamlessly.
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#13519
TileSystem Sreenshots & Example Layouts 8 Years, 4 Months ago  
That is an idea. So, if a tile is flipped, and you load a tileset that doesn't have a flip version, the tile would still soldier on, using the unflipped image. While still remembering that it is flipped. That might make more sense.

Making the selected pixel mask vary in opacity based on darkness sounds like a good idea, if I understood you correctly.
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