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Loopysue

Loopysue

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Username
Loopysue
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Member, ProFantasy
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9,866
Birthday
June 29, 1966
Location
Dorset, England, UK
Real Name
Sue Daniel (aka 'Mouse')
Rank
Cartographer
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27

Latest Images

  • [WIP] Post Station

    I meant that you can't do the same thing with a wall shadow because you wouldn't be able to 'cap' the open doorway lights like you have with the polygon. Your solution was a good one.

    Unfortunately, I don't think Colour Key's work on shadow effects. I seem to remember trying something like that myself a while back.

    You seem to be working this map on quite a complex level. That's good. I do stuff like that myself quite often. Regarding limiting the glow of that fire to just one side of the wall...

    Try adding a new sheet that is just above the floor and drawing a circle of bright red/orange on it, then add an Edge Fade, Inner (EFI) sheet effect from zero to about 20% opacity, and a Blend Mode effect to that sheet in that order. Set the Blend Mode to overlay, or any mode that works to blend the red with the map in a similar way to that glow, then add a Colour Key effect to that sheet between the EFI and the blend mode, and set it to that nasty bright green (so that it doesn't interfere with the red glow in any way), and draw a bright green shape to mask off the bit that invades the wall and the next room.

    MarkOlsen
  • [WIP] Post Station

    Good map :)

    While sheet effects like Wall Shadow, Directional might have been easier than hand drawing the shadows, the specific length of the doorway and window lighting would have been tricky, so you have probably done better by doing it this way.

    You don't seem to have added any shadows to the vehicles and interior furniture, though. I might add a shadow effect to the symbols sheet to make them pop up a bit.

    Fersus
  • Completed: section as regional map

    Great work, Hans :)

    To me, the main building there is reminiscent of the Tyrell building from Blade Runner.

    Lillhans
  • Is there a way to scale hatch fills?

    If you open the Fill Style Properties dialog and pick the Scaleable Hatching tab, then the rice terrain, you can scale the parts of the fill one at a time using the 'Spacing:' box on the sets. As an example this .25 crosshatch has 2 parts, or two sets of lines that make up the pattern.

    Here I have rescaled Set 1 to be .5 instead of .25, and you can see that one set of lines has been rescaled.

    Pick Set 2 and do the same to that one, and you have a rescaled crosshatch fill.

    I haven't used hatch fills in any of my maps, so I couldn't tell you if these changes affect the template, but maybe it would be wiser to hit the New button and create a .5 Crosshatch, instead of modifying the existing .25 Crosshatch.

    JimPJulianDracos
  • City Cliffs - Incorrect Textures and other problems.

    The fills you are showing above are only the fills for the bonus issue. These are the fills for the main issue of the cliffs - the ones I think were missed out of the very first installer.

    As you can see, on my system at least there are two folders, though this might be because I created the fills. It's sometimes a bit difficult for me to know whether something is there because that is where I created it, or because the official PF installer put it there. The other folder is identical to yours, but I still have the original texture generating files in a subfolder within it.

    EDIT: That solid Limestone fill is a source fill, which is one I made as a precursor to the other limestone fills. It probably got left in that folder when I was packing everything away. It shouldn't be there, but in the GTX files subfolder that only I have. That folder holds all the original artwork.

    JimP