Page 2 of 9 FirstFirst 123456 ... LastLast
Results 11 to 20 of 107

Thread: Land / Sea Fill Textures

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Leader pyrandon's Avatar
    Join Date
    Feb 2007
    Location
    Michigan, USA
    Posts
    1,341

    Default

    Hey, great thread. Just FYI, I moved it to the "Mapping Elements" area, which seems a more appropriate spot. Keep going with this idea--it's a good one!
    Don
    My gallery is here
    __________________________________________________ _______
    "Keep your mind in hell, but despair not." --Saint Silouan [1866-1938]

  2. #2

    Post Seamless Forest Texture

    This is a seamless 400x400 "forest" texture I originally posted at dundjinni.com. Very large scale feel, grasslands and bushes or trees. Created in Genetica. I probably still have the .gtx if someone needs a larger (or smaller) version, or some variations.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	GrassWsA1-B2.png 
Views:	3869 
Size:	361.6 KB 
ID:	1304  

  3. #3

  4. #4

    Post

    Quote Originally Posted by pedrov View Post
    This is a seamless 400x400 "forest" texture I originally posted at dundjinni.com. Very large scale feel, grasslands and bushes or trees. Created in Genetica. I probably still have the .gtx if someone needs a larger (or smaller) version, or some variations.
    This texture is really cool. In fact, this entire thread has some pretty amazing textures. What a great idea.

    As a CC3 user, one thing that would make the seamless textures usable in that program would be to get a higher res image - 1000 pixels by 1000 pixels. The way CC3 uses bitmap textures for fills and symbols is to have four versions of the same image:

    very high: imagename_VH.png 1000 x 1000 pixels
    high: imagename_HI.png 400 x 400 pixels
    low: imagename_LO.png 100 x 100 pixels
    very low: imagename_VL.png 20 x 20 pixels

    If you use this naming convention, the program selects the proper one so the map looks the same based on the template size for zooming, printing etc. With a 1000 x 1000, I can resize to the other sizes, usually in Fireworks.

    pedrov, I've been working on creating some overland forest fills for CC3 in this thread to share here: [Edit ravells]: thread merged with this one.



    If it is possible and you don't mind me doing this, I would love to get a 1000 x 1000 image of your forest tile to include with this.

    And looking at the artwork in this thread, I think the next CC3 overland fill set I want to work on will be oceans/lakes. :So I'll be bugging the rest of you soon.
    Last edited by ravells; 11-04-2007 at 02:07 PM.
    jaerdaph
    JUST ADD HEROES An ICONS Superpowered Roleplaying Game Blog by Joe "jaerdaph" Bardales

  5. #5

    Post

    Here are some 1000x1000 tiling fills per the request above. Also added some variations in fill and color.

    Feel free to use however you wish. I'd love to see any uses of my stuff.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Trees1000_pdrv.png 
Views:	3493 
Size:	2.19 MB 
ID:	1347   Click image for larger version. 

Name:	Forest1000_pdrv.png 
Views:	3743 
Size:	2.13 MB 
ID:	1348   Click image for larger version. 

Name:	cForest1000_pdrv.png 
Views:	1654 
Size:	2.28 MB 
ID:	1349   Click image for larger version. 

Name:	Depth1000_pdrv.png 
Views:	2320 
Size:	2.20 MB 
ID:	1350   Click image for larger version. 

Name:	cDepth1000_pdrv.png 
Views:	6104 
Size:	2.34 MB 
ID:	1351  


  6. #6

  7. #7
    Community Leader pyrandon's Avatar
    Join Date
    Feb 2007
    Location
    Michigan, USA
    Posts
    1,341

    Default

    Wow! Thanks, pedrov!
    Don
    My gallery is here
    __________________________________________________ _______
    "Keep your mind in hell, but despair not." --Saint Silouan [1866-1938]

  8. #8

    Default

    Quote Originally Posted by jaerdaph View Post
    As a CC3 user, one thing that would make the seamless textures usable in that program would be to get a higher res image - 1000 pixels by 1000 pixels. The way CC3 uses bitmap textures for fills and symbols is to have four versions of the same image:

    very high: imagename_VH.png 1000 x 1000 pixels
    high: imagename_HI.png 400 x 400 pixels
    low: imagename_LO.png 100 x 100 pixels
    very low: imagename_VL.png 20 x 20 pixels

    If you use this naming convention, the program selects the proper one so the map looks the same based on the template size for zooming, printing etc.
    Here's an interesting tidbit from Simon Rogers of Profantasy about this I found while browsing old posts to the CC2 Users Group mailing list (bold emphasis mine):

    --- In cc2-l@yahoogroups.com, "Simon Rogers" simonwork@...> wrote:

    I think you mean very high (VH) - 100 pixels per foot. HI is the resolution used by Dunjinni, and in most cases it is absolutely fine. VH is overkill - it's to allow people to zoom right into maps, just as they can with vector symbols and to create very high resolution large prints.

    If you had a 100x80 dungeon, and you printed it out on one piece of paper, VH would give you 1000dpi, which is generally higher color resolution than most printers can cope with, or at least at the upper end. High resolution would give you 400dpi on such a map. It's when you print at minature scaleit starts to make a difference. At 1"=5', DD3 would give you 500dpi with VH, and 200dpi with HI - still pretty respectable.

    For City Designer, we'll be using 40 pixels per foot, and you generally don't want to print super close ups of building symbols.

    So, in my opinion, adding the VH symbols is a luxury, one we are happy to provide, but not essential.

    Simon Rogers
    http://www.profantasy.com
    Livejournal - http://sjrlj.notlong.com
    jaerdaph
    JUST ADD HEROES An ICONS Superpowered Roleplaying Game Blog by Joe "jaerdaph" Bardales

  9. #9
    Community Leader RPMiller's Avatar
    Join Date
    Apr 2006
    Location
    Watching you from in here
    Posts
    3,226

    Default

    Skyryder, at the MapTool forums posted the following and I had to repost it here:

    A great source of Free Textures is at Mayang's Textures:

    http://mayang.com/textures/


    An awesome "free" plug-in for PhotoShop can be found at RedField plugins. It's called Seamless Workshop:

    http://www.redfieldplugins.com/filte...ssWorkshop.htm
    Bill Stickers is innocent! It isn't Bill's fault that he was hanging out in the wrong place.

    Please make an effort to tag all threads. This will greatly enhance the usability of the forums.



  10. #10

    Info Texture Website Links

    I found a new seamless texture Website that I want to share. I could have sworn there was a thread for this somewhere, but for the life of me I can't find it. Please feel free to move this post if such a thread already exists, if not, please feel free to add links to this one.

    Artist David Gurrea has hundreds of scalable tiles on his Web site perfect for mapping, most of which are 1000 x 1000 pixels:
    http://www.davegh.com/blade/davegh.htm

    And some more of my favorites are linked below...

    Absolute Background Textures Archive:
    http://www.grsites.com/textures/

    Paul Bourke's Textures:
    http://local.wasp.uwa.edu.au/~pbourke/texture_colour/

    Blu's Cave:
    http://www.bluscave.com/bitmap_fills.htm

    Neotox:
    http://www.neotox.com/stock-stone.htm

    ScentedNectar:
    http://www.scentednectar.com/textures/index.htm

    Renfield Imaging:
    WARNING! Make sure you have a pop-up blocker activated in your Internet browser before you click on the link below!
    http://www.renfield-imaging.50megs.com/index.html
    jaerdaph
    JUST ADD HEROES An ICONS Superpowered Roleplaying Game Blog by Joe "jaerdaph" Bardales

Page 2 of 9 FirstFirst 123456 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •