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Monsen

Monsen

About

Username
Monsen
Joined
Visits
718
Last Active
Roles
Administrator
Points
8,999
Birthday
May 14, 1976
Location
Bergen, Norway
Website
https://atlas.monsen.cc
Real Name
Remy Monsen
Rank
Cartographer
Badges
27

Latest Images

  • Run a report of symbol locations

    You can run the LISTIMAGENAMESDWG command to do this. It will list all the images in a drawing, and tell you if it is a fill style image (bmpsty) or a symbol/inserted image (pictr2)


    You can also use my custom command that list images sorted by addon. Note that the accompanying data file is a bit out of date, so a lot of files will be identified as unknown add-on.

    LoopysueWill MasonJimP
  • WIP: First BattleMap: Ice Caves

    Personal textures are best put in a custom subdirectory under @bitmaps, such as @bitmaps\Tiles\Calibre

    No matter where you put them, you will always have to tell CC3+ where to find them, CC3+ doesn't pick up new files automatically

    Calibre
  • Live Mapping: Fantasy Town

    Yes, the important things is the images on disk, not the symbol themselves inside CC3+.

    LoopysueJimP[Deleted User]
  • Community Atlas 500th map and 4 year anniversary competition with prizes.

    Our second submission. Great work.

    And yes, Quenten is right. It is your map, you can do with it as you please. Submitting it to the Atlas/Contest only means giving us the right to use it in those contexts, we're not imposing any usage limitations for your own maps.

    Lizzy_Maracuja
  • WIP: First BattleMap: Ice Caves

    Note that lights ends at the FAR SIDE of objects blocking them, this means that the wall around the lighted area will always be lighted. Generally, this makes for much better visuals otherwise you wouldn't be able to see the walls at all which looks weird, but it results in an undesirable effects when your wall si the entire area outside the path, like typically in caves. The way to fix this is to use a set of thin walls on a dedicated light blocker sheet. I usually draw these slightly inside the cave walls, allowing for the light to illuminate the edge of the cave wall. Note that the lighting is also computed on a raster rendering of the map, which means it needs to deal with pixles. This makes very thin lines unsuitable, as light can shine through gaps, so make sure such blocker lines have a certain amount of thickness.

    For the map border, just erase and redraw it. The technical map border is just four lines outlining the map on the MAP BORDER layer.

    CalibreLoopysueAleD