Today, we’re gonna add some doors, and some more shadows. Doors can be found in many variations, but for this cellar, I will use a door and a doorframe that I’ve done a while back.

door-demo

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One of the major things with FilterForge is that you try and test, and sometimes you realize that a choice you made is not the optimal, then you have to rethink, like I have done. The path is to narrow for my taste, and cannot be wide enough, so we’re gonna change the curve component that is used as a generator for the path.

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OK, now we’re gonna add some more selectable path textures, but first. we’re gonna set the correct Height input for the sand, as now it looks somewhat wrong.

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More mapping today, fixing the stairs in the cellar, and start to add some shadows.

first, I render a piece of the map in Dundjinni, plain without grid or walls, to get a piece that matches our stairs on the ground floor. Read more

You still here? Good.

Now, this is called forest path, but so far we’ve only been doing the forest part of it. Now it is time to do the path, and my idea is that we should have the ability to render with or without a path or trail, and have to possibility to choose from several different types of path, sand, dirt or stone.

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Na nana nana nananana na Texture time!

Textures needs to tile, have a decent resolution and look like we want them to. Lets start with the walls, which are what is left of the ground when the cellar was dug out. I usually use a standard stone texture for that, either search for one at CGTextures, or more recently, render one in FilterForge.

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Good to be back for some good old mapmaking.
I think I will use OmniGraffle for this map, just to show you a different technique. OmniGraffle is not a map making software, but a pretty generic but very powerful object oriented drawing tool, for Mac OS X. I have no clue what you might use on Windows that works the same way?
This is how the cellar map looked in the original adventure.

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Cool, so you came back. I didn’t scare the living daylights out of you the first session, good.
First we’re gonna add another twist to our foliage. First, remove the connections we made to the Result component, we’re gonna connect something else there later.

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I think it is time we talk a little about how you create a texture in FilterForge. You have read about it, probably some of you have downloaded the demo, then what?

So I thought, let’s make a filter, that we can use to create floor tiles with, out door floor tiles. I though that a forest path would be a cool thing to create, so fire up FilterForge.

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I decided we the maps first instead as you all know how to stat baddies. I’ll to the baddies some boring afternoon when it rains. So, it’s time to define what parts of the first map that we need to create in scale battle maps from?

The best way to do this is to look at the map, and define what areas are most likely to get some action in them.

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