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
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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 Note that the accompanying data file is a bit out of date, so a lot of files will be identified as unknown add-on.
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WIP: First BattleMap: Ice Caves
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Live Mapping: Fantasy Town
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Community Atlas 500th map and 4 year anniversary competition with prizes.
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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.








