Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 10,238
- Last Active
- Roles
- Member, ProFantasy
- Points
- 10,037
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
- Rank
- Cartographer
- Badges
- 27
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Lighning Rendering problem
That is most usually caused by the lights not being present in the current render pass, and not accounted for in the total light falling in the current render pass. At a guess that image took 2 passes to render.
Type EXPORTSETMPPP and hit enter.
The number showing in your command line will most likely be 4000000 (4 million)
Type 40000000 (40 million) and hit enter.
That will expand the size of each pass over the map as it is rendered, and hopefully prevent the artefact by completing the whole map in a single pass.
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The Creepy Crypt project
@Quenten One spiral sans arrow (and a colorize effect on the cobbles to make them more similar to the rock)
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The Creepy Crypt project
Hard to tell. I've got a lot of brain fog going on at the moment through lack of sleep, so I can't remember if I read your comment before or after I started. It was about the same time, and that's all I can say. Though I have been working on the stairs for several days already. I think the main problem is that I keep changing my mind about the best way to do this or that.
(The arrows are twice the size they need to be so I can get them out of Affinity without them looking fury. Pixelated, that is to say)
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Suggestions for mapping a tower interior
@Talaraskan It's not the most beautiful step I've ever drawn, but this is the general idea of using single step symbols along a line. Is this what you wanted to do? If it is, then the answer to that part of your question is "Coming soon..."
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The Creepy Crypt project
Sorry, @JulianDracos! I got notification that there was a comment on my thread and only saw Dalton's at the bottom of the page.
Those two textures are indeed marble, and I was already thinking that they are too purplish blue. The strange thing is that this has only looked wrong since I made the rock a warmer grey than it was to start with. It's one of those curious things that happen when you start making lots of different greys to use together. They don't always look all that great unless you use the same kind of grey, or very closely related greys. In effect they are now a very dull mix of purple and orange together (the marbles and the rest of the stone stuff). No worries - it will look better when I'm done with it ;)
The grout on the flagstones is deliberately flat with equal shadow all around each stone. That is because if you give it a 3D effect the light has to come from a particular direction, so the floor looks odd if you align the fill to a different angle. We'll see how it goes.
There are other textures. I just didn't manage to get them all in shot. There's another surface dirt loam texture, green slime and the mud is there around the water's edge. There's not quite enough of it showing for you to see it properly. The textures in this shot seem to have been doubled up, even though I did a search for VH. I think it looked in a subfolder as well as the main fill folder.
There are two stone and two rock textures at the moment. I'm having to keep the number of variations down just a bit to compensate for the fact that these are some very large textures (as you can see from the info box on that rock texture - 3000 px square). That's so you don't get as much of the repeating pattern, but it does mean that every texture has to really carry its weight and be worth the expense on the cache memory in CC3. So it's best to start with just two of each thing and work from there ;)










