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Posted

Bad - nice "urban shape", would be cool to see it from a playing pov though, seems to me like you could get some interesting views from down there.

Posted

Yeah that area is still a bit lacking on small details so i just wanted to give an over view. maybe in a week or so it'll be more interesting up close.

Dark is the sway that mows like a harvest

Posted

Looks very similar to the maps I made for my missions: simple, conveys the space well, but not very fancy. (That's what maps are for ;) )

 

I use Inkscape: I have a .png parchment file around, then I draw on it with black and enough transparency. Inkscape does vectors, so you can grab the lines and twist them a bit to make them look more "hand-written". After that I export into png->tga->dds.

 

I feel the actual drawing is easier than in GIMP, but that's preference I suppose...

 

Oh, and remember to make sure that white background is transparent in the final file! It's annoying to do afterwards...

Clipper

-The mapper's best friend.

Posted

Thanks. It is supposed to look like an ink sketch. I've done this using a path of beziercurves drawn with the ink tool. GIMP can export and import .svg so I could try Inkscape to. It's propably better suited to the task.

The white background is a result of the jpg conversion. The source has transparency.

Posted

When I make a map I draw it on a white piece of paper and then scan it. Than I set white to alpha in gimp and put it over the blank map shipped with the startmap. It's a pretty easy way to do it as it does not require much work to be done.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

If you've played my first FM and took a look at the map you knew I can't draw either. :P

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted
But some people can't draw and have to have the computer do that for them.

Ah but, I like the sound of that. OS, can you do me a basic tut for gimp on how to convert my A4 drawing etc..?

bhm_banner.jpg

Posted

Ah but, I like the sound of that. OS, can you do me a basic tut for gimp on how to convert my A4 drawing etc..?

  • draw your map
  • scan it as text (so the whole background is white)
  • open it in gimp, there is an option called "color to alpha", use the color white (#FFFFFF)
  • rectangle select it, cut it out
  • open the blank paper from the startmap package in gimp (its called map_of_)
  • insert the cutted map into it, drag-resize it
  • export it as png or tga or whatever file format is used for maps (can't remember now)
  • drink a stout

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted (edited)

If you take a scanned pencil drawing,and load it on photoshop/gimp, put it on a layer over the paper image and set the drawing's layer to multiply - this will get rid of the white background and blend the pencilled lines over the lower layer. Is this what you mean?

 

PS: didnt see Obs' post.

Edited by RPGista
Posted

... conversion process...

 

Yup, that's pretty much it. I'd just recommend if you're using colour to alpha rather than multiply, that you make a duplicate layer or two and blur them slightly, then multiply those under the alpha layer. Makes things look a bit more used and organic :)

Posted (edited)

Nice! How'd you put together that crumbling wall? Are those bricks just func_statics?

Edited by Moonbo

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

Posted

Just make a brick brush. Align texture nicely so that the brick brush is one 'stone.' Then make a depression into a wall and add those bricks into the depression. Rotate each of the bricks a bit so that they look broken. Apply some texture into the depression so that the brickwork looks older or more rotten in the damage area. Put some bricks on the floor in front of the wall damage. Done.

 

I made that damage into an .ase model detail module so that I can add wall damage wherever I please just by smacking the model into the depression in a wall. Each of the bricks on the floor are a single brick model I can scatter around.

Clipper

-The mapper's best friend.

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