Remy Monsen | July 21, 2018 | Campaign Cartographer, Sheets
When you make a map, you may desire to have different kinds of views for it. For example, if you make a floorplan, you may wish to be able to see the roof of the house too, or if you make a dungeon map, you don’t want to show your players the version that also includes all the traps.
For this article, we’ll see how we can easily make features in our maps togglable. As an example, I will take a small building from CD3 and make a floorplan from it, and then add a togglable roof and trap.
I start by picking the building symbol I want to use as a base. After that, I start a new dungeon map, and simply use the dungeon room/wall/floor tools to draw the floorplan on top of the building I just inserted to make it match the building shape (I could also have used the automatic floorplan generator from CD3 to make this based on the outline).
Once I am happy with the floorplan, I simply make a new sheet to hold the building symbol, naming it ROOF. Then I move the building symbol to this new sheet, and finally hide the sheet since I don’t want to see the roof as I am working on the floorplan.
Next, I draw the floorplan. For my trap, I place a pit trap just behind the door, and then cover it up with a carpet.
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Remy Monsen | June 3, 2018 | Campaign Cartographer, styles
In CC3+, you can make maps in many styles. Out of the box, CC3+ comes with at least 6 different overland styles, as well as a simple dungeon and city style. Depending on what style you choose, your map will look very different visually.
You’ve probably already learned that some styles are just better for some types of maps, and that is indeed one of the points with the different styles, to provide good options for many different kind of maps, but also to provide variety.
Of course, even if CC3+ comes with many styles, and many more are added if you own the various add-ons, symbol sets and annuals, part of the great flexibility of CC3+ is the ability to customize it to your needs, and one of the things you can do in that regard is to create new styles or customize existing ones to fit your needs. So, let us have a look at what a style really is, and what elements make up a style.
This article will provide a detailed overview of the process of creating your own style, but it does assume some familiarity with some of the processes
Elements of a style
Each style is made up from the following elements, all of which should be familiar to you already.
- Bitmap Fills: Almost all styles need fills, and unless you are designing a vector style, these will be bitmap fills. Fills are a very prominent part of any style and are a major factor in setting the visual look of the style.
- Symbols: While you can make a map without using symbols, most maps do use them. Symbols are usually designed to match the fills of the style.
- Drawing Tools: These tools are set up to draw various shapes, such as landmasses and terrain, using the fill styles defined for the style.
- Effects: All styles have their own unique set of effects, tailored to that style of map.
- Template: The template is the glue that brings all these elements together. Bitmap fills are referenced from the template, macros load the correct symbol settings, the correct set of drawing tools is set as a property in the template, and effects are embedded in the template, ready to activate.
Note that almost all styles have all the elements above, but they can be shared among several styles. For example, both the bitmap styles in SS3 uses the same bitmap fills, but they have their own unique set of symbols. You can also make a style that collects multiple styles into one.
Let us dig into these elements and see how to make them
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Remy Monsen | May 4, 2018 | Campaign Cartographer, scale
When working with maps, scale is one of the more important concepts to get right. For example, it is quite important if the distance between two cities on your map is 10 or 100 miles, and it can be quite important for what can be found in the dungeon depending on if the doors are 3 feet wide or 30 feet wide. No matter what you map, you’ll want to know what scale it is in. To accomplish this in the best possible manner, an understanding of how scale works in CC3+ is important, because as long as you do it right, you’ll have a much easier time using all the various tools and features of CC3+. For example, if you just draw that corridor an arbitrary width, and just state that “this is 5 foot wide”, that may work fine initially, but when you later try to add a 5’ foot grid you start to get in trouble because you need to figure out what size to tell CC3+ to draw your grid in. If you instead had been using scale properly all along, and the corridor was actually considered 5’ wide by CC3+, specifying the grid size would be as simple as just telling CC3+ to use 5’. This is just one of many examples why you should care about scale, and care about it from the very beginning of your map, not as an afterthought. CC3+ has lots of tools that helps you do your mapping, and there is no doubt that a lot of these works best when used at the correct scale.
In this article, we’ll have an in-depth look at the many instances where you encounter scale in CC3+ and explain how to work properly with these values, and hopefully demystify scale a bit. I expect a certain degree of familiarity with CC3+ for readers of this article, so I won’t be explaining where to find every button or menu element.
Map Scale
One of the first things that meet you when you create a new map is a prompt that requests the dimensions of the map (If you chose to base your map on a pre-defined template instead, you would see these values in the file names of most template you can choose from). Before providing the appropriate values, it is very important to understand what these values are. And this brings us to one of the most important aspects about scale in CC3+. In CC3+, your map is expressed in real-world units. CC3+ isn’t concerned about the size of your exported image or the size of your printout, CC3+ is interested in the actual real-world size of the area the map represents. So, if you plan to map an island that is approximately 700 by 300 miles in size, well, then you make a map that is 700 by 300 in size (or a bit more to make room for some ocean around it). Same if you make a battle map for miniatures, if the area covered by the battle map is 300 by 200 foot, then you enter 300 x 200, NOT the 8 by 11 inches the paper printout measures.
At this point you DO NOT care about print or pixel sizes, that is something you care about later when you are ready to print or export your map, not when you make it. Those of you familiar with working in image editing software may thing at this point, but wait, doesn’t the size I select now impact what quality I can make the map in?’. This is true for an image editor, because if you make an image 1000 by 800 pixels, it won’t be high enough quality to fill a sheet of paper when printed. But this is NOT true in CC3+. The size you pick here isn’t a pixel size and isn’t a limiting factor for final export/print quality, it is simply the size of the map. So, to re-state what I wrote above, in CC3+ your map is expressed in real-word units, so make to fill in the values according to the real-world size of the area you plan to map. Also note that the size of the map you specify here is not related to memory/CPU use when working with the map. There is no performance difference with working with a 10 by 10 map compared to a 10000 by 10000 map, the only things that effects performance is the amount of details you put into your map (and you can easily put as much detail into that 10 by 10 map as the 10000 by 10000 map if you so choose).
Ok, so we established the map dimension are in real world units? But what units are they in? miles? Km? yards? Feet? Inches? The short answer here is that it depends on the map type. For overland maps it is miles (or km for metric maps), while for city and dungeon maps, it is feet (or meters for metric maps). There are maps that uses different units of course, such as star maps which uses units such as parsecs, light years, and astronomical units. I won’t concern myself more about this for this article, because these also follows the same rule as above, the map size should be expressed in the real world size of the area to map, and the exact unit type follows from the type of map you are going to make. Just remember that fact, and use the values the template expects, such as miles (or km) for an overland map, and not feet. And don’t use print or image sizes, like inches or pixels. If you are unsure about what the correct unit is for the kind of map you picked, you can always check it by going back to the previous page in the wizard, the unit type is listed right below the preview image.
Now, the above is the simple explanation, and the one you should keep in your head for everyday use, but it will help you to understand a bit of how CC3+ treats units. CC3+ doesn’t really care about miles or meters or inches or whatever. In reality, all maps are specified in something called map units, which is the working unit of CC3+. That 400 by 300 foot dungeon, for CC3+, it is a 400 by 300 map unit map. That 400 by 300 mile overland map? Still a 400 by 300 map unit map. This system in CC3+ is what allows us to create any type of map we want, because we can simply define a map unit to mean whatever we need it to (The definition must be consistent within any one individual map of course). You’ll se term map unit being used many places, such as in effects dialogs, and the important thing to remember here is that one map unit means whatever unit your map is in. So when you set a shadow to be 10 map units long in a dungeon map, that means that the shadow will be 10 feet long, while doing the same in an overland map would result in a 10-mile shadow. Continue reading »
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Remy Monsen | April 5, 2018 | Campaign Cartographer, CC3 Plus, update
Update 16 to CC3+ just released (get it from your registration page), and with it comes a long list of added commands and fixes. Let us have a look at those new commands, and discuss how to use them in your mapping efforts.
I’ve divided this post into two different sections. The first part describes the new features that are useful in your mapping, while the second describe the more technical commands. I recommend you give both sections a view, but many users will probably want to just glance over the technical section and see what is relevant for them.
Do note that all the new commands in this update is presently only available as command line commands, which you must type manually on the CC3+ command line, they are not available in the menus or toolbars yet. Don’t let this discourage you however, as using a command from the command line is just a case of typing in the command on your keyboard and hitting enter (as long as you are not currently in the middle of another command). The rest is just doing as the command line tells you, which you should be familiar with from many other commands already.
The Fun Stuff
Contours from raster images
So, let us start with one of the more exiting additions to CC3+. Previously, if you wanted to import a map you had drawn in another program into CC3+, you would have to import it as a background image, and then manually trace over it with the drawing tools to recreate the map in CC3+, as there was no way for CC3+ to generate proper drawing entities from your image, such as landmasses.
However, with the new CONTOURSM command, this has changed. To start out with expectations for this command, what this command does is to find edges in your image, where edges are defined as transparent vs non-transparent pixels. This makes it a nice command to automatically convert an image of a landmass into a CC3+ polygon, but it is not a general solution for converting any kind of image and get all the details converted to CC3+. So, what this command mainly does is that it saves you from manually tracing the outline of your landmass. For anyone who have done this with a complicated landmass, they should quickly realize how big of a time saver this is.
So, to explain the use of this command, here is a brief mini-tutorial on its use. I will take an image of an island and turn that into a proper CC3+ editable drawing entity.
Note that even if this tutorial uses a landmass as an example, the use of this command is not limited to landmasses.
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- Before we begin in CC3+, we need an image of our landmass. I’ve used the below image for this. However, as I mentioned above, CC3+ detects the edges based on transparent vs non-transparent pixels, so I can’t just insert this image. I need to edit it in an image editor first, and make the seas transparent and the landmass a solid color. Since this is a CC3+ tutorial and not a tutorial on image editing, I won’t go into the details here, but generally you should be able to just load the image into your favorite image editor, and then use the magic wand or similar selection tools with a reasonable tolerance to select sea areas and make them transparent. The second image below shows my landmass after this process.
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Remy Monsen | March 7, 2018 | CC3 Plus, Tutorial, update
Campaign Cartographer 3+ is a product in constant evolution, with new features, both small and large, typically gets added for every update. For this article, I want to have a look at some of these features and give a short introduction on how you can start experimenting with them.
Some of the new features have already been covered in other places. For example the new improvements to the Symbols Along command where documented in the February 2018 Annual – Dungeon Walls and I wrote a Command of the Week article on the new Symbols in Area command. For those into macro writing, I have also covered the new Get Extents commands.
Perspective Scaling
Probably the largest addition in the latest update is the new PSCALE commands. These haven’t been added to the menu yet, so you need to type them in on the command line, but they are a series of commands that are intended to help you make pseudo-perspective maps by automatically changing the scale of a symbol depending where it is on the screen. This command was developed in response to several such maps appearing in the forums. Let us start with an example image to show what the command can do.
So, looking at this image, you can see that the symbols closer to the bottom of the image is larger than the ones near the top, which provides a pseudo-perspective look on things. While it is certainly possible to do this manually, this example was made by using the PSCALE commands.
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Remy Monsen | February 1, 2018 | atlas, community
The February mapping competition, as announced back in January, has now officially started.
Hoping to see lots of people contribute to this event.
And remember, this is open all CC3+ users, new and old alike. You don’t have to be an expert or an artist, there are prizes both for best map, as well as randomly drawn among all participants.
Head over to the forum and read the forum post for the full details.
All maps will also be showcased in that thread as they are submitted, so keep an eye on it to follow the competition.
Big thanks to ProFantasy for sponsoring this contest.
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Remy Monsen | January 21, 2018 | Command of the Week
This time I tackle the issue of getting your lines to look the same when you export your map as they look inside CC3+. Why can grid lines sometimes almost disappear in the export? Why is the pattern of dashed lines so different?
All these issues relate to how you scale different things in CC3+. Sometimes the default options are fine, but sometimes they are not what you need for the current map. The intention with this article is to make you aware of these issues, and therefore being better able to both know what to do, but also to make more informed decisions in the first place.
This is tackled in the first Command Spotlight issue, found in the ProFantasy Community Forum.
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Remy Monsen | January 5, 2018 | atlas, community
So far, the community atlas has been a huge success, with over 110 maps added so far. These maps are available for anyone to use for personal use, and can be downloaded in either the native .fcw file format of CC3+, or in high resolution png image files for use without CC3+.
In February, it turns one year old, and in celebration of that occasion they will hold a mapping contest.
Put simply, all maps submitted in to the atlas during the month of February will be participating in the contest, where you can compete to win one of three $30 ProFantasy Store vouchers. You can check out the rules and conditions the announcement over at the forum, where you should find all the information needed to participate.
You do not need to be a forum member to participate, that post is open for everyone to read, and also contains contact information for participating via email. The forum post will contain the official copy of the rules however.
Note that while this competition is open to everyone, the community atlas is in Campaign Cartographer 3+ format, so you will need to use CC3+ to make your map. You are however welcome to use any of the official addons for CC3+, as well as the four community addons, so you should have a wide range of map styles to choose from in your map, and you can of course combine these as you choose.
Read the forum post for the full details.
Big thanks to ProFantasy for sponsoring this contest.
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Remy Monsen | December 26, 2017 | Command of the Week
I just published command of the week number 52, Symbols in Area, over at the forum. This command details one of the new commands with CC3+ update 14. Symbols in Area is quite similar to Symbols Along, and allow you to fill an area with symbols with a lot of flexibility regarding scaling, positioning, angles and randomness. Check it out in the forum.
This is also the 52nd entry in the series. This series started on the first week in 2017, and I have published a command every single week for a complete year now. Should be quite a bit of interesting information for any CC3+ users in that list. I am now going to take a break, so this will be the end of season 1 of the series. I’ll probably do a season 2, but it will be a while into the future. For now, check out the index of commands, perhaps there is an entry you didn’t read, or an entry you may wish to re-read.
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