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[CC-L] Where to get just file for Symencrypt
Date: 11/24/98 6:44:18 AM Pacific Standard Time
From: Dragon
http://people.delphi.com/krgunn/index.html
It is under the October section. Follow the instructions and you will be okay.
Re: [CC-L] Tiled Printing Macro
Date: 11/24/98 8:36:12 AM Pacific Standard Time
From: Mark Fulford
Hendry, Philip wrote:
> Someone posted a macro for tiled printing- which now I need it I seem to have mislaid- please would they forgive this idiot and repost it!>
The macro below, TILEPRINT is for printing a map across several sheets of paper. We are including it as a text-only command with DD2, but I thought you Listers might like it.
The first variable, "overlap", defines the percentage overlap between sheets. Depending on your printer, you might want to fine tune this.
The standard paper size is 8" x 11". A4 is 210mm x 297mm. You can change the default by changing the lines that currently read GDIST paperx 8" and GDIST papery 11". Apart from ' and " for feet and inches, CC2 also understands cm, mm and m.
To add the macro to CC2, backup FCW32.MAC, then open it in Notepad and paste The following text at the begining of the file. To use the macro, type TILEPRINT.
MACRO TILEPRINT
GV overlap 0.02
GN tilepass 0
GP p1 ^DLower left corner of print area:
IFERR exit1_tilemap
BOX p1 ^DUpper right corner of print area:
GP p2 @0,0
UNDO
GETX px1 p1
GETY py1 p1
GETX px2 p2
GETY py2 p2
GV xrange px2-px1
GV yrange py2-py1
GDIST paperx 8"
GDIST papery 11"
GDIST paperx ^D Paper width [8"]:
GDIST papery ^D Paper height [11"]:
GL paperrot Set "Portrait" paper orientation
IFP papery-paperx j0_tilemap
GL paperrot Set "Landscape" paper orientation
:j0_tilemap
GV sheetsx 4
GV sheetsx ^D Number of sheets to use across map [4]:
GV sheetratio xrange/(paperx*sheetsx)
GV sheetsyc yrange/(sheetratio*papery)
GN sheetsy sheetsyc
IFZ sheetsy-sheetsyc j1_tilemap
GN sheetsy sheetsy+1
GN sheetstotal sheetsy*sheetsx
GL papercount CC2 will now cycle through the
APND papercount sheetstotal
APND papercount views that need
:j1_tilemap
GV viewxs xrange/sheetsx
GV viewys yrange/sheetsy
GV ycount 0
GV xcount 0
:j2_tilemap
GV vx1 (xcount*viewxs)+px1-(overlap*viewxs)
GV vy1 (ycount*viewys)+py1-(overlap*viewys)
GV xcount xcount+1.00000
GV vx2 (xcount*viewxs)+px1+(overlap*viewxs)
GV vy2 ((ycount+1)*viewys)+py1+(overlap*viewys)
ZWIN vx1,vy1 vx2,vy2
IFP tilepass j3_tilemap
MSGBOX Printer settings
papercount
printing, and show you the Print dialog box at each one.
Use the following settings in the Print dialog box:
Set "View to print" to "Active Window"
Set "Scaling" to "Fit to page"
paperrot
If you don't want to print, press the Esc key at every dialog box or right-click at the next Command prompt:
GP dummy ^DContinue? [left-click=Yes, right-click=No]:
IFERR exit1_tilemap
GN tilepass 1
GO j4_tilemap
:j3_tilemap
MSGBOX Printer settings
CC2 is about to print the next sheet.
Click OK in the Print dialog box.
:j4_tilemap
IFN xcount-sheetsx j2_tilemap
GV xcount 0.00000
GV ycount ycount+1.00000
IFN ycount-sheetsy j2_tilemap
:exit1_tilemap
ZEXT
ENDM
RE: [CC-L] Symbol sizes
Date: 11/24/98 1:10:11 PM Pacific Standard Time
From: Linda Kekumu
Here's how I size symbols - just prior to defining the symbol, insert a symbol from an appropriate catalog using a scale of 1. Check your symbol size with the symbol you've just inserted & then scale your symbol as appropriate.
To fix the symbols you have created - you will need to explode then, scale & then redefine them.
RE: [CC-L] CC2 & CM error message
Date: 11/28/98 11:33:07 PM Pacific Standard Time
From: Linda Kekumu
The problem: An error message when you try to run CM or CC2 from Core Rules 2.0.
Here's is what happens if you have both CC2 & CM. CC2 thinks that you want to run CC2 all the time & from within CR2 (because CC2 thinks it is a better program :)) This is fine, it is what most people want. Everything works fine until you run Campaign Mapper. Core Rules does not know about CC2 - so it changes some of the registry entries back to CM! & this is why you are getting the error message.
How to work around this & still use CM occasionally :) Start CR2 & if you get the error:
Run regedit & go to the
1)HKEY_CURRENT_USER/Software/EvolutionComputing/CampaignMapper folder & see what the AppPath is. It will be either C:\CC2 or C:\CM. If you want to use CC2 with Core Rules - change this to your CC2 path (e.g. c:\cc2) if you want to run CM with Core Rules change this to your CM path (e.g. c:\cm)
2) HKEY_CURRENT_USER/Software/EvolutionComputing/Campaign Mapper & see what the AppName is. If you want to use CC2 with Core Rules - change this to fcw32.exe, if you want to run CM with Core Rules change this to cm32.exe.
the AppPath & AppName must match each other:
C:\CC2 goes with fcw32.exe
C:\CM goes with cm32.exe
This will only happen if you have run Campaign Mapper after updating to patch3.
Re: [CC-L] Symbol definition layer
Date: 11/29/98 1:53:18 PM Pacific Standard Time
From: Jerry Mulholland
Yes Pete you can move anything you want to a new layer. On the inner left icon bar is a icon for changing layers, it looks similar to the layer icon on the right except for it is divided in half with a c on it. Select this icon then choose however you want by each or window or layer or whatever, once selected hit the right mouse button and the layer dialog box will open choose with the left button the new layer and all that was selected will be moved to that layer. Make sure that both origin layer and destination layer are unfrozen before you do this however.
P Yearsley wrote:
> Because I've been accidentally putting things on the "wrong" layer, I went through my current map, looking at the contents of each layer by hiding all the others. The swamps and the villages that I'd put onto the map didn't show on any of the individually displayed layers, although they were visible when all the layers were shown simultaneously. I found, by showing and hiding the layers, that they are in the Symbol Definition layer. So the swamps and villages can't actually be seen if Symbol Definition is the only shown layer. I'd like to move these things to more relevant layers, but am having difficulties. (Linked to this, two points: one, is there any way of determining which layer a particular object on the map has been drawn onto; and, two, is it possible to move things from one layer to another without first copying to the new layer, then deleting from the old?)>
RE: [CC-L] Symbol definition layer
Date: 11/29/98 4:48:49 PM Pacific Standard Time
From: Linda Kekumu
The Symbol definition layer must be visible in order to see the symbols.
If you want to determine which layer a particular symbol is already on, click on Info>List & then click on the symbol. List will give you all of the details pertaining to that item.
Re: [CC-L] Symbol definition layer
Date: 11/29/98 5:41:38 PM Pacific Standard Time
From: Ralf Schemmann
P Yearsley schrieb:
> Because I've been accidentally putting things on the "wrong" layer, I went through my current map, looking at the contents of each layer by hiding all the others. The swamps and the villages that I'd put onto the map didn't show on any of the individually displayed layers, although they were visible when all the layers were shown simultaneously. I found, by showing and hiding the layers, that they are in the Symbol Definition layer. So the swamps and villages can't actually be seen if Symbol Definition is the only shown layer.
I assume that your swamps and villages are made out of symbols. Symbols are only visible if both the layer they are on and the symbol definition layer are visible. That's because all symbol definitions are on the layer of that name. The other layers contain only the references to those definitions. So if you are checking whether everything is on its correct layer keep the symbol definition layer visible at all times. It only makes sense to hide that layer if you want to view your map without any symbols.
To see the layer a certain object is on, use INFO -> LIST on the object or use KEEP (then the current layer becomes the same as the object's).
To move an object to another layer use EDIT -> CHANGE -> LAYER on the object.
Re: [CC-L] Re: [cc-l-digest] V1 #124
Date: 11/30/98 2:49:50 AM Pacific Standard Time
From: Simon Rogers
To use breaking doors with geomorphs (not recommended), you need to:
1) Explode the geomorphs (they are symbols and you can't "break" symbols
2) Hide the two Background layers
3) Try breaking now. Note that this won't work of geomorph boundaries.
We recommend that non-breaking doors be used with geomorphs. You needn't use the color 31 doors unless you intend to change the width of the geomorph walls.
Leo Sutherland wrote:
> Problem is the breaking of walls be gaps or doors (or anything else I guess) don't work, at all. The below show what I mean: (I was trying out building a dungeon with the geomorphs):>
> case 1:
> Insert symbol 15' x 25' room, and attempt to put a door in at one end. Tried to do centre-justifeid gap first - gave error dialog:
> CC2 ChkData DAV has no pending DRQ p4
> press OK, get Warning CC2 cannot perform the command: 244.97447,634.42529
> press OK, get the same.
> case 2: I tried exploding first, then make a centre-justified gap in the wall. Ended up with room walls and paving stone outlines, but transparent background – no gap. Repeat - end up this time with just the walls of the room and no gap. Also appears to stop in the middle of a macro, since the colour 31 changes to black, which had me thinking I had a problem with symbols in catalogs being all black. I just need to change it back to grey.
> case 3:
> I tried doing the tutorial using 'special_3.fcw'. I got exactly the same results case 1 except 'p4' became 'edb', and the numbers (coordinates) became '4,WALLBREAKIFERROR'....both for centre-justified doors and gaps.
> case 4:
> normal end-justified door breaks worked for the tutorial.
> case 5:
> centre-justified door breaks same as case 1. but with different coordinates and 'p4' becomes 'p3'.
RE: [CC-L] Trimming map edges
Date: 11/30/98 5:16:13 AM Pacific Standard Time
From: William Wire
There is no "easy" and "right" way to do this. I usually just place a filled, white, solid box along the border of the map and place it in "front" of the symbols. You CAN explode your symbols and edit them by hand, etc to get them nicely trimmed at the border if you want, but I've never found it to be worth the effort.
Another thing you could do is place a "decorative" border around the map. Same principle as the white box I use, but it also adds something to the map.
> From: P Yearsley
> Sent: Saturday, November 28, 1998 6:50 AM
> Subject: [CC-L] Trimming map edges
> How can I trim symbols (such as blocks of trees, and individual trees) that lay across the edges of the map, so they don't print?>
Re: [CC-L] Quick Question
Date: 11/30/98 8:15:45 PM Pacific Standard Time
From: Richard Downey
Paul Pishnak wrote:
> Just a simple outline question.... How would I go about outlining an existing river with a thin black outline? Along the same lines... how would I outline the land mass touching an ocean in black? >
The land mass is easy. Copy it over to another layer, I usually call it outline, and then change color and fill style. Color I usually set as a gray and fill style will be hollow. This gives you a nice out
line.
To answer the river question I will need more info, are you drawing lines, or polys for your river? Lines would be kinda the same as the above, simple copy it over to another layer, change the fill style and color and you have an outline (this assumes you are using a wide line). Same would hold true for the polygon river situation, although it will take more work to do.
[CC-L] DD2 bug
Date: 12/1/98 6:11:49 AM Pacific Standard Time
From: Simon Rogers
A minor bug has come to my attention that is easily cured.
If you start a new map that is not based on a DD2 template, then insert a Geomorph symbol, CC2 crashes. This is easily solved. Just use Dungeon > Add Definitions or else insert a copy of Jigsaw Tiles from the end of the Geomorphs catalog first.
Re: [CC-L] DD2 desiderate
Date: 12/2/98 4:59:04 AM Pacific Standard Time
From: Simon Rogers
A little known way to draw oddly shaped stairs with DD2:
Select the Stair Case (For V wide line)
Select a Fill Style of Solid - turn Outlined on
Select Line width of 5' (or whatever the width of the stairs are)
Draw an arc or whatever.
You can then Outline these and change the line style of the outline by prior yo Solid.
Ralf Schemmann wrote:
> There is one thing I really miss in DD2: A command to draw stairs along arcs. I've been creating a map of a tower and it was quite complicated to draw a stair along the outer wall. Has anybody any experience with this?>
RE: [CC-L] DD2 desiderate
Date: 12/2/98 6:10:10 AM Pacific Standard Time
From: William Wire
I created symbols to go up the inner wall of various diameter towers. It's been a little while, so let me think. I believe the stairs are 10' wide, and the versions go up/down a 30' inner radius tower, 20' inner radius tower, and a 50' inner radius tower. Not sure though. I'd have to look and the symbols are at home.
It wasn't really very hard to do though. Draw two quarter circles. One the size of the inner wall of the tower, the other 10' radius smaller. Connect one to the other with a line using ENDPOINT. Do a circular copy on that line. 32 spokes looks pretty good. Choose the center for the copy using the CENTER modifier on either arc, start point = ENDPOINT the line. Instant stairs. If you want, you can draw a pair of arcs from the head of the stairs to the foot of the stairs for that standard D&D "down" stair. Trim the spokes to the arcs. A macro could probably do it all pretty well.
> From: Ralf Schemmann
> Sent: Wednesday, December 02, 1998 5:51 AM
> Subject: [CC-L] DD2 desiderate
> There is one thing I really miss in DD2: A command to draw stairs along arcs. I've been creating a map of a tower and it was quite complicated to draw a stair along the outer wall. Has anybody any experience with this? >
[CC-L] Stair macro
Date: 12/3/98 5:51:53 AM Pacific Standard Time
From: Ralf Schemmann
The macro asks first for the width of the stair in units, then the step depth. The step depth is in DEGREES, not in units, so you may have to experiment a little to find an acceptable value, but 2 or 3 usually works.
Then the macro asks for center, starting point and end point of the arc the stairs will be on.
The result is somewhat memory intensive, because there are quite a lot wide lines. But as long as the map is not full of such stairs, redraws should be ok.
The macro changes the current settings to Color 16, Fill Style Solid, Line Style Solid and Line Width (Stair Width) and leaves them there.
IMPORTANT: The macro uses Simon's (?) MBH macro (Make Black and Hollow) so that must be present in your macro file.
//the next macro draws a staircase along an arc
MACRO CSTAIR
RDOFF
COLOR 16
FSTYLE Solid
LSTYLE Solid
GV sw1 ^DStair width:
GV stw1 ^DStep depth:
LWIDTH sw1
IFERR edg
GP p1 ^DCenter:
IFERR edg
GP p2 ^DStarting point:
IFERR edg
ARCS p1 p2 ^D
UNDO
GP p3 @0,0
ARCS p1 p2 p3
ARCS p1 p2 p3
MBH
GDIST r1 p1 p2
GBRNG a1 p1 p2
GBRNG a2 p1 p3
GV b1 a1+0
GV b2 a2+0
GV b3 b2-1
GV stepi 1.0
IFP stw1-b3 edg
:step
COLOR 14
FSTYLE Solid
GV a3 b2-(stw1*stepi)+(stw1*1/3)
ARCR p1 r1 a1 a3
ESC
COLOR 16
GV a4 b2-(stw1*stepi)
ARCR p1 r1 a1 a4
ESC
ARCR p1 r1 a1 a4
ESC
MBH
GV stepi stepi+1.0
IFP (b2-(stw1*stepi))-b1 step
:edg
REDRAW
SELBYD
RDON
ENDM
[CC-L] Bugs in DD2
Date: 12/3/98 10:18:36 AM Pacific Standard Time
From: Simon Rogers
Bug number one
This bug is not caused by DD2, nor was it introduced by DD2 or by Patch 3. It has always been present in CC2. There is a stability bug in CC2 which affects certain systems. This stability bug affects the use of Geomorph Symbols in DD2. If you perform the series of commands that cause the bug lots of times, it will happen lots of times. It is the only stability bug that occurs regularly. It is not an operation that will
be frequently performed by most users. . We have fixed it in version 6.00 and we will see if we can retro-fit the fix to 5.21
This is caused on some systems by doing the following:
1) Starting a map based on a geomorph template
2) Inserting a Geomorph
3) Selecting Geomorph Fill Style
4) Changing the symbol name
Note that if you redefine the Geomorph fill style on the template before inserting a geomorph symbol, it is unlikely to happen.
The bug can also be activated by inserting a geomorph symbol into a non-geomorph template. This is easily cured by using Add Dungeon Definitions.
Finally, I would recommend that if you wish to change the appearance of Geomorph tiles, that you re-define the Geomorph fill style in the templates.
If you still cannot change the symbol name without causing a crash, then do The following:
1) Place a copy of the Jigsaw Tiles symbol in the map.
2) Explode it
3) Delete the Jigsaw Tiles symbol defintion
4) Place the symbol you want for your geomorphs on a snap point
5) Set the layer to Symbol Defintion
6) Explode the symbol
7) Define this symbol as Jigsaw Tiles with the snap point as the origin.
RE: [CC-L] another question...
Date: 12/3/98 3:27:04 PM Pacific Standard Time
From: Linda Kekumu
CC2 has 2 different interfaces - you need to go to Options>Preferences & change your settings.
Enable Left-Button Preselecting is handy if you "miss" the first time you try to select, it will automatically provide you with an each box.
Enable Selection Right-Button Menus provides a different menu for selecting - try it enabled or disabled to see which one you prefer.
> From: Bragi1
> Sent: Thursday, December 03, 1998 7:47 AM
> Subject: [CC-L] another question...
> I don't know what I did, but you know how when you want to select something there should be a little box that pops up with Each, Window, Layer, Tools, Line Style, Fill Style, etc.. well when I go to select something all I get is a little tiny box which I guess is for the Each selection.... How can I fix > it?
Re: [CC-L] Shared Layers
Date: 12/4/98 8:13:24 AM Pacific Standard Time
From: Simon Rogers
Wire, William wrote:
> I seem to remember hearing something about including REFERENCES to bitmaps or something. Is that in the current version? If so, make your key a bitmap which all your maps reference, but there is only one actual copy. Changed once, changed for all.>
PICT entities (Insert Picture) are references to bitmaps.
XREFs (references to other CC2 drawings) are in version 6. You could, for example, keep the same key in all your drawings, and change it by making a change to one file. These don't add extra layers to your drawings.
RE: [CC-L] DD2 question
Date: 12/4/98 10:53:39 PM Pacific Standard Time
From: Linda Kekumu
Make a back up of fcw32.mac & dungeon.mnu. You'll need to edit the fcw32.mac & dungeon.mnu files. The default is set for 5' doors. By changing this you will be changing the default, so when you want 5' doors you'll have to change this back.
In fcw32.mac look for the Macro db - scroll through it until you see a 1 & then another 1 right underneath it. Change both of the to .6 (for 60% or 3 feet) this is the symbol size. Now in Dungeon.mnu you'll have to scroll down to the Doors item. There are quite a few to change - default is 5' (10' for doubles) so just change then to 3' (6' for doubles).
> From: L. Lee Saunders
> Sent: Friday, December 04, 1998 5:32 PM
> Subject: [CC-L] DD2 question
> I've been playing with DD2 now and I love it Kudos to all that worked on it!>
> I have a question: When working with wall-breaking symbols all I can get are standard size symbols. I.e. all doors are 5' wide, etc.>
> I need to set then at 60% for 3' foot wide. I've tried the standard insert symbol, left-click, adjust symbol size. When I wall-break with a door, the door is once again 5' and the symbol size is reset to 100%. >
> Is there any way to get smaller Wall-break symbols? If not there use is greatly diminished for me. >
Re: [CC-L] Rivers
Date: 12/6/98 8:05:25 AM Pacific Standard Time
From: Steven Grogan
Here is a macro that I use. It creates rivers that slowly taper wider. It will ask for number of segments, then a factor for scaling, lower numbers produce larger river mouths. When prompted for last section, be sure this is connected to coastline. Here it is in text form. Also going to attach as a file, since some linefeeds get removed sometimes in emails.
MACRO GRIVER
FSTYLE
Solid
GV NUMSEGSCOUNT 0
GN NUMSEGS ^D Enter number of River Segments:
GN GROWTHRATE ^D Enter growth rate factor (higher #,smaller river mouth):
GV NUMSEGSO NUMSEGS
COLOR 3
GV NEWLIN NUMSEGSCOUNT/GROWTHRATE
GP P1 ^D
GP P2 ^D
GP P3 ^D
carcd P1 P2 P3
GP P1 P3
GOTO REDUCEIT
:LOOPSTART
GV NEWLIN NUMSEGSCOUNT/GROWTHRATE
LWIDTH NEWLIN
GP P2 ^D
P2
IFZ NUMSEGS EXITIT
IFP NUMSEGS REDUCEIT
:REDUCEIT
GV NUMSEGS NUMSEGS-1
GV NUMSEGSCOUNT NUMSEGSCOUNT+1
GOTO LOOPSTART
:EXITIT
GP P1 ^D Last Section(Coast Connector):
ON p1;
LWIDTH 0
ENDM
Re: [CC-L] Symbol fill question
Date: 12/6/98 10:27:00 AM Pacific Standard Time
From: Steven Grogan
Each Fill Style name(first selection box) can only have one fill Style symbol(second selection box) attached to it. You can make a new fill style name, then assign the fill style symbol that you want to it. I am guess you are probably just changing the symbol each time, but not the style name. This would reproduce what you are saying is happening. Hope this helps some.
L. Lee Saunders wrote:
> Has anyone looked at the elementalist examples that came with DD2? I love the roofline of the cottage. This has gotten me interested in symbol fills, but I seem to be having a problem:>
> Every time I change the current symbol fill, all the elements on the map that use a symbol fill change to the one I just selected?>
Re: [CC-L] Selecting Layers
Date: 12/6/98 7:48:06 PM Pacific Standard Time
From: Rich (Angus) & Kim Black
> I've just started using CC2 and was diligently going through the tutorial in the manual. I started a new map and tried to change my layer to coast/sea when I got a little message saying "Undefined Layer COAST/SEA."
If I'm not mistaken . . . Layers come with Templates. It could be that you have a different template loaded than the one the tutorial expects you to have. Try loading a different one and see what layers are available then.
[CC-L] seeing one layer
Date: 12/6/98 8:28:17 PM Pacific Standard Time
From: Barry Alexander
For whoever asked about a macro that would show one layer, plus the symbol definition: here is a macro I have to do just that. Since I often put things on the wrong layer, this allows me to quickly review each layer.
MACRO SEELAYER
LAYER
^D Layer to view:
HIDEA
SHOW SYMBOL DEFINITION
SHOW CMSYM
ENDM
Explanation of "CMSYM": I found that, if I wanted to use Campaign Mapper symbols along with CC2 symbols, a funny thing happened. If I created extra layers beyond the standard ones, the first of those created layers had to be visible in order to see the CM symbols. So, I moved whatever was on that layer to another new layer, renamed the layer "CMSYM", and treated it as though it were a SYMBOL DEFINITION layer of its own. So, if you didn't have that problem, or don't use CM symbols, eliminate the last line of the macro.
When you use this, it asks for a layer name. You can type one in or select with the box. That becomes the active layer (in other words, this does not restore the situation as it was before you used it).
Re: [CC-L] Layers
Date: 12/6/98 9:52:15 PM Pacific Standard Time
From: L. Lee Saunders
I see that you have both CC2 and DD2, good choice, but it can lead to some confusion on the part of a newcomer.
Layers are the different sheets that your drawing rests on. Tempates are like the binder that holds the sheets you are drawing on.
When DD2 is installed it sets the default to a DD2 template. IIRC. These templates are for drawing dungeons and are at unsuitable scales for land map drawing. What you want to do in load a template that has the built-in layers you want.
Select any template that has the dimensions that you want for your map then YOU MUST START A NEW MAP. Just selecting a different template is not enough, you must start a new map. This tells CC2 that you are going to start a new project with the details that are built into the template. It is only then that the template comes directly into play. From then on you are working with what the template had at the time you started the new map, even if you later change the template.
BTW all DD2 templates start with the letters DD2, so do not select one of these and you should be fine for the tutorials!
>When I switch between the CC2 menu and the DD2 menu the layers don't change. The DD2 layers remain. Is there something I'm doing wrong? Thanks for any help you can give me with this.
Re: [CC-L] Kudos and a question
Date: 12/7/98 2:26:37 AM Pacific Standard Time
From: Simon Rogers
MACRO HABSL
RDOFF
HIDEA
SHOW SYMBOL DEFINTION
SHOWA
RDON
ENDM
Michael Wood wrote:
> Anyway, I find when I click on hide all, freeze all I am bothered by the symbol definitions being hidden as well, so that the symbols in the catalog appear blank, but even worse any symbol fill I happen to be working on in the Construction layer appears empty as well. I know this is easily solved by going back in the Layer box and clicking unhide symbol definition, but has anyone come up with a macro or command that will Hide all save for the layer your working on and the symbol definition layer?>
[CC-L] Geomorph Symbol Manufacturer
Date: 12/7/98 2:29:02 AM Pacific Standard Time
From: Simon Rogers
If you won't to go into business as a pre-fab dungeon builder (as opposed to the later fab models)
1) Open and save a copy of the Geomorph Symbol catalog.
2) Purge all the symbols.
3) Select fill style solid and a lurid color (say 1)
4) Using a 5' or 10' grid, draw a shape using poly, or make a multipoly on the BACKGROUND (FLOOR 2) layer.
5) Copy this to layer BACKGROUND (FLOOR 1) then change the fill style to DEFAULT GEOMORPH FILL.
6) Draw a wall on the Walls layer - 6" thick in solid black.
7) When you've finished drawing geomorphs, change the color of the BACKGROUND FLOOR 2 layer to 31.
7) Set the layer to SYMBOL DEFINITION
8) Define the geomorph as a symbol, using an origin at the center left end.
Basically a geomorph consists of:
1) A solid color 31 area on the BACKGROUND (FLOOR 2) layer
2) An identical Geomorph Filled area on hte BACKGROUND (FLOOR 1) layer
3) A wall on the WALLS layer
4) The whole thing defined on the SYMBOL DEFINITION layer.
Re: [CC-L] Trimming polygons to entity...
Date: 12/7/98 9:49:00 PM Pacific Standard Time
From: Stuart Hunter
Try BREAKing the poly first.
Is the border that you are trimming to frozen (not sure if this is still a problem).
Are you sure they are not multipolys (use INFO > LIST to find out). You could try EXPLODEing the poly to see if that helps (but be SURE to save/backup your map first).
>Hi all, I've clipped a portion of my world map to create a more detailed national map. The original had ocean depths and land heights represented with filled polys. I'd like to use these again, but I need to clip them to the new map border. I figured I could just use 'clip to entity' with the map border, but after choosing the entity to clip to, I select one of the countour polys and the process just comes to a halt. Any thoughts on this? The contour polys are not multi-polys, and they are not grouped. I tried using a hollow-filled square and four seperate lines as the map border/clipping entity, but that didn't make any difference either.>
RE: [CC-L] Trimming polygons to entity...
Date: 12/7/98 9:50:03 PM Pacific Standard Time
From: Linda Kekumu
Ummmm........you can't trim a polygon. You can trim lines or paths.
To do what you are suggesting you will need the EDIT those polygons, you can insert & delete nodes until the shape more closely resembled the map border (or where you want to attach it), you can also use the Endpoint & On modifiers.
> From: Mike Schmitz
> Sent: Monday, December 07, 1998 6:13 PM
> Subject: [CC-L] Trimming polygons to entity...
> Hi all, I've clipped a portion of my world map to create a more detailed national map. The original had ocean depths and land heights represented with filled polys. I'd like to use these again, but I need to clip them to the new map border. I figured I could just use 'clip to entity' with the map border, but after choosing the entity to clip to, I select one of the countour polys and the process just comes to a halt. Any thoughts on this? The contour polys are not multi-polys, and they are not grouped. I tried using a hollow-filled square and four separate lines as the map border/clipping entity, but that didn't make any difference either.>
Re: [CC-L] Symbol fill question
Date: 12/8/98 4:27:46 AM Pacific Standard Time
From: Simon Rogers
Make 2 or 3, quit then restart. This takes a very short time and will prevent crashes. It will restart exactly where you left off.
Steven Grogan wrote:
> I am trying to do what you suggested, but that bug keeps popping its ugly head up. In order to make boxes with the fill styles I have made, I need to create new fill styles.After making 2 to 3, it crashes everytime. Is there a workaround to make symbolfillstyles that won't crash?
> Simon Rogers wrote:
> > Aargh, no. Your suggestion is the best one, but it would cause the bug to activate (the one that affected Geomorph Symbols). The best way to distribute symbol fills is to define them in a blank template with the same units, draw boxes with them in, then use Insert Part to place a copy of the drawing into the new drawing. Undo will remove the part, but not the definition. See the file Parts\Dungeons\KEEP\FIll Styles.fcw. You can insert this fill into any drawing. Incidentally, the purpose of this file is to allow you to use KEEP to select symbol fill styles quickly.> >
> > Steven Grogan wrote:
> > > I would guess the easiest would be distribute them in a catalog, maybe with an included text file stating the correct spacing. That way, they could be used in existing files, a matter of just pasting them in the map once, then the symbol def would be there. > > >
> > > L. Lee Saunders wrote:
> > > > Now my question is: "What is the best mode to distribute new symbol fills?"> > > >
> > > > If I just distribute a catalog with the fill symbols, they still need to be defined at fills in the users map and if I distribute the template then everyone needs to use said template to use the fills. Not much use for people that already have a work-in-progress.> > > >
Re: [CC-L] Geomorphs go black
Date: 12/8/98 4:09:07 PM Pacific Standard Time
From: Jerry Mulholland
Pat Dandrea wrote:
> ok this looks wierd. in DD2 mode. When i open a template from the file menu (happened with all the templates). the geomorphs catalogue turns black.
This happened to me Pat. Geomorphs use special templates they also use color 31 in their construction so make sure you select grey when using them. To use the proper template go into Template Dungeon and choose 1 or 3 geomorph templates. Hope that helps.
Re: [GREYTALK] [Core Rules] 3.0
Date: 12/10/98 1:15:42 PM Pacific Standard Time
From: Linda Kekumu
Below is a list of products & their associated patches, patch location & the name of the file you need :) Hope this helps.
CR2 - patch http://www.evermore88.com/html/patches.html
CM – patch http://www.profantasy.com
CC2/DD2 – patch http://www.profantasy.com
Re: [CC-L] RE: Tips & tricks
Date: 12/10/98 10:11:58 PM Pacific Standard Time
From: Jerry Mulholland
A really good tip is the XHTOG command or if your writing a macro the XHON & XHOFF command, I myself always like to have the crosshairs on, but by default they come turned off, I spent a week figuring that one out.
Re: [CC-L] RUNAPP, OPENDOC & NETWORKS
Date: 12/11/98 4:18:38 AM Pacific Standard Time
From: Simon Rogers
Jerry Mulholland wrote:
> I have a 2 PC LAN running a regional map on the gamemaster PC. I log in with the Players PC and load the same map off the GMs machine. Now the #\ works great for bitmaps so long as there in the same directory as the map, but ontop of the map I placed symbols representing a diary that would launch notepad, and it's correct diary log file. It works great on the GM machine, but RUNAPP and OPENDOC don't seem to want to work with the #\ even if I place the file in the same directory as the map. Is there anyway short of editing a second copy for the players and then changing all those file links of which there are many, many, many on their map to to the network drive on the GM machine.>
This is tricky. The # represents CC's current installation directory. The only way this can be done is if your players run your copy of CC2 from your PC (which could be a violation of the license agreement unless they too have a licensed copy). They will have to do this once then close the application. Next time, they launch CC2 from your PC again, it will have the # in the registry. You could also try using $ instead of # - this represents a path relative to the current directory (same directory as the drawing)
Re: [CC-L] Right click gone?
Date: 12/11/98 4:27:42 AM Pacific Standard Time
From: Simon Rogers
Select Options > Preferences and select full dialog.
Phil O'Neill wrote:
> I seem to be having a problem -- in the middle of a map (which was going BRILLIANTLY!!! ARRRGGH!), I attempted to change the colour of my contours. Clicked on the "change colour" button...and got a crosshair, instead of the little box. Right clicking isn't bringing up choices of what I want to change.>
Re: [CC-L] Right click gone?
Date: 12/11/98 5:30:48 AM Pacific Standard Time
From: Ralf Schemmann
Phil O'Neill schrieb:
> I seem to be having a problem -- in the middle of a map (which was going BRILLIANTLY!!! ARRRGGH!), I attempted to change the colour of my contours. Clicked on the "change colour" button...and got a crosshair, instead of the little box. Right clicking isn't bringing up choices of what I want to change.
Try OPTIONS -> SELECT BY -> Dialog or Pop-up. It's probably set to "Window".