Parchment tile for free - for you
Loopysue
ProFantasy 🖼️ 40 images Cartographer
Don't really know why I made this one, but I do these crazy (and probably meaningless) things when I can't sleep for thinking about stuff.
I have a 600 dpi version, but that's a 2 MB file and I don't have anywhere to put it for you to get at it if you wanted it. This is 300 dpi and 1000 x 1000 pixels.
I have a 600 dpi version, but that's a 2 MB file and I don't have anywhere to put it for you to get at it if you wanted it. This is 300 dpi and 1000 x 1000 pixels.
Comments
I do have a compressed backup drive full of the things, but no heart to actually look at it and remember all the ones I lost. Here is a pebble beach for you. Its made of real photos of real pebbles from a real beach near where I live.
I will see what I can dig up, but it may be a while
I'm working on a way to generate a pseudo relief mapping technique. This is what I've come up with so far, thanks to an idea sparked off by LadieStorm's comments on another post. It uses a separate sheet for each contour level. Each sheet has a lighted bevel on it.
Its probably been done before, but I can't afford to buy any of the annuals or the Great Tome.
The major drawback of the technique I'm working on is that you have to reproduce the entire map on each and every sheet. That's why I haven't used anything other than brown land as the test island.
I took a look at the FCW file, but it's hard to see what's going on without the fills. I should probably update my installation one of these days.
Here is where we discuss the bitmap fills, and a link on my site to them.
Trying to Find Creator of some Great Textures
And here is a link to how I used them for my old surface maps and showing contour ranges.
What I did was this:
Drew a very simple island and copied it to 3 overlying sheets, named 500, 1000, 1500.
I drew a contour line on each of those three upper sheets (corresponding to the name of the sheet), then created a negative mask of that contour by drawing a rectangle that was slightly bigger than the map and adding the contour level to the rectangle as a multipoly (the contours becoming holes in that mask). I then turned each mask magenta and used it as a colour key to punch out anything that wasn't on that contour level out of sight.
The drawbacks I have already mentioned, but the biggest one is that if you have more than one texture on any of the levels you can't use fades to blend between textures without creating two or three sheets per contour level. In the end, even with a simple map that shows maybe 5 contour levels, each with 3 textures on it, you would end up with 15 sheets just to describe the landform, never mind symbols or anything else.
It could get SERIOUSLY complicated.
I was wondering if anyone had a better idea I could use, before ploughing on with the new Errispa map, which I intend to draw as a relief map, like the Ethran map, but with more realistic relief shading.
Found another one...
One limitation of the bevel technique is that there isn't any way to get non-linear scaling on the initial distance calculation, which means that the slopes will always tend to look like they are at 45 degrees. I should probably add a gamma option to the lighted bevel to allow for differing appearances.
You have drawn a much more complicated island than mine, yet done it more simply.
Thanks for pointing the way.
And yet... in defence of my own idiocy, I think I was trying to make sure that if I suddenly decided I wanted a road going right across the middle of the island, all I had to do was draw it as a single entity, then copy it to all the other layers and let the masks do the hard work for me by bringing them back to top on each level once I'd finished - a virtual 'cut to length, trim and paste' job in one. No?
I do understand the desire to be exact. The technique that you used is correct for all cases, I think. The one I used is a quick approximation designed to look fairly plausible at the cost of correctness. I've been attending the school of "good enough at first glance" for more years than I care to think...
Brilliant!
I've wasted the whole day trying, and I'm beginning to think I might have a virus lurking around somewhere making my life hell.
What I was doing wrong was trying to import the HW bitmaps while all the default ones were still there. Some of them have the same name, like "Desert", so of course it wasn't going to work!
I can be such a numb skull at times!! Grr
Before importing the set you want you have to delete as many as you can of the ones you don't want (using the delete button in the FILL STYLES PROPERTIES box, and NOT by deleting the actual files in the bitmap folder!), or if you want both, you need to give the ones you already have new names that won't interfere with what you are trying to import.
Then you can import the files you want without any trouble - no crashing at all.
I'm a happy mapper now :)
Or... make of it what you will
(This one isn't square, and I'm not sure if it will work properly, but it was lying around in the album so I gave it to you)