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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CA style development - "Darklands City" (issues for September and December 2021)
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How does the Displace effect work?
The displacement is based on a normal map. A normal map is basically a grid of vectors encoded using RGB values so you can store it as an image. The vector encoded in each pixel basically determines the direction for the displacement effect at that point.
The texture size tells CC3+ how to scale the texture you pick. If you want a single displacement image to cover the entirety of your map, set the effects units to map units, and the texture size to a value equal to the width (or height) of your map. If the value is lower than your map size, the displacement image will tile (which is usually the way you would use it).
The displacement amount is basically the strength of the effect, i.e how much the pixels should be displaced. May need som experimenting to get this right, and don't be afraid of going to pretty large values.
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Map border not lined up with Snap after scale
To have it scale in just a specific direction, put the scale center on the opposite corner/edge. Scaling expands from the scale center, so if it is in the center of the drawing, it will scale equally in all direction, but if the scale center is in the top left corner, it will only expand right & down.
If you scaled up by 1.05 and want it to scale it down again, you simply scale by 1 divided by 1.05 (= 0.95238095238095). Note that you can type that formula directly on the command line, when CC3+ asks for the scale, answering with 1/1.05 is perfectly legal. Note that it may actually be impossible to scale it back with 100% precision. This is due to how computers handle numbers, and if you try doing 1 divided by 1.05 on a calculator, you can see the number have an infinite number of decimals, which basically mean it can't be represented with perfect accuracy in a computer.
To scale something up so that it still ends on the snap grid, you need to calculate based on the original size. For example, to make your shape still fit that 5' grid, the resulting size must obviously be divisible by 5. So if the original is 100', scaling by 1.05 would work (since 100x1.05 is 105, which is divisible by 5), but if it is 80, 1.05 won't work (since 80x1.05 is 84, which is not divisible by 5[, nor by 1.25])
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Pen & wash question
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Community Atlas: Errynor - Ruined Thalassan Castle








