Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
- 676
- 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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Inclination not working?
These values and their use can be a bit hard to understand, so let me throw in some explanations and see if that clears things up. Let me know if things still doesn't seem to work as expected after taking this into account.
- Inclination is only used for roof shading, not the shadows cast from the buildings. No matter what you set for inclination, the length of the shadows will be the same, but (assuming you use a city style that supports shading - most do) you should see a bit variation in the shading of the roof. This is combined with the steepness of the roof, so the actual effect can vary, but you should see parts of the roof getting lighter/darker when changing this, but it will have no effect on the shadows cast on the ground by the building
- The blur/transparency setting are only for dungeon lighting. It is possible to use in city maps as well, but it will have no effect as long as you don't have any configured light sources in your map, and the appropriate Point Light shadow effects set up on your sheets (which are not in city maps by default). Without this setup, these settings do absolutely nothing for your map.
- Azimuth, on the other hand is directly used by the "Wall Shadow, Directional" effect, IF the effect is configured to use global sun instead of a fix angle (It usually is). Thus this setting will change the direction of the shadows cast by the buildings.
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Community Atlas - Doriant - The Dale (south East) - Lakeside - Bexley Lake Environment
Thanks @Ricko, another set of great maps now added to the atlas. This should be the last of your maps in my queue, I only have a few more in my email now that I hope to take care off before taking my vacation.
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Removing an outline from a Default Landmass
Which color are you assigning them?
Based on your description, it sounds like you may have manually changed the palette for your map, and then assigned them this color. While there is technically nothing wrong with this, the palette in CC3+ can reset to the default map palette unless it has been properly re-attached to the map using :CC2PRESETS: after any change.
The recommended way to deal with Color Key is to give the entities Color number 6 in the palette, this is one of the default colors that appear in all official palettes, and shouldn't change even if a new palette is loaded or the current one is reset.
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VTT Best Practices?
ChatGPT says it's best to have two output versions, one at 150 pixels per inch and the other for slower connections at 70 pixels per inch. Does that seem like the best approach?
ChatGPT recommended that the VTT output include one version that includes a 5-foot-per-inch grid and another version without a grid. (I gather that VTTs can add a grid but some GMs want a pre-gridded map.) These maps should be the player-facing map that doesn't have labels, and things like traps and secret doors are not shown. I'm wondering, though, if I should also have a version that does show the secret doors and passageways (but not the traps)?
Are you preparing maps so others can download and use them? If so, this makes sense, as it allows the end user to pick which map to use. If you are only using them yourself, having all these version makes no sense, just grab what you actually will use.
As I understand it, 1 inch should be 5 feet in map units. And the pixel dimensions for the file should be designed with pixels per inch times number of inches (which would be the map units divided by 5). So for example: a map that is 40 feet x 80 feet would be (on the 80 foot side): 80/5 for the number of inches (16), and multiply that by the number of pixels per inch, so at a resolution of 150px, the 40x80 map should be 1200x2400 px? Is my math correct?
Yes
I'm sure I can get it to work, but my question is less about how to do it and more about should I do it? Would the resulting file be too big for typical VTT services?
Quite possibly. Most online VTT services have strict limits on file sizes. But, the only way to find out is to export that particular map, and then compare to the allowed file sizes for the various VTT's. If it is over 10MB, it is not going to fit them all, but some may still allow it.
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Community Atlas WIP - Panaur region of Doriant
These maps are now in the atlas. Great work. Thanks for the contribution @Don Anderson Jr.
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WIP Arboridia (Mercia) for Community Atlas
The map has now been integrated into the atlas. Thanks for a great submission @HelenAA
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Does anybody have a collection of Character Artist symbol libraries?
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Welcome to the Updated Forum
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Welcome to the Updated Forum
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[WIP] Community Atlas - Topographical map of Nibirum with ocean currents
@Loopysue wrote:
Does any world map need a scale?
Absolutely. Without a scale I have no idea about the size of the world. Is the circumference 1000km? 25000km? 100000km? A scale provides very usefull information to any map, even if it isn't accurate for the entire map.








