Exporting FT3 to CC3+

i was wondering how most people import thier FT3 world into CC3.

I adjust the contour altitude to just a few colors to give a flatter map. but i dont really like all the colors and all that. it seems hard to recreate some of the beautiful maps CC3 can make using FT3. Im sure its just me not knowing the program well enough, so anyone care to share examples :), or point to a good tutorial!!!

Thanks
Julio

Comments

  • MonsenMonsen Administrator 🖼️ 81 images Cartographer
    I usually just import the coastline, copy it into a map of the style I wish to work with, and change it to the correct landmass style by using 'Change as Draw Tool' on it. Then I keep an eye on the original FT3 map while placing hills and mountains.
  • I export a png and import that.
  • I export a custom type (called qw - how surprising) since FT lets you save your export details with a new name for later use. On it, I cut out title, scale, but keep all the buttons (which I rename Temp as Tectonics for Tectonic plates & their direction, wind and currents; and R as Race for distribution of Racial types; I add M for Minerals and other resources and P for Political boundaries. I do all this in CC3) I also alter the contour levels imported with different colours and make everything multipoly - I can undo this if I wish in CC3. I use AE Hemisphere regularly, but any of your favourite projections will do. And then, once exported, you begin tidying it up. But at least you have a FT map which conforms well to your finalized world and which you can display in different projections. This means of course a lot of work getting the FT map right in the first place, and there have been a number of tutorials on this on the forum already. One day, I will do my own, including the post CC3 cleanup with special mention on how to rename your buttons.
  • But like JimP I also import a Climate png to overlay the map to use as a corrective as the export to CC3 is often less than perfect. I draw FT at 4960, but the import to CC3 only allows 1024 as a maximum. CAN THIS BE FIXED, Jo?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    The 1024 resolution limit for exporting to CC3 is due to a technical limit of CC3 (and Windows): putting more than 23000 or so nodes on a path tends to bring CC3 to its knees and may cause an outright crash. There is code in FT3 that tries to limit the number of nodes, but often get ugly when there are too many nodes in a single entity.
  • Is there a chance that the resolution can be increased if FT3 can be imported to CC3+?
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    I don't think that CC3+ has any improvements with regards to the number of nodes that can be used in a path. To get an idea of what happens, start a fractal path using FPATH and then keep hitting the right arrow to fractalize it more (you may need to move the cursor around to see the updates). FPATH sets a hard upper depth limit of 10, which translates to around a thousand points (and it has further protection to keep the number of nodes below 16000 in the absolute worst case).

    The 1024 size on CCx exports was intended to keep things usable in the face of the practical limits of CC3. I suppose it would be possible to push the export maximum higher for users than want to test the limits of things.
  • Posted By: qwalkerBut like JimP I also import a Climate png to overlay the map to use as a corrective as the export to CC3 is often less than perfect. I draw FT at 4960, but the import to CC3 only allows 1024 as a maximum. CAN THIS BE FIXED, Jo?
    Ah... my export is a contour png, not a climate png. I should have been clearer.
  • I just use the contour layer (RELIEF/CONTOURS) that the export from FT3 to CC3 gives, and therefore just need 1 png, and I find the climate one more use. In my Mercator map for Myirandios, I used the climate png shown on my New revised Myirandios thread.
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