Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
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- 10,237
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- Roles
- Member, ProFantasy
- Points
- 10,037
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
- Rank
- Cartographer
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- 27
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SS6 - free imperial grid
EDIT: Ralf has confirmed that the grid will be included in the final templates for SS6, so unless you need it right now you can always wait for the final release.
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Hi everyone! :D
I have designed an imperial grid texture to work with SS6, which is free for anyone who needs to put a grid on their SS6 city.
When scaled correctly it represents an approximately 10ft grid.
If this is for you, download the attached zip folder and unzip it directly into:
C:\ProgramData\Profantasy\CC3Plus\Bitmaps\Tiles\City\SS6
(your drive may be different depending on how you installed your software, but the rest should be the same)
Then open your SS6 map and click on the FS: box in the top row to open the Fill Style Properties dialog. Pick the Bitmap Files tab and any texture in the Fill Style Name dropdown. Click the New button and give your new fill a suitable name (here I called it 'Grid'). Then click the Find button and Navigate to your new Grid texture, double clicking the VH resolution version of the fill.
Notice that the full hierarchy has been included. Delete everything before 'Bitmaps' and replace it with an '@'
Then set the scaled width and Height to 106 and 22.5 respectively (they're automatically converted to feet and inches in this imperial map)
Once you have set up the fill click OK and make sure the GRID sheet and HEX/SQUARE GRID layer are both selected, then pick any of the shape tools on the right and draw the area over which you want your grid.
The grid may look a bit harsh without any sheet effects. It already has a glow that softens the otherwise very sharp edges, so I recommend adding just one effect to the GRID sheet:
Enjoy your gridding :)
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SS6 and grids?
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Forest Trail project - part 2
This is the only effect that affects the colour of the water on that sheet. The water itself is laid over a stone texture for the river bed (which may be part of part 2). In the waterfall pool it's laid over a new Riverbed fill. I can't remember how I did the water in the example map for part 1, but you can find out by examining the map.
No symbols were used in the river. This is a shot of the new riverbed texture. I was right - the stone textures are both in part 2, but there is a riverbed texture in part 1 that is fairly close in colour to these 3 new ones.
About the grass sheets - the thinking behind making all the grass drawing tools go to GRASS* (anything beginning with GRASS) is that you can pick which one you want to use, though this must be done before you pick the drawing tool to work. For there to be a specific grass sheet for each shade of grass there would need to be 5 grass sheets, and even then you would be a bit stuck if you wanted them in a different order in one place on your map than in another place on the same map. But if you want you can edit the drawing tools and add the other 2 grass sheets.
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Looking for Symbols of D&D style Dice
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Forest Trail project - part 2
Oh dear, Julian. The work on part 2 focussed primarily on waterfalls and cliffs. I've lost 3 weeks work because of PC troubles (blue screen of death) and now there are only 13 days left to the handover deadline.
I think you will find there are some pine trees, and there are already 2 different colours of water. Caves are easy to do (see below)
My main focus in the last fortnight before handover (some of which is dotted with unavoidable appointments and other interruptions), is to sort out the rapids and flow marks for the water, but I will see if I have time to do a square tower.










