Community

 
Jump Menu:
Post Reply
Page 5 of 6  •  Prev 1 2 3 4 5 6 Next
Switch to Forum Live View So You Want to Write for LFR
3 years ago  ::  Jan 24, 2010 - 11:57AM #41
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,993
Is there any particular map program that we're supposed to use, or can we just use the images of the tiles?Also, which are the good city tiles sets?

Thanks!

(I see several map making programs, but I could assemble the jpegs in Photoshop much faster than any of the other options...)
Quick Reply
Cancel
3 years ago  ::  Jan 24, 2010 - 12:03PM #42
JohnduBois
Date Joined: May 29, 2004
Posts: 957

Jan 24, 2010 -- 11:57AM, Mommy_was_an_Orc wrote:

Is there any particular map program that we're supposed to use, or can we just use the images of the tiles?Also, which are the good city tiles sets?

Thanks!

(I see several map making programs, but I could assemble the jpegs in Photoshop much faster than any of the other options...)



For city tiles (especially if you're trying to keep the number of sets and number of different sets used to a minimum), I'd recommend Streets of Shadow.

John du Bois
Living Forgotten Realms Writing Director, Netheril story area

Follow me on The Twitter: @JohnduBois
Follow my presence on The Intertubes: johncdubois.wordpress.com
Quick Reply
Cancel
3 years ago  ::  Jan 24, 2010 - 12:09PM #43
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,993

Jan 24, 2010 -- 12:03PM, JohnduBois wrote:

Jan 24, 2010 -- 11:57AM, Mommy_was_an_Orc wrote:

Is there any particular map program that we're supposed to use, or can we just use the images of the tiles?Also, which are the good city tiles sets?

Thanks!

(I see several map making programs, but I could assemble the jpegs in Photoshop much faster than any of the other options...)



For city tiles (especially if you're trying to keep the number of sets and number of different sets used to a minimum), I'd recommend Streets of Shadow.




Thanks, that's the one I was looking at using. 

Quick Reply
Cancel
3 years ago  ::  Jan 24, 2010 - 1:21PM #44
Alphastream1
  • Dragon Slayer
  • If only he would apply himself
  • Dammit Jim, this is Star Trek, not D&D!
Date Joined: Jan 31, 2006
Posts: 4,642

Jan 24, 2010 -- 11:57AM, Mommy_was_an_Orc wrote:

Is there any particular map program that we're supposed to use, or can we just use the images of the tiles?Also, which are the good city tiles sets?

Thanks!

(I see several map making programs, but I could assemble the jpegs in Photoshop much faster than any of the other options...)




You can use whatever program you want for authoring. One thing to look at is whether your "white space", if you have any, should have gridded space. This is important if the white space is something used by the players/DM to determine movement. In that case, a programmer like PyMapper is nice.

Quality is not very important, so there isn't much of an advantage to using direct tile scans vs. the low res of PyMapper.

Now, when it comes to printing out any maps for actual use, that pdf resolution will be poor. That's where people sometimes recreate the tiles from scans so as to have a nicer quality printout. (Or, use a battlemap or combination of battlemap and actual tiles).

Follow my blog and Twitter feed with Dark Sun campaign design and DM tips!

Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
Quick Reply
Cancel
3 years ago  ::  Jan 25, 2010 - 10:23PM #45
RCanine
  • Dragon Slayer
Date Joined: Aug 26, 2008
Posts: 537

Jan 24, 2010 -- 1:21PM, Alphastream1 wrote:

Quality is not very important, so there isn't much of an advantage to using direct tile scans vs. the low res of PyMapper.




I've got to disagree here. There's nothing worse than staring at a low-quality print-out of low-res images intended for screen and blown up to paper quality. I took photos of the assembled maps, although next time I'll make sure we do them in black and white instead of full color.

Also, I've been using Scrivener and OmniGraffle for nonlinear writing and outlining, they're great for the tasks.

Quick Reply
Cancel
3 years ago  ::  Jan 25, 2010 - 10:44PM #46
Alphastream1
  • Dragon Slayer
  • If only he would apply himself
  • Dammit Jim, this is Star Trek, not D&D!
Date Joined: Jan 31, 2006
Posts: 4,642

Jan 25, 2010 -- 10:23PM, RCanine wrote:

Jan 24, 2010 -- 1:21PM, Alphastream1 wrote:

Quality is not very important, so there isn't much of an advantage to using direct tile scans vs. the low res of PyMapper.




I've got to disagree here. There's nothing worse than staring at a low-quality print-out of low-res images intended for screen and blown up to paper quality. I took photos of the assembled maps, although next time I'll make sure we do them in black and white instead of full color.

Also, I've been using Scrivener and OmniGraffle for nonlinear writing and outlining, they're great for the tasks.



What would you define as low quality vs proper quality?

I'll have to check out the links, thanks!

Follow my blog and Twitter feed with Dark Sun campaign design and DM tips!

Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
Quick Reply
Cancel
3 years ago  ::  Jan 26, 2010 - 1:23AM #47
RCanine
  • Dragon Slayer
Date Joined: Aug 26, 2008
Posts: 537

Jan 25, 2010 -- 10:44PM, Alphastream1 wrote:

Jan 25, 2010 -- 10:23PM, RCanine wrote:

Jan 24, 2010 -- 1:21PM, Alphastream1 wrote:

Quality is not very important, so there isn't much of an advantage to using direct tile scans vs. the low res of PyMapper.




I've got to disagree here. There's nothing worse than staring at a low-quality print-out of low-res images intended for screen and blown up to paper quality. I took photos of the assembled maps, although next time I'll make sure we do them in black and white instead of full color.



What would you define as low quality vs proper quality?




Most common printers print at 300 dots per inch, with newsprint quality being about 150dpi. The resolutions on most screen is usually 72 or 96 pixels / inch. The 1x1 tiles available from the Yahoo! Dungeon Tiles group for use with the map builder are 32 pixels per inch. If you've got a 20x20 room on an 8.5-inch piece of paper with 1-inch margins, the tiles will have to be at about 1/3 scale. Now my math might be off, but at 1/3 scale, those 32-pixel-per-inch will give you 640 pixels/dots stretched over a 1950 pixel canvas.

The "correct" size isn't exact, but ideally your map images would not be scaled up to print. Granted, I understand that not everyone has subject-area expertise in imaging and printing, but I've squinted at enough fuzzy LFR maps to list it as something we can improve.

Quick Reply
Cancel
3 years ago  ::  Jan 26, 2010 - 5:37AM #48
Alphastream1
  • Dragon Slayer
  • If only he would apply himself
  • Dammit Jim, this is Star Trek, not D&D!
Date Joined: Jan 31, 2006
Posts: 4,642
Our ideas of quality match, but I'm less worried about the bad Dungeon Tile scans in terms of the half-page image. The problem I have with that image is really that the B&W version often is insufficient to capture the fine points of what is happening in color. I try to remember when I print a mod to look at the maps on paper and see if anything was unclear so I can make the note. Using color I don't have that problem.

It would be nice to get better tile scans for the Dungeon Tiles group, though. I'm not sure what can really be done. I don't think authors should have to own the tiles, so you end up having to deal with those scans.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips!

Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
Quick Reply
Cancel
3 years ago  ::  Jan 26, 2010 - 7:47AM #49
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,993

Jan 26, 2010 -- 1:23AM, RCanine wrote:

Most common printers print at 300 dots per inch, with newsprint quality being about 150dpi. The resolutions on most screen is usually 72 or 96 pixels / inch. The 1x1 tiles available from the Yahoo! Dungeon Tiles group for use with the map builder are 32 pixels per inch. If you've got a 20x20 room on an 8.5-inch piece of paper with 1-inch margins, the tiles will have to be at about 1/3 scale. Now my math might be off, but at 1/3 scale, those 32-pixel-per-inch will give you 640 pixels/dots stretched over a 1950 pixel canvas.




You're mixing up dpis.

300 dpi in terms of image size is what's known as hi-rez - if you're printing professionally, you want this. Most home laser printers can't really handle that level of resolution well. More than 200 dpi is wasted. 240 dpi is more than enough for any color inkjet printers.

The 1x1 tiles seem to be of a range in the yahoo group - the city tiles are mostly 75 pixels per inch.

One of the other issues is that the tiles are not scanned in a way that makes them easy to use in b&w. That's a much larger problem.

Quick Reply
Cancel
3 years ago  ::  Feb 15, 2010 - 10:47AM #50
greyhawk.chad@gmail.com
Date Joined: May 18, 2007
Posts: 177
The tile set scans from the Dungeon_Tiles group (which is the continuation of the formerly-officially-supported `Dungeon Tiles Mapper', a javascript app now basically replaced by PyMapper) vary in scan resolution quite a bit from set to set, so it's not too surprising to see two different people using the `same' data and coming to different conclusions -- it really depends on the map (and thus which sets you want). 

Last year I used those images extensively to make maps for MapTools, and I ended up replacing the `bad' tile scans with better versions of my own.  I can't imagine that I could distribute these legally, but if someone in OP could get permission, I think we could volunteer/community build a better tool for LFR authors with little-to-zero cost to Wizards.

I'm dismayed that the Monster Builder can't be used for LFR authoring; I constantly run into problems in stat blocks that are obviously transcription errors (a surprising number of large dragons, small elementals, undead constructs, etc are ``medium natural humanoid'' according to the stat blocks).  I've been happy with the MB output for my own MYRE adventures, when I wasn't wrestling with its UI strangeness or watching it crash.  It's turning into a solid tool, and I do hope that it can be used for LFR eventually.

Keith mentions that there is a font issue with distribution; I have some (of old) experience with font creation, and could probably make a font with recognizable symbols for the standard attack types, recharges, and whatnot that could be freely used (public domain, creative commons, rights assigned), if that would help.   Let me know.
Quick Reply
Cancel
Page 5 of 6  •  Prev 1 2 3 4 5 6 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing