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  #1  
Old 05-18-2007, 01:38 AM
JkWhoSaysNi JkWhoSaysNi is offline
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[WIP] Tileset

The, as yet, unfinished tileset I've been developing for Dark Nations.

Some are converted from freely available textures, others have been modified from existing textures and others have been made from scratch.

Ignore the tile errors and that none of the tiles match and I know the level makes no sense at all :P

We're trying to stay away from the cartoony look that every other server has and attempt (to the best of our ability) to bring a bit of realism to graal.

Comments, suggestions?
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Old 05-18-2007, 01:40 AM
killerogue killerogue is offline
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I quite like the tiles for for all that's worth man.
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  #3  
Old 05-18-2007, 02:19 AM
Zideruic Zideruic is offline
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So basically you put textures you found places into tiles?
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Old 05-18-2007, 02:25 AM
JkWhoSaysNi JkWhoSaysNi is offline
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some of them, yes. Others, I made in photoshop.
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Old 05-18-2007, 02:27 AM
NightmareNight NightmareNight is offline
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That grass reminds me of Atrius's grass tiles when I used to play, I don't know if they're the same now though.
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Old 05-19-2007, 04:00 AM
Infernix Infernix is offline
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So who made that Overworld map? I saw it before, someone did some crazy stuff in paint right?
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Old 05-19-2007, 04:12 AM
Stephen Stephen is offline
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So basically you put textures you found places into tiles?
Egads, I'm tempted to delete that as flamebait.
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Old 05-19-2007, 04:15 AM
DustyPorViva DustyPorViva is offline
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I think a lot of things just have an obvious grid. I've messed around with shrinking textures and such, and it never really turns out good. Even with a seamless texture for 3D stuff, resizing it usually ruins the seamless aspect.
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Old 05-19-2007, 04:22 AM
Stephen Stephen is offline
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I think a lot of things just have an obvious grid. I've messed around with shrinking textures and such, and it never really turns out good. Even with a seamless texture for 3D stuff, resizing it usually ruins the seamless aspect.
Yea. I think the only solution to this is making your texture so obviously tiled it's accepted, or making the texture on your tile so subtle it's hardly noticeable (becomes a shade).

Probably the best solution would be to mix these two methods nicely.
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Old 05-19-2007, 03:30 PM
JkWhoSaysNi JkWhoSaysNi is offline
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Quote:
Originally Posted by Infernix View Post
So who made that Overworld map? I saw it before, someone did some crazy stuff in paint right?
I made that OW map about a year ago

It actually took about 30 seconds in photoshop using render clouds then randomly selecting areas that could be islands using the magic wand. Then on a new layer I filled the selected parts green and I had an OW to run through the level generator :P

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I think a lot of things just have an obvious grid. I've messed around with shrinking textures and such, and it never really turns out good. Even with a seamless texture for 3D stuff, resizing it usually ruins the seamless aspect.
Yeah, some areas need improving. The concrete floor looks that way because it's actually a load of concrete floor tiles but I didn't make the level very well so they're not all lined up correctly. The marble is worst it tiles fine, but the resized version you can see because the pattern is not even.

The ones I made myself like the hexagonal floor work best... but I made that at 256x256 then scaled it down so I don't really know why others don't scale as well.
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Old 05-19-2007, 04:37 PM
Zideruic Zideruic is offline
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Egads, I'm tempted to delete that as flamebait.
Do it I really don't care?
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  #12  
Old 05-24-2007, 12:57 AM
Matt Matt is offline
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Update:

That tileset isn't being used for Dark Nations anymore, it's being used for Graalaxy. It's been worked on alot since then. I'll post a screenshot soon.
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