Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
- 675
- Last Active
- Roles
- Administrator
- Points
- 8,896
- Birthday
- May 14, 1976
- Location
- Bergen, Norway
- Website
- https://atlas.monsen.cc
- Real Name
- Remy Monsen
- Rank
- Cartographer
- Badges
- 27
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borders and rivers
Not for lines. Polygons gets a hollow middle whenever the line width is greater than 0, but lines will be solid all the way, unless you use the "hollow" fill style (You're not, since your rivers are using a bitmap fill) OR you have an Edge, fade inner effect on the rivers, where the inner opacity is set to be lower than the outer one.
Looking at your drawing, you do have an edge fade inner which is way wider than your rivers which is also the partial cause of your rivers being very difficult to see. I didn't notice that immediately when I looked at the map earlier because I worked with effects off to see it without the glow. You can try changing the width of this effect to something like 0.2 and see if that works for you.
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borders and rivers
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Info Menu List - text size
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school of Magic
It depends what you are going for. To create a top-down overview, any city style should suffice, you'll probably be mostly using the house tool to create your own shapes rather than using finished building symbols.
If you're looking to map the interior, dungeon styles will allow you to do that. I think you're probably be best off with a regular dungeon style, the Castles add-on will probably not give you too much for a magic scool, other than perhaps some castle drawing techniques, but in general, you'll probably enjoy a modern bitmap based artwork dungeon style more.
If you are after the perspective views, then Castles may help you a bit, but it is probably better to start out with Perspectives 3 instead. But a perspective view of such a building is going to be a complex task, so not a good starting point for an inexperienced user.
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can you cut an existing map in half?
Are you sure you're not a bit premature here? How many nodes do your entities contain? While it is true that too many nodes can be bad, especially for performance, you can still have a significant number of them without worry. Generally, if your most complicated shapes are a few thousands nodes or less, you have nothing to worry about (and it still isn't necessarily a problem if you go over that)
I am mainly asking because, yes, cutting up a fcw is a bit involved with multiple steps, so going through that process needlessly is something you want to avoid.
Basically, the process is very similar to making a local map from a regional map, since you still need to cut up entities even if you're not making a more detailed version





