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Post by kiladecus on Aug 19, 2011 0:57:04 GMT -9
Ok, I have mentioned PaperMakeiT's SHUFFLER program before, and I have said if you haven't purchased it, and you enjoy paper gaming you NEED this program!
The program allows you to make gaming maps in different scales, with 15mm squares, 1" squares and 1 1/2" squares, hexes and even gridless.
If you have seen PMi's SPACE BASE then you can see an excellent example of what this program can do.
It is easy to learn and I have to admit I am hooked on this!
Since I have an over-active imagination, I actually have pushed the envelope with this and did some things that were outside the box... here is some of my SHUFFLER projects I have been playing around with... (keep in mind I am NO tommygun, which speaks volumes for this program)!
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Post by kiladecus on Aug 19, 2011 1:02:26 GMT -9
I wanted to see if it were poosible to make some 2.5D and 3D objects. I started small with a couple simple walls. (The figure in the pictures is one I stumbled across and made over a year ago, so I don't remember the artist's name or site, so I apologise for not being able to give him credit... but I like the figure so I put it in the pictures for scale purposes). Here is my low walls...
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Post by kiladecus on Aug 19, 2011 1:03:21 GMT -9
...and again...
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Post by kiladecus on Aug 19, 2011 1:08:20 GMT -9
Now, about a year ago I came up with a concept of a Deviation Die that would not only show a hit or miss, but if your Missile or Rockets would miss, then the die would show you the direction it would deviate in as well as the number of inches... I had asked several people on the Forum for help with this... well, guess what... ;D SHUFFLER to the rescue! (Now this was an experiment, so I didn't align the nubers correctly on the prototype... I have fixed this now). But here is my Deviation Die and a second die with BULLET HOLES as the pips!
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Post by kiladecus on Aug 19, 2011 1:10:37 GMT -9
Now, this looks very crude, because I am still learning the angles and whatnot, but I created the HERGO hovertank (based on a design I came up with 20 years ago). Here it is...
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Post by kiladecus on Aug 19, 2011 1:11:41 GMT -9
Underneath is the hover fans...
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Post by kiladecus on Aug 19, 2011 1:12:36 GMT -9
Here it is head-on...
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Post by kiladecus on Aug 19, 2011 1:13:47 GMT -9
This was just a prototype experiment I did last night. Was it successful, you be the judge.
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Post by kiladecus on Aug 19, 2011 1:18:31 GMT -9
With a little work, I can redo the turret and make it less square. The hover Nacelles can be reworked and turned sideways would make good tank tracks!
That will be another project. Right now I am doing a concrete bunker, and some other things.
Thank you for your attention. (Btw... I statrted that tank and finished it (from the first click to the final gluing of the last piece) in about 2 hours).
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Post by okumarts on Aug 19, 2011 16:55:12 GMT -9
Wow, I like what you did with the hovertank thingie! Sounds like it's a useful program. The walls are looking good as well! You could build a whole maze with those.
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Post by kiladecus on Aug 19, 2011 17:06:46 GMT -9
Here is my post-Apocolyptic tank. I am still working on a turret for this. I may just break down and put on a turret from TOPO's Samara. Oh well, here it is...
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Post by kiladecus on Aug 19, 2011 17:13:03 GMT -9
Here it is again. I can't wait until I get good at this. Pretty exciting!
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Post by kiladecus on Aug 19, 2011 17:15:21 GMT -9
I whipped up this concrete wall in just a few minutes...
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Post by kiladecus on Aug 19, 2011 17:16:57 GMT -9
Here is a 3D hedge... for all of your battles that take place in a park...
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Post by okumarts on Aug 19, 2011 17:50:42 GMT -9
What rules do you use for tank battles?
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Post by old squirmydad on Aug 20, 2011 5:53:22 GMT -9
Good re-application of this program.
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Post by kiladecus on Aug 20, 2011 13:24:03 GMT -9
old squirmydad: being a fan of your models for years, I take that a a HUGE compliment! @ Okumarts: I am currently developing a game (well actually I have been revising it for about 12 years, and I FINALLY have it running pretty smoothly), and it basically operates on the principle that each unit that is given an activation can perform two actions. Tracked vehicles can perform three. My game system (right now the working title is "ERA OF WAR!" Although I kinda like the name "WARCLUB 50,000.000,000.") Operates on the principle that each unit (or squad) carries a Primary, a Secondary, and a Reserve weapon. Now certain units may have a piece of equipment in place of their reserve weapon, and some in place of their secondary weapon. Each unit has a Speed/Armor Rating. These are combined for simplicity sake (two rules I live for when making a game: simplicity and balance! Too many difficult rules and details can kill a game's fun), since one determines the other. Most tanks in EOW have a Speed/Armor Rating of "2." This means they can move 2" per activation. Since they are tracked, they get 3 actions per turn allowing them to: Move 6" (3x2); Move 4" and Fire one weapon; Move 2" and Fire two weapons; or stay put and fire EVERYTHING. Now, the great thing about this game is a model can have up to TWO of each type of weapon. So, if I wanted I could but two missile racks, two laser cannons and 2 machine guns one one tank. If I was going to move 4" and fire the laser cannons, I would get tow fire BOTH of them. Likewise, if I were activating a squad of marines carrying pulse rifles, all of them would get to fire their pulse rifles (depending on the size of the squad, either 3 or 6 units firing one rifle each: 3 or six shots respectively). As far as the armor goes, it is a save of Armor+. A unit with an armor of 4 could move 4" per activation and would need to roll a 4 or higher on their saves. So it this were a tracked vehicle, it could move up to 12" per activation, but would be pretty hard to defend! All ratings are based on a scale of 2-5. A one always misses and a six always hits. In most cases, a six will add a bonus to the attack (either giving the attacker extra wounds, armor penetration, and so on). Each weapon is given a Short, Medium, and Long Range. To hit they must roll higher than the target to hit number. Short = 3+ Medium = 4+ Long = 5+ Artillery pieces like Missiles, Rocket Launchers, and so forth have a minimum range also. They can't attack anything within this range because the danger of destroying themselves is too powerful. As a compensation for this draw-back, the longest range of these weapons is 6" longer than any comparable weapon. Also, since you don't need to have Line of Sight (LOS) with these weapons, they Deviate. In the one picture above, there is my Deviation Die. It has the numbers 1-4 with an arrow. You use this die to fire Artillery. You announce your attack, and measure the distance (ignoring all terrain) and based on the chart to determine if the range is Long, Medium or short. You roll the die. Let's say it is 22", long range. You need to roll a 5 or higher (5+). You roll a 3. However the die lands determines the facing that the marking target will deviate. Move the marking target in the direction of the arrow that many inches. If you roll a 5, the die is marked with a crosshair with a white backer showing it is a hit (because the base to hit at Long Range is a 5). The 6 is marked with a crosshair and a red backer. This will be a hit, but could score extra benefits. Say you were firing at Short Range (needing a 3) and you roll a 4. In this case, you would ignore the Deviation arrow because 4 is higher than 3 and would be a "Hit." Ok... that is more or less the game mechanics. Good thing is right now in this developmental stage, I can use any miniature from anywhere and so far ALL of the testing has turned out favorable! It is awesome to have scores of figures scattered all over the field with tanks and vehicles, paper models, buildings and ANYTHING you can imagine. Talk about a game without limits... Oh, sorry... what was the question again?
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Post by kiladecus on Aug 20, 2011 13:35:01 GMT -9
If you would like to learn more abouth this program, I will attempt to put a link on here (since I am putting it on here with my phone, it may not work, but I will try nonetheless)! papermakeit.com/index,php? Option=com virtuemart&page=shop.product details&flypageIflypage.tpl&product
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Post by kiladecus on Aug 20, 2011 13:38:04 GMT -9
What a surprise! That didn't seem to work! Ok, I will try to post that at work next week. Or you can simply go to papermakeit.com and check it out.
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Post by kiladecus on Aug 20, 2011 18:30:54 GMT -9
Ok, I didn't line up my angles just right, but I was pretty happy with the results. I was thinking it would be neat to have a troop transport. So I decided to come up with this cap that would make my Redeemer Tank into a transport.
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Post by kiladecus on Aug 20, 2011 18:36:06 GMT -9
I added the side sponses to the sides and designed it so there was a flap that covered the back of the tank to give it the impression that it was meant to be a transport.
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Post by kiladecus on Aug 20, 2011 18:40:39 GMT -9
Here is the front of it. I was also thinking that I could print out a second set of tracks and invert it to make the tracks twice as high and hexagonal in shape. I may do that a different day when I'm not so tired. I think I am starting to get the hang of this program!
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Post by kiladecus on Aug 21, 2011 12:03:57 GMT -9
Ok, here is the CL-23 Dominator Aerospace Fighter.
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Post by kiladecus on Aug 21, 2011 12:05:58 GMT -9
This is what most tanks fear....
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Post by kiladecus on Aug 21, 2011 12:09:57 GMT -9
There are a few minor problems with this (for example the fins on the wings should really be facing the opposite direction) but all-in-all it is so neat to think up a design and then print it out. I wish I had a program that would let me make minatures this quickly and easily!
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Post by kiladecus on Aug 21, 2011 13:06:36 GMT -9
Ok,.. here is my collection of models I have made with SHUFFLER thus far (and a couple figures I submitted to the December Horde). This is pretty cool if I may say so myself (and I am sure I am the only one who does)!
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Post by kiladecus on Aug 21, 2011 13:12:16 GMT -9
I think I will make a second version of the Dominator, called the CL-25 Eradicator. I will basically invert the wings so they attach to the top of the fuselage, and have the turbines on the bottom. It will look similar to the 40K fighter.* *- NOTE: I said "similar." I am NOT carparing anything I could ever do to anything anyone else could or have done. Just to clarify...
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Post by okumarts on Aug 21, 2011 14:26:11 GMT -9
I am officially lovin' this. I wonder how you could make a similar miniature creation program. Anyone up for working on the software element of this?
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Post by cowboyleland on Aug 21, 2011 15:05:07 GMT -9
I guess you are talking about a 28-30mm/15mm? Heromaker with options for different poses. Should be doable, but I'm a theatre guy so I'm afraid I'm no help beyond moral support.
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Post by kiladecus on Aug 21, 2011 15:54:50 GMT -9
Well, it akes me roughly a month to make one figure (that is if I actually can get the thing finished). I did my aerospace fighter in about two hours from turning on the computer to posting the pictures here.
Josedomingez is cranking out figures faster than anyone has a right to. I think whatever he is doing is what everyone here is talking about.
If someone could make a program like this, and fill it with a bunch of black and white images, with the option of filling in the colors this would be the way to do it.
There was a program years ag o (I am thinking it was on RPGNow.com) that would let you design characters (a male, a female and a monsterous male figure) that was just an image. You could add weapons, colors and various items. There was only one pose so it was easier to design.
My thought would be to have a few poses to choose from. Like with SHUFFLER, you drag the item you want to the workspace, and then you can toggle certain items to give you different options (like 4 different tables and 8 chairs). You can also rotate items. This would allow you to change the way an arm is positioned.
The part I couldn't fathom is how it would line up the back.
I thought of a "red dot" program. Each piece would have a red dot positioned above it. If you wanted a set of legs, you choose the one you want, and you can flip it horizontally. The torso would also have a red dot above it that would line up with the first dot. After you choose each element, you line up the red dots, and it is automatically aligned so you don't have to worry about it.
After you build the figure, you can save it and once it is saved you can choose the colors like using any program such as Paint or GIMP. NOT only would it save the image, but it would also save the separate colored components to the queue of choices. Then you can modify those components to be used on future figures.
Another option would be to have a 3x3 grid. (Read as 1,2,3 would be the top row; 4,5,6 row 2; and the bottom row would be 7,8,9). Grid 2 would be for the head. Grid 5 is the body, and 4 and 6 would be the arms. Grids 7 and 9 would be for the legs. Grid 8 would be for a single leg (like if it were a robotic-unicycle thingy) or tails. The program would have a duplicate 3x3 grid (say using numbers 10-18). Grid 17 would be the back of the head. Grid 14 would be the back of the torso.
There would be a selection of items to choose from and they would be attached to the arms and that would prevent the backs from lining up. Things like backpacks would be able to go onto any torso. Using layers, you could modify images even more.
Then again I am an idea man, not a programmer!
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