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A little more of what I'm working on (continue a closed thread)

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Edited 1380092657
Old Thread I was on a sort of hiatus, but only because I was hard at work problem solving my approach to map-making tiles for Roll20. This iteration took so long that my previous thread auto-closed. My new approach was to plan out pieces in Sketchup with a more direct orthogonal projection and use these plans to create hand-drawn tiles to work with (I essentially trace my own work.) It's taking more time in some respect, but I like the results better and the new perspective is sooooo much easier to develop. Here is a simple test with some straight walls: No shading or coloration has been done yet. The pieces are completely modular, consisting of walls, floors, and corner pieces. Things are designed so they are depth agnostic (except for floors-- they need to be sent to back when combined with north-facing walls.) The black bits are simple masks that help to avoid the need for half-floor pieces. With a black background, they'd end up invisible. I have a bunch of angled walls with doors that have worked well on a previous draft iterations. I'll be putting some test together with them soon. There are a bunch of specialty wall pieces that need to be crafted for things like wall u-turns, or 1-tile change-ups in wall directions. Currently, I just clumsily overlap some pieces. Thoughts? Suggestions? I'm making this for everyone.
i'm really liking what your making. Would like to get together with you on ideas to create more and similar works with you as a team. Msg me on here or add my skype if your interested. (Add skype via email. <a href="mailto:Trent.Nero@yahoo.com" rel="nofollow">Trent.Nero@yahoo.com</a>)
Some more walls. The problem I have, is that some of the corner pieces don't play well with others, making it difficult to do 1 tile wide (along the Y-axis) nooks. I'm thinking I might do something where there is a floor curb piece and the actual wall that goes on top of it-- giving the user the option to just build the footprint of a wall in some areas, or a quick way of lifting a group of walls into the GM layer to show the true layout of the room. Oooooohhh... what I wouldn't give for user-defined layers in Roll20 (hint hint.)
Oh this is so great. I'm working on a half-resolution isometric pack right now, and am running into obstacles with depth ordering too. The curb/wall idea sounds good.
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Kevin B.
Marketplace Creator
This is awesome.
I'm working really hard on another pass with the curb objects. I should have something to show later this week.
I love this. Looking forward to any updates!
Welp, the curb idea was a bust... making a map was just too complicated and drawn out trying to use them. I went back to the drawing board and was looking for ways to make assembling rooms faster. Before I was using facing halves for the walls, so you'd have say, a north facing wall and a south facing wall that mated at a seam. This was a bit cumbersome, especially in making compact and easily selectable objects. So, here's where I'm at... I started using a Tavern themed tract because it took less detail work during the prototype artwork phase. I am making whole walls. I've found this allows me to use layering to achieve interesting effects. For instance, I can make just two corner pieces, and from that I can create all sorts of junctions. Experimentation has led to a lot of new ideas. I also started using the polygon tool to create edge "grout" since I wasn't using half-walls anymore. Anyway, here's some more art. It hasn't been processed to be pretty yet.