Last Archive Back to Fantasy Cartography Next Archive
Re: [CC-L] Need multipoly help
Date: 12/11/98 11:52:19 PM Pacific Standard Time
From: Steven Grogan
The only time I ever use multipoly is when I can't get the shape I need any other way. If you are wanting to put a lake on a landmass, I would just make a new layer called lakes, draw my lake with a smoothed poly, and front Layer on the lake layer. Multipolys are good if you have to cut a hole in something, but for mapping, that rarely comes into play.
Try this example to get a better feel for what a multipoly is. Draw a Square with a hollow fill style. Then draw a circle inside of the square, also with a hollow fill style. Now, select multipoly and select both the square and the circle. Ok to do it.
Now this will look as if nothing has happened at first. Now, go to change fill style, select the edge of the square, then select a fill style of solid. If everything goes right, you should now see a solid square with a hole in it where the circle was.
Alex Gombach wrote:
> I have just started my first map and am still a little confused about the multipoly function. I created a large island and laid out the various color contour levels on the relief contour layer. I proceeded along happily laying contour level upon level, not ever using multipoly, as it seemed I did not need to. Now my map is almost finished, and I have decided to put a lake in the waters/rivers layer. Should I draw it in with a smooth poly and then hit multipoly? This doesn't seem to do anything, which leads me to wonder just how do I best utilize Multipoly. Can anyone give me a little guidance on when Multipoly should be used?>
RE: [CC-L] Viewing catalogue symbols
Date: 12/12/98 11:29:00 AM Pacific Standard Time
From: Linda Kekumu
There is not a way to directly view the full symbol name directly from the catalog. You can see a list of the full symbols names by choosing Insert>Symbols>View Symbols (if you get the pictures - click on the display symbol check box at the bottom).
You can also see each symbols name by placing a copy of the symbols, choose Info>List & then select the symbol. List will give you a lot of information about that symbol.
> From: Athynox
> Has anyone found a way to view the full name of catalogue symbols? I find that with many of these symbols (e.g., the tile symbols in DD2), it's impossible to distinguish one from another.>
RE: [CC-L] Cubic B-Spline GPFs
Date: 12/12/98 11:29:04 AM Pacific Standard Time
From: Linda Kekumu
I use Edit & change the entity to a poly & when I'm done I change it back. I also reset the origin point frequently (View>Origin). When using smoothed (cubic B, etc)polys it is wise to have the origin close to the work area, I believe this is based on how the program or Windows calculates the nodes. Splines are more difficult to keep track of because of all the additional information that is stored with each node.
> From: Paul Schirf
> I've been experiencing a high number of application errors when working with Cubic B-Spline smoothed Polygons. The problems seem to appear when I'm using Node Edit intensively. I'm grabbing each node one-at-a-time and moving the node to reshape the polygon. I don't seem to get the error when I turn off the smoothing during my edits. Anyone else have this problem?>
RE: [CC-L] HEX Grid
Date: 12/14/98 3:23:26 AM Pacific Standard Time
From: Linda Kekumu
Taking these figures for the 8 mile hex symbol fill an "x" reading of 12 & a "y" reading of 6.9272
Right click on the Grid icon to open the dialog box & choose new. Call this 8 mile hex. It will be a rectangular grid, enter 4 for the Snap divisions, 4.0000 for the x spacing & 6.9272 for the y spacing. Change the Grid center to 4.0000,6.9272
> From: Thomas
> I produced a hex grid via symbol fill style. That worked fine, but now I want the cursor to snap to the Grid. Since the Grid to snap to has to be some sort of rectangular grid, I just can't find the correct numbers to put in for the new Grid. To be concrete: I created an 8 miles HEX Grid Symbol Fill Style by changing the values of the existing 2 miles Hex Grid Fill style, multiplying them by 4. Now, how do I get the numbers to produce a grid the cursor can snap to, that fits on my 8 miles Hex Grid?
> Linda Kekumu wrote:
> > You'll need to define a new hex grid. Load the 250 x 200 map template & take a look at the grids that are defined for that map (right click on the Grid icon) then also take a look at the Fill Style Properties - look at the symbol fills tab & find the fills that correspond to the grids that you just looked at.> >
> > You'll see a certain relationship between them - now you'll need to make your own, using the above info as a guide & using your symbol fill to get the numbers from >>
> I tried to do so, there is a HEX Grid defined, 10 miles or so, but the values of the grid and the values of the Hex Grid Symbol Fill Style are different and I do not see the relations between those numbers. I hoped to find some formula or so to calculate for different Hex Grids.>
RE: [CC-L] CC2 illegal instruction
Date: 12/16/98 9:50:31 PM Pacific Standard Time
From: Linda Kekumu
I have found that when working with smooth paths or polygons if I change to origin point to close to where I am working these errors all disappear.
View>Origin - just click close to where you are working, it is ok to move this point as many times as you want
> From: Jeff Stehman
> The last few days I've been playing around with smooth polygons with many sides (100+ points). Every time I get a section exactly the way I want it, I save it, because I'm pretty much guaranteed to run into an "illegal instruction" box within five minutes. It seems to happen a lot more when I'm moving points than when I'm adding or deleting points, but it has happened on all three.>
> I ran into another problem with moving points on a smooth polygon tonight, and I'm not sure if was my driving or an error in the program. Occasionally I'd find a point that simply wouldn't move. It would go through the motions, but when I was done and hit redraw, it was back where it started. If I moved a neighboring point and then came back to the problematic one, it would work fine. Has anyone else seen this?>
RE: [CC-L] CC2 Questions
Date: 12/17/98 5:08:57 AM Pacific Standard Time
From: William Wire
I don't have Lonny's Greyhawk symbols, but if he used wide lines for his outline, you would see such behavior if the maps are at different scales. To check, explode one of the symbols, find its black outline, and info->list it. Check the line width. Most likely, it's not the case, but it could be. I accidentally used a wide line in a symbol I created once. Looked fine too. Until I scaled it. That was when I realized what I'd done, and had to scrap the symbol & redo it.
> From: Archimagus
> 1. I am using Lonny's Greyhawk Map Symbols. On my world map, the symbol black edges get very narrow. But if I place them in any other map, they are thicker. Does anyone know why this is ?>
RE: [CC-L] SymEncrypt.exe
Date: 12/20/98 6:16:09 PM Pacific Standard Time
From: Linda Kekumu
Apparently you need VBRUN60.EXE for SymEncrypt.exe.
It is available at: http://support.microsoft.com/support/kb/articles/q192/4/61.asp?FR=0
Re: [CC-L] construction lines
Date: 12/20/98 6:16:10 PM Pacific Standard Time
From: Steven Grogan
Here is another possible workaround. This is provided you always have your layout lines in the same layer. TEMPORARY
change these lines in file fcw32.mnu (make a backup of this file first)
#109,CC2MODEPT:[Endpoint]MYEPT;
#110,CC2MODON:[On]MYON;
and add this line above these two:
#108,CHANGEL:[Show Temporary]|showit;
then put these in your fcw32.mac file:
MACRO MYEPT
HIDE TEMPORARY
EPT
ENDM
MACRO MYON
HIDE TEMPORARY
ON
ENDM
MACRO SHOWIT
SHOW TEMPORARY
ENDM
This will do the following:
When you click on the modifiers ENDPOINT or ON, the TEMPORARY Layer will hide itself. After finishing your task, simply click on the layer icon that now appears above the ENDPOINT icon to make visible the TEMPORARY layer.
I know this isn't exactly what you wanted, but it is a somewhat speedier way to do it.. You may want to save the menu file under a different name, such as construct.mnu or something if you will only use this once in a while. Then when you need it, simply load the menu: Construct.mnu
Mike Schmitz wrote:
> >Ok - I see what you are getting at - what I usually do in this situation, is hide the frozen layer, make my joins & then show the frozen layer again - that way I make my joins on the current layer & can join them using endpoint without worrying about the construction lines.>
Re: [CC-L] Offset problem
Date: 12/20/98 6:19:37 PM Pacific Standard Time
From: Breeze
Chris Short wrote:
> I cannot get offsets to work at all !!!
> I follow the instructions but no copy appears.
> I am running latest CC2 with DD2>
What kind of entity are you trying to offset? I have had problems with multipolies and smoothed lines.
If it is a multipoly, try exploding it first, then try Offset String. This also works if the entity was pasted from the clipboard, especially when multiple entities were pasted.
For smoothed lines, try hitting the Edit toolbar icon and changing the entity to No Smoothing, create your offset, then Edit both entities back to the correct smoothing. (Linda's suggestion that worked great when I was getting frustrated trying to use Offset. Thanks, Linda! ). You might find that you can't select the entity for Edit. This is a pretty sure sign that you need to Explode the entity.
Notes on Explode: Never select All with Explode!
Exploding a multinode line breaks it down to attached 2 node lines.
It's always best to save your map just before trying these.
From: Linda Kekumu
Another little trick - you might need to View>Origin & reset the origin
close to where you are working.
RE: [CC-L] importing images
Date: 12/21/98 12:47:59 PM Pacific Standard Time
From: Linda Kekumu
Alternatively you can Insert>Insert Picture - select the Scale to fit just inside option for tracing bitmaps.
From: John A. Tomkins
>Create a layer that you can hide later. Make that layer current. Go to the fill dialog and select Bitmap Files. Select new, give it a name, and then use the browse button to find it. When you are done, create a filled rectangle and your BMP is there.>
Keep in mind that you cannot import GIF files.
From: Walter Willis
>>How do you import a gif or bmp file into cc2?>>
Re: [CC-L] Screen Redraws
Date: 12/21/98 3:53:03 PM Pacific Standard Time
From: Stuart Hunter
Use the typed command RDOFF . To re-enable automatic redraws, type RDON.
Stuart Hunter
>One other thing, how do I stop screen redraws again?>
Re: [CC-L] Closed-line entity conversions
Date: 12/22/98 3:29:19 AM Pacific Standard Time
From: Mark Fulford
Cook,Jason wrote:
> Just a quick question that I don't think I've seen an answer to yet: Can you convert closed-line entities into polygons with CC2, or do I have to redraw?>
You can convert a path (or smooth path) into a polygon (or smooth polygon), or vice versa, by using Edit then clicking the "Closed" check box.
RE: [CC-L] Entity Selection Dialog Box?
Date: 12/25/98 11:49:18 AM Pacific Standard Time
From: Linda Kekumu
When the new version of CC2 shipped it has the alternative menu selection set as the default. To access the menu selection as shown in the manual go to Options>Preferences & unselect the "Enable Selection Right Button Menus" option. Also the "Enable Left Button Preselecting" works a little differently than stated in the manual - if you try to choose an entity by each & miss the target - if you have Left Button Preselecting on CC2 will automatically present you with a selection box so you can try again. Both of these options can be turned on & off. I would try them both ways & see which one you prefer, but to do the tutorials you'll need the Right Button menus turned off so that everything looks like it does in then book.
> From: Paul M. Frazier, Ph.D.
> I just got my copy of CC2 (version 5.21), and I am working my way through the tutorials. I seem to have run into a problem, specifically, the documentation says that I should be seeing an "entity selection dialog box" when I click various editing buttons, such as the Erase button. This isn't happening.>
> I've sort of stumbled around with the erase thing, but I can't follow the tutorial as written. Have I got some part of the configuration wrong, or is the doco out of date, or what? I'd appreciate any help that would be forthcoming.>
Re: [CC-L] RE: Merry Christmas
Date: 12/26/98 5:18:43 PM Pacific Standard Time
From: Breeze
Radeark wrote:
>I was hoping you could tell me how to cut a piece out of an overview map and make another map out of it.>
Here is one method for doing this. This method has the advantage that both the scale and the origin are maintained throughout your maps.
STEP 1: Open the map that you want a part of. Open the layers dialog and 'Show All' and 'Thaw All'. 'Save As' your new map. Repeat 'Save As' for each sub-map you want.
STEP 2: Open the sub-map you want to work on (currently the same as your large map with everything thawed). Make the 'Map Border' the current layer. 'Freeze All' and 'Hide All' layers. Show and Thaw the following layers: Background, Hex/Square Grid. Show (don't Thaw) the layer or layers necessary to define the extents of your sub-map. Click the Scale icon. Select All. Do it. The Command line now asks for the Scale factor. Enter a decimal that is your best guess as to the portion of the map you want to cut out. Pick a point (preferably off the map) for Scale center. If necessary for your sub-map, rotate 90 degrees.
STEP 3: Now you have a background and border that is hopefully close to the size of your sub-map. Now you need to rescale it exactly. This is accomplished easiest by sight by dragging All (Map Border, Background, and Hex/Square Grid) over your sub-map and resizing All by sight. This is not always possible due to the fact that the chosen entities will hide everything else within the boundaries. In this case, I drag All over the new sub-map section (outline only during the drag) to get an idea of the scale factor, and either execute the drag off the map, or cancel the drag. ( The drag is actually used to determine the scale factor.) The first few times I did this, I rescaled 5 or 6 times. with a little practice I got down to 2 or 3 per sub-map. Once the Background, Map Border, and Hex/Square Grids are scaled correctly, center them over your Sub-map(dragging from a different position is easiest due to the outline only on the drag). Set Coast/Sea layer current and Freeze the Map Border, Background, and Hex/Square Grid layers (I keep the Hex/Square Grid layer hidden, too).
STEP 4: Now Break the coast, selecting within your sub-map, and breaking 'On' the Border. This makes the coast a line. Click the 'Edit' icon, click the coast line, place a check on Closed, click 'OK'. Click on the 'Insert Node' icon and place a node 'On' each corner necessary. If your map is wholly within the land and you want to maintain your Coast/Sea land mass, you will need to break and close twice, the second time after you have placed three corner nodes. Make the Water/Rivers layer current and Freeze the Coast/Sea layer.
STEP 5: You can do this step either a few layers at a time or all together, depending on the size of your map. Trim everything that extends beyond your map to the Map Border. Erase everything that is completely outside your map. If you are working by layers, make sure that the Symbol Definition layer is Shown and Thawed with any layers that contain symbols.
STEP 6: Your map should be all set. To verify this, you need to Show All and Zoom Extents. Your sub-map should fill the window. If it doesn't, then there is something not erased, whether visible or not. Thaw All. If visible, just Erase by Each. If not visible, Erase by window, keeping the window out of your sub-map. You will know when you've found something when the Number of Entities Selected isn't zero.
Re: [CC-L] Making a Coastline problem
Date: 12/27/98 9:53:52 AM Pacific Standard Time
From: Ralf Schemmann
I'll give you an alternative method of doing a black coast outline on a landmass.
1. Don't copy your landmass to the COAST/SEA layer, leave it on whatever layer it is on.
2. Hide all layers except that layer.
3. Choose from the menu: OPTIONS -> EXAMPLE MACROS -> OUTLINE
4. You must draw a selection windows now. Draw it across the edge of you landmass and ONLY across that.
5. You should now have a black outline on your landmass. If you want to move that outline to the COAST/SEA layer do the following:
6. Choose from the menu: EDIT -> CHANGE -> LAYER (or just hit the CHANGE LAYER icon).
7. Left Click the Black outline. Both that and your landmass should turn grey - both are selected.
8. Right Click and hit AND
9. Right Click and hit COLOR
10. Select BLACK on the color bar or type "0" - Now only the outline should be selected
11. Right Click and hit DO IT.
12. Right Click, select COAST/SEA layer and hit OK.
12. Show all layers.
RE: [CC-L] Making a Coastline problem
Date: 12/27/98 2:45:12 PM Pacific Standard Time
From: Linda Kekumu
It appears that there is a problem with the instructions in the manual. CC2 has undergone some very recent changes (some older ones as well!) One of the new changes is that when you click on the Layers icon you can now change the Hide or Freeze status by clicking in the little boxes as opposed to just clicking the selection boxes at the bottom - this appears to have affected the Copy to Layer command because I can not now choose Copy to Layer & make a copy on the same layer, I need to select a different layer.
So the instructions on page 40 should read something like this:
1. Select COAST/SEA Icon (this makes COAST/SEA the current layer)
2. Select Copy > Copy to Layer
3. Select Prior> OK-Do It (Prior if the landmass was the last thing you were working on! Otherwise choose by Each or Window & select the landmass)
4. Press RMB and select Map Border from the dialog box>OK
5. Select Change Color Icon
6. Select Prior, OK-Do It
7. Press RMB and select OK & click on the color black
8. Select Change Fill Style Icon
9. Select Prior, OK-Do It
10. Press RMB and select Brush Patterns Tab then Hollow
The manual was also written prior to the Outline macro - which I use almost exclusively for outlining everything. However the above also works & provides some useful information about copying to layers & the use of Prior.
RE: [CC-L] polyline and export
Date: 12/27/98 3:00:48 PM Pacific Standard Time
From: Linda Kekumu
One command I use all the time is Info>List. This is really useful for getting information about an entity.
For example - you want to select the black outline, but keep getting the outline & the landmass when you try to select it.
You can change it's line width by selecting Change Line Width>Each>click on the landmass edge>Right click>AND>Color>click on the color black>Ok do it> now enter the line width you desire. Immediately click on the Change Fill Style>Prior>Ok do it>select solid
You can also choose Info>List & click on the landmass - you will get an information box that tells you everything about the landmass & the outline. Each entity in CC2 has a tag number associated with it & this tag number is shown by List. Once you have the outlines tag number you can change it's Line Width by selecting Change Line Width>Tag#>enter the tag number & the rest as above. CC2 has multiple ways of doing the same thing - just keep experimenting & asking questions :)
CC2 also comes with a number of pre-defined templates. You can access them by choosing File>Open & then click the arrow button & choose Campaign Cartographer FCT template. Now change to the Templates folder & you'll see lots of templates there. Pick one that is close to the size you want & then modify it to suit your particular needs.
> From: Alan
> thx for the info on the outline on a polygon. One question, can i change the thickness of the outline created. CC2 will not perform the macro on the polygon twice and i cannot get the line selected without getting the polygon also. any suggestions?>
> Can I change the template of a map once i have created it. I would like to expand to a larger template now.>
RE: [CC-L] bitmap fills
Date: 12/27/98 3:18:44 PM Pacific Standard Time
From: Linda Kekumu
You need to define new Fill Style Names for each different bitmap fill -this should correct the problem.
> From: Alan
> I would like to use a number of bitmaps as tiled fills in several polygons on one map. The first fill goes alright but when I try to fill another object one of two things happens first - the fill of both objects changes to the newly selected fill bitmap - is there a way i can use two (or more) different bitmaps as fills on different objects?>
> second - CC2 crashes. This usually happens if I try to change the fill pattern when two objects are filled.>
> I am using the fill on a polygon with several sides and an irregular shape, and the bitmaps are fairly small (around 5K).>
RE: [CC-L] Special2 symbol fill bug
Date: 12/27/98 4:38:25 PM Pacific Standard Time
From: Linda Kekumu
Also, you'll notice that some of the Symbol names end with "fill" – these are intended to be used with the Default Geomorph Symbol & need the Geomorph template (these are special fills). You are trying to use a regular symbol - Paving - with a Geomorph fill - Paving S Fill - it will not work.
You'll need to either use a Geomorph template & define the Default Geomorph Symbol with the Paving S Fill or use the map you have & just use the paving Symbol with it's associated fill - Paving.
Also, on new maps you need to Dungeon>Add Definitions to your map first, to make sure the new definitions are available.
> From: P Yearsley
> I had an "Illegal operation" crash when working through the DD2 Paved Floors section in the Special Effects chapter.
> 1 Open CC2 with Special2.FCW already on screen.
> 2 Select Fill Styles.
> 3 Select Symbol Fills. (The default values are: Horizontal Hexagon, Sample width 0.25, X spacing 30, Y spacing 17.31934, X scale 2, Y scale 2, XY rotation 0. The "sample" appears as a single line angled part way across the panel.)
> 4 Highlight "Paving S Fill" and press RTN.
> Crash.
RE: [CC-L] File Conversion Problem
Date: 12/27/98 5:52:54 PM Pacific Standard Time
From: Linda Kekumu
You need to Thaw & Show all layers that you want copied to the clipboard, then go to Edit>Clipboard>Options & set the horizontal & vertical pixels to a suitable resolution based on your map. For example if your map is 1000 by 1000 then set x to 1000 & y to 1000
Now - Choose Edit>Clipboard>Copy>All>Ok do it>& Right Click to accept the default of 0,0 - this last step is really important as it finishes the command!
Now open your paint program & paste - you should have a full color image of your map. Bitmaps created using Save As are 8-bit bitmaps, while bitmaps exported via the Clipboard are 24-bit bitmaps.
> Hi, I'm trying to copy my CC2 map and paste it into another Windows application as a BMP, but I'm not having any luck. It's like nothing gets put onto my Clipboard, because the Paste option is always greyed out.>
> I'm also saving my map as a BMP, and then loading it into another application - Windows Imaging and Paint - but these load the file as BW only. There's little to no color in the converted image.>
RE: [CC-L] polyline and export
Date: 12/28/98 12:09:23 AM Pacific Standard Time
From: Linda Kekumu
Yes it's still there, but only available with the "old" menu selection not the Right Mouse Enabled selection box. To use it go to Options>Preferences>unselect Enable Selection Right-button Menu then when your done you can re-enable the right button menu if you prefer.
> At 13:00 27/12/98 -1000, Linda wrote:
> >You can also choose Info>List & click on the landmass - you will get an information box that tells you everything about the landmass & the outline. Each entity in CC2 has a tag number associated with it & this tag number is shown by List. Once you have the outlines tag number you can change it's Line Width by selecting Change Line Width>Tag#>enter the tag number & the rest as above. CC2 has multiple ways of doing the same thing - just keep experimenting & asking questions.> >
> From: Anat & Avi Hecht
> I was wondering about this for some time - It seems I have "misplaced" my choose by TAG# option along the upgrade run (currently CC2 + DD2 i.e. patch3 installed). Is there an option to turn it on again??>
RE: [CC-L] Bitmap problems
Date: 12/28/98 2:45:45 PM Pacific Standard Time
From: Linda Kekumu
There are 2 ways to do what you want. First Edit>Clipboard>Options & set the pixels to the approximate dimensions of your map - like 1000 x 1000 or 1500 x 1500
Zoom in to the area you want copied & chose Edit>Clipboard>Copy & copy by window - select the area you want copied. Past into your paint program & crop off any portions you don't want. If part of the zoomed view contains polys or multipolies that extend past the viewed area they will also be copied & you'll need to crop them off.
The alternative method would be to Edit>Clipboard>Options & set the pixels to double the map size (if the map is 1000 x 800 make the pixels 2000 x 1600) & then Edit>Clipboard>Copy> all. Paste into your paint program & crop to the area you want.
> From: S Charles Sprock
> how can you save your current view to a bitmap file? I'm trying to zoom in on a particular section of a very large map and save that view as a bitmap... everytime I try to do this, I end up with a bitmap image of the entire map... not just the small, blown-up section that I'm trying for. >
RE: [CC-L] Adding symbols to existing catalog
Date: 12/28/98 3:03:26 PM Pacific Standard Time
From: Linda Kekumu
To combine symbol libraries:
Let's say you want to add several symbols from the Geometry catalog to the Vegetation catalog. First - make a back up copy of your catalogs.
File Open> Vegetation.fsc
Choose the Geometry catalog by clicking on the catalog bar (near the top, left - beside the double line icon) Insert the symbols from the Geometry catalog that you want to be in the Vegetation catalog, when you are done inserting the symbols you want Choose File>Save AS>Vegetation.fsc (you might have to move to this directory) CC2 will ask if you want to overwrite & answer yes - IF you've made a back up - go ahead ;-)
That's it, now when you choose the Vegetation catalog it will have the Geometry symbols that you picked added on to the bottom of the catalog.
Incidentally, you could make a whole new catalog with all the symbols you usually use - call My Symbols or Favorites or whatever. Open Blank.fsc, choose the All filled symbols catalog, insert the symbols you want in your new catalog & choose File>Save AS> My symbols.fsc & you now have a new catalog.
Re: [CC-L] Bitmap problems
Date: 12/30/98 12:31:16 AM Pacific Standard Time
From: L. Lee Saunders
S Charles Sprock wrote,
> I've got another stupid question for you--when I try to do the Edit>Clipboard>Copy option, I get a small square cursor. What am I supposed to do then? Clicking doesn't appear to do anything. You're probably laughing at my ignorance at this point I'm sure, but I'm totally lost on the whole copy-to-clipboard thing. Could you give me some simple, exact directions on how to accomplish this?
It all depends on what you want to copy, if you want to copy your entire map, do the following:
*The small square is the 'selection' cursor.
*If you look in the lower left corner you will see that is says 'Select entities (0 picked):'
*Right click on your map.
*A menu will appear.
*Select 'All'.
*Right click again.
*Select 'Do it'.
*Now it will give you a cross-hair cursor.
*The lower left corner now reads 'Clipboard origin (0,0):'.
*Just hit enter to accept the default of (0,0).
You have now copied your entire map to the clipboard. If you want to copy just a section you must do the following instead of choosing all. Click at the upper left hand corner (NOT ON ANY ENTITY) and again at the lower right hand corner (you should be drawing a box, if not try again) of what you want to copy. the follow the rest of the steps above.
RE: [CC-L] spot height symbol wonders
Date: 1/3/99 1:01:01 AM Pacific Standard Time
From: Linda Kekumu
You can do this. Before you define a symbol, choose Insert>Define Attribute - but there's lost of information about how to do it in the Help file - just look under tag
> From: L. Lee Saunders
> I've never had the need for spot height symbols so I never selected and placed one. I just did it by accident and after placement, IT ASKED ME WHAT HEIGHT IT SHOULD READ! WOW! I never thought symbols could ask for information!>
> What I want to know it how I can get my own symbols to request information and then print it below (or beside) the symbol. I think this would be great for city symbols and the city names, or any other symbol like . maybe .. ships and there names or .. building and there function (ie. farmhouse, bakery, etc.).>
[CC-L] Re: spot height symbol wonders
Date: 1/3/99 2:08:05 AM Pacific Standard Time
From: Dave Carpenter
Lee Suanders wrote
> What I want to know it how I can get my own symbols to request information and then print it below (or beside) the symbol. I think this would be great for city symbols and the city names, or any other symbol
I have created a modified version of Structures.fsc with attributes for name for most of the symbols, and additional information for most of them. I have set these up so that the name is displayed, but additional information is hidden.
I would have to modify these to use standard Windows fonts, but I would be happy to post these (encrypted, as they are PF copyright) when this is done, or put them on line.
RE: [CC-L] Trouble with Zoom Extent ver 5.21
Date: 1/5/99 12:10:13 PM Pacific Standard Time
From: Linda Kekumu
This is not a bug - it is a user created error - it occurs when you are using splines & incorrectly trim (usually trim to intersect) them. I have noticed that this happens a lot when first learning the program, then almost never & yes, it happened to me *grin*. My best advise for trimming splines - choose Edit>click on the spline & change it to No Smoothing – make your trim, then Edit it again & change it back to Cubic Spline. Splines are quite different than paths - there are a lot more points in splines for CC2 to look after - try a Dynamic Edit on one & see!
When you are trimming, please turn off SNAP - with snap enabled TRIM trims to the closest snap value. Also, reset your Origin point close to the trim point when using splines or on very large maps. Resetting the origin just changes the location of the 0,0 point on your map from whatever it's current location is (usually the lower, left corner) to a point close to where you are trimming. You can reset the Origin as many times as you like - when you are all finished with the map - reset it to the lower, left corner using the Endpoint modifier.
If you right click on Attach - you will see the various attach options -make sure the correct one is selected :)
Breeze wrote:
> The best I can suggest is to erase it and redraw it. I posted this to the list because this is not normal behavior for line entities, and I thought Pro-Fantasy might like to know what was happening. It is probably some obscure bug that, unless it can be recreated, will be with the program until a completely new version is written.>
Re: CC2/DD2 reinstall
Date: 1/7/99 2:51:53 AM Pacific Standard Time
Archimagus wrote:
> Having just gotten DD2, I decided to re-install everything and get a clean install. Are these files important or needed ?
> 1. 640x480.mnu-- what is this file and do I need it
> 2. 800x600.mnu-- what is this file and do I need it
> 3. background.fcw-- what is this file and do I need it
> 4. catalog.mac--what is this file and do I need it
> 5. Fcw32 patch 1 backup.mac--what is this file and do I need it
> 6. Fcw32 patch 1 backup.mnu--what is this file and do I need it
> 7. Fcw32 patch 2 backup.mac--what is this file and do I need it
> 8. Fcw32 patch 2 backup.mnu--what is this file and do I need it>
You can get rid of the above, they are redundant.
RE: [CC-L] Trimming map borders?
Date: 1/7/99 5:47:08 AM Pacific Standard Time
From: Ken Snellings
I believe most of us just use a thick solid map border and we front it so that it covers any entities that creep into the area
> From: Sweeney
> I've created a map with contours as smooth polygons. Some of these go over the border of the map. Is there a fast way to trim / reshape all of these contours to end at the map's edge? I've tried to get the trim command to work, but just can't seem to get it right. Any hints? >
Re: [CC-L] Trimming map borders?
Date: 1/7/99 5:52:59 AM Pacific Standard Time
From: Guy P Runkle
Don't know if this is the best way, but this is how I do it:
1. Make sure you have the smooth polygon on it's own layer.
2. Explode the polygon. (Breaks your smooth polygon up into hundreds of little arcs).
3. Zoom in on the border of polygon with map border.
4. Split one segment which intersects with the border (use the --|--button) at intersection of segment and border.
5. Split the other segment which intersects with the border.
6. Erase all segments of the polygon which are outside the map border.
7. Hide all layers except the layer with the polygon.
8. Draw a line from endpoint to endpoint.
9. Multipoly all. (re-constructs your smooth polygon).
You can avoid all this by careful prior planning: Instead of drawing a smooth polygon, draw a smooth path with a line connecting the endpoints (which are on the map border). Then multipoly that.
Re: [CC-L] Trimming map borders?
Date: 1/7/99 9:07:34 AM Pacific Standard Time
From: Simon Rogers
Thaw the map border layer and explode it before using Trim to Entity on the entities that cross the border.
This will only work on non-enclosed entities. To make an enclosed entity non-enclosed, simply EDIT it then uncheck the "closed" box. Alternatively use Split on the intersection between the map border and the crossing section, then delete the section you have split off.
RE: [CC-L] Trimming map borders?
Date: 1/7/99 12:40:40 PM Pacific Standard Time
From: Linda Kekumu
Zoom in to where the poly & the map border meet & Edit>Origin & click there. Click on Change Fill Style> change it to Hollow & then Edit> choose the same poly & change it to "No Smoothing" (unless it already is!) Set Attach mode to "ON" with the sub-option of "nearest point on" & then click on Dynamic Edit>select the poly & then click on the map border. This will attach one piece of the poly (contour) to the map's border. Now depending on how many nodes you have, start deleting nodes until you get close to where the top part of the contour crosses the map border & then attach that node to the border as well. It is safe to delete all of the nodes between the point where the poly first attaches to the map border & the second point where it attaches.
Now Change Fill Style back to Solid. Repeat for all contours. If you started with smooth polys, you have a couple of choices - you can leave them as they are now if it does not affect to map too much.
If you really desire smooth polys for the contours - before you change the fill style back to solid - right click on Attach mode & change the sub-option to "Nearest Endpoint" & add a new node at the point where each poly crosses the map border (there should only be 2 for each poly) this basically adds a node on top of a node but is necessary if you want smooth polys for the contours.
In the future - try using the modifiers while you are drawing the contours, you can change Attach mode's sub-options at any time & you can turn it off & on at any time. For one-time effects use the Endpoint modifiers. I used to use smooth polys all the time, but have switched to regular polys - they are easier to work with, easier to modify & they redraw a LOT faster.
RE: [CC-L] Symbol Catalog
Date: 1/7/99 10:49:21 PM Pacific Standard Time
From: Linda Kekumu
You will not need to remap everything - you can substitute one symbols for another by using Rename Symbol.
You would need to first insert the new symbol into the map, the choose Insert>Symbol>rename symbol & pick the circle then rename it to the new symbol. This will change all circles to the new symbol & maintain their location. What you'd then need to do is Edit each one to add your information.
> From: Michel Vaillancourt
> I am now going to have to go back over all my existing worlds one at a time and re-map them with the new symbols instead of normal circles. Why is it that experience is what you get right after you could have used it most?>
Re: [CC-L] Trimming map borders?
Date: 1/8/99 4:12:15 AM Pacific Standard Time
From: Breeze
Even easier than this is to use the Break command ( Edit > Trims > Break) using the on modifier on the border. Then click the EDIT icon and choose the line that is left from your break and place a check mark on Closed. You're done.
[CC-L] Printing (again)
Date: 1/13/99 12:36:41 AM Pacific Standard Time
From: Linda Kekumu
Let's suppose you are using the standard 1000x800 template (remove the small wording box at the top of the template) with the default unit of 1 unit= 1inch which to us means 1 mile. This template makes a map 1000 (units) miles by 800 (units) miles. Click Zoom Extends to center the map. OK - now click print & set the paper distance to 10 (presumably you are using 8 1/2x11" paper) & the drawing distance to 1000 & print. Now if you measure the scale bar predrawn on the template you will see that it is scaled accurately. There are numerous ways to represent the 10 inches on the paper to the 1000 miles that the map represents - you could have entered 1 for the paper distance & 100 for the drawing distance - but it is easier to see the relationship using the paper distance of 10 & the map distance of 1000.
Now if you use the 2000x1600 template & the same 81/2 x 11' paper, you'll want to enter 10 as the paper distance, but 2000 as the drawing distance to make it print on 1 page
Macro Tileprint (attached)
The macro attached, TILEPRINT is for printing a map across several sheets of paper.
The first variable, "overlap", defines the percentage overlap between sheets. Currently it is 2% but, 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 editing the lines that currently read GDIST paperx 8" and GDIST papery 11". As well as ' 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 then paste the following text at the begining of the file. The macro will be available the next time you start CC2. To use the macro, type TILEPRINT.
> From: Rowan Dunch
> Now I have encountered another problem though. I want to print my maps to a particular scale (1 unit to 20mm - which would spread it over 6 or 8 sheets of paper for use with miniatures) and I can't figure out how to achieve that. Every time I used anything except scale to fit to page, I can't some bizarre result that I just can't explain.>
Re: [CC-L] problem with smooth polys filling themselves
Date: 1/13/99 7:43:11 AM Pacific Standard Time
From: Simon Rogers
You are better off using Insert Picture than defining a bitmap fill style.
Guy P Runkle wrote:
> I was confused by that, too. (It also makes for REALLY slow redraws). You have the fill style set to bitmap fill. Change it to hollow (or solid, or half-tone or symbol fill or whatever else you really want to fill the island outline with) and all will be well! This really got me when I had line width set to 0 and the map was filling my lines with bitmaps that looked very much like my working background.>
> Hein writes:
> I'm working on tracing a map I scanned into CC2. Now, I can use the smooth line to trace coastlines, but when I attempt to trace islands using the smooth poly, it fills in the completed poly with the map i imported, compacted to fit the enclosed poly I just drew. What setting do I need to change to get it just to leave the smooth poly empty? >>
Re: [CC-L]Floor Tile Fills
Date: 1/13/99 7:43:44 AM Pacific Standard Time
From: Simon Rogers
Stuart Hunter wrote:
> Can anyone shed any light on a problem I am having with fill styles? I want to get solid filled areas of colour in symbol-based fill patterns. I am using solid filled lines with non-zero thickness to do this - I know this means they will not scale up, but that doesn't matter for what I am doing.
This is not possible; symbol fills can only include width zero entities. The way to get Solid fill is to make a copy of the symbol filled area, change its fill style to solid then send it behind the Symbol Filled entity.
Re: [CC-L] Dungeon Maps are Large
Date: 1/14/99 3:07:23 AM Pacific Standard Time
From: Simon Rogers
Jason Winter wrote:
> Could you elaborate on this process a bit more please. I'm fairly new to using both CC2 and DD2 (Even though I've had CC2 for quite a while, I just started using it lately) I can't seem to find anywhere the commands you are talking about. I know how to purge symbols, but X System Defs I don't see anywhere. Are you using "X" to represent a variable? Are you talking about going in and manually deleting 1 at a time all the symbol fills I'm not using?>
If you select Delete Symbols on a Dungeon map and scroll to the end of the list you will see a symbol called "X System Defs". The X means that it ends up at the end of the list (perhaps we should have called it Z System Defs) You don't need to delete any symbol fill styles. Simply use Delete Symbol to delete this symbol then use Purge Symbols.
If you wanted an even smaller dungeon map, you could delete unused symbol fill styles then purge sym.
> >Dungeon maps are large because they include a large number of symbols needed for door and window commands to work (these are those symbols inserted when you do Add Definitions. If you want to reduce the size of your DD2 maps. > >
> >1) Delete Symbol, X System Symbols.
> >2) Purge Symbols.
> >The map size should decrease tremendously. If you or another user needs to edit the map in DD2, simple Add Definitions again. Why does this work? Well, Purge Symbols doesn't remove symbols that are included in a Symbol Fill style. X System Defs is a fill style that uses the symbol X System Symbols. X System Symbols contains symbol references of all the doors and windows Deleting the symbol definition and the fill style removes that protection.> >