Remy Monsen | January 31, 2025 | CC3 Plus, layers, macros, Sheets
One nice thing you can do with CC3+ maps is to have multiple views embedded in one map. For example, in the Forest Trail annual style, you can choose if you want to see the treetops, like you would normally see a location in a forest if viewed from above, or if you want to hide the canopies so you can see what actually goes on under the trees, quite important for a battle map.
There are also cases where you want to make a map with private information for the gamemaster, and a public version of the map for the players.
Or maybe you need an overland map with a lot of information, perhaps showing both political information, economical information and climate information, but showing it all at the same time looks pretty messy.
Of course, if you have used CC3+ even just a little bit, you know that I am talking about hiding and showing sheets here. For the overland map, you can have one sheet with a political overlay, one with economic information, and one with a climate overlay, and only show the desired sheet, simple enough. For your GM’s secrets, just put them on a sheet by themselves that you hide when you export the player map.
But, what if your view requires switching on and off multiple sheets? Due to different effects, that political overlay may actually consist of one sheet with political borders, one sheet with the text associated with the information, and maybe another sheet with symbols related to this overlay. Once you have multiple sheets involved, it can get a bit harder to turn on/off the right sheets for any given occasion, which is what we’ll have a short look at today.
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Remy Monsen | December 30, 2024 | CC3 Plus, macros
Macros in CC3+ can be used for a variety of tasks, so today I thought I would explore macros by having a little bit of fun. I wanted to write a macro that could decorate my maps with randomly placed tiny snowflakes in spirit of the winter season.
In this case, I made a macro that draws small snowflakes in random location all over the map, each snowflake being generated randomly. The snowflakes themselves are just simple white lines, which can then be enhanced by adding sheet effects to them.
In this article, I’ll just present and explain my macro, if you are new to macros you may want to start with my Getting Started with Macros series first: Part 1, Part 2, Part 3.
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Remy Monsen | October 23, 2024 | CC3 Plus, Community Atlas Project, macros
During the last few months, we ran the celebratory competition for the 1000th map in the Community Atlas Project. The competition is now over, and Royal Scribe won the honor of getting the official 1000th map in the atlas, while Ricko Hasche took home the prize for best map by community vote. You can see all the winners, and check an image gallery containing all the maps.
The Winning Entry: Metzvel by Ricko Hasche
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I thought I could continue on with the topic of the atlas today, and give a little overview of the macros I use in the project, both in the maps themselves, and the ones I use when processing the maps. To avoid making this a 10-part series, this will just be a basic overview of them, to give people ideas how they can utilize macros in their own mapping.
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Remy Monsen | October 29, 2023 | CC3 Plus, macros
In my previous two installments of this series, I’ve looked at the basics of macros and how to use variables. Today, I’ll be rounding off this introductory series by having a look at program flow. The macros we have looked at so far have just been a row of instructions, which are executed one by one, but it is also possible to make branching logic and loops. For example, you can do different things based on what the user chooses, or you can run the same block of code multiple times. For example, if you’ve had a look at my Large Exports annual, it contains the code required for exporting a small section of the map, and then it just loops over the same code enough times to export the entire map as smaller chunks.
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Remy Monsen | March 30, 2023 | CC3 Plus, hotspots, macros
I’ve always loved some interactivity in my maps, especially the dungeon ones. It is fun adding secret doors that can be opened, rotating sections, and other surprises. If you watched my latest live stream, you saw me build a hedge maze with a rotating central section, where the inner region was only reachable if you rotated the it first using a clickable hotspot in the map. (You’ll find both a link to the recording as well as my map in this forum conversation.)
I thought I could show you a couple of more examples of nice easy macros you can assign to your hotspots to accomplish interesting results, and hopefully come away with an expanded understanding of macros at the same time.
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Remy Monsen | July 31, 2022 | CC3 Plus, macros
Most of you have heard about macros. If you are an existing CC3+ user you’ve used them, knowingly or not, and you might even have written your own. For some people, the word macro may sound a little scary because it is associated with programming, but they’re really not that complicated.
Macros are used in a lot of places in the program. For example, when you start a new map or load an existing map, CC3+ uses a macro (stored in the OnNewMacro/OnOpenMacro map notes) to show you the appropriate toolbars and load the filters needed for the style of the map. A lot of the drawing tools uses macros to accomplish the more complex stuff, for example the forest drawing tools use a macro to call the commands to fill the area with trees, or the fields drawing tools in several styles use a macro to align the fields to the first edge of the polygon (These macros are stored with the drawing tools).
Lastly, CC3+ also has a macro file that contains named macros. These are often called from the toolbar buttons and menu elements in the program, so editing this file may change how the program behave.
And then we have script files….
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Remy Monsen | April 7, 2022 | CC3 Plus, drawing tools, macros
A few weeks ago, I hosted a live stream taking a closer look at the drawing tools. Making this the perfect time to talk a bit more about the more advanced aspects of the drawing tools and how to utilize them properly and explaining a few things in more detail than appropriate for a stream.
Examples of advanced use of drawing tools is to draw aligned fills, drawing a path and have symbols placed along it or drawing a polygon and having it filled with randomly placed symbols. Basically, a lot of the things you can do using multiple steps with regular CC3+ commands can be automated and streamlined by making a drawing tool for it.
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ralf | June 19, 2019 | drawing tools, macros, Mike Schley, overland maps
The Symbols in Area command was introduced in CC3+ long after most of the basic styles were created, meaning it is not used in those styles’ drawing tools. But since it is very useful for creating terrain features like scattered woodlands, why not set up some new tools to make use of it? In this little article I’ll take you through doing exactly that. As an example I’ll create a scattered deciduous woods for the Mike Schley overland style.
1. Setting up the Symbols In Area command
- First, load an existing or start a new Mike Schley overland and choose the Symbols in Area command from the Draw menu.
- Click Browse and load the Vegetation catalog from /Symbols/Maps/Mike Schley/
- Set the settings as shown in the screenshot on the right, then Save the setting under \System\Fillers\MS_WoodsDecid.symfill
If you want to test and possibly adjust the settings, draw a smooth polygon on the map and use the command on it after clicking OK in the Symbols in Area dialog.
2. Creating a new Drawing Tool
Now we need to set up the new drawing tool for this setting.
3. Creating a Drawing Tool Preview.
You’ll notice that the tool doesn’t have a preview at this point. That’s because a macro-using drawing tool needs a little FCW file (CC3+ map for the preview. Let’s create this as a bonus step – it’s not really necessary but useful.
- Load the foilowing FCW file in CC3+ from your Programdata folder (which might be different from the path show here): C:\ProgramData\Profanatsy\CC3Plus\System\Drawtools\Overland Mike Schley\Terrain Default, Forest Decid.FCW and save it in the same folder under the name Terrain Default, Woods Decid.FCW. This is the same file name as the drawing tool we created, only with a different file extension.
- Erase all trees from the file, but leave the gray background.
- Use the Symbols in Area command with the settings we’ve previously created, then Save the map.
And that’s all there is to creating a scattered woods drawing tool. You can do the same with pine or jungle trees, or any type of symbol you want. Here is an example created with the new drawing tool:
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Remy Monsen | March 8, 2019 | battle map, CC3 Plus, dd3, macros, Tutorial
Many gamers use some kind of digital solution such as virtual table-top software to display maps on a projector or computer screen even when running a local game (as opposed to running a game over the internet, where such software is pretty much required). All of these software solutions have their advantages and disadvantages, but CC3+ itself may actually be a very good solution, depending on your needs. Now, just to start with the limitations, CC3+ don’t have any kind of remote viewing/projecting options, so this do require that you share the screen you are actually working on (This can be a secondary screen/projector that is set up to mirror yours, or it can be done through screen sharing software, which allow others to see your screen even over the internet).
So, why would you use CC3+ for this? What advantages does it have over other VTT software? Well, the main reason CC3+ is good for this is that this is where you made your map in the first place. This means that the map is fully interactive, and you have all your regular CC3+ tools available to you to manipulate the map during play. If you export the map from CC3+ to an image file for use in a VTT program, then everything becomes static. In CC3+ you can hide or show sheets and layers, you can move symbols and edit whatever you need to do.
Of course, CC3+ isn’t optimized for use during play, while a VTT program is made just for that purpose, so some things are probably a bit more complicated to do in CC3+, so it is up to you if the flexibility CC3+ offer with regards to what you can do with your map during game play is worth it. For this article, I’ll showcase a few features of CC3+ that helps you during play.
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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).
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