At last, we’re gonna show some doors to the world.

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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.

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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.

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OK, we jump directly into the dungeon door filter making today.

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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:

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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.

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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.

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24

Feb

by admin

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?)

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23

Feb

by admin

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.

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22

Feb

by admin

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.

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