Too many bugs and too hard to use.
I just have to say that as much as I would like to use CC3 I have given up. I’m trying to make some simple maps using Fractal Terrains and CC3 and I find there are just too many things that do not work. Even simple stuff like fill styles go nuts when trying to plot the complex polygons that TF generates. I’m a graphics programmer myself and have written polygon fill from scratch, in assembly language no less and I have never seen this type of problem. These days the graphics card does much of this for you so I’m not sure why this is a problem. My assumption is CC3 is not using native hardware for much of what it does, which brings me to my second pet peeve; It’s very slow.
I mean really, I’m now working in 3D doing small fractal planets with full LOD and collision detection and its way faster than CC3. You guys really need to use the native hardware where possible. It should not be this slow even with the large polygons. You can always triangulate them to use the native hardware. There are probably 10 different ways to bring the program to an acceptable speed.
There are also some basic missing features. There are apparently no polygon Boolean operations. Come on! This should be a core capability of any drawing package. Something that should take me 5 seconds is now taking me 10 minutes + to do manually each time I have to do it.
Finally (as I’m sure you have heard many times before) your user interface is highly non intuitive. This really isn’t why I’m giving it up but it’s definitely something that needs improvement.
I know I’m probably sounding like an a-hole but I just feel this needs to be said. There are a lot of nice features in CC3 and it looks like you can generate some cool maps. However when I have to fight a program just to get something simple done, it’s always a sign that there are some core problems with the software.
I mean really, I’m now working in 3D doing small fractal planets with full LOD and collision detection and its way faster than CC3. You guys really need to use the native hardware where possible. It should not be this slow even with the large polygons. You can always triangulate them to use the native hardware. There are probably 10 different ways to bring the program to an acceptable speed.
There are also some basic missing features. There are apparently no polygon Boolean operations. Come on! This should be a core capability of any drawing package. Something that should take me 5 seconds is now taking me 10 minutes + to do manually each time I have to do it.
Finally (as I’m sure you have heard many times before) your user interface is highly non intuitive. This really isn’t why I’m giving it up but it’s definitely something that needs improvement.
I know I’m probably sounding like an a-hole but I just feel this needs to be said. There are a lot of nice features in CC3 and it looks like you can generate some cool maps. However when I have to fight a program just to get something simple done, it’s always a sign that there are some core problems with the software.
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Myself, I have turned out over 1 800 maps using this software.
I suggest working through any tutorials. They will help you learn the interface. I found I had to do that to understand the program.
I export FTPro maps, and import the bmp/ or png. But I trace them, I don't try for an exact match as I am not an artist.
However, the fact remains that when you zoom out with detailed bitmap filled polygons the algorithm fails and it draws outside of the polygon. This is clearly a BUG. These are the same polygons generated by PF’s own Fractal terrain program. Secondly the reason I need Booleans is because I'm using FT and I want to output a set of several maps (one for each continent) for my world so I can detail my continents without severe distortion. This is pretty much a requirement if you are using FT at all and have any land near the poles. In order to do this I need to clip contours to the map boundary. In my case the boundary isn’t rectangular but even if it was the problem still exists. I have never used any CAD program without simple Boolean operations.
Now maybe if I’m just doing a map entirely within CC3 I may not have these issues, but PF sells both FT and CC3 and FT can export to CC3. It would seem like they should make this process work with a reasonably low pain threshold. I’m doing this for an RPG world which is supposed to be what PF is in business to support. In reality generation of large detailed maps brings the program to a crawl, to the point it becomes virtually unusable. Throw in random crashes and bugs and it is unusable.
I know the speed at which a modern computer does graphics. I program in DX9 and DX10 including the shader language. It is simply unacceptable to me that a program sold in this day and age and run on modern hardware have this sub-standard level of graphics performance. PF has concentrated on features (which for the most part are nice) at the expense of the core program. Really I think they should remedy this because if they ever get some serious competition they will go out of business if they don’t.
You might also not be aware that CC3 uses a licensed CAD engine as its base, we do not program that ourselves (FastCAD). It's a fully professional CAD engine, with a few limitations built-in (e.g. no 3D) to make it feasible to use in the hobby sector. CC4 (which is still some time off) will use a newer version of FastCAD, with much improved speed.
However, I would start off by creating my basic map in CC3 since it does do a much better job of fractal terrains. If you are going to do a terrain by hand though - Visio has a really easy way to do a coastline. I'm uploading an example map I have created. Be aware though, that this simple looking map takes forever to load into Visio (like 2 minutes) but in CC3 comes up in only a few seconds. This is where CC3 shines. You tell it to load and BAM! The map is there. Still, my suggestion to the people at Profantasy has been (and still is) to go look at Deneba's Canvas v3.5 or Visio's 2000-2003 interface. Both are 2D CAD programs and both can do what FastCAD does. The only difference between them and FastCAD is that FastCAD (as I've said) does seem to have a paging system built in like Photoshop so it can swap in and out a very large map.