Remy Monsen | April 27, 2021 | CC3 Plus, symbols
While most CC3+ styles have a good selection of symbols, including multiple variations of the same symbols, such as multiple different trees, mountains, tables or statues, you can get into an issue of repetition if you need lots of these symbols.
One of the ways to alleviate this is to apply different scaling, rotation and mirroring to these symbols. Just a subtle change of scale or orientation helps reduce the monotony of a lot of the same symbols. This can of course be done manually, but CC3+ symbol catalogs contain a cool feature for helping with this, namely random transformations. Random transformations are a configurable way to automate this process on a symbol by symbol basis, ensuring that it makes sense for each symbol it is applied to. For example, it doesn’t make much sense to have a random rotation of a mountain in an overland map, that would probably look weird given the isometric view of these symbols in most styles, while a table in a tavern may benefit from free rotation. The same mountain may find use in random scaling to vary it that way instead.
You’ll find that many of the official symbol catalog already use this technique by default, but it is easy to set up yourself, either to apply it to your own custom symbols, or to existing symbols when using them.
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Remy Monsen | March 25, 2021 | cc3plus, dungeon, grid
Grids are a necessity when you are making your battle maps and it is easy to add a grid in CC3+ through the Draw Menu (Hex or Square Overlay). And this is quite OK for many maps, but with just a little bit more work, one can make it much prettier. For example, a common desire is to only have the grid visible over the floors in the rooms, where the characters can actually walk. And maybe you have a tiled floor and want the grid aligned to that? In this article, I am going to discuss some of the things you can do with your grid.
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Remy Monsen | March 9, 2021 | cc3plus, Community Atlas Project
The community atlas project just finished it’s 500th map competition. The competition was all about making a dungeon with a fire an/or ice theme. 18 people participated, handing in a total of 30 maps. The voting is now over, but all the maps can be seen in the voting thread.
Congratulations to the winners, and thanks to everyone who participated in the contest.
The winners are as follows, and all won vouchers to the ProFantasy store, sponsored by ProFantasy Software Ltd and JimP from the forums.
Best Map:
Coils of the Cold Coroner by Autumn Getty
2nd Place:
The Temple of the Burning Ice by AleD
3rd Place:
Kristol Caverns by Loopysue
4th Place:
The Fire of Lielt’ma by daperdepa
5th Place:
Klodevig’s Gauntlet by Lillhans
500th Atlas Map:
The 500th atlas map was randomly drawn between the maps of the contestants still eligible for a prize. And the winner of this honor was
Fifth Summer Palace of the Winter Queen by Wyvern
Great work everyone, and thanks form the Community Atlas Project for all the new wonderful maps for the atlas.
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Remy Monsen | February 28, 2021 |
Color Key is one of those effects that can be a bit difficult to see an immediate use for. Effects like Glow, Edge Fade, Transparency and so on are very clear already from the name, and it is easy to think of scenarios where those effects would be useful. But what of the Color Key, what can we really use it for? When does it make sense to use it? It’s not quite as clear.
I didn’t really use this effect myself in the beginning, but I’ve been using it more and more over the years as I have found that it can really simplify the work process to get the look I need.
The main idea behind Color Key is that it can be used to remove parts of a sheet, allowing the sheet below to shine through. This can be done to punch hole in things, for example, you can use it to punch a hole in the landmass to see the sea fill below (creating a lake), you can punch a hole in the roof or wall of a building to see the interior, you can use it to remove the parts of the grid you don’t want and so on. But instead of actually deleting anything from the map, the Color Key is just an effect that can be later moved or removed, for example making it much easier to reshape that hole in the wall as opposed to if you had actually edited the wall entity itself.
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Remy Monsen | January 30, 2021 | cc3plus, effects
In my latest live stream, I did use the RGB Matrix Process effect quite a lot for changing the colors of fills ans symbols. I this article, I’ll dive a bit more into this effect and describe it in a bit more detail.
The effect itself is just a basic color-replacement effect, but all those text fields with numbers can look quite a bit daunting when you open it up for the first time, but you can use it to make some nice results. You can see some examples in this older blog article where I also touch briefly on this effect, but today I’m going to explain it in a bit more detail.
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Remy Monsen | January 8, 2021 | CC3 Plus, Community Atlas Project, competition
The community atlas is almost at it’s 500th map, and will also be 4 years old this February.
For this occasion, we are having a mapping competition with the chance to win some nice voucher to use on ProFantasy products.
You can read all the details about the competition in this forum post, but the main idea is to create a dungeon with either a ice and/or fire theme.
There will be prizes for best map, and also a prize drawn at random from the submitted maps for the 500th map.
This contest is intended for every CC3+ user, no matter their skill level. Don’t hesitate to join even if you don’t feel your artistic skill can compete with the best. Even if you don’t win any of the prizes for best map, there is also the random draw which anyone could win.
The contest will be running until the end of February. Please head over to the forum post to check the exact details, ask any questions you might have, and have a look at the two maps already submitted.
Please, join in on the competition. It is great fun participating, no matter your skill level, and it is a great opportunity to challenge yourself, maybe do something different than your usual fare. And the more people who participates, the better the contest becomes.
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Remy Monsen | December 30, 2020 | CC3 Plus, dungeon, perspectives
Ever wanted to have something appear as a being inscribed into the wall or floor instead of appearing on top of it? With a little bit of manipulation and a few effects, we can turn any vector symbol or basic shape into such an inscription.
We can then use this technique to decorate floors in a dungeon, or used with both walls and floors in a perspective drawing, netting us some nice way of adding decorations without overusing symbols.
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Remy Monsen | November 24, 2020 | cc3plus, symbols
When using CC3+, you may have encountered symbols with behavior, like houses that aligns to and offsets from the wall and doors that align to, resizes themselves to match and cut holes in dungeon walls. These are what CC3+ calls smart symbols. In this article, we’ll take a closer look at these symbols and we’ll have a look at how to make our own smart symbols. I’ll be using DD3 here, but this functionality is not restricted to DD3, and can be used in any kind of map CC3+ can produce.
Try it out
Before making our own smart symbols, to see the existing ones in use, try out how dungeon door reacts to differently sized walls. Start with a new small DD3 dungeon, draw a wall using the wall drawing tool (I recommend you right-click Default Wall
and pick a nice looking one) at any angle. Then, make sure Snap (bottom right corner) is turned off and then pick any door from the Wall features
catalog and hover the cursor over the wall. The door symbol should rotate to match the angle of the wall, and once you click, you’ll notice that it actually cuts the wall where it places the door. These are two of the features of smart symbols, aligning to existing entities and cutting lines.
This article is also available in a video version.
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Remy Monsen | October 13, 2020 | C++, CC3 Plus, development, XP Development
This is the fourth article in my series about XP development. To understand this article properly, you should be familiar with the contents of the previous articles.
In this article, I’ll be taking a closer look at how to interface with some of CC3+’s own functionality, in this case how to set CC3+ variables and how to call native CC3+ commands from an XP. I’ll be showing you how to use the SetVar and ExecScriptCopy API calls.
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Remy Monsen | September 28, 2020 | cc3plus, styles, symbols
In CC3+, each template is designed for a single style, which comes with it’s own symbols, fills and tools, while the resources belonging to other styles are not directly visible in the GUI.
This is intended behavior, because it puts the chosen style in focus. You know that all the elements you are being offered are designed to work with that style and fit with the visual design of the style. This behavior is both a blessing and a curse. Keeping the focus on the style is good. If you own everything, you’ll have about 40.000 different raster symbols (and a lot of vector symbols too, but I don’t have the count), you really don’t want to filter through all of these all the time when working on your map to find the ones matching your current map style, that’s just hugely impractical. But every now and then you want to be able to mix map styles, and you know of a couple of styles that work very well together. How can you easily access all the symbols from these styles?
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