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Monsen

Monsen

About

Username
Monsen
Joined
Visits
703
Last Active
Roles
Administrator
Points
8,982
Birthday
May 14, 1976
Location
Bergen, Norway
Website
https://atlas.monsen.cc
Real Name
Remy Monsen
Rank
Cartographer
Badges
27

Latest Images

  • WIP: Fane of the Swamp People...

    If you have the crop image to aspect ratio option on when exporting, you shouldn't get those white bars on the top/bottom.

    The dungeon I started with is actually a below ground level, rather than an above ground but hey, what can you do?

    It gets a bit more interesting when using the dungeon walls, since a regular floor mask would cover up all the unevenness of the stonework. But I am wondering if you could use TRACED to generate a polygon made up from the total area of both the floors and walls here, perhaps with a distance of -0.5 or something like that to make the mask "hole" for the dungeon to give that below ground feeling. Probably need to do something with the path to the entrance too though, to make it look like it is sloping downward towards the entrance.

    jmabbott
  • Help adding the monthly content to existing map!

    They are cumulative, you only need to install the latest one.

    Loopysue
  • Joint work with a colleague architect and the results are stunning!

    Looking great. Very nice work there.

    The fill in the street in the second one looks a bit repetitive though.

    efenord
  • Problem with starting CC3+

    Looks like CC3+ isn't finding your data directory for some reason. There should be a file called @.ini in your installation directory (c:\program files (x86)\ProFantasy\CC3Plus) that contain the path to your data directory. Check that this is correct.

    DaltonSpence
  • Looking for a rising sea level map

    Tools -> Global Raise -> Water Level will rise the water level by the specified amount. Works fine on the mola2x2a Mars data if that is what you are using.

    Albavar
  • deck isn't showing shadow with hull

    The reason for this is that the hull is a massive polygon below the deck polygon, so there isn't really and edge here that can cast shadow as far as the hull is concerned. And the deck itself is set up to cast a shadow, but shadows extends outwards from the caster, not into it, you can see you have a shadow from the deck in the lower right of the map.

    What I would have done here is to use a black glow (set to inside) on the Deck sheet, and disabled the wall shadow on it.


    Loopysue
  • The Sunken Temple

    @Quenten wrote:

    So different from the cardboard DM shields, everyone sitting round a big table, with handwritten character sheets, miniatures on the table with a homemade hex grid board, drinking plenty of soft drinks or coffee, and eating junk food like it was going out of style - oh, and the arguments about rules, and the squabbles between married couples, and the 'bonding' between two would-be lovers.

    Well, things are not that much different. Yes, the miniatures and grid have been switched out by a VTT, and handwritten notes are now done digitally, but we still sit around the table, argue about the rules, and consume tons of snacks. And with a VTT you don't have to have the minis for everything. And it saves lots of space on the table.

    If the DM was cruel (the default position), he would call out directions of the corridors and rooms, with some dimensions-and we had to draw the map ourselves. If the DM was particularly pleased with themselves - for reasons having nothing to do with DND, they would draw the map on paper as we went.

    I used to be the DM that described the place and had them draw their own maps, but I realized that it took away a lot of the game. Players would spend unnecessary much time drawing, and they would frequently ask me to repeat distances (which I could hardly refuse to do, the characters were there in the middle of the dungeon and could re-check things as often as they liked).

    This is why I love the VTT and projector approach. My players only see what their characters see in that moment. It saves me from describing every minute details about direction and distance, but the players see the current situation. I don't let them see back to where they have been, only the exact place they see right now. If they want a map, they can draw it, but I save a lot in explanation, and it looks so much prettier. And I can put in semi-surprises as part of the map drawing. Now, they need to actually use their eyes to spot certain things instead of me describing everything.

    Lorelei[Deleted User]
  • First Map

    Looking good. Glad you found a safer area, or those Umber Hulks would have taken good advantage of those collapsed wall segments.

    NumberSix[Deleted User]
  • WIP: Fane of the Swamp People...

    Now, why would you remove the secret grass?

    jmabbott[Deleted User]
  • Assigning drawing tools/fill styles to custom menu buttons. Is this possible?

    You should be able to assign the command

    DRAWTOOLSM drawtool name;

    to a menu button.

    Likewise

    FSTYLE fill style name;

    should set the current fill style.

    See this article about menu editing for doing the actual menu changes.

    Do note that menus aren't style sensitive, so the buttons would only work properly as long as the current style actually have a tool/fill by that name

    Loopysue