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Thread: Dwarven outpost

  1. #11
      jfrazierjr is offline
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    Quote Originally Posted by Turgenev View Post
    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....
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  2. #12
      nolgroth is offline
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    Very nice. I can see use of it for a warehouse basement in an abandoned district in my current rpg. Thanks.

  3. #13
      Malazek is offline
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    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.

  4. #14
      jfrazierjr is offline
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    Quote Originally Posted by Malazek View Post
    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.
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    How to create ISO Mountains in GIMP/PS using the Smudge tool
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  5. #15
      heathan666 is offline
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    That's pretty good I like it.
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  6. #16
      RobA is offline
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    Quote Originally Posted by jfrazierjr View Post
    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>

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