Move Land Mass/Shift all Land

Complete and utter newbie here. I tried a couple of form searches and nothing came up. I'm working in FT3, and I'm wondering if there's a way to move entire land masses, or to, in essence, shift some/all of the land masses on the globe? Hopefully that makes sense. I see some Selection Tools, but in digging around, I'm not finding anything that would let me select land and then move it elsewhere. Or a global "shift all land to the north/south/east/west." Is there such a beast?

Comments

  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    FT3 lets you move the north pole, which has the effect of moving everything on the globe for synthetic worlds.

    Copying and pasting portions of the world isn't supported in FT3; its selections are for controlling where operations like raise and lower take effect.
  • Ah Hah! How do I move the North Pole? Because yes, that will do exactly what I need (once I figure out how to do it). :)
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    Under Map>>World Settings, select the Secondary page and then use the "North Pole Position" section.
  • It worked! Thank you so much!

    Now, if I could only figure out how I managed to turn on the underwater terrain (don't get me wrong, I rather like it, as it is letting me start to think about ancient cataclysms and such, but it would be nice to know how I did it), and why none of my worlds seem to have extensive biodiversity - at least by FT3 standards. I get a lot of Temperate Forest, slightly less Tropical Deciduous Forest, Boreal/Alpine Forest, and then Taiga/Tundra/Ice, and not much else. I occasionally get smidges of Tropical Shrublands, but see almost none of the rest of the FT3 biomes. At first I thought maybe it was just because they were smaller environs, and zooming in, I'd find them. But no luck.
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    Try Map>>Lighting And Color, the Altitude page. There is a "Shaded" checkbox on the Sea half of the dialog that controls shading on or off for underwater terrain.

    The biodiversity issue could be due to any number of things. Try adjusting the Temperature and Rainfall values on the World Settings property page. The "Specify Base Temperature" controls are easier to use than the physically-based Base Temperature, in my opinion. http://www.ridgenet.net/~jslayton/climateinfo.gif shows the basic table that FT uses for selecting the climate type from rainfall and temperature. http://www.ridgenet.net/~jslayton/CGTutorial/index.html shows how to use FT's tools for painting world information and a short example of the Image Climate shader.
  • That's what it was on the underwater terrain! Woot!

    Hmmmm - I hadn't played around much with the temperature and rainfall settings - I wasn't sure how best to adjust them without borking things, so I was working with the defaults. It doesn't help that I'm woefully ignorant of mean temperatures and rainfall for Earth, and it looks like you can only make adjustments globally? I tried "painting" climates on a test map, and didn't like the results at all. It looked very fake. I'm at work at the moment, but I'll take a look at your tutorial when I get home this afternoon and give it a try!

    The other thing that's kinda bugging me is that when I start raising/lowering the prescale offset, the tool is sadly not irregular, so eventually if I'm working in one area enough, the landscape starts to look at bit TOO regular. Also - the Smooth tool (not the Global smooth, the other one) didn't seem to be working - is that likely because I didn't have it set to a high enough value? I want to smooth out the lower altitude areas without ruining the mountainous areas, which is why I stopped using the Global Smooth, but maybe I should just keep using it?

    Thanks so much for the advice and helpful instructions!
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    You can paint in higher and lower temperatures by using the Warmer and Colder painting tools and paint in rainfall adjustments using the Wetter and Drier painting tools. Directly painting climate values tends to result in fairly chunky outlines, so it's not often a useful technique.

    The painting tools are based around a nice smooth shape. You can load an image to replace the brush, though. Select a painting tool and then click the "C" button on the Paintbrush Options toolbar to bring up the Edit Paintbrush Settings dialog. Set Form to "Image" and click the "..." button next to File on the Image Brush section of the dialog. Select an image that you'd like to work with and click OK, then OK again to dismiss the Edit Paintbrush Settings dialog. Then all of your painting with that tool will be using the shape that you selected.

    If you want to smooth just an altitude range, consider selecting just that altitude range using Select>>Altitude Range before using tools. The tools will only take effect on the selected area. I recommend using a Select>>Feather operation after the initial selection to smooth out the edges of the data. Note that the smooth tools only work on values that you've painted or applied globally, so if you'd like to smooth out the fractal things in just the lower altitude, you will need to use Global Lower>>Land Roughness first.
  • Omigosh, I didn't realize that you were the one whose tutorial I've been playing with for a couple of days now - I didn't even notice the URL was the same until just now. I also purchased the big Tome of Ultimate Mapping - does it talk more about what some of these things mean that I see in the World Settings tabs? Like the Continental Shelf - is there a reason it's set to -999.999 feet? What happens when you change it? Or what's the difference between "Earth" and "Fantasy World" in the Selection Tab? Or "Raw Height Field" - what is that?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    > I also purchased the big Tome of Ultimate Mapping - does it talk more about what some of these things mean that I see in the World Settings tabs?

    I haven't looked at that item in some years so I'm afraid I can't say much about it.

    > Like the Continental Shelf - is there a reason it's set to -999.999 feet? What happens when you change it?

    -1000 feet was an arbitrary value that looked about right (the -999.999 value is roundoff error as often occurs in floating-point operations). A value of -460 feet or thereabouts is probably more physically accurate if you want Earth, but that setting gives narrower continental shelves that look a bit skimpy with FT's basic fractal altitude model. Changing the value changes the depth at which the continental break (the drop off from continental shelf to continental slope) occurs.

    > Or what's the difference between "Earth" and "Fantasy World" in the Selection Tab?

    I would guess that it's the world settings for each type of setting. I didn't do those settings files, so I'm not sure what's in them. You can always start a new world and try applying the various settings.

    > Or "Raw Height Field" - what is that?

    A height field is effectively a picture with each pixel treated as a height value. Height fields form that basis of FT's editing features (offset, prescale offset, roughness, rainfall edit, temperature edit, and forced climate values are all stored as height fields over the whole world). FT normally mixes the offset, prescale offset, and roughness height fields together with a fractal function to generate the final altitude. Setting "Raw Height Field" will cause FT to ignore the prescale offset, roughness and height fields fractal function altogether and get the altitude straight from the offset channel. It's a mode that most users probably wouldn't want to use because it makes FT ignore many of its most interesting features.
  • Wow, thanks for the insider's look. Alas, it may be Thursday before I have a chance to get back to really tweaking the world. I still don't have it to the point where I think it's safe to try and do the "find rivers" yet.
  • Ack! What does the "Potential River Flow" checkbox do??? And the "Keep River Image Overlay?" Should I check them?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    When FT computes rivers, it finds the flow of a river at each point by summing up the rainfall for all terrain cells uphill of each cell. When the "Potential River Flow" checkbox is on, it assumes that each cell has a constant rainfall rather than the computed rainfall. This option can help to find river pathways through deserts that might not otherwise be visible, for example.

    During the computation process, FT computes an image overlay representing the river flow. It then scans this image to find the vector rivers that can be exported to CC3. If you would like to keep the intermediate image, check the "Keep River Image Overlay" checkbox. It won't hurt anything, but it will show you exactly what FT used to compute its vector rivers.
  • Following along with your tutorial, I ran the rivers... lots of errors. Yeesh. But maybe I'm doing something wrong - when I zoom in, not only do the lines not get bigger, they actually get HARDER to see? And they don't seem to be, well... rivers. Meaning they don't widen, etc. as they continue to flow towards whatever body of water it is they are headed for.

    Also, when I tried changing the Sea Level color - it changed the colors of two of the other levels as well - and what's worse, the color I chose for the river wasn't an option anywhere, so now when I run the rivers again, I'm going to have to try and choose the right color for sea level?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    Rivers in FT are computed as vector elements with no width. A line is drawn along the flow path and this line is a constant width. One item on the wish list is to allow for variable-width (and variable color) rivers, but that change requires significant changes to the FT infrastructure to implement.

    FT's altitude color pickers for land and sea have a patch of color above the gradient area and a path of color below the gradient. Changing the color of the patch above or below the gradient will recompute the whole gradient. Clicking on the gradient will edit just on color on the gradient.

    One semi-hidden feature in FT is that holding down the Shift key when clicking on a color patch will bring up the Windows RGB color picker rather than CC3-style palette color picker. That way you can specify the exact color that you want, even if it's not on the standard 256 colors.
  • Oooo, thanks for that little tip!

    Hmmm - what happens when you import into CC3? What happens to those lines? Are you able to manipulate them or delete, to draw an actual river?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    Posted By: StarshadowHmmm - what happens when you import into CC3? What happens to those lines? Are you able to manipulate them or delete, to draw an actual river?
    It depends on what you mean by "an actual river". The river vectors in FT should import into CC3 as paths, not any fancy river entity. You should be able to manipulate them as you see fit at that point.
  • Meaning - can I then widen it in some areas, etc? Make it longer/shorter/change the path as needed/desired?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    I don't recall what it would take to widen a line in CC3. The last time I tried something like that, I drew both sides of the river and widened the result as it approached its terminus. CC3 may have better tools for that sort of thing now. But you should be able to do everything with the exported river that you can do with a path in CC3.
  • JimPJimP 🖼️ 280 images Cartographer
    edited August 2013
    I think we had a discussion around here somewhere on river widening in CC3. Probably last year.

    Whoops, further back than I thought. Making a river with varying widths?
  • ...

    OMG, I'm in trouble. That entire thread might as well have been written in Swahili, for all that I understood
  • OK, so I did the big huge multi-file export last night. Things I can't seem to figure out:

    1. In CC3, there is this ugly grid, but I had no grid enabled in FT3 when I did the export. Is there a way to turn this off?
    2. Every freaking map has this "FULLY MONTY" label in CC3. Is there a way to turn this off/delete it? Something?
    3. Is there a way to move/make smaller/change the scale and compass rose? They aren't the prettiest, and they are also in awful places on the maps.
    4. Is there a way to switch back and forth between symbol sets? so that you can mix and match symbols from various sets on one map?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    edited August 2013
    Posted By: StarshadowOK, so I did the big huge multi-file export last night. Things I can't seem to figure out:

    1. In CC3, there is this ugly grid, but I had no grid enabled in FT3 when I did the export. Is there a way to turn this off?
    Is it really a grid or is it some random horizontal lines through your maps? If it's the latter, please download the latest update from the ProFantasy website. If you've already downloaded and installed the latest FT update, please post a picture of the problem.
    Posted By: Starshadow2. Every freaking map has this "FULLY MONTY" label in CC3. Is there a way to turn this off/delete it? Something?
    I would hazard a guess that you've used the "Full Monty" export option for CC3. If you edit that entry and click Next until you hit the "Other Items" page, there is a "Map Title" element that probably says "FULLY MONTY" (or something like that). CHange the title to something you prefer or just uncheck the "Map Title" check box.
    Posted By: Starshadow3. Is there a way to move/make smaller/change the scale and compass rose? They aren't the prettiest, and they are also in awful places on the maps.
    In FT, you can turn them on or off, not change how they appear. In CC3, you can delete them or add ones that you prefer.
    Posted By: Starshadow4. Is there a way to switch back and forth between symbol sets? so that you can mix and match symbols from various sets on one map?
    You can load symbol catalogs or crate your own custom symbol catalog in CC3. I recommend consulting the CC3 help file for additional information on symbol catalogs because I don't do that often enough to provide good step-by-step instructions.
  • Map Attached!

    1. Yep, it's an actual grid - vertical and horizontal lines.
    2. Alas, I'm not sure what you mean by "edit entry" - I need to go back and re-watch Joseph's tutorials I guess. I assumed they were on their own layer, but when I right-click on layers, the only layer that has a check mark on it is Map Border. Everything else is blank, so I'm wondering if something went wrong, and it didn't create different layers for things?
    3. I looked when I did the Export, and I didn't see any option to turn those things off. I know when I watched Joseph's tutorial, if you did a "Save As CC" with an FT3 file, you got those sorts of options, but I couldn't see any way to get to them with the multiple export option.
    4. I've got a bunch of catalogs (bought the Fantasy Symbol Set, and one of the annuals) - but what I can't seem to be smart enough to figure out is how to switch back and forth between them.
  • AUGH! I didn't know it was going to insert the image!
  • And something else really bizarre - those white blotches over there on the right side of the map? Those are not in the FT3 file at all. No idea why they are there. There are no islands out there in FT3
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    When you generate multiple files in FT, it tells you to "Select a Campaign Cartographer Settings File". Those files are the same as the ones that are on the list when you do a File>>Save Campaign Cartographer File. If you do a File>>Save Campaign Cartographer File action, you can select an entry and edit it using the Edit button. That edited entry will then be available for use with the export multiple settings. The Full Monty setting has a grid and title set by default.

    Above your list of symbols on the left side of your CC3 screen (below the "Options..." button) are two buttons. The one on the right that looks like a file folder putting something onto a vertical list that looks a lot like the list of symbols below it will open a symbol catalog.

    The white blotches are what happens when the lowest contour in a CC3 setting file (such as Full Monty) isn't at or below the lowest altitude value. The lowest parts of the world aren't represented in the CC3 file and the background color is showing through. When you're editing the Full Monty export settings file, try adding another contour at -40000 on the Advanced Contour Settings to catch any lower parts.
  • So maybe the Full Monty isn't what I want... heh. Maybe I'll try a different export, and see what happens. I'll keep playing! Thank you again for all of your help! You've been marvelous.
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    The Full Monty export style just has everything turned on. It might be simpler to decide what you want to export and make an export style of your own.
  • I swear, the grid haunts me! I tried a different export - the high detail altitude.... and it, too, had a grid! *facepalm* I think you're right, I just need to create an export style.
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