Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,122
- 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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Winter Village style development (March 2022 CA issue)
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Winter Village style development (March 2022 CA issue)
On the progress side (or lack of it today) I've had quite a struggle getting the gradient shading of the map file correct so that the hollows around the dormer look filled with snow, and everything the right size and shape to be the same as the original but with a layer of snow on it. Not sure how all this is going to work when I start combining them, but we'll see in the morning now.
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Banners
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How do I create walls that do not cross into half or more of the floor square?
Similarly, if you want 2.5 foot wide walls you will need to edit the 5ft snap grid (right click the Snap button to do this) and make 4 snap points instead of 2, then draw your room 1.75 ft larger than you want it on the first snap point outside the boundary of the floor space.
Or for 2 ft wide walls you need to use the 5 snap 5 ft grid.
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Jim Pierce 1947 - 2024
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CC4 Overland Development Thread
Yes, I will be doing cliffs. The style should be about the same size, and the same range as the basic MS style without the free monthly stuff to start with.
However, since I've only just finished rendering the full set of mountain and hill models from Blender, that may be a few weeks away yet. First I have to figure out the finer points of the style with the mountains as test guinea pigs. Should there be inking? Should they be generally darker or lighter at the top? How big should they be, and what exact colours should I use? Those kinds of questions. It takes several iterations and redrawing the same thing over and over till it's right. I expect you will all be really bored of seeing slightly different versions of the same few mountains before I'm satisfied they are good.
And then I might dive straight into the structure symbols. One of the weak points of my overland styles is that they never have enough structure symbols, so I want to change that by moving them up the list of priorities because some of that weakness is due to the fact that they usually get left till last.
Although... I might need to do the textures straight after the mountains to establish the colour scheme.
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Sinister Sewers - Style Development Thread (CA207)
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Weird lines when I export my map (glowing effect?)
Each of those bands is a pass made by the rendering engine.
You can use wider passes by typing the command EXPORTSETMPPP and hitting return. The command line will tell you the current Maximum Pixels Per Pass, which at default setting is 4000000 (4 million without commas).
Try typing 40000000 (40 million), hitting return, and trying your export again.
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The Lakes of Michigami (Jerry's Map) - WIP thread
I've roughed out the rest of the map and added a new title from Jerry. There have been a few name changes. I'm still working on the rivers - tapering them and tidying the ends.
@GThiel - Jerry, please let me know if I have forgotten anything, or if you want anything changed from the way I've done it? Thanks :)
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No matching draw tool for "Wall*"
Ok. Taking a random example...
If I have created a map in DD3, and I want to use SS4 (Dungeons of Schley) in it, I would get the drawing tools as described above, and then I would open a second instance of CC3 by right clicking the desk icon and picking CC3, or New, or whatever your system provides for a new instance of an app, and then I would use that instance to create a new SS4 map. I would then save that temporary map with nothing drawn in it as "TEMP SS4" and Pick that as the file to Insert into the DD3 file I was actually working on. I would insert it, but then immediately delete or undo the action because I don't want the dummy SS4 map or any part of it. I just want to fool CC3 into importing all the relevant fills for SS4. It doesn't matter that the dummy map is instantly deleted. The fills are imported in that instant and they stay, even though the SS4 map is gone as fast as it arrived.
Once that is done all the SS4 drawing tools will work as if this was an SS4 map.













