Author Topic: Creating Dungeon Combat Tiles (DUNGCOM)  (Read 1611 times)

Offline Nol Drek

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Creating Dungeon Combat Tiles (DUNGCOM)
« on: January 17, 2016, 09:28:44 PM »
Start with a texture map that you want to convert into a set of Dungeon Combat tiles. (see marble_wall.png)

I'm going to use two templates to create the Dungeon Combat tiles. (see d_drawdw.png and d_draw.png)

Record the color values of all the colors in your texture map. You can use up to 32 colors. This image only uses 12 colors.

Marble
82 74 74
99 99 99
123 123 123
140 132 132
165 165 165
181 173 173
189 189 189
206 198 198
214 214 214
231 231 231
239 239 239
247 247 247
Floor
151 167 179

It is best if none of the colors are duplicates of any of the default EGA colors or the colors used for combat icons, so for the last color I used 247 247 247 instead of 255 255 255. The color 151 167 179 was added to be used as the color of the floor.

Reduce the color depth of the texture to 12 colors and resize the texture to 24 x 24. (see marble_texture1.png) Dungeon tiles and combat icons are all multiples of 24, so using this size ensures that everything will line up correctly.
« Last Edit: January 17, 2016, 09:39:50 PM by Nol Drek »
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Offline Nol Drek

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #1 on: January 17, 2016, 09:30:25 PM »
Modify the color palette of the two template files d_drawdw and d_draw. Modify colors 32-63 to match the colors used in your template. Colors 32-63 should be the only colors which you use.

Copy and paste your texture map, enlarge the canvas, and move each vertical column of pixels up one pixel to create a staircase pattern. Cut the top half of the pattern and paste it be onto the bottom. This is the texture you will use for the diagonal walls. Walls which have distinctive vertical patterns should be resized to 12 x 24 before the diagonalization process to avoid appearing elongated. (see marble_diagonal1.png, marble_diagonal2.png, and marble_texture2.png)

Using d_drawdw.png, paste the 24 x 24 texture map onto the horizontal walls. Then paste the diagonal texture map onto the diagonal walls. You can fill a solid color or small 4 x 4 pattern onto the tops of the walls. (see d_marbledw.png)
« Last Edit: January 17, 2016, 09:42:12 PM by Nol Drek »
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Offline Nol Drek

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #2 on: January 17, 2016, 09:31:28 PM »
Using the 2 templates, cut the images out of d_drawdw.png and paste them into the corresponding locations on d_draw (see d_marbledw_cutandpaste.png and d_marble.png)

That's it, you should now save your work as a .pcx file and then use toolbox to import the graphics into FRUA.
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Offline Nol Drek

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #3 on: January 17, 2016, 09:35:21 PM »
Here's the palette for this DungCom file.

Code: [Select]
JASC-PAL
0100
256
0 0 0
0 0 170
0 170 0
0 170 170
170 0 0
170 0 170
170 85 0
170 170 170
85 85 85
85 85 255
85 255 85
85 255 255
255 85 85
255 85 255
255 255 85
255 255 255
199 191 199
191 175 183
175 159 175
131 131 135
143 143 151
131 135 139
119 107 119
131 119 127
107 111 115
135 107 99
99 99 107
83 83 87
95 95 95
75 83 91
71 67 71
255 255 255
82 74 74
99 99 99
123 123 123
140 132 132
165 165 165
181 173 173
189 189 189
206 198 198
214 214 214
231 231 231
239 239 239
247 247 247
151 167 179
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 128 255
255 87 87
43 87 211
0 171 0
87 131 155
171 0 0
171 0 171
195 99 0
195 179 163
0 0 0
87 147 255
195 231 0
195 203 255
255 83 0
235 0 19
255 255 0
255 255 255
247 215 179
43 71 163
151 187 231
255 99 115
211 0 0
115 0 0
155 79 0
151 167 179
67 59 51
87 87 255
227 239 131
255 239 167
247 143 0
247 179 0
255 227 0
255 239 219
67 51 0
91 91 0
107 107 0
127 131 0
107 155 23
171 179 0
95 163 0
155 223 27
195 255 131
231 227 0
223 183 23
195 123 0
123 123 123
115 131 155
255 227 159
155 135 119
175 203 231
87 255 255
67 191 247
87 147 255
43 119 155
35 83 99
0 75 163
59 0 147
87 87 255
47 43 75
115 0 0
163 0 0
195 0 0
227 0 0
255 91 0
255 131 0
135 59 163
99 31 123
163 75 235
171 147 247
155 103 155
239 87 135
255 123 159
195 71 115
139 63 95
211 187 131
231 171 111
191 139 91
139 95 75
155 75 0
123 59 0
115 0 0
255 255 255
219 219 219
183 183 183
147 147 147
111 111 111
75 75 75
43 43 43
255 0 67
255 0 0
227 0 7
203 0 15
179 0 19
155 0 23
131 0 27
107 0 27
83 0 23
59 0 19
239 139 163
255 123 159
239 87 135
195 71 115
139 63 95
115 55 79
255 219 0
227 191 7
199 163 15
171 139 19
231 171 111
255 131 0
255 115 0
255 103 0
255 91 0
255 227 187
255 227 159
215 183 107
179 147 67
139 111 35
103 79 11
67 51 0
195 123 0
155 75 0
123 59 0
191 139 91
167 107 63
143 83 39
119 59 19
95 39 7
71 23 0
155 135 119
147 135 119
171 111 99
139 95 75
107 79 59
163 75 235
139 55 191
115 39 147
87 27 107
203 219 239
175 195 219
155 171 203
131 147 187
111 123 171
95 103 155
79 87 123
63 67 91
203 195 227
171 163 191
171 147 247
83 71 115
75 43 107
67 51 99
47 43 75
55 31 75
35 0 75
175 203 231
87 255 255
67 219 235
47 183 215
31 151 195
19 119 179
107 103 255
83 75 223
67 51 191
51 31 159
39 15 127
27 7 95
19 0 67
183 191 211
115 131 155
51 139 187
47 119 151
39 95 119
31 71 87
231 227 0
171 179 0
151 159 0
135 139 0
115 119 0
95 99 0
75 79 0
59 59 0
0 255 0
43 195 79
63 139 99
195 255 131
159 219 91
127 187 55
43 43 43
107 107 107
171 171 171
0 0 0
103 247 159
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Offline Nol Drek

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #4 on: January 17, 2016, 09:39:30 PM »
Finally, here is how the Dungeon Combat tiles look in FRUA:

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Offline Nol Drek

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #5 on: January 18, 2016, 11:55:44 AM »
A collection of Dungeon Combat tiles that match the default FRUA wall art has been uploaded to the UA Archive:

http://frua.rosedragon.org/pc/art/d/dungcom5.txt
http://frua.rosedragon.org/pc/art/d/dungcom5.zip

Below is how the DungCom tiles appear in-game.
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Offline ProphetSword

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #6 on: January 18, 2016, 12:31:07 PM »
Those look fantastic.  I especially like the "Wood A" dungeon set.

I have turned this thread into a sticky, as it contains valuable advice and instruction.
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Offline Dinonykos

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #7 on: January 19, 2016, 12:16:22 PM »
Very impressive!
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Offline steve_mcdee

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #8 on: January 19, 2016, 06:28:39 PM »
They look great, Nol. Do you have a particular preference for a single-colour plain floor rather than some texture?

Offline Nol Drek

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #9 on: January 20, 2016, 12:20:15 AM »
I do prefer the floor to be a single color. I think the combat icons show up better if the floor is not too busy.

That being said, it would not be too difficult to fill the floor with a texture. A checkerboard pattern for the floor with the marble walls would make sense, for example.
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Offline ProphetSword

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #10 on: January 20, 2016, 07:37:58 AM »
I do prefer the floor to be a single color. I think the combat icons show up better if the floor is not too busy.

I agree with this.  If the floor texture is too busy, it can be a distraction.  A plain floor is easier on the eyes.
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Offline hans

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Re: Creating Dungeon Combat Tiles (DUNGCOM)
« Reply #11 on: January 21, 2016, 02:28:37 PM »
I do prefer the floor to be a single color...
 

A single color floor (if the corresponding Backdrop floor is not also a single color) moves the combat visuals away from realism and in the direction of the abstract, iconic, and symbolic.  This represents a deliberate step away from the natural world which allows, if not evokes, a different reaction in the viewer, as a participant in the art, from what would be their most natural reaction to the subject.  Other thoughts and emotions, different focuses and perspectives, are invited into the process. 

That, of course, may be an unintended consequence to some artists whose interest is merely to better showcase the art of the combat icons, or to simplify and sharpen the elements in conflict.  Still, it is of real consequence to the gaming experience. 

It is something I've given a lot of thought to, over the years.  I've probably created more Combat Dungeons than any other FRUArtist, even more than the wonderful Suzanne M. Ferree (I fondly remember our many discussions and exchanges of ideas about Combat Dungeons).  After all the time and experimentation I've done with them, I still use both realistic and abstract approaches according to what I believe are the needs of the Combat Dungeons themselves, and also the context of the mod they will appear in. 

For example, below I have one of my earliest Combat Dungeons, from "Fire and Water."  The technique is a bit crude by my current standards, but you can compare the effect of the single color floor against that of my second example, which is from my most recent OAUA design, "The Snow-Woman's Daughters."  (In both games, the flames color-cycle.) 

The first game was very light-hearted, while the second was one of my most serious attempts at a darker, intensely dramatic storyline.  I believe that if I had put in a single color floor in the second, it would have detracted from my goal of realism for that mod, at least to some degree. 

My point, simply, is to suggest to our authors that there are other considerations to weigh besides combat dynamics and icon aesthetics, alone.  My own belief is that sometimes single color floors are best, and sometimes not.   ;)