Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
- 677
- Last Active
- Roles
- Administrator
- Points
- 8,897
- Birthday
- May 14, 1976
- Location
- Bergen, Norway
- Website
- https://atlas.monsen.cc
- Real Name
- Remy Monsen
- Rank
- Cartographer
- Badges
- 27
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Forest Lair
I wonder why this happens.
Grids (and thin lines in general) are problematic when exported to an image.
The reason for this is that a grid line may be for example 1.7 pixels wide in the final export. Well, an image can only use whole pixels, so it will either be 1 pixel or 2 pixels wide. Some people may then think "easy, 1.7 obviously rounds up to 2, where is the problem?".
Well, the problem here is that if you round up all the grid lines, these pixels add up. If your map have 20 grid lines vertically, and each takes 0.3 pixels more than they should, then there are other parts of the map loosing out because there are 6 pixels that actually belong to other elements. (And while 6 pixels seems low, remember that everything in the image fights for space, it is just that the grid lines are more visible here, but the image sizing algorithm have to deal with everything).
Let us just for the sake of example try to export 5 touching parallel lines of different colors to a 8 pixel wide image. Evenly divided, each line should then be 1.6 pixels wide, right? But if we round it to 2 pixels, we really only have space for 4 lines, there won't be any pixels left for the last one. Obviously, rounding up isn't going to work. Rounding down? No, not really, with 1 pixel wide lines, we only fill the 5 first pixels of the 8 wide image, with 3 left over. The only possible way to do this is to make some lines 1 pixel wide, and others 2 pixels wide. So even if they were identical in CC3+, there are no way of doing that in the exported image as long as the export size doesn't happen to line up perfectly (For my 5 lines, both 5 pixels wide or 10 pixels wide would have worked perfectly). So this is really the problem the image exporter faces, and thus end up with different widths of the lines on the export. Image resizing algorithms tries to be as smart as possible to lessen this problem, but it is difficult to handle single thin lines.
Using a high level of anti-aliasing helps combat this, because it will merge the colors from nearby pixels, creating an illusion of lines and features that are not a full pixel wide.
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Beginner questions
-How do i add a border to land? I have drawn some overland and i want to add a border to it after i made it. I also want to control it's style, colour and thickness. Is that possible without having to trace the whole thing?
With border, I assume you mean an outline and not a political border here. There are several way to accomplish this, but the quickest is usually just make a copy of the landmass using :CC2COPY: or using :CC2OUTLINE: and then just change the properties of the copy/outline to give it the appearance you want.
Another option is to use effects, throw an outer glow on it for example.
-When i try to draw using a custom drawing tool (by selecting a type of drawing on the right and then changing the style and layers on the top), the drawing is not limited to the map border but instead goes out of borders. Is there a way to fix this?
No. The ability to stick to the map border is a feature of the drawing tolls which the basic commands don't have. Of course, you can always make your own drawing tool by going to :CC2DRAWTOOLS: and set it up as you wish. It can be set up to use the current properties, so you can make it behave almost like a basic command, but with the added features of the more advanced drawing tools.
-When i have multiple objects' edges on the same place, how do i select only one of them?
If they overlap completely, use the different selection modifiers like selecting by fill, color or layer. You'll find all the details for this in the editing chapter in the manual, or an even more detailed overview here: https://forum.profantasy.com/discussion/7404/command-of-the-week-selections-week-28
Note that if the entities are on different sheets or layers, you can just hide the appropriate sheets/layers so you only see the right one.
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Live Mapping: Monthly Symbols - Battlemaps
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Forgotten Realms Interactive Atlas repairs.
@Don V Anderson Jr. Wrote
Eventually I found a work around. Opened the file in CC3+. Then used save as. Went down to the FRAtlas file then the maps folder and saved over the original file. That fixed that map not being correct,
Because of the way Windows works, this isn't doing what you want. Since Windows Vista, Windows have been using UAC to protect the contents of the program files folders from modifications. Programs shouldn't be writing to these areas. However, the FR Atlas is an old product from before that era. So to ensure compatibility for legacy software, Microsoft redirects the writes to files in here to the virtual store instead of blocking them (Which could have caused severe problems for an older program not understanding before being blocked). The file looks overwritten from the program that did it, thank to the virtual store, but thee file is NOT being overwritten, and other tools may still see the original file.
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[WIP] Custom Map for Dune Boardgame
The Necro flags disappears after a couple of replies.
It is meant as a warning, basically saying "Someone has revived an old thread. Pay attention to what you are replying to, as the original poster may not even visit the forum anymore. Also note that any technical information in this thread may be outdated".
I've seen more than once people starting commenting on a many year old map where the poster haven't been here for years, or people trying to help someone who asked a question years ago.
It's nothing wrong with replying to a necro thread, it's just a marker informing you to keep in mind that it is an old thread being resurrected.






