Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,014
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- Member, ProFantasy
- Points
- 9,874
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
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- Cartographer
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- 27
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Project Spectrum - Part 2
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Watabou Medieval Fantasy City Generator updates FYI
Thanks for letting us know, Quenten. I could have done with this about 4 months ago when I was scratching my head over the exact arrangement of houses in the first handful of Spectrum structure symbols. It's not as easy as you think, so I never went to Watabou because of the triangular houses. They would have been no good for what I wanted.
Now, though, this might take days off the workload.
I can download the 3D file and break up the model to rearrange the buildings like setting up for a college still life drawing. You know the sort of thing - 3 hours to draw a carrot, an onion and a chopping board in amazing photographic detail :) (That's what I had to do for my O'level 39 years ago).
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Mike Patterson (Maidhc O Casain)
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Project Spectrum - Part 2
Thank you, Farsight :)
Those are called varicolour symbols, and are generated after the original colour image by the addition of a second png file that denotes the areas that will change colour. If you look through the folders of artwork for the Mike Schley style you will see them. They look like ghost images of the original. These tend to be later additions to a symbol set. The fact that part 1 had varicolour structures was down to Ralf Schemmann generating the necessary files once I handed the set over to him.
I really can't say if there will be time to do more for part 2. That depends a lot on what Ralf has got on his plate in the last fortnight of October ;)
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CA155 and FT3 Percent Sea?
This is to do with extreme altitudes and data that isn't a number - Outliers and NANs.
The instructions on how to ensure your world is free of them are the last 2 paragraphs on page 10 and all of page 11 of the Supplemental Notes.
With hindsight I maybe should have put this in the main Mapping Guide, but at the time I didn't think these things affected unedited synthetic worlds. Isn't hindsight a wonderful thing!
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WIP: Tilkar map
Oh these are very interesting. Please do keep posting :)
Trees are always tricky things to get right. Their size seems to be a key issue, but whether you like them large or small the size of a tree will ultimately depend on what size you mean to use your map. There is no point in having trees that are too small to be easily identified as trees.
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HomeBrew World of Andaar by F.W.Whited Drawn By D.A.McDowell CC3+
It is basically a good map, though you are missing a scale bar.
The one thing that may need a bit of tweaking is the placement of trees. What is the map telling us? I get the message that this is either dense jungle and covered all over by trees that are represented by the spaced out single trees, or that there are remarkably even copses of trees, each symbolised by a single tree. Since I don't know the scale I can't be sure which of these may be true.
If your area is only partly wooded (for example a forest that has been eaten into by agriculture, or which has large clearings of grassland) it may be communicated more effectively by creating clumps of trees as wooded areas.
Take a look at other maps and the way that other people have shown forest and jungle. If you think a different method might portray your area better, it may be time to reconsider the tree placement.
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Community Atlas - Blackrock WIP
Ok. I'm not sure I will have time to look at the FCW, where I'm up to my eyeballs in Japanese structures in Sketchup right now, but I'm pretty sure that even with just a few more weeks experience you will probably find it yourself anyway.
As for the scale of the fill - maybe. The thing about fills is that if you scale them up too much they pixelate, so it very much depends on how large you want to print your map. There are two ways of disguising the redundancy (which is what we call it when a seamless tile starts to generate that kind of noticeable pattern). You can either put a lot more in the map so that not enough of the background shows through for the pattern to be visible (you will have some idea of how that works by looking at the area of the settlement). The other way is only necessary if you don't intend to put anything at all in the rest of the grassy area, and involves creating irregular patches of a very similar coloured texture on another sheet above the grass that are themselves not large enough to have the problem, but which cover one in three or four of the more noticeable parts of the pattern where they appear in a line or column without interruption.
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Community Atlas - Blackrock WIP
It's looking pretty cool, Jim :)
I think you might have an unexpected glow effect, or something similar set on the sheet with the second level of grass on it. That would be what is causing that darker line between the different levels of grass. If you haven't got anything like that I would be interested in seeing what you do have on that sheet.
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Fix Grid and Snap?






