Firstly, thanks for all the compliments and the rep. It certainly helps with a project of this size. I should put the small in quotes in the title of this thread. I'm up to 8MB of tiles and growing steadily.
Okay, so all the lightsources are finished now. I've also rebuilt the outer walls so that they snap over a grid line so that when the players explore they can see the walls. I've added markers too - letters, numbers and a generic star. Also in this update:
1. New grass texture
2. Windows
3. Doorways
4. Fireplace
5. Generic fire stamp
A few of the new features:
Here's a demonstration of the new walls. First, here's the player view:
Note that it is not entirely clear which walls are single thickness and which go all the way back. Now in the GM view this is clear:
Maptool also has snap to grid vision blocking that gets painted on its own layer (vision blocking layer is often abbreviated to VBL) so it's really quick and easy to lay in where the walls are:
Note, I've only updated the 100px zip file. Let me know if anyone wants the 50px version of these.
Turns out people did want the 50px version so they've been updated too.
Okay, after a request, here are the three principle tiling textures with a grid added:
These can be used with gimp to build dungeons for printing out at the table. To do this, follow these steps:
1. Make sure you set it up so that the grid size is 100px in Image->Configure Grid.
2. Make sure the image resolution is 100px per inch (Image->Scale Image)
3. Turn on snap to grid under view->Snap to grid
4. Make the grid visible (View->Show Grid)
5. Create a selection using the rectangular select tool that will be the floor of your dungeon.
6. Fill this with the desired texture (you can do this by opening the jpgs above, hitting select all and then copying them (ctrl-a, ctrl-c). Now they will be in your patterns dialogue. Select the pattern and on your dungeon image hit ctrl-; )
Now lay in the walls. To do this do the following:
1. Find the tiles in your computer.
2. Click and drag a corner tile onto the active picture (literally drag and drop the tile onto gimp). This will create a new layer on the image with the tile in it.
3. Use the move tool set to Move Current Layer to move the corner tile to a corner of your dungeon.
4. Duplicate the layer and repeat, rotating (Layer->Transform->rotate 90 degrees) as required.
5. Flatten all of these layers to one layer.
6. After placing all the corners, repeat with the large wall sections.
7. Fill in the gaps with small sections.
8. Flatten all the wall sections into one layer.
Change the colour of the background if you don't want the walls to fade to white. Add set dressing on a new layer as before - remember things like stairs and so on should be on a layer above the floor texture but below the walls layer. You're done! Play with grunge brushes and so on to personalise it.
Here's a quick dungeon I threw together using this technique in Gimp. The drag and drop from directory is the real lifesaver in this method.
Don't want to leech too much, but we seem to have the same final goal in mind: making tiles until every terrain configuration is covered.
I've only made slopes and cliffs so far (as you know, not even in 100 px), but I really hope my stuff will be compatible with yours. I'll pick up the slack and see if I can't get water and beaches to work.
Good plan. I'm currently tied up with a few other tasks but will be getting on to these elements as and when I can. I look forward to seeing what you come up with - and thanks for the rep btw!
This is an amazing tile set. I'm just learning to use the maptool program and these have giving me a huge jump forward.
The only issue I have, and it is probably just me, but I can't find the angle and circular walls, what folder are they in?
Ah, there are no angular or circular walls. The circular walls are just a series of single wall sections placed without shap to grid. You can free rotate a tile by holding down ctrl-shift and rotating the middle mouse button. This is also the way that the angled walls are done.
The reason there are no specific tiles for this is because people tend to want all sorts of angles and it would require a new tile for every angle. It's even worse for circular rooms as you'd need a different tile for every radius of room, and also for every section of that room. This is the current solution, but I'm definitely open to ideas for better solutions.
*facepalm*
Thank you so much.