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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ralf | September 24, 2020 | AllTheAnnuals, Annual, Christina Trani
Hot dog! Here is a map I love to make, Dungeons. This map was a quick and easy map I whipped up using the Dungeon Walls Annual in the SS2 style, one of my favorites. I’ve used this style before so I didn’t need the mapping guide, but if you’ve never used it, follow the guide along once and you’ll be all set on how to use Symbols Along and get your walls done.
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(Download the FCW File)
As usual, I’ve made some Hue/Sat adjustments to some sheets. And the only other thing I’ve done different is added a wall shadow sheet. Depending on how a set up a map, I sometimes do an inner glow on the floor sheet, but with multiple rooms it gets a bit tedious doing a separate sheet for each floor so each room gets a glow. Or, you can put an outer glow on a wall sheet, rather than the wall shadow. For this map, however, I left the wall shadow set on the wall sheet and then created smaller shadows on the other walls on their own separate sheet.
The map is set up to be printed up in poster size 36×24 – map size of 180’x120’ – and in order to do that you really need to emphasize the grid, or it doesn’t print up well in poster size. For this, I just add a nice strong outer glow on it in the same color as the grid itself. That is just enough to be seen printed out and not have to change the line width of the grid. Or you can hide the grid, for VTT play, like I have been doing during quarantine when we were playing online by using the grid in your VTT platform of choice. Just set up your map size to match this one and it will line up perfectly.
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About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy.
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ralf | September 14, 2020 | AllTheAnnuals, Annual, Christina Trani
Well, here we are back in 2018. January, to be exact. We start the year off with an overland style map. I rather like a smaller map, so I started with a 200×200 map and decided to do a valley to keep it simple and letting me get a lot of cool adventure areas within.
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(Download the FCW file)
As usual for me, I’ve adjusted many of the fills by playing around with the Adjust Hue/Saturation effect. Something else that I almost always do is to mix up the color of my varicolor mountains, hills and vegetation – I find this is more realistic, as no real forest has every tree the exact same hue as the next.
For the rivers on this map I decided to use the Color Key on the Land Sheet and bring the ocean background out as my water source. I prefer the look of a river with a Glow (outer) on that sheet than drawing on a river on a separate sheet with a Glow applied. It’s just a personal preference and using the drawing tools as is will produce excellent maps as this 😉
I always struggle a bit with labelling, specifically with color of text. Mostly that is because what I call my “Too Much Gene” kicks in and I want to use a myriad of colors and a variety of my hundreds of hundreds of fonts I’ve acquired over the years. When this happens, it’s best to stick with the standard font that comes with the annual.
I added a frame to this by creating four polygons, one on each side of the map and then added two sheets above, one for shading and one for the lines effect and copied those polygons to each sheet. I made the frame a solid color, the overlay I used the Horizontal and Vertical Brush Patterns bitmap fill with a transparency effect and the shading solid fill 10, 20, 30, & 40.. I was trying to get the look of wood grain without having to hand draw in the lines. The frame is currently hidden for those who aren’t into the aesthetics and just want and good old map.
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About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy.
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Remy Monsen | July 25, 2020 | Campaign Cartographer, CC3 Plus, effects, Lighting
So, here you are, having just prepared the main location for tonight’s adventure. But then it dawns on you, you have no idea when players will actually visit this location. They may even drop by multiple times.
Well, today we’ll be having a look into how to set up effects to it is easy to switch between day and night views of the same map. In the day scene, we will be using regular wall shadow effects to have the buildings and symbols cast shadows, while the night seen will use the point light system in CC3+ to have light sources in the scene that causes the symbols to cast shadows. We will be using this to show how symbols around a fire casts shadows away from the fire, and how we can have lights coming from the windows.
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ralf | July 14, 2020 | AllTheAnnuals, Annual, Christina Trani, city design, Par lindstrom
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[Download the FCW file of “Ancient Rome” example map.]
Cities. Not being a fan of mapping cities, I will admit I wasn’t looking forward to another one. Laying out a city is mostly my issue, so for this map I decided to use a cheat – I decided to loosely trace over an existing map – one where I wouldn’t be infringing upon copyrights. Enter a lovely map of ancient Rome I came across is my many hours of just searching through the internet for old maps. Come on, you know you other cartographers out there do it, too! I had come across this map I had found and it really reminded me of the style of Pär Lindström’s Renaissance City Annual, so I decided I would trace it.
After importing the .png into my map using Draw>Insert File and placing it on a new sheet, then applying a transparency to it, I began tracing out my roads first. Once I had my roads placed, I set about placing buildings, rather haphazardly, as I wanted it to look unfinished in some areas, unkempt or sparse than a regularly crowded Renaissance city.
On this map, once again, I applied some of my favorite effects such as Texturize, RGB Matrix and Hue/Sat Adjustment to give it a more antiqued look and my own personal choice of palettes tend to be more muted hues. Once I was satisfied with my placement of buildings, vegetation, etc. I set about adding any little “extras”, etc. On more than one occasion I had to use the SYMSORT command, which sorts out the symbols you choose on a sheet, setting them in proper back to front order if they are layered over each other within the same sheet, as my ADD gets the best of me when mapping anything isometric in nature.
All in all, this was a relatively easy set to work with. I like the clean lines and style of this Annual and I could actually see myself using it again for my own campaign.
About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy.
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Remy Monsen | June 22, 2020 | Campaign Cartographer, perspectives
Last time, we discussed how to do ruined walls in Perspectives 3. In this article, we’ll continue on the ruined perspectives track, and this time I will be looking at how to make battlements.
Battlements have been an important defensive feature of castles and keeps for hundreds of years. The crenelations gave archers on the wall a way to shoot at incoming enemies, while still having ample cover available to them. It would be a real miss if we couldn’t have these important features on our castles. We don’t want our fantasy castles to be too easily overrun, right?
I’ll start by making the actual battlements, and then I’ll turn them into ruins. For this, we will use a very different technique from last time, a technique that can also be applied to all manners of custom objects, not just ruins.
This article is also available as a video, if you prefer that format, or simply need to see me perform some of the steps from the article. Continue reading »
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Remy Monsen | May 23, 2020 | CC3 Plus, perspectives, Ruins
Perspectives 3 is a great add-on. It can be really rewarding to see your building appear in all it’s 3-dimensional glory.
There are some interesting challenges when mapping in the isometric view offered by Perspectives 3 however, and that is based on the fact that while the drawing might look 3-dimensional, it is actually still a flat surface. What Perspective does is to use angles in such a way as to make things appear 3-dimensional when it is not. As long as we can use the premade tools, we don’t have to worry too much about this, but these tools have their limits. For example, they are great for creating a house with, but there aren’t any easy tool to draw a ruined, crumbling wall. And it is a this point we need to start drawing some elements ourselves, and that can get a bit tricky when working in the isometric perspective.
In this article, I’ll discuss how to draw various elements to make a convincing ruin. It is based on the keep I made in this thread.
This article is also available as a video.
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ralf | May 20, 2020 | AllTheAnnuals, Annual, Christina Trani, overland
In this series, Christina Trani will explore all the different drawing styles available in the Cartographer’s Annuals, starting with Volume 13 (2019).
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Download the CC3+ file here. Note that you need the Annual 2019 installed to view it properly.
Mapping with The Worlds of Wonder Annual
As a digital cartographer, I am not overly fond of overland mapping. I prefer the confines of a floorplan, a dungeon, or I’ll expand my horizons to lovely, little villages. But, occasionally, I am encouraged to map in an overland style. My latest was done in the Worlds of Wonder Annual style. I love it.
Now, since overland mapping gives me anxiety….all the details that geologically accurate minded cartographers have apoplexy over when not done correctly can give me hives, so most often I just “wing it” and to heck with geology – it IS a fantasy world, so why not?
This time ‘round I decided to grab a continent from Fractal Terrains, since my coastlines, in my opinion, are the pits. After generating a landmass I was happy with I exported it to CC3, deleted all the fluff and left myself with a landmass that I copy and pasted into a new map started in the WoW (not Worlds of Warcraft, lol) style. I then began mapping out where my mountains would go….this I did by referring to my original FT map, which shows all the wonderful elevations that I normally have NO idea where to place. I did the same for rivers, to avoid the stress I’d normally have trying to figure out “where they looked best” or “where they should go”. If you don’t have Fractal Terrains, and ARE stressing about your map being geologically accurate, there are a multitude of references out there…but I really recommend just making this fantastical world your own and do what pleases you.
Once my mountains are placed, along with a mountain fill behind them and lakes and rivers, I begin placing my forests. Now, this map has more forests then I normally would place, but that has everything to do with the name… Larothell, The Republic of Songs. So I got the name from one the many online generators I have bookmarked. I use them often as a DM of a homebrew campaign having to constantly come up with original names to people and places, often on the fly. So, the name came up, and I immediately though of elves, glorious elves with a magical world of melody, perhaps that fuels their magic? I don’t know, but I just went with it…and with elves, come forests. I also enjoy mixing shades of greens in my forests, so for this map I mixed the two green trees that came with the annual, but I certainly recommend playing around with the colors and creating your own custom palette.
Of course, naming my cities and towns was easy once I had a theme to my fantasy realm. When labelling cities, towns, key locations, etc. I like to play with different fonts. I have an assortment of hundreds upon hundreds of fonts. Searching some of the free font sites is a great resource – just be sure to note any restrictions on commercial uses as noted by the creators. Along with fonts I am a fan of playing with color of the font and outlines – preferring to having a contrast, usually the map title and the cite labels.
Always remember, stepping out of your comfort zone can produce some amazing work that might even surprise yourself! Go experiment and have fun!
About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy.
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Sue Daniel | May 19, 2020 | Campaign Cartographer, CC3 Plus, cc3plus, overland, overland maps, Sue Daniel, Tutorial
Welcome to part 4 of the Shore and Ocean Effects for Overland Maps series.
The example map for this part may already be familiar to you, since it is Arumnia, which was used in Part 3 to demonstrate Rhumb lines.
This time I will use the same map to show you a fast and easy way to add beaches, and a couple of alternative ways of using a drop shadow effect. The FCW file for this version of the map will be available at the end of the article. Continue reading »
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Sue Daniel | May 9, 2020 | CD3, city, city design, city mapping, city planning, mapping cities, Sue Daniel
Welcome to a brief article about the creation of Orde-on-the-Rock (or just Orde for short), in which I will be attempting to answer most of the questions I have been asked about this map since it was first released last year as a new example map for City Designer 3.
Orde was designed as a map to demonstrate what could be done with CD3 without using any additional add-ons or extra art assets.
Over the years I’ve been using CD3 I’ve done lots of cities using only the assets that come with CD3, so to make it more of a challenge for myself this time I decided not to use any of the regular Bitmap A house symbols. In their place I used buildings generated by the Building and Street tools, and added a few shaded polygon constructions for variety. Continue reading »
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