Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 9,967
- 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
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How to Represent Elevations in a Top Down DD3 Map?
Using sheets is probably the best way if you are quite happy to draw the shaded extent as a polygon shape.
The global sun only affects:
- how CD3 buildings are shaded, and
- which direction the shadows fall from objects on sheets with Wall Shadow, Direction sheet effects.
It doesn't affect the artificial shading you add using a sheet with black polygons on it. That sheet might have a Blur effect, and then a Blend Mode effect that is set to multiply. Transparency is controlled from within the Blend Mode.
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An alternative that isn't quite so flexible is to use a Bevel Lighted on a sheet on which you then draw polygons of texture or one of the semi-transparent fills. If you adjust the bevel to a huge width and use masses of smoothing you can get recognizable hills. However, the width of the shading won't vary.
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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 :)
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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.
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Objects completely invisible while being moved/rotated
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Scaling when Import new Bitmap
Hi Brandor :)
Nearly all fills are scaled, so importing them without a scale will cause a lot of hard work because if you don't scale them on import you will end up having to scale them individually by hand using the Fill Style Properties dialog.
This tile (below) is designed to cover 20 square feet, so it has a scale of 20 in this imperial map.
It's probably best to scale them all on import to the scale that most of the tiles will require, and then adjust the scale of any fills that need to be a different scale to the rest.
As I indicated above with my example fill, what scale to give your tiles will depend on how much area you think each tile should cover. For example, if you are importing a tile into a metric map that you know should cover 3 square metres then give it a scale of 3. If you are importing the very same fill into an imperial map give it the equivalent scale in feet.
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Sinister Sewers - Style Development Thread (CA207)
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A Command that Changes the Number of Passes when Rendering.
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First Ferraris Style Map
It looks good to me :)
The Ferraris Style is based on the actual Ferraris map. You might find it useful to examine the original here:https://maps.arcanum.com/en/map/belgium-1777/?layers=37&bbox=624622.0609151967%2C6665485.106049%2C634191.0213936471%2C6669048.982492796
This is just one section of marsh. Because the map was a team effort you will find other sections of marsh that will appear to be quite different because they were drawn by different cartographers.
The Ferraris style isn't so much an artistic style, but a historical style, so there is less emphasis on things looking beautiful, and more emphasis on the resulting map looking like it might be part of the real Ferraris map.
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Live Mapping: Banners and Seals
This week Ralf will be presenting the Banners & Seals symbol pack from the Cartographer's Annual 2021. As part of the process he will also be explaining catalogue settings and how to create them, so it is well worth coming along to see how it is done.
You can visit Youtube and book a reminder by clicking the link above.











