Wyvern
Wyvern
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The Creepy Crypt project
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Community Atlas: Embra - Travelling Places
Thanks very much @Monsen!
You're doing well to get things done this quickly; I imagine this will be one of your busiest times of year for non-PF matters, coming up on the end of the academic year and suchlike.
Plus I know you have more than just my maps to place in the Atlas currently!
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Scaling Bitmap Fills
Debris on the lower floors looks a little flat; as if it's part of the floor itself, not sitting on it.
Also, if the structure is stone, the fractured edges look odd. Generally, if damaged, you'd expect entire stones to drop out, or parts of individual stones, as well as leaving surface damage to those that survive. The very fiddly raggy edges that cut slightly into neighbouring stones and wander across others look very unnatural. Right now it looks very like the floors are made of thin sheets of acetone-melted expanded polystyrene.
That impression is also reinforced by the lack of stone debris on the floors below; it just seems to have vanished.
You might want to tweak the shadows on the upstanding parts of the battlements; it's strange to have the same length of shadows from them on the ground as on the roof, as if the roof's floor is actually level with the grassy surface, and the tower's interior is really below ground.
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Island Chain annual
I can confirm the problem Quenten reported. At a guess, it may be to do with the CA187_MediumIslandChain.esc file (I'm not familiar with the file type, so don't know what to open it with to check). That's the file being accessed by the macro that runs the drawing tool, at least, and it seems to be the main difference between the three Island Chain drawing tools from a quick look.
Also, can you make your own island shapes and add them in - if so, how do you add them
You can just use one of the basic landmass drawing tools in the style to do this. Note you can also delete individual islands and replace them this way (as I just did a quick test doing precisely that).
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Contours and terrain problems ("decide settings myself")
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Island Chain annual
Not sure what's happening with your scrolling crash problems, as I'm not finding that. Hopefully someone more technically adept can comment usefully about it, however.
The Island Chains rely not simply on drawing tools, but on a whole host of Sheet Effects. You can find those by looking at the LAND Sheet when you have either the Outer Hebrides or Shining Pearls example maps open. Pages 5 and 6 of the PDF mapping guide explain how you can import those correctly into a different style, and although the Jon Roberts style is used as the example, it should be similar in other overland mapping styles, like the Mike Schley ones, although you'll probably need to adjust things in somewhat different ways than for the Jon Roberts style.
Oh, and a minor aside for @Ralf - I just noticed that the BITMAP Sheet is still present in the Outer Hebrides example map; just gives a big red "X", of course, but maybe best removed if the Annual issue's being updated for the installer?
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Island Chain annual
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Community Atlas - Forlorn Archipelago - Poncegraf Village - Church
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Island Cliffs advice
Sorry I wasn't around last week to help with this, as the technique of using mountain symbols for cliffs like this is very similar to what I used for my "The Cliff" map, Errynor Map One, in the Community Atlas some time ago.
Glad you managed to get everything resolved to your satisfaction though, as it's quite a tricky problem to get the covering clifftop polygon to always look right especially.
Of course, next you'll be wanting to differentiate between pebble and sandy beaches in the shoreline coves ๐
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CC3+: Symbols are ordered correctly unless sheet effects are on
Yeah, for some reason I don't pretend to understand, the symbols on the same Sheet will reorder themselves like this occasionally. Haven't come across it being related to Sheet Effects before, but there's probably some sophisticated reason why this happens. I'll leave that to others to explain!
You would probably be better off setting up the different buildings that are at different relative heights from one another on their own separate Sheets. There's no real disadvantage to this, except you remembering which Sheet is which, and making sure you've copied over the same Effects (if that's what you want, of course) to each new Sheet. So long as your Sheets are correctly ordered to stack the way you need, this should solve the problem (and might give some additional useful shadow effects on parts of the structure that are lower than others, for instance).




