Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,419
- Last Active
- Roles
- Member, ProFantasy
- Points
- 10,163
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
- Rank
- Cartographer
- Badges
- 27
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Birdseye Continental - style development thread
Thanks Don and Wyvern :)
I've taken a screen shot of that initial image showing the different types and stuck it in the file of reference material. That will be more useful for the regional version of the style. For me, this intial continental map style is more about the fact that this is a volcanic province and there are bumps on it - represented by the bevel ridges and the classic shield vocano cones.
I'm glad we've sorted things out a bit with the new terrain texture.
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How does multi-floor works
There are some handy live mapping sessions dealing with multi-level dungeon maps.
Try this one: https://www.youtube.com/watch?v=Ani2oYh_dMg
Ralf generates a floorplan from a city building in the video, but you can generate a multi-level map by adding a number of levels to your new map in the New Map Wizard. After that the work is very similar.
Generally, if you start one from scratch using the New Map Wizard, you draw the main walls and add the stairs to the ground floor level, and then copy those things to the other floors, altering them as you go if the building has different extents on higher floors. Ralf covers copying in the video.
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Community Atlas 1000th Map Competition - The Winners
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ALPHA BLUR question
I'm not sure. In the case I used it the fact that Blur, Alpha will give your poly a fuzzy edge without the EFI didn't matter, because it was immediately followed by an EFI.
The only way to find out is to try it.
Another way to use the same fill over the top of itself is by not using the fill at all, but adding it to a plain coloured poly using a Texture Overblend. I think that works. I can't remember the results off the top of my head. I think I noticed that as a side effect of something else I did.
Remember, though, that every fancy sheet effect you use requires processing time, so there are circumstances where a backing sheet might be better than adding Blur, Alpha, or Texture Overblend.
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ALPHA BLUR question
About the second question.
2 is the limit for drawing tools. Other than that you will have to manually copy them to other sheets.
I've used a similar method in my DD4 example map (sorry - can't show you that yet) - not Color Key, but a sill sheet. I have sills that match the walls. The windows and doors only cut the walls. When the sill appears in a doorway it looks like a threshold. The trick is to not put anything more than a slight glow on the sills so the eye interprets it either as a windowsill, or as a threshold, depending on context.
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After Day's of Watching Videos
I found the notable blog, though I don't know if this will help you or not. https://rpgmaps.profantasy.com/exporting-coloured-topographical-maps-from-ft3-to-cc3by-andre-franke/
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After Day's of Watching Videos
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After Day's of Watching Videos
That's @WeathermanSweden's work ;)
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Export lights to Foundry
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How do you Add Cave Walls?
If you hide all but the floor sheet you can then copy the floor you have drawn onto the walls sheet. Then hide all but the walls sheet and use the Change Properties button to change the fill and line width of the ex-floor. Giving the polygon a line width will make it into a wall around the same shape.
Make sure you also change the layer to WALLS as well as the sheet, and you will be able to cut doors through the walls with the cutting symbols.



