Remy Monsen | February 5, 2020 | Fractal Terrains, ft3
One of my favorite player visualizations is a spinning globe. Nothing makes a world come so alive when the players are able to properly visualize the entire planet.
This is also why I prefer to always start my new worlds in Fractal Terrains, as it lets me get a proper grip on the planet before I move on. Starting directly with a flat map in CC3+ gives so many possibilities for missteps when mapping a sphere, and I also just love to click through the auto-generated FT3 worlds until I find the perfect one. When I picked the world for my current campaign world of Virana, I probably clicked through hundreds of generated worlds and tweaked the settings a dozen times before I found the right one.
Now, this article isn’t about creating your FT3 world however, but rather on how to best make one of those nice spinning globes you can use to show it off.
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Remy Monsen | January 5, 2020 | cc3plus, symbols
In my previous installment of this series, I talked about, among other things, composite symbols made up from multiple raster images. This is cool and all, but it raises one interesting question; what about effects? When you place a symbol, all parts of that symbol is grouped together into one entity, which lives on a single sheet.
If you make a symbol that contains a small cottage, with a tree and a few bushes outside, you’ll probably want different shadow lengths on each of these components. But, to do that, you need different sheets, right?
This is where multi-sheet symbols come in. Basically, a multi-sheet symbol is a symbol that gets split into multiple symbols when you place it, thereby putting each component of the symbol on the appropriate sheet. This may sound a bit like exploding a symbol, but with multi-sheet symbols, it is the designer of the symbol that decides which sheet each part should go on without any manual intervention from the symbol user.
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Remy Monsen | December 5, 2019 | CC3 Plus
Colors are important for any CC3+ map. Now, you can make beautiful Black & White maps too, but it would be a bit boring if that was the only option available.
Colors in CC3+ comes in two main flavors. CC3+ has it’s own color palette from which you can pick colors and use for entities you create in CC3+. And then you have the colors used in raster symbols and fills, which are part of the image these are based upon, and which are not changeable inside CC3+ (with the exception of varicolor symbols, but that is a separate topic).
The CC3+ color palette will be the focus of today’s article.
One of the limiting factors with the palette is that it only supports 256 colors, which means that it might not contain the exact colors we want for our map. Fortunately, it is easy to edit the palette. You can bring up the dialog at any time by clicking the color indicator on the status bar, pick one of the existing colors, and hit the Define Color button. This lets us define it as any color in the standard 24-bit color spectrum (over 16 million different colors available). Just remember that if you edit a color, it will affect existing entities in the map, you cannot get around the 256 color limit by first using a color and then changing it. Now, changing the colors are easy, but let us look a bit more a palette-wide options. Continue reading »
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Remy Monsen | November 16, 2019 | cc3plus, large exports
Some places just deserve to be exported in a nice high-quality export so you can properly examine all the details of the map.
The City of Sanctuary from the community atlas is certainly one of these places. This lovely city by master mapper Christina Trani and resident artist Sue Daniel is a visual masterwork of a city map. So, I decided to try to make a proper high resolution export of this map. The result is a map 200,000 by 200,000 pixels, or 40 gigapixels in size. The .png file for this map is over 12GB in size, and even though I have a powerful computer, actually opening this source image in an image editor is almost impossible without it crashing.
Of course, providing such an image for download is useless, since nobody can actually use it, but a far better approach is to provide it as a zoomable image on the atlas website. The image viewer used for such a zoomable image loads different images depending on your zoom level, ensure that you only load what you need at any one time, making it reasonably easy to explore this gigantic export with reasonable loading times as you zoom or scroll. You can explore this zoomable image yourself by going to the City of Sanctuary map page, and then click the Zoomable Image button located over the map image. It should load reasonably quickly, but your physical distance from my server would affect loading times. I recommend you click the fullscreen button in the toolbar at the bottom of the zoomable image viewer for a much more impressive experience.
So, how did I accomplish this feat? Well, let me start by underlining that this was not a simple one-click task, it did require quite some work and a lot of computer time. Continue reading »
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Remy Monsen | October 30, 2019 | C++, CC3 Plus, development, XP Development
This is the third article in my series about XP development. To understand this article properly, you should be familiar with the contents of the previous articles.
When writing commands for CC3+, we frequently need to communicate with the user. This is often in the form of requesting some data from the user, such as where to place a node or which color to use, or we want to provide information to the user, such as instructions on the command line or the information the user requested. In this article, I’ll talk about the Text Formatting & Output Service (FormSt) used to prepare data to display to the user, and the data request format (ReqData). We have been touching both of these briefly in the two prior articles, but it is time to discuss these a bit more in depth.
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Remy Monsen | September 20, 2019 | cc3plus, update
Update 22 for CC3+ was just released, and in addition to fixing a couple of issues, it also includes some improved commands, as well as a few brand new ones. Let us have a look at these and how you can use them.
Trace
A new command for tracing the outline of images (and other CC3+ entities) and turning them into CC3+ entities have been added. This new command, simply called Trace is an easier to use variant of the Contours command from Update 16, and it also support colors.
There are two new commands here, TRACED and TRACE. The former allows you to select entities for tracing, and then it will pop up a dialog where you can set various parameters, while the latter is the silent version which just executes the trace using the current parameters (either set by using the dialog version, otherwise it uses default ones). The options in the dialog are as follows: Continue reading »
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Remy Monsen | August 21, 2019 | cc3plus, symbols
What is a symbol really?
One common way to look at symbols is to separate them into raster and vector symbols, where a raster symbol is a png image file on disk, while a vector symbol is built from regular CC3+ shapes. While there is truth in this, it is also an oversimplification.
If we look at things from the perspective of CC3+, there is no difference between these, it is just a symbol either way, and is treated exactly the same. And all of this becomes evident when we look at what a symbol really is.
If we go back in time, Campaign Cartographer didn’t have symbols at all (at least not as we know them today), it had parts. Put simply, a part is a CC drawing, which you can insert into another drawing. Being an actual drawing, it could contain everything a regular drawing could. It is from this concept of insertable parts that symbols arose. Just as with parts, a symbol is just an ordinary CC drawing that can contain (almost) all the features of a normal drawing. One of the main differences between symbols and parts is that one file can contain many symbols, allowing for the symbol catalogs we use today, while parts must be one file per part. (Also note that a symbol catalog file is just a standard map file with a different file extension, there is no difference in the file format at all.) You know the symbols that show up in the symbol catalog window if you click the Symbols in Map button? Those are the same symbols which would be available to other drawings if you loaded the current map up in the symbol catalog window while working on another map). Another big difference between symbols and parts is that when you use symbols, the symbol definition is stored exactly once in the drawing, and each placement of the symbol in the map just reference that definition, while when you insert a part, the entities in the part are simply being inserted into the drawing each time.
So, where am I going with this? Well, as you probably already know, in CC3+ you can use Draw –> Insert File to insert different things into your drawing, one of the possibilities being an image file in png format. Doing this simply inserts a picture entity into the drawing. A picture entity is one of the standard entities in CC3+, just like a line, a polygon or so on, the difference is obviously that it references an external image on disk. And this is exactly what a raster symbol is, it is a standard symbol that happen to include a picture entity. One interesting fact about how this is done is that you could insert images into your maps all the way back in CC2, so technically you could have raster symbols in CC2, even if it wasn’t officially added until CC3 (CC3 improved the functionality a lot though, such as support for transparency, the png format, variable resolution, varicolor and much more) Continue reading »
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Remy Monsen | July 23, 2019 | catalogs, CC3 Plus, symbols
Accompanying CC3+ and it’s addons are a host of different symbols, all arranged neatly into symbol catalogs. These catalogs are arranged by map type, map style, and symbol theme/content. For example, there is one symbol catalog containing structure symbols from the Mike Schley Overland style, while a completely different symbol catalog contains furniture symbols from the standard DD3 dungeon style. Generally, these catalogs are arranged in such a way that clicking the various symbol catalog buttons (the toolbar right above your mapping area) loads different symbol catalogs relevant to the current map type and style. And if you need a symbol catalog from a different style, you can always click the Load Symbol Catalog button and browse for a different symbol catalog manually.
But did you know that CC3+ allows you to easily manage these catalogs and their content? For example, you can create a new catalog containing all your favorite symbols, collecting symbols from different styles and even map types into one catalog. In this article, I’ll guide you trough making such a custom catalog; for this example, I’ll be making a catalog that collects all the statue symbols from the various dungeon styles I have available to me. I often use statues as dungeon/floorplan dressing, and it would be great to have all of these available in one place. This catalog will mix symbols from different styles, so not every symbol in this catalog will work in every map obviously, but you can often mix symbols from different styles with great success.
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Remy Monsen | June 10, 2019 | CC3 Plus, Visual Studio, XP Development
This is the second 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, we’ll talk about how we can manipulate our drawing. In CC3+, a drawing is really a series of entities, so we are going to have a closer look at what an entity really is, how to create new entities in the map, and how to access and manipulate existing entities.
Entities
Everything in a CC3+ map is an entity; a symbol, a line, a landmass and so on. This term should be well known to all CC3+ mappers, as it is the term used in official documentation. However, it isn’t just these visible things that are entities, almost everything stored in a CC3+ drawing is an entity, such as a map note or an effect. We can view an entity as a data container for one specific thing or aspect of our map.
When working on an XP, you are almost always going to be handling entities. After all, manipulating entities is needed no matter what you want to do with the drawing, including extracting information from it, so understanding how to work with these is very important.
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Remy Monsen | May 13, 2019 | CC3, effects
Whenever you add a new effect to a map in Campaign Cartographer, you are presented with a small choice about which effect units to use. In these article, I’d like to talk a little bit about these choices, what they really mean, and which setting to pick in each situation.
In general, the effects units affect how you specify effect sizes, such as the width of an edge fade, the length of a shadow and so on. It does not affect the strength of the effect (although changing the size of an effect, such as a glow, will indirectly make it feel stronger as well).
The three available settings are
- Percent of View Width
This setting makes all effect sizes depend on your current view. This means that effects will actually change as you zoom in and out of the map.
- Map Units
This setting means that all effect sizes are absolute, and expressed in the same units as your map is in. For example, a (non-metric) dungeon map is expressed in feet, so this options means that the sizes of the effects is expressed in feet as well.
- Percent of Drawing Extents Width
With this setting, the size of the effects depends on the size of your actual map. For example, if you set the length of a shadow effect to 1, and your map is 400 map units, than shadows will be 4 units long (1% of 400 is 4). As above, what a unit means is based upon your map type, for example feet in a dungeon or city map.
So, let us look into what the different settings are most appropriate for, along with some examples.
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