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Some more tiles

Posted: Mon May 26, 2003 4:02 pm
by requiem_for_a_starfury
MV's kindly posted some more tiles I've done on his mapping hub here. I've resized the large metal Vault chair (the one that looks like an ejector seat) and the Vault table. I always thought they looked a bit odd and after comparing OTB's V13 map with the FO2 map editor, I thought that the chair should actually be slightly shorter than the swivel chair. I've also converted the large wall monitor/computer to being off/dead. There are also some smaller black floor tiles and some fun stuff. Dead robots from the RPGs and various big computers, the Overseer's control platform, the highwayman & trunk in one tile, the space shuttle, a vertibird and the crashed vertibird etc.

Posted: Tue May 27, 2003 7:24 pm
by endocore
I'm on my way to dl these new tiles, but I wanted to commend you first on the original set of new tiles. They're all quite good, and I particularly liked the stoneworks from the "tribals" group and the old FO tanker trucks. The junked half-vehicles will also no doubt be put to good use.

I admittedly know absolutely nothing about how to make tiles and sprites or what is involved therein, but if I might offer a small suggestion: would it be possible (depending on what kind of image editor you're using) to skew the perspective on a few of the items (specifically, to rotate them on their vertical axes) to have them match the diagonal view of the other FOT tiles? What I mean is that several of the new tiles with a straight-on view perspective appear too "crooked" in-map to mesh with everything else. However, regardless of whether or not this is possible, you're doing an outstanding job; keep up the great work.

If anyone with tilemaking expertise is looking for some ways to kill time, I think something that we're sorely lacking is more small plants and nondescript trash piles. Loads of seemingly irrelevant tiny details really make the difference between an amateurish-looking map and a well-polished effort, and variations on plants and little pieces of trash and rubbish (as opposed to large items like junked cars, barrels, etc) are few and far between in the existing FOT tileset. The key to making items like this, though, would be to make them as generic looking as possible. Good existing examples of what I'm talking about are the little white metal thingies in the miscellaneous wasteland tiles, and the little piles of metal scraps in the mission 25/door/small door rubble tiles. They're not sexy, but I think they really add a tremendous amount to a map.


Endocore

Posted: Tue May 27, 2003 7:45 pm
by Flamescreen
Double post deleted, Endocore
Also, I'm thinking of creating some plants for FoT some time in the future. I have all these objects for rendering. Must have at least 30 different plants. But for the moment I have so much things screwd up that I can't do even my promised tiles.

If someone wants and knows how to make tiles, I could send them some of the objects to render in their 3-d program and convert to tiles till then.

Cheers,
Flamescreen

Ps. This new format rocks btw. :)

Posted: Tue May 27, 2003 7:51 pm
by requiem_for_a_starfury
Unfortunately I'm unable to change the perspective with Corel, it doesn't allow for the typing in of the angle to be skewed, you have to manually pull and push little tabs each time and I was never able to produce anything useable. I've been sticking to items where the difference in perspective is not so noticeable or at least doesn't really matter. Hopefully Ed the Monkey will produce so more conversions in the right perspective or can be persuaded to redo mine.

Posted: Thu Jun 05, 2003 12:24 am
by xkcon
These Tiles are awesome, all the work, you guys do to make these is greatly appreciated.

Posted: Sun Jun 15, 2003 7:58 am
by Ed the Monkey
Acutally requem, I think you did the best job possible on those trucks and things. I skewed a few of the signs and things in the pack that Jimmy Jay put up, but I think that the trucks and cars can't be skewed. It was quite difficult indeed and took a lot of extra editing to skew Bob's Iguana bits, it's not a simple task... I don't think it'd even be possible on the more complex things like cars.

BTW, I'm using your tiles in a map I'm working on. I found out one of the stalagmite tiles is bad (the smaller one I think).

Posted: Sun Jun 15, 2003 8:46 am
by requiem_for_a_starfury
Ed the Monkey wrote:Acutally requem, I think you did the best job possible on those trucks and things. I skewed a few of the signs and things in the pack that Jimmy Jay put up, but I think that the trucks and cars can't be skewed. It was quite difficult indeed and took a lot of extra editing to skew Bob's Iguana bits, it's not a simple task... I don't think it'd even be possible on the more complex things like cars.
Yeah I've discovered that if I turn the image into a BMP I can load it into Paint and skew it, it doesn't look to bad for posters, graffitti and some of the signs but some of the items the image quality tends to deteriorate slightly, and some scenery must be at a different perspective because I can not get it to look right at all. Anything that's thick, for want of a better word, doesn't really want to change perspective. Funnily enough the old highwayman that's on blocks fits perfectly into the bounding box without any need for skewing, why couldn't the rest be like that!
Ed the Monkey wrote:BTW, I'm using your tiles in a map I'm working on. I found out one of the stalagmite tiles is bad (the smaller one I think).
Bad how? I know the larger stalagmite image floats away from the bounding box but should be alright once you place it in position, I've tried adjusting this, making sure it's centred in the bounding box but it keeps doing it, what's wrong with the small one because it looks okay as far as I can see.

Posted: Sun Jun 15, 2003 9:01 am
by Ed the Monkey
oops, you're right, it is the larger one that doesn't work

Posted: Sun Jun 15, 2003 9:12 am
by requiem_for_a_starfury
Ed the Monkey wrote:oops, you're right, it is the larger one that doesn't work
If you have view tile bounding box selected you should be able to place the tile, once it's in place I've not noticed any other problems with it. But I will start from scratch and remake it.

Posted: Sun Jun 15, 2003 9:42 am
by Ed the Monkey
I had the same problem with a couple of my tiles that JJ posted. (I think a couple that he put up are still broken...) I never did figure out what the problem was, and the only way to fix it was to rebuild it from scratch... oh well.
Anyway, all the rest of your stuff works great, which is better than I did.

Posted: Sun Jun 15, 2003 10:31 am
by Forty-six & Two
I dont know if this is complicated or fairly easy, but coudlnt you make grafitti-like wall cracks with spray? Many walls dont have any cracks in them, like the vault tile set. I dont know. Just an idea.

Posted: Sun Jun 15, 2003 10:39 am
by requiem_for_a_starfury
Forty-six & Two wrote:I dont know if this is complicated or fairly easy, but coudlnt you make grafitti-like wall cracks with spray? Many walls dont have any cracks in them, like the vault tile set. I dont know. Just an idea.
It'd be easier to do them with Redviewer, but you'd need some artwork to begin with. If you've got something suitable, same with the climbable plants, I'd convert them into tiles, but I'm not an artist so I can't come up with anything from scratch.

Posted: Sun Jun 15, 2003 11:10 am
by Forty-six & Two
requiem_for_a_starfury wrote:
Forty-six & Two wrote:I dont know if this is complicated or fairly easy, but coudlnt you make grafitti-like wall cracks with spray? Many walls dont have any cracks in them, like the vault tile set. I dont know. Just an idea.
It'd be easier to do them with Redviewer, but you'd need some artwork to begin with. If you've got something suitable, same with the climbable plants, I'd convert them into tiles, but I'm not an artist so I can't come up with anything from scratch.
Hmm, okay.. sounds cool. I dont really need the crack grafitti. Not right now. And I found a workaround for the plants idea so its not that improtant right now, but ill look for something anyway. Tell if I find anything.

Posted: Sun Jun 15, 2003 12:16 pm
by Ed the Monkey
the cracks for walls would be incredibly easy with photoshop... want me to do it?

Posted: Sun Jun 15, 2003 1:26 pm
by Ed the Monkey
what kind of walls were you wanting cracks on? Cracks that look great on darker walls tend to look really bad on lighter colored ones...

Posted: Sun Jun 15, 2003 2:32 pm
by Forty-six & Two
Ed the Monkey wrote:what kind of walls were you wanting cracks on? Cracks that look great on darker walls tend to look really bad on lighter colored ones...
Well I wasnt excatly in need of them right now, but I could use them for the vault tileset maybe, pretty soon. Would you make some? That would be pretty cool actually.

Posted: Sun Jun 15, 2003 5:13 pm
by Ed the Monkey
sure... I could just throw some cracks on a few of the Vault 0 walls. Were you thinking of using them in a map like valut 15 (after they left) or more like vault 13?

Posted: Sun Jun 15, 2003 6:34 pm
by Forty-six & Two
Ed the Monkey wrote:sure... I could just throw some cracks on a few of the Vault 0 walls. Were you thinking of using them in a map like valut 15 (after they left) or more like vault 13?
Well I got 3 vaults planned in my campaign. One in working order. One abandond, but not ruined and one ruined so the cracks would be for the ruined one.

Posted: Sun Jun 15, 2003 8:08 pm
by Ed the Monkey
I figured out the batch thing.. I did a batch sepia tone on all the vault tiles so they'll look like kind of like vault 15 tiles. I'll draw in the cracks and stuff when the batch PNG convert is done....

Posted: Sun Jun 15, 2003 8:15 pm
by Forty-six & Two
Ed the Monkey wrote:I figured out the batch thing.. I did a batch sepia tone on all the vault tiles so they'll look like kind of like vault 15 tiles. I'll draw in the cracks and stuff when the batch PNG convert is done....
Uh, sounds cool man. Cant wait to see em =).