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Loopysue

Loopysue

About

Username
Loopysue
Joined
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Roles
Member, ProFantasy
Points
10,037
Birthday
June 29, 1966
Location
Dorset, England, UK
Real Name
Sue Daniel (aka 'Mouse')
Rank
Cartographer
Badges
27

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  • Merging polys -- how?

    Use the Multipoly tool |CC2MPOLY2| to combine them into one shape.

    Two smooth shapes with different properties.

    As long as they aren't touching, all shapes will be preserved as they are, but multipoly will make them behave as if they are one shape and impose universal properties on them. These two solid shapes took on the green colour picked in the palette and active in the Status Bar at the time the multipoly was created.

    If they partially overlap you will end up with a hole where the overlap is.

    If one lies within the other, the smaller inner shape will become a hole in the larger shape.

    You can change the properties of a multipoly, but you can't edit the shape or trace it. To do either of those things you have to explode them again using the Explode button, which can be inconvenient. Unless there is a good reason for using a multipoly (for example, if you need to be certain that all the land of a global landmass will be affected if you change properties by picking once on any part of it), I recommend leaving the polys as they are - separate.

    EdE
  • River Channels with FT3+

    Yes, but it's easier if you export the map to CC3 and edit them as vectors.

    If you are exporting the map direct from FT3 and not using CC3 at all, and the problem is that you ran Rind Rivers with settings that didn't give you what you wanted, you can Clear Rivers, and/or Delete River Overlay and try Find Rivers again with longer rivers at a higher resolution (resolution is controlled by increasing the Editing resolution in the World Settings). It's much faster than hand editing.

    To get an editable raster image river overlay you need to check the 'Keep River Overlay' box when you initiate the Find Rivers tool, and then open the overlay window and make it both visible and active.

    jbclaypool
  • FT3 and Wilbur

    More or less at a world scale, but probably not if you zoom in to the map. That's because the noise used to roughen the surface prior to the erosion will be different each time. So the difference is in the fine details.

    FT3, while capable of working to very high resolutions, can't match the level of detail you might achieve in a regional area in Wilbur, but you can help by setting FT3 to maximum editing resolution before you burn the imported data into the surface.

    jbclaypool
  • WIP Everyone's making Inn's & Taverns - making floor look used / abused

    Oh yes - the furniture looks much more like its been battered around.

    Arrow slits would be an interesting change from the norm, but either way.

    Have you thought of making the walls pop a bit more by playing with the sheet effects on the WALLS and FLOOR sheets?

    EdE
  • River Channels with FT3+

    Create rivers in the normal way (Tools->Find Rivers) and tick the checkbox called 'Keep River Image Overlay' on the dialog that opens once the rivers have been calculated.

    Once they are done, you can show the generated river overlay and edit it. This is not the same thing as the vector rivers already visible on the map.

    And the only way to find the limits is by trying them ;)

    I recommend running through the One Day Worldbuilder, which is included with FT3. That will allow you to take the FT3 world to a free app called Wilbur and bring it back to FT3 with decent river channels nicely eroded in the land. Otherwise you will probably end up with a mass of rivers so dense that the whole map is blue. This is what happened to me when I tried pushing everything to the absolute limits just now. I would say that is down to the lack of suitable channels.

    jbclaypool
  • WIP Everyone's making Inn's & Taverns - making floor look used / abused

    To make something pop is to make it stand out, or up in the case of walls. Some people lengthen and deepen the shadows to make things look taller, though this can be a bit misleading because it makes the whole map look as if the building has no roof whatsoever. Some people play with the glows, especially a faint dark glow set to inner on the floors coming in from the edge, since it mimics the real world. Light never gets into the corners as intensely as it hits the floor in the middle of a room.

    EdE
  • River Channels with FT3+

    That doesn't sound right.

    Have you run Tools->Actions->Burn into surface?

    It's a while since I wrote ODW, but I think this is necessary before you can do rivers well.

    jbclaypool
  • WIP Everyone's making Inn's & Taverns - making floor look used / abused

    You've worked hard on it, and it's a pretty good start :)

    EdE
  • Winter Village style development (March 2022 CA issue)

    Two different views...

    Since the same thing is happening on FB where I asked the same question, then at a guess I've got it about average, which is what I wanted. Some of the buildings might have more or less snow, just like in the photos we've seen above.

    JimP
  • Winter Village style development (March 2022 CA issue)

    LOL! They're meant to be lead arch dormers, but maybe the colour has gone off somehow - too yellow against all the blue snow? I will check the original buildings.

    Bits of house would be the only way I could think of allowing people to make their own snowy building, since it's going to be impossible to make a roof fill that is snowy in all the right places to be used in the House tool, but we will have to see if there is time.

    JimP