Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
- 675
- Last Active
- Roles
- Administrator
- Points
- 8,896
- Birthday
- May 14, 1976
- Location
- Bergen, Norway
- Website
- https://atlas.monsen.cc
- Real Name
- Remy Monsen
- Rank
- Cartographer
- Badges
- 27
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Missing Files
No, nothing should have moved, everything was kept the same, just in the data directory instead of the install directory to maintain compatibility with old maps. Sometimes the same fill are part of several add-ons though, and sometimes it's just the same name, but completely different fills. The name "Wall Cobble Grey" isn't particularly unique, lots of dungeon styles include grey cobble walls, but they still differ in style.
In this particular case, I guess it was distributed with both add-ons, because an owner of Perspectives 3 isn't guaranteed to have DD3. I have everything installed, and I have that file in both those locations.
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Nibirum in Minecraft
Anyone out there playing Minecraft?
Just for fun, I decided to implement the world of Nibirum from the community atlas into Minecraft. It is now available on the atlas download page.
This Minecraft world was made using a height map generated by the original Fractal Terrains file for the community atlas. The resulting world is a very good representation of the FT world. Note that it is exported using a equirectangular projection, so shapes are distorted in the same way as you can see on the atlas world map. This is particularly noticeable for Peredur and Ezrute
Now, the CC3+ atlas maps do not follow the FT3 map faithfully, it is more used as a loose guideline, and to provide the continent shapes, but many mappers ignore things like altitude from FT3. Unfortunately, generating a proper height map from the CC3+ maps is not an easy task, because they do not contain height data, so I had to go to the FT3 source. This unfortunately means that while the Minecraft map is a very good representation of the FT3 world, it will deviate from the CC3+ maps a bit, but there is no helping that.
Additionally, terrain does not carry over when using a height map, so I did some manual biome painting. I did a rough paint job trying to paint biomes roughly matching the CC3+ continent maps. In the end I did find the result quite interesting, although it can certainly be made better but that would take much manual work. Except for the heightmap data for the continents, the rest of the features are generated by Minecraft as per a normal Minecraft map so don't expect to find villages that match up with the location on the atlas maps, I don't have any control over where Minecraft places villages, temples and other structures.
I do think this map does a nice job in allowing you to explore Nibirum "in person" instead of just looking at a map.
Minecraft Technical Information
This map is for the Minecraft Java edition. I have no idea if it can even be imported into any other version.
The map itself is about 30000 by 15000 blocks, where each block roughly represents 1 square mile on Nibirum.
This map was made for Minecraft version 1.12.2. It was made for this version for technical reasons. 1.13 introduces a new map format, and tools to create custom maps does not support this version properly yet. Additionally, while Minecraft itself are supposed to be able to convert maps to the new format, it seems to fail hugely on this one, seriously messing it up when loaded in 1.13. Things seems to look fine at first, but exploring a bit quickly reveals that a lot of the chunks from the map has been replaced with normal randomly generated chunks creating a checkerboard of new and old chunks. So stick to 1.12.2 when using this map, which should be easy to set up a profile for in the Minecraft launcher (At this point this is also the best supported version for mods if you are into that)
The map itself was generated with a few mods in place to make a more interesting map, but the map itself is purely vanilla Minecraft, and do not require any mods to use. It should be fine to use with modded Minecraft too though (but if your mod adds things to the world, like more ore types, you need to look up the term retrogen)
This map is populated with normal Minecraft resources and structures, so it is a fully playable survival world.
The software I used to accomplish this was World Painter to import the height map and generate a minecraft map from it and then I used the Chunk Pregenerator to force Minecraft to populate all the chunks on the map with the various features (caves, mineshafts, runins, villages, trees, etc) without visiting everywhere. Additional structures where also added at this stage by Recurrent Complex.Screenshots
Here are some screenshots I took while in game. Note that this map is so huge that it is impossible to take screenshots of larger features like landmasses.
You can click any of the screenshots for a higher resolution version (There is also a 30K resolution version of the world map from above, but beware, it is 200MB).
[Image_12165]
A view from the continent of Alarius.
[Image_12166]
Snowy Hills on Ezrute
[Image_12167]
A village on Kentoria
[Image_12168]
Maelstrom Bay on Malajuri
[Image_12169]
A handy teleporter I set up at spawn that can quickly get you to another continents. -
Possible map for roll20 game
@DoubleDouble typed:
Technically each different game, even in Forgotten Realms or in Greyhawk, is one that is part of a sort of multiverse (Each is a mirror of the original but possibly with many differences). So, maybe YOUR Forgotten Realms world doesn't have things that a player would expect, or moves things around, or changes events of history or facts about major figures.
I've always found that approach a bit jarring for my tastes. Part of the fun of playing in an established setting is that both the DM and players have a shared knowledge of that world, visiting places you know from books and other material and enjoy the familiarity. Of course, that is also the curse for the DM when he hasn't read everything.
Of course, not everything in FR or any other published campaign is detailed down to the life of every NPC and location of every Flumph, so when I do DM these settings, I make sure to stay in places where both me and the players can carve out our own path, keeping the rest as background and occasional visits. And also staying ahead of the timeline of official material, allowing you to introduce changes without conflicting with the material. The last time I DM'ed FR, it didn't go so well for the place ;-P
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Fractal Lines
You can't. Fractal settings aren't saved with the entity. Technically, there is no such entity as a fractal line, it is a regular straight path with a lot of off-axis nodes. The settings are only used within the command that draws that path, once it is done, the parameters are forgotten.
Best way to experiment is to set the fractal strength and depth in the fractalize dialog (Just Escape out when it asks you to select a line to fractalize afterwards), then draw a line with the fractal path command and repeat till you are happy. You can of course use the arrow keys and then try to approximate the amount when going back tot he box for the next test. I am not sure how much the strength increases/decreases, but the dept is increased/decreased by one for each key press.
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Live Mapping: Contour Shading (Annual Vol 2) CANCELLED TILL NEXT WEEK
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a large city, I have been putting off, now started
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WIP: Dominion of Ostia
If you don't find the correct line style, it is easy enough to make your own. Just click the line style indicator, and make a new style. For a dotted style, you'll want very short line segments, and a distance between them that is still quite short, but at least twice as long as the line segments. And make sure you don't use paper scale.
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Changing Grid Fill line Pattern
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a large city, I have been putting off, now started
@JimP wrote:
Each square on this map is 200' x 200'.
That scale does sound a bit weird when I look at the symbols on your map. Even the tiniest buildings I can find in your latest map would then be about 50'x50' and the trees fill almost an entire 200x200 square on their own.
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Difference between borders
Technically, there is little difference between these, they're all polygons in the exact same shape as the entity they're outlining
a) The advantage when creating them with the tool is that they have their own configuration, allowing the tool to put the landmass and the outline on different sheets if desired, and specifying the desired thickness and fill. While the tool can use any configuration, the polygon is usually turned into an outline instead of solid fill by setting the line width greater than zero. This means the line will be wider on screen as you zoom in on it.
Note that not all styles use an outline for their landmass drawing tool, but relies on effects instead.
b) When you use outline in black, the poly ends up on the same sheet as the original entity, so it won't be on the same sheet as the landmass's original outline. It is made an outline by using the "Hollow" fill style, which means it will always be just a thin line, no matter how far you zoom into it, it will always be just as thin on the screen. You can change properties on this one however, setting the fill style to solid and a non-zero line width, and change the sheet to the same sheet used by the original outline and it will be more similar to that one.
c) Same as b.
d) Same as b, but the outlines from the polygons in the multipoly are themselves multipolied, and multipolies cannot have a line width. Explode them to make them work like regular outlines.








