Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
- 692
- Last Active
- Roles
- Administrator
- Points
- 8,940
- Birthday
- May 14, 1976
- Location
- Bergen, Norway
- Website
- https://atlas.monsen.cc
- Real Name
- Remy Monsen
- Rank
- Cartographer
- Badges
- 27
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What is Steampunk...
I think it is important to realize Steampunk is fantasy though. And with that I mean, they do fantastic things with the steam that isn't possible at all under real world physics. In many cases, you see them approaching semi-modern concepts (while still being in the Victorian age) but using steam instead of electricity and more practical fuels. So when drawing steampunk, it isn't "will this be possible using steam", but more "does this seem cool and somewhat plausible if we ignore actual physics?" all the way to "this doesn't seem plausible at all, but it is damn cool".
Many steampunk settings uses things like automatons, which are large steam-powered robots, both "human-like" and "this-is-a-big-machine" like. Sometimes intelligent, self-operating, in other settings controlled by an operator.
I like the city-building computer game Frostpunk for it's visuals. It' is basically Steampunk in the cold (concept art) (automatons)
Another interesting omputer game that takes the concept pretty far and some more, is Sunless Skies. Here you pilot a flying locomotive through the void between the remains of a broken world floating as islands in the void. Even the sun itself is an artificial steam-powered contraption.
For overland maps, I think the difference lies much in the symbology used. Steampunk likes to say, "Hey, here I am!". A typical steampunk map would be something in between a modern map and a fantasy map, and would use symbols and map decorations with a steampunk flair. Symbols would look more like the fantasy symbols, i.e. drawn from an isometric view, not the minimalist top-down symbols on modern maps. Instead of a caravan representing a trade route, you would see a train symbol, you may have dirigibles instead of ships, the city symbols would probably have some smoke stacks and visible pipework in the artwork, and so on.
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How do you remove the outline of imported symbols?
Dragging and dropping an image into CC3+ is the equivalent of doing a Draw -> insert image, but it skips the dialog box. Unfortunately, this also means it skips the dialog where you can turn off the border, and uses the default which is applying a border to inserted images.
You can turn this off by using :CC2EDIT: on the images, and turn on the hide outline option. Unfortunately, this can only be used on one image at a time (Don't worry about the purple selection rectangle this operation seems to leave behind, that goes away the next time you select something else)
The better way to insert symbols to avoid this in the first place is to do as Raiko suggested, and use the :ICON_CATALOG: button and browse for your folder. This will show all the images in that folder in the symbol catalog window, and you can insert them the same way as regular symbols.
If this is symbols you are going to use often, the even better option is to make proper CC3+ symbol catalogs for them. This allows you to set up scaling and things correctly in the symbols themselves, so you don't have to re-scale every image inserted, among other things.
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Beginner questions
-How do i add a border to land? I have drawn some overland and i want to add a border to it after i made it. I also want to control it's style, colour and thickness. Is that possible without having to trace the whole thing?
With border, I assume you mean an outline and not a political border here. There are several way to accomplish this, but the quickest is usually just make a copy of the landmass using :CC2COPY: or using :CC2OUTLINE: and then just change the properties of the copy/outline to give it the appearance you want.
Another option is to use effects, throw an outer glow on it for example.
-When i try to draw using a custom drawing tool (by selecting a type of drawing on the right and then changing the style and layers on the top), the drawing is not limited to the map border but instead goes out of borders. Is there a way to fix this?
No. The ability to stick to the map border is a feature of the drawing tolls which the basic commands don't have. Of course, you can always make your own drawing tool by going to :CC2DRAWTOOLS: and set it up as you wish. It can be set up to use the current properties, so you can make it behave almost like a basic command, but with the added features of the more advanced drawing tools.
-When i have multiple objects' edges on the same place, how do i select only one of them?
If they overlap completely, use the different selection modifiers like selecting by fill, color or layer. You'll find all the details for this in the editing chapter in the manual, or an even more detailed overview here: https://forum.profantasy.com/discussion/7404/command-of-the-week-selections-week-28
Note that if the entities are on different sheets or layers, you can just hide the appropriate sheets/layers so you only see the right one.
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[WIP] Community Atlas - Kumarikandam - Xinxing - Ylangxi City
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Changing road width
Anything that makes two entities do it by adding both a main entity and the outline. In Sue's first screenshot above, you can see there are two buttons, "Properties", which lets you change the settings for the main entity, and Outline, which lets you change settings for the outline entity (Which doesn't actually have to be an outline, it was just named like that because that was it's initial purpose)
When you are dealing with with and outline entities, just change it both places. Keep in mind that the values were probably just a tad different originally, so keep that difference in your changed versions.
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Forgotten Realms Interactive Atlas repairs.
@Hildebrando Santos wrote:
I notice if i translate the text, i have a english white text in the background. How can i change it?
This is because these maps were made in CC2, before things like effects. So to have a outline on the text, it is actually two text entities with the exact same text, one with regular filled text, and the other set to only show the outline. This was done to make the text more readable.
However, this means that you will need to do the edit twice, once for each text entity. If you have trouble selecting the right one for edit, try hiding some of the TEXT layers (either everyone marked OUTLINE, or everyone NOT marked as such.
As Wyvern said above, it is better that you start your own topic if you have any follow-up questions that are related to your own work and not the atlas repair project.
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How to Zoom to a specific %
You can't zoom to a specific % because that concept doesn't really exist in CC3+. CC3+ is CAD software, and the content is always rendered to whatever size you select, there isn't a "full", "print" or "actual" size.
With an image editor, zooming to 100% makes sense, because that means that each pixel in your image is being showed as the same size as a pixel on your screen, but CC3+ maps aren't expressed in pixels.
For print size, that really depends on what scale and paper size you want to print at. As with showing on screen, print isn't a fixed size, CC3+ renders the output to match your print settings.
Considering your screen is likely to be much larger than a sheet of paper (unless you are working on a laptop screen), zooming to show the same content that will be on your paper wouldn't really give a perfect view of how it looks on paper anyway, since the paper is so much smaller.
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Transparency Acne - Lesson Learned
This happens because the RGB Matrix effects is vulnerable to TA as well. It won't make gigantic holes, since it doesn't do any edge effects, but it still need to figure out what parts to color, so the same pixels that make giant holes with edge fade are left out by RGB Matrix, leaving the edge fade to produce the known and loved TA holes.
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WIP: birth of the firedemon battlemap
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Executing a macro from the command line
It is not possible to call such things from the command line. CC3+ wasn't written with batch processing in mind.
You can talk to CC3+ from an external program using the Intercom interface however, which means you can send commands from an external program which are then run as commands inside CC3+. I don't have a tutorial for that on hand. Some information can be found in this old blog by @saunderl http://cc3-developer.blogspot.com/search/label/Intercom
The second alternative is to make your own XP which opens up a lot of possibilities for expanding CC3+ with your own code. I don't think you'll be able to implement more command line options or prevent the gui from loading though, those things are (most probably) beyond what an XP can do.









