Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,123
- Last Active
- Roles
- Member, ProFantasy
- Points
- 9,982
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
- Rank
- Cartographer
- Badges
- 27
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FT3 Interpolation within a flat-world creation
The mountains in the middle are a general result of using fractal equations to generate landmasses. I've not heard of a way to get FT3 or FT3+ to interpolate. We just sculpt things in a general way and use fill basins and erosion to do the rest.
The One Day Worldbuilder issue of the 2019 Cartographer's Annual contains detailed instructions on how to make a believable world relatively quickly, but that is based on FT3. I'm not sure if all of it still applies to FT3+
I'm also not sure if the ODW is included with FT3+ or not, though it was included with the recent Humble Bundle.
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No toolbars
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Fill Style Import - How to?
You're welcome :)
If you need more detail about it Remy wrote a FAQ on it here:
https://forum.profantasy.com/discussion/comment/99096/#Comment_99096
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World Builder's Compendium Missing Example Maps
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Battlemap House of a retired adventurer.
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Size of Sue's parchment bitmap
Find out which sheet the map border is on. This is quite separate to any decorative element visible in the map and usually hidden somewhere underneath something else. The technical map border is often on the BACKGROUND sheet, but that's not a hard and fast rule, so to find it open the layers dialog and make the MAP BORDER layer active and hide all the rest. Apply, and you should see it. Then you can use List from the Info menu to find out which sheet the actual map border is on.
Once you know which sheet it's on, show all the layers again (except the TEMPLATE layer, which should be both frozen and hidden), pick another layer as active (BACKGROUND is good), and freeze the MAP BORDER layer to protect it.
For that Options checkbox to work you will need to have whichever sheet the technical map border is on visible.
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issue exporting
That might be the maximum pixels per pass setting, which can miscalculate very large glows or edge fades if the pass is too small to capture all the information and cause these rather strange horizontal stripes.
Type EXPORTSETMPPP and hit enter, then check the number in the command line. The default value is 4 million. Type 40 million without commas or gaps and hit enter, then try the export again.
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issue exporting
No problem, Ricko :)
Though the result is much better this time I can still see a very faint glitch across the middle of that map, so you might want to either reduce the size of the glow or shadow, or export at a slightly smaller size, because I'm not sure it is wise to go much higher than 40 million. (Maybe @Monsen would know?)
The relatively low default setting is so that people with less powerful computers can export without issue.
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Winter Village style development (March 2022 CA issue)
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Issue with Trace
Even with screen shots it's pretty difficult to work out what is happening here.
Maybe this tutorial by Dogtag will help?



