Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
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- Member, ProFantasy
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- 9,850
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- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
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CC4 Overland Development Thread
Thanks Calibre :)
The blurriness of the terrain can be adjusted by scaling the terrain. It's set pretty large at the moment because the map itself is huge. That white rectangle is the extent of a default 1000 x 800 map unit map.
Here I have halved the scale of the terrain fills. (The trees in the cities are placeholder scribbles and not the final trees). The grass is a final fill texture, but the tundra above it is an isometric version of the Birdseye tundra and is likely to be updated before publication.
The shade of the water is a tricky one. Some people prefer this darker water, and some prefer it much lighter. I started with water that was approximately the same shade as the Birdseye water, but went darker in response to other requests.
Stretching the mountians on the X axis might make them look rather pixelated. Maybe use mountains from a different style?
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CC4 Overland Development Thread
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CC4 Overland Development Thread
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Live Mapping: Roof Shading
They're in the zip. This is a list of the files included:
In addition to this supply if you want a shape that already exists in the PF asset collection you might copy the VH map file for that shape to use as a source for your own new symbol.
Just to clarify things a bit before everyone starts making a ton of house symbols - you can share symbols you draw yourself, even if you have cannibalised parts of existing ProFantasy map files to create the map file part of your otherwise brand new symbol, but it is not ok to share symbols that are modified versions of ProFantasy assets. If you want a dome that is the same as an existing one, but just slightly different, you can do that and use it in your own maps (including commercially), but you can't share the modified symbol itself.
If you are in doubt about a particular symbol you want to share, it's best to ask first.
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Live Mapping: Roof Shading
I used Blender back in the day, but you can do the same in a bitmap editor with radial and spherical gradients.
These are the 2 layers used for a dome shader in Affinity Designer - 2 gradient shaded circles.
The blue element is the pitch of the roof, created with a spherical gradient. The brighter the blue is the more flat it is, so the top of the dome is very bright blue (255), while the base of the dome is very dark (128).
The red element is a radial gradient from black to red, like this:
The red layer is 'added' to the blue layer using the Add blend mode setting on that layer, so that where the red is black nothing is added.
I think I may have uploaded this before, but here it is again if you want it.
I have added the necessary 1 green to the blue layer, so if you use this png as part of a map file it should also work as varicolour.






