Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
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- Last Active
- Roles
- Administrator
- Points
- 8,897
- Birthday
- May 14, 1976
- Location
- Bergen, Norway
- Website
- https://atlas.monsen.cc
- Real Name
- Remy Monsen
- Rank
- Cartographer
- Badges
- 27
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Noob question I am sure...
To hide things from your players, I would consider putting things on different layers, then you can reveal one layer at a time as they explore the area. You'll have to predetermine which chunks to reveal of course, but this is a good idea revealing things piece by piece.
For elevation, as JimP suggested, contours are the best. Since you are using Mike Schely Overland, there is a contour tool called Height Contour in the :CC2MI: catalog. It looks white int he preview, but it is transparent, and you can lay multiple on top of each other to lighten it bit by bit.
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Combining Paths in Perspective 3
I would consider one of these approaches here:
- Join paths to polys and create a multipoly of your floor before putting it into perspective. The disadvantage with the multipoly approach is that it is difficult to edit after the fact.
- Split up the original trace into separate polygons for the rooms and corridors. This gives you a lot more surfaces, but it is easier to handle and edit. This approach will require a bit more processing for your trace before turning it into perspectives though.
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map borders
Sure. If you have them as an image file, just use Draw -> Insert file to insert it into the drawing (Note that CC3+ inserts a reference to the file, so if you later move or rename it, your map will display it as a missing image).
If it is a tiling texture, you can import it as a fill style from your map (Tools -> Import bitmap fill style or just create it manually from the fill style dialog) and you can then use it as a fill when drawing things like polygons.
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map borders
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Converting a map style to another style?
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vintyri Collection
Missing symbols means that one or more of the zip files was either not extracted at all, or extracted to the wrong location.
Common problems here is to let your unzip utility make a directory based on the name of the archive and then put everything inside this extra directory. This is a common behaviour, and causes havock when cc3+ looks for the files since they won't be where expected.
Best way to check for such things is to click once on one of those symbols, and then go to Symbols -> Symbol manager and find the symbol there. Select it and click list. This should reveal the expected file path of the image. Remember that @ refers to the CC3+ data directory. Now dig in there and look for the symbols. You'll probably find them inside some extra directory. If you fail to find them at all, it means you skipped a .zip file. The path should help you pinpoint which.
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Live Mapping: Detail Maps
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Community Atlas - River Watch - Abhannfair Caves, 13
Your maps are now in the atlas. Thanks for the contribution Jim.
But for the future, can I ask you to be a bit more inventive with the map names. I am pretty sure the people who lives there do have names for their areas, and especially just incrementing a number really looks weird in an atlas when going between areas of different scales. People love to put names on places, I would very much like to see the regional maps named for a more interesting atlas. Be creative, that's what the people who live there is, they just pick a nice name, doesn't have to be based on the name of other things in the area. I am sure people prefer to live in the place named Grayline Hills rather than River Watch Environs 02. The map name will show up as the name of the entire area it depicts in the atlas, which is why this name is important, and not just locations inside that area that appears on the map.
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hyperlinks in maps
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which is the best format for export for battlemaps






