Remy Monsen | September 5, 2018 | Campaign Cartographer, CC3 Plus, Tutorial
A map in itself conveys a lot of useful information. It shows you the lay of the land, the location of terrain features, the names of various locations, and so on. But you often have lots of additional information that doesn’t fit on the map itself, such as GM-only information about the traps in the dungeon, lore information about the different places, statistics, and so on. All of this is things you may wish to have at your fingertips when using the map. So, let us explore various ways you can easily provide extra information with a map.
Map Notes
CC3+ has a built-in system for storing notes along with your map. These are not visible in the map itself, but embedded in the map file, and can be brought up when needed.
To access the list of map notes, either click the Map Notes button on the toolbar, or select Drawing Properties from the File menu and then hit the Map Notes button in the dialog. This will bring up a dialog showing the list of all map notes for this map. From here, you can select any map note and click OK to show that map note, or you can hit edit to change it. You can also create new map notes from here. Continue reading »
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ralf | September 1, 2018 | Annual, city mapping, Sue Daniel, temples
We are very happy to present a new drawing style by Sue Daniel for the September Annual 2018. At heart it is a city style using City Designer 3 functionality for the roofs of the temples to generate automatic shading, and it is specifically designed to create Japanese-style temples in high detail. Later in the year we will expand on this to create a full-blown Asian city style.
In the meantime this style has all the material to create beautiful temple layouts with a variety of roof styles and many bitmap fills and vegetation symbols. After all, what would a Japanese temple be without a veritable host of blossoming cherry trees?
You can subscribe to the Annual 2018 here. If you are already subscribed, the September issue is now available for download on your registration page.
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ralf | August 20, 2018 | bitmaps, joe sweeney, user tutorials
In the past month, I have begun to release many of the custom tiles I use. And others have begun to join me. You can find this growing collection in the Master Mapping Tile Library.
But this begs the question… why invest time in making custom tiles? And how do you make ‘em in the first place? First up, let’s answer why custom tiles are worth the effort.
Custom tiles let you add a unique WORLD flavour to your maps. Different cultures in your world will have different aesthetics. Their buildings will not only be designed differently, but will be made of different materials used in different ways with different artistic flair. Consider the Chinese Summer Palace, Westminster Abby, the Temple of Queen Hatshepsut, and the Villa Romana La Olmeda. As soon as you glance at any of these images, you are immediately transported to their culture – you know something about the people that made them. What they valued, how they viewed the world.
By mapping unique cultural aesthetics, you reinforce the game world and its peoples in a deeply effective way. This is true for fantasy settings, but also doubly so for science fiction! Think back to the classic TV series Babylon 5, where each species had its own ‘look’ that went all the way to their clothing and starship designs. Star Trek does the same thing. The style of these different cultures’ structures and architecture is a signature of the species itself. It conveys a lot about them.
For cartographers, this means that we can use the aesthetics of architectures we map to convey the culture that built them. And one of the most effective ways to do this is to use custom tiles. Or more specifically, sets of themed custom tiles.
In High-Space, we have dozens of alien species, each of which has a rich culture. The humans are techno-junkies, that favour chrome and cyber-circuitry plus carpets and lit metal panels. In contrast, their closest pals, the Phoxin, are bison-sized bio-smiths that favour organic spaces, with moist loam, algae blooms, and walls of living plant matter. The Psionic Soamata, having evolved on dry crystal-sand planes, favour delicate carved sandstone facades. And the grumpy iron bugs… well, heavy metal and rust would best describe their look.
Therefore, when I set out to create a set of battle maps in the High-Space universe, I first look at who built the location where the action will take place, and then set about selecting themes of textures that will match that culture.
If I can find open-source tiles that match, great. If not, it’s time to crank up specialised art software and get to work…
Which brings us to the second question… how to make seamless tiles that work well with CC3+? While photoshop can help you create seamless tiles, I do not recommend it. Creating a tile with Photoshop is akin to pulling out your own eyes with a chopstick. It may be a cool party trick, but it’s painful and often result in things that are just ugly. Instead, I strongly recommend investing in a dedicated tool.
My tool of choice for this is FilterForge. It is a programmatic art package which is really designed for 3D modellers and digital artists. It is programmatic because it allows you to create your own ‘filters’ by wiring up small chunks of graphical algorithms to create a highly customable visual effect – in our case, seamless tiles.
FilterForge has a drawback. It is expensive. I mean, really expensive. The edition I use has a list price of US$828 (though you can get it for about $600 with special offers that they run frequently).
The good news is, they have a cheaper, less functional version for about US$150. The bad news is, that solution does not support 16 or 32 color, high-precision, hi-definition output. For an average map, that’s not a big issue. But if you are planning print-ready professional maps… well… you *may* notice the difference. But for 98% of us, it won’t be an issue.
The other limitation with the cheap version of FIlterForge is that you cannot customise the filters. But given that there are literally thousands of ready-made, freely downloadable filters, the inability to customise may not be that big an issue for hobbyists.
In short, if want to churn out lots of tiles are that are variations on a theme – which is the perfect scenario for us mappers – then FilterForge Standard at US$149 will be good enough most of the time.
If you don’t want the expense of making your own tiles, you can always grab some from the growing Master Mapper free community collection, here.
The next question is, how to design the tiles so they not only look good, but also PLAY WELL on the table.
When you design your tiles for a use with minis, always consider this rule: how will the tile’s texture ‘line up’ with the traditional 5f step grid for most games? Start by planning your tiles as 1200×1200 pixel images. Why 1200×1200? First of all, it is a standard size used by ProFantasy for hi-res files. Secondly, 1200 is a very flexible number – it can be divided by 2, 3, 4 and 6. Which means is can scale well as a repeating texture for many different mapping situations.
I make the assumption that my 1200×1200 pixel tile will fill a 10x10f space on my maps (or 3mx3m for sci-fi metric maps). This means each tile I create is a grid of four 5f steps. When designing the tile, I try to take into account that it will be aligned to a 5f grid, and I make sure that design enhances that grid, or at the very least does not clash with it. Check out my video on how to use the latest edition of FilterFilter to make tiles here.
Once you’ve made the tiles, it’s time to bring them into CC3+. The first thing to do is collect all the tiles of a similar theme into a single folder. Then move that folder of tiles into the CC3+ bitmap tiles folder. This can be a little tricky to find, depending on your computer’s setup. You can see how do this in the following video. The reason you put the files into this special folder is it ensure that your maps can be loaded onto other computers without incurring massive amounts of rework. Trust me. This little extra step now will save you a lot of trouble in the future.
Now fire up CC3+ and create a new map or load a map where you’d like to use your new tiles. Click on TOOLS and select Import Bitmap Fill Styles.
On the screen that pops up, make sure you have the “relative to CC3 path” set and click the Browse button to locate the folder where your tiles are located. Select and open any one tile in that folder.
Next check ‘Scaled” and then set the width and height for your tile to 10f.
Click on OK and bob’s your uncle – you’ve now added those fills to your map that you can use just like all the other standard fills. The part 2 video, above, shows you the entire process.
So, to summarize:
- Create groups of themed custom tiles to highlight the cultural aesthetics in your world.
- Consider using a dedicated texture / tile making solution, such as FilterForge
- Download sets of tiles from the Master Mapping Community Library, here.
- When creating your own tiles, make then 1200×1200 pixels and plan for them to be placed on your maps at 10fx10f scale (or 3mx3m scale for metric maps).
- Always move your files in folders under the ProFantasy Bitmap Tiles folder.
- Using the Tools – Import Bitmap Fill Styles function to get your tiles loaded into your maps.
Best regards, Joe
All images are by unknown authors, licensed under CC BY-SA.
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Remy Monsen | August 18, 2018 | Campaign Cartographer, CC3, large to small, Tutorial
One of the more common questions from CC3+ users is about how to extract a region from a large-scale map and develop this region as a more detailed local map.
The basics for doing this is already explained in the User Manual that comes with CC3+, but for this article, I am going to go a bit more into detail and explain the various tools and processes involved in doing this.
The basic principles behind this operation is to create a new map of the desired size, then copy over the entities from the existing map, trim down these entities to fit the new map size, and finally add additional detail to the new local map. Let us explore the tools and procedure for doing this.
The main tools you’ll need for doing this is Clipboard Copy, Trace, Break and Split, as well as some minor Node Editing.
Let us get started. For this article, I’ll use the example map from the User Manual. You’ll find this map in @Tutorials\UserManual\Example.fcw (remember that the @-sign refers to your CC3+ data directory). My goal is to take the area marked with the red rectangle and develop that into a local map of that area. The marked area here is 30 by 20 miles.
Note that all images in this tutorial are clickable to see higher resolution versions to more easily see what the text describes.
If you are new to this, I also highly recommend loading up the same tutorial map I use and try to follow along with this tutorial, exporting the same area, rather than try directly on your own map. Following along on this map lets you more easily see that things happens the way I describe them, and lets you build familiarity with the tools before starting on your own map.
There is also a video accompanying this article, showing me perform the steps described herein. Note that this video is not intended as a stand-alone video tutorial, but rather as a visual aid to help you see how things are supposed to work. You do not need to watch the video to take full advantage of this article, it is completely optional.
Continue reading »
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ralf | August 16, 2018 | Antonio S, review, RPGnet
“For the vast majority of users, Dioramas 3 will not be the main reason that they buy CC3+ for. Yet, for those who cannot opt for the ridiculously expensive plastic or resin miniature terrain it is an absolute game-changer, welcoming them to real 3D landscapes. Just make sure that both your printer and your fingers are nimble enough.”
Prolific game reviewer Antonios S. has been busy checking out more ProFantasy and posting his reviews on RPG.net. Check out his impressions of:
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ralf | August 15, 2018 | atlas, community, Realmworks
Joshua Plunkett (Josh.P. on the Profantasy community forum) is an avid CC3+ user and map-maker, and one of the instigators and organizers of the Realmworks project that incorporates a host of maps from the ProFantasy community atlas project. We’ve asked him to present the project for the rpgmaps blog and here are his words:
Campaign Cartographer 3+ is fantastic for making maps for basically anything but it tends to really appeal to a certain group. That group is Dungeon Masters. Regardless of the system or the numbers of sides on the dice we roll one thing is common… we all need beautiful maps.
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The ProFantasy Community Atlas Project was such a great idea and has turned into an amazing resource for DMs across the planet. Within our CC3+ community though we have a sub demographic of users. The sub-group use CC3+ and Realm Works together!
Realm Works is campaign management software, it lets you take information from everywhere and put it all together into a single digitally cross-referenced digital DM binder. Specifically, though it has some great functionality in regards to maps. You can load maps in and pin out specific locations. You can then link those pins to topics where you can describe the area as much as you like with full text write-ups and supporting pictures. You can link regional maps to town maps and town maps to building maps all the while including the text and pictures to describe each location. It provides the templates and structure necessary to manage a large world building project.
When we saw the ProFantasy Community Atlas Project we therefore became excited with the possibilities of combining the CC3+ community project into an extension Realm Works community project. We sought permission from a handful of the Cartographers involved and got to work transferring the excellent maps already made by the CC3+ community into Realm Works. We then opened the doors to the Realm Works community encouraging them to help with creating the textual content around each map.
It came to life really quickly with people from both communities coming together to create new content for the continent of Artemisia. Before we knew it, we had entire regions, cities, towns and dungeons starting to take shape. The realm is available for free to all Realm Works users who want to check It you. You can DOWNLOAD IT FROM HERE and import it into a new or existing realm.
The project is open to anyone who wants to contribute. Be that CC3+ users contributing maps to the ProFantasy Community Atlas Project or Realm Works users who want to help build out the details of the world as part of the Realm Works Community Campaign World Project. To get involved simply follow the links and read up on how you can get involved.
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ralf | August 1, 2018 | Annual, dark fantasy, overland, vector
While we are working to setup our booth at GenCon in Indianapolis and the Best Four Days in Gaming, we won’t forget the Annual’s August issue is due. We are presenting the “Dark Fantasy” symbol pack, and if the name sounds familiar, that might be because you’ve seen it before as a symbol set for CC2 Pro and CC3. Now updated for CC3+ it has also been expanded to be a full drawing style with its own template and drawing tools.
Visit the demon-scorched, orc-infested and undead-haunted lands of darkest fantasy. Probe the forbidding cities of alien insectoids, clamber through the ruined ice-fortresses of a forgotten race and brave thorn-choked bramble forests of the most dangerous lands.
You can subscribe to the Annual 2018 here. Once you have subscribed, the August issue will immediately become available for download on your registration page.
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ralf | July 24, 2018 | Newsletter
Welcome to the July newsletter, dear cartographers! While we are now preparing our yearly pilgrimage Gen Con – the Best Four Days in Gaming, we also have a lot of news for you. Dioramas 3 has now been released, and with the WW2 Interactive Altas we have updated the last of our product line to work with CC3+. Finally, the July Annual with its Dioramas 3 example and tutorial has been released. Our authors are no less busy: Remy Monsen explains how to dynamically show and hide features in a CC3+ drawing, while Pär Lindström discusses his experience of creating Annual issues and Sue Daniel digs into (or should we say “climbs unto”) roof architecture with her tutorial on creating realistically shaded onion domes.
News
Resources
Articles
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ralf | July 24, 2018 | Annual, Par lindstrom
I’ve made quite some styles for the annuals over the years. I actually don’t remember exactly how many but I think it is around 15 styles so far. Whenever I make my maps I always wonder if the map I make can be made into a style for CD3. Most of my styles have been made this way. Two examples are the maps I made for the Trail of Cthulhu RPG campaigns Mythos Expedition (September ’14) and Cthulhu city (December ’17). Both those mapping styles where later turned into styles for the monthly annuals. Most of the time I have to flesh out the styles with more symbols then the ones I’ve used in my maps, so that the style will work on its own.
Other times I’ve made some styles when I’ve felt that I’m missing something in Campaign cartographer 3 or any of its add-ons. One example is my latest style, City ruins for City Designer 3. One of the things I really like is to just make different versions of villages and cities. It’s actually something I can sit and play with just for fun, dreaming up different places and try to make them as good looking as possible. But sometimes I feel that the styles in the program miss some bits and pieces, for example I had an idea of a map that I originally got from an old map of Firenze in Italy where people lived among the ruins from the Roman times. After the fall of the Western part of the Roman Empire the population in many towns shrank and a lot of the old buildings started to fall apart or where used as quarries. But in the middle of those fallen cities life continued and people built new houses among the ruins. This was the kind of city I wanted to draw. But I needed more ruins.
So I started making my own ruins to be able to make the map I wanted. After a while I thought that this might be something others miss too so I decided to ask Profantasy if they might be interested in making a style out of the symbols, which they were.
So how do I make the actual style? Well first of all I have to decide on what kind of symbols I need to draw. This is usually a process that continues during the whole time I’m making the style, since I seldom come up with all ideas at once. Another way of coming up with ideas for a style is actually to ask you, the users of the program, which is possible now since I found the Campaign Cartographer 3+ Facebook User Group on Facebook. This is the perfect place to find out if there is anything the community would like to see in the style.
When I have come up with enough ideas for symbols I start to sketch them out in Photoshop. Usually I have a square grid as a bottom layer which makes it easier to make straight lines and to get the right scale on all the different symbols. After having finished the sketches it is time to ink the symbols. This I will do on a separate layer. Usually all steps will be made on different layers, which will make it much easier to change things later if necessary. After inking the symbols I add a layer for colours, sometimes I also add a layer for shadows, if needed.
When I have all my different layers done, the symbols are finished and I cut them up in different files, one per symbol, and send them over to Ralf who will do the magic of turning them into a style for all of you to use.
I hope you will like all the ruins, I sure will, and now I just have to make that map of the ruined city.
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ralf | July 24, 2018 | city mapping, roofs, Sue Daniel, Tutorial, user tutorials
Welcome to another detailed tutorial by Sue Daniel, looking at how you can create the shading for complex shapes – in this cased domed roofs. As the tutorial is fairly detailed we are providing it in pdf format for ease of access and printing.
Read the Creating Onion Domes tutorial by Sue Daniel.
About the author: Sue Daniel is active as a cartographer and artist both on the ProFantasy community forum and the Cartographer’s Guild. There, she has won 1 Lite Challenge and 3 Main Challenges, and just recently one of the annual Atlas Awards for most creative map in 2017. She has produced many beautiful art assets for CC3+ (such as the “Sue’s Parchments” Annual issue) and mapping in general that are free to use for anyone.
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