The Seventeenth "Best of CC2 Mail List" Archive

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Re: [cc2-l] How about them forests...

Date: 4/26/00 10:10:12 AM Pacific Daylight Time

From: Ian R Malcomson

>One thing that I have yet to master is producing attractive looking forests. Does anyone have any quick tips on making interesting, attractive forest regions?

The easiest method is to start at the top-right of a forest, and place forest symbols from right to left, working in rows. Try and avoid making the rows "neat" - that tends to produce forest regions with subliminal squares within them formed by the edges of the symbols - overlap them, place them higgledy-piggledy. Place single-tree symbols where "overhangs" occur, and don't be afraid to obscure parts of these with "tree rows" further down the forest.

From: Simon Rogers

There's a nice undocumented command that helps here, SYMSORT. If you place a bunch of tree symbols, or mountains, you can order them sensibly (or even add in new symbols) using symsort. Type SYMSORT, press ENTER then select the forest or mountains you would like to re-order.

Re: [cc2-l] Tracing Scanned Maps.

Date: 4/26/00 5:04:26 PM Pacific Daylight Time

From: Ian R Malcomson

>There is no hard & fast rule on this because it is partly dependant on your video card. When we ran into problems during the Atlas days, I had people set the maps resolution to be the same as their screen resolution. So, if your screen resolution is 16 or 24 bit High Color then change the bitmap's resolution to be 24 bit color. If the screen resolution is 256 then change the bitmap. Depending on the size of the bitmap, 256 might work better. If it still does not show up, check the size of the bitmap. Some video cards will not handle really large bitmaps.

Just to add to Linda's comments, since you'll be tracing the maps, you might find simply using greyscale or 1-bit scans useful, even if the original map is colour. Obviously, if the map depends on colour for legibility, then use colour. But greyscale maps are generally smaller in file size (thus require less time to load, and don't put so much of a strain on your video card), and don't tend to run into the screen resolution/colour depth problem.

As far as pixel resolution goes, for most maps 120dpi works very well. If the original contains a lot of fine detail that needs to be traced, then a greater resolution would be needed - but I suggest no more than 200dpi. For something to trace over, you don't need photo-quality!

Summary: If colour is relevant, use 256, 16- or 24-bit, as Linda suggests, depending on your screen resolution parameters. For colour maps where colour is not relevant (at least from a tracing POV), use greyscale. For black and white maps where the originals are very sharp and clear, use 1-bit. For b&w maps where that is not the case, use greyscale. Use 120dpi resolution as a default, and up it to 200dpi if fine detail is a must.

Re: [cc2-l] 'Greying-Out'

Date: 4/28/00 8:39:03 AM Pacific Daylight Time

From: Ian R Malcomson

> I would like to know how the author of the Waterdeep maps acheived that 'greying-out' effect to highlight a particular Ward. I've tried going through the map using CC2's Info, but can't seem to track down the particular layer/colour. Is it a translucent colour?

We simply changed the colours of the outline, roof shading, and background polygons of the buildings outside the indicated ward a few shades lighter than the "standard". Nothing cleverer than that! It's a nice effect, but not one that took anything weird to achieve

RE: [cc2-l] Caverns...

Date: 4/28/00 2:42:18 PM Pacific Daylight Time

From: Linda Kekumu

I generally always use paths until the map is finished & then I change a few selected items into splines. There are a couple of reasons for this:

Paths are easier to work with - you can trim to them easier & change their shape easier. Splines remember every node you have drawn in them - even if you split a spline & delete half of it - the invisible nodes remain in memory. This increases the size of your map. Lots of splines will slow down your redraw.

If you use splines, try to do it in 1 single, continuous entity. 300 nodes is ok :)

 

> From: Halfling

> When drawing caverns is it better to have one Smooth Path with 300+ nodes, or several, smaller Smooth Paths, connected with the ENDPOINT modifier? (I had noted when "clipping" the walls for some sinkholes, all the nodes are still listed in the INFO box.)>

Re: [cc2-l] Re: How about them forests...

Date: 5/2/00 12:26:26 PM Pacific Daylight Time

From: Ralf Schemmann

If you're drawing a forest, outline its southern and western edge with "whole" tree symbols first. Group all of them together. Now place the rest of the tree symbols. Don't bother whether any of these overlap the grouped tree line. When you're finished front the grouped trees. They should form a accurate forest border now. If you want, you can ungroup them now.

[cc2-l] STRETCH - Did you know?

Date: 5/4/00 10:39:23 PM Pacific Daylight Time

From: Linda Kekumu

You can use STRETCH to move points in a Multipoly without having to explode the Multipoly first. STRETCH will move several nodes all at the same time (like a coastline node & it's outline).

RE: [cc2-l] Re: Ridge macro

Date: 5/4/00 10:48:30 PM Pacific Daylight Time

From: Linda Kekumu

Try using it with paths, line width should be zero. The distance between ridges is the distance in units - I usually use 2 but on a larger map, maybe 5 would be OK. The Length of the ridge is how long do you want that line. I usually use 2 (sometimes just 1). The ratio - I just use 100 because I like the lines to all be the same length, but I would think anything over 75 would give good results.

> From: Brian A. Jones

> I cut and paste both of the ridge macros that linda gave us, and I run them to see how they work. Here's what happens...>

> First of all, I'm using a 1000 by 800 mile template map. I'm not sure if this matters or not. I type in ridge5, and it asks for distance between ridges. Taking a guess, I say 20. Length of Ridges: 20 again. Ratio of Largest/smallest: I'm not sure what it's asking me for here, but I go with the example someone mentioned earlier, and say 1/5. Select entity. Oops, forgot to make an entity. So I make a slightly curvy spline that looks sort of like a ridge line, and repeat all of the above, choosing the spline. Choose side: guessing, I click to one side of the spline. It then starts to draw, but suddenly stops.>

RE: [cc2-l] Re: Ridge macro

Date: 5/5/00 1:14:14 AM Pacific Daylight Time

From: Linda Kekumu

Cut & paste this into a plain text editor & make sure that it is formatted correctly - some e-mail program strip parts of the message out. You need both of these macros.

Try using the setting of 2, 1 & 1.

MACRO TLEN

GDIST leng % 0 p % 1 p

GV leng leng*100

ENDM

MACRO RIDGE5

GDIST rd ^DDistance between ridges:

GDIST rl ^DLength of ridges:

GV ratio ^DRatio of largest/smallest:

GE p ^DSelect entity:

GP pside ^D Select side:

tlen

GV per 100*rd/leng

GV tper per/2

GV cper tper

:1ridge5

IFP tper-100 eridge5

GP ip % tper p

GBRNG b ip PRP ip pside

GV b b+0

GV cper tper

IFN (cper-50) 2ridge5

GV cper 100-cper

:2ridge5

GV cl (rl*cper/100)*ratio+rl

LINE ip <b,cl

GV tper tper+per

GO 1ridge5

:eridge5

ENDM

RE: [cc2-l] Symbols Catalogue Viewer

Date: 5/5/00 2:38:59 AM Pacific Daylight Time

From: Linda Kekumu

You could make a copy of XPSYMCAT.dll & name it XPSYMCAT2.dll & then click on the Tool icon & show the second catalog. This would allow you access to 2 different symbols catalogs at the same time.

RE: [cc2-l] Converting Maps for the Web

Date: 5/6/00 8:48:49 AM Pacific Daylight Time

From: Halfling

> From: Dorzil

> Why does a map saved as a bitmap come out nicely, but when I save it as a jpeg file, it comes out blurry? Any suggestions would be greatly welcomed. I'm using CC2 v.6.037.>

This is because the default JPG save is at 75% compression- or, you're effectively losing every fourth pixel in order to make a smaller file size.

You can change that at FILE -> CONVERSION -> JPEG/PNG Options.

RE: [cc2-l] A Few Questions and a Favor

Date: 5/7/00 5:12:17 AM Pacific Daylight Time

From: Linda Kekumu

1) To change the Hex label number size - Make the hex layer your current layer & Hide All. Insert >> UnGroup >> All. Change Text >> All - now pick the size (or color or font) you want.

2) I am not aware of a way to have the numbers run vertically.

3) Symbol >> Clone Symbol - now give it a new name. You can delete the old one or keep both. This is the easiest way currently change the name. Lots more symbol utilities will be included with the character add on.

4) On some systems (it depends on your video card's memory, your screen resolution & the size of the bitmap) you need to change the resolution of the bitmap to match your screen resolution or decrease the size of the bitmap. If the bitmap is 256 colors & your screen is 16 or 24 bit color, increase the resolution of the bitmap (you might want to resample it to a smaller size as well) Then use Insert Picture >> Scale to fit just inside. It should show up.

> From: SirBolero

> Question 1) Is there a way to change the hex label number "size" ONCE for all hex numbers in a map? Or must you manually fix each entry? (I believe this may have come up before on the list but cannot find my notes regarding it).>

> Question 2) Is there a way to change the position of the hex number within the hex? (i.e. have the hex number run vertical along the far left side of the hex rather than horizontal along the top).>

> Question 3) How do I change the name of a symbol in a symbol catalog? (i.e. the one that sits below the symbol when you pull up the catalog) (Note: Rename doesn't SEEM to do what I want if I am not mistaken).>

> Question 4) How do I get a bitmap to insert properly when I "insert picture" and pick "scale to just fit inside"? (I have tried to insert bitmaps doing this and nothing appears. Only when I use one of the other 3 options can I insert, and then with poor results).>

RE: [cc2-l] Hex Grids and Cursor Snap

Date: 5/8/00 6:56:11 AM Pacific Daylight Time

From: Simon Rogers

> My question is this.... is there a way that I can now easily create a hex grid that will allow me to snap to the center of the each hex AND the point and midpoint of each face?

The grid options available for the hex grid are Set Hex Grid and Snap to Border. If both these options are checked when you make your hex grid, the snap grid will snap to the midpoint of each hex segment and the center of each hex. See Hex Grid in the Help index for more details.

If you set Attach mode to Nearest End or Midpoint with the above grid settings and turn CsrSnap off, you can do pretty much what I think you are asking.

[cc2-l] Macro editing tips

Date: 5/8/00 10:55:30 AM Pacific Daylight Time

From: Simon Rogers

1. Make a copy of fcw32.mac (say, custom.mac)

2. Start CC2 in your test drawing.

3. Stick a couple of action boxes on your drawing using Info > Make Hotspot

RUNAPP NOTEPAD custom.mac;

will open the custom macros for editing with NOTEPAD. Use whatever text editor your prefer. It's likely to be better than the standard text editing box in CC2.

The other

LOADMACM custom.mac;

will load the macros after you've finished editing them.

4. When you add a new macro put it at the beginning of the file to save time.

Re: [cc2-l] Questions

Date: 5/8/00 11:07:43 AM Pacific Daylight Time

From: Ian R Malcomson

>When I try to CMB the final two portions together, to great a closed polygon, it adds new lines that close them in another manner. How do you get these two commands to work?

After selecting the paths to be CMB'd, use the "F" and "S" keys to

switch between the endpoints to be connected until the connection form

you're after turns up.

Sometimes, particularly when CMB'ing paths of greater than width 0, you get glitches where paths join. This only happens at the point where two paths share a common node (e.g., a second path was drawn using the End Point modifier on the first path). It can easily be remedied after completing the CMB command by using the Delete Node function close to the glitch-causing join. I think the glitch is caused because CC2 is attempting to reconcile a path that has two points on top of each other, thus removing one of the points allows CC2 to derive a simpler reconciliation. This glitch can also manifest itself in CMB'd paths of width 0 when you then attempt to use EDIT to close the resulting path into a polygon - CC2 occasionally attempts to reconcile the closure from one end of the path to the point at which the two original paths joined. Again, using the Delete Node function to remove one of the nodes at the join will make the resulting path behave normally when later closed into a polygon.

Re: [cc2-l] Questions

Date: 5/8/00 6:27:49 PM Pacific Daylight Time

From: Jonas Eckerman

> does several different lines (but connected) at once. When I try to CMB the final two portions together, to great a closed polygon, it adds new lines that close them in another manner. How do you get these two commands to work?

When using CMB press S and F and see what happens to the new lines created before completiong the command. Those two keypresses changes wich endpoints are used in the two paths, and therefore changes where any new lines will be drawn if needed.

RE: [cc2-l] Copying a section of a map

Date: 5/8/00 7:53:16 PM Pacific Daylight Time

From: Linda Kekumu

How to make a smaller map from a larger map:

1) Draw a box around the area you want to appear on the smaller map, use an unusual color like bright green. Save this map under a different file name.

2) Measure the dimensions of the box using info/distance - this indicates the approximate the size of the template you will need.

3) Use Edit > Clipboard > Copy or CTRL-C to select all objects that are within the green box area - you will also get any objects that are within the box but also extend beyond the box.

4) Choose a point near the middle of the green box for the center of your new map.

5) Load the smaller template as the template.

6) Start a new map based on that template.

7) Paste from clipboard or CTRL-V to place the copy, click near the center of the new map.

8) Bring the green box to the front if necessary.

9) Change the fill style of everything to Hollow. Change the Splines & Smooth Polys to Paths & Polys (CTS > All > Do It).

9) Break &/or Trim all the entities to the box edge.

RE: [cc2-l] How to Map a City?

Date: 5/9/00 2:31:48 AM Pacific Daylight Time

From: Simon Rogers

To create a background:

1. Select Solid fill style.

2. Add a layer called BACKGROUND (if there isn't already one)

3. Select BOX, select the ENDPOINT modifier, select the bottom left corner of the map. Select the ENDPOINT modifier, select the top left corner of the map.

4. Select BACK right click PRIOR right click DO IT.

5. At any time in the future, change the background color by selecting CHANGE COLOR right click LAYER BACKGROUND, DO IT, right click select a color.

RE: [cc2-l] Symbols and Scaling

Date: 5/9/00 3:14:45 AM Pacific Daylight Time

From: Simon Rogers

> it is not sufficient to simply place a scaled symbol in a drawing and save that as a catalog, because CC2 saves the original symbol definition and the scale separately. If you save as a catalog, the scale information is lost.>

> To get symbols of the scale you want you have to:

> 1. Place the symbols at your desired sale in the drawing.

> 2. EXPLODE all the symbols, so that they aren't symbols anymore.

> 3. PURGE all symbol definitions from the map (Symbols -> Purge Symbol).

> 4. DEFINE each symbol as a new symbol (Symbols -> Define Symbol) The order in which you do this defines the order your symbols appear in the catalog.

> 5. Save as a symbol catalog.>

You have a new catalog with your custom-sized symbols!>

I have three comments to add to this:

1. When you insert the symbols as Ralf suggests, use a grid and snap value that is large in proportion to the size of the symbols. This makes it easy to select the origin of the symbols when you are defining them. I suggest you name them slightly differently to the originals. If you have named the new symbols the same as the old symbols, then when you insert a new symbol, it will still use the old definition. This is why you need to give them new names.

2. Character Artist will allow you to edit multiple symbols (so you could scale them all in one go)

3. Why do you need to scale the catalog? Once you've got the scale right, CC2 remembers it for the current session.

Another tip:

If you want a particular symbol scale for a particular map, you can add a hotspot to your drawing that will set the symbol scale for you. Add the following macro to your macro file:

MACRO SYMSCALE

SYMBOL

Square Fill

SC

SC

0

0,0;

UNDO

ENDM

Select Info > Make Hotspot. Type

GV sc 1.5

SYMSCALE

(This assumes you want a scale of 1.5)

RE: [cc2-l] Hex Grids and Cursor Snap

From: Simon Rogers

Sent: Monday, 8 May 2000 11:49

> > My question is this.... is there a way that I can now easily create a hex grid that will allow me to snap to the center of the each hex AND the point and midpoint of each face?>

> The grid options available for the hex grid are Set Hex Grid and Snap to Border. If both these options are checked when you make your hex grid, the snap grid will snap to the midpoint of each hex segment and the center of each hex. See Hex Grid in the Help index for more details.>

> If you set Attach mode to Nearest End or Midpoint with the above grid settings and turn CsrSnap off, you can do pretty much what I think you are asking.>

Re: [cc2-l] Polygons

Date: 5/9/00 2:32:08 PM Pacific Daylight Time

From: Ralf Schemmann

That’s what the Smooth Poly command is for (the Button right below the polygon button). ;-) Actually polygons (as well as paths) have an attribute that says whether they should be smooth or not. You can change this property with the EDIT command.

Combine doesn't seem to work on smoothed paths, so EDIT them and turn smoothing off. Then COMBINE them, close them and turn smoothing back on

Archimagus schrieb:

> Is there any way to create a polygon with splines or smooth paths? I have some forests, that I drew with smooth paths (ie splines). I would like to create polygons (i.e. fill them in), but want to avoid using multipolys. Is there anyway to do this?

RE: [cc2-l] Polygons

Date: 5/9/00 3:39:37 PM Pacific Daylight Time

From: Linda Kekumu

Change to the Coast layer & hide everything - Assuming you have 1 set of paths!! If you have a coastline & an outline - delete one of them -

now do CTS (curved to straight). This will convert all of the splines into paths. Explode >> All. OK - now all of the paths are lines. Do LTP – this should convert all of the lines into one long path. Edit & close to make a poly.

If LTP did not make 1 complete path, you'll need to use CMB to join the paths together.

Once you have a poly, use Edit & change the poly to a smoothed poly - but be warned - smooth polys redraw a LOT slower than regular polys.

The opposite of CTS is STC.

> Halfling writes:

> EDIT your Spline. One of the options there is to "Close" the Spline; after that, set your Line Width to 0. Instant Filled Non-Multipoly! >

> From: Archimagus

> There is more than one spline that makes up the entity. I have not figured how to combine them into one entity so that they can be EDITed as one and closed.>

Re: [cc2-l] Splines

Date: 5/9/00 3:50:16 PM Pacific Daylight Time

From: Ian R Malcomson

>A follow up question. Is there anyway to combine splines (ie smooth paths) together. Like the CMB command? I am redrawing my coastline and would like to make them single long entities.

Hit (or type!) the EDIT button (or command). Select the spline. From the "Smoothing" drop list, select "No Smoothing". Repeat for the other spline to be joined. Use the CMB command to join the two paths (which are not splines any more) together. Finally, use the EDIT command again, this time on the resultant, single path to switch Smoothing back on.

Re: [cc2-l] Symbols and Scaling

Date: 5/11/00 10:42:07 AM Pacific Daylight Time

From: Ralf Schemmann

Detailed step by step for creating differently scaled symbols.

Commands in Brackets [] are the appropriate menu commands, arrows represent sub-menus.

1. Open "blank.fsc" in CC2.

2. Check your symbol definitions [Symbols -> List Symbols]. There should be none.

2a. If not, purge all symbols [Symbols -> Purge Symbol].

3. Load symbol catalog "mountains.fsc".

3. Insert symbol "Mountain1" in your drawing. Do not scale it.

4. Load symbol catalog "vegetation.fsc".

5. Select (left-click) symbol "Deciduous Tree".

6. Right click. Insert X- and Y-scales of 0.5. Click "More".

7. Place the tree next to the mountain (do not let them overlap).

8. Zoom Extents [View -> Zoom Extents], so you can see both symbols well.

9. Explode both symbols [Edit -> Transform -> Explode]. Be sure to select both symbols, then right click and select Do It.

10. Purge all symbols [Symbols -> Purge symbol].

11. Check your symbol definitions [Symbols -> List Symbols]. There should be none.

11a. If not, delete symbols individually (Symbols -> Delete Symbol].

11b. If you're missing the tree and/or the mountain now, you haven't exploded them correctly. Repeat from step 3.

12. Define your new mountain symbol [Symbols -> Define Symbol].

12a. Give it a unique name. I name it "Mountain_large".

12b. Pick an origin in the lower middle of the prospective symbol. I'm not using Simons method here, because I don't care about an exact origin.

12c. Select all parts of the former mountain symbol.

12d. Right-Click.

13. Define your new tree symbol [Symbols -> Define Symbol].

13a to 13d. see 12a to 12c. (name: Tree_small)

14. Save as a symbol catalog (test.fsc) [File -> Save As].

15. Open a blank drawing.

16. Select symbol catalog "test.fsc".

17. Place the two symbols next to each other in the drawing. They

should have a different relative size now (they have in my test).

Re: [cc2-l] Polygons and Splines Oh My!

Date: 5/14/00 4:40:12 AM Pacific Daylight Time

From: Ian R Malcomson

 

>1. When you are attaching paths using CMB, what causes mysterious sections (i assume parts that were deleted off before) to show up?

CMB attempts to resolve the join between the two paths in question, and sometimes this resolution doesn't pick up the connection you want. Pressing the "F" and "S" keys mid CMB flight will swap the path ends used to connect, eliminating the mysterious sections.

The mysterious sections can be useful from time to time. For example, if you have two paths that are not actually touching, but you want to connect them with a straight path between their ends, you don't need to draw that connection in. The CMB command will draw it in for you.

>2. When converting splines into nonsmooth paths, then attaching them (i.e. into one long coastline), then using REDN on them (to reduce the nodes), then converting them back into splines. Why does the size of the map increase. Shouldnt decrease.

You've got a longer spline to be defined in there.

>3. Which redraw faster. Multipolies on smooth polygons.

Depends what is in the multipoly. If you make a multipoly out of splines, then the smooth poly option would be faster. If the multipoly consisted of one spline, and a whole bunch of lines, then it may be that the multipoly option would be faster - depending on the size of the spline, etc.

Re: [cc2-l] Polygon Madness

Date: 5/15/00 1:06:43 PM Pacific Daylight Time

From: Ian R Malcomson

>1. How do I draw 2 concentric circles? I've played with the donut command, and actually, I think this might work, but I'd like to draw the circles to see the exact ratio I want...

Draw the first circle. Then draw the second (if you right-click instead of clicking the left mouse button to choose the center point for the second circle, CC2 will automatically pick the center point used for the first). Then, use the Multipoly command to "join" the two circles into the doughnut.

>2. How do I draw an equilateral triangle? I'm at a complete loss for this >one...

Draw the base as a line. Then, choose "Rotated Copy" from the Copy menu, select the base line, and type in "60" at the command line for the degree of rotation. Choose the left-hand endpoint of the base line as the center for the rotation.

Just to make sure the lines meet properly, use the "Trim to Intersection" command at the intersection of the two lines.

At the command line, type LTP. Select one of the lines in the proto- triangle - the command should automatically select both. Press Enter to complete the command. The triangle now consists of a single path, but will only have two sides. Use the EDIT command/button, and select the path. In the dialogue box that appears, check the "Closed" option, and press OK. CC2 will close the third side of the triangle, leaving you with an equilateral triangular polygon.

>3. How do I draw a parallelogram? One of my symbols is on a diamond shape, And I can't quite get it to look right.

The easiest way would be to draw the diamond so that it "points" down, so you can use the grid snaps to get the points around the shape plotted. However, you can do this:

Draw the base line. If the parallelogram is to have equal sides, then copy the base line using the rotated copy command (see above). If not, just draw in the line you wish for that side. Copy the base line to the other end of the angled side, giving you the third side of the shape. You can now use the Trim to Intersection, LTP, and EDIT commands to complete the polygon, as for the triangle above.

RE: [cc2-l] Text A Macro(again)

Date: 5/15/00 3:46:45 PM Pacific Daylight Time

From: Linda Kekumu

TEXTA a is a finicky macro. You do need to count the spaces, but you do not need to add a space between every letter. Check your Font alignment & set it to Bottom Center. I usually draw a spline above the river (in a different color) & then count my letters & then do TEXTA. However, with version 6 you can just type:

ATTC at the keyboard for a marvelous text utility that makes doing text on a curve much easier.

> From: Anna M. Dobritt

> I found the directions on how to use the TextA Macro, but I still have a couple of questions.>

> 1)After I choose the spline that I drew that follows the curve I want, and start typing in each letter, the letters appear below the spline instead of ontop. Since this is along a river, the letters appear on the opposite side of where I want it. Is this normal? >

> 2)Should a space be placed between each letter and two spaces between two words and do you count the spaces?>

[cc2-l] Re: Text A Macro(again)

Date: 5/15/00 5:39:06 PM Pacific Daylight Time

From: Michael C.

Here is the amended version of what I have noticed with regard to text placement (above vs. below

line) and orientation (normal-right side-up vs. reversed-upside-down). What apparently matters is where you begin relative to the start and end point of the entity. If you select the entity closer to the left end of the entity, the text will be normal and right side-up; whereas, if you select the entity nearer to the right end of the entity, the text will be reversed and upside down:

LINE EXPERIMENT:

A. Open Blank/New File. Draw a single line segment from left-to-right or right-to-left.

B. Run 'TEXTA' macro and select the line by clicking near the left end of the line... then enter "7" for number of letters and type "A B C D E F G" (which should all appear in appropriate sequence left-to-right, normal, and on top of the line.

C. Run "TEXTA' macro and select the same line segment by clicking near the right end of the line... then enter "7" for the number of letters and type "A B C D E F G" (which should all appear in the appropriate sequence right-to-left, upsidedown, and reversed).

Although the TEXTA macro does not work as well on straight paths and polygons as it views entity as multiple line segments and only writes the text on the specific line segment within the straight path or polygon that was selected, TEXT works fine along and around smooth lines (arcs), smooth paths, smooth polys, and circles. When working with these smooth entities, you will discover the same issue exists with smooth paths regarding inversions/reversals of letters and a similar issue exists with regard to orientation of letters within a circle/smooth polygon (e.g., whether the text appear normal, outside of the entity, and upside-right OR around the outside of said entity or reversed, inside the entity, and upside down). In the later case, the orientation of text has to do with whether you select the entity nearer to the start point or near to the end point.

It has been a little while since I messed around with the TextA macro, which is a great macro; however, if memory serves, here is the deal...

I believe the direction and orientation of the text on the line, curve, or what have you depends on the start and end point of the lines. If you want an simple demonstration of what I mean, you can run a simple experiment:

TWO LINES: Open a new template. Draw two straight lines.

Draw the first line left-to-right and the second line

right-to-left. Use the TextA Macro to write the words

"Test TextA" on the line and see what happens.

I also recommend you play around with squares, polys, smooth polys, eetc., with various start and end points (left-right & up-down start and end points) to see how the TEXTA macro works with each one... and with a little practice and experience you should get the hang of things.

dorzil... wrote:

> I found the directions on how to use the TextA Macro, but I still have a couple of questions.1)After I choose the spline that I drew that follows the curve I want, and start typing in each letter, the letters appear below the spline instead of ontop. Since this is along a river, the letters appear on the opposite side of where I want it. Is this normal? 2)Should a space be placed between each letter and two spaces between two words and do you count the spaces?

[cc2-l] Parallelogram

Date: 5/16/00 3:55:20 AM Pacific Daylight Time

From: Simon Rogers

1. Draw a box.

2. Depress the Ortho button

3. Select Edit > Stretch. Select the box.

4. Select a window including the top or bottom two points of the box.

5. Stretch until the shape is as you want it.

Re: [cc2-l] Polygon Madness

Date: 5/16/00 6:37:11 AM Pacific Daylight Time

From: L. Lee Saunders

>This is a great tutorial, but as I followed along, I found a problem.

>

>When I get to the LTP, after selecting one line, I find 2 problems: 1) Only one of the lines is selected, and 2) My mouse cursor will not show up on the CC2 map work area, but will show up everywhere else ("Continue [cancel]" is in the status bar).

Unlike draw commands that have a definite end and most editing commands that use the standard selection routine with the "Do It" ending the command, LTP is special.

First of all it only selects a single line segment. Then it walks through the database and finds all the connecting lines in the line chain. Now, of course you could have many different lines meeting at a certain point. How does LTP know which one to pick? It takes the one that is foremost in the database. (I.E. the front one.)

Now since this might not be the series of lines that you wanted to follow and that there is no visual feedback (I.E. a line chain and a path LOOK identical on the screen) Mark and Simon decided that LTP should highlight the selected line chain and allow the user to continue with the operation or cancel at this point.

The command line shows the CC2 standard of, "Left click to accept do what is says on the command line or right click to accept the command on the command line that is in the brackets."

So, if at the point where the line chain is highlighted and the command line says "Continue [cancel]", then if you left click you turn your line chain into a path. If you right click you have cancelled the LTP command and can "Bring to Front" the correct line segment so that LTP will go in the direction you wish.

Re: [cc2-l] Question about CM...

Date: 5/17/00 2:11:55 AM Pacific Daylight Time

From: Ian R Malcomson

>My question is - How do you go about mapping out a Cavern/Dungeon in CM?

First, get rid of the standard grid:

* Click on the "L:<whatever>" panel in the bar just below the menu

* Click on the left-hand check box next to the "Hex/Square Grid" layer so that it contains a tick, then press the "Freeze All" button. Hit OK.

* Erase -> Window -> draw a box that crosses the edge of the grid -> OK Apply Edit

* Go back to the "L:" panel (which should read "L:Hex/Square Grid" at the moment), hit the Thaw All button, and change the current layer to "Walls".

Next, draw the outside shape of the cavern network as a single polygon. You might want to use a multipoly if the cavern network contains "holes", but don't draw in interconnecting walls such as those barring entrances to individual caves. You might want to use a line width of 1' or 6" (or some other value), and a solid fill style.

Once the walls are drawn:

* Copy -> Same Entities As Before -> OK Apply Edit -> press Enter (this will use the default "Copy From" coordinate of 0,0 - see the blue command text at the bottom of your CM window) -> Type 0,0 and press enter (effectively, you've just made a copy of the walls on the Walls layer, underneath the walls proper)

* Change -> Layer -> Same Entities As Before -> OK Apply Edit -> either right-click to get the layer list up and select "Hex/Square Grid", or type "Hex/Square Grid" at the command line -> Press OK or Enter respectively

* Repeat the Copy -> Same Entities.... process

* Repeat the Change -> Layer... process, but this time select the Background layer

* Make the "Hex/Square Grid" layer the current working one (the "L:" thing again), and press "Hide All"

* Change the line width of all the entities on the Hex/Square Grid layer to 0, and the fill style of those same entities to the Symbol Fill representing the grid you wish to use (you'll find both square and hexagonal grid styles of various sizes). Change the colour of those same entities to that you wish to use for your grid.

* Make the "Background" layer current, and "Hide All".

* Change the line width of the background to 0, and the fill style to Solid. Change the colour to that which you want to use for the dungeon floor (44 or 250 work well, but choose any colour you wish).

* Go to the "L:" panel, and press "Show All"

You should now have the basic outline of your dungeon, complete with a solid-filled "floor" and a grid that matches that outline. You can now fill in the rest of the details!

RE: [cc2-l] Creating Labels

Date: 5/31/00 3:35:28 AM Pacific Daylight Time

From: Simon Rogers

From: Tony

> Procedure for outlining text:

>

> Use this procedure after you have decided on all the other aspects of the text you want to create an outline for such as size, angle, stretch and font. Set these aspects ahead of time using your text properties Icon. >

Interesting. I was not aware that pen thickness could affect the text outline width. A useful tip. However, I would recommend a slight change to this procedure.

1. Add all the text to your map in the usual way on its own layer (non-outlined.) Let's assume you use color 0 for this text.

2. Add a Text Outline layer.

3. Choose a unique color (255, or 15 if you are not using white elsewhere)

4. Copy to Layer all text to the Text Outline layer.

5. Change Color by Prior to the unique color (255 or 15).

6. Change Text Properties by Prior and change the setting to Outline Only.

7. Change Pen Width Prior (Edit > Change...) to 0.8 mm or whatever.

8. Change Layer Prior to Text Outline.

8. FRONT TYPE TEXT AND COLOR 0. (This brings the black text on top of the outline)

You only have to do this once for the entire drawing.

> Creating the Outline

> Step 1: Click on the Pen Thickness Indicator on the Status Bar (It's probably displaying something like P:0.000mm)

> Step 2: Enter a value between .8 and 1.2mm and click "Okay."

> Step 3: Click on the Color Indicator on the Status Bar.

> Step 4. Select color 225 (light gray) and click "Okay."

> Step 5: From Draw Icons Bar on the left, Click the Text icon (the one with the "A".)

> Step 6: Click on "properties" and select "Outline only."

> Step 7: Click "Okay" to return to the Edit Text dialogue box.

> Step 8: Enter the text you want to appear in the outline and click "Okay."

> Step 9: Place the Outline on your map where you want it to appear.

>

> Creating the Label's Internal Text

> Step 1: Click on the Color Indicator on the Status bar and change current color to something dark (black, perhaps).

> Step 2: Click on the Pen Thickness Indicator on the Status Bar and change the value back to 0 mm (zero).

> Step 3: Click "Okay" to close the dialogue box.

> Step 4: From Draw Icons bar on the left, Click the text icon (the one with the "A".)

> Step 5: Click on "properties" and make sure that "Outline only" is NOT selected.

> Step 6: Click "Okay."

> Step 7: Enter the lable text EXACTLY as you did for the outline and click "Okay."

> Step 8: Drag the Internal label directly on top of the outline text you made earlier. Whalla! You now have a label that legible on top of a dark or jumbled background.>

RE: [cc2-l] CD2 bug....

Date: 6/12/00 11:02:22 AM Pacific Daylight Time

From: Simon Rogers

Sorry about this one. We had this fixed, but it's crept back into the v6.037 upgrade. I'm not sure that we can do much about it at the moment. If anyone is making great use of CD2 at the moment and really needs to make use of this feature, please contact me.

> Brian A. Jones writes:

> << Actually, I've been able to do this several times. In fact, every time I try to put houses around a "closed" road, it does this, no matter what settings I use. I just don't use closed roads anymore. >>

> From: Dorzil

> It's happened to me too. I drew a solid box with a line width of 2.5 and wanted to put buildings around it. The buildings kept drawing and drawing and drawing until I hit control, alt, delete to shut the program down. To keep it from happening again, I draw the box then put breaks in it to have separate roads.>

Re: [cc2-l] City Properties

Date: 6/13/00 3:36:37 AM Pacific Daylight Time

From: Ian R Malcomson

Tips to draw cities—from FR Atlas:

* Draw the background, including any coastline, contours, etc. For coastal cities, the best way is to draw a solid rectangle covering the whole map area for the sea, then draw the coastline crossing this, attaching it to the edge of the "sea poly" and to its corners to create the land portion of the map.

* Draw the city's walls

* If you want the "city has brown background" style used in the Atlas, the easiest method for this is:

* Copy the coastline poly (if used), and the walls, to another layer (BACKGROUND (CITY) or somesuch - your preference).

* Change the line width of the copied walls to 0 (it is easier to select your BACKGROUND (CITY) layer, then "Hide All", to stop the rest of the map getting in the way of this process).

* BREAK the coastline copy, so that it now consists of a path following the coast where the city meets it.

* TRIM TO INTERSECT the walls copy and the coastline copy. Remove any entities on this layer you do not require.

* CMB ("Combine") the copied wall paths, and the copied & broken coastline path, into a single path. Then use EDIT, check the "Closed" box, to make this into a polygon. Change its colour to suit.

* Show all of your layers, and send the "sea" poly and your city

background poly to the back.

* Draw in the city's wall towers, gates, etc.

* Draw the city's road network and ward/city block polys, if any.

* Draw the city's buildings.

RE: [cc2-l] as small hint for everyone

Date: 6/13/00 5:21:50 PM Pacific Daylight Time

From: Linda Kekumu

Do Symbols >> Purge Symbols before zipping up your maps for download. This simply deletes unused symbol definitions from the map, it does not remove any symbols that are actually in use. This can substantially decrease the size of your maps & zipped files (sometimes as much as 50%). Options >> Preferences & choose Save FCW files in Compressed Mode will also help make the files as small as possible.

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