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jfrazierjr
02-12-2009, 08:51 PM
Here is an abandoned Dwarven outpost I am working on. I started it, a almost everything thing else I do as something to just try out and figured out "hey, I can use this for something!". Sooo... it will end up going into my underground campaing as one of the outposts between the inhabited city and the western gate. I might also put in some type of quest item in there somewhere, perhaps one of x "keys" to unlock the gate seals or some such stuff....

The large square room was a training room/dining hall and the other large room was a holy sanctum. I will be putting some stuff into it (doors, etc) once I figure out what kind of creatures should be there (most likely goblins or orcs.)

Ascension
02-12-2009, 10:44 PM
Looks nice, hope we get some more.

Steel General
02-13-2009, 07:17 AM
Cool stuff JFJr!

woekan
02-13-2009, 09:08 AM
Cool! What software did you use?

Steel General
02-13-2009, 09:10 AM
Cool! What software did you use?

Pretty sure he uses GIMP...

RobA
02-13-2009, 09:39 AM
I really like that rock wall texture! Where is it from?

-Rob A>

jfrazierjr
02-13-2009, 10:28 AM
I really like that rock wall texture! Where is it from?

-Rob A>


I "believe" all of the textures I used are from Genetica Viewer. I KNOW the 3 other than the "wall" ones are various renders from Genetica, but am pretty sure the rock wall is also.

jfrazierjr
02-13-2009, 10:34 AM
I "believe" all of the textures I used are from Genetica Viewer. I KNOW the 3 other than the "wall" ones are various renders from Genetica, but am pretty sure the rock wall is also.


Yep, its called Mountain Faults in the Terrain, Rocky category.

töff
02-13-2009, 10:50 AM
What this looks like to me is a huge flat square space that somebody excavated ... and then the occupants came in later and partitioned it. I wonder about the stories behind both of those events.

Turgenev
02-13-2009, 06:16 PM
That's pretty cool, jfrazierjr. I really like the textures.

jfrazierjr
02-13-2009, 07:21 PM
That's pretty cool, jfrazierjr. I really like the textures.


Thanks Turganev.... I can't really take credit for any of this other than the general shape. As I said, I used Genetica View for all 4 of the textures and I used RobA's script to generate the wall/floor texture fill and then just did two additional layers masked off to make the other two room's floors. Sooo... 20 minutes to do a B/W map shape and then 2 minutes to run RobA's script and add 2 new layers with layer masks....

The thing I like most about this is the option RobA has in his script (that I had not noticed before) for Displace, which is what makes the walls not straight in random ways. This really makes it look like someone just kind of hacked at the walls until a corridor was tunneled out....

nolgroth
06-07-2009, 03:14 PM
Very nice. I can see use of it for a warehouse basement in an abandoned district in my current rpg. Thanks.

Malazek
06-17-2009, 09:37 AM
Nice. I especially like the tile- and rock-textures. Is each component textured next to the others? Or are they done in seperate layers? Just curious.

jfrazierjr
06-17-2009, 12:21 PM
Nice. I especially like the tile- and rock-textures. Is each component textured next to the others? Or are they done in seperate layers? Just curious.

Seperate layers using Layer Masks. Each of the floor textures fills their entire layer and is masked off.

heathan666
06-17-2009, 01:58 PM
That's pretty good I like it.

RobA
06-17-2009, 02:10 PM
Thanks Turganev.... I can't really take credit for any of this other than the general shape. As I said, I used Genetica View for all 4 of the textures and I used RobA's script to generate the wall/floor texture fill and then just did two additional layers masked off to make the other two room's floors. Sooo... 20 minutes to do a B/W map shape and then 2 minutes to run RobA's script and add 2 new layers with layer masks....

The thing I like most about this is the option RobA has in his script (that I had not noticed before) for Displace, which is what makes the walls not straight in random ways. This really makes it look like someone just kind of hacked at the walls until a corridor was tunneled out....

I'm glad someone is still using the script, I thought it might have been a flash in the pan!

Another suggestion is to run the script on two copies of the template, one with displace on and one with displace off, then drag the generated layers into one image. That way you can select what areas are straight and which are displaced. (on second thought, would it be useful to add a "displace mask" parameter? A B&W selection representation/channel that could be loaded before running the displace...)

-Rob A>