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Thread: Veil Vale - an experiment

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  1. #1

    Info Though the MB size is small its too reduced...

    Quote Originally Posted by Valarian View Post
    For VTT used for roleplaying games (GRIP / Fantasy Grounds), this map is just the right size for an encounter. For wargames (Battlegrounds / MapTool) the map would probably have to be bigger in area.
    I might try a 100' x 100' encounter sized map at 100 ppi = 5 feet, saved in both PNG and JPG, you could download either and test it out on GRIP / Fantasy Grounds for me, at least post a screen capture or two of the results.

    I'll create a similar technique but different map for the test.

    Oh and I saved a treeless version of the Veil Vale map to upload tonight, as well as many of my map object PNG files - trees and stuff.

    I've got no problems this thread becoming a "test bed" for VTT mapping techniques.
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    Quote Originally Posted by RPMiller View Post
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    Arg...isn't that just a bit too Flashy?

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    Guild Member Naryt's Avatar
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    Quote Originally Posted by RobA View Post
    I smite thee oh foul punster!

    -Rob A>
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    (I interrupt this post for a quick lol @ "the foul punster!" That's hilarious. Now, back to your regularly scheduled thread...)
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  5. #5

    Wip New map to work with...

    Hey guys, I'm getting better at map creation using the Xara stack terrains technique. I've actually improved my terrain creation work.

    First I created a rocky terrain filled level. Then I drew a freehand polyline shape as in creating the next terrain, but I did not bevel it, rather I feathered heavily 30+ pixel feather and applied fractal plasma transparency at about 38%. This allows the rocky texture to show through the grass fill texture above it. I also added a similarly fractal plasma transparent smaller region with my standard grass fill. Altogether more complex and more realistic.

    Similiar thing done on the foam at the edge of the sea and around the rock. For being quick and easy method, its surprisingly realistic, even has its on drop shadow.

    Also I am being more "geologically logical" about create terrain stacks by the sea. First level above the waterline is large boulder/gravel, next is algae covered stones, above this stone with patches of moss/algae, above this gravel stone and then my stone texture on top.

    Oh and to help scale things, there is a wagon track for a road running betweeen the shore and the rocky outcroppings. Also on the bottom right is a line of fencing wind blew it down 30 degrees from upright (actually a squished image of masked fencing).

    Bad News: as a 7200 x 4800 pixel (200 pix = 5 ft) map in 24 bit color, PNG = 92 MB

    So I saved it as a JPG in "High Settings", sorry RP, but test this for me anyways, despite not being PNG. (Still 8.6 MB)

    The second image is a 1400 x 1400 pixel, 70 pixels = 5 feet, "med. settings" JPG for Valarian to try, if willing.

    I didn't upload my PNG trees, yet, but I thought I'd try downloading Dridon's TREE PNGs in the Resources thread. Unless one of you have already done so.

    Are you willing to VTT test this map?

    Of course the first file is too big to link with thumbnail, but... http://www.gamer-printshop.com/images/shoreline.jpg

    And the image shown is the Fantasy Grounds/GRIP version: (fence is cropped off in this version)
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    Last edited by Gamerprinter; 10-20-2007 at 04:22 PM. Reason: edits
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  7. #7

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    Very nice. Those wagon ruts don't really look like they're part of the ground, though. Everything else has so much depth that they look like they're floating.

    It's really amazing how well that technique works--I expect we'll be seeing some mimicry of it very soon.
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  8. #8
    Guild Adept Valarian's Avatar
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    Default Examples in play

    Quote Originally Posted by Gamerprinter View Post
    I might try a 100' x 100' encounter sized map at 100 ppi = 5 feet, saved in both PNG and JPG, you could download either and test it out on GRIP / Fantasy Grounds for me, at least post a screen capture or two of the results.
    Can do.

    The thing for the roleplaying VTT encounter maps is size. You want to activate the map and send it to players quickly so that you can get on with the encounter. Under 1Mb in size is good as it downloads reasonably quickly. A scale of between 30 and 70ppi to 5' is fine.

    With the wargame VTTs, you are more willing to load a large map as it's all done at the start of the game.
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    Last edited by Valarian; 10-19-2007 at 04:52 PM. Reason: Added in the screenshots from FG and GRIP
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    Community Leader RPMiller's Avatar
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    Again, I would like to mention that I want to have 200 ppi (100 ppi at a minimum) for the native download. That gives me the ability to scale down as needed. It is very difficult to scale up and maintain a nice appearance. That way if a group has someone with low bandwidth they can still use it, but if everyone has broadband connections they can benefit from the more detailed map.

    It should also be noted that the various VTTs themselves have different ways of distributing their maps. MT actually has the ability to host directly from the GM's server or to pull from a webserver. A nice feature that was recently added. Also, the files themselves can be sent directly outside of the tool and the players can host them locally which allows the GM to distribute the needed larger files well in advance of the actual game time.
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    Guild Adept Valarian's Avatar
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    Added the screenshots for Fantasy Grounds and GRIP in the previous post above
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