Remy Monsen | February 5, 2019 | CC3 Plus, hotspots, Interactive, macros
Usually we make a map in CC3+, and when done, we export it to an image or print it, turning it into a static thing. This is required when we wish to use the map outside of CC3+, but it also takes away many fun things we can do with the map.
CC3+ does allow us to make really dynamic maps however, maps that change based on triggers in the map. I’ve already talked about a simple version of this in the article on Showing and Hiding Map Features, but let us take this much further and make a map with a large selection of interactive elements.
Now, before reading any further, I strongly suggest that you download the example map and give it a good try before reading further (requires DD3). Another much simpler example shows moving lights (Works without DD3).
Continue reading »
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ralf | January 24, 2019 | cc3plus, update
A new version of CC3+ is available now, fixing a few nagging bugs and enabling some text specs for macro access.
Version Notes
CC3+ Version 3.90
=================
– Fixed problem with CC3+ crashing when running out of cache. Should increase stability significantly.
– Fixed Symbol Set 1 forest tools breaking selection method
– Enabled Outline and Fixed Angle flags for TSPECS command
– Text no longer renders as ClearType, instead renders as aliased glyphs, removing halos with effects.
Download this latest update from your registration page.
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ralf | January 24, 2019 | cc3plus, guest article, Jens Fuhrberg, user maps
Part III: The Warlock’s Castle and the Crater of Ghorm
Before I come to the next two symbols I need to explain a bit about the background story of RdW, especially about why its name is ‘Call of the Warlock’:
In the beginning of the world of Tanaris the eight gods didn’t interfere into the things of the humans, elves etc., but one day the god Thongmor started playing around in the world and the other gods had to react. As they didn’t want to counter Thongmor’s action personally, they created the Warlock. This is a person with godlike abilities, immortal and invulnerable, his task was to fight against Thongmor. Over the years, with changing Warlocks and with the beginning of the war of the gods, the initial task of the Warlock was forgotten and now he is an independent entity.
But as the gods didn’t want to create another god, they gave him one ‘weakness’. They created the Swordmasters, a group of people with outstanding abilities in swordfighting, who always know where the Warlock is, they always hear the ‘call of the Warlock’. If one of them fights the Warlock and defeats him in a duel (this is the only situation where a warlock can die), the winning Swordmaster will become the next Warlock.
The Swordmaster is a Player Class, which means a player can become Warlock. Unfortunately the requirements for playing a Swordmaster are so hard (while creating a character you have to role dice epic…), no one in my group ever played one.
The home of the Warlock is the castle ‘Sign of the times’, which is settled on a mountain range overarching the ‘black lake of buried hopes’ (in the night you can hear the screams of the dead souls of all the Swordmasters who lost their fight against the Warlock). The feature with this castle, mountains and lakes is, that the warlock can teleport this ensemble anywhere he likes. When the map is done, I will see where exactly I will place it:
Continue reading »
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Remy Monsen | January 6, 2019 | Campaign Cartographer, CC3, commands
Did you know that CC3+ (including all addons) contains over 1000 commands in total? And that new ones gets added with just about every update?
Today, we’ll have a quick look at two of the somewhat more recent commands; Select nearby symbols and Delete nearby symbols. Both these commands are intended to help you manipulate symbols that are near another entity. This can for example help you clean up symbols that are too near a river, or help you select all the houses along your main street, for example so you can change their varicolor.
Below is an example of a forest with a river running through it. On the left image, the trees are obstructing the river, while on the left one, Delete nearby symbols have been run to automatically delete the trees near the river.
Continue reading »
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Remy Monsen | December 24, 2018 | Campaign Cartographer, CC3 Plus, drawing tools, macros
In CC3+, drawing tools are great timesavers. The basic functionality of a drawing tool is that it works as a preset that contains all the various settings required, such as line style, fill style, line width, color, sheet and layer so that when you draw using a drawing tool you don’t have to go around setting all of these manually like we did in the good old days. Drawing tools also have some built-in nice features like being able to draw two separate entities at once, being able to stay within the map border, and the option to easily edit an existing shape.
However, there is another very important feature that exists for drawing tools, and that is to attach macros to them. A drawing tool can contain an embedded macro which follow the tool and isn’t dependent on your main CC3+ macro file and can contain macros that work in tandem with what you draw using the tool, or even functionality that isn’t connected to drawing at all. Today, we’ll look at how to create these tools and have a brief look at how they can make things easier for us.
Drawing with Macros
If you have been making overland maps, you’ll probably familiar with the forest drawing tools. If you pay attention when you use them, you’ll note that they ask you to draw a smooth shape, and then fills this shape with trees after you are done drawing it. This is a macro drawing tool at work. What happens is that the tool itself is only set up to draw that forest background, but it also contain a macro that gets called when you are done drawing that calls the Fill With Symbols command to fill the area you just drew with trees. Let us make a similar macro that uses the Symbols in Area command instead. I won’t go into detail about Symbols in Area here, since this is about making a macro tool that uses the command, rather than explain the command itself, but if you need a refresher for the command, you can look at this article.
Continue reading »
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ralf | December 18, 2018 | guest article, Jens Fuhrberg
Part II: Symbols for special places
“Over the day-smitten towers and walls of Shudm (uglier by day, all its black filth and spiritual garbage too openly displayed), the air began to sing and to ripple, and then grow oppressively silent and motionless. And then the air hardened, like cooling lava. And like lava, the air darkened, until it let in the fierce glare of the sun, but nothing else. Nothing – no lesser light, no noise, no breath of wind or vapor, neither dust nor rain – no wisp of anything. Even the vagrant corpse-eater birds could no longer get in, or out. Like a tomb. Above and also beneath. Inside – not simply a dome but an egg of leaden crystal, there was Shudm now, and the afternoon went by, and sunset, which was true dawn to the ghouls, and night, and midnight. And in the first overcast minutes of the new morning, there was not one sensible thing in the city that did not know it had been trapped.”
Tanith Lee, Delirium’s Mistress
And so, the last days of the ghouls of Shudm began – trapped by this spell of Sovaz, the daughter of Ashrarn, Lord of the Night. In Tanith Lee’s novel these ghouls were an amalgam of ghouls and classical vampires, dependent on eating flesh and drinking blood but not harmed by sunlight. As they became trapped, they had only each other left as food and after the last had eaten himself, their fate was sealed. Sovaz had chosen her very special way of revenge for what they did to her before… Maybe it was inspired by this story of Tanith Lee, that in one of the sourcebooks of RdW the players started their adventure, waking up trapped under an invisible force dome in the house of a mighty vampire.
This chapter of my map-making article will be about making symbols for special places of the campaign. For those who read the WIP thread in the forum, this chapter may contain redundancies, but nevertheless for my understanding of fantasy maps it is maybe the most important chapter.
I like it a lot when a map for an RPG campaign contains parts of the narrative of the world. That means that I like to build dedicated symbols, or scenarios on the map which tell stories, giving more information than just the landscape.
In this chapter I show several symbols I’ve made for the map, along with the explanation of how I made the symbol with the background as written in the original RdW sourcebooks.
Let’s start with the symbol for the magic force dome I mentioned above, protecting a powerful vampire who is looking for fresh blood and trapped a group of players in his home:
Continue reading »
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ralf | December 18, 2018 | CC3 Plus, update
A new version of CC3+ is available now, fixing a few bugs and preparing CC3+ for the next releases.
Version Notes
CC3+ Version 3.89
=================
– Fixed grids not aligning correctly to snap points
– Fixed drawing tools not displaying preview
– Fixed Common sheet not being selectable in sheet dialog
– Fixed TEXPORT, TFIND, and TREPLACE not showing dialogs
CC3+ Version 3.88
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– Fixed bug with wall-cutting symbols not working properly
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ralf | November 20, 2018 | guest article, Jens Fuhrberg, overland maps
Part I: Foundations of the map
‘Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there as an age undreamed of. And unto this, Conan, destined to wear the jeweled crown of Aquilonia upon a troubled brow. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure!’
Robert E. Howard, “Conan the Barbarian”
It was back in the 90’s: We were young, we played RPGs and we listened all evening to one album – the Soundtrack of ‘Conan, the Barbarian’. We played Das Schwarze Auge (The Dark Eye) and Ruf des Warlock (Call of the Warlock – RdW).
RdW was released in 1991 and is heavily influenced by the novels of Tanith Lee, especially by the Tales of the Flat Earth series. You can breathe the spirit of the 80’s and their special way of high fantasy, which was a ‘fantastic’ fantasy and not a ‘realistic’ fantasy, like a lot of contemporary fantasy literature tends to be, with a focus on character development instead of creating fantastic places and persons.
While Das Schwarze Auge became the big German rpg success, RdW is a niche game. As far as I know there are only a few people left playing RdW and sooner or later it will probably be forgotten. Maybe with my maps I play the role of a bard, singing the tales of a lost world. If it is so, I do my best that this song will be dignified. For this sake it is on me to be the chronicler and so I want to invite you to follow me and to let me tell you of the days of high adventure.
The map I make is a regional map of the northwestern part of the world of Tanaris, the world of RdW. When I make a new map, I usually start in the Jon Roberts Overland style, as it is my favorite one. But from the start I use the immense freedom CC3+ gives its users.
For some time I wanted to try the mountains by TJ Vandel (Annual issues 81, 84, 106, 107, 119 & 120), so I added these catalogs to the mountain symbols button to make the mapping process easier.
The next step is to choose a background. I delete the default frame and choose a parchment background. My resulting starting point is this:
It is always a great moment to see the blank parchment in front of me: The world is empty, the story unwritten, and it is on me to create. So let’s go! Continue reading »
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Remy Monsen | November 15, 2018 | Campaign Cartographer
Back in update 15, CC3+ introduced a set of exclusion commands. These commands are variations of the various symbol fill commands where you can specify an exclusion zone, a part of the entity to fill that should not be filled. For example, this can be used to have the forest fill avoid the river running through the forest.
Let us start with this simple map (100×80) showing a river running through the forest. The forest area has already been outlined using the Forest Background drawing tool. Note that the forest area is drawn using a single polygon, it is not split into individual polygons at each side of the river. For this simple example, that wouldn’t have been to much more work, but for a larger area with multiple roads, rivers, lakes and other obstructions, this is a far simpler method. Continue reading »
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ralf | October 23, 2018 | CC3 Plus, update
A new update for Campaign Cartographer 3+ is now available. We’ve done a lot of internal work (small bug fixes and improvements), but also improved some user interface issues and added a convenient new feature.
User Interface
Bitmap fill styles will now be displayed in a much larger format in any of the dialogs. That makes it much easier to recognize or judge one of the many detailed bitmap fills available in the template you are working on.
New Command
Have you ever wanted to enlarge or shrink the area of the map you’ve been working on? The new “Resize Drawing Area” command (available from the File menu) will now make this much easier and quicker. Just type in the new map dimensions, and the map border and background will scale to the new size, without affecting any of the content you’ve already drawn. From there you can add new content and enlarge the existing features with the help of the editing tools.
You can download the update from your registration page. It is available among the CC3+ files on the Downloads tab.
Version Notes
Here are the version notes for Update 18:
CC3+ Version 3.87
=================
– Added SCALEMAPEXT and SCALEMAPEXTM commands to scale map template things (MAP BORDER, BACKGROUND, and SCREEN).
– Added TOGL and TOGLF commands to toggle visibility of a specified layer.
– Added JPEGOPT, DWGOPT, EMFOPT, and FCWOPT commands to allow direct access to save options for the major file types.
– Added SYMPTFILTER command to support point filtering on symbol import. This change may reduce artifacts for some kinds of symbol creation.
– Added LISTCMDS command to list all of the available commands in the system (main program and XPs).
– Changed internal image representation to allow for more efficient imaging operations.
– Removed some unused legacy DLLs to reduce disk footprint.
– ZOOMSEL command should work better than it used to.
– Fixed crash with hotspots in symbols when the layer for the symbol reference is hidden.
– Fixed XML parser usage to properly serialize boolean values.
– Fixed rename problem with sheets that could cause effects to be added to the wrong sheet.
– Fixed out of memory error that could happen with certain drawings.
– Fixed memory corruption that could occur when reading an invalid drawing tool file.
– Fixed memory corruption and possible crash when dropping text longer than 4090 characters.
– Now visibly rejects attempts to drop unknown file types onto a drawing.
– Dropping a picture onto a drawing while holding down the Shift key now allows rotating and scaling the image.
– Dropping a picture onto a drawing from a browser no longer generates an old-style image entity.
– Widened the drop portion of fill style preview combo boxes to make it easier to read style names.
– Updated PNG loaders to improve protection against certain malformed image files.
– Built with Visual Studio 2017. Some code elements should be a bit faster.
– MenuConfig utility now offers better support for special path characters (#$@) in file names.
– Options button on Save As will respond better on higher-dpi displays.
– Floating prompt now displays better on higher-dpi displays (has a different visual appearance as well).
– Traveller sector importer now handles the new-style Traveller 5 sector file format.
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