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 Dundjinni Mapping Software - Forums : Tiles
Subject Topic: 6x6 Dungeon Tile Set ...309 of them... Post ReplyPost New Topic
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Bogie
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Posted: 02/08/2012 at 6:06pm | IP Logged Quote Bogie

Great new tiles PB!

Ah, yes, I remember my obsessive table-making years!
Now I am in my obsessive Tavern Table-making phase.

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ProBono
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Posted: 02/09/2012 at 7:46am | IP Logged Quote ProBono

Dear Blog,
Finally got around to making an up to date Contact Sheet, now on RpgMapshare. Feedback is an odd thing.
Dorpond says there were several hundred downloads of the MapTools set, and there are some 18,000 hits on this
thread, but across the three sites only five people have actually said they have used the tiles. And two of them
were Maxxx and Bogie. Oh well...


Dungeon Tile CONTACT Sheet ...HERE...
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ProBono
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Posted: 02/12/2012 at 4:26am | IP Logged Quote ProBono

NOTE -

MEGA-DOWNLOAD - jpeg tiles 001 to 276 plus extras on link below...

Dungeon Tile Set 001 to 276 ...HERE... on RpgMapShare....


It's a 125mb ZIP, so expect it to take a little while to download. Unzip (download, find file, right click and "Extract All"). Comes with Dundjinni ~properties files in each folder, which allows it to go straight into your DJ folder structure. Those without Dj can delete or ignore the ~properties files. Please read the License included.

Give thanks unto Steel Rat for hosting.

Feedback welcome.

Enjoy!
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Bogie
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Posted: 02/12/2012 at 9:00am | IP Logged Quote Bogie

WOW !!!!!   !!!!!

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ProBono
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Posted: 05/02/2012 at 12:56pm | IP Logged Quote ProBono

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Bogie
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Posted: 05/02/2012 at 1:48pm | IP Logged Quote Bogie

Excellent!!!

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Serendipitous
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Posted: 05/08/2012 at 8:24am | IP Logged Quote Serendipitous

PB - I'm downloading the pack now and can't wait to start building the dungeons for my campaign with these. Between this awesome pack and Brimstone's Grassland Ruins tileset, I think i've just about got the entire campaign planned out.

*post script edit*

HOLY STROMBOLI! these tiles are AMAZING!!! I'm building dungeon 1 of 5 for my campaign and I'm absolutely floored!

Edited by Serendipitous on 05/08/2012 at 9:50am
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Serendipitous
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Posted: 05/08/2012 at 12:41pm | IP Logged Quote Serendipitous

   I love these tiles but I've encountered a couple of small snags when using them.

   The first one is easy to fix. I'd like to know what shadow you used when making the tiles so I can apply them to some of the overlays that don't have it built in.

   Secondly, if I export the map as a bitmap for fixing up in Photoshop and I leave the grid off (which is my preference) I've got a small gap between several of the tiles. I've figured the best way to solve that would be to use the floor and wall textures that you used when making the tiles in DJ (or even as Patterns in Photoshop) to go behind the gaps and fill in the spaces.

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ProBono
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Posted: 05/09/2012 at 2:34am | IP Logged Quote ProBono

Hi Serendipitous,

Glad they are of interest. Consider exporting the final map at 100dpi and see if the results are acceptable.
More details below, hope they make sense.

Serendipitous wrote:
   What shadows you used when making the tiles.

Here is a ZIP of the main shadows / lights / stairs used (puting one shadow on top of another for darker corners):
ZIP_Shadows_for_Tiles.zip

Serendipitous wrote:
   If I export the map as a bitmap for fixing up in Photoshop ... I've got a small gap between several of the tiles. I've figured the best way to solve that would be to use the floor and wall textures that you used when making the tiles in DJ (or even as Patterns in Photoshop) to go behind the gaps and fill in the spaces.


When making the Tiles, they were exported at 200dpi .bmp, then cropped to 1200x1200 .jpg in
Paint.Net. Then of course, Tiles put into Dj folders.

When placing the Tiles on a new map, be zoomed in at "1" detail, snap to grid.

PB, when making Maps using the Tiles, exported at 100dpi .bmp, creating a 36mb or such sized Map, then
made into 2mb .jpg in Paint.Net.
>>> At 200dpi some of the Tiles have the problem you have encountered, and took longer to export, creating
huge final files (150mb). There may be a setting between 100 and 200dpi that is optimal without the problem,
but didn't test(?) Exporting a Map at 100 dpi seems detailed enough in practical terms. <<<
If you need the final map at 200dpi and have a rogue line, you can also rectangle select the area above the
line and drag the area down over the offending one.
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mercutio
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Posted: 05/09/2012 at 4:27am | IP Logged Quote mercutio

I think Serendipitous' solution for the gaps (paint the
texture in the gaps) works just fine as well, although it
might be easier to fix the gaps in Photoshop/Gimp than in
DJ itself.

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