The Sixteenth "Best of CC2 Mail List" Archive

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[cc2-l] Re: Question about Symbol Fills

Date: 12/10/99 10:33:08 AM Pacific Standard Time

From: Ian R Malcomson

>How do you add a specific type of Symbol Fill to the Symbol Fill Dialog box. I've gone through the help file and the manuals and can't find how you do this. I want to add #258 Mixed Wood to a 1000'x800' Template.

1. Create an entity within a map (new or otherwise) that uses the fill style you want to transfer. Copy the entity to the clipboard.

2. Open the map you wish to add the fill style to. Paste the contents of the clipboard. This will add the relevant symbol and fill style to the map. Delete the entity (the fill style will remain in there for you to use).

3. Go to the fill style dialog, and alter the scaling & spacing parameters of the newly inserted style to suit the map size you're using. Remember to keep these in proportion with the original settings!! (It's a good idea to use CC2's calculation functionality to do this - adding "*2" to each of the four scaling & spacing parameters will increase the size of the symbol fill by a factor of 2 whilst retaining proper spacing).

[cc2-l] Re: Outlining multipolys

Date: 12/14/99 9:31:39 AM Pacific Standard Time

From: Ian R Malcomson

When changing the layer of the MPOLY, the MPOLY entity's layer is changed, but the entities that make up the MPOLY remain on their original layer.

So, a suggestion: before you create your MPOLY, perform COPY->COPY TO LAYER->[the outline layer you wish] on the entities that make up the MPOLY. Hide this layer. Now MPOLY the entities. Unhide the outline layer, and bring it to the front. If some of the entities that are used are solid-filled polys, you may need to change their fill style to hollow. You could make another MPOLY with a hollow fill style from the outline layer copied entities.

[cc2-l] Outlining multipolys

Date: 12/14/99 1:48:14 PM Pacific Standard Time

From: Andrew Wardell

On 14 Dec 99, Jonathan M Davidson wrote:

> I could do with some help. Lets say I have a drawing which consists of coloured shapes in the layer SOLID and black outlines in the layer OUTLINE (these outline must be editable, since I need to remove "hidden" lines). Some of the shapes are multipolys. To outline the multipolys in black, in layer OUTLINE, and have them in a state where I can edit the lines I currently do the following:>

> 1) The coloured multipoly is drawn in SOLID

> 2) Outline using the "Outline in Black" tool

> 3) Pick the "Change Layer" tool, and then select the multipoly, and do a "AND Color = Black (#0)" which selects the outline; which can then be moved to layer OUTLINE 4) Hide layer SOLID so I can only see the outline

> 5) Select the outline and "Explode" it (which is required to edit it)

> 6) The outline disappears (in actual fact it has returned to the SOLID layer, has been broken up in to smaller entities, and its colour is whatever is was that the multipoly's sub-entities were originally drawn in (ie

> probably not black).

> 7) Show the SOLID layer

> 8) Select the outline entities (a combination of screen picks AND colour selections - which can be tricky depending on how the multipoly was drawn).

>9) Move the outline > entities back to OUTLINE

>10) Change their colour black to black.

>11) Hide SOLID again and edit the outline.

I'm new to CC2, but I checked this out and it works.....

1) Draw the Multipoly in the OUTLINE Layer

2) Outline w/"Outline in Black" Tool

3) Pick "Change Layer" and select the Multipoly and do a "*NOT* Color=Black" to select the multipoly and not the outline. Send the multipoly to the SOLID Layer

4) Hide the Solid Layer...leave the OUTLINE Layer active.

5) Explode the black outline. It will change color, but will remain on the OUTLINE Layer, and should be easy to select to change the color back to black.

From: Linda Kekumu

Hide the Outline layer. On Solid - outline the entity, EXPOLDE by Prior, Change layer Prior (to outline). On solid - Outline again, explode & change color to black.

[cc2-l] Re: Questions

Date: 12/14/99 2:28:59 PM Pacific Standard Time

From: Linda Kekumu

REDN - to reduce the nodes

Most likely your hex grid is a symbol fill, it's easier to change it's fill to Hollow fill, edit it when it's Hollow & then change it back to the hex grid fill

> From: Archimagus [mailto:Archimagus]

> Also, How can I edit the hex/grid. I want to copy it to another level and use it to make my mountain contours line up perfectly with the hexes/grid. but I try to explode it so that i can use trim and break on it, the hexes disappear.>

From: Linda Kekumu

Make a box with that symbol fill in it - copy & paste it into your map. That will put the symbol fill into your map. Now you can make a new box using the GH hex symbol fill.

From: Scott Abram

If I understand what you're asking, you just want to change the layer the hex/grid is on and then match your contours to the grid.

Find what layer the grid is currently on (usually HEX/SQUARE GRID) and make sure it is showing. Switch to the layer on which you are putting your contours (I then tend to hide all the other "nonessential" layers) and then use the Attach mode, set to Nearest On, to draw your contours. Add your nodes as close to the grid lines as possible. When you want to leave the grid and "free hand" turn off the Attach mode.

[cc2-l] Re: Just being impressed

Date: 12/18/99 12:42:36 PM Pacific Standard Time

From: Linda Kekumu

The one I love is TEXPORT - this gives you a list of all of the text in your map. I hide all of the outline layers & the map links (to avoid duplicates) then TEXPORT. Open Notepad & copy the text from the file, insert it into Word, clean it up & then sort it alphabetically. Once sorted I copy it back into CC2 under the Notes menu - I just make an entry for the Map Details.

I open it in Notepad first because Word doesn't preserve the multiline text spacing & you need to know which text is multiline in order to put it on 1 line.

Once it is alphabetized it is really easy to check spelling & check for duplicate entries.

[cc2-l] Re: Image compression (was OrkWorld)

Date: 12/23/99 3:10:25 AM Pacific Standard Time

From: Ilja Preuss

Whenever I need a bitmap from a CC2-map, I use the following procedure:

- Edit | Clipboard | Options... set 24-bit color and *double* the horizontal and vertical resolution I want in the resulting bitmap

- copy & paste the map into favorite paint-program

- scale down the bitmap to its intended size with anti-aliasing turned on (therefore the doubled resolution for the clipboard - to get anti-aliasing for the map)

- change color-format of the bitmap to 256 color (8 bit) optimized palette without dithering (dithering seems to have negative impact on both image quality and file size)

- save the bitmap in GIF-format

[cc2-l] Re: Terrain Features and Continental Boundaries

Date: 12/29/99 7:56:31 PM Pacific Standard Time

From: Ian R Malcomson

>For Purists: Copy your coastline to a new layer called WORK. Hide all but WORK. Trim the entity (whether its a polygon or path) down to the bit of coast that you want to work with, so that you have a path. Now, EDIT on the path and check the CLOSED box. From there, use the node add/move buttons to shape it into a swamp or whatever. It will now share a border with the coast that is exactly the same. Then fill it however you like (symbol, color, whatever). Now CHANGE LAYER on this entity and move it to the appropriate spot.>

Easier way:

Copy the coastline to an otherwise empty layer (such as the WORK one above). Draw the outline of the swamp (or whatever), using a path starting & finishing on the coastline (use the On modifier). BREAK the coastline on either side of this path (the sides that do not form the coastline edge of the swamp). Use TRIM TO INTERSECTION to bring the remaining coastline endpoints in so they join up with the swamp path. Use CMB (combine) to join the swamp path to the remaining coastline path. Use the EDIT button, and switch the Closed checkbox on. You now have a polygon that exactly matches the coastline!

[cc2-l] Re: Leaky Polygons

Date: 1/3/00 7:41:53 PM Pacific Standard Time

From: Ian R Malcomson

>I have some polygons on a map, but if viewed too closely, begin to 'leak' (i.e. spill color out of their bounds and connect to themselves in odd ways).>

Multipolygons, right?

Keep a note of where the leaks and the odd connections appear. These are all pointers to where the problem may be.

EXPLODE the multipolygon.

Zoom right in to the potential problem areas, and see if the lines join up. If they don't, use the "TRIM TO INTERSECTION" function (it can be accessed through one of the buttons in the breaks & trims group) to get them to match. Then re-MULTIPOLY them.

From: William Wire

Unfortunately, when you explode the multipoly, all of its components go to their original layers & colors. So, it becomes difficult to preserve the order of things using hide / freeze layers. However, once you've re-created the multipoly, you should be able to use the "just in front" and "just behind" commands (not sure EXACTLY what they're called) available in version 6.

[cc2-l] Re: Outlines

Date: 1/8/00 4:19:51 AM Pacific Standard Time

From: Ian R Malcomson

>I have a problem. Is there a command to remove outlines. I have a bleeding multipoly that I need to fix, but it has an outline. They both have the same tag number. So how do i get rid of the outline?

Erase -> select the outline (which will get the mpoly too) -> And -> Fill Style -> Hollow (either type Hollow at the command line, or right- click & select the hollow fill style from the dialog).

[cc2-l] Re: Symbols in the works...

Date: 1/9/00 2:57:59 PM Pacific Standard Time

From: Linda Kekumu

The reason your symbols are flickering & seems to just sit there & redraw is that it's size is too big. I generally try to aim for less than 20KB per symbol to avoid this. If you do a whole catalog of larger symbols the next thing you will notice is that a map with these symbols on it will take forever to redraw.

Don't use smooth paths in your symbols, if you need a curve - use an arc & multipoly as opposed to a smooth path. While you are making the symbol, use Info > List & keep checking it's size. Try to see where you can cut corners without impacting the overall look of the symbol.

It is ok to have 1 or 2 larger symbols in your catalog - something that would not be used a lot in a map, like a really detailed church, anything that you might just use once or twice in a map. But if it is something you are going to use a lot in the map, then try to get the size under 20KB 10 is even better & if they are trees then under 1 is best. The more of the symbol that will be used in the map, the smaller they should be.

[cc2-l] Re: Bypassing fractalise dialog

Date: 1/12/00 9:02:14 AM Pacific Standard Time

From: Christopher Golden

Christopher Golden wrote:

> ... Is there an FRX equivalent to what SETLAYER is to the layer dialog; SETLAYER allows the layer dialog to be bypassed completely, which is exactly what I need to do with FRX.

The macro-friendly version of FRX is FRXM, (many CC2 commands that involve dialog boxes have command-line counterparts with the same name, except with an "M" tacked onto the end.) FRXM is not in the help file as far as I can see, but it's part of CC2 v6, and it's just what the doctor ordered.

[cc2-l] Re: Outlined Text

Date: 1/16/00 12:51:23 PM Pacific Standard Time

From: Linda Kekumu

Here is how we did all of the outlined text for the Atlas.

1. Place the text on the Text layer

2. Copy > Copy to layer the text you want to outline. Copy it to the Text (Outline) layer

3.Set Text (Outline) current & hide all

3. Change Text > by prior or layer & select the "Outline Only" check box at the bottom of the Text Change Dialog box

4. Change the color - if your text is black then use white

5. Send this Outlined Text to the BACK

6. Show all & Front all text.

This Text Outline can be edited exactly like any text can be edited, but it is text not a poly or multipoly. You could use Explode Text & turn it into a multipoly if you wanted to further manipulate it.

Alternatively - make a copy of the text, send it back & the offset it to the right & up slightly.

To change the color of your trees you would need to Edit each symbol & change it's color. If you want to do this in only one map just use Edit > Symbol & edit each symbol in that map. If this is a permanent thing, Open up the catalog & change each symbol & then Save as a catalog.

Also, text size 5 for that big of a map is kind of small. I use text size 10 on a 400 x 300 map, so maybe you should try at least 12 or 15.

[cc2-l] Re: Help with FRX

Date: 1/17/00 3:49:15 AM Pacific Standard Time

From: Simon Rogers

1. Draw a path from one edge to the other, using Attach mode ON to ensure it starts and ends exactly on the border.

2. Fractalise it.

3. Select EDIT, select it.

4. Select Closed, OK.

5. Select Insert Node, select a point along the new edge, select ENDPOINT, then the corner.

From: George/USA

> Im a new user of CC2 and Im having trouble fractalizing a coastline. This coastline goes from a corner of my map to another side. But using the method in the manual (p23-p25), then trying to frx just the coast, it performs the action on the entire line Ive drawn. This is not an island, just a coast!!

Re: Filled polies along coastlines

Date: 2/16/00 7:50:42 AM Pacific Standard Time

From: William Wire

1) Make a new layer to work on, and copy the coast outline onto it.

2) Make the new layer your current layer, and Hide & freeze all others.

3) Draw a path which represents the shape of your desert, just make sure that it CROSSES the outline. It will get trimmed later, so make sure it's easy to see.

4) Select the BREAK tool.

5) click on the bit of coastline that will become desert, Do IT.

6) CC2 asks for the 1st point. Click on the INTERSECT modifier, and then the intersection of your coast and desert.

7) CC2 asks for the 2nd point. Repeat with the other intersection.

8) If all has gone well, you've got something that looks like a somewhat sloppy version of the desert you want. Time to clean it up.

9) Select the Trim to Intersect Tool. Click on each entity near the intersection you wish to clean up.

10) repeat 9 for the other intersection.

11) select a nice yellow color for your desert, and a fill pattern that makes you happy.

12) Set current layer to be the one you want your desert on.

13) Change Layer of the two paths to the current layer.

14) multipoly. Select by Prior. Do-it.

15) FRONT. Select the coastline AND color black. That'll bring your outline on top again.

> From: Dr. Erin D. Smale

> Let's say, hypothetically, that I had a filled polygon that represented an island; the island's colour is light green and it's outlined with a nice, black coastline. There is a desert region that stretches from the island's northern shore to a few score miles inland. I would like to represent this desert area with a filled polygon of solid yellow. The catch, however, is that the yellow polygon has to mimic the exact coastline of the island's northern shore.>

[cc2-l] Re: Macros and a couple of questions.

Date: 2/16/00 8:37:49 AM Pacific Standard Time

From: Simon Rogers

> What I want it to do, is open a map but Hide and Freeze specific layers as the map loads.

Your macro would work but for one line the LOADM.

LOADM needs a ^D after it, the ^D is a request for input. For example; LOADM ^Dmap to open

However, LOADM is a macro command that does not show the file dialog box. Instead, try this:



GFNOP fname *.fcw

IFERR ehfl

LOADM fname










GFNOP gets a file name from the user with a pattern (in this case fcw) So fname is now the name of the file. If the user clicks, cancel IFERR will go to the label ehfl, which I've put at the end of the macro, above.

[cc2-l] Refined Macro

Date: 2/17/00 9:50:21 AM Pacific Standard Time

From: Dorzil

I made a few changes in the MAPA Macro. It now opens a map with a certain layer set, so the Symbol Definition layer can be hidden. Here it is:



GFNOP fname *.fcw

IFERR emapa

LOADM fname










[cc2-l] Re: Filled polies along coastlines

Date: 2/17/00 10:40:37 AM Pacific Standard Time

From: Ian R Malcomson

<snip 1-13>

>14) multipoly. Select by Prior. Do-it.

Alternative to 14, that will make re-draws quicker, and the map more efficient: Use "CMB" to combine the two paths together. "EDIT" the resultant, single path. Click on the "Closed" check box to make the path into a polygon.

Anything that reduces the number of multipolys in a drawing is, IMO, a good thing

Also, multipolies can produce weird effects when outlined (occasionally). Having the would-be multipolys as polys instead foregoes these weirdos.

Subj: [cc2-l] Re: New Features Requests

Date: 2/18/00 4:11:59 AM Pacific Standard Time

From: Simon Rogers

> For the coat of arms I did a little while back, I needed to put three stars in a neat little row. I was able to give a reasonable facsimile of a perfect row doing it on sight (which is amazing, considering the level of hand-eye coordination I generally have to deal with), but it would have been nice to have (or be aware of, at any rate) a tool that would line them up form me.

Ortho and Repeat Copy would have done this. Or a suitable grid and snap.

[cc2-l] Link with map? File? More!!

Date: 2/18/00 9:01:50 AM Pacific Standard Time

From: Ian R Malcomson

Ignoring links to CR2 encounters, CC2 supports two types of link: LINKM (links to other CC2 maps), and OPENDOC (links to other types of file). This concerns the LINKM capability.

When a map link is created, CC2 creates the link with an attached "command line" of the order:

LINKM filename;

You can tinker with this command line using the EDIT command - hit EDIT, choose the link box, and you'll get a text dialog containing the link command the link box points to.

Now, say you wanted the link to open a map, then zoom to a particular place on that map. For the sake of example, say we wanted to create a link for the FR Atlas file "Cormyr.FCW" that automatically zoomed in to the city of Suzail. To do this, simply tag on the additional command after the semicolon that terminates the LINKM, thus:

LINKM $Cormyr.FCW;ZTEXT Suzail;

The "$" means that the link is relative (the map linked to is looked for within the same directory as the map in which the link appears, or the default CC2 directory). "ZTEXT" is the command that "Zooms to Text". The text we wish to zoom to is "Suzail". And, of course, the ZTEXT command must be terminated with a semicolon.

Additionally, links can be created like this to jump to different areas within the *same* map. This can be achieved by removing the LINKM command, and replacing it with the required command. For example, say we wanted a link within the Cormyr map that zoomed to Suzail, we woulduse:

ZTEXT Suzail; place of the LINKM command created by the Link to Map function.

Useful for some applications. Note also that "ZTEXT" is just used as an example - it isn't the only command that you could use within this piece of "hidden functionality". ZNAME is one other example that could have useful application, for instance.

[cc2-l] Re: Testers wanted

Date: 3/6/00 4:47:12 PM Pacific Daylight Time

From: Joe Slayton

It works with symbols in files. Sort, rename, delete, copy between two files with a select and a click of the copy button. Provides info on each symbol (size and how many times it's used in the file). Allows purging unused symbols. It also does WMF->symbol conversion, but there does seem to be an issue with this right now.

It has a preview box, but doesn't show anything in there right now because my drawing code isn't working properly.

Doesn't ensure that all layers in a symbol end up in the destination file.

Will eventually allow batch scaling of symbols and reference-page printing when I get the drawing code working properly.

John I Csaky wrote:

> : The recent discussion of symbol managers sparked a memory in my feeble old brain, so I tweaked an elderly CC symbol manager that I wrote to work with V6 and to import WMF files. : I'm looking for a few testers for this creature, which may be found at Beta test warnings apply.>

[cc2-l] Re: Fract Problem

Date: 3/8/00 7:16:28 AM Pacific Daylight Time

From: Simon Rogers

> Smooth polys that have been trimmed should not be fractalized. Trimming is a function that on smooth polys does not actually "trim" the poly but just hides that bit that you want to trim off. That being the case, if you FRX a trimmed smooth poly, the "end points" will seem to jump around because they are not really endpoints at all.>

What you need to do in such a case is use EDIT to convert the smooth path into a normal path, then fractalise it.

[cc2-l] Re: New JPEG export, odd behavior?

Date: 3/8/00 7:39:00 AM Pacific Daylight Time

From: Simon Rogers

> Other than this quirk, the PNG and JPG exports have been working beautifully for me. Definitely going to have to figure out how/where to add a button or menu item so that I don't have to type in JPEGOPT while I'm playing around with the settings.

Add the following line to the various .mnu files using a text editor:


This sounds like an File > Conversion menu choice, although some people might prefer it on the Options menu. WBS is a little more tricky. It could perhaps go on the File menu under Save As... as

Save BMP section...|WBS;

[cc2-l] Re: CMB command question

Date: 3/8/00 2:39:26 PM Pacific Daylight Time

From: Ian R Malcomson

Type CMB and press enter

Select one of the paths, then the other. CC2 should draw a connection between the two paths. If this connection is not the one you want, press the "F" and "S" keys until the right connection turns up.

Press enter

A couple of things I've noticed when using CMB, that might be useful to note:

* If you intend to CMB paths together to make a polygon, don't be concerned if the CMB command results in a portion of one or other of the paths disappearing from its end. This missing chunk will be resolved when you use the EDIT function to close the path into a poly.

* Occasionally, especially when combining paths of widths greater than 0, you may get "special effects" occurring at the point the two combined paths meet. This occurs because the resultant path is trying to draw two points (the two ends of the original paths) on top of each other, and thus resulting in a path that overlaps itself. Simply use the "Delete Node" function to remove one of the offending points.

* CMB will "fill in the gaps" between paths if they are not "joined", in a similar manner to closing a path into a poly does.

* When using EDIT to close a path into a poly, sometimes the "closure path" joins up at the wrong point. To solve this, unclose the path again, and delete one of the "common nodes" in the CMB'd path (as per "special effects", above), or, if that doesn't work, UNDO the CMB so the paths go back to being separate, and CMB them in the opposite order to that you tried previously.

[cc2-l] Re: TEXTA

Date: 3/9/00 4:55:37 AM Pacific Daylight Time

From: Simon Rogers

> I know this has been discussed, but I can not find the post. Using TEXTA with a line segment, is there anyway you can force it to start at a particular point?>

If it is a line segment, split the line. Or draw a new line from the point that you want it to start on the line the end of the line then send it to the back. Or rewrite the macro.

[cc2-l] Re: Extending terrain to coast

Date: 3/10/00 12:32:21 AM Pacific Daylight Time

From: Linda Kekumu

There are 2 ways to do what you want. you will need to try both methods & see what works best for you.

Attach Mode Method

1. Turn Attach Mode ON (the button is located in the bottom right of your screen) Right click & select Nearest Endpoint if it is not already selected.

2. Set the Fill style to Hollow & Line width to 1, make the color a color you can see like #3 red or #4 Blue.

3. If the coastline is currently a smooth path, choose Edit & change the coastline to No Smoothing.

4. Start a path on the coastline where you want the poly to start. Now draw the non-coastline part of the poly, you should end up at the coastline some distance away from the first point.

5. Zoom in fairly close & start clicking along the coastline - because you have Attach Mode ON the path should attach to the nearest node. Don't worry if you miss a few!

6. Continue clicking along until you reach the starting point.

7. Using Dynedit, go back over the coastline & fix any of the nodes you missed.

8. Change the path to the correct color, change the fill style to Solid & use Edit to close the path making it a poly.

9. Turn Attach Mode off.

Please note - this method is MUCH easier if you do it before you use FRX. If you want to use FRX use it after & just make sure you FRX both the coastline & then poly using the same settings.

Multipoly or CMB Method (this is what I do)

1. Copy the Coastline to a different layer (Copy >> Copy to Layer) & hide all of the other layers. Be careful to copy one 1 coastline! Use Count to make sure there is just 1 there.

2. Break the coastline to be the length you want & delete the parts you don't need.

3. Using the ENDPOINT modifier start a path at one end of the coastline segment & draw the non-coastline part of the poly.

4. Use the ENDPOINT modifier again & attach the path to the other end of the coastline segment.

5. Pick your fill style (Solid) & color & choose Multipoly. Multipoly both the coastline segment & the new path you just drew.

Alternatively you could use CMB at step 5 to combine the coastline segment with the path & then edit to close.

> From: Daniel & Patricia Stack

> I'd like to create a polygon which includes part of a coastline. For example, I'd like to have a forested area reach all the way to part of (not all of) a coast. Is there some way to do this?>

[cc2-l] What I learned in CC2 Today

Date: 3/10/00 11:54:44 AM Pacific Daylight Time

From: Halfling

1) The "Merge" layer is Bad! (Don't put ANYTHING on it)

2) The "Keep" and "Like" buttons are my friend. (KEEP switches layer, line, fill, color values; LIKE places the next object on that particular layer as the object you've selected.)

3) INFO: LIST a <lot>.

4) Control-Z (Undo):

4) When drawing rooms, instead of simply drawing four 20' lines, consider the thought of a multipoly in the future- if you're going to have a 10' by 10' stone column, think ahead- and make that one section of wall two 10'lines. (It saves editing time!)

5) Number the rooms! Number the rooms! Number the rooms! (When removing lines for multipoly, it <does> help to know what your room numbers are/were, especially if you're working off of a published map that you're CC2'ing. Having the doors visible also is a big help.

6) COPY your entire WALL Layer, layer-switch to a new layer (I named mine "Multipoly-To Be Done"), then color them a different color- makes them lines really stand out.

7) Oooohhhh... what do you mean, I didn't FREEZE the layers? Guess it's back to a backup copy (you <did> make one, didn't you?- in this program, it's probably the most important step when you're about to do something complex.)

[cc2-l] Re: What I learned in CC2 Today

Date: 3/10/00 5:59:55 PM Pacific Daylight Time

From: John Csaky

Here's one, then never underestimate the power of modifiers.... Not just the ones on the toolbars - explore those in the menu, too.

To add to this one: Modifiers can be used with almost every tool, not just the drawing tools. You can also use modifiers on Symbols. To get three identical Symbols along a line; Draw the line, then attach one Symbol to each Endpoint using the Endpoint Modifier and attach the third to the middle of the line using the Midpoint Modifier. If the Symbol was created with the attach point the center point you can do a lot more with a few Symbols. I do not know if the Symbols of towers I made ended up in the FRAtlas, but if it did not then maybe Linda can put the catalog on the website. The catalog was designed to allow you to create multiple variations of towers and walls with just Symbols.

[cc2-l] Re: Can anyone make suggestions on my City project?

Date: 3/13/00 3:45:16 PM Pacific Daylight Time

From: Ed Greaves

Greegan wrote:

Im still having problems finding the correct template and I really didn't know I could do "select the lot and scale by 1.6" -

where is this described in the manual?

Okay, this is kind of easy, but sometimes gets me confused too.

click on the SCALE icon, (the one just above the explode button) then select everything you want to scale.

then right click--> do it.

Then it will ask you for the origin point. depending upon what you're doing either: select a point--or--type in "0,0" and hit enter. (don't hit enter if you selected a point.)

Next it'll ask you for a scale reference point. You can choose either of the above options again. (pick a point, or type in 0,0 and hit enter)

Here's where you get to do something. On your status bar it should say: Scale to: (Shit=Change ref, Ctrl=Independant X,Y) Here you've got FOUR options:

1. Type in a number, such as 1.6 then hit enter. It will now scale the selected items 1.6 times what they were.

2. Hold down the shift key, and move the cursor around, this allows you to change your reference point, incase you made a mistake or changed your mind.

3. Hold down the control key, this allows you to scale the X and Y parts of your selection independently. This is cool, because you can do lots of interesting things, draw a test object and play with this feature.

4. Simply move the cursor, which will modify the scale keeping the X and Y proportioned in your object.

[cc2-l] FW: Version 6 JPEG dll available

Date: 3/16/00 3:49:56 PM Pacific Daylight Time

From: Linda Kekumu

1. High resolution high speed JPEG an PNG export.

To use:

1. Type JPEGOPT to control the resolution and appearance of the jpeg.

2. WBS lets you choose a section of the current view, which is then exported at the JPEG resolution to a file.

3. You can do multiple file export in the new format using File >> Conversion >> Batch conversion

4. To export, just use the Save As dialog box.

[cc2-l] Re: A Few Questions and Some Ramblings to Boot

Date: 3/28/00 12:48:24 AM Pacific Daylight Time

From: Linda Kekumu

1) No - but it would be pretty easy to make such a symbol. Use Symbol >> Clone Symbol & pick the Hex symbol & give it a name like Colored Hex. Now Symbol >> Edit Symbol & choose Colored Hex. Delete the short line that sticks out from the hex & using Solid fill, attach a polygon to the hex that is already there. Now Symbol >> Change to symbol color >> Prior. This will give you a hex symbol whose background can be changed to the current color & scaled to whatever size you like.

2) Yes, you just need to edit the hex symbol & change it's origin - you'll need to play with this to figure out where the symbol's origin should be to get the effect you want.

> From: SirBolero

> A couple of questions for anyone willing and able to help me.

> Q1) Is there any way to click or choose an individual hex and change its background color?>

> Q2) Is there anyway to make a hex map that does not have "half hexes" on the sides? (I like maps which "click together in place" rather than are flush to each other with "half hexes")>

[cc2-l] Re: [CM] Creating symbols from bitmaps

Date: 3/29/00 3:26:02 AM Pacific Daylight Time

From: Linda Kekumu

You can access the Layer by clicking on layers in the Status Bar, every map has a Symbol Definition layer - you make it current by clicking in the first small box by the layer's name.

You should have some blank catalogs - if the symbols you want to make is a dungeon or city symbol, choose the blank catalogs that is in either the city or dungeon symbol folder. If it is an overland symbol choose the blank catalog that is in the map symbols folder.

If you choose [ctrl-C] & select the symbol then Right Click - it will get copied to the clipboard. You need to right Click to pick the origin. Keep an eye on CC2's command line in the lower left corner.

From: Paul Mulcahy

>I need a few definitions, I guess, and some more pointers. What is the "symbol definition layer?" Is it one of those terrain feature buttons? How do I know which one to pick? What drawing am I adding the symbols to? How do I copy the symbols to the clipboard? When I try, then paste them into a new file, I get the error message, "The clipboard is empty." >

[cc2-l] Re: Templates.

Date: 4/1/00 2:10:22 PM Pacific Daylight Time

From: Linda Kekumu

Use Insert >>Insert Picture & just insert the bitmap into a city template. Now look for the scale on the original map - it will be something like 1 inch = 250 yards or something like that. Figure out what the distance from 1 point on the paper map to another point on the paper map is in feet. Now measure that same distance on the bitmap that is inserted into your template. Use Scale to scale the bitmap.

Let's say the paper measured 6 inches where your measured it. This equates to 4500 feet (6 x 250 yards x 3 feet). Now measure that same distance on the inserted bitmap & lets say CC2 reports that it is 600. You would Scale >> select the bitmap >> & enter 600/4500 >> OK >> Do it.

Measure again to make sure you did it right the first time. Now change the bitmap's layer to a temporary layer & freeze it & then start drawing.

> From: CaerBraen

> I used the program to make two cities for existing games. One of the things I do is scan in a bitmap of the map, then draw over it. It seems to be a tedious exercise to plot the area of the map in CC2. Do any of you know of a shortcut to this process. What I do is start making filled polies of an area, then zooming out. Cities usual are to large to use the grid effectively. By setting the polies at intervals I then have reference points. Once I have a perimeter set up, I then paste or "Add Picture" to the drawing, stretching it to fit the space taken up by the polies. The next step is to zoom in and check the scale, followed by removing the polies. It seems like a lot of work. What I'd like to see if this is the only way to do this, is a set of pre designed templates that have polies or even borders with pre determined area, or even a macro that lets you build an area set to predefined measurements. >

Re: [cc2-l] Symbol Alignment Help

Date: 4/4/00 5:27:40 AM Pacific Daylight Time

From: Ian R Malcomson

>How do I change my settings so I place symbols from the center of the symbol rather than the left side?

Where symbols are placed with respect to where you click to place them is a function of where the centre of the symbol was placed when it was created. There is no global setting that can be changed to alter this (it is a function of each individual symbol alone), but you can get around it:

* Place the symbol you wish to use

* Delete it (This puts the symbol within the drawing's symbol definitions)

* Symbol -> Edit Symbol

* Choose the symbol you've just placed (CC2 will prompt you to draw a new window rectangle in which to edit the symbol)

* View -> Change Origin

* Click on the location in the symbol's drawing you wish to use as the new "insertion point"

* Close the symbol's window (the window control "X")

* Answer "Yes" when prompted whether to save the changes or not

Once that has been done, all future insertion of the symbol into this particular drawing will use the new centre point. If you're using a blank drawing to do this with, you might want to use the same drawing for all of the symbols you wish to change insertion origin for, then save the drawing as a symbol catalogue (FSC - File -> Save As). When you desire to use these symbols, you can thus call up this catalogue instead of the standard ones.

Re: [cc2-l] Hex Grids

Date: 4/6/00 3:37:39 AM Pacific Daylight Time

From: Ian R Malcomson

> I am having trouble figuring out how to add new hex grids of varying sizes. All that is in there is a 50 mile hex grid and I would like other sizes. Can anyone help me in this area, explain me what to do.

Two options:

From the menus, "Draw -> Hex Grid" allows you to set the hex size of the grid you'd like (the units you set here are the same as those used in the drawing - usually feet or miles). You can also do things like add hex numbering, and alter the form the grid takes.

The other way, if you prefer to use the symbol fill style method, is to create a new hex fill style based on the existing one(s). Follow this path:

* From the Fill Style dialog, in the Symbol Fills tab, locate a currently existing hex fill style.

* Note down the name of the symbol used, and the X Spacing, Y Spacing, X Scale, and Y Scale parameters. Oh, and remember what the fill style was used for (e.g., 50 mile hexes)

* Hit the "New" button

* Enter a name relevant to the fill style you want to create (e.g., "30 Mile Hex Grid")

* From the drop-down "Symbol name" box, find the symbol you noted above

* Enter the parameters you noted into the relevant boxes

* Against each of these four entries, put the following: *(x/y) where x is the hex scale you want, and y is the hex scale of the existing fill style (e.g., to get a 30-mile hex grid based on a 50-mile grid, you'd type in *(30/50) )

* Press OK. Your new hex grid fill style should now be ready to use (in fact, it is probably selected as the current working fill).

RE: [cc2-l] New map size

Date: 4/8/00 12:34:15 PM Pacific Daylight Time

From: Linda Kekumu

Plus - Once you have your symbol scale - go to the Symbol Fills Tab & adjust the symbol fills to reflect the new scale.

Because CC2 symbols are based on a scale of 1 being correct for a 1000 x 800 template, it is easy to figure out the correct symbol scale for any map. Just divide the width of the map by 1000 :) So, your symbols would be scaled to 32.4

This seems large but for the size of map you are making you will need them to be about that size (maybe try 30) otherwise the redraw will take a very long time. Usually on very large maps symbols are not used - just colored contours.

> From: John Csaky

> Open file and choose a Template that is close. (Select File Type Template .fct Files) Draw a box to the size you want. (Your Example First Point would be 0,0 and the Last Point would be 32400,16200) Delete the old Border. Move the Scale Bar and Compass Rose where you want them. Insert some Text and check the Scale. If it needs to be changed change the Text Properties. Insert a Symbol and do the same thing for the Scaling of the Symbols. Now Save As.....not Save!, and name it the new Template. Make sure you Save as a Template File.>

> From: Hube

> > What do I do if I want a map size different than in one of the available templates. I will give an example.

> > 32400 x 16200

> > I know this is huge, but the size really doesn't matter. What does matter is how do I create new templates with custom size maps of whatever size I might have in mind, be they tiny or huge? > >

RE: [cc2-l] Cropping Maps to smaller Parts

Date: 4/10/00 3:01:23 AM Pacific Daylight Time

From: Simon Rogers

> 1. I draw a smooth poly which intersects with the map edges.

> 2. I break this poly as told in the manual. Now the line has opened between the start and end break point (a smooth path).

> 3. I trim the poly as told in the manual. The smooth path line now starts at the one map edge and ends at the other map edge.

> 4. I edit the line entity and select "closed". And here the problem appears. Instead of connecting the start and end point by a straight line as shown in the manual, I now see the smooth poly I drew in step 1! Moreoever, it seems that there is now another line going around inside the first smooth poly. It seems that this new line begins at the two break points that I drew in step 1.>

Where you are using entities with smooth edges, and you want them to cross map borders, you need to use a multipoly.

RE: [cc2-l] CC-2 Enhancement - Suggestion One

Date: 4/12/00 6:04:46 PM Pacific Daylight Time

From: Linda Kekumu

You can recolor the Grid lettering by doing:

Change Color >> by Type (text) AND Layer Hex/Square grid >> & then just pick the new color. There is no need to do them individually.

> From: Michael C.

> One of the newer features I really like is the grid overlay option. While it is a handy little component in current form, I did have one suggest to offer in regard to the addition of a minor enhancement. Unless I am not framing my creation, I invariably find that I have to go back through the grid overlay and change the color values of the letters and numbers. The problem is that I prefer my grid to be a very light color (usually 16, 62-63, 78-79) so the features on the map are not covered and the grid does not distract from the map; however, the consequence is that the letters and numbers are also equally light. Consequently, I have to go back through each of the letter/number labels and change the color value to a darker variant of the grid color or simply black. With this in mind, I thought that it would be nice if the 'Grid Overlay' window had the ability to assign different colors to the grid lines and the X-Y axis, letter/number labels.>

RE: [cc2-l] Clipping polygons

Date: 4/24/00 7:32:51 AM Pacific Daylight Time

From: William Wire

1) The jumping problem sounds like you have SNAP active. Turn it off.

2) HIDE the layer with the border if it's getting in the way.

3) Ways to fill the lake: (do number 1 above first, or otherwise resolve that problem)

3a) Draw a line, click the Endpoint modifier, choose one end of the lake outline. Click the Endpoint modifier and the other end of the lake outline. Multipoly. select the lake outline and the new line. Do it.

3b) If the lake outline is a path, EDIT it. In the checkbox labeled "closed" click your mouse.

3c) If the lake outline is a series of lines, run the LTP command and select the lake outline. This converts the lines into a path, then perform 3b.

> From: Greg Stockton

> I am trying to drill down on a map, pasting one part of a map into a smaller template to add detail. The problem is a lake I have on my western border. I want the lake to come with, but it far exceeds the boundary of the map--and I want to clip the lake at the map boundary.>

> I was able to clip the lake, and ended up with two distinct lines. However, I have been unable to rejoin the lines to make a polygon that I can fill. My questions are as follows:

> - Is it as simple as rejoining the endpoints at the north and south with a single line, then filling it?

> - I have been UNABLE to get the lines to join--it keeps jumping off by a small fraction. The map border gets in the way as well. Any thoughts on how to better do this?>

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