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Loopysue

Loopysue

About

Username
Loopysue
Joined
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10,411
Last Active
Roles
Member, ProFantasy
Points
10,161
Birthday
June 29, 1966
Location
Dorset, England, UK
Real Name
Sue Daniel (aka 'Mouse')
Rank
Cartographer
Badges
27

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  • Is there a way to add windows and other stuff to the walls from SS6 Isometric Cities?

    Hi Aggelos :)

    There is a blog article all about adding buttons, and a link to a video from within it here:


    Royal ScribeAggelos2001ScottAMapjunkie
  • CC3+ export from FT3 is wrong

    FT exports maps to CC at different levels of detail, though this may not be obvious unless you edit the Export Settings you pick. The third dialog in that process presents the controls.

    The higher the level of detail, the more accurate the result. The lower the level of detail, the more likely you are to get these anomalies that don't accurately reflect what you can see in the FT window. Even then, there will always be far more detail visible in FT than can be exported to CC, where the total number of nodes in the exported polygon is limited by what CC can handle. In most cases this is more than sufficient.

    If the Export Settings are already on Fine level of detail, I recommend zooming into the area that lacks details to create smaller regional maps. The closer you get to a detail, the more accrately it will be exported.

    I hope that helps.

    KertDawg
  • Strange Artifacts in Lighted Bezel Function

    That's Transparency Acne. It happens when you use very similar or the same texuture on two different sheets, and the upper one has a Bevel, Bevel, Lighted, Glow or Edge Fade, Inner sheet effect.

    There are a number of ways to remedy this.

    1. Use a different grass texture for the polygon on top.
    2. Use Change properties to switch out the texture on the topmost sheet for Solid 10 Bitmap, or Solid 20 Bitmap.
    3. Duplicate the topmost sheet (make a new sheet and copy the polygon from the top sheet onto it), and use Change Properties to change the green texture on this new middle sheet to a solid purple (or any colour that isn't in the texture).


    KertDawgRoyal ScribeQuentenRyan ThomasIthrilseycyrus
  • How can I get an open Slope in Ferraris Style (Annual 2020)

    Thanks, Morrgans :)

    I came up with a solution for this map, but it might only work for this particular map, and it might break as you continue to add more details. It depends very much on where you go from here, but we can look at it again if necessary.

    I created a second WATER sheet, called WATER (sea only), copied the sheet effects across from WATER, then copied just the sea parts of the water to it. This was to preserve the rivers and marshes. Moving them down the list by moving the original WATER sheet did bad things to your map.

    Then, because CC doesn't react well to having the exact same shape with the exact same fill on different sheets I changed properties on the original sea polygons on the WATER sheet to a solid grey colour, knowing that they would be entirely covered by the new sea polygons on the new sheet.

    However, even though at first glance it all looked great, zooming in to the coastline revealed that the rivers were now blocked by black lines - the dark glows on both WATER and WATER (sea only). So I removed the dark glows from the new WATER (sea only) sheet, and added a series of Edge Fade, Inner sheet effects to it so that the black line effect from the underlying (and now grey) original sea polygons on WATER were visible just around the edge but without revealing the grey polygons.

    I had to move the deep water down so it still appeared on top of the new WATER (sea only) sheet.

    Summary:

    The original WATER sheet is exactly where it was but only has the rivers and marshes on it, with a grey copy of the sea. The WATER (deep) sheet has been moved right down the stack to stay on top of the new WATER (sea only) sheet, and I've moved the TEXT water names sheet down for the same reason - so the labels stay on top of the sea.

    As I said at the outset, this is a 'here and now' fix and might break. But if it does cause problems as you map more details, shout again and we'll have another look at the situation.


    Royal ScribeMapjunkieMorrgans
  • Recently got a new computer, installed. Some tiles are black or plain boxes. Error?

    Thanks :)

    There's no actual error as such involved.

    The template for this map is CA177, which is Darklands City.

    When you add a House entity from a different style, like CA183 (Winter Village), the map lacks the bitmap fills it needs to fill the roof parts. The missing fills are replaced with solid colour polygons instead, which shows as dark grey and black in one building, and white in the other.

    The reason the two black rectangles are slightly different shades is because they are two sides of a single roof which has been shaded so that the side facing the global sun direction is lighter.

    If you draw a house in the default style for this template (CA177) you will see what I mean. In this shot I've increased the resolution so you can see the tile texture clearly, as your existing houses were quite large.

    Although the ones you've already drawn can't be helped, you can draw CA183 houses in your CA177 map if you import the necessary fills.

    First, create a new map in the CA183 style - a temporary map. The CA183 style template is called "Winter Village"

    Then reopen the map you were working on and import the temporary Winter Village map into it using Draw, Insert file... Don't paste it, though. Just press escape. That will have imported all the necessary fills for you.

    After that it will be possible to draw Winter Village House entities in your Darklands City map.

    I've saved the version with the Winter Village fills here.


    Royal ScribeRyan ThomasGlitch