Quenten
Quenten
About
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- Quenten
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Watabou City REVISED (annual 157)
The next step is to convert the SVG into a DXF. I use the tool mentioned in Annual 157:
Cloud Convert: SVG to DXF | CloudConvert
Open a map in the Style Cities >Annual Watabou City Revised. (When it comes out). For cities, I estimate the size using the scale that comes with the generated map as a guide. The scale in the generator is in Metres, so multiply by 3 to get feet (a rough estimate is all that is needed).
The example map is about 1000 m wide, or about 3000 feet. Against my long held principles, I will do the example in Imperial measurements, to cater for all you imperialist lackeys!! 🤣 So the map will be 3000 wide x 4000 tall.
Make sure the Layer is set to 0, and the Sheet to IMPORT.
Use Draw Menu, Insert File, to insert the DXF at origin 0,0 (the default).
Right-click the scale button and choose Non-visual Scale. Right-click on the map to open the selection menu and choose Prior. The just previously placed import is now selected. Right-click again, select Do It and enter a scale factor of 5-10, or whatever seems appropriate to fill the map with the city. The previous annual showed the DXF as a small Dot, and required a scale factor of 400, but the revised version shows the DXF much larger, and requires a bit of juggling to get it just right. Make sure you scale origin is still 0,0 though. The map should now appear, roughly matching your drawing area, with some of the entities extending beyond the map border.
Here is the map of Lowrock with the dxf imported onto the IMPORT Sheet, 0 Layer.
And here it is, rescaled non-visually by a factor of 10, and then moved, non-visually, up a bit on the map to centre the city better.
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Hardin region of Myirandios
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Trinajarnia
This is a revision of a continent in a previous world I started. I think this will be my main project. The main land mass is about 25% bigger than Australia, and extends from the arctic north to the tropics. And has all biomes represented.
I have already started on smaller areas.
All the names mean something in English, but I have used various languages (via Google Translate) to represent the various ethnic groups, eg Ukrainian for Kratirim, Icelandic for Vynlings, Georgian for Dwarves, Hungarian for orcs, Persian for reptilians, Irish for Elves, Italian for Norvians, Swahili for Swabentu and Maori or Yamatji for Dingadau.
All the 'civilized' nations are marked in with their capital cities.
A larger version is in the Gallery.
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Hardin region of Myirandios - Forindon and Kurmdiz
Here is continuation of mapping in full detail the large Island of Hardin - two Nordic Kingdoms, but with a predominant Slavic population. (think the early days of Kyivan Rus)
Image also in Gallery - Image Gallery: Hardin — ProFantasy Community Forum
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Community Atlas - Irisian City States - Dimitrios island
The final map. Map notes to come, then off to the Atlas. Next island coming up.
For those (including me) who wonder how much could be reasonably fitted on such a small island, I attach this map of the Scilly Isles. the largest island, St Mary's, has many interesting prehistoric ruins, and other features, and is only a fraction the size of this island.
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Tatilana - Western Sergeevna
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Or else, resize the scale bar AFTER you resize everything. And I use Remy's SCALEDRAWING command (not official CC3+ command, unfortunately - it has always worked brilliantly for me, and takes care of bitmap scaling as well.
Here is the bit he wrote about it in his dissertation on scaling. (SCALE MATTERS, May 2018)
The Automatic Option
Because rescaling a map is actually a lot of steps, especially if you need effects and fill rescaling too, I’ve created a CC3+-addon to do all of this automatically, you only need to determine the scale factor.
To use it, download the file from this address, and put the .dll file from the .zip inside your CC3+ installation directory (C:\Program Files (x86)\ProFantasy\CC3Plus by default).
You’ll also need to have the Visual C++ 2017 runtime installed on your computer. You may already have this, but if you don’t, you’ll get an error message when starting CC3+ with this .dll in it’s directory. Download from the official Microsoft download site, you’ll need the 32-bit version (vc_redist.x86.exe)
After installing the .dll and the Visual C++ runtimes (if required), you can run the command by typing SCALEDRAWING on your command line. The command line will then ask for the scale factor, which you can provide either as the number, or the calculation as with the non-visual scale command. Once you hit enter after providing the scale factor, the command will take care of the rest. Note that it doesn’t update the display when done, so simply hit the Zoom Extents button after running the command. The map should look visually identical to what it did before, as this command handles the scaling of entities, effects and fills automatically, only way to see that the command did anything is to measure distances again after running this command (and AFTER hitting Zoom Extents). Because it doesn’t do any screen updates, it should also be lightning fast, but remember, you won’t see the result until you hit Zoom Extents. If you hit Redraw instead, you can easier see the result of the scale operation, because this leave your current zoom intact.
Profantasy's Map-Making Journal » Blog Archive » Scale Matters
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The Ten Kingdoms
I have been asked by the DM of the campaign I have been playing, to design the larger realm of the 10 kingdoms, now we have finished the campaign set in the central Island kingdom of Dobberland.
The Kingdoms are each dominated by a particular terrain type - Arctic, Mountains, Fire, Forest, Desert, Grasslands, Swamp, Water, Underground and the central Kingdom in a central lake, Dobberland.
Dobberland consists of small humanoid creatures called Dobbers, and 'awakened' animals (as in Narnia), such as Echidnas, Wombats etc (we changed them to Aussie animals - i am Burlesque Spiderbane the most handsome Wombat, disrespectfully called Burly by the party members).
So here is the actual draft, and here are the first six Kingdoms. the names are all generic at present, till the DM decides on what he wants them to be.
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Community Atlas - Doriant - Radizarela
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Ideas for future Annuals
I would like to second Royal Scribe's suggestions, and add a few of my own.
I would like a Polynesian / Australian based overland annual.
I would dearly love the Spectrum style to be one of the additions to the basic CC3+, and for the monthly expansions to alternate between Mike Schley and Sue Daniels for the Spectrum style.
I would like extra house symbols (including the house tool) compatible with CD3A styles - perhaps an addition with far eastern, south Asian and other styles, as well as additions to the Gothic/classic/wooden, Mideast/thatch styles. Perhaps more unique buildings, like blacksmiths, warehouses, apartment blocks, inns and taverns, stables etc. As well as street furniture compatible with this CD3A style - benches, flowerpots, pillories, gallows, stalls, etc.
And especially more unique buildings for Greco-Roman - bath houses, temples, shrines, insulae (Roman apartments- need well off, middle class and poor), villas, Colosseum, hippodromes, theatres, stadium.
I would like to see conversions of the old city, temple and castle sets, just as Sue did with Beaumaris castle.
I very much would like to see more stuff for Character Artist - especially different stuff for them to carry, and adornments on the clothes, and ideally, semi-side on portrait faces and torsos (a very big task). I can get fatter and thinner using asymmetric tool, so that isn't a problem. But things showing aging would be nice, like wrinkles, etc








