Avatar

Loopysue

Loopysue

About

Username
Loopysue
Joined
Visits
9,966
Last Active
Roles
Member, ProFantasy
Points
9,852
Birthday
June 29, 1966
Location
Dorset, England, UK
Real Name
Sue Daniel (aka 'Mouse')
Rank
Cartographer
Badges
27

Latest Images

  • Displace moving everything to the left

    It was your thread that gave me the initial idea to do this :)

    It works ok if you use the correctional displacements after the main one. One red and one green. They are just 500 px bitmaps of pure red and pure green.

    There's no rhyme or reason to the actual amount each will be required, but at a scale of 500 I needed a displacement value of anywhere between 0.2 and 3.0, depending on how bad the drift was. Using the same values in both green and red correction displacements to start with helped a lot, otherwise it is a bit like trying to saw just the right amount off the legs of a rocky table without a tape measure.


    JimPWeathermanSwedenroflo1Raiko
  • The Creepy Crypt project

    I forgot to add the mould!


    JimP[Deleted User]BidmaronWyvernLauti
  • Hedge Tool

    I've located the original work files for this set of hedges from about 3-4 years ago. Unfortunately the symbols themselves need to be regenerated and the source files look a bit of a mess. But is this the sort of thing you were looking for? If it is then I can do a free symbol pack here on the forum, but it may have to wait for more pressing projects to be completed first. That might be several weeks.


    JulianDracosScottAJimPGlitch
  • How to export very large maps

    A number of hours?

    Not really appropriate for this problem and right now, but for other maps to speed up the process type EXPORTSETMPPP and hit enter. Check your Maximum Pixels Per Pass in the command line. If its only 4 million type "40000000" (40 million) and hit enter.

    Unfortunately, I don't have CSUAC so I can't do a proper actual test on the map, but maybe someone else can try?

    How does it render if you drop the antialiasing to 15%, or whatever number you need to drop it to in order to reduce that work size to fractionally under 10,000px each way?

    Other things you can do to help include clearing the cache before you export and exporting straight away before you pan or zoom at all. You get to the cache by clicking the Display Speed button|CC2RESMODE|. Just hit the Clear bitmap cache button. My map is only using 63 MB at the moment, but yours may be a lot closer to the limit.

    Another option is to render it as JPG rather than PNG, and/or to render it in quarters using the Rectangular Section exports then stitch it together in GIMP or another bitmap editor. This export in parts idea is easier if you have a small overlap on each quarter of the map.

    roflo1Kit Flemonsdragarhir
  • [WIP] 1000th Map Competition: Elkton, Alarius North Central

    And a little more...


    MonsenRoyal ScribeMapjunkieCalibre
  • Colorize Whole vs Sheet

    It's because the symbols on each sheet are redrawn after the sheet effects are applied. However, the whole map effects are applied right at the very end of the rendering process - after all the redrawing has been done.

    If you want to cancel that redrawing use the keyboard command DELAYDRAWSYM and enter zero as the value instead of 1. This only lasts for the session and has to be repeated for each session.

    While DELAYDRAWSYM = 0 may get you what you want with the symbols, it can cause issues with any semitransparent parts of the symbols. They disappear. So this is not a good thing to do to a style like Marine Dungeon (for example) which has many seaweed symbols that are partly translucent.

    GlitchJulianDracosEdE
  • New Humble Bundle

    Hello MoonBrew :)

    You can learn a lot about CC3 by watching a few of our Live Stream recordings available here on Profantasy's channel:

    We are having another one this evening if you want to come along and have a look. It's at the top of that list.

    Animated water maps aren't possible in CC just yet, but there is a very recent underwater style I've just finished working on (this style is not included in the current bundle). Here is an example map extract.


    Jossy Georgeroflo1Calibre
  • The Creepy Crypt project

    @caveCrawler Do you mean like this?


    [Deleted User]GlitchBidmaronLauti
  • Handling irregular shaped or "round" dungeons

    I think you should be able to use the cutting doors and windows anyway, as long as you copied the properties of the sample wall and used them. It's all about which layer the walls are on.

    I cut this circle I drew with a regular cutting door symbol after I converted it to a path using "Line to path" in the right click menu of the Fractalize button. Looking back I can see I forgot to mention the conversion.

    If you treat the smooth walls the same way they should also cut.

    And in fact I've just tried it and discovered that you don't even need to convert them. Both Circle and smooth line should cut, but they must be on the same sheet and layer as the walls drawn by the regular wall drawing tools.


    RaikoBlindSeerGlitch
  • [WIP] 1000th Map Competition: Elkton, Alarius North Central

    Yes, I see.

    I think I'm stuck in dungeon mode at the moment. I'm automatically assuming that everything is lit from above, which is quite wrong since the shadows in the map indicate a north west light source. I might flip that to a more realistic angle from the south, bearing in mind the position of the continent in the northern hemisphere.

    I made more trouble for myself by making the snow really thin. Maybe it should all be in the valley bottom with the slope bare.

    Anyway! I decided that snow loaded pines looked wrong on the ground that wasn't snowy and switched them out (maybe temporarily) for trees from Darklands City.

    I like the map with these colours, but it doesn't really make sense.

    GlitchRoyal Scriberoflo1Ricko