At last, we’re gonna show some doors to the world.
So, we got a height map, and a texture, why didn’t I just connect the Result component and call it a day? I did, but I want more, much more.
OK, today, we’re gonna work with the height map part of the door, what will make it look like the door greytale had done, and not flat like an overrun goblin.
OK, we jump directly into the dungeon door filter making today.
Today, and a few days ahead, we’re gonna make a FilterForge filter from scratch, that can be used to render doors for the maps. I’ve been using door by greytale’s nook for a log time, but they are getting old and worn, so I needed new doors. I used one of greytale’s doors as a model for the filter, as something to aim for.
This is the door I used as a model:
So, still cold outside, so I need more fireplaces to feel warm. Actually, I just need to start a BatchRenderer with a complex FilterForge filter to get the temperature in my study up to a decent working temp. The heather in this room was switched off years ago.
So, hopefully my The Neverending Tavern will be ready for sale soon, and I like the idea, and so does people I talk to, so much that they all say more, more, more!. So, I will now continue this series with a second installment, The Neverending Inn – tavern expansion.
24
Feb
So, I’m working on the adventure The heart of gods – part three, and I need some interesting marshes or swamps. (Yes, you have it on you map players, Great Marshes or did you miss that?)
23
Feb
So, I needed a larger fireplace, or a burner for my map, where things get burnt, outdoors without the risk of burning down you valuable property.
22
Feb
So, today, we’re gonna make a new barrel, I’ve used the ones I have way to much now, so I need some fresh ones.