Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,229
- Last Active
- 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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Inn/Tavern battlemap (WIP)
That's a really good map elezriata - and "Hi" from Sue Daniel ;)
Have you heard about the Vintyri Collections? These are huge collections of free third party art assets that might help with things like more variation of rugs and furniture.
The links for all the assets can be found here:
Where the Vintyri collections in particular are concerned please read the installation instructions really carefully.
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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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non-rectangular stairs in dungeons
Hi Mika :)
There is no right or wrong way to do a thing in CC3. Only variations on a theme.
For my suggestion I have started with a standard DD3 template for this map (using one of the dirt bitmaps as the background), and prepared it by adding 10 new sheets. 9 of those sheets are STEP sheets, and one is a SCREEN sheet. This last sheet is designed to hide things that fall outside the area of the map. Some styles have it, but some don't. My copy of the DD3 template doesn't.
I didn't use the FLOORS sheet at all, but drew the mass of the rock directly onto the FLOORS MASK sheet using the freehand drawing tool. I modified the sheet effects to make the edge more prominent by adding a Bevel, Lighted, and strengthening the glow that was already there.
Each of the 9 steps is a simple white polygon drawn with the freehand drawing tool, such that it covers the entire extent of the level it represents and extends under the edge of the FLOORS MASK. Here is one of the step shapes with effects adjusted to show it's extent.
The freehand drawing tool doesn't create a polygon all by itself. You have to draw the outline a bit like you would on a piece of paper with a pencil, and then use Path to polygon from the right click menu of the Fractalize tool to convert it.
As you can see from the screen shot above, I have used 2 different techniques on the 2 sets of steps. Rather than carry on describing these effects and adding loads more to this description, I have attached the FCW file below, so that you can see how the Blend modes are set up. There is one important trick that is very useful to know, however, and that is if you set a Blend mode to 'Multiply' all the white is taken out of the fill. If the fill is solid white (as it is with these steps), then all you are left with is the line and the shadow showing on the top set.
I used Multiply as the Blend Mode on that top set of steps because the highlight effect on the other steps became extra concentrated where the edges were closer together.
Here is the FCW file for you to have a look at. If there is anything you don't understand just shout. Or you may decide to do it a different way.
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Objects completely invisible while being moved/rotated
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Live Mapping: Big City Project 1
Hi Everyone! :D
This week, Ralf will be starting a large and ongoing city mapping project that will stretch over multiple sessions at irregular intervals.
You can watch it right here if you like:
Or if you prefer to come along and join in the chat with us on YouTube:
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August Mapping Competition - Building Floorplans - Win Prizes
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Help with lighting
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[WIP] Recreating Thedas
Looking good :)
If you are wondering why some of the terrain has sharp edges that's because the Edge Fade Inner sheet effect only acts on the outside edge of the combined polygons on that sheet. To give them all the same faded edge all the way around it may be necessary to create LAND FEATURES 1, LAND FEATURES 2, etc, and copy the EFI effects across to the new sheets, then move some of the land feature polygons to the new sheets. To avoid confusion I sometimes call them TERRAIN DESERT, TERRAIN MARSH, etc, so I know exactly what sheet something should be on when I move it.
Where you do forests you can make them look more natural by dotting a thinning band of single trees around the edge to break up the hard line.
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WIP Commission, Ancient Tombs
On that last point, Raiko, I think there might be an issue if Jim is using the app for commercial purposes. The license is quite specific about it in the first paragraph under "DESCRIPTION OF RIGHTS AND LIMITATIONS".
However, it is not Profantasy's intention to be obstructive to the enjoyment of their software, so it is probably worth making polite enquiries via Tech Support to find out exactly how this rule applies to your particular circumstances and the issues you are having, @jmabbott
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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 :)







