Avery

Sleeping Dinosaur
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So, you followed the How to Make Rounded Caves Walls-Tutorial or you already have some neat cave walls, but… huh. Just normal walls and basic default RTP-rocks is maybe not all you need to make your cave look nice, huh?

I am using the results of the mentioned tutorial and the RTP tiles as base to add some more things we might need to make our caves look even better!

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  1. “Surrounding Darkness” (I do this in Graphicsgale)
LTteY-UdE2K7hvoiDpBLGuCCSmeEHXbgPL5CC_OFeO13jlHbKJupVlfW7lJ7Ettu_0EPlSdWF1lsFjCojN0KwLeWvAXTu5_eRcbz0FDp6rVNLzWa5OU9NDaFXWo2nJRTLkBZEgrQt9jtwfGAI6p3lQ

Something I loved about the old XP tilesets were the ceiling tiles with the darkness inside. It made you really feel how narrow the cave was, without giving the feeling as there was a huge plateau around the player.
Luckily, this is comparingly easy to create.
_wwGhyWwGLTtGCofD-ckae-vLcfnySXwCXkiMmYAo3fsarM0wSap1FmdxQOL1E1qGoeutmyKBk_Tcd3B4PI87ueYF3LDct4XjChPYGqgo31tGbX4pxd6rlY76Dlh903nDNV1bC0xqXBkODriX_W28A

Since we are just going to edit the top tiles - copy all the top tiles.
Then add a second layer on top of that and use a pencil tool (one with hard edges) to draw in the dark area in the middle on the “basic“ top tile:
Gf-ZZ8RXVIxNYxkkK-KgVNsqqHovoCLHmO43VzVtA0g1VOHXMJAwDFzzgxSAeaX1UzRHyG3AF3dUBZUEK1PRCEyld3UbbFoZn25umx9cedU_fhELtEqSbn9kyX4lQgo4QGG_OlZNqgm_Mkbl3TJ3AA

Make sure the dark parts loop and that the area roughly follows the structure of the stone. The width of the “crust” is up to you, it can be anything between a few pixels and nearly a whole tile. I like it roughly a half tile wide.
8Zsrjg1Xf8Qgbmu9zD5g4FFPwcP6Kqcqe-nmRi01lkMa9VauLYhqIcfFhrbKO6VQidedocy9sJzTLvei0mW8KWJtyapuIN4WsZ8NeeDr__87zahbjNcYqcFiGA2a-uzDl6bWGv7J5puDt01JxFEM4A

Now you have to smooth the edge where the edge is on top of the rock, here the whole part on the bottom tiles and some of the sideview parts by using some of the darker shades.

Now, for the remaining edge:
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“Complete” the rocks by using the colors of the cave walls - if you have problems with the pixelating you can also edit these pieces directly out of the wall.
After some more time you end up with something like this:
F02JQUPU_oZFR9cnCEJZ26UJV2o-0mA2n2idHYuKWh70IfVzEXqcHrgCEP6LhRC80go1JCnT9EWix9kEr--aKriYIwKKq8V_XFL-UFw-LlkwVuzSIf8byqO5hOljr79fKaoxU7t_cwh_AvUa7uj7DA


To get the inside corners, map the shape you can see here on the right and fill in the corners with edits:
M4LdZQqwgRSgwdz2n32bIiYIq33cCCjdwqddizPdBRgN0ROWKpCcbY0DJEt6jB0BvSLq9QOa2rLhxusR8PAkY9C-uaogqO3VRBa6QZTpK6nauy4tECzDhFleGhbIXvU_dQBrHds1S1BXj6YXqjql4w


With these we can edit the top set we had before into this:
tov3b9uPWr6xDtQHW8nr0S3KYeoO3SsJa1bDdDscMliSDrLZxTSCqiVR9tgrxF9mTsL5xfGQRmtsk6ydCKCMTCtMJTYs2SlJVfcjwWJq_CQ68nGBq-ryr-Kz39Y2HWB-wxZ-hLatFeE8s4DFrR548Q

The transparent edges are in case you need to map some corners, as well as the tiny dark squares.
Now we just need the narrow parts:
NI9Xmn0CNlxnmSh5eRrP97dqurzSq01f0DC8fYULUdhkTUzmhQ5alIYpaja6l06Eenuz0zc9fJHguEFE1Ocz1ywy8QJXlWefNMQVYkON12ErBWIv4zz1_cotl4NmXKtYdnMBYkgS8i3ZD1fpL8pY1Q

Replace the middle parts with a tile of the dark color and remove the dark color on the top.
ftmoC0vpPkALSs4aKZel7vQhB6qHwjfIOqkLZjoViFkPOjsl3PkSbOWSViaF_lRfJ62ZjlvUbe-aO20pxs_JyD_MiAHzl6c74SVgz7HrKoOeLSWp_wOy0omHmFt8NvlfVejSQWNahJBuRHC53S8NZA

Now move the tiles as you can see in the picture.
ZOstX71POtTyxDsukldGLFzJC6uJe5sLr1MEuMJWHJfDJRMCniz-RHxhNFJhljPf9JDGtswrzV_qg2E-P1JL1m6Uk91Mjb9yBYaYhh81qIigRPpH-9kimbShlrYVRj2hW017eFD7ufEujItCp3W1_w

Remove the dark color outside of the middle tile of the horizontal option and if you want make the crack reach into the edge parts a little (but don’t alter the middle part, it loops perfectly if you do it that way!)
And there you go!
v7_ZuHvXXE7j4AYbgwCJG1c_3yjMIvwt1wIAPZQ6o4uJD71_o2rCk-GSznSkcx4MfZE9nTx7qs8aztnBFClZiAwSP13RQ4Eq6C0hvEOQRqt5wfZxL5jQj-8p689ZIbwqznWb_-Qm5BvVQDNig4L58Q


  1. “The Deep” (I do this in GIMP)
This is even simpler than the previous edit and you will see how practical this is. Again, the XP RTP has been the inspiration, as it offered the option to have your cave tiles fade into a deep void:
rsOHf3B6dEoZoq1q9_R43VhnDyDRJGjFWco4mb4ZfyMKjYxaiQZ7y7tG6xUQWC0B3XYWe36Tbf6jcQ418_PLlBgiw3k7FK3hzLJAnRIkzEpv-8lRsBAQLsJI6rEYAiH3HnXOhVLU2AKbljW3r-GuzA


To get something like this, we need our middle part here, copied several times:
iUfRpLo6SotWByYaFgXKC8G59D5UUHWI_hzsTr9NwQvWWLoBSdUYQfQyTDzoylvEbmPPZZyFl2Uci1iRKDhB1OG1oDP-12wAea9LG77OIFcleyWEaVqm7RU6jzGPHo4y47BGWQstX6wvEVrVA1_7YQ

and on a second layer, we add this layer that has just the shade we already used for our “darkness” on the outside:
wp-d1jtKiFzmV9odbqTIpwgO3lFLIHm8ztaiVgnohglMmh4WrKJF3ZdFOwqj3Zkzsd67C5UOpvFuxNSEM3En1KtCBNJ_2EhkAtcMWKhZ13BOPgY57nfkz4-LbsbhnqLTiuAo5-F6Sc5DVgMH1wChkg

Then we create a third layer that is just a transition from white to black, with the top 3 tiles in our grid being all white. (I recommend using “set grid” to 48x48 and “show grid” so you can see where the borders of the tiles are)
Lmx3IkbXKXRnX-M2o1Gzgx6lXT6ccIYCvKreSJJODrS9gryMRod8dp-oHxSPSmvfMi8PXjPAt_CXotkcuodRyh5zAqQpCOPMePeWg4TJITenHyh0Oe-qbLFwRNjkGYzVtLqpRTfVhs6_gI1-2kqe-w

Now use the “curve bend” from the “distort” options.
cB91QouxahWZD0hBu-7ZPNlJm20tLzOncxzihgte0ZZ0H_vgbATK6UkSMuXamohCOPv7DUp0jUawIncazGDPyl5dMGIhRjfOETIH88jC-t-STr7XkmkdQ7_ZwsAkSewYDvO2bxpYcZnN9L_e0kGq9g

Make sure the middle part stays straight, as you want that to loop. Use the copy option to make sure top and bottom have the same shape. It does not have to be perfect, no worries.
5dlStN8kipmJFe8dp8rIJ2XvQfOXMLOyd4fvOeUkLlpzE4Yl3YSDDQ1I_KHzceZnHNfqWG1f9kqdXnsOjD_lD-3UuLrdyet7YTyKKNeNjLnj8khFa1zIN2JJtM5CcAf6R9earBFaMv5KDUVm8LLz1Q

Your result might look something like this. Fill in the blank corners at the bottom with black and then copy that and use it as a layer mask on your rock layer.
1cgOijM34wTB2w1NLz8djPwBzZ5IjU9wOXtAqCH6dSzKB-G5YKpo3mQ9gstl57IyCFmwA1W5kLDs2peNKcMDvJtW_u0aJW96A_wGx_sw_5U2FbUFvOSO4xYW9AaS2UYtFqB3CcyiQhwslb1LWcMITQ

Merge them and add them to your sheet!
PxcOiQh2T6ta3WcNiMjeBgxWN7_laqz7a78bDhmuKFaK1CwplCKSlQNRJc178ZLIsouszdT1MqrVnwijmKLYNw3RucD16AEFMK392GJpfXOZg08KP_0OIgx0Cm13cyLMohsZWNejy1ST05wicaxXaQ


  1. Slopes (I did it in Graphicsgale, but doing it in GIMP is as easy as in Graphicsgale)
So, you have that cave that no one has entered in years, but you somehow still want to be able to reach different layers?
Slopes are a neat and easy to make solution.
SMMgQNe3-7BHfFw0f5-BBstdcrC5snWbdShJr1ZEvkY_vQl5ajoVzH2pKhE1U_8_aRzTq-sMmr4TmpAomXv-VgxOkLaCCmmn9QDYsX0hYfo4s-MoF3t9GcpIOMbzFw1sQ0vCtd0Ks1Xsk24OMq1s5A

For a vertical slope you can mostly go with the “top” area of the tiles we made.
But somehow this looks odd, right?
That is because the light comes from the upper left in the RTP and the slope is tilted towards the player. Therefore it needs to be slightly darker than the normal floor/top tiles.
MpRizoP9Wp_86cPMEaUWdZ_oW4_Eht3E9CgmKE8r8131EwD92X2paXMWjWwx4y6bwgl0rgizkE9BUfRZTLR63OYqGAhVQ_y1sbAxJaTQc7hlAmgbiUfCkv1oJL2mUn1tCwyFDNaeDbDV5mz1YWCgeA

Use the box selection to make it slightly darker. I like to leave the top and bottom row untouched for a smoother and more natural edge.
FT5NWslzvs5XlZ7osuVLYQkEFIjx0T51i8bUWM0FzHnRv1f6Q6lc3tg0RcH_QjvTwRZYQgqP1qtex8Zx4COL26stjQMnV0NHWrHdKw8Hj-tq7nKKymGLh_xu1wsU_dZbhP-gZy3MDt8kA8zK1CWUgg

Now I repeat that with a slightly smaller box selection - same width, different height.

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And after 3 times, we have a neat slope that fits our map perfectly.

For sideways, things are nearly as simple as that.
HxXKYfa9fRT2I8f_kdfmxYidGGhuif7oAjyd71jD4m18WC0pqanlhF6DW_ExUD1tT3wAPjXGiBzQ-Jzic48Qjzhhd23hSDeAXaba0BJV6WK3JzDaPzQEe9l4U0Q8to6UazB8KFU-evzeh6StO4Ntvg

Take the middle part from your “top” and erase what is left of the wall on the bottom.
J_SDptMGFS17ONXPv5ngFwHoeqaGNZvC50wKez-UAKv3tAmy-D8brWfGbtP9eYDrcI55CImwpi8lyqiN5X-NxSDwGZCYinWO8WaL-NVdWVuHhVwKMi_Yt6q9eVthHXk2UQb98uGHelLanhiX2ntcjw

now place them in two groups of 3 and use the “slope” feature to get… well, the slopes.
You can make them more or less steep of course, but they won’t tile that well then.
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With some additional color adjustment we are already done.
-QosQU8gfjkBLfZyYufDf5YGG8DV_2QLdhVc25eXCl0W4ZQnJJGZhRbNvu0IeX7vsR6g94zSIr-9fLurv3ev9Z-dxF-1PQhVGsORz2JGK2YVEGhJUO312HCia_9L6sND_k3SuUYKa9XrwR3xgFt3xA

As you can see, these are pretty steep, so you might use different angles for the ones your characters use to walk such a slope up. These could also be a feature, an area you cannot walk up, just slide down?

  1. Water (done in GIMP, cause transparency!)
You can have animated water in your cave, but to be honest, most caves have static lakes instead of rushing rivers… which is good, cause these are easier to make!
First, you choose (or make) a water structure:
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Then, recolor it to match your cave better and think about which wall options you have:
nMCLDAROwLzSt7T79xCuuAU-4TnoITRmDhnpIN9eAqeD1JXkKyCQoj_lAQ4FxpugQQ7ep3mU2UMDmW44VFCc-ZTy_HRNduOxhrc06_R-ieI4N153WwHzpU_ynPRP6juH6zIxh4rMWeFN-f3yJPO1gg

Left is the recolored water and the 4 tiles are the 4 wall options this set has.
So, I created a new layer in GIMP that has these wall tiles and as addition one of the stone pillars to see how we treat these special tiles. On top of that goes a layer filled with the water tile on 90% opacity:
OMEKqkUzewFuLp7Zg5enMKzcT3I91Lgy1BcgYH-8teoQNQgdqJliSx62Ff_3xY7FnZT437zfXqSNmmeR0iLl9fwPlLTARzi_omJo2s1-E_7bMUtkq_TpKWM1Z0jNpvDapThrDnr4SAqj5gKIKXB6Ug


Now remove everything that shall not be submerged by water: a nice curved rim for the water on the walls and the upper half of the pillar.
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Add an empty layer on top of that and use two shades of lighter blue to draw a rough outline around everything that is nor submerged.
6Ek6mwgc9uPB2e9MGlCPPr6bk3O6CrEJEcYrLV2QnMm1xfENJ4XJFkwL1nitibC_R3-8XURv9Yq1qOqcrLplL6QGrI9GL9IRySn-iXS3rEb0DPFXazxS7c4Z1fNKSPKp9KT26HIakQGs07jCtlzfyw

Set the opacity for that to something around 70%.
Now: remove the wall.
D8cg3lb-Tlu49wwv372chbnxH6uvOYQrT2qPcjwt0QEPUTa5KQ0n_xcZWEU3rVsQFNb_k0GZHYaWeXeHNnNOhaqtnzi3aFhsL41Smp7vKBCrtLUmdGZDszcmtrE-rXCd9M89bFV8p0dO97EVw-p7BA


All results:
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Now that we are done let us have a look how these might look like:


-Y5RgOh_hpCbad7tqVns656LW940PtDcV0YDIVJPhj_kOkaHotbeOu4-JOPzkDR7awPo19p-nHTsIOSlWHOywE3e0y6VXJLfY-ob530rCMnM6ZTsR0pf4q5hCVOQ2ZYg1f7LyniqQgyYuwG3u5qTrw

(not a picture perfect screen, more trying to fit all different options onto one map)
 

ShadowDragon

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great tutorial as always, with some nice idea's.

alot of usefull tips that can apply to alot of ground, thank you again
for a detailed tutorial once again.
 

StrawberryFlower

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I used the slope for my road! Ofc, I forgot which "side tiles" was using lol

ROADSLOPE.png
 

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I always hated when the an NPC disappears for the night they just blink out. Finally got around to making a fade out/in for any NPCs that leave/comeback for the night or day.
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Continuing our countdown with Capsule Monster #10 Curl Shot! A powerful ranged attacker, you're better off double teaming him with magic users to defeat!!
TSR
Taking a break from mapping, I've been working on the shop scene lately.Capture d’écran, le 2023-06-09 à 17.18.41.png


The project is going well, it's just I rarely share clips and stuff 'round here

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