[WIP] August Mapping Competition -- Vertshusen Distillery
Jeff B
Betatester 🖼️ 39 images Surveyor
This is my first floor plan and I thought the Distillery would be a great challenge (That is an under statement). I have been laying out the floor plan in my head and on paper doing my research and then decided to start working on the map. I followed Remy's video from this week but the walls are not drawn correctly. I know I could just delete the walls and redrawn them but is there and easier way to fix this issue?
Thanks in advance for the help.
Quenten does the river running through town have a name?
Comments
It looks like a single node is misplaced. Make things a little easier for yourself by hiding the FLOORS sheet so you just have the wall to work with, and then use the move node tool to work out what is happening there.
If you drew the wall and floor together using a single drawing tool it is likely that the floor is also affected, but won't be showing the flaw quite as much where it has no line width and is in any case hidden under the wall.
If you drew them separately then you could delete that wall and copy the floor to the WALLS sheet, hide the FLOORS sheet, and then use change properties on the WALL to create a new wall.
Sue,
Yes they were drawn together using the Floorplan tool so yes the floor has the same issue. I'll work on redrawing the floor and walls and see how it comes out. Have not done much with deleting wall sections or making various parts connect together. This will be a learning experience more than I expected when I selected this building. No going back now committed to completing this building.
Have you tried using the Floorplan tool (in the City menu) instead of hand drawing it?
That is what I used and the result is what you see. It happens even if the building is drawn straight instead of using the North function in the Floorplan tool. Also happens in both imperial and metric which would be expected but I tried both to be sure.
Hmmm. Very puzzling.
Maybe you are better off if you copy the building and rotate it so that it is square with the grid, and then draw it by hand. It sounds as if there might be a stray node in the floorplan itself.
If you take the bearing of the original building you can rotate your drawn floor plan to match when you have done it - if you prefer to keep it rotated according to the city map.
Thanks Sue that is what I will try next.
Before I get too involved in this project I just want to verify that I can use symbols from the following collection:
Forgotten Adventures MapMaking Pack (forgotten-adventures.net)
It is list on the free artwork page Remy had in the rules post but I just want to make sure before I start converting some of the files I want to use.
Sorry, no. I was a bit quick there. The intention was the stuff listed under "Free Addons", i.e. the stuff that is already made compatible with CC3+. I kind of overlooked the small links at the bottom when I linked to that page.
That is, I guess we'll allow it for the competition, can't change rules in the middle of it, but I am not able to accept maps using those for the community atlas.
Thanks Remy I was afraid that would be your answer. Glad I haven’t started converting the images yet. I’ll take a second look at the other symbol sets again and see if I can find ones that will work for this project.
Is there a way to lock a bit map fill to a set angle so the fill doesn't change to match the rotation of the object being filled. ie If I create the floor where north is to the top of the drawing and I rotate the floor to match the rotation of the building on the city map I don't want the fill to rotate to match the angle of the building I want the wood floor to stay vertical or horizontal to the walls.
Found my answer in Remy's latest video.
If you rotate an ordinary polygon the fill stays put.
You can make the fill rotate with the polygon by making it an aligned fill. If that is what you want it to do, hide all the sheets but the FLOORS sheet and right click the polygon tool. Pick "Shaded Polygon, Angle by Edge", and click the edge of the polygon you want the fill to align to. This is like the shading on a house roof, so to take out the pitch information that shades it darker or lighter depending on which way it is 'facing', type EDITSHADING, hit Enter, and pick the shaded polygon floor. Then in the dialog that appears check the "Shade only copy" checkbox and ok it.
Thank You Sue.
I can now start fleshing out the floor plans for the building and try to make things work for where the chimney's are located on the roof.
I have change the layout numerous times so far trying to make things fit and work with the building layout. I think I have the basic idea that I want to follow now. I still have a lot more work to do but wanted to get some feedback on what I have done so far.
I'm trying to follow the actual whiskey making process throughout the building.
Jenin River Whiskey
Basement : The furnaces are located here for the distilling vats and the kiln room. I'm currently not happy with the furnaces yet and will still be working on them. I also need to work on the lighting in the basement add some additional light but overall this will be a dark and terrible place to work. I also broke the navigation between the floors so I need to fix that also.
Comments and suggestions are welcome.
Jenin River Whiskey
First Floor: The kiln room is pretty good still needs something not sure what yet. The whiskey making area is about done maybe some resizing is needed but it has the fermenting vats, distilling vats and condensing towers. The other half of the larger building section is still a work in progress and not sure what I want to do with that section yet. I still have the outside area to work on once I finish the outside. Also need to fix the coal chute area I think I'll just put a trap door there for the coal. Still trying to figure out how to get to the second floor of each building section. Thinking of an outside access with a trap door and block and tackle to get stuff between the floors.
For the atlas version
I will also do the three outer building as I feel they are part of the Jenin River Whiskey Distillery but per the rules they will not be built out for the contest.
Comments and suggestions are welcome.
I really like the basement map, but the coal looks a bit like it's floating. Perhaps try it on the SYMBOLS FLAT sheet without the shadow?
The first floor map is also looking great, but where the coal in the basement map might look better without the shadows, those other buildings in the first floor map might look better with a shadow.
@Sue
I made the requested changes in the basement and added the cart tracks.
Comments and suggestions are welcome.
Basement First attempt at lighting.
Comments and suggestions are welcome.
That looks better with the coal on the ground :)
I think you might need to change your Maximum Pixels Per Pass, looking at those bands you have there on the last render.
Type EXPORTSETMPPP and hit enter. Check the number shown in the command line. The default is 4000000 (4 million). Type 40000000 (40 million) and hit enter again. Next time you render that should get rid of those horizontal stripes.
@Sue
I think I made the changes you asked for and I started working on the rest of the floor. Changed the coal chute to a trap door and added the platform between both building sections so there is access to the second story.
Comments and suggestions are welcome.
Does this look better and thank you for the tip.
I found better furnaces and I changed the lighting to match them. Think I have the basement just about right except maybe change the light levels and darken it up a little more.
Comments and suggestions are welcome.
Where does the whiskey get distilled?
Here is an article on what you need in the still - vats, etc. I don't see where you have them.
How Whisky Is Made - Whisky Advocate
first floor lower section of the larger section of the building has the fermentation vats, distilling vats and the condensers. Have not figured out how to tie the distilling vats and condenser together yet.
first floor of the smaller section is the kiln for drying the mash which will be made on second floor of of the same section.
Here are some photos I took of the distillery in Tobermory on the Isle of Mull - about the same size as the distillery you are mapping. They show all the various stages and equipment needed.
Plus a bonus photo of pretty Tobermory - my most favourite town
I think Munsen's Mines will have a lot of useful symbols.
I don't see any useful symbols in Munsen's Mine. I have not found many symbols to use for the vats so I combined symbols. There were some good options in the Forgotten Adventures MapMaking Pack but that cannot be used for the atlas and Remy did not intend it to be used for the contest so I dropped using them.
I think what I'm doing for the floor plan is following the basics as best as I can with what I have to use and my skill set. It is a good learning experience and that is why I entered the contest to challenge myself to get out of my comfort zone.
Thank You for your input.
Yes, sadly I agree. Have you had a search of the CSUAC/Dundjinni Archive symbols?
Also Annual issue 50 has some alchemical symbols which might be useful.
Thanks Quenten, I'll check out CA50 might be able to use some of the pipe stuff to connect the sections.
@Jeff B Oh yes - everything is looking great now :)
First Floor:
I moved some things around added the pipes between the Distiller vats and condensers, dirtied the outside up and added a few windows.
Comments and suggestions welcome.