Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
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- Member, ProFantasy
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- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
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- Cartographer
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- 27
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Looking for advice on coastlines and reliefs
You can do contours if you like, but it's easier just to place the mountains in a line 2-3 mountains wide along the line of the range, starting at the top of the range and working down the map. Then place the hills here and there either side of the mountains to bring the elevation down to ground level more gradually.
Don't worry if you get them slightly out of order with one in front that should be at the back. You can use Sort Symbols in Map in the Symbols menu to sort them into the right order when you've done pasting them. The same applies to forests if you paste them as individual trees.
Once the mountain ranges are done there is a Mountain Background drawing tool you can use to draw a rough shape around them all to put a more rock-coloured texture beneath them.
There are lots of good fills in the Mike Schley overland style. It's got probably the largest range of terrain fills of any overland style. You can see them all if you open the Fill Style Properties dialog by clicking the active fill style in the top bar and then opening the dropbox in the dialog that appears. I think there are somewhere in the range of 25 or so in there, and that's a conservative estimate. You can use fills from other styles as you wish, though it is pretty difficult finding fills that match MS Overland as most are too dark in comparison.
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Print Issue
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Can the style of an existing map be changed?
TRACED is currently a bit broken.
There is a remedy though, which Joe Slayton put forward in this comment here. Basically you are fixing a bug with CONTOURSM to repair TRACED. So you can get TRACED to work for you if you are willing to do this. I recommend saving a backup of the CC3PlusCfg.xml file before you start.
https://forum.profantasy.com/discussion/comment/112508/#Comment_112508
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Forest encounter area - Forest trails + SS2A
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Forest encounter area - Forest trails + SS2A
You're welcome, EdE :)
I think the numbers that really matter are the work size dimensions. Antialiasing requires that the image is exported a lot larger in the first place to a BMP file, which is then reduced to the specified size to antialiase the image.
If the render is very slow try increasing your Maximum Pixels Per Pass to 40 million rather than 4 million.
The command for that is EXPORTSETMPPP. The default value is '4000000' if you check the command line. Input '40000000' and hit return, then try again.
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Tent symbols for a tent city in my cyberpunk map.
Making your own tent symbols is relatively straight forward if you are happy drawing them. They need to be png files with transparent backgrounds. The only tip I would give at the outset is not to include guide ropes. They tend to be a bit problematical with sheet effects. the shape of the canvas suggests them well enough.
If you want to make them respond to the global sun like house symbol rooftops do, then I recommend reading the section describing how to make City symbols starting on page 407 of the Tome. That covers the important bits about making map files to control the way the symbol is shaded.
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Help with crash while exporting
Disabling antialiasing reduces the overlap CC3 usually uses between passes to make the stitching smoother, so you litterally 'missed' the problem building because it doesn't fall within the rendered area. That's how I was able to render it myself. Setting the AA to 16% must have been just small enough to miss that building. Consequently I wasn't even aware it was a problem until Remy tried it.
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Looking for advice on coastlines and reliefs
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Help with crash while exporting
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Light effects rendering problem
Hi tafferka :)
That's down to your Maximum Pixels Per Pass settings.
When the image is rendered CC3 does a number of passes from side to side across the map that are as deep as permitted by the MPPP value. When the source of an effect lies outside the current pass CC3 is unable to 'see' the effect itself, so a pool of light is cut off with a horizontal band.
Type EXPORTSETMPPP on your keyboard and hit Enter. Check the command line to see the current limit. If you haven't used this command before now the default is 4000000 (4 million). You can now add a zero and multiply it by a factor of 10 by typing 40000000 (40 million) and hitting enter.
Hopefully, this should cure the problem. Please let us know if it does not.



