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Dundjinni Demo Review
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<blockquote data-quote="tmaaas" data-source="post: 1552739" data-attributes="member: 6481"><p>The best program to compare Dundjinni to is Photoshop. Of course, Dundjinni is not near as expensive, flexible, or powerful... but, for creating RPG maps (which it is designed for) it is easier and better for the average person.</p><p></p><p>Your primary tools include a room marquee which creates outlines of rooms, a fill tool, and a stamp tool.</p><p></p><p>To use the marquee, you create an outline of a room in the shape you want. You can do various squares/rectangles/polygons, circles/ovals, lines, freehand, etc. You can also combine shapes to make almost anything you want (this takes a bit of practice, though).</p><p></p><p>The border of the marquee is your "wall" and can be set to any desired thickness. Once you're done with the marqee, you "fill" the wall with a wall texture and then "fill" the floor with a floor texture. (You can use anything for the textures; for instance, you can use a floor graphic to fill a wall.)</p><p></p><p>Then you use the stamp tool to place various objects: doors, room dressings, critter tokens, etc.</p><p></p><p>All in all, very easy (except that doors are a bit of a pain; they could have done this better).</p><p></p><p>As argon_the_red posted, outdoors is even easier. This is primarily due to a nice feature when stamping trees and similar items. Dundjinni has several different versions of a pine tree, for instance. When you stamp down, it auto-rotates through the different images so you get a "natural" look. It may be a simple concept, but it's really slick. I was impressed the first time I used it.</p><p></p><p>Besides that, you have some standard object manipulation and draw tools; predifined "layers" for floors, walls, and objects; some nice shadow and bevel filters; and other niceties.</p><p></p><p>I haven't tried out the adventure creation functionality, so I can't comment on that.</p><p></p><p>Relative to Campaign Cartographer and Adobe Illustrator, both of these programs are vector based. Dundjinni (and Photoshop) are pixel-based. Both have their advantages, so it depends on your needs. </p><p></p><p>In general, however, I think you'll get much nicer looking maps out of Dundjinni than a vector-based program (this is also why maps for Dungeon magazine, etc. are usually done in Photoshop instead of a CAD program).</p></blockquote><p></p>
[QUOTE="tmaaas, post: 1552739, member: 6481"] The best program to compare Dundjinni to is Photoshop. Of course, Dundjinni is not near as expensive, flexible, or powerful... but, for creating RPG maps (which it is designed for) it is easier and better for the average person. Your primary tools include a room marquee which creates outlines of rooms, a fill tool, and a stamp tool. To use the marquee, you create an outline of a room in the shape you want. You can do various squares/rectangles/polygons, circles/ovals, lines, freehand, etc. You can also combine shapes to make almost anything you want (this takes a bit of practice, though). The border of the marquee is your "wall" and can be set to any desired thickness. Once you're done with the marqee, you "fill" the wall with a wall texture and then "fill" the floor with a floor texture. (You can use anything for the textures; for instance, you can use a floor graphic to fill a wall.) Then you use the stamp tool to place various objects: doors, room dressings, critter tokens, etc. All in all, very easy (except that doors are a bit of a pain; they could have done this better). As argon_the_red posted, outdoors is even easier. This is primarily due to a nice feature when stamping trees and similar items. Dundjinni has several different versions of a pine tree, for instance. When you stamp down, it auto-rotates through the different images so you get a "natural" look. It may be a simple concept, but it's really slick. I was impressed the first time I used it. Besides that, you have some standard object manipulation and draw tools; predifined "layers" for floors, walls, and objects; some nice shadow and bevel filters; and other niceties. I haven't tried out the adventure creation functionality, so I can't comment on that. Relative to Campaign Cartographer and Adobe Illustrator, both of these programs are vector based. Dundjinni (and Photoshop) are pixel-based. Both have their advantages, so it depends on your needs. In general, however, I think you'll get much nicer looking maps out of Dundjinni than a vector-based program (this is also why maps for Dungeon magazine, etc. are usually done in Photoshop instead of a CAD program). [/QUOTE]
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