Remy Monsen | September 26, 2021 | Campaign Cartographer, CC3 Plus, update
The latest CC3+ update is currently in beta, and you can download it from your registration page over at the main ProFantasy website if you wish to try it out. Of course, this is a beta, so only install it if you don’t mind potentially running into glitches and other issues (this is why we test new versions before releasing them after all)
In this article, I will take a short look at the new features that appear in this version. If you have the beta installed, you will have them right now, but if not, you will get access to them when we release the finished version of the update. In any case, there are several nice new features waiting for you in this update.
Continue reading »
2 Comments
Remy Monsen | August 29, 2021 | CC3 Plus
When mapping, there are times when precision matters a lot, and times when it doesn’t matter at all and simply eyeballing sizes and positions gives the best result. But in this article, I am going to talk a bit about the former, when we want perfect precision in our work, when we need that road to be exactly 10 feet wide, or entities needs to line up perfectly with each other. In CC3+ we have multiple tools available for that purpose, such as snap grid, modifiers and coordinates. I’ve talked about these things in other places before, but I’ll put all these into the context of precision work here.
Comments Off on Precision Tools in Campaign Cartographer
Remy Monsen | April 27, 2021 | CC3 Plus, symbols
While most CC3+ styles have a good selection of symbols, including multiple variations of the same symbols, such as multiple different trees, mountains, tables or statues, you can get into an issue of repetition if you need lots of these symbols.
One of the ways to alleviate this is to apply different scaling, rotation and mirroring to these symbols. Just a subtle change of scale or orientation helps reduce the monotony of a lot of the same symbols. This can of course be done manually, but CC3+ symbol catalogs contain a cool feature for helping with this, namely random transformations. Random transformations are a configurable way to automate this process on a symbol by symbol basis, ensuring that it makes sense for each symbol it is applied to. For example, it doesn’t make much sense to have a random rotation of a mountain in an overland map, that would probably look weird given the isometric view of these symbols in most styles, while a table in a tavern may benefit from free rotation. The same mountain may find use in random scaling to vary it that way instead.
You’ll find that many of the official symbol catalog already use this technique by default, but it is easy to set up yourself, either to apply it to your own custom symbols, or to existing symbols when using them.
Continue reading »
Comments Off on Advanced Symbols – Part 5: Random Transformations
Remy Monsen | January 8, 2021 | CC3 Plus, Community Atlas Project, competition
The community atlas is almost at it’s 500th map, and will also be 4 years old this February.
For this occasion, we are having a mapping competition with the chance to win some nice voucher to use on ProFantasy products.
You can read all the details about the competition in this forum post, but the main idea is to create a dungeon with either a ice and/or fire theme.
There will be prizes for best map, and also a prize drawn at random from the submitted maps for the 500th map.
This contest is intended for every CC3+ user, no matter their skill level. Don’t hesitate to join even if you don’t feel your artistic skill can compete with the best. Even if you don’t win any of the prizes for best map, there is also the random draw which anyone could win.
The contest will be running until the end of February. Please head over to the forum post to check the exact details, ask any questions you might have, and have a look at the two maps already submitted.
Please, join in on the competition. It is great fun participating, no matter your skill level, and it is a great opportunity to challenge yourself, maybe do something different than your usual fare. And the more people who participates, the better the contest becomes.
1 Comment
Remy Monsen | December 30, 2020 | CC3 Plus, dungeon, perspectives
Ever wanted to have something appear as a being inscribed into the wall or floor instead of appearing on top of it? With a little bit of manipulation and a few effects, we can turn any vector symbol or basic shape into such an inscription.
We can then use this technique to decorate floors in a dungeon, or used with both walls and floors in a perspective drawing, netting us some nice way of adding decorations without overusing symbols.
Continue reading »
2 Comments
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.
Continue reading »
Comments Off on Developing Add-Ons for CC3+ – Part 4: Interacting with CC3
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.
Continue reading »
Comments Off on Day & Night
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.
Continue reading »
Comments Off on Perspective Ruins – Part 1: Walls
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 »
Comments Off on Shore and Ocean Effects for Overland Maps – Part 4: Beaches and Drop Shadows
Sue Daniel | May 15, 2020 | Campaign Cartographer, CC3 Plus, cc3plus, overland, overland maps, Sue Daniel, Tutorial
Welcome to the third part in the Shore and Ocean Effects for Overland Maps series.
In this part we well be focussing on adding rhumb lines to beautify a relatively smooth ocean texture.
Arumnia, the example map used in this tutorial, was drawn in the John Roberts overland style, which was recently included with the core CC3 app as part of Update 25. If your software is up to date you do not need to own any of the annuals or add-ons to make use of the FCW file included in this blog. Continue reading »
Comments Off on Shore and Ocean Effects for Overland Maps – Part 3: Roses and Rhumb Lines