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Wyvern

Wyvern

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Wyvern
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  • Node Spikes

    You're not alone in battering away at unwanted nodes to get rid of them! I usually end up hiding or freezing any overlapping entities (like the LAND sheet here), and then just clicking to remove a node or two nearby more or less at random till something useful happens (and using "Undo" if it makes things worse!). Of course, the trick is then to unhide the LAND sheet and lose the same nodes in that, otherwise, as Sue said, the outline may no longer match the landmass...

    db2000
  • [WIP] Community Atlas: Temple of Nidag, Stormwatch, Emerald Crown Forest, Alarius

    The next step was to add fireplaces to the remaining properties, as their placement determines where the doors, windows and interior walls can go:

    The first exterior pathways have been added too, and though it may not be obvious at this resolution, there's a spiral staircase in one corner of the second "under development" house on the left of the street, which will go into the dungeon level below eventually. That mid-building fireplace in the fourth left-side property is going to be interesting to work around!

    After adding another descending spiral stair to the fifth left-side structure, I started developing the main bar feature of the series of inn buildings on the street's right side. This also connects with the adjacent property to its northeast, though I haven't finalised exactly what this property will be yet; perhaps another bar-room, or an entertainments room:

    The range of fitments in the bar-room are there so I don't later forget what I was meant to be doing here, of course.

    And then the inn started to develop in an unexpected direction...

    Aside from connecting it to the kitchen-house (first building on the street's right), which was always intended, now there's a fence-enclosed narrow yard, with a latrine block and woodstore, together with a gate nearest the curving road off to the northwest (probably hard to spot at this res).

    After which, the pathways around all these right-side buildings were drawn, and some bushes added:

    Oh yes, and we now have a stable block for the inn! While it may be hard to tell here, this has been provided with a cobblestone floor, instead of the usual wood planking, and those hay piles look somewhat less strident on higher-res images (I hope!).

    Followed swiftly by more external paths, a little more vegetation cover, and a staff house at the east end of the "inn-side" of the street:

    Lastly for today's update, are the outer wall and internal fittings for the two northern map-edge properties:

    More shortly, with luck!

    ScottARickoLoopysueRoyal ScribeMonsenRyan Thomaszov66Glitch
  • [WIP] The Candle & Kettle Inn in the village of Mapleford

    Plus of course on the snowy roofs, you'd really want to have the snow melted/cleared a bit round the chimney pots on the roofs sometimes too, and that'd be much trickier to manage!

    Royal Scribe
  • [WIP] Community Atlas: Temple of Nidag, Stormwatch, Emerald Crown Forest, Alarius

    As expected last time, progress has been slow over the past week, much of it only over the weekend. Things have moved on a little though!

    First was filling-in more of the internal structural elements in the properties alongside those done so far (including the two partial houses on the left map edge). While doing that, it seemed obvious to fill-in the narrow alleyways between the buildings with a dirt-path fill, given they're likely to see little to no sunlight, and it followed it would be natural to continue those to the closest trackway as well:

    Probably hard to tell at this resolution, but the alleys between the eastern properties have been similarly filled, including that blind alleyway at the conjoined temple buildings. Plus a somewhat broader pathway has been added to the front door of one house on the extreme left map edge.

    The divisions created by the new alley paths to the main track were starting to look like garden plots, so that's what they became:

    It would be natural for areas of land to be used for growing small-scale crops by each property, given the brief summers at such a latitude as this (58°N), much as crofters do in parts of northern Scotland still today, for example, with small amounts of livestock, and land used to grow crops for the family. As I've opted for a summer view of this area, it was always going to be necessary to add extra ground-surface details that the long winter snows would conceal at other times. Thus it followed there'd be more small bushes elsewhere as well:

    While I wanted to add some further garden plots east of the central houses too, the proximity of the forest there meant the land would likely be poorer-quality, and so the plots were made deliberately patchier and less filled with greenery:

    All of which was starting to make that new "square" between the southern properties look a little sparse, so a well was added, and then the interiors for the peripheral properties further west:

    Along the way, I'd also started adding loose "pathways" immediately around the western houses, as marking naturally cleared spaces adjacent to the properties, created through use and for general maintenance, and although I went on to add more, and alleyway-fills, around the western-fringe buildings too, together with more shrubs, and a second well, I haven't got round to adding them yet to those houses with the first gardens, as this last shot for now illustrates:

    I did though remember to add more of the bundles of sticks available in this mapping style to the scrubby eastern gardens, to make them a little more unkempt. As mentioned previously, these maps have a tendency to grow organically, as forgotten things get added at random intervals later!

    Hopefully, somewhat faster and further progress to follow.

    Royal ScribeLoopysueMonsenzov66
  • Possibilities for recreating the Itiner-e Roman Roads map in CC3+ or other software?

    The problem my colleague was having after importing the JSON file into QGIS (free software) was that just the roads showed up. I was vaguely assuming that at least some of the available GIS software would have the topographical geoid data pre-loaded, but maybe that's not the case? I'm approaching this from the perspective of having no idea about GIS software in general though! Is there, for instance, a set of said topographical data available that could be imported into a program such as QGIS, over which the roads could then be overlaid?

    In answer to Marja's point, judging by the discussion from 2023 on this Forum my first post here linked to, GIS data can't be directly imported into CC3+ or FT3, so could only be imported as an image that would then have to be traced.

    Incidentally, a further colleague commented on that ancient history forum that it seems for Britannia, the Itiner-e map has used only the roads known and suspected from the original 1955 version of Ivan Margary's monumental work "The Roman Roads of Britain". This is odd, because there was an updated version published that expanded and corrected the earlier edition in 1973. I'd already expressed concern on that other forum, because I'd found at least two roads known to exist in Scotland that aren't on the Itiner-e map. In addition, it seems the Itiner-e map has excluded at least some British Roman Roads that don't connect into the rest of the network, despite the fact they're archaeologically attested. This could mean there are similar problems elsewhere, of course, for all it remains a fascinating resource map.

    Marja Erwin