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Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System
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TOPIC: Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System
#14771
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
Those samples look amazing. I've been lurking on the sidelines watching these threads and haven't downloaded the software yet mainly due to time restrictions on my part, but I can tell you that I'll be downloading this tonight after work and spending some quality time with it. ;-}~

Hats off to such a fantastic project to everyone involved.

-Dante
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"Thus it is willed where everything may be
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#14772
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
I just saw those interesting setup from MakerofThings in the following thread www.dwarvenforge.com/dwarvenforums/viewtopic.php?id=1233

which gave me the proof that a sugestion for a change in the rotating feature of the Tile System, which I allready had in mind for some time, might be worth posting:

What about instead of having the freeplacement attribute added to specific tiles allowing for flexible rotation (and placement) of all tiles, which can be enabled by pressing modifier keys while rotating or dragging, e.g:

using mouse alone: normal placement with snap to grid and 90 degree rotation by clicking on tiles (as it is now)
+ shift: allows for free rotation or placement of the selected tile(s)
+ strg: allows for 45 degree rotation (might be very useful for setups like the one from MakerofThings)

Maybe it would also be a good idea then, that using no modifier key or the strg key allways snapps back to the grid or integer multiples of 45 or 90 degree rotations (currently clicking on an allready rotated tile seems to add 90 degree and not snapping to the next multiple of 90 degree).

Again this is just a suggestion, but I think it would increase the potential of the tool an important step further, while still keeping everything very easy to use. In fact things might even become easier, because no one has to bother about whether tiles should be freely placeable or not when creating or editing a tile set xml file. Another 'pro' argument I can provide is that sometimes I wished that some tiles I declared as 'freeplaceable' could also be snapped to the grid, because at that time I wanted a proper alignment.

What do you think about that suggestion CRasterImage (hope you still take a look here from time to time) ?
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#14773
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
Ya, I come here every day. I had the same thoughts when I saw that 8 pointed room MakerofThings created.

I am having several thoughts about how to make it work. Your idea of holding SHIFT while moving, rotating is good, except for a problem. The tile does not remember that it has snap turned off. If you manipulate it later, without holding down SHIFT, it will snap.

Part of the problem is how I have implemented the "do not snap" flag. I have put the flag on the tileset tile definition. To do it the new way, I need to put the flag on the instance of the tile in the map instead. That way, the tile being used in the map remembers that it has snap turned off on it. Including adding a flag to the instance of the tile in the map file format. So that when you load the map later, it would still remember it's state.

To change the code to work that way would not be difficult. However, people's existing maps would not have the flag in them. If they had doors, stairs or boulders in thier maps, they would snap if the user opened the file, since they don't have any flags indicating that they should not snap. The reason they don't snap when they are loaded now, is because the flag is in the tileset and it did not change. If we remove the flag from the tileset and expect the maps to record the flags, the old map files will open with the problem.

Any ideas on how to smooth this "load old map" problem out?
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#14774
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
Hm, ok, that's a bit tricky.
Maybe the follwoing can work:
If we do not remove the freeplacement attribute in the tileset xml for lets's say the next (or next two) releases, it might be possible to still determine the attribute status from the tileset xml so far. But when a map is loaded and then saved again it could be stored in the new map format which should from now on override the status in the tileset xml. That way maps could be easily converted by opening them in the Tile System and saving them again. Together with an appropriate note on the web page that should be ok, since we are still cosidering the Master Maze Tile System stuff in 'beta test phase' currently. Despite I were considering to switch to Version 1.0.0 when the Cavernous River and Walls were available and done as drawings and photographs, I think it should be no problem to do a 'beta 2' of the appropriate packages either before that, or if they are available then containing them allready.
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#14775
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
Hi guys!

I was working in TS late last night, and I figured out how to modify drawings and photos in Gimp, and edit the .set files using Notepad, in order to add custom DF pieces to the TS 'universe'. However, I hit a problem with the .set edit.
I copied and pasted a drawing and photo reference in the .set files for Fantasy Flips, and for the Fantasy drawings Only and Photos Only, to use my lopped-off T-passage in Fantasy; basically, it's now a 6" passage with a portal opening in one side, where I can use the piece as a corridor outside a room, and set a door in the opening where the intersection was. Problem is, when I bring up TS, the list of available parts shows the Drawing, but not the Photo!

Ideas, gentlemen?

Please?

See ya!

Jim
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#14776
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
Hi Jim,

my experiences with 'lost' images in the selection bar was that there is usually a typo either in the path or the filename in the xml file or sometimes even in the images filename itself or the location of the image.
So the best thing to do is first checking if the file is really at the location where you expected it (drag and dropping sometimes drops something in a nearby folder without the user noticing that the mouse has moved a little before ;) ) and then checking if the filename location of the image or flipimage in the set xml is correct.

If you can not fix the problem this way, just post that tile tag with all attributes here, maybe I can see what might be wrong there, if it is not a path/name problem.
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#14777
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 6 Months ago  
Thanks, LS; will do.

Jim
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#14778
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 5 Months ago  
Well, here we go!

ReBob and I took some shots of the River set last Saturday (because there weren't any posted yet, and he was itching to set up the next level of the quest and map it!), and he converted them to PNG's. He sent them to me, and I did some work on them.
Here are two of them, rescaled, and converted to drawings. More to follow, unless pfworks and LoneStarr beat me to it, because I KNOW theirs will be better!

See ya!

Jim

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#14779
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 5 Months ago  
Well Jim just keep on going.
According to the USPS Tracking my Package were 'out of german customs' yesterday.
If it will be like with the DoE, I will presumably have a 'green card' (not that US one ;) ) im my physical mailbox on Monday or Tuesday, which means I might have the sets on Tuesday or Wednesday.

But ...

... that does not mean that the photos and Tile System sets will be available soon.
I will not have much time during the next weeks and weekends, because there is a lot to do at work (seems that it has become a general rule that IT projects have completely unrealistic timelines and deadlines) and a lot of birthdays and marriages on the weekends. Furthermore I will be on vacation during most days of August.

So most likely the River Photo Sets will not be done before September. The good thing is: Then the Lake pics can be done in one rush togehter with them :D

What I would be interested in: Did you allready do some experiments on how to photograph and postprocess the walls?
I think it will be necessary to shoot them as separate images and put them in the 'Object Tiles' category in order to be able to make them flexible enough in the Tile System.
This raises the question on how to shoot them: Alone and with some difficulties in arrangement for photography or together with a floor tile in order to get a proper alignment and then deleting the floor during postprocessing.


I have also some questions for the people that use the TS allready:

What downloads did you get, the ultimate package or the single packs?

If I would like to provide only either the large pack or only the smaller packs (they are uploaded much faster, especially if only a specific set changes) which option would you like more?
Or shall I continue to provide both options, even when it can be a 'pita' for me sometimes?

Did you find any further bugs or problems in the software (of course I can not fix the software, but CRasterImage could hopefully) or within the sets or images?

For the Cavernous River and Lakes: I want to add them to the Cavern tile sets, because I think it is the 'natural place' for them. Does everyone agree with that, or has somebody good arguments why they should get their own set?
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#14780
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 5 Months ago  
Ultimate package.
I would still like to see a size (dimension of layout) count so I can figure out how wide a layout is in each direction.

Thanks for all the effort people!
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62 sets and counting. In addition, a boatload of individual pieces or sets of pieces.
 
#14781
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 5 Months ago  
The map's width and height are included in the report that gets generated when you click on the menu item "generate report" under the file menu.
The values are given in grid units.
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#14782
Master Maze Tile Sets Version 1.0.0 beta 1 for Tile System 8 Years, 5 Months ago  
LoneStarr;

All I did was make sure they were processed in Gimp to 100 pixels/inch size, and 200 pixel/inch resolution. That seemed to work. The only problem is that some of my pics are NOT really sharp focus, but those are mostly the skull pile and a couple of the Tony Griffon sci-fi pieces. And one house.
I did the drawings by using the photo as a base and de-colorizing it, then drawing over it in Gimp until it looked good. I made the background white at 0 opacity, then laid the drawing over a 1" square grid of the same size as the tile. Fused the two layers into one, and it worked.
I've only done the two I posted here so far, but they seem to be working.
Now all I have to do (since ReBob has the river pics now) is shoot some sci-fi tile pics and convert them. Unfortunately, that means taking the Xixxix level apart to shoot!

See ya!

Jim
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