TEXT: TMAH-4028-9636-6051
   
   
  1 
  Technical Support
  Technical Support
  Technical Support
  Technical Support    
  Technical support is available from 
  the registered users’ area of the 
  ProFantasy website at 
  profantasy.com 
   
  User support
  User support
  User support
  User support    
  User support is available from the 
  CC2 Pro users helping users group 
  found at 
  http://www.profantasy.com/comm
  unity/CC2-L.asp 
   
    
   
   
  Welcome to the Tome of Ultimate Mapping. This will be an in-depth adventure through 
  Campaign Cartographer 2 Pro, its add-ons and accessories.  The knowledge, hard work, 
  creativity, and dedication of a lot of people went into the creation of this manual. I hope 
  you, the reader and CC2 Pro user, enjoy the results. 
                                                                                               
   
   
   
   ProFantasy Software Ltd 
  Polygon House 
  9 Bromell’s Road 
  Clapham Common 
  London SW4 0BN 
  United Kingdom 
  Tel: +44 (0) 20 7738 8877 
  Fax: +44 (0) 20 7738 8282 
  e-mail: inbox@profantasy.com 
  www.profantasy.com 
   
  CRED
  CRED
  CRED
  CREDITS
  ITS
  ITS
  ITS    
  Manual Compilation: 
  Manual Compilation: 
  Manual Compilation: 
  Manual Compilation: Allyn Bowker 
  Tutorials:
  Tutorials:
  Tutorials:
  Tutorials: Allyn Bowker, Simon Rogers, Mark Fulford, Kevin Thomas, Ralf Schemmann, Morgan Olden, Tony 
  Marker, et al 
  Thanks To:
  Thanks To:
  Thanks To:
  Thanks To: The CC2 Pro Users’ List, The Colonel and Colin 
  Special Thanks from Allyn to:
  Special Thanks from Allyn to:
  Special Thanks from Allyn to:
  Special Thanks from Allyn to: Simon for believing, the CC2 Pro Users’ List folks for letting me hang around with 
  them, and to John ‘Abbott’ Csaky for his dedication to the CC2 Pro community 
   
  Manual Edition: ToUM-01-05 
   
   
   
  All images and material contained in this publication are © copyright Profantasy Software, Ltd with the exception 
  of those illustrations and material whose copyright is held by their creators. 
   
   
   
  Campaign Cartographer2 Pro™, Dungeon Designer Pro™, City Designer Pro™, Dioramas Pro™, Character Artist 
  Pro™, Cosmographer Pro™, Source Maps: Castles! ™, Perspectives Pro™, and Fractal Terrains Pro™ are 
  trademarks of Profantasy Software, Ltd. 
  
  TMAH-4028-9636-6051
   
   
  2 
  Contents
  CONTENTS 
  2 
  CAMPAIGN CARTOGRAPHER2 
  PRO INTRODUCTION 
  8 
  How to use the Tome 
  8 
  Clear your Mind... 
  8 
  Sources of Information 
  8 
  What’s Pro? 
  8 
  CC2 Pro’s Interface 
  9 
  Toolbars 
  9 
  Read Me - The Most Important 
  Differences 
  10 
  The Value of Maps 
  10 
  Copyright issues 
  11 
  VIEWING AND PRINTING 
  12 
  Zooming 
  12 
  Layers 
  13 
  Printing 
  13 
  More on Printing 
  14 
  THE FIRST MAP 
  16 
  Start a New Map 
  16 
  Parting Land and Sea 
  16 
  Raising Mountains 
  16 
  Not All Rivers Flow to the Sea 
  17 
  Forests and Vegetation 
  18 
  Populating the World 
  19 
  Some Editing 
  19 
  How far is that? 
  19 
  Labeling the Map 
  20 
  Final Touches 
  21 
  A Summary of The First Map 
  22 
  MAPPING LAND 
  24 
  Drawing Closer to Land 
  24 
  Using Basic Drawing Tools 
  25 
  Reshaping Land 
  25 
  MOUNTAINS 
  26 
  Changing the order that symbols are 
  drawn 
  26 
  Reordering Symbols using Bring to 
  Front 
  27 
  Mountains with a background 
  27 
  Bring in Front of and Send Behind 27 
  Cropping mountains to the map 
  border 
  28 
  Create a Map Background drawing 
  tool 
  28 
  RIVERS, SETTLEMENTS AND 
  ROADS 
  30 
  A simple, meandering river 
  30 
  Adding tributary rivers 
  30 
  Rivers that get wider 
  31 
  Structures 
  32 
  Roads and tracks 
  32 
  Reshaping rivers and roads 
  33 
  Bridges 
  33 
  Excuse me CC2 Pro, how far is it to… 
  ? 
  33 
  FORESTS AND VEGETATION 
  34 
  Forest outlines 
  34 
  Forgotten Realms® style forests 
  34 
  Symbol Forests 
  35 
  Marsh, swamp and wasteland 
  36 
  Marsh, swamp and wasteland with a 
  background 
  37 
  LABELING YOUR MAPS 
  38 
  Text labels 
  38 
  Changing text properties on the fly39 
  Setting the default text properties for 
  the map 
  39 
  Reusing the properties with KEEP 39 
  Draw Like 
  40 
  Outlined text 
  40 
  Multi-line text 
  41 
  Editing text 
  42 
  Changing text properties 
  42 
  Searching files for text 
  42 
  Zoom to Text 
  43 
  How Text is Displayed in CC2 Pro 43 
  The Art of Labeling 
  44 
  Advanced Text Features 
  47 
  Converting Fonts to Symbol Catalogs
   
  47 
  FINISHING TOUCHES 
  50 
  Inserting a Scale Bar and Compass 
  Rose 
  50 
  Grid overlays 
  51 
  Navigation lines 
  52 
  Other Finishing Touches 
  54 
  EDITING IN CC2 PRO 
  56 
  Editing many entities at once 
  56 
  Making a Selection 
  57 
  Editing Individual Entities 
  59 
  USING TEMPLATES 
  60 
  Modifying and creating templates 60 
  Creating a decorative Coat of Arms60 
  A summary of Using Templates... 63 
  SYMBOL MANAGEMENT AND 
  CREATION 
  64 
  Choosing symbols catalogs 
  64 
  Inserting Symbols from the Catalog 
  Window 
  64 
  What happens when you use a 
  symbol 
  65 
  How symbols use layers 
  65 
  Creating a symbol 
  66 
  Using the Symbol Manager 
  69 
  Cloning and editing symbols 
  70 
  Symbol Manager Summary 
  71 
  Managing Symbol Catalogs 
  72 
  Shaded Varicolor Symbols 
  73 
  Symbol Settings - Add Symbol Info76 
  Advanced Symbol Creation 
  78 
  Creating Connecting symbols 
  78 
  Hex Symbols 
  82 
  Creating symbols for your Random 
  Dungeon Generator 
  82 
  THE WIDER CAMPAIGN 
  84 
  Adding Caves, Rooms and Corridors
   
  84 
  Creating urban areas 
  85 
  Drawing Units 
  85 
  Precision drawing 
  87 
  Drawing a floorplan precisely 
  88 
  Extracting information 
  90 
  Multipolies 
  90 
  Tips for defining a multipoly 
  92 
  From regional map to local map 
  93 
  Adding detail 
  95 
  Construction Lines 
  95 
  DIFFERENT STYLES OF MAPPING98 
  Hand Drawn Mapping 
  98 
  Forgotten Realms® 
  104 
  John Speed Style 
  109 
  IMPORT, EXPORT AND INSERT 
  FILES 
  112 
  Using bitmaps or scans in drawings
   
  112 
  Inserting other files into CC2 Pro 113 
  Importing into CC2 Pro 
  114 
  Exporting maps from CC2 Pro 
  114 
  Exporting and Importing with the 
  clipboard 
  115 
  Linking files and maps together 116 
  Hotspots 
  118 
  Ensuring Portability 
  119 
  MENUS AND MACROS 
  122 
  An Introduction to Macros 
  122 
  Macro drawing tools 
  127 
  CC2 Pro Menu Creation 
  128 
  Context menus 
  131 
  The right click context menu 
  132 
  Editing menus from a menu entry133 
  Adding symbol catalog buttons 133 
  Special Menu Commands 
  133 
  CC2 PRO COMMAND REFERENCE
   
  134 
  CC2 PRO MACRO COMMAND 
  REFERENCE 
  152 
  Syntax 
  152 
  CHARACTER ARTIST PRO 
  INTRODUCTION 
  158 
  Installing CA Pro 
  158 
  Latest Information 
  158 
  Frequently Used Clicks 
  158 
  The CA Pro Bar 
  158 
  
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  3 
  Other symbols 
  159 
  The Character Menu 
  159 
  The Catalog Menu 
  159 
  A little CC2 Pro review 
  159 
  THE FIVE-MINUTE PORTRAIT 162 
  Starting the portrait 
  162 
  Choosing the Race and Sex 
  162 
  Placing Symbols 
  162 
  Eye color 
  162 
  Adding Clothes 
  162 
  Adding Arms and Weapons 
  163 
  Using Varicolor Symbols 
  163 
  A MORE DETAILED EXAMPLE 164 
  Using varicolors for skin and eyes164 
  Adding clothes and reordering 
  164 
  Reordering tips 
  165 
  RESHAPING YOUR PORTRAIT 166 
  Rescaling Visually 
  166 
  Rescaling non-visually 
  166 
  CREATING HUMANOID 
  MONSTERS 
  168 
  Using the pre-defined template 168 
  Using the Standard Template 
  168 
  FINISHING TOUCHES 
  170 
  Making a Silhouette 
  170 
  Making a shadow 
  170 
  Using Custom Parts 
  170 
  Customising a Portrait 
  171 
  CREATING STAND-UP FIGURES 
  AND COUNTERS 
  174 
  Creating card figures from existing 
  characters 
  174 
  Creating card figures from scratch174 
  Adding backs to card figures with 
  Mirror Silhouette 
  175 
  Printing and assembling card figures
   
  175 
  Creating Counters 
  175 
  A Summary of Customizing Portraits
   
  175 
  Creating humanoid monsters 
  175 
  Silhouettes 
  176 
  Shadows 
  176 
  USING YOUR CHARACTER 
  PORTRAITS 
  178 
  Adding your portrait to a character 
  sheet 
  178 
  Summary of Using Portraits - Creating 
  card stand up figures 
  178 
  ADVANCED CATALOG FEATURES
   
  180 
  All Dressed Up 
  180 
  Creating color variants of symbols181 
  But I Wanted Chartreuse! 
  182 
  Rename and Reorder 
  182 
  Pint-Sized Symbols 
  182 
  My Symbols Need an Attitude 
  184 
  Creating a set of symbols from scratch
   
  184 
  Add a blank figure 
  184 
  Creating a model for the new symbol
   
  185 
  Drawing the symbol 
  185 
  Filling in the Armor 
  186 
  Creating the pauldron 
  186 
  Creating the Gauntlets 
  187 
  CA PRO COMMAND REFERENCE
   
  190 
  CITY DESIGNER PRO 
  INTRODUCTION 
  196 
  At the individual building level 
  196 
  At the street level 
  196 
  Demographic information 
  196 
  What you need to know to use City 
  Designer Pro 
  196 
  Installing City Designer Pro 
  196 
  Starting City Designer Pro 
  197 
  The City toolbar 
  197 
  ROADS AND STREETS 
  198 
  Custom roads 
  198 
  Other road-like areas 
  198 
  Networks 
  199 
  ADDING CITY SYMBOLS 
  200 
  Smart Symbols 
  200 
  Adding a smart symbol aligned to a 
  road 
  200 
  Adding symbols without automatic 
  aligning 
  201 
  THE HOUSE BUILDER 
  202 
  The House dialog box 
  202 
  To add a house 
  205 
  Align Houses with Roads using Grid 
  Angle 
  205 
  To change the layer of a house 
  206 
  House Settings 
  206 
  Creating House Settings 
  208 
  Extras - Extensions and Connections
   
  209 
  ADDING RANDOM STREETS 
  212 
  To add a random street 
  212 
  Random Street Options 
  212 
  Random Street Options examples213 
  Adding Frills to Buildings 
  214 
  ADDING INFORMATION 
  216 
  Grid overlays 
  216 
  Indexes 
  216 
  DEMOGRAPHIC INFORMATION
   
  218 
  Change house layer 
  218 
  Color Buildings 
  218 
  The Color Buildings dialog box 
  218 
  BUILDING A CITY FROM SCRATCH
   
  220 
  Asking Questions that will impact On 
  Your Design 
  220 
  Tutorial: Building a City From Scratch
   
  223 
  Further reading on cities 
  231 
  A CD PRO MACRO 
  232 
  Anatomy of the CurtainWall 
  232 
  Macro Etiquette 
  233 
  ADVANCED FEATURES 
  238 
  Layers 
  238 
  CD Pro Symbols 
  238 
  CD Pro Houses 
  238 
  Changing the layer of buildings 238 
  Controlling layers 
  239 
  Creating an angular grid 
  239 
  CITY SYMBOLS 
  240 
  Creating building symbols 
  240 
  Creating frill symbols 
  241 
  Making a symbol from a House 242 
  CREATING HOUSE STYLES 
  244 
  Starting a new house style 
  244 
  ALPHABETICAL LIST OF CD PRO 
  COMMANDS 
  246 
  CD PRO MACRO COMMAND 
  REFERENCE 
  250 
  COSMOGRAPHER INTRODUCTION
   
  252 
  Getting to Cosmographer Pro 
  252 
  Starting a New Drawing 
  252 
  The Cosmographer Toolbar 
  252 
  Symbol Toolbar 
  252 
  CREATING A DECKPLAN FROM 
  SCRATCH 
  254 
  Hull 
  254 
  Other cool deckplan tools 
  255 
  Changing fill style 
  256 
  Engineering tools 
  256 
  OVERLAND HEX MAPS 
  258 
  Create your own hex symbols 
  259 
  CREATING TRAVELLER® SECTOR 
  MAPS 
  260 
  CREATING A LOCAL OVERLAND 
  MAP 
  262 
  EXPLORING SHEETS AND LAYERS
   
  264 
  Layers 
  264 
  Sheets 
  264 
  How do Layers and Sheets go 
  together? 
  265 
  STARSHIP DESIGN 
  266 
  
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  4 
  Design Considerations 
  266 
  Command and Control 
  266 
  Life Support 
  266 
  Computers 
  267 
  Sensors 
  267 
  Weapons 
  267 
  Cargo 
  267 
  Labs 
  268 
  Engineering 
  268 
  Airlocks 
  268 
  Escape Pods 
  268 
  Shuttle bay 
  269 
  Special Effects 
  269 
  Conclusion 
  269 
  Further Reading about the Space 
  genre 
  269 
  DIORAMAS PRO INTRODUCTION
   
  272 
  Other Sources of Information 
  272 
  Starting Dioramas Pro 
  272 
  Latest Information 
  272 
  Maps from previous versions 
  272 
  The Dioramas Pro toolbar 
  272 
  The Dioramas Pro symbol toolbar 272 
  DIORAMAS PRO GEOMORPHS274 
  Creating a new drawing using 
  Dioramas Pro geomorphs 
  274 
  Adding symbols to Geomorph pieces
   
  274 
  Changing the fill styles of Dioramas 
  Pro Geomorphs 
  274 
  Other Geomorph tips and tricks 275 
  CREATING DIORAMAS 
  276 
  Starting a new blank diorama 
  276 
  Features of the Dioramas Pro template
   
  276 
  Planning (the complexities of 
  avoidance) 
  276 
  Drawing panels 
  276 
  Fold and cut lines 
  278 
  Glue tabs 
  278 
  Complex objects 
  279 
  Circles and tubes 
  279 
  Multi-page objects 
  281 
  Adding symbols 
  281 
  Drawing buildings 
  281 
  PRINTING AND CONSTRUCTION
   
  286 
  Miniature scales 
  286 
  Tools of the trade 
  287 
  Printing dioramas pages 
  288 
  Constructing dioramas objects 
  289 
  EXAMPLE: ONE STAR INN 
  292 
  Getting Started 
  292 
  Overview 
  292 
  Planning 
  292 
  Panel Layout 
  293 
  Test Assembly 
  297 
  Detailing 
  297 
  DIORAMAS PRO COMMAND 
  REFERENCE 
  300 
  DUNGEON DESIGNER PRO 
  INTRODUCTION 
  304 
  What’s In A Name? 
  304 
  Other Sources of Information 
  304 
  Starting DD Pro 
  304 
  Frequently Used Clicks 
  304 
  YOUR FIRST FLOORPLAN 
  306 
  First steps 
  306 
  The entrance room 
  306 
  Another room 
  306 
  A corridor 
  306 
  More rooms 
  307 
  More corridors... 
  307 
  Completing the dungeon 
  308 
  Using different room and corridor 
  styles 
  308 
  Changing room and corridor styles
   
  309 
  Using the Random Dungeon 
  Generator 
  310 
  THE GEOMORPH DUNGEON 
  312 
  The basic geomorph dungeon 
  312 
  More geomorph techniques 
  313 
  Symbol manipulation 
  313 
  Exploding the symbols 
  313 
  Other Geomorph tips and tricks 314 
  FREEHAND DUNGEONS 
  316 
  Using Dungeon Drawing Tools 
  316 
  Drawing Freehand 
  317 
  Drawing the dungeon’s outer walls
   
  317 
  Irregular dungeon walls 
  317 
  Completing the walls 
  318 
  Combining Methods 
  318 
  ADDING SYMBOLS 
  320 
  Doors and Windows 
  320 
  Secret Doors 
  322 
  Stairs 
  323 
  Re-ordering layers 
  323 
  Traps 
  324 
  Room Contents 
  325 
  Non-wall symbols 
  325 
  Text Labels 
  326 
  Arrows 
  327 
  Number Labels 
  327 
  Entering your details into the Drawing 
  Title box 
  328 
  SPECIAL EFFECTS 
  330 
  As we continue… 
  330 
  Solid Backgrounds 
  330 
  Symbol Filled Backgrounds 
  332 
  Wall Breaks 
  333 
  Creating Unusual Doors 
  333 
  Adding Peep Holes and Arrow Slits
   
  334 
  Rooms at an Angle 
  334 
  Symbols aligned to another entity335 
  Text at an Angle 
  335 
  The Tiles catalog 
  336 
  Complex walls 
  336 
  Custom stairs 
  339 
  Multi-leveled dungeons and buildings
   
  341 
  LINKING MAPS AND 
  INFORMATION 
  344 
  Linking dungeon levels and maps344 
  Linking with files and information345 
  Sharing linked maps with other users
   
  345 
  PRINTING IN DD PRO 
  348 
  Print part of the map to precise scale
   
  348 
  Printing to scale across many pieces 
  of paper 
  348 
  CUSTOMIZING SYMBOLS 
  350 
  How symbols work with layers 
  350 
  Symbols and copyright 
  350 
  Creating Symbols  (a marvelous, 
  mechanical mouse organ) 
  350 
  Adding symbols from a drawing to a 
  catalog 
  351 
  Creating Smart Symbols 
  352 
  MACRO EXAMPLE 
  354 
  CliffFace Macro Deconstruction 354 
  DD PRO COMMAND REFERENCE
   
  362 
  DD PRO MACRO COMMAND 
  REFERENCE 
  366 
  FRACTAL TERRAINS PRO 
  INTRODUCTION 
  368 
  Other Sources of Information 
  368 
  Installing FT Pro 
  368 
  Starting FT Pro 
  368 
  Latest Information 
  368 
  The FT Pro CD 
  368 
  YOUR FIRST WORLD 
  370 
  NAVIGATING THE WORLD 
  372 
  Zooming In and Out 
  372 
  Moving around on the main map 372 
  Named Views 
  372 
  WORLD SETTINGS 
  374 
  Selection 
  374 
  Primary 
  374 
  Secondary 
  375 
  Raw Height Fields 
  375 
  VIEWING WORLD INFORMATION
   
  378 
  Color to Altitude Conversion 
  378 
  Editing color items 
  378 
  LIGHTING AND COLOR 
  380 
  
  TMAH-4028-9636-6051
   
   
  5 
  Select Coloring Scheme 
  380 
  Intensity 
  380 
  Altitude 
  381 
  Temperature 
  381 
  Rainfall 
  382 
  Climate 
  382 
  WORLD PROJECTIONS 
  384 
  GRIDS 
  386 
  Editing Grid Settings 
  387 
  SIMPLE CREATE MODE 
  388 
  Setup 
  388 
  Drawing 
  388 
  Execution 
  388 
  Quality Settings 
  389 
  EDITING YOUR WORLD 
  390 
  Fractal Function 
  390 
  Temperature 
  391 
  Rainfall 
  391 
  The Editing Tools 
  391 
  Using the Editing Tools 
  392 
  Changing the Editing Tools 
  392 
  Climate Painting 
  392 
  Global Painting 
  392 
  Selection Functions 
  393 
  Mound 
  394 
  Deterrace 
  394 
  Global Noise 
  395 
  Basin Fill 
  395 
  Expand Land 
  396 
  Fill Basins as Lakes 
  396 
  Changing Color And Lighting Settings
   
  397 
  Changing World Settings 
  397 
  Crater Tool 
  397 
  Planetary Bombardment 
  398 
  Pre-Scale Offset Editing 
  398 
  User Interface Niceties 
  399 
  Quick Commands 
  399 
  New Color Option 
  399 
  SAVING AND EXPORTING 
  400 
  Saving Your World 
  400 
  Exporting An Icosahedral Projection
   
  400 
  Exporting To Multiple Image Files401 
  Exporting A Spin View 
  401 
  Exporting To VRML 
  402 
  EXPORTING TO CC2 PRO 
  404 
  FT Pro To CC2 Pro Export Options404 
  Exporting To A Single CC2 Pro Map
   
  407 
  Exporting To Multiple CC2 Pro Maps
   
  407 
  Standard CC2 Pro layers for FT Pro 
  exports 
  407 
  Importing Field Height from CC2 Pro 
  maps 
  408 
  CREATING WORLDS FROM REAL 
  WORLD DATA 
  410 
  Burn In To Surface 
  410 
  Flat Worlds 
  411 
  Planar Worlds 
  411 
  IMAGE OVERLAYS 
  412 
  What are overlays 
  412 
  Transparency 
  412 
  The Image Overlay Window 
  412 
  Creating an Overlay 
  412 
  Creating an overlay from a disk image
   
  413 
  Drawing and Erasing on an Overlay
   
  413 
  Adding a cloud image 
  413 
  ADDING RIVERS 
  416 
  Filling Basins 
  416 
  Calculation resolution 
  416 
  Vector Rivers 
  417 
  Adding the rivers 
  417 
  CREATING A WORLD FROM 
  SCRATCH 
  418 
  Generating the World with Fractal 
  Terrains Pro 
  418 
  Tweaking the FT Pro Output 
  419 
  Exporting to CC2 Pro 
  421 
  Conclusion 
  423 
   FT PRO REFERENCE 
  424 
  Theory 
  424 
  SCRIPTS 
  428 
  Script Commands 
  428 
  Sample script to smooth lower 
  altitudes 
  429 
  Sample script to save slices of a world 
  to files 
  430 
  FT PRO’S INTERFACE 
  432 
  Map Projections 
  439 
  Planar worlds 
  442 
  Interrupted Projections 
  442 
  File Format 
  443 
  Example Projections 
  444 
  New Projection Dialog 
  447 
  Conic Projection Parallels 
  447 
  More reading about Map Projections
   
  447 
  PERSPECTIVES PRO 
  INTRODUCTION 
  450 
  The Per Pro toolbar 
  450 
  Command overview 
  450 
  Starting a New Map 
  451 
  CREATING A FLOORPLAN FROM 
  SCRATCH 
  452 
  Choosing a Look 
  452 
  Adding a wall 
  452 
  Symbols overview 
  453 
  Choosing your symbol catalog 
  453 
  Choosing your symbols 
  453 
  MAKING SOLID SHAPES AND 
  HOLES 
  456 
  3D Boxes 
  456 
  3D Regular Polygon 
  456 
  MAKING A PER PRO MAP FROM 
  AN EXISTING PLAN VIEW 
  458 
  Projecting a Floorplan into Isometric 
  View 
  458 
  Converting the Basic Floor Plan 
  458 
  Converting DD Pro Floorplans 
  458 
  Converting Geomorph Floor plans459 
  Converting More Complex Shapes
   
  459 
  Adding Walls to Curves 
  459 
  Creating Solids from Projected Shapes
   
  460 
  Projecting Text 
  460 
  HOUSE CREATION 
  462 
  A Basic House 
  462 
  A House with an Extension 
  462 
  More to Do 
  463 
  CONTROLLING THE APPEARANCE 
  OF YOUR PER PRO MAPS 
  464 
  Creating Your Own Settings 
  464 
  Hatch Styles 
  464 
  Creating Hatch Styles 
  465 
  To Use the Created Hatch Style 465 
  CREATING PERSPECTIVE SYMBOLS
   
  466 
  To Create a Free-Standing 
  Perspectives Pro Symbol 
  466 
  Defining a Free-Standing Perspectives 
  Pro Symbol 
  466 
  Adding Free-Standing Symbol 
  Information 
  467 
  Creating Wall Features Symbols 467 
  Adding Wall Features Symbol 
  Information 
  467 
  Saving any Perspectives Pro Symbol 
  as a Catalog 
  468 
  Adding any Perspectives Pro Symbols 
  to an Existing Catalog 
  468 
  MAKING A PERSPECTIVES PRO 
  SYMBOL - AN EXAMPLE 
  470 
  Creating a wagon 
  470 
  Making Wheels 
  470 
  Opposite View 
  471 
  Four Views 
  472 
  Symbol Preparations 
  472 
  ALPHABETICAL LIST OF 
  PERSPECTIVES PRO COMMANDS
   
  474 
  SOURCE MAPS: CASTLES! 
  480 
  Introduction 
  480 
  The SMC Viewer 
  480 
  
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  Creating and Editing Castle Maps 480 
  Viewer Overview 
  480 
  Interface 
  480 
  The Viewer Toolbar 
  480 
  Bookmark Buttons 
  481 
  View buttons 
  481 
  Grid Button 
  481 
  Command prompt 
  482 
  Tracking Indicator 
  482 
  Hyperlinks to other views 
  482 
  Hyperlinks to Information 
  482 
  Navigating the Maps 
  482 
  Using Open 
  482 
  Bookmarks 
  482 
  Current Castle Buttons 
  482 
  Zoom Text 
  483 
  Using Layers 
  483 
  Global Layer Settings 
  483 
  Printing 
  483 
  Printing Without Worrying About 
  Options 
  484 
  Printing Using the Options 
  484 
  Bookmarks, Indexes and Information
   
  484 
  Searching the Files 
  484 
  Reindexing the Maps 
  484 
  Getting Information 
  485 
  Finding Distances 
  485 
  Finding Areas 
  485 
  Getting Information 
  485 
  Adding Map Notes 
  485 
  Using Castle Designer Pro 
  485 
  SOURCE MAPS: WORLD WAR 2 
  INTERACTIVE ATLAS 
  490 
  The WW2IA Viewer 
  490 
  The World War 2 Add-on 
  490 
  SYMBOL SET 1: FANTASY 
  OVERLAND 
  492 
  Symbol Set 1 Example 1 
  492 
  SYMBOL SET 2: FANTASY 
  FLOORPLANS 
  494 
  SYMBOL SET 2: FANTASY 
  FLOORPLANS 
  495 
  SYMBOL SET 3: MODERN 
  496 
  Modern Overland maps 
  496 
  APPENDIX A- ILLUSTRATIONS497 
  APPENDIX B — MATERIAL 
  INCLUDED WITH THE TOME 
  498 
  Bitmaps 
  498 
  Command Reference 
  498 
  Mini Style Pack - Sudbury 
  498 
  Symbol Catalogs 
  498 
  Templates 
  499 
  Two Party Dungeon Adventure 
  499 
  INDEX 
  500 
  Using the Index 
  500 
   
   
   
   
   
  A Map of Thain by Ralf 
  A Map of Thain by Ralf 
  A Map of Thain by Ralf 
  A Map of Thain by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
  A Map of Thain
  A Map of Thain
  A Map of Thain
  A Map of Thain is drawn on an 
  edited parchment template. It uses 
  hand drawn style symbols from 
  Symbol Set 1-Fantasy Overland and 
  outlined text labels as explained in 
  Adding an outline on page 46. 
   
  
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  7 
  License Agreement
  License Agreement
  License Agreement
  License Agreement    
  Use of this software is determined 
  by a license agreement you can 
  view on the CD.  
  Technical Support
  Technical Support
  Technical Support
  Technical Support    
  Support is available from the 
  registered users area of the 
  ProFantasy website profantasy.com 
   
   
   
  Welcome to Campaign Cartographer 2 Pro, the core of ProFantasy Software Ltd's RPG 
  software. The fact you are reading this means that you have made two wise decisions. 
  First, you have chosen to create your maps with CC2 Pro. Second, you have started to 
  read the manual. Please continue. Whatever you play, CC2 Pro and its add-on products 
  will help you improve the quality of your game. 
   
   
   
   
   
  CREDITS
  CREDITS
  CREDITS
  CREDITS    
  Campaign Cartographer 2 Pro:
  Campaign Cartographer 2 Pro:
  Campaign Cartographer 2 Pro:
  Campaign Cartographer 2 Pro: Mark Fulford, Simon Rogers 
  CAD Source code:
  CAD Source code:
  CAD Source code:
  CAD Source code: Michael Riddle 
  CC2 Pro programming: 
  CC2 Pro programming: 
  CC2 Pro programming: 
  CC2 Pro programming: Peter Olsson 
  Additional programming: 
  Additional programming: 
  Additional programming: 
  Additional programming: Mark Fulford, L. Lee Saunders 
  Manual: 
  Manual: 
  Manual: 
  Manual: Simon Rogers, Mark Fulford 
  Proofing and Testing:
  Proofing and Testing:
  Proofing and Testing:
  Proofing and Testing: Jon Crew, Linda Kekumu, Ralf Schemmann 
  Additional Manual Material:
  Additional Manual Material:
  Additional Manual Material:
  Additional Manual Material: L. Lee Saunders (the Art of Labeling), Morgan Olden (Macros), John Csaky (various 
  advanced tips), Allyn Bowker (Different Styles of Mapping, various tutorials) 
  Thanks To:
  Thanks To:
  Thanks To:
  Thanks To: The CC Mail List, The Colonel and Colin 
   
   
  
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  8 
  Benefits
  Benefits
  Benefits
  Benefits    
  • You can go back and change the 
  properties of any entity at any 
  time, even after other shapes 
  have been drawn on top. 
  • A CC2 Pro map has no fiXEd 
  size. If you need more canvas, 
  you simply zoom out. 
  • When you zoom in, you see 
  clearer definition, not bigger 
  dots. 
  • Entities are attached to layers. 
  By saying which layers are 
  visible, you can change the 
  visible content to suit a 
  particular purpose. 
  • The file size is related to the 
  number of objects, not the 
  picture size. A road 1,000 miles 
  long takes up exactly the same 
  memory as a road 1 mile long.  
  • Objects can be complex, and 
  even trigger actions. For 
  example, a city symbol can be 
  combined with a link object so 
  that when you click on it, the city 
  map opens. 
  Campaign Cartographer2 Pro Introduction 
  How to use the Tome 
  While most of the Tome is presented in a tutorial format, each section also stands 
  independently. As an example, take a look at Printing on page 13. Later chapters do assume 
  that you have knowledge of the basics. Items underlined in bold text are referring you to 
  the side bar for definitions and additional information. Buttons, dialog box items and menu 
  items are shown in bold text like this: Perspective Settings 
  . 
  If you’ve bought CC2 Pro together with other proFantasy products, we thank you. We also 
  recommend that you complete the CC2 Pro tutorial even if you are not interested in creating 
  overland maps of fantasy worlds. The manual is carefully designed to introduce CC2 Pro in 
  easy-to-digest steps. 
  Clear your Mind... 
  You may well be used to paint programs. In fact, you may even have tried to create maps 
  with a paint program. If you have, you’ll know that they’re not always suited to the job. CC2 
  Pro, on the other hand, is superb at map-making. There is a reason for this difference.  
  A paint program thinks of a picture as a grid of dots. All it knows about the picture is how 
  big it is (how many dots across and up) and the color of each dot. Once you have drawn a 
  shape it is tricky to change, especially if other shapes have been drawn on top. 
  CC2 Pro thinks of a picture in a different way. It thinks of a picture as a collection of entities 
  (drawing objects), with each entity having a set of properties such as color, width, start-point 
  and end-point. This is ideal for map-making, and it gives you many benefits. 
  As you might expect, because CC2 Pro and paint programs think differently, they work 
  differently, too, so clear your mind of any preconceptions you have. 
  You will find that CC2 Pro is easy to use, but expect it to work differently than a paint 
  program!  
  Sources of Information 
  This book leads you through the concepts and techniques used to create maps with CC2 Pro. 
  It starts with the basics, making no assumptions about your knowledge of CC2 Pro. 
  CC2 Pro’s Quick Start Guide is available from the Help menu. It takes you through the 
  process of creating a simple map. 
  CC2 Pro’s help system contains reference information about every command, an overview 
  of concepts and a large how-to section. If you can’t find the answer to a CC2 Pro question in 
  this book, look in the help system. 
  ProFantasy’s website, http://www.profantasy.com, contains downloadable updates, 
  resources, documentation and the latest technical support answers. 
  What’s Pro? 
  CC2 Pro is based on our original Campaign Cartographer 2, but more powerful and easier to 
  use. We evaluated all the suggestions and negative comments we’d received over the years, 
  and we sought out people who actively disliked CC2. We also asked our experienced users 
  what we could do to speed things up. Based on all this information, we redesigned CC2 Pro 
  to make it easier to learn while enhancing its powers. “More powerful, easier to use” was our 
  mantra. Many of the sections in previous manuals are redundant, and you don’t need to 
  know much to create a nice looking map. CC2 Pro’s powerful CAD tools are still there, ready 
  for advanced users, but you don’t have to touch them to create great maps. For full details of 
  the extra features in CC2 Pro, see the readme.txt file that came with CC2 Pro in the Notes 
  folder. 
    
  
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  9 
  Installation
  Installation
  Installation
  Installation    
  Before installing CC2 Pro and any 
  add-ons we recommend that you 
  check on our website 
  http://www.profantasy.com/service
  /technical.asp under the question 
  “Optimal installation order” before 
  continuing. You should also 
  register your software and 
  download the latest universal 
  update before you continue.  
  Place the CC2 Pro compact disc 
  into your CD-ROM drive. On most 
  computers there will be a few 
  seconds of whirring, then you will 
  see a window showing the CD’s 
  contents. If this doesn’t happen, 
  double-click on My Computer,
  My Computer,
  My Computer,
  My Computer, 
  then on the button for your CD-
  ROM drive. 
  To install CC2 Pro, double-click on 
  the Setup
  Setup
  Setup
  Setup button, then follow the 
  on-screen instructions. 
  During the installation you will be 
  asked to give your name and CC2 
  Pro serial number. Your unique 
  serial number has been emailed to 
  you. 
  When you have installed CC2 Pro 
  and all add-ons, run the universal 
  update. 
  Properties
  Properties
  Properties
  Properties    
  Each entity in a CC2 Pro drawing 
  has certain properties--some 
  visible, some invisible. All entities 
  have color, width, line style, fill 
  style, layer and pen thickness. You 
  can see the current properties on 
  the Status Bar, although many 
  other commands will overwrite 
  these settings. For example a river 
  will be blue and solid. 
   
  CC2 Pro’s Interface 
  After installation, launch CC2 Pro. Most people learn by deciding what they want to do, 
  then working out how to do it. Modern Help systems and software manuals follow this 
  trend, including this one. However, if you are like me, you might learn new things just by 
  asking what these pretty buttons do as well as asking which ones to press. Here’s a quick 
  overview of CC2 Pro’s window furniture and buttons. 
   
  The Status Bar 
   
  The Status Bar shows you the current drawing properties (color, line style, etc) for new 
  entities. You can click on any of the indicators to change the current setting. Tracking shows 
  you the current cursor position. 
  The View Window 
  This is where you see your drawing. Use the View toolbar to control what you see. 
  The Color Bar 
  Click here to set the current color. For a wider selection of colors, use the Color indicator on 
  the Status Bar. 
  The Command Prompt 
   
  This is where CC2 Pro asks you for information. It’s also where you type requested values 
  such as scales and points. Keep an eye on it. 
  Toolbars 
  You can right click on toolbar buttons to see popup menus or secondary options. CC2 Pro’s 
  most important commands are found here. 
  
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  10 
  Toolbars
  Toolbars
  Toolbars
  Toolbars    
  The File
  File
  File
  File toolbar lets you start new 
  drawings, manage files, link with 
  other files and swap between add-
  ons. Right click on the add-on 
  buttons to see cut down versions 
  of their most important features. 
  The Symbol Setting
  Symbol Setting
  Symbol Setting
  Symbol Settings toolbar has 
  shortcuts to let you select CC2 
  Pro’s symbol catalogs. If you have 
  add-ons and swap to them, 
  different buttons will be displayed. 
  The Overland
  Overland
  Overland
  Overland toolbar lets you add 
  specialized mapping entities such 
  as landmasses, rivers and roads to 
  your map. It also lets you select 
  symbol catalogs, which appear in 
  the Symbol Catalog Window. If you 
  have add-ons, this is where their 
  specialized commands will be 
  displayed. 
  The Edit
  Edit
  Edit
  Edit toolbar lets you control 
  selections of entities already in the 
  drawing. You can move, rotate, 
  erase or reshape them. You can 
  also change the properties of 
  existing entities. 
  The Single Entities
  Single Entities
  Single Entities
  Single Entities toolbar lets you 
  trim, break and reshape 
  individually selected entities. 
  The View
  View
  View
  View toolbar lets you control 
  what you see in the View Window. 
  You can use View buttons at any 
  time, even in the middle of another 
  command. 
  The Entity Order
  Entity Order
  Entity Order
  Entity Order toolbar lets you 
  control what order entities appear 
  in your drawing-- in effect, which 
  are in front or behind. 
  The Draw
  Draw
  Draw
  Draw toolbar is a buffet of 
  CAD commands to add simple 
  entities such as text to your 
  drawing. You can build symbols 
  out of these primitive shapes. 
  The Modifiers
  Modifiers
  Modifiers
  Modifiers toolbar lets you 
  snap to significant points on an 
  entity whenever you are asked to 
  select a point on the Command 
  Prompt. 
   
  The Screen Tools button 
  Screen Tools 
   lets you control the appearance your CC2 Pro screen. Here you can move 
  toolbars, and hide and show scroll bars as well as the catalog window. You can also choose 
  to have large screen buttons here. 
  Snap and Lock buttons 
   
  The Grid button turns the visual grid on and off. Snap causes points to lock to the grid and 
  to significant points between, and Ortho locks the cursor vertically or horizontally. A right 
  click on these buttons lets you select another grid setting. The Attach causes all clicks in 
  the View Window to snap to significant points on any entity; right click for settings. Lock 
  controls group locking (see sidebar on page 53). 
  Read Me - The Most Important Differences 
  CC2 Pro is easy to use, but there are a few things that make it different to some other 
  software. If you can grasp these simple concepts early on, you’ll find CC2 Pro much easier to 
  learn. 
  • 
  CC2 Pro expects you to choose an editing function, then select what you want to edit. 
  So you would click Erase 
  , then click on what you wanted to remove from the 
  drawing, right click, select  Do it. This is far quicker for mapping than the standard 
  Windows method of select then edit. This is dealt with throughout the tutorial, and is 
  detailed in Making a Selection on page 57. 
  • 
  Right click to complete a command. When a command is complete, click to repeat it. 
  Select another command to cancel the current one. 
  • 
  The lower left corner of the screen, called the Command Prompt (prompt), is where CC2 
  Pro asks you for instructions and gives you information about shortcuts. You can type 
  here. Keep an eye on it. If you select a menu item, and nothing appears to happen, look 
  down here and you’ll see what CC2 Pro wants. 
  In CC2 Pro, don’t drag the mouse. You get finer control without dragging - left click to start a 
  move, then right click to finish. 
  The Value of Maps 
  In the beginning, there were none. Then there were a few, but you had to put up with a 
  world where you could tumble off the edge. Today, maps are super-accurate and so 
  commonplace that you can find one in your local convenience store. 
  The value of maps clearly depends on the era in which your game is set, and whether it is a 
  fantasy game, or true-to-life.  
  In our own history, maps have always been incredibly valuable tools used for political and 
  commercial exploitation. In the 16th Century, the Spanish and Portuguese avoided the new 
  print processes and kept to hand drawn maps which were less likely to fall into enemy 
  hands. While modern maps may be accurate in shape, they’re only as up-to-date as the last 
  time information was gathered. Printed maps don’t show changes such as blown-up bridges, 
  or dynamic information, such as troop movements. 
  In a fantasy world charted by reticent sages and unforthcoming wizards, maps available to 
  the average adventurer should be sparse and maybe even dangerously inaccurate. A map 
  should be a prize worth having. Players should not be allowed to see a full, accurate map of 
  their own lands, let alone the world, without a long struggle. 
  The CC2 Pro software you have in your hands is capable of mapping Earth in precise and 
  near infinite detail, even recording abstract details such as mineral locations, ocean currents 
  and population movement. 
   
  
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  11 
  Copyright issues 
  You retain the copyright in all maps you create with CC2 Pro. You may freely distribute any 
  maps you create, with the following proviso — you may not release maps which, in our 
  opinion, are for the purpose of redistributing CC2 Pro’s symbols. Think of your maps as 
  documents, and our symbols as fonts. You can print a document containing Times New 
  Roman font, but you can’t give the font file away, or produce a “font book.”  
   
   
  Copyright
  Copyright
  Copyright
  Copyright    
  For more information on symbols 
  and copyrights, see Symbols and 
  copyright on page 350. 
   
   
   
   
   
   
   
   
   
   
   
   
  Analorn Prison by Matthew 
  Analorn Prison by Matthew 
  Analorn Prison by Matthew 
  Analorn Prison by Matthew 
  Lynn
  Lynn
  Lynn
  Lynn****†    
  Analorn Prison
  Analorn Prison
  Analorn Prison
  Analorn Prison uses hotspots for 
  navigation between sheets as 
  explained in Using Hotspots to 
  Control Sheets and Layers on page 
  118. The prison uses symbols 
  created using the techniques 
  explained in Creating a symbol on 
  page 66. 
  Analorn Prison is available as an 
  example drawing in the 
  Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome folder.  A symbol 
  catalog compiled from the drawing 
  is available in the Symbols>
  Symbols>
  Symbols>
  Symbols>Tome
  Tome
  Tome
  Tome 
  folder. 
  
  TMAH-4028-9636-6051
   
   
  12 
  Zoom Buttons
  Zoom Buttons
  Zoom Buttons
  Zoom Buttons    
   
  Zoom Window
  Zoom Window
  Zoom Window
  Zoom Window. CC2 
  Pro asks you to click 
  opposite corners of a 
  window (an area) to 
  which you would like to 
  zoom. CC2 Pro will 
  zoom in so that the 
  window you pick fills 
  the screen. 
   
  Zoom Extents
  Zoom Extents
  Zoom Extents
  Zoom Extents. CC2 Pro 
  redisplays the map so it 
  completely fills the 
  screen. 
   
  Zoom In
  Zoom In
  Zoom In
  Zoom In CC2 Pro 
  zooms in by a factor of 
  2, increasing the 
  magnification. 
   
  Zoom Out
  Zoom Out
  Zoom Out
  Zoom Out    CC2 Pro 
  zooms out by a factor 
  of 2, reducing the 
  magnification. 
   
  Zoom Last
  Zoom Last
  Zoom Last
  Zoom Last CC2 Pro 
  goes back to the 
  previous view of the 
  map. 
   
  Redraw
  Redraw
  Redraw
  Redraw When you edit 
  a map you’ll find that, 
  where you make 
  changes, CC2 Pro 
  sometimes leaves a 
  little temporary clutter 
  on screen. Redraw 
  cleans up the clutter. 
      
  CC2 Pro Button
  CC2 Pro Button
  CC2 Pro Button
  CC2 Pro Button    
  If you haven’t got a shortcut on 
  your desktop, click Windows® 
  Start menu, then click Programs, 
  then click Campaign Cartographer 
  2 Pro....    
   
  Viewing and Printing 
  Before we get involved with map creation, let’s see what CC2 Pro can do. 
  This chapter will show you how to navigate your way around CC2 Pro and print maps at 
  different scales  
  1 
  Start CC2 Pro. 
  When you installed CC2 Pro, you were given the option to add a CC2 Pro shortcut to 
  your desktop. If you said Yes to this, you can click the CC2 Pro button on your main 
  Windows® screen. 
  The first time you start CC2 Pro, you see the CC2 Pro Welcome Screen. Subsequently you’ll 
  see the last map you used. 
  2 
  On the File toolbar click Open 
  . 
  3 
  You see the Load Drawing dialog box. 
  4 
  Navigate to CC2 Pro’s Examples\Maps folder, then click on Carriad.fcw. Click the 
  Open Button. 
  5 
  CC2 Pro asks if you would like to save the changes to your map. Click No. 
  The Carriad example map loads. 
  Zooming 
  One of the great things about CC2 Pro is how it lets you "zoom in" to get a close-up view of 
  an area of your map or "zoom out" to see more of the map at a reduced size. 
  CC2 Pro has six zoom buttons, grouped at the top right of the drawing window — the View 
  toolbar. There is also a View menu, containing more view controlling commands. For now, 
  though, we will only worry about the buttons: 
   
  6 
  Click Zoom Window 
  . 
  The Command Prompt (at the bottom of the screen) reads zoom window: and the pointer 
  changes to crosshairs. 
  7 
  Click (don’t drag) at the bottom left of the island called Munsch. 
  The Command Prompt reads Opposite corner:. Now, when you move the mouse you see 
  a box shrink and grow. This is CC2 Pro showing you the window to which it will 
  zoom. 
  8 
  Put the opposite corner of the window 
  at the top right of the island then click 
  again. 
  CC2 Pro zooms in to the island. You 
  can carry on zooming in like this as 
  far as you like.  
  9 
  Click Zoom Extents 
   to see the 
  whole map again. 
  10 Click Zoom Window 
   and pick a 
  window around Carag, the island to the 
  north. 
   
  
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  13 
  Layers
  Layers
  Layers
  Layers    
  Layers 
  Layers 
  Layers 
  Layers are simply a way of 
  associating  entities within a map. 
  They do not addect drawing order.  
  An entity’s layer is an invisible 
  property which you can use to 
  easily select, hide and show related 
  map features.  
  When you add an entity to a map, 
  its definition is set to the current 
  layer. When you click a shortcut 
  symbol or drawing tool button, one 
  of the things CC2 Pro does is to set 
  the appropriate current layer. For 
  example, when you click the 
  Mountains button, CC2 Pro sets 
  the current layer to 
  MINERALS/MOUNTAINS.
  MINERALS/MOUNTAINS.
  MINERALS/MOUNTAINS.
  MINERALS/MOUNTAINS. 
  Although drawing tools automate 
  standard layer usage, occasionally 
  you will need to control layers 
  manually. This is easy via the 
  Layers
  Layers
  Layers
  Layers dialog box, which you open 
  by clicking the layer indicator on 
  the Status Bar. 
  (If you want entities arranged as if 
  they were items drawn on a pile of 
  Perspex sheets, you can use 
  sheets
  sheets
  sheets
  sheets. Sheets are an advanced 
  feature of CC2 Pro explained in 
  more detail on page 264.) 
  Layers 
  Maps are built on layers. Everything in your drawing is associated with a particular layer. By 
  hiding and showing layers you can change the visible content to suit a particular purpose 
  without having to draw a new version. For example, by putting all secrets on the SECRET 
  layer, you can quickly hide them from unauthorized eyes! 
  11 Click the layer indicator L: COAST/SEA on the Status Bar. 
   
  You see the Select Layer dialog box which shows the list of layers used in the map. 
  Next to each layer name are three small boxes. 
  • 
  The left box is ticked if the 
  layer is the current layer. In 
  this case the current layer is 
  COAST/SEA. 
  • 
  The middle box contains a 
  small H if the layer is hidden. 
  In this case GAME MASTER 
  ONLY is hidden. 
  • 
  The right box contains a small 
  F if layer the layer is frozen 
  (protected). 
  12 Click the small H in the box next to 
  GAME MASTER ONLY. 
  The H is removed. The layer will 
  now be visible. 
  13 Click on the OK button 
  The map redraws with the GAME MASTER ONLY layer visible. Among other things, 
  you should see an angel and a crown which were not there before. These mark the 
  site of Good and of the location of a Royal Pretender. 
  Printing 
  14 CC2 Pro can print any view of any 
  map either to fit the page, or to a 
  precise scale factor (e.g. 1:72 for 
  miniatures), or tiled across more than 
  one sheet of paper. From the File 
  toolbar click Print 
  . 
   
   
   
  You see the Print Drawing dialog 
  box, which has five sections — 
  Printer, View to print, Scaling, 
  Tiling, and Options. 
   
   
   
  Printing without worrying about the options 
  The Print dialog box gives you a great deal of control about how the printed map will look; 
  but, with that control, comes options. If you want to print without worrying about the 
  options, these are the settings you want: 
  Any View
  Any View
  Any View
  Any View    
  Hidden layers do not print. 
  
  TMAH-4028-9636-6051
   
   
  14 
  � 
  Printer 
  Select a working printer 
   
  � 
  View to print 
  Everything 
  � 
  Scaling 
  Fit to page 
  � 
  Tiling 
  # Horiz = 1, # Vert = 1 
  � 
  Print White as Black 
  Not checked  
  � 
  Portrait or Landscape As appropriate 
  Then click OK. 
   
  Printing using the options 
  15 Select the View to print. 
  Select the Scaling you would like. For example, if you use Info Menu >> Distance to 
  measure the east-west size of Carag island, you’ll find it is approximately 425 units 
  across. If you set the Paper Distance to 1” and Drawing Distance to 100, the print 
  will be at 100 units to the inch. The printed Carag island would therefore measure 
  4.25 inches across.  
  16 Select the number of pages for print Tiling. 
  CC2 Pro can create oversized prints by tiling across more than one sheet of paper. 
  When you select print tiling, it is important to use print preview to check what the 
  drawing will look like or you could find yourself using up many sheets of paper! 
   
   
  More on Printing 
  Printing to a particular scale and across many pieces of paper is discussed in Printing in DD 
  Proon 348. 
   
   
   
   
   
  View to Print
  View to Print
  View to Print
  View to Print    
  Everything
  Everything
  Everything
  Everything: The whole map will 
  print, regardless of the current 
  view. To see what CC2 Pro 
  considers is everything, click Zoom 
  Zoom 
  Zoom 
  Zoom 
  Extents
  Extents
  Extents
  Extents 
  . 
  Active Window
  Active Window
  Active Window
  Active Window: The current view 
  will print.  
  Named View:
  Named View:
  Named View:
  Named View: From the View
  View
  View
  View 
  menu you can save views of a map. 
  If you have previously saved views 
  of the map, they will be listed here.  
  Sheet
  Sheet
  Sheet
  Sheet: Sheets are an advanced 
  feature of CC2 Pro detailed in CC2 
  Pro’s help system. The normal 
  value is (Standard drawing 
  (Standard drawing 
  (Standard drawing 
  (Standard drawing ––––    
  COMMON sheet only).
  COMMON sheet only).
  COMMON sheet only).
  COMMON sheet only).    
   
  Scaling
  Scaling
  Scaling
  Scaling    
  Fit to page:
  Fit to page:
  Fit to page:
  Fit to page:    Scales the selected 
  view to best fit your paper size and 
  orientation. 
  Scale factor: Paper distance
  Scale factor: Paper distance
  Scale factor: Paper distance
  Scale factor: Paper distance 
  refers to real life distance on your 
  piece of paper. Drawing distance
  Drawing distance
  Drawing distance
  Drawing distance    
  refers to 
  refers to 
  refers to 
  refers to distances as measured 
  from the drawing. 
  To measure distances on the 
  drawing, click Info menu >> 
  Info menu >> 
  Info menu >> 
  Info menu >> 
  Distance 
  Distance 
  Distance 
  Distance and then pick two points 
  between which to measure. 
  Tiling
  Tiling
  Tiling
  Tiling    
  # Horiz, # Vert:
  # Horiz, # Vert:
  # Horiz, # Vert:
  # Horiz, # Vert: Sets how many 
  sheets the print will use. A value of    
  1111 in each box gives a 1 page print.  
  Overlap %
  Overlap %
  Overlap %
  Overlap %: Sets the overlap 
  between sheets. A value of 0000 
  means there is no overlap. To make 
  it easier to stick sheets together, 
  set the overlap to 5%
  5%
  5%
  5%. 
   
   
  Wall Test by Morgan Olden
  Wall Test by Morgan Olden
  Wall Test by Morgan Olden
  Wall Test by Morgan Olden****    
  The wall test drawing is just that--a 
  test. It is an example of the Block 
  Wall Edging macro and the 
  CliffFace macro which can be 
  found in the Macro Respoitory at 
  http://www.greycitadel.com/greycit
  adel/cc2macros.nsf/ 
  Morgan’s wall test drawing is 
  included in the Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome 
  folder. 
   
  
  TMAH-4028-9636-6051
   
   
  15 
   
   
   
   
   
   
                                                                                      
   
  Toll
  Toll
  Toll
  Toll----Gate Cottage by Allyn 
  Gate Cottage by Allyn 
  Gate Cottage by Allyn 
  Gate Cottage by Allyn 
  BBBBowker
  owker
  owker
  owker    
  Toll
  Toll
  Toll
  Toll----Gate Cottage
  Gate Cottage
  Gate Cottage
  Gate Cottage uses many 
  symbols from Symbol Set 2-Fantasy 
  Floorplans and Symbol Set 3-
  Modern. The drawing contains 
  edited symbols using the 
  techniques described in To Edit an    
  existing symbol
  existing symbol
  existing symbol
  existing symbol on page 71. 
  The cottage is available in the 
  Profantasy Download Library. 
   
  
  TMAH-4028-9636-6051
   
   
  16 
  Mistakes
  Mistakes
  Mistakes
  Mistakes    
  This chapter is meant to be an easy 
  and quick introduction into CC2 
  Pro. Please follow it closely to learn 
  the basic drawing tools. If you 
  make a mistake or are not satisfied 
  with a result, simply use the Undo
  Undo
  Undo
  Undo    
      function to go back to an 
  earlier stage. 
   
  Templates
  Templates
  Templates
  Templates    
  Templates predefine a lot of 
  information for the map such as its 
  size, the layers it contains, etc. 
  They are not absolutes, though. 
  You can erase anything on a 
  template and start from scratch if 
  you want to. 
   
  Command Prompt
  Command Prompt
  Command Prompt
  Command Prompt    
  The lower left corner of the screen, 
  called the Command Prompt 
  (prompt), is where CC2 Pro asks 
  you for instructions and gives you 
  information about shortcuts. Keep 
  an eye on it! If you select a menu 
  item and nothing appears to 
  happen, look down here and you’ll 
  see what CC2 Pro wants. 
   
  Default
  Default
  Default
  Default    
  The fractal polygon is just the 
  default method for drawing 
  landmasses. You can access others 
  by right-clicking the Landmass
  Landmass
  Landmass
  Landmass 
  button. Like most of CC2 Pro’s 
  buttons it offers a selection of 
  alternative and/or similar 
  commands on a right-click. 
   
   
  The First Map 
  CC2 Pro offers a huge number of easy-to-use tools that make drawing a map quick and 
  painless. This chapter will take you step by step through some of these tools to create your 
  first CC2 Pro map.  
  While the drawing tools make drawing a map easy, you will sometimes want to use the 
  underlying CAD functions directly. Keep an eye on the notes in the margin in this chapter: 
  they explain some of the basic functions of CC2 Pro. If you want to finish your first map 
  quickly you can safely ignore them for now. Don’t worry if you make mistakes. 
  Start a New Map 
  1 
  Start CC2 Pro, either by clicking its icon on the Windows® desktop, or by selecting 
  Windows® Start menu >> Programs >> Campaign Cartographer 2. 
  2 
  On the File toolbar click New
  . 
  CC2 Pro offers you a variety of templates on which to base your new map. For now, 
  simply select the third preview (the one with blue background and without compass 
  rose and scale bar).  
  Parting Land and Sea 
  We will start by adding a landmass to the map. CC2 Pro has a landmass tool to make this 
  very easy. 
  3 
  From the Overland toolbar, click Landmass 
  . 
  4 
  Look at the lower left corner of the screen.  
  You can see the phrase Fractal Polygon: First point (E – Edit): at the Command Prompt.  
  CC2 Pro is waiting for you to click the first point of a landmass with random nodes. 
  5 
  Click somewhere in the blue area.  
  Don’t drag the mouse, just move it around. Notice that when you move outside of the 
  template, the landmass “locks” inside the border. 
   
  6 
  Click more points to create the outline of a landmass you like. 
  7 
  Right-click to complete the landmass. 
  The area you outlined fills with a light green, the default 
  color for landmasses. 
  The command prompt now reads Fractal Polygon: First point (E – Edit) again. The command has 
  auto-repeated. CC2 Pro is waiting for you to add more landmasses. 
  Raising Mountains  
  Next we will add some mountainous regions to the map by drawing some contour lines and 
  adding symbols. 
  8 
  From the Overland toolbar, click Contours 
  . 
  Because the contour tool does not have a single default setting, CC2 Pro will offer you a 
  variety of styles. Scroll down and select the Map Contour, Default 10 style. 
  9 
  Draw the contour the same way you drew the landmass. 
  This time you are not using a fractal polygon but a smooth one. Notice 
  the difference.  
  10 Add a few more contours for some smaller hilly regions. 
  After you have finished one contour simply click again to start the 
  next one  
  
  TMAH-4028-9636-6051
   
   
  17 
  Polygons
  Polygons
  Polygons
  Polygons    
  Polygons (polys) will be some of 
  the most common entities you 
  draw in CC2 Pro. There are three 
  types: Regular, Smooth and Fractal 
  Polygons. Regular ones have a 
  node (or corner) at each point 
  where you click, Smooth polys 
  round out these corners to get a 
  smooth (who would have thought 
  it?) outline, and Fractal ones insert 
  random nodes between the ones 
  you click. 
   
  Place the Symbols
  Place the Symbols
  Place the Symbols
  Place the Symbols    
  CC2 Pro’s symbols are designed in 
  such a way that they look “right” 
  when placed from north to south, 
  so that the southerly ones cover 
  the base of those behind. This style 
  of map gives the cartographer’s 
  impression, not the actual position 
  of each peak. Don’t try to add 
  every peak. 
   
  Pick Cursor
  Pick Cursor
  Pick Cursor
  Pick Cursor    
  When CC2 Pro gives you the pick 
  cursor when you are drawing, 
  Attach
  Attach
  Attach
  Attach    is enabled. You can toggle 
  this mode on and off by clicking 
  the Attach button on the lower 
  right of the screen. 
  Paths
  Paths
  Paths
  Paths    
  Paths    are another type of common 
  entity in CC2 Pro maps. Like 
  Polygons, they come in Regular, 
  Smooth and Fractal varieties. 
   
   
  11 Click Contours 
   again. 
  This time select the Map Contour, Default 14 setting to draw a gray contour 
  polygon. 
  12 Draw the contour where your higher Mountains will be on the map. 
  We will now add some symbols to the drawing. Symbols are little 
  predefined drawings that can be added quickly to a map. CC2 Pro 
  contains a lot of these. 
  13 Click Symbol Catalog Setting 
  . 
  CC2 Pro shows you a list of available symbol catalogs (symbols are organized in catalogs by 
  type). Click CC2 Filled Mountains. 
  CC’s catalog window now displays a list of different mountain symbols. You can see all of 
  them by scrolling down the list. 
  14 Click on a symbol you want to place on the map. 
  If you now move the cursor into the drawing area you will see it 
  dragging an outline of the symbol you just selected. Simply click 
  on the map where you want it to be and the symbol is placed.  
  You can continue placing the symbol by clicking again and 
  again, or you can select a new symbol by choosing from the 
  catalog again. 
  15 Starting from top to bottom place the symbols inside your gray 
  contour. Never mind if some of the mountains overlap the contour 
  slightly. 
  16 Scroll down the catalog list and choose a hill symbol. 
  Place a scattering of hills over the light brown contours. 
   
  Not All Rivers Flow to the Sea 
   
  Now let’s add some rivers to our landscape.  
  17 Click Rivers 
  . 
  The command prompt now reads Fractal Path: First Point (E-Edit): which means CC2 Pro is 
  ready to draw the river. Also, the cursor has now a small square around its point 
  called a pick cursor. 
  The pick cursor will notice if an entity is within its square when you click, 
  and attach the river you are drawing to this entity. This is a convenient way 
  to make sure the river connects with the coast or a tributary 
   
   
  18 With the pick cursor, click on the coastline where a river runs into the 
  sea. From there, draw the river inland to its source. Notice that the 
  Fractal Path, like the Fractal Polygon, inserts random nodes into your 
  river.  
  19 Add some more rivers to your map. 
  Some of them could be tributaries of other rivers and not run directly into the sea. 
  
  TMAH-4028-9636-6051
   
   
  18 
  Symbol Catalog Settings
  Symbol Catalog Settings
  Symbol Catalog Settings
  Symbol Catalog Settings    
  Symbol Catalog settings are 
  shortcuts that open a new symbol 
  catalog and optionally set suitable 
  properties (layer and color, for 
  example), 
  Right click on Symbol Catalog 
  Symbol Catalog 
  Symbol Catalog 
  Symbol Catalog 
  Settings
  Settings
  Settings
  Settings to see a menu of them, or 
  click to see a visual representation. 
   
  Map Drawing Tools
  Map Drawing Tools
  Map Drawing Tools
  Map Drawing Tools    
  This powerful tool allows you use 
  customized versions of CC2 Pro’s 
  drawing tools for specific 
  requirements. You can choose 
  what drawing method to use, and 
  the properties of the entity you are 
  creating. You can also create a 
  group of related tools (for example, 
  ten river tools with differing 
  widths.)  CC2 Pro gives you a wide 
  selection of these custom drawing 
  tools for overland use, and you can 
  add your own. 
  CC2 Pro gives you shortcuts to 
  some of these tools by using the 
  Overland mapping buttons. Click 
  on a button to start the default 
  tool, right click to see a list of all 
  tools. 
   
  Forests and Vegetation 
  Our land is still pretty bare and lifeless, despite the rivers that run through it. So let’s add 
  some forest, fens and meadows.  
  20 Click Symbol Catalog Settings 
  . Choose CC2 Filled 
  Vegetation. 
   
   
  21 Zoom in to a place where your first forest should go. Click 
  the symbol named D Forest from the catalog window and 
  place it on the map.  
   
  22 Now choose the next smaller symbol from the list (D Wood) 
  and place it along the lower edges of our forest. 
   
  23 Do the same with the symbol D Copse. 
   
   
   
   
  24 Finally place individual tree symbols around the edges of 
  your forest to give it an irregular and finished appearance. 
   
   
   
  25 Add as much forest to your map as you like.  
   
   
  26 Click All Map Drawing Tools 
  . 
  This button brings up all the available drawing tools of 
  CC2 Pro including the landmass, contour and river ones 
  we already used.  
   
  27 Look for and click the Map Fens 1 tool. 
  The command prompt reads Smooth Polygon: First Point: 
  just like when we added contours. 
  28 Draw some fens into low-lying areas along the river or 
  coasts. They draw the same as the contours, but look 
  different. 
  29 Click All Map Drawing tools 
  . Click the Map Meadows 1 tool and add some 
  meadows. 
  Notice that these polygons also restrict themselves inside the map border. 
   
  Adding Forests
  Adding Forests
  Adding Forests
  Adding Forests    
  You can do pine forests with the 
  appropriate symbols or intermingle 
  deciduous and coniferous trees to 
  create miXEd forests. 
  Scattering a few single trees or 
  small groups around the map 
  creates a nice look, but don’t 
  overdo it. It is easy to clutter a map 
  with symbols, but eXErcising 
  restraint usually creates a more 
  beautiful map. 
   
  
  TMAH-4028-9636-6051
   
   
  19 
  The Status Bar
  The Status Bar
  The Status Bar
  The Status Bar    
  CC2 Pro displays the current 
  settings for new objects here. The 
  L:STRUCTURES
  L:STRUCTURES
  L:STRUCTURES
  L:STRUCTURES part tells you that 
  you are now drawing on the layer    
  STRUCTURES.
  STRUCTURES.
  STRUCTURES.
  STRUCTURES. 
  The drawing tools choose 
  convenient layers for you 
  automatically, but it is always wise 
  to keep an eye on the settings to 
  avoid mistakes. Clicking on the 
  indicators will also bring up the 
  appropriate dialog box to change 
  the setting manually, e.g. if you 
  want to place a wizard’s tower on 
  the GM Only
  GM Only
  GM Only
  GM Only layer instead of 
  STRUCTURES
  STRUCTURES
  STRUCTURES
  STRUCTURES.. 
   Editing in CC2 Pro
  Editing in CC2 Pro
  Editing in CC2 Pro
  Editing in CC2 Pro    
  If you do not have any prior 
  experience with CAD-style 
  programs, take a little time to get 
  used to CC2 Pro’s selection 
  method. You first select the 
  command you want to eXEcute (for 
  example, Change Line Style
  Change Line Style
  Change Line Style
  Change Line Style) and 
  then the entity or entities you want 
  to edit.  
  You can select the entities by 
  several methods. With the pick 
  cursors you click on the edge of an 
  entity to select it. If you click on an 
  empty area, you open a selection 
  window that will catch all entities 
  within it. Finally, a right-click 
  brings up the selection pop-up 
  menu via which you can select 
  entities by their properties--for 
  example, which layer they are on, 
  what color or what type of entity 
  they are. See Editing in CC2 Pro on 
  page 56 for more details. 
   Do it
  Do it
  Do it
  Do it    
  When you right click during 
  editing, you are given a choice of 
  adding to or subtracting from your 
  selection of entities, canceling, or 
  completing the selection. You click 
  Do it to complete the selection. 
  Some commands may ask for extra 
  information when you have 
  completed you selection. For 
  example, Change Line Style asks 
  you what you want the new line 
  style of the selection to be. 
  Keep an eye on the Command 
  Prompt – it will let you know what 
  information you need to give to 
  complete the command. 
  Populating the World 
  30 Click Symbol Catalog Settings 
  . Choose CC2 Filled Structures.Take a look at the 
  Status Bar. 
   
  The catalog window displays a list of symbols for cities, towns, etc.  
   
  31 Place a selection of structure symbols around your map to 
  represent settlements, fortifications, etc. 
   
   
   
   
   
  32 Click Default Road 
  , then connect some of your 
  structures with roads. 
   
  Some Editing 
  Let’s say you want to change some details of the objects you just drew. For example, you 
  might not like the dotted line style of the roads and want to have continuous lines instead. 
  The following example puts you through the basic steps for editing entities. Remember, in 
  CC2 Pro, you choose what you want to do and then what you want to do it to. 
  Selecting entities for editing 
  1 
  Click Change Line Style
   
  The command prompt changes to Select entities (0 picked)[Dialog] and the cursor changes 
  into a pick box. 
  2 
  With the pick cursor, click on each of your roads. You will see them turn gray, meaning 
  that they have been selected for editing. 
  If you happen to click on an entity you do not want to edit, press 
   and click it 
  again. If you miss altogether, you will see a window cursor. Anything in that cursor 
  will be selected when you click again. You can cancel the 
  command by right-clicking and choosing Cancel from the pop-
  up menu.  
  3 
  Once you have selected all roads, right-click and click Do it. 
  The prompt reads Line Style name [dialog], meaning CC2 Pro 
  expects you to type the name of the new line style or right-click to bring up a dialog. 
   
  4 
  Right click and select the line style Solid from the graphical 
  list or the drop-down menu. 
  Click OK and you will see that all selected roads now 
  have the new line style. 
   
   
  How far is that? 
  Scale bars and compass roses are typical accessories of historical maps. CC2 Pro offers a 
  variety of predefined styles for these adornments. Because one drawing unit in the overland 
  maps represents one mile, the scale bars will have the correct size by default. 
  
  TMAH-4028-9636-6051
   
   
  20 
  Manipulating Symbols
  Manipulating Symbols
  Manipulating Symbols
  Manipulating Symbols    
  You can scale a symbol by pressing 
   when you insert it. You can 
  also rotate by holding down the 
   and 
   key at the same 
  time. Future symbols will 
  remember the last selected scale 
  and rotation. 
  A right click while placing symbol 
  opens the symbol dialog box which 
  gives you greater control over the 
  appearance of the symbols. You 
  can add independent x and y 
  scales, set a numerical rotation and 
  reset the settings to the default 
  value using  Set Normal. More 
  Set Normal. More 
  Set Normal. More 
  Set Normal. More 
  will bring you back to placing 
  symbols and Finished
  Finished
  Finished
  Finished    will stop the 
  whole placement process. 
   
  Text Settings
  Text Settings
  Text Settings
  Text Settings    
  CC2 Pro offers all True Type® fonts 
  that are installed on your system, 
  when you click the More Fonts
  More Fonts
  More Fonts
  More Fonts    
  button. Be aware though that 
  others who want to view your map 
  on their computer need the same 
  fonts installed, otherwise they will 
  just see a default font. 
   
  1 
  Click Symbol Catalog Settings 
  . Click CC2 Filled Scalebars. 
  The catalog window displays a list of scale bars. 
  2 
  Select one of the 200 mile bars and place it in an empty area of your map.  
  3 
  Click Symbol Catalog Settings 
  . Choose CC2 Filled Compass Roses. 
  Select the very first symbol from the catalog (named Logo Rose). When you drag it 
  around the map, you will notice that it could do with being a bit larger. 
  4 
  Hold down the 
   key and move the mouse up. The 
  symbol grows larger. By moving the mouse up and down, 
  scale the compass rose until you are satisfied with its size. 
  Click to place the symbol. 
  You can  manipulate the scale and angle of your 
  symbols on the fly, or in a dialog box. 
   
  Labeling the Map 
  Finally the map needs some text to identify the depicted features. 
  As there are no predefined drawing tools for adding text, we will set the necessary settings 
  ourselves. 
   
  1 
  Click the color indicator on the status bar (the small colored square). 
  The color dialog comes up. Select black (color 0) and click OK. 
  2 
  Click on the layer indicator (it should read L:MAP BORDER).  
  The layer dialog appears. 
  3 
  Scroll down the list of layers until you see the layer named TEXT LABELS. Click on the 
  leftmost box beside it so that a small check appears. 
  4 
  Click OK.  
  The layer indicator now reads L:TEXT 
  LABELS, meaning this is the layer we are 
  currently drawing on. 
  5 
  Click Text Specs
  . 
  This command changes the current text 
  settings. 
  In the text dialog set the Height to 20 and the 
  font to one you would like for your map. 
  6 
  Now click Text
  . Enter the name of a 
  feature on your map and click OK. 
  7 
  You can now move the text around the map, resize and rotate it by holding down 
   
  and 
  . 
  8 
  Click to repeat the Text command. Add more text. Repeat until you are satisfied. 
  9 
  Last but not least, think of a title for your map. Place it in the top-left corner of your map. 
  It doesn’t really look like a title at the moment, because it is the same as all the other 
  text. So let us use some editing commands on it to make it stand out. 
  10 Click Change Text Specs 
  . Click the base of the title text, right-click, choose Do it. 
  The text dialog comes up and you can change the properties of this particular text. 
  
  TMAH-4028-9636-6051
   
   
  21 
  Prior
  Prior
  Prior
  Prior    
  Prior is a way of applying multiple 
  editing commands to the same 
  selection. Just start the second 
  editing command, right click and 
  select Prior (or press 
  ) to select 
  the previous entities. You can 
  select prior only when you have 
  first started an editing command 
  Drawing Order
  Drawing Order
  Drawing Order
  Drawing Order    
  A CC2 Pro map is simply a list of 
  entities. When the screen updates, 
  the entities are drawn in the order 
  they are encountered in the 
  database.  Normally, the database 
  order is the order the entities were 
  added. 
  You can change the order in which 
  entities are added to the viewing 
  window using the Entity Order
  Entity Order
  Entity Order
  Entity Order 
  toolbar buttons  
  Bring to Front
  Bring to Front
  Bring to Front
  Bring to Front    
   
    
  Send to Back 
  Send to Back 
  Send to Back 
  Send to Back  
   
  Bring in front of
  Bring in front of
  Bring in front of
  Bring in front of  
   
  Send Behind
  Send Behind
  Send Behind
  Send Behind  
   
  There is also the useful Sort 
  Symbols in Drawing which 
  redorders symbols from north to 
  south (see page 26) 
   
  11 Type 35 in the Height and click OK. 
  The title probably extends now across the map border. 
  12 Click Move, Scale, Rotate 
   to correct this. Select the title text again, right-click, 
  choose Do it 
  13 Move the text so that it is wholly within the map border. Click to finish. 
  14 Click Copy 
  . Place a copy of your title slightly below and to the left, so that the letters 
  overlap. Click Zoom Window 
   to get a better view if you like. 
  15 Click Change Color 
   right click and chooseRight-click again and choose Do it. Click 
  a suitable color on the color bar on the left of the screen (white or a blue if your title is 
  over water). Click OK Prior .  
  The copy you just placed is now selected.. 
  16 Right-click again and choose Do it. Click a suitable color on the color bar on the left of 
  the screen (white or a blue if your title is over water). Click OK 
  Your map could look something like this: 
   
  Final Touches 
  We are almost done, There are only a few things to do remaining.  
  You will notice that some 
  entities like contours or 
  mountains overlap the map 
  border slightly. To correct 
  this we need to change the 
  drawing order, bringing the 
  map border to the front of 
  the drawing, so that it hides 
  the overlap. 
  17 Click Bring to Front 
  . 
  Right-click, then click 
  Layer. Right-click, then 
  highlight the layer MAP 
  BORDER. Click OK. 
  Right-click then click Do 
  it. 
  The map redraws and the 
  map border should now 
  
  TMAH-4028-9636-6051
   
   
  22 
  cover all overlaps. 
  18 Click File menu >> Save As, and save your map under a meaningful name. 
  This is it. You have drawn your first map with CC2 Pro. Feel free to experiment and add to it 
  as you like. The following chapters will expand and upon the basics you learned here and go 
  into more detail. 
  You can find the example maps for this chapter in the Tutorials>Tome folder of CC2 Pro. 
   
  A Summary of The First Map 
  If you have simply followed the instructions so far, please go back now and read the margin 
  text in this chapter carefully. They explain a lot of CC2 Pro’s basics which will be important 
  for the following chapters. The most central topics of the chapter are summarized here: 
  � 
  New maps are based on templates that define certain properties for the map. 
  � 
  At the command prompt, CC2 Pro asks for your next instruction and gives 
  information about the current command. Keep an eye on it! 
  � 
  CC2 Pro’s drawing tools (like the landmass tool) have a default action which is 
  activated by left-clicking on the corresponding button. Right-clicking usually provides 
  a list of alternative actions. 
  � 
  Commands auto-repeat if you left-click after completing one. 
   or right-click 
  cancels the current command. 
  � 
  Polygons and paths are some of the most commonly drawn entities in CC2 Pro. They 
  come in Regular, Smooth and Fractal varieties. 
  � 
  Symbols are predefined small drawings organized into catalogs which can be placed 
  on a map with a simple click. 
  � 
  attach mode (toggled in the lower right corner of the screen) lets you place points 
  exactly on other entities. 
  � 
  Current drawing settings like color, layer fill style, etc. are displayed on the status bar 
  atop the drawing window. 
  � 
  To edit existing entities you first choose a command and then select the entities you 
  want to edit. 
  � 
  There are several selection methods the simplest being single picks and selection 
  windows. Further methods will be covered in more detail later. 
  � 
  Symbols can be scaled and rotated during placement by holding down the 
   and 
   keys. Right-clicking opens the symbol dialog box for numerical control. 
  � 
  Current drawing settings (color, layer, etc.) can be changed by clicking on the 
  appropriate indicators on the status bar. 
   
   
   
   
   
  CC2 Pro Maps
  CC2 Pro Maps
  CC2 Pro Maps
  CC2 Pro Maps    
  A CC2 Pro map is a database of 
  entities 
  entities 
  entities 
  entities (paths polygons, text, 
  symbols, etc.). They are drawn in 
  the order they appear in the 
  database, later ones overlapping 
  earlier entities. This order can be 
  changed by the entity order 
  commands. 
   
  
  TMAH-4028-9636-6051
   
   
  23 
   
  The Northland by Allyn Bowker
  The Northland by Allyn Bowker
  The Northland by Allyn Bowker
  The Northland by Allyn Bowker    
  The Northland
  The Northland
  The Northland
  The Northland is a B&W 
  illustration drawing using hand 
  drawn symbols from Symbol Set 1-
  Fantasy Overland. Also used were 
  drawing and symbol editing 
  techniques explained in Hand 
  Drawn Mapping on page 98. Some 
  of the cartouche elements are 
  ornaments converted from fonts 
  using the techniques explained in 
  Converting Fonts to Symbol 
  Catalogs on page 47. The 
  The 
  The 
  The 
  Northland
  Northland
  Northland
  Northland is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  24 
  Using a Template
  Using a Template
  Using a Template
  Using a Template    
  When you start a new map, CC2 
  Pro presents you with a choice of 
  drawing templates. The template 
  gives the new map pre-defined 
  properties such as fill styles, line 
  styles and layers plus pre-drawn 
  features such as a sized border 
  and a colored background. Some 
  templates are specifically designed 
  for hand-drawn looks, others for 
  scientific looking maps or game 
  boards. If you want to create your 
  own unique map style, you can 
  start with a blank template 
  without any pre-drawn stuff at all. 
  To start a new drawing based on 
  the current template, right click 
  New
  New
  New
  New    
   then click New from 
  New from 
  New from 
  New from 
  Current Template.
  Current Template.
  Current Template.
  Current Template.    
   
  Mapping Land 
  In this and the following chapters we will take a closer look at CC2 Pro’s functions while 
  drawing a new map. This time we will pay close attention to the commands used and the 
  details of their working. 
  Be sure to review the things you learned in the previous sections. While we will repeat some 
  of the commands introduced there, we will focus on new ways of doing things. 
   
  Choosing a Drawing Template 
  1 
  Click New 
  . 
  You see the Template selection window. Template thumbnails are arranged 
  alphabetically for you to browse. 
  2 
   Click on the 1000x800 (Sea background).fct template. 
  You see a new map. It has a ready-drawn border and a                              
  sea blue background. Less obviously, it has also inherited the 
  template’s layers, line styles, fill styles, units, grids and current 
  drawing settings. In short, the template has saved you loads 
  of time by correctly presetting all the drawing options. 
   
  Drawing Closer to Land 
  In Chapter 2 we used the default Landmass tool to draw our land area. We will now take a 
  look at different methods. 
  3 
  Right-click Default andmass 
  . 
  CC2 Pro lists all drawing tools that have the words Map and Land in their description 
  (see the tool name filter at the top of the dialog box). 
   
  4 
   Scroll down a bit until you find the tool Map Land, fractal box. 
  Click on it. 
  The dialog box closes and CC2 Pro waits for you to place the first 
  corner of the box we want to draw (look at the command 
  prompt!). 
  5 
  Click a spot in the left half of the drawing window. 
  When you now move the mouse, you will see an outline of the 
  shape we are drawing as it changes with the movement of the 
  mouse. If you left-click again, the current shape will be drawn; but 
  wait a moment. See what the command prompt has to offer. It 
  reads Second Corner - meaning the next click will set the second 
  corner of the fractal box — (Space – Randomize, L/R Arrows – Depth, U/D 
  Arrows – Strength). 
  Try out the keys the command line shows. Pressing 
   will change 
  the outline. It generates a new random appearance each time. The keyboard arrows 
  (
  ) will change two more settings of the fractal function behind the command. 
  The effects are more gradual. Try it out. 
  6 
  Once you are satisfied with the apperance of your landmass, click to complete the 
  command. Right click to stop drawing landmasses. 
   
  
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  25 
  Basic Drawing Commands
  Basic Drawing Commands
  Basic Drawing Commands
  Basic Drawing Commands    
   
  Found on the Draw
  Draw
  Draw
  Draw toolbar, These 
  commands draw entities with the 
  current properties displayed on the 
  status bar. Right click on any of 
  them to see additional tools. 
   
   
  Fractalization
  Fractalization
  Fractalization
  Fractalization    
  Fractalize is used to add complexity 
  to existing paths or polygons. You 
  can sketch out a simple shape, 
  then add complexity. 
  Do not overdo it though, Two or 
  three fractalizations
  fractalizations
  fractalizations
  fractalizations    should be 
  enough. 
   
   
  Using Basic Drawing Tools 
  CC2 Pro’s Map Drawing Tools packages a series of CAD commands into one convenient 
  tool for the user. In the above example, the Landmass tool sets the color, layer and fill style, 
  draws a green rectangular box, fractalizes the same to give it a jagged appearance and 
  outlines it in black — all with only a few mouse clicks for the user.  
  While this is convenient and makes drawing maps quick and easy, you can still go beyond 
  the tools by using the basic commands yourself. Let’s try them out, so that you know what 
  we are talking about.  
  Let’s draw a barren, sandy island near our landmass, without using the tools.  
  1 
  Check the status bar. If you need to, change the current layer to COAST/SEA and the fill 
  style to Solid. 
   
  If not, click on the relevant indicators and change them appropriately. 
  2 
  Set the current color to a light yellow (e.g. color #140). 
  3 
  From the Draw toolbar, click Box 
   then click two points to form a small rectangle 
  near one of the coasts of your landmass.  
  Notice how the box conforms exactly to our specifications: yellow color, solid fill and 
  no irregular shape or outline. We need to add these features ourselves. 
  4 
  Click Fractalize
  .  
  The Fractalization dialog comes up. The default settings are fine, so simply click Ok. 
   
  5 
   Click on the edge of the yellow rectangle.  
  You will see that CC2 Pro adds random nodes to the rectangle, 
  giving it a jagged appearance. Click again and even more nodes 
  appear.  
  6 
  Finally the outline. Click Outline
  . 
  Click the edge of the small island. Right-click and select Do 
  it.  
   
  See how we achieved basically the same effect with a lot more 
  work? Usually the drawing tools are the quicker and easier 
  alternative. Still, there will be many times when you want to use 
  the standard commands. 
   
   
  Reshaping Land 
  You can use certain landmass map drawing tools to edit your existing landmasses. When 
  you click a landmass command, the prompt will include e-Edit. Press 
   to change the 
  appearance of an existing landmass. Select a starting point on the existing land, then draw 
  the new outline. Finally, right click and click an end node, and the landmass will be 
  reshaped. 
  
  TMAH-4028-9636-6051
   
   
  26 
  Interesting Moutains
  Interesting Moutains
  Interesting Moutains
  Interesting Moutains    
  • Place mountains and forests 
  from north to south so that the 
  southerly ones cover the base of 
  those behind. 
  • This style of map gives the 
  cartographer’s impression, not 
  the actual position of each peak. 
  Don’t try to add every peak. 
  • It is very easy to get carried 
  away and add too many 
  mountains, so restrain yourself. 
  If you browse the example maps 
  that come with CC2 Pro, you’ll 
  see that the most beautiful use 
  symbols sparingly. This also 
  reduces the time taken for the 
  map to redraw. 
  Adding and Removing
  Adding and Removing
  Adding and Removing
  Adding and Removing    
  If you select something wrong 
  accidentally, deselect it by pressing 
   while clicking on the same 
  entity again. 
  Mountains 
  While every fantasy world can have its own rules, most people tend to stick with the ideas 
  that rivers run from mountains to the sea, that habitations grow near rivers, and that trees 
  don’t grow well on mountaintops. For these reasons, our next step in world building is 
  mountaineering. Well, you know what I mean! 
  To work on the same map I am using here, open ML-Map01.fcw from the CC2 Pro 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  On the Overland toolbar, click Symbol Catalog Settings 
  . 
  Choose the symbol catalog CC2 Filled Mountain. 
  2 
  Zoom Window 
   to get a closer view of the island at the center of the 
  map. 
  3 
  Click the 3rd mountain in the Catalog Window 
  . 
  The mountain symbol attaches to the cursor and moves around the screen as you 
  move the mouse. 
  4 
  Click to place the symbol in the northern part of the island. 
  The symbol is added to the map. The same symbol is still attached to the cursor, 
  ready to be placed again. 
  5 
  Place the next symbol to the right and slightly below the first. 
   
  6 
  By choosing and placing symbols, build an interesting range of mountains. If 
  you make a mistake with a symbol, correct it using Undo 
  . 
   
   
  Changing the order that symbols are drawn 
  It should be added to Murphy’s Law that, no matter how carefully you plan your mountain 
  ranges, the last peak always needs to go right in the middle!  
  To continue from my example, load ML-Map02.fcw from CC2 Pro’s 
  Tutorial>Tome>Maps>MappingLand folder. 
  1 
  Click the great big Great Peak symbol 
   and 
  place it in the middle of the mountain range. 
  The mountain looks out of place because as the last 
  entity we placed, it is drawn last above the other 
  mountains.  It needs to be behind the southerly 
  mountains.  
  2 
  Click Sort Symbols in Map on the Symbols menu.  
  The Command Prompt reads Select entities (0 picked):. 
  3 
  Click on an edge of each mountain symbol. 
  As you click on each symbol, it is added to the selection. When all are selected, right-
  click then select Do It from the Selection popup menu. 
  
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  27 
  Picking a Reference Entity
  Picking a Reference Entity
  Picking a Reference Entity
  Picking a Reference Entity    
  Always keep your overall map in 
  mind when ordering entities. 
  Sometimes putting something in 
  the right place is just an issue of 
  finding another entity that is 
  already in the right place, and 
  using Bring in front
  Bring in front
  Bring in front
  Bring in front of or Send 
  Send 
  Send 
  Send 
  behind
  behind
  behind
  behind    on it. 
   
  Reordering Symbols using Bring to Front 
  Sort Symbols in Map reorders symbols from North to South. This usually fixes things, but if 
  you are using particularly tall symbols you might find errors. You can use manual reordering 
  to fix this. 
  4 
  Undo 
   the Sort Symbols in Map. 
  5 
  On the Entity Order toolbar click Bring to Front 
  . 
  The Command Prompt reads Select entities (0 picked):. 
   
  6 
  Click on each of the mountains south of the Great Peak. 
   
  7 
  Right-click then select Do It from the Selection popup menu. 
  The mountains are reordered. 
  Mountains with a background 
  As an artistic touch, it looks very effective to set mountains off with a colored background. 
  In Chapter 3, we used contours to give the mountain range some background and definition. 
  This time we will add a smooth polygon via the command of the same name to add some 
  variety to your mapping skills. 
  8 
  Click the Color indicator on the Status Bar and change the current color to 44 (light 
  brown). 
  9 
  On the Draw toolbar, click Smooth Poly 
  . 
  The Command Prompt reads 1st point: and the cursor changes to crosshairs. 
  In keeping with the 3D effect of the mountains, the background looks best if it’s slightly 
  clipped by the mountain tops, but is well clear of the bases. 
  10 Click points to create a region enclosing the mountains. When the region is almost 
  complete, right click to close the shape and complete the command. 
  The smooth polygon is drawn in the current color and fill style. It was created after 
  the mountains, so it is currently in front of them. 
  Bring in Front of and Send Behind 
  We need to move the brown background behind the mountains. To do this we will use Bring 
  in front of to bring them in front of a reference entity of our choice. 
  Bring to Front and Send to Back move entities to the very front or the very back of the 
  drawing. If we were to use Send to Back on the mountain background, it would go behind 
  everything, including the green of the island and the sea blue background. 
  Bring in front of and Send Behind are much more subtle. By picking a reference entity, 
  you say exactly how deep in the drawing the entities will be placed. 
  11 Click Bring in front of 
  . 
  The Command Prompt reads Move above entity: and the cursor changes to a pick box. 
  CC2 Pro is waiting for you to pick the reference entity in front of which the mountain 
  background will be moved. 
  12 Click on the edge of the island. 
  The Command Prompt reads Select entities (0 picked):.  
  13 Click on the edge of the brown mountain background then Do it. 
  The smooth polygon is now behind the mountains. 
  The island is already behind all the mountains. By putting the smooth poly right in front of 
  the island, we sandwiched the former between the latter and the mountains. 
  
  TMAH-4028-9636-6051
   
   
  28 
  Selecting by Layer
  Selecting by Layer
  Selecting by Layer
  Selecting by Layer    
  Selecting by layer is often a 
  convenient way to reorder the 
  drawing, but only as long as you 
  plan and draw your map 
  accordingly. If you use the map 
  drawing tools, you’ll find that 
  things end up on the correct layer 
  without too much effort. 
  Always keep an eye on the Layer 
  indicator to see whether you are 
  still drawing on the correct layer. 
  coni 
  Tool Name Filter
  Tool Name Filter
  Tool Name Filter
  Tool Name Filter    
  When you select Map Drawing 
  Map Drawing 
  Map Drawing 
  Map Drawing 
  Tools,
  Tools,
  Tools,
  Tools, 
   CC2 Pro puts Map*
  Map*
  Map*
  Map* in 
  the Tool name filter
  Tool name filter
  Tool name filter
  Tool name filter, which 
  restricts the drawing tools 
  displayed to those that match the 
  filter.  
  The names of all drawing tools 
  specific to overland mapping start 
  with the word Map, so when you 
  create a new overland mapping 
  tool, start its name with Map. 
   
   
   
   
  Drawing Tool Settings
  Drawing Tool Settings
  Drawing Tool Settings
  Drawing Tool Settings    
  Poly/path
  Poly/path
  Poly/path
  Poly/path- draw with mouse clicks. 
  Sketch
  Sketch
  Sketch
  Sketch – move the mouse to leave 
  a trail 
  Fractal
  Fractal
  Fractal
  Fractal – creates a randomized 
  shape from a few clicks 
  The Options
  Options
  Options
  Options button configures the 
  draw method you have selected. 
  continued on next page 
  Cropping mountains to the map border 
  We already have land that extends beyond the map border, so it’s just as likely that we’ll 
  have mountain ranges that do the same. We already know how to cope with this from our 
  first map, so we will do this quickly. 
  To use my map, open ML-Map03.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps.MappingLand folder. If you want to work on your own map, place 
  a mountain range in the SW corner of the map, so that a few symbols overlap the border 
  slightly.  
  1 
  Zoom Window 
   on the land in the northeast corner. 
  2 
  Click Front 
  . 
  The Command Prompt reads Select entities (0 picked):. 
  3 
  Right click to bring up the selection dialog, click on 
  Layer and right click again. The layer dialog box 
  appears.  
  Look for the layer called MAP BORDER and click on the 
  name so that it is highlighted. Don’t click within the small 
  boxes. Doing so 
  would change 
  the layer’s status. 
  4 
  Click OK, right click and select Do it. 
  The map border is brought to the front of 
  the drawing, hiding any bits of mountain 
  outside the viewable map area. 
  Create a Map Background drawing tool 
  You drew the previous map background using 
  Smooth Poly. We could do this again, but to save 
  time in the long run we’ll make our own custom drawing tool to reuse. 
  1 
  Click Map Drawing Tools 
  . 
  You can see a list of all the 
  Map drawing tools. Note that 
  the Tool Name Filter has Map* 
  in it, 
  2 
  Click Advanced>>. 
  This dialog box allows you to modify 
  or add drawing tool. 
  3 
  From the Custom tool name list, 
  select Map Contour Default 01, 
  We are using this contour 
  drawing tool as the basis for 
  our new style. 
  4 
   Click New. Type Map Mountain 
  Background. 
  5 
  All the settings are correct except 
  for the Properties. 
  6 
  Click Properties, then click the color indicator and set it to light brown (44). Click OK. 
  7 
  Pull down the Layer list, then select MINERALS/MOUNTAINS. 
  
  TMAH-4028-9636-6051
   
   
  29 
  8 
  Click Save. 
  The new drawing tool is ready to go. 
  9 
  Click points to create a smooth path that skirts the mountains. Click outside the map 
  borders and the corner to lock the entity, then right click to end the command. 
  As before, we need to put the brown background behind the 
  mountain symbols. 
  10 Click Bring in front of 
  . 
  The Command Prompt reads Move above entity: and the cursor 
  changes to a pick box. 
  11 Click on the coast to select it as the reference entity. 
  The Command Prompt reads Select entities (0 picked):.  
  12 Click the edge of the mountain background, right-click then Do 
  It. 
  13 The mountain background is moved just in front of the coast, 
  which is behind the mountains. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  continued from previous page    
  Closure
  Closure
  Closure
  Closure: : : : Choose either a closed 
  shape like a lake, or an open one 
  like a road. 
  Properties:
  Properties:
  Properties:
  Properties: Choose the color, fill 
  style and other properties of the 
  tool. You can use the current 
  properties on the status bar instead 
  of a particular properties. 
  Outline:
  Outline:
  Outline:
  Outline:    Choose the properties of 
  the tool’s outline, if any. 
  Restrict to map border:
  Restrict to map border:
  Restrict to map border:
  Restrict to map border:    If on, this 
  forces the entity to stay within the 
  border of the map. It only works on 
  rectangular templates. 
  Front only on layer:
  Front only on layer:
  Front only on layer:
  Front only on layer:    Sends the 
  entity to the top of the layer it is 
  on, but behind any other entities. 
  Attach Mode:
  Attach Mode:
  Attach Mode:
  Attach Mode:    Choose whether the 
  tool snaps to significant points on 
  other entities, for example Map 
  Map 
  Map 
  Map 
  Rivers
  Rivers
  Rivers
  Rivers lock onto other entities such 
  as the coast. 
   
   
   
   
   
   
   
   
   
   
   
  Earth Lodge
  Earth Lodge
  Earth Lodge
  Earth Lodge by Allyn Bowker
   by Allyn Bowker
   by Allyn Bowker
   by Allyn Bowker****    
  Earth Lodge 
  Earth Lodge 
  Earth Lodge 
  Earth Lodge was created using 
  symbols from Symbol Set 2-Fantasy 
  Floorplans. It also contains symbols 
  edited from their origin versions 
  using the techniques explained in 
  To Edit an existing symbol
   existing symbol
   existing symbol
   existing symbol on 
  page 71. Earth Lodge is available 
  to view in the Example>
  Example>
  Example>
  Example>Tome
  Tome
  Tome
  Tome 
  folder. 
   
   
  
  TMAH-4028-9636-6051
   
   
  30 
  Current Settings
  Current Settings
  Current Settings
  Current Settings    
  The color is now dark blue
   dark blue
   dark blue
   dark blue, the 
  line style RIVER
  RIVER
  RIVER
  RIVER, the layer is 
  WATER/
  WATER/
  WATER/
  WATER/RIVERS
  RIVERS
  RIVERS
  RIVERS and the Command 
  Prompt reads Smooth Path: 
  First Point: 
      
  Default Drawing Tool
  Default Drawing Tool
  Default Drawing Tool
  Default Drawing Tool    
  You can change the appearance of 
  the default drawing tool for any 
  button. 
  • Right click the tool which default 
  you want to  change. 
  Click Advanced>
  Advanced>
  Advanced>
  Advanced>>.
  >.
  >.
  >. 
  From the Custom Tool lis
  Custom Tool lis
  Custom Tool lis
  Custom Tool listttt choose 
  the default setting you want to 
  change, eg Map River, Default. 
   Map River, Default. 
   Map River, Default. 
   Map River, Default.     
  • Change the settings for that tool. 
  Click Save
  Save
  Save
  Save. You’ve changed the 
  default. 
      
  Attach Button
  Attach Button
  Attach Button
  Attach Button    
  Like many other drawing tools, the 
  river tools turn Attach
  Attach
  Attach
  Attach on, so that 
  your river will snap to other rivers 
  and the coast. You can press 
  Attach
  Attach
  Attach
  Attach at any time to disable this 
  feature. CC2 use the current 
  Attach
  Attach
  Attach
  Attach setting (usually Nearest 
  Nearest 
  Nearest 
  Nearest 
  Point On
  Point On
  Point On
  Point On) to determine which 
  significant point the river locks to. 
  Right click Attach to change the 
  setting to Nearest Point On
  Nearest Point On
  Nearest Point On
  Nearest Point On if it 
  has been changed. 
  Rivers, Settlements and Roads 
  High ground forces air to rise and cool, coaxing it into sharing the life-giving moisture it 
  carries. Combine this with prevailing winds, proximity to water, temperature and other 
  climatic considerations and you can easily devise plausible rainfall and river patterns. 
  Once on the ground, water’s downwards journey remains shaped by terrain. Where land falls 
  steeply, water falls straight and frantic. Where land falls gently, water follows as sedately as 
  Old Father Thames. If a rock blocks its progress, a river will stop or turn for now at least. 
  Life is opportunistic. Settlements will form anywhere a buck can be made, but most 
  frequently at sites of opportunity and safety. A habitable region which is rich in resources 
  (be they mineral, marine, or agricultural) will be keenly prized and, perhaps even fought 
  over. Prosperity is usually the result of a natural advantage, such as a rare local commodity, 
  a position on a trading route or an easily defended location.  
  Let me cease my pseudo-socio-geographic rambling and hasten to my point... before 
  drawing rivers, settlements or roads, take a step back and think about the factors that 
  influence them. Your maps will benefit. 
  A simple, meandering river 
  We will draw the rivers on the island in the center of the map. I have arbitrarily decided that 
  the west of the island is very dry, while the east benefits from plenty of water flowing off the 
  mountains. 
  To use my map, open ML-Map04.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  Zoom Window 
   on the central island. 
  2 
  Right-click Default River
  . Choose Map River. 
  CC2 Pro changes the current settings ready for drawing waterways then starts 
  drawing using a smooth path. 
  The default river drawing tool is Fractal 
  Path. This isn’t suitable for our needs, so 
  we’ve chosen a smooth path because this 
  river is slow and meandering. 
  3 
  Click to place the first point at the eastern 
  edge of the mountains.  
  The Command Prompt reads Next point:. 
  4 
  Click nodes to create a river that 
  meanders towards the coast. 
  At first the river should bend frequently. As the river nears the sea, the bends should 
  gradually become larger and gentler. 
  As you add nodes, you see a straight-line frame and the resultant smooth path. The frame is 
  for information only and does not display after the command ends. 
  5 
  Where the river meets the sea, click on the coast to attach the last node precisely to the 
  coastline. Right click to end the command. 
  Note that the Attach button
   is depressed, and the cursor appears as a 
  square  
  Adding tributary rivers 
  Most drawing tools repeat automatically, ready for you to start drawing again. This makes it 
  easy for you to draw a series of rivers, roads, or other map entities. 
  6 
  Look at the Command prompt now. What does it say? 
   If things are going to plan, the Command prompt should read Smooth Path: First Point:. 
  
  TMAH-4028-9636-6051
   
   
  31 
  Repeat the Command
  Repeat the Command
  Repeat the Command
  Repeat the Command    
  When you have finished a 
  command, you can repeat it by 
  clicking the mouse. The current 
  command is shown in brackets at 
  the prompt. 
  Typing at the Prompt
  Typing at the Prompt
  Typing at the Prompt
  Typing at the Prompt    
  The prompt sometimes asks for 
  distances. To enter a distance, you 
  can type a value, or click with the 
  mouse two points the correct width 
  apart. 
  You can also type coordinates 
  instead of selecting them with a 
  mouse click. 
      
   
  7 
  Zoom Window 
   on the top section of the 
  river and add a tributary from the north.  
   
  8 
  Right-click twice to stop drawing rivers. 
  Rivers that get wider 
  It is common to show large rivers growing as they approach the sea. To do this we will 
  make use of the Line Width setting which, until now, has been sitting unused and unloved 
  on the Status Bar. 
  The main river is a single entity so, if we were to change its width now, the whole length of 
  the river would be changed. For a gradual increase we need to split the main river into 
  sections, then change the width section-by-section. 
  To use my map, open ML-Map05.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  On the Single Entities toolbar, click Split 
  . 
  The Command Prompt reads Entity to split: and the cursor becomes a pick box. 
  2 
  Click the main river. 
  The river is highlighted in gray to show it is selected. The Command Prompt reads Split 
  entity at point: and the cursor becomes crosshairs. 
  3 
  Place the crosshairs approximately halfway down the river, then click to create the split. 
  The command ends and the Command Prompt reverts to Command [SPLIT]: 
  There is no visible difference, but the river is now two separate smooth paths, 
  meeting at the point where you created the split. 
  4 
  Left click to repeat the command. 
  Split repeats (the last split was successful command, so it is the default command). 
  5 
  Select the lower end of the river. 
  The half that you selected is highlighted (proof that the other end is now a separate 
  entity) and the Command Prompt reads Split entity at point:. 
  6 
  Split this river section into two approximately equal parts. 
  7 
  Left click to repeat Split, do the same to the top section. 
  The river is now in four parts, each seamlessly meeting its neighbors. 
  8 
  On the Edit toolbar, click Change Line Width 
  . 
  The Command Prompt reads Select entities (0 picked):. 
  9 
  Click the section of river nearest the sea, then right click and Do It. 
  The Command Prompt reads New line width [0.0000]:. 
  10 Type 1 then press 
  . 
  As you type, the numbers appear on the Command prompt. When you press 
   
  the command completes. The bottom section of the river is now wider. 
  Whenever CC2 Pro asks for a value, such as line width, 
  you can type the answer. What you type is displayed on 
  the Command Prompt. 
  11 Left click to repeat Change Line Width on the next 
  two river sections, typing values of 0.666 and 
  0.333 respectively (the section at the head of the 
  river does not need changing). 
  
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  32 
  Placing Symbols
  Placing Symbols
  Placing Symbols
  Placing Symbols    
  The symbol is placed where you 
  click. The same symbol continues 
  to be available from the cursor. 
  While holding a symbol on your 
  cursor, you may use the Zoom 
  features to move around the map 
  without dropping your symbol. 
  toolbar settings
  toolbar settings
  toolbar settings
  toolbar settings    
  When you click    Road
  Road
  Road
  Road, CC2 Pro 
  changes the current settings for 
  drawing roads to brown
  brown
  brown
  brown and line 
  style to Road
  Road
  Road
  Road (dashed). Starting 
  with a path, the road will be drawn 
  in a brown, dashed line.  
  Roads
  Roads
  Roads
  Roads    
  Because it’s not usual for roads to 
  end exactly on rivers or coastlines, 
  the default road does not snap to 
  them. However, you can do 
  individual one-time snaps called 
  modifiers. 
  Your river should now look something like this: 
  Add more rivers to complete the island’s waterways. 
  Structures 
  Well, everyone needs somewhere to live. 
  CC2 Pro has shortcut buttons to its catalogs. Now is the time to reveal the 
  toolbar! 
  12 If you can’t see the Symbol Settings toolbar, click Screen Tools 
  , 
  then set the Symbol toolbar setting check box until the arrow points 
  upwards. 
   
  13 Click Structures 
  . Click CC2 Filled Structures.  
  CC2 Pro changes the current settings ready for adding buildings. 
  The Catalog Window fills with CC2 Pro’s selection of structures 
  symbols. 
  14 Click on the City 2 symbol 
  . 
  The symbol attaches to the cursor. 
  15 Click to place the symbol where the main river meets the sea. 
  16 Scroll down the Catalog Window and click on a village symbol. 
  The symbol at the cursor changes from the city to the village. 
  17 Click to place the village at the base of the mountains. 
  18 Selecting from the Catalog Window, place more structures. 
   
  Roads and tracks 
  To use my map, open ML-Map06.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  On the Overland toolbar, click Road 
  . 
  The Command Prompt reads 1st point:.  
  2 
  Click points to build a road from the main city to its nearest neighbor. Right click to 
  complete the road. 
  If the road crosses a river, there is no need to break the road. We will add bridges 
  afterwards. Remember, at any time you can use the zoom buttons to get a better view of the 
  area you are mapping.  
  3 
  Draw any other roads appropriate for your map. 
   
  Modified for Precision 
  When you are asked for a point, you can use a modifier to snap the point to a significant 
  point relative to another entity. You can When you are asked for a pointYou use CC2 Pro’s 
  modifier buttons — Endpoint, Midpoint, On, Intersection, Perpendicular and Center. 
  There are also many more on the Snaps menu. Modifiers are like a one-time use of the 
  Attach button. 
  
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  33 
  Edit Single Entities
  Edit Single Entities
  Edit Single Entities
  Edit Single Entities    
  Delete Node
  Delete Node
  Delete Node
  Delete Node Click 
   then the 
  node you want to remove. 
  Insert Node
  Insert Node
  Insert Node
  Insert Node. Click 
   then select 
  a point on the road, river or coast. 
  A node is created, moving as you 
  move the cursor. Position the node 
  where you want it, then click to 
  place it. 
  Node Edit.
  Node Edit.
  Node Edit.
  Node Edit. Click 
   then the 
  node to move. Move the cursor 
  until the node is positioned 
  correctly, the press the left button. 
  Smoothed paths have a frame 
  which shows the points you 
  selected. When editing smooth 
  paths, you may find it easier to 
  make the frame visible first using 
  Options menu >> Drawing Aids 
  Options menu >> Drawing Aids 
  Options menu >> Drawing Aids 
  Options menu >> Drawing Aids 
  >>
  >>
  >>
  >> Toggle Frames or
   Toggle Frames or
   Toggle Frames or
   Toggle Frames or 
   
  .  
   
  Distances
  Distances
  Distances
  Distances    
  Keep this feature in mind when you 
  draw roads. Using sensible start 
  and end points makes it very easy 
  to measure distances later on. For 
  distances as the crow flies, use 
  Info menu >> Distance
  Info menu >> Distance
  Info menu >> Distance
  Info menu >> Distance and click 
  two points to measure between. 
   
  Bridges
  Bridges
  Bridges
  Bridges    
  In addition to the Bridge, E/W, 
  structures symbol catalog also 
  contains Bridge, N/S and broken 
  versions of the same. 
   
  Modifiers all work the same way: 
  Whenever CC2 Pro asks you for a point, you can click a modifier button, then pick the entity 
  on which you want the modifier to work. 
  For example, when CC2 Pro asks for a 1st Point:, you can click On 
  , then pick the entity on 
  which you want the point. CC2 Pro will place the point precisely on the entity. You cannot 
  achieve the same accuracy by eye. 
  Where two roads join, click modifier buttons such as Endpoint 
   and On 
   then click on 
  the junction to make the junction precise. 
  With all modifiers, if you click a point that is not over an entity, CC2 Pro cancels the modifier 
  and the Command Prompt returns to Next point:. To restart the modifier, you must click its 
  button again. 
  Reshaping rivers and roads 
  The basic shapes behind rivers and roads are paths, smooth paths, polygons and smooth 
  polygons. When you create these shapes, you click to place the nodes that define them. 
  You can reshape these shapes after they have been drawn by editing their nodes. These 
  buttons are found on the Edit Single Entities. toolbar at the lower left of CC2 Pro’s window. 
  Bridges 
  Bridges are optional. It is normally very obvious where they are! 
  4 
  Zoom Window to where an east-west road crosses a river. 
   
  5 
  Scroll down the Catalog Window and pick the 
  Bridge, E/W 
  . 
  The bridge attaches to the cursor, canceling the 
  path command (which was ready to draw a 
  road after you clicked the Road button). 
  6 
  Place the bridge at the river crossing. 
  7 
  Place any other bridges your map requires.  
  Excuse me CC2 Pro, how far is it to… ? 
  When you want information or measurements from your map, look under CC2 Pro’s Info 
  menu. It is a treasure trove of useful information. 
  8 
  Select Info menu >> Length along. 
  The Command Prompt reads Select entity: and the cursor changes to a pick box. 
  9 
  Click on a road. 
  The road is highlighted in gray and the Command Prompt reads From point on entity 
  [entire entity]:. 
  10 Either right click to accept the default [entire entity] or click two points 
  along the road. 
  You see a dialog box containing the real-world distance, in miles, 
  between the two points: 
  
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  34 
  Forests and Vegetation 
  There are many ways that you can represent forests in CC2 Pro. The method you choose will 
  depend on the style of map that you like, and how fast your computer is. Some forest styles 
  redraw much faster than others. 
  Forest outlines 
  For the purpose of this tutorial, I have used separate chapters for each type of map feature. 
  In reality, the different map features are very interrelated, with roads, rivers and structures 
  affecting the shape of forests, and vice versa. 
  To use my map, open ML-Map07.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  11 Click Vegetation 
  . 
  CC2 Pro changes the current settings for drawing vegetation. Click CC2 Filled 
  Vegetation. The Catalog Window fills with CC2 Pro’s selection of tree symbols. 
  The current layer is VEGETATION, fill style is Solid and color mid green (90). 
  12 Click Smooth Poly 
  . 
  The Command Prompt reads 1st point: 
  13 Place nodes to create the boundary of a forested 
  area in the southeast of the island. Right click to 
  complete the polygon and end the command. 
  14 Click to repeat Smooth Poly and add any other 
  forests you want on your island. 
  Now you know where the forests are, you 
  would normally go on to draw the other map 
  features then return to add the finishing 
  touches to the forests. 
  15 Use Front 
   on any rivers and roads hidden by the new forests. 
  If you draw roads and rivers after the forest boundaries, you wouldn’t need to do this. 
  Forgotten Realms® style forests 
  This is the style of forest used we used in Wizards of the Coast’s The Forgotten Realms 
  Interactive Atlas. 
  These forests look great, are quick to draw and use relatively few entities so they don’t 
  make excessive demands of your processor. 
  To use my map, open ML-Map08.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  Using Fractalize 
  1 
  Click Fractalize 
  . 
  CC2 Pro can add random detail to paths, polygons and 
  similar entities in CC2 Pro. 
  You see the Fractalize dialog box. 
                                                          
   
  Forgotten Realms® is a registered trademark of Wizards of the Coast, Inc 
   
   
  Forests
  Forests
  Forests
  Forests    
  For normal mapping it is a good idea 
  to: 
  • outline your forests early on, 
  • then, knowing which areas are 
  forested, add the rivers, roads and 
  structures, 
  • finally add finishing detail to the 
  forests. 
  An advantage of this sequence is 
  that, after the second stage, you 
  already have a serviceable map. 
  
  TMAH-4028-9636-6051
   
   
  35 
   
   
  2 
  Click to place a tick in the box next to Smoothing. 
  The original forest boundary is smooth, so the fractal needs to be smoothed, too. 
  3 
  Set the Strength between 50 and 70 and the Depth to 2. 
  4 
  Click OK. 
  The Command Prompt reads Select polyline:.  
  5 
  Click on the boundary of the southeastern forest. 
  The fractalization is applied, creating a more detailed and wavy outline.  
   
   
  6 
  Use the Delete Node 
   button to remove any bends 
  you don’t like. 
   
  7 
  Click Outline in Black 
  . 
  The Command Prompt reads Select entities (0 picked):.  
   
  8 
  Select the forest then right click and Do It. 
  The forest is outlined. The next step is to add interior detail. 
  9 
  Click the black box on the color bar. 
  The black box is now outlined, showing it is the current color. 
  10 Use Smooth Path 
   to draw broken rings inside the 
  forest that approximately mimic the forest boundary. 
   
  The inner detail looks best if in bands that are roughly 
  evenly spaced and not too dense. Like mountain 
  symbols, it is tempting to add a lot of detail, but keep in 
  mind how the map will look when zoomed out. 
  Remember, after each Smooth Path you can click to repeat 
  the same command. 
  Symbol Forests 
  These forests are built with blocks of symbols placed from north to south, much like 
  mountains. As before, CC2 Pro makes it easy to add hundreds of symbols, but please resist 
  the urge. Too many symbols not only spoils a map, it also makes it hard work for your PC to 
  process and your printer to print.  
  11 Zoom Window 
   on the northeastern forest. 
  12 Click Vegetation 
  . 
  The drawing settings for vegetation are restored (we had, for example, changed the 
  current color to black). 
  13 Place the 3rd tree symbol 
   from the Catalog Window at the very north of the 
  forest. 
   
  Set
  Set
  Set
  Set    
  The line of a smooth polygon 
  doesn’t pass through every node 
  but is pulled towards each node, 
  rather like a graph. To create a very 
  wavy smooth path you need a few 
  points boldly placed. 
  Setting the Depth
  Depth
  Depth
  Depth to 2222 gives only 4 
  times as many nodes (not that 
  many), and a Strength
  Strength
  Strength
  Strength between 50
  50
  50
  50 
  and 70
  70
  70
  70 (quite high) gives bold 
  modification. 
   
  
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  36 
   
  Working towards the south, place more of the same symbol 
  until they will not fit without overwriting a road or river. 
   
   
  14 Change current symbol to the next smaller treetop 
   and, still 
  working towards the south, use it to fill the remaining gaps. 
  Leave a generous margin at the boundary, rivers and roads. 
   
  15 Change symbol to the individual tree 
  . 
  Still working from north to south, place this symbol along 
  south edges. 
   
  16 Use the same method to add trees south of the river. 
   
   
  This area is so small that it will only 
  require two or three single treetops 
  with a few individual trees at the 
  front. 
   
   
   
  17 Using Node Edit
  , reshape the river, road or both so it fits the 
  finished forest. 
   
  18 Using either of the two forest styles, complete the remaining  
  areas which require trees. 
   
   
   
   
  Marsh, swamp and wasteland 
  CC2 Pro has the ability to fill a closed polygon with a repeating symbol. Filling mountains 
  and forests in this way looks too repetitive, but for simple symbols, such as marsh and 
  wasteland, it works very well. 
  To use my map, open ML-Map09.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  Zoom Window 
   on the eastern base of the mountains. 
  2 
  Click Vegetation 
  . 
  Trees
  Trees
  Trees
  Trees    
  Other tree types
  Other tree types
  Other tree types
  Other tree types    
  CC2 Pro’s selection of tree symbols 
  also provides for pine, jungle and 
  miXEd forests. Scroll down the 
  Catalog Window to see the 
  selection. 
  Scattered individual trees
  Scattered individual trees
  Scattered individual trees
  Scattered individual trees    
  If your style is to use symbol trees, 
  it can look very effective to have 
  single trees scattered around the 
  map. For example, in the 
  highlands, you may have a 
  smattering of pine trees. 
  
  TMAH-4028-9636-6051
   
   
  37 
  3 
  Click the FS: Solid fill style indicator on the Status Bar. 
  You see the Fill Style Properties dialog box. 
   
  4 
  Click the Symbol Fills tab. 
  You see the page of dialog box relating to symbol fills. 
  5 
  From the drop down list Fill Style Name, select Marsh 
  Symbol, then click OK. 
  The fill style indicator on the Status Bar now says 
  Marsh Symbol. 
   
  6 
  Click Smooth Poly 
   and draw an area of marsh 
  where the rivers meet at the base of the mountains. 
  Marsh, swamp and wasteland with a background 
   The Map Drawing Tools feature lets you add these vegetation 
  symbols with a pre-configured, colored background. 
  To use my map, open ML-Map10.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  Click Overland menu >> Area Fills >> Swamp. 
  The prompt reads Smooth Polygon: First point: 
  2 
  Create a marshy region to the south of the mountains where the two rivers meet. 
   
  Drawing tools uses two entities to create the swamp--a solid-filled 
  background and a symbol filled foreground. These are two separate 
  entities, so they must be manipulated individually. The Draw Tools 
  options for these settings gives the Outline entity a symbol fill style 
  like the one used in the example above. 
   
  3 
  Click Map Drawing Tools 
  , then Advanced>>. Click Outline. 
  The dialog box shows that the outline is created with an extra 
  entity. 
  4 
  Click Properties. 
  You can see that the outline has a width of 0 and a fill style of Swamp Symbol. 
  Outlines don’t have to be filled black lines — you can use it to create filled areas to sit 
  on top of solid filled entities. 
   
  If you wanted to, you could change the fill style to a new symbol fill style, then create a new 
  drawing tool. 
  Drawing areas of Fill
  Drawing areas of Fill
  Drawing areas of Fill
  Drawing areas of Fill    
  By selecting the appropriate 
  symbol fill, you can use the same 
  method for Shrub, Fens, Swamp, 
  Shrub, Fens, Swamp, 
  Shrub, Fens, Swamp, 
  Shrub, Fens, Swamp, 
  Rocky lands and Farmland.
  Rocky lands and Farmland.
  Rocky lands and Farmland.
  Rocky lands and Farmland. 
   
  
  TMAH-4028-9636-6051
   
   
  38 
  Text Properties
  Text Properties
  Text Properties
  Text Properties    
  Height:
  Height:
  Height:
  Height: Text height is measured in 
  map units (not point size). Normal 
  size text is approximately 1% of 
  the map height. This map is 800 
  miles tall, so normal text height is 
  8-10 units. CC2 Pro uses the 
  nearest point size of text to 
  display text at the current zoom 
  level and text height. 
  Angle
  Angle
  Angle
  Angle:    Is the rotation angle of the 
  text. The default angle is 0° to the 
  horizontal. Positive numbers are 
  counterclockwise (anticlockwise). 
  Spacing:
  Spacing:
  Spacing:
  Spacing: The distance between 
  the baselines of consecutive rows 
  of text, given as a percentage of 
  the Height: The default value is 
  150% which, if text is 10 high, 
  gives baselines 15 units apart and 
  a 5 unit space between rows. 
  Stretch:
  Stretch:
  Stretch:
  Stretch:    Sets the proportion of the 
  text. A value of 2 would produce 
  text that is twice as wide as 
  normal. 
  Font
  Font
  Font
  Font: Allows you to set the text 
  justification and to choose from 
  the list of fonts already defined in 
  the drawing. To add more fonts to 
  the drawing, click More Fonts
  More Fonts
  More Fonts
  More Fonts. 
  Labeling your maps 
  Call me radical, but I think maps need labels. They not only tell you what’s where, which is 
  always helpful, but they also add finesse - something maps should have in abundance. 
  Text labels 
  The key to good text labels is to keep them simple and consistent. For example, when 
  labeling rivers I always use blue Arial font, and the same font height throughout.  
  Labels don’t have a shortcut button so, before adding the labels, you must manually select 
  the appropriate color and current layer. 
  To use my map, open ML-Map11.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  Click the layer indicator L: VEGETATION on the Status Bar. 
  You see the Select Layer dialog box. 
  The current layer is marked by a tick in the 
  leftmost box next to it. In the dialog box above, 
  the current layer is VEGETATION. 
  2 
  Click the leftmost box next to TEXT LABELS then 
  OK to close the dialog box. 
   
  The current layer is now TEXT LABELS. 
  3 
  Click the black box on the color bar. 
  Black is now the current color in the Status Bar. It will contrast well with the green 
  and blue background colors. 
  4 
  Click Text Specs
  . 
  5 
  Click Text 
  . 
  You see the Enter Text dialog box. 
  6 
  In the text box, type a name for the island, such as LAG BLOSS. 
  7 
  Click Properties. 
  You see the Text Specs dialog box. 
   
  8 
  Change to the following settings, then click OK to 
  return to the Text Entry dialog box: 
  � 
  Height  
   
   
  16 
  � 
  Stretch 
   
   
  2 
  � 
  Character Style   
  Bold 
  � 
  Font 
   
   
  Times New Roman 
  9 
  Click OK to start placing the text. 
  The text LAG BLOSS is attached to the cursor. It is 16 units high, stretched 
  to double normal width and in Times New Roman bold. 
  
  TMAH-4028-9636-6051
   
   
  39 
  Text Placement Options
  Text Placement Options
  Text Placement Options
  Text Placement Options    
  Press 
   while slowly 
  moving the mouse. The 
  text rotates in 15° 
  increments. 
  Press 
   and 
   
  together while slowly 
  moving the mouse. The 
  text rotates freely. 
  Press 
   while slowly 
  moving the mouse. The 
  text height changes. 
  Type a number followed 
  by 
  . The text height 
  becomes the number you 
  entered.,  
  Press 
  , 
  , 
   or 
  . 
  The text rotates to 
  horizontal or vertical. 
  op, 
  iddle or 
  ottom justification. 
  eft, 
  enter or 
  ight justification. 
   and 
   increment 
  and decrement the first 
  number in the text (if it 
  contains a number).  
   
   
   
  Text Justification
  Text Justification
  Text Justification
  Text Justification    
  . 
   
   
   
  10 Click to place the text north of the island. 
   
  Changing text properties on the fly 
  The Text Specs dialog box lets you type in any text height and angle. However, instead of 
  trying to think in numbers, you can very easily set the text height, angle and justification 
  as you are placing it. 
  As an example, we will label the main River Gemima, after the duck that discovered it! 
  11 Change the current color to blue. 
  12 Zoom Window over the main river. 
   
  13 Click Text 
  , type R. Gemima in the 
  dialog box and then click OK. 
  The text is attached to the cursor and the Command Prompt reads Place (Shift=15°Rot, 
  Shift+Ctrl=Rot, Ctrl=Scale, Keystroke) [below prior]:.  
  The font has gone back to the default — 
  more on that in a moment.  
  You now have the options, as per the 
  Command Prompt. 
  14 Using 
   to resize and 
   + 
   to 
  freely rotate, get the label exactly how you 
  want, then click to place it. 
  Setting the default text properties for the map 
  When you added R. Gemima you found that the text properties had reverted to their default 
  settings instead of the ones you used for LAG BLOSS. This is because you changed the LAG 
  BLOSS settings by clicking the Properties button. 
  To change the map’s default text properties, click Text Specs 
  . This brings up the Text 
  Specs dialog box but, because you clicked its button instead of Properties, the settings you 
  choose will become the default. 
  Reusing the properties with KEEP 
  Keep sets the current drawing settings to match the properties of an entity you select. If you 
  use Keep on a piece of text, CC2 Pro will change all the text properties (color, line style, fill 
  style, etc.) to match that text. 
  15 From the Edit toolbar, click Keep 
  . 
  The Command Prompt reads Like entity:.  
  16 Click on any road (yes road, not text). 
  The command ends. 
  17 Look at the Status Bar. 
  CC2 Pro has set the current drawing properties to match the road. 
   
  
  TMAH-4028-9636-6051
   
   
  40 
  Similar Entity
  Similar Entity
  Similar Entity
  Similar Entity    
  Draw Like
  Draw Like
  Draw Like
  Draw Like can’t always duplicate 
  the method by which you create 
  an entity. It can’t tell a fractal 
  entity from a sketched one. It can’t 
  reproduce the two entities created 
  with a drawing tool with the 
  Outline
  Outline
  Outline
  Outline option on. It’s still useful, 
  however, for text, roads, rivers, 
  and even symbols. 
      
  Outlined
  Outlined
  Outlined
  Outlined    
  Outlined text actually involves two 
  text entities: the base text and an 
  outline only copy of the text. It is a 
  good idea to use a separate layer 
  for text outlines; first so they can 
  be hidden if necessary; second so 
  they don’t interfere with text 
  searches.  
   
  Black Text
  Black Text
  Black Text
  Black Text    
  The solid version of the label 
  goes behind the outline, so we 
  will draw it first, then create a 
  copy of it in exactly the same 
  place. Selecting by Prior
  Prior
  Prior
  Prior, we will 
  change the properties of the 
  copied text to make it outlined 
   
  The current color is brown, the layer is STRUCTURES and the line style is Road. 
  18 Click Keep 
   and now select the baseline of the R. Gemima label. 
   
  CC2 Pro has kept the color, layer, line style and fill style of the text. 
  Using Keep you can come back to river labeling at any time and recreate exactly the same 
  text settings, in a single click. 
  Draw Like 
  The Draw Like feature lets you choose a piece of text (or other entity) and immediately start 
  drawing a similar entity. 
  19 Right-click Keep 
  , then select Draw Like from the menu. 
  The prompt reads Pick master entity: 
  20 Click the baseline of the R. Gemima label. 
  CC2 Pro is ready for you to draw text in exactly the same style. 
  Outlined text 
  In some situations text labels are more legible if they are outlined. For example, text over a 
  dark green forest is hard to read if drawn in plain black, but stands out very well if outlined 
  with white. 
  21 Click the layer indicator L: TEXT LABELS on the Status Bar. 
  You see the Select Layer dialog box. 
  22 Click the Add button, enter TEXT OUTLINES as the new layer name, then click OK. 
  TEXT OUTLINES is added to the list of layers in the map. 
  23 Click OK to close the dialog box. 
  (Note, by adding a layer you have not changed the current layer setting — it is still 
  TEXT LABELS.) 
  24 Click Text Specs 
   and change the following properties: 
  � 
  Times New Roman font. 
  � 
  10 height 
  � 
  0 angle 
  25 Change the current color to black. 
  26 Zoom Window 
   over one of the Forgotten Realms style forests. 
  27 Click Text 
  , then type Willardwood in the dialog box. Click OK. 
  The text is attached to the cursor. 
  Using 
   + 
  , rotate the text into position, then click to place it. 
  28 Press 
   
   for clipboard copy, 
   for Prior then 
   for Do It. 
  The text is selected and the Command Prompt reads Clipboard origin [0,0]:. 
  29 Right click to accept the [0,0] default. 
  The text is now in the clipboard, with an origin of 0,0. 
  30 Click Edit menu >> Paste for clipboard paste then click OK to close the Insert Part 
  dialog box. 
  The Command Prompt reads Insert at:. 
  
  TMAH-4028-9636-6051
   
   
  41 
  Multi
  Multi
  Multi
  Multi----line Text
  line Text
  line Text
  line Text    
  You can also right click Text and 
  click Multi-line text to do this. 
   
  31 Type 0,0 then press 
  . 
  A copy of the text is pasted precisely over the original. 
  32 Right click to stop pasting more copies of the text. 
  33 Click Change Text Specs 
  . 
  The Command Prompt reads Select entities (0 picked):. 
  34 Press 
   for Prior then 
   for Do It. 
  You see the Text Specs dialog box ready to change the properties of the pasted text. 
  35 Click the Outline only setting, then click OK. 
  The copy text is now outline only. The outline, however, is still black and on the TEXT 
  LABELS layer. At first it looks like the text is white with a black outline. If you redraw, 
  you’ll find this is post-edit clutter. 
  36 Change Color 
   selecting by 
   for Prior then 
   for Do It. 
  The Command Prompt reads New entity color [dialog]:. 
  37 Either right click to accept the default [dialog], or click the white box on the Color Bar, or 
  type 15 (the color number for white). 
  The text 
   is now black outlined in white. You may need to click Redraw 
   to refresh the screen and see the proper effect. 
  38 Change Layer 
   selecting by 
   for Prior then 
   for Do It. 
  The Command Prompt reads Layer name [dialog]:. 
  39 Either right click for [dialog] and select layer TEXT OUTLINES  
  Or type TEXT OUTLINES then press 
  . 
  The outline text is now on the new TEXT OUTLINES layer. 
  Multi-line text 
  1 
  Click Text Specs
   and set these text properties: 
  � 
  Times New Roman font. 
  � 
  30 height 
  � 
  0 angle 
  � 
  Bold character style. 
  2 
  Click Text 
  .  
  3 
  In the Text Entry dialog box, click the Multi-line option. 
  The text box grows to accept more than one line of text. 
  4 
  Enter a multi-line title for the map such as 
    
  South Lagyuru 
    
  and Lag Bloss island 
  then click OK. 
  5 
  Press 
   then 
   for top-left justification. 
  6 
  Click to place the title in the top left corner of the 
  map. 
   
  7 
  Right click to repeat Text, type (pre cataclysm) and then click OK. 
  The default value shown on the Command Prompt is [below prior]. 
  Pasted 
  Pasted 
  Pasted 
  Pasted     
  The point you selected as the 
  clipboard origin (0,0) was placed at 
  the insertion point, also (0,0). The 
  pasted copy is therefore precisely 
  on top of the original – which is 
  why you cannot see it. 
   
   
  
  TMAH-4028-9636-6051
   
   
  42 
  Default Text Placement
  Default Text Placement
  Default Text Placement
  Default Text Placement    
  If you right click when you are 
  placing text, it will be placed 
  under existing text.  The space 
  between baselines is 150% of the 
  text height, as set by Spacing
  Spacing
  Spacing
  Spacing in 
  the Text Properties
  Text Properties
  Text Properties
  Text Properties dialog box 
   
  Search Path
  Search Path
  Search Path
  Search Path    
  What does #*.FCW
  #*.FCW
  #*.FCW
  #*.FCW mean? 
  #### searches the folder where CC2 
  Pro is installed. 
  $$$$ searches the folder where the 
  current map is located. 
  ****  means all. 
  .FCW
  .FCW
  .FCW
  .FCW is CC2 Pro’s file type. 
  #*.FC
  #*.FC
  #*.FC
  #*.FCW
  WW
  W therefore means search 
  all FCW files in CC2 Pro’s folder 
  and $*.FCW
   $*.FCW
   $*.FCW
   $*.FCW means search all 
  FCW files in the folder of the 
  current map. 
  Explode
  Explode
  Explode
  Explode    
  Explode breaks selected entities 
  into more primitive entities. In this 
  case, multi-line text is broken into 
  single line text. Paths are 
  exploded into many line segments, 
  as are ellipses. For more 
  information see Explode in CC2 
  Pro’s Help index. 
  You can also explode text 
  characters to make entities to 
  which you can apply text effects. 
  Right click Text
   Text
   Text
   Text and click Explod
  Explod
  Explod
  Explode e e e 
  Text
  Text
  Text
  Text    to do this. See Multipoly text 
  on page 91 for an example. 
  Change Text Properties
  Change Text Properties
  Change Text Properties
  Change Text Properties    
  You have the option of changing 
  only the text properties you click 
  on, or changing everything. The 
  settings you see in the Change 
  Change 
  Change 
  Change 
  Text Properties
  Text Properties
  Text Properties
  Text Properties dialog box are 
  the current text properties. 
  To make one piece of text have 
  the same properties as another, 
  click Keep
  Keep
  Keep
  Keep, then the first piece of 
  text. Click CCCChange Text 
  hange Text 
  hange Text 
  hange Text 
  Properties
  Properties
  Properties
  Properties, select the text to 
  change then set the Change 
  Change 
  Change 
  Change 
  Everything
  Everything
  Everything
  Everything option. 
   
  8 
  Right click to accept the default. 
  The new text is placed under the last entry. 
  Editing text 
  After text has been added to a drawing, you can change its content with Edit. 
   
   On the Single Entities toolbar, click Edit 
  . 
  The Command Prompt reads Select entity:. 
  9 
  Click on the baseline of the “(pre cataclysm)” text. 
  You see the Edit Text dialog box. 
  10 Replace “pre” with post, then click OK. 
  The map text is updated. No doubt the island’s population will be 
  grateful for this change. Little do they know. Bwa-ha-ha!!!  
  Changing text properties 
  You can change the style of existing text with Change Text Specs. 
  In this example, we will reduce the text height of the text line “and Lag Bloss island”. The 
  only complication is that, because the text was drawn as multi-line, the change would 
  normally affect “South Lagyuru” as well. 
  To change one line of multi-line text, you must first Explode it. Kaboom. 
   
  11 From the Edit toolbar, click Explode 
  . 
  The Command Prompt reads Select entities (0 picked):. 
  12 Click on the baseline of either “South Lagyuru” or “and Lag Bloss island”. 
  The two lines of text are selected with the one click (evidence that they are one 
  entity). 
  13 Right click, then pick Do It from the popup menu. 
  There is no visible difference in the map, but the selection is now two separate lines 
  of text. 
  14 Use Change Text Specs 
   on the “and Lag Bloss island” 
  and “(post cataclysm)” lines of text to change their Height 
  to 25. 
   
  Searching files for text 
  CC2 Pro has the ability to search files for text. 
  15 On the File toolbar, click Find in Files 
  . 
  You see the Search Files for Text dialog box: 
   
  16 Under Search path, select #*.FCW. 
  17 Make sure Include Subfolders is clicked. 
  This means CC2 Pro will search all folders under 
  CC2 Pro’s folder. 
  18 In Search for this text type Revu. 
  19 Make sure Map Notes, Text Entities and Frozen Layers are ticked. 
  These are the areas in each map where CC2 Pro will search. 
  
  TMAH-4028-9636-6051
   
   
  43 
  Bookmark
  Bookmark
  Bookmark
  Bookmark    
  A bookmark is a collection of 
  related  files, for example, all 
  maps that contain a particular 
  town. When you do a search, the 
  files containing the search term 
  are listed as a bookmark, but you 
  can build up bookmarks exactly as 
  wish, adding or removing files 
  from the list and changing the 
  order. You can access the 
  Bookmark dialog directly by 
  clicking Bookmark 
   
  The Bookmark Entry
  Bookmark Entry
  Bookmark Entry
  Bookmark Entry area of the 
  dialog box lets you add the current  
  file, add a selected file, add the 
  results of another search, move a 
  file up or down in the bookmark, 
  or delete a bookmark entry (not 
  the file!) 
  In the Bookmark File area you can 
  start a new bookmark, save the 
  current one or open another. 
   
  Zoom to Text
  Zoom to Text
  Zoom to Text
  Zoom to Text    
  The text to find can include special 
  characters. Type **** to match any 
  number of characters and ???? to 
  match one character. Also, if the 
  text must match exactly, you can 
  put ==== at the start of the search 
  text.   
  For example: 
  Typing house
  house
  house
  house matches any text 
  with house in it (e.g. The House 
  and Harbormaster’s House). 
  Typing =house
  =house
  =house
  =house would only match 
  the text house (not The house or 
  House of Fun). 
  Typing =The*
  =The*
  =The*
  =The* would match any 
  text starting with The (The house, 
  not House of Fun). 
  Typing h*s
  h*s
  h*s
  h*s would match 
  Harbormaster and House. 
  If there is only one matching text, 
  CC2 Pro will zoom to it straight 
  away. If there are no matches, 
  CC2 Pro retains the current view. 
  If there is more than one match, 
  CC2 Pro will list the available 
  choices. If you’ve outlined your 
  text, CC2 Pro will list the outline 
  as a separate entry. 
  20 If you wanted to search for two keywords, tick the Also box and enter the required 
  values. 
  Or will find files that contain either Keyword 1 or Keyword 2, or both. 
  And will find files that contain both Keyword 1 and Keyword 2. 
  21 Click OK. 
  CC2 Pro searches all maps in all subfolders under your CC2 Pro folder for the text 
  “Revu”. The search may take some time, but returns with the Bookmarks dialog box. 
   
  You can see a collection of files. You could save 
  these files as a bookmark. 
  22 Highlight ML-Map 13.FCW then click Open 
  Selected Entry.  
  This map is similar to the one you were 
  working on, except I’ve sneaked in some 
  special features. 
  Zoom to Text 
  CC2 Pro found the ML-Map 13 file because it contains the text “Revu”, but where is it?  
  23 Select View menu >> Zoom then select to Text. 
  You see the Zoom to Text dialog box. 
   
  24 Type in Revu as the text to find, then click OK. 
  CC2 Pro zooms to Revu’s Knob, a standing stone marking his grave. 
  25 Click Zoom Out 
   to get a clearer view of where this feature is in relation to the rest 
  of the map. 
  26 Repeat Zoom to Text, this time typing R.* as the 
  text to find. 
  There is more than one match, so CC2 Pro lists 
  the matched text: 
  27 Click on R. Gemima. 
  CC2 Pro zooms to the location of the R. 
  Gemima text. 
  How Text is Displayed in CC2 Pro 
  CC2 Pro uses standard Windows fonts for text. These fonts can be both TrueType® and non-
  TrueType®. You set the font style and height and pick the insertion point for each line or 
  paragraph of Text. It is the job of Windows to actually draw this text on the screen. CC2 Pro 
  chooses at the nearest point size that matches the text height, and instructs Windows to 
  draw the text. The text will grow from the insertion point (justification point) after 
  placement.  
  • 
  If the text being placed is left justified, it grows from left to right. 
  • 
  If the text is right justified, it grows from right to left. 
  • 
  If text is center justified, it grows from the center outward equally in both 
  directions. 
  When you zoom in on a drawing there are more pixels to display the text, and when you 
  zoom out there are less pixels to display the text. We have no control over where the end of 
  the text opposite the insertion point will be drawn by Windows. All CAD programs which 
  use Windows text have similar problems.  
  
  TMAH-4028-9636-6051
   
   
  44 
  True Type Fonts
  True Type Fonts
  True Type Fonts
  True Type Fonts    
  If you want your maps to look 
  the same on other people’s 
  computers, you need to do one 
  of the following: 
  Make sure that the other people 
  have licensed copies the fonts 
  you use, or use fonts that are 
  freely distributable. 
  Right click Text
  Text
  Text
  Text and click Text 
  Text 
  Text 
  Text 
  Explode
  Explode
  Explode
  Explode to convert your text 
  into CC2 entities. 
  Use fonts that are present on 
  every Windows system. 
  Windows
  Windows
  Windows
  Windows® 95
   95
   95
   95: : : : Arial, Courier 
  New, Modern, MS Sans Serif, MS 
  Serif,  Symbol, Times New 
  Roman, Wingdings 
  Windows
  Windows
  Windows
  Windows® 98
   98
   98
   98: : : : Arial, Book 
  Antiqua, Calisto MT, 
  Copperplate Gothic, Courier 
  New, Century Gothic, Impact, 
  Lucida Handwriting, Lucida 
  Sans, Marlett, Matisse ITC, News 
  Gothic MT, OCR A Extended, 
  Symbol, Tempus Sans ITC, 
  Tahoma, Times New Roman, 
  Verdana, Webdings and 
  Wingdings 
  Windows
  Windows
  Windows
  Windows® XP/20
   XP/20
   XP/20
   XP/2000: 
  00: 
  00: 
  00: Arial, 
  Batang, Book Antiqua, Bookman 
  Old Style, Calisto MT, 
  Copperplate Gothic, Courier 
  New, Century Gothic, Comic 
  Sans, Garamond , 
  Haettenschweiler, Impact, 
  Lucida Handwriting, Lucida 
  Sans, Map Symbols, Marlett,  
  Matisse ITC, Monotype Corsiva, 
  News Gothic MT, OCR A 
  Extended, Symbol, Tempus Sans 
  ITC, Tahoma, Times New 
  Roman, Trebuchet, Verdana, 
  Webdings, Wingdings, 
  Wingdings 2 and Windings 3 
   
  Windows® is a registered 
  trademark of Microsoft, Inc. 
   
  Text extending to the right over the top of an entity 
  If you have an entity at the right end of a piece of text such as an arrow, circle, etc., and 
  don't want the text to invade over it, make the text right justified so it grows from the right 
  (the insertion point) back to the Left.  
  Text inside of a rectangular box extending past its right edge 
  If you place text inside of a rectangular box, make the text center justified and place it in the 
  center of the box so that it grows from the center out equally in both directions. You may 
  need to adjust this until you get satisfactory results.  
  Text displaying off the right edge of the screen or sheet when printing. 
  Sometimes the right end of a piece of Windows text appears off screen after a Zoom 
  Extents. Also, when printing the drawing using "Fit to page" the right end of some text prints 
  off the right edge of the sheet. To prevent this, make this Text right justified because this 
  insertion point (the right end of the Text) is known by CC2 Pro and will calculate the Zoom 
  Extents properly for the display and for printing. You can also artificially create an invisible 
  boundary by drawing a box around your drawing that includes ample correction space for 
  the text length variations. An invisible entity to the right such as a line or point will also 
  work since it helps determine the drawing extents. 
  How to make the boundary invisible for printing? Make it the same color as the background. 
  You may need to adjust this until you get satisfactory results. 
  If you really need absolute accuracy, use Explode Text (Text context menu)  (see Multipoly 
  text  on page 91), which ensures that the text will look perfect at all levels of zoom.  
   
  The Art of Labeling 
  One of the subtle things that makes a map aesthetically pleasing is the use of text in a map. 
  The choice of font and its positioning is vital for that professional look. 
  Fonts 
  With so many True Type® fonts that either came with your computer or you downloaded 
  off the internet, it is hard to decide which font to use where. No matter how many you have 
  though, there are only three basic kinds of fonts: Serif, San Serif and Decorative.   
  Serif fonts are the fonts that have the little extras called serifs attached to them to make the 
  letters seem to join together. A good example of this is Times New Roman. 
  San serif fonts are fonts without the serifs attached. San serif fonts are blocky looking by 
  comparison, and many studies have shown that they are harder to read. The most common 
  day to day uses of san serif fonts are for captions, headlines and for computer displays that 
  are too granular to display the serifs correctly. 
  Decorative fonts are non-standard fonts that are created to add flair and beauty to the 
  printed word or add unique symbols and flourishes. The beauty of these decorative fonts is 
  also their biggest flaw. Adding so much extraneous line work to each character detracts 
  from its readability. Today, most decorative fonts are used sparingly, and mostly as accents. 
  Though modern cartographers agree with the restricted use of decorative fonts, the use of 
  serif verses san serif fonts seems to have been turned around. The reasons for this are many.  
  Normal printing is done on a plain background whereas text on a map contends with every 
  other element on the map, possibly even elements directly underneath the text. Map text 
  sometimes must be stretched to fill an area and the serifs that once helped the readability of 
  the text now disrupts it. For these reasons and more, you should use a san serif font in the 
  body of your map and restrict the use of serif fonts to titles and legends. The exception to 
  this is if you want to produce a map in the style of earlier cartographers who hand-labeled 
  their maps with curled copperplate handwriting. 
  
  TMAH-4028-9636-6051
   
   
  45 
  Placing text 
  Knowing which type of font is best to use is only part of the battle. Knowing where to put 
  the text is just as important. There are three types of elements on a map that you can label 
  with your text: Points, Lines and Areas. 
  Points are the easiest to understand because they comprise of almost all the text on a given 
  map. Cities are points, mountains are points, as are any other distinct locations. Through 
  case studies, cartographers have determined some of the best placements of a label for a 
  point. Just like the real world though, there is no single correct place for your label and even 
  the better places are not always available.  Here is a diagram showing the available 
  placement areas in order from better to worse: 
   
  Use an appropriate text justification for the placement position — for example, position one 
  would be Bottom Left, position 6, Mid Right. 
  The ideal label placement is the highest value placement point that does not cross or cover 
  any of the other entities on the map. Whenever you cross another element, the two distinct 
  entities become entangled and both lose some of their value to the map-reader.  The best 
  way to overcome this flaw is one of the cartographers little tricks, called blotting. 
  Blotting 
  To blot out a section of an entity, the cartographer draws over a part of the lesser prominent 
  entity’s border with the color that comprises the body of the lesser element since the body 
  color is usually a much lighter color than that used for the border. In essence the 
  cartographer is hiding the border of the lesser element so that the element with a greater 
  importance is clearer to the map-reader. 
  In the following example you can see the trick of blotting out a coastline to allow for the 
  labeling of a city.  In this example the label of the city is clearly more important than the tiny 
  bit of coastline that has been covered.  I did this by simply attaching a new smooth path 
  with a thickness higher than the coastline, to the coastline just above the label. 
   
  Every so often I reattached the blotting line to the coastline until I reached a point just below 
  the label. After bringing the label to the front of the map, not only is it now much easier to 
  read but much more professional looking, as well. Do not limit yourself to just blotting out a 
  single line, though. If you needed to perform a more complicated labeling, such as the name 
  of a forest, you can draw a polygon slightly larger than the label in roughly the same shape 
  as the label. This is much easier than trying to blot out the edge of every tree underneath the 
  label. By coloring it the primary color of the forest, you’ve allowed the label to be clearly 
  viewed while still maintaining the continuity of the forest. Blotting is a very powerful tool in 
  adding to the readability and to the visual beauty of your maps so experiment and have fun.  
  Placement
  Placement
  Placement
  Placement    
  Since this is a nearly impossible 
  thing to do most of the time, try to 
  cover the least prominent element. 
  
  TMAH-4028-9636-6051
   
   
  46 
  One
  One
  One
  One----Pixel Wide Outline
  Pixel Wide Outline
  Pixel Wide Outline
  Pixel Wide Outline    
  You can’t change its width on the 
  map, but you can use Edit menu 
  Edit menu 
  Edit menu 
  Edit menu 
  >> Change Properties >> Pen 
  >> Change Properties >> Pen 
  >> Change Properties >> Pen 
  >> Change Properties >> Pen 
  Thickness
  Thickness
  Thickness
  Thickness to change its thickness. 
  Pen thickness is the display and 
  printing width for entities – it is 
  independent of drawing scale, or 
  current zoom level. Specify or 
  change the desired pen width by 
  clicking directly on the indicator. 
  CC2 displays the Pen Thickness 
  dialog, which lets you specify 
  paper scale thickness and mm/inch 
  units. 
  Stretch
  Stretch
  Stretch
  Stretch    
  You can do this by increasing the 
  Stretch
  Stretch
  Stretch
  Stretch    setting under Text 
  Text 
  Text 
  Text 
  Properties
  Properties
  Properties
  Properties, or, less elegantly, put 
  one or more space characters 
  between each letter of the label. 
   
  Adding an outline 
  As an alternative to blotting the landscape directly, you can add an outline to the text, 
  usually in white.  
  1 
  Click Copy 
  . Select all the text you want to outline. 
  2 
  Type 0,0 at the Copy from and Copy to points. Right click to finish the copy command. 
  3 
  Click Change Text Specs 
  , right click Prior, right click Do It. 
  4 
  Check the Outline Only check box, OK. 
  5 
  Click Change Color 
   right click Prior, right click Do It. Click white on the color bar. 
  You now have a one-pixel wide outline on your text.  
  Labeling lines 
  The second type of element you will need to label is the line. A line can represent a river, a 
  border, a railroad or any other man-made or natural fixture of the landscape.  A few rules of 
  thumb aid the cartographer in labeling lines. Minimize the number of curves, never label 
  upside-down and label vertical lines on the left. 
  To minimize the number of curves, look for a section of the line that is either fairly straight 
  over the length that will be labeled or one that is the most continuous in its curve. It looks 
  much better to label a river where it makes a graceful half circle or a lazy ‘S’ than the area 
  where is looks like a readout from a heart-monitor. A label on the outside of a curve is better 
  than a label on the inside of a curve because it is easier to read text where the individual 
  characters are crowded at their base instead of at their top.  
  You never want to place a label where the text will appear upside-down since it is almost 
  impossible to read upside down text. labels on a line need not conform to the line a hundred 
  percent.  The label needs to only follow the line enough to clearly show that the label does 
  in fact belong to the line. This allows the cartographer to gloss over problem areas like the 
  one in the example seen here. 
  Labeling Areas 
  The last elements you will need to label on your map are areas. Areas come in two flavors, 
  bounded and unbounded. A bounded area is an area of fixed size on a map, like a county or 
  state. The most common unbounded areas on maps are large bodies of water, such as 
  oceans and seas. Unbounded areas are simply labeled like a point but bounded areas are a 
  special case. 
  When labeling a bounded area the label needs to lay claim to the entire area. To do that, the 
  label needs to stretch from one side of the area to the other. This can be done in two 
  different ways. The easier but incorrect way to label an area is for the cartographer to simply 
  increase the font size of the label to fill the area. This is a poor choice because the size of the 
  font should be constant for the same type of entity throughout the map. The area may not 
  now be able to contain the label from top to bottom and the now huge letters will obscure 
  many important details within the area on the map. 
  The better and correct solution is to stretch the label from one side of an area to the other 
  by adding distance between the individual characters in the label. In this way the entire area 
  will be claimed by the label without the label dominating the area. This will also help keep 
  the font size constant between like entities. 
  With correct placement of your text you’ve eliminated nearly all the possible problems 
  associated with text on your map. 
  Text Color and Style 
  The only remaining question is what font effects are used 
  where. Font effects consist of the color and style you use. 
  Modern cartographers use black for all labels except for water labels. River, lake and ocean 
  labels should be a dark blue. Other colors, such as red, should only be used to denote special 
  entities or unique locations. Correct use of the color should be listed in the map’s key. Font 
  
  TMAH-4028-9636-6051
   
   
  47 
  styles on the other hand have very limited use.  The only style used is Italic. Professional 
  cartographers use italics solely to label bodies of water. However, old style decorative maps 
  make greater use of such features, and underlining is an unobtrusive way of picking out the 
  most important of a particular type of feature. 
  Advanced Text Features 
  CC2 Pro has a number of other powerful text features found by right clicking Text 
  .  You 
  can find and replace text in a drawing, convert text fonts into symbol libraries, export text 
  from the drawing and add text around a curve.  
  We’re going to look at converting text fonts to symbol libraries. 
  Converting Fonts to Symbol Catalogs 
  Font to Symbols (Multipoly) is a little gem of a command that I use quite frequently. It 
  converts a True Type font into CC2 pro symbols.  
  Why would we do that? Fonts in the way of wingdings, webdings, and dingfonts are treasure 
  troves of symbols and map decorations. In their font existence, they lurch between points 
  when we zoom; but if we convert them to symbols, they will zoom smoothly. 
  We’ll be working in the CC2 Pro Map Menu. 
   
  1 
  Click New Map 
   then scroll down and select Blank Map Catalog.FCT. 
  2 
  In the View menu, select View-Window Color. Type 255 
  . 
  3 
  Click black on the color bar. 
  4 
  In the Tools menu, scroll to Set Properties then select Text. Click More 
  Fonts. On the System Fonts tab, scroll down then select WingDings2. 
  Click OK. Make sure WingDings2 is highlighted, then click OK.   
  5 
  Right click Text 
   then select Font to Symbols (multipoly). Type WD2 
  . 
  6 
  In the Symbols menu, select Symbol Manager. 
  Not all the spaces will contain a converted symbol. WD2_30, WD2_31, 
  and WD2_32 are blanks. Highlight each of those blank spaces then 
  click Delete. Click OK. 
  7 
  In the Symbols menu, select Symbol Manager. Click Save as Catalog. 
  Type WingDings2, then click OK. 
   
  For all intents and purposes, we could be done. The Wingdings catalog is now 
  a set of symbols for you to use. 
  However, this raw conversion makes symbols that are full of smooth paths (splines) . If you 
  are just going to use one or two symbols with smooth paths in your map, you won’t notice; 
  but if you use several of them and you have a slow computer, you’ll have long redraws. 
  Let’s assume you’d like to use a symbol out of this new catalog quite a bit. We want to get 
  rid of the smooth paths so the symbol doesn’t flicker when we select it from the symbol 
  display window and cause long redraw issues when our map refreshes. 
  1 
  Click Open 
   then open the drop down menu for Files of Type. Select  CC2 FSC 
  Symbol Catalog. Navigate to the WingDings2.FSC. Select it, then 
  click Open. 
  2 
  In the Symbols menu, select Symbol Manager. Scroll down to 
  WD2_97. Select the symbol, then click Edit. Open a new window. 
   
  3 
  In the Info menu, select Count All. 
  See all those smooth paths (Splines)? 
  VVVView Window Color
  iew Window Color
  iew Window Color
  iew Window Color    
  The background on this blank 
  FCT is dark green to designate 
  that it is a blank catalog file. In 
  order to see while we work 
  through this tutorial, I am 
  changing our view window 
  color. 
  Text features
  Text features
  Text features
  Text features    
  See Text in the Help index for more 
  details. 
  Save as Catalog
  Save as Catalog
  Save as Catalog
  Save as Catalog    
  Note: If you click Save as Catalog
  Save as Catalog
  Save as Catalog
  Save as Catalog 
  and the Save Catalog window does 
  not open, click the Symbol 
  Manager window title bar to 
  reactivate the window and click 
  Save as Catalog
  Save as Catalog
  Save as Catalog
  Save as Catalog again.  
  When you click OK
  OK
  OK
  OK, verify that the 
  catalog saved more than 1 symbol. 
  If the verification box says it only 
  saved 1 symbol, click OK
  OK
  OK
  OK then 
  repeat step 7 and overwrite the 
  first catalog. 
   
  
  TMAH-4028-9636-6051
   
   
  48 
  Let’s get rid of them. 
  Close the Count window. 
  4 
  Click Explode 
   then select the symbol. Right click, Do it.  Right click, then select 
  Repeat previous command. Right click, then select All. Right click, Do it. 
   
  If you look at Count All now, you’ll see that all of our smooth paths are gone. We now have 
  500+ lines. Let’s turn this back into a multipoly. 
  5 
   Right click Explode 
   then select Line to Path. Click 
  on the outer line of the symbol, then click again. Click on 
  the inner line, then click again. 
  If you look at Count All now, you’ll see instead of 500+ 
  lines, we now have 2 paths. 
  6 
  Right click Explode 
   then select Path to Poly. Right 
  click, then select All. Right click, Do it. 
   
  7 
  Click Multipoly 
   then right click. Select All, then right click, Do it. 
   
  8 
  Click Change Fill Style 
   then right click. Select All, then right click, Do it. Right click, 
  then on the Brush Patterns tabs, select Solid. Click OK. 
   
  If you look at Count All now, you’ll see we have 2 polygons in 
  a multipoly. It looks just like the symbol we started with but 
  with no SPLINEs. 
  9 
  Close the Edit window. Click Yes to save changes on exit. 
   
  10 Click Save 
   
  You won’t have to do this to all the symbols converted from fonts. You’ll just need to do it to 
  the ones that you want to use frequently and that are loaded with SPLINEs. 
   
   
   
   
   
   
   
   
   
  Explode
  Explode
  Explode
  Explode    
  Yes, we exploded that entity twice 
  on purpose--first, to knock it down 
  from a symbol to a multipoly; and 
  second, to knock it down from a 
  multipoly to its basic elements 
  which are lines. 
  Line to Path
  Line to Path
  Line to Path
  Line to Path    
  Yes, we clicked twice for each line 
  on purpose. With the first click, we 
  select a string of LINEs to convert 
  to a path.  We left click again to 
  accept that selection. Watch your 
  command line. Had we right 
  clicked on the second step, we 
  would have canceled the 
  command. 
  
  TMAH-4028-9636-6051
   
   
  49 
   
   
    
  To
  To
  To
  Tower Bridge by Steve Davies*
  wer Bridge by Steve Davies*
  wer Bridge by Steve Davies*
  wer Bridge by Steve Davies*    
  Tower Bridge
  Tower Bridge
  Tower Bridge
  Tower Bridge uses hotspots for 
  sheet navigation as explained in 
  Using Hotspots to Control Sheets 
  and Layers on page 118. New 
  symbols were created for the 
  drawing using techniques in 
  Creating a symbol on page 66. An 
  explanation of the techniques used 
  to create the Tower Bridge
  Tower Bridge
  Tower Bridge
  Tower Bridge 
  drawing is available in 
  Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome>TowerBridgeNo
  >TowerBridgeNo
  >TowerBridgeNo
  >TowerBridgeNo
  tes.doc
  tes.doc
  tes.doc
  tes.doc. The drawing itself is 
  available to view in the 
  Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome folder
   folder
   folder
   folder. 
   
   
   
   
   
   
   
   
   
  Caer Bruin by Ralf 
  Caer Bruin by Ralf 
  Caer Bruin by Ralf 
  Caer Bruin by Ralf 
  Schemmann*
  Schemmann*
  Schemmann*
  Schemmann*    
  New symbols were created for 
  Caer Bruin
  Caer Bruin
  Caer Bruin
  Caer Bruin using techniques 
  explained in Creating Perspective 
  Symbols on page 466. The 
  buildings are drawn using the 
  techniques explained in House 
  Creation on page 462. The fences 
  and hedges are projected versions 
  of standard CD Pro/DD Pro symbols 
  using the techniques explained in 
  Creating Solids from Projected 
  Shapes on page 460. Simple 
  extrusion and copy commands 
  created the palisades and little 
  wooden platforms on the rockface. 
   
  Both Tower Bridge
   Tower Bridge
   Tower Bridge
   Tower Bridge and Caer 
  Caer 
  Caer 
  Caer 
  Bruin
  Bruin
  Bruin
  Bruin are available to view in the 
  Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome folder. 
  
  TMAH-4028-9636-6051
   
   
  50 
  Tutorial
  Tutorial
  Tutorial
  Tutorial    
  In keeping with the progress you 
  are making, the tutorial is 
  gradually making more 
  assumptions about your 
  knowledge. For example, from 
  here on it is assumed that you 
  will use zoom buttons to get a 
  better view and that you’ll click 
  to repeat commands  - the 
  tutorial will not explicitly tell you 
  to do so. 
   
  Symbol Style Toggle
  Symbol Style Toggle
  Symbol Style Toggle
  Symbol Style Toggle    
  CC2 Pro offers you a choice of 
  symbol styles, and the scale bars 
  and compass rose are filled. 
  There are no Line versions of 
  these symbol catalogs. 
  If you install additional symbol 
  sets, you will see more options 
  on this menu. 
  You can left click on Symbol 
  Catalog Settings to toggle to the 
  catalog in the next available 
  style. If there is more than one 
  matching catalog (try Filled 
  Vegetation) you’ll see a choice 
  of catalogs. When you click 
  Symbol Catalog Settings
  Symbol Catalog Settings
  Symbol Catalog Settings
  Symbol Catalog Settings 
   , 
  it lists only those catalogs which 
  match the style you have just 
  set. If there are no matching 
  catalogs, you will see a blank 
  list. 
   
  Finishing Touches 
  The essential finishing touches to any map are a scale bar to show how large is the map and 
  a compass rose pointing to north. Further embellishments you might like to add are a grid, 
  navigation lines, decorative ornaments and, perhaps, even a few there-be-monsters. For the 
  purposes of this tutorial, I’ll assume you’re going the whole hog. 
  Inserting a Scale Bar and Compass Rose 
  CC2 Pro includes symbol catalogs with compass roses and scale bars suitable for any maps. 
  To use my map, open ML-Map 13.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  1 
  Right click Symbol Style Toggle 
  and choose Filled. 
  2 
  Click Symbol Catalog Settings 
  . Scroll down and choose CC2 Filled Scale Bars. 
  In the symbol catalog window, you can see some scale bars. 
  You don’t know which scale bar will fit your drawing, so you’ll need to find the map’s 
  approximate width. 
  3 
  Select Info menu>> Distance and choose the lower left and lower right corners. 
  It’s about 1000 miles across. 
  4 
  Scroll down then click on the first 200-mile-long scalebar. Right click, 
  and ensure that the scale is 1 and rotation 0. 
  There is no need to rotate the scale bar, and you definitely don’t want 
  to scale it (a scaled scale bar is pretty useless). 
  5 
  Click green on the color bar. 
  6 
  Click Symbol Catalog Settings 
  . Scroll down and choose CC2 Filled 
  Compass Roses. 
  Note that some of the symbols have a garish green background, 
  because the current color on the color bar is green. 
  7 
  Click white on the color bar. 
  Note that the green symbols have turned white. 
  Some parts of CC2 Pro’s symbols have a varicolor element. They take on the current color. 
  8 
  Click on the second compass rose down. Right click and type in an angle of 15 degrees. 
  North isn’t straight up the screen in this example. 
  9 
  Click Endpoint 
  . 
  We want to make sure that the compass rose lines up with the center of the scale bar. 
  10 Click in the middle of the scale bar, at the point shown. 
   
  The compass rose is inserted. Its center point is precisely at the endpoint in the middle 
  of the scale bar. Now it needs to be moved vertically. 
   
  
  TMAH-4028-9636-6051
   
   
  51 
  Ortho
  Ortho
  Ortho
  Ortho    
  Ortho
  Ortho
  Ortho
  Ortho forces the next point you 
  click to be either vertical or 
  horizontal from the last.  
   
   
   
   
   
      
  Cursor Snap
  Cursor Snap
  Cursor Snap
  Cursor Snap    
  Cursor Snap forces the cursor to 
  lock to snap points if snap is on, 
  horizontally or vertically if Ortho is 
  on. In this example without 
  Curso
  Curso
  Curso
  Cursor Snap
  r Snap
  r Snap
  r Snap the cursor would 
  move freely but jump to the 
  nearest allowed point at the time 
  you clicked. 
  Default Origin
  Default Origin
  Default Origin
  Default Origin    
  The lower left corner inside any 
  map border on all CC2 Pro’s 
  original map templates is located 
  at 0,0. 
  11 Right click Ortho. Ensure that Ortho and Cursor Snap are set on. 
  The Command Prompt still reads Insert at[dialog]:. 
  12 Click Move, Scale, Rotate 
  , selecting 
  the compass rose by 
   then 
  , then 
  click a start and an end point so that it is 
  above the scale bar. 
   Before you clicked Move, Scale, Rotate, the 
  CC2 Pro was still ready to insert compass 
  roses. When you clicked a new command, the 
  previous one was cancelled. There’s no need 
  to complete commands by right clicking — you 
  can just choose a new one. 
   
  Grid overlays 
  CC2 Pro can generate hex and square grid overlays of any size and spacing. Before adding a 
  grid overlay, it is a good idea to create a layer for it so the overlay can be easily hidden 
  when not wanted. 
  A square grid overlay 
  13 Click the Layer indicator L: Vegetation.  Click HEX/SQUARE then click the tick box to 
  set it as the current layer. 
  14 Click the color indicator on the Status Bar and set the current color to a dark gray. 
  15 Click the Line Style indicator LS: Solid on the Status Bar then click a dashed line style. 
  16 Select Draw menu >> Square Grid. 
  The Command Prompt reads Square grid spacing [10.00]:. 
  The distance across our map is 1000 miles, so a grid spacing of 10 would create a 
  very fine grid. 
  17 Type 50 as the grid spacing, then press 
  . 
  The Command Prompt reads First corner of square grid [0,0] and the cursor becomes 
  crosshairs. 
  18 Right click to accept the [0,0] default origin. 
  The first corner is fixed. As you move the mouse, the grid grows and shrinks from that 
  fixed point. 
  The Command Prompt reads Second corner of square grid:. 
  If you cast your mind back to the very start of this map, we based it on a 1000 x 800 
  mile template. 
  19 Either type 1000,800 followed by 
  ,  
  or depress Snap, then click at the top right corner of the map. 
  The grid is drawn on the current layer in the current color and line style. 
   
   
  Hex grid 
  Hex grids are used more often than square grids on overland maps and have many more 
  options. For this reason, CC2 Pro’s Hex Grid command not only gets its own button, it also 
  gets a dialog box to control its appearance.  
   
   
  
  TMAH-4028-9636-6051
   
   
  52 
  Hex Grid Dialog box
  Hex Grid Dialog box
  Hex Grid Dialog box
  Hex Grid Dialog box    
  Grid Alignment:
  Grid Alignment:
  Grid Alignment:
  Grid Alignment: 
   
  Vertical 
   
  Horizontal 
  Grid Labeling:
  Grid Labeling:
  Grid Labeling:
  Grid Labeling:    If you tick Insert 
  Insert 
  Insert 
  Insert 
  Labeling
  Labeling
  Labeling
  Labeling then CC2 Pro will add 
  a number label to each cell. You 
  can set the start numbers in the 
  First X Label and First Y Label 
  First X Label and First Y Label 
  First X Label and First Y Label 
  First X Label and First Y Label 
  boXEs. The label consists of two 
  parts, a column and a row label 
  (e.g. AA01). Lettering counts up 
  A through Z then AA-AZ then 
  BA, etc. 
  Grid Size:
  Grid Size:
  Grid Size:
  Grid Size:    The distance between 
  parallel sides of each hex. Set a 
  number appropriate to the map 
  size. 
  Even columns are higher: 
  Even columns are higher: 
  Even columns are higher: 
  Even columns are higher: 
  Causes the top of the second 
  column to be higher than the 
  top of the first column. 
   
  Set hex grid
  Set hex grid
  Set hex grid
  Set hex grid: Changes the grid 
  and snap snaps so that you can 
  snap to important parts of the 
  hex overlay.  
  Snap to border
  Snap to border
  Snap to border
  Snap to border: Provides 
  additional snap points at the 
  midpoints of hex edges. 
  Set hex grid:
  Set hex grid:
  Set hex grid:
  Set hex grid: Changes the grid 
  and snap so that you can snap 
  to important parts of the hex 
  overlay., the center of the hex, 
  the midpoint of each side and 
  the vertices (corners) 
  20 Click Hex Grid 
  . 
  You see the Hex Grid dialog box. 
  21 Select the options you want, then click OK. 
  The Command Prompt reads First corner of hex grid: 
  and the cursor becomes crosshairs. 
  22 Click Endpoint 
  . 
  The Command Prompt reads Entity:. CC2 Pro is 
  waiting for you to select the entity whose 
  endpoint you want to use. 
  Endpoint attaches the point to the nearest endpoint of 
  the entity you select.  
  With all modifiers, if you click a point that is not over an 
  entity, CC2 Pro cancels the modifier and the Command 
  Prompt returns to Next point:. To restart the modifier, you must click its button again. 
  23 Select the bottom left corner of the map. 
  The point is attached precisely to the endpoint of the border, right in the corner of the 
  map. 
  The Command Prompt reads Second corner of hex grid:. As you move the cursor, the hex 
  grid shrinks and grows. 
  24 Click to place the top right corner, using the Endpoint modifier again. 
  The hex grid is drawn and labeled as you specified. 
  Navigation lines 
  Navigation lines (navlines) were used on early maps to give sailors waypoints and bearings 
  when traveling relatively short distances. They only appear over bodies of water. They give 
  a map an authentic historical look. If you prefer purely functional maps, you’ll probably want 
  to do without them. 
  Navlines from a Template 
  If you know from the outset that you would like navlines on your map, the simplest method 
  is to select a template that includes them before creating the map. 
  Click New 
  , then select 1000 x 800 (with navlines).FCT then click OK. 
  CC2 Pro asks if you would like to save the changes to your existing map, which you 
  do. 
  The new map includes navlines on the NAVIGATION LINES layer. At any time you 
  can hide the navlines by clicking the layer indicator on the Status Bar and hiding the 
  layer. 
  You can, of course, edit or add to the navlines. 
   
  Adding your own navlines 
  Navigation lines are also available as a CC2 Pro file to be added to any drawing then 
  trimmed. 
  To use my map, open ML-Map14.fcw from CC2 Pro’s 
  Tutorials>Tome>Maps>MappingLand folder. 
  25 Click the layer indicator on the Status Bar, then add a new layer called NAVIGATION 
  LINES. Set it as the current layer. 
  The layer indicator on the Status Bar should read NAVIGATION LINES. 
  
  TMAH-4028-9636-6051
   
   
  53 
  Embed in Drawing
  Embed in Drawing
  Embed in Drawing
  Embed in Drawing    
  If you don’t check this option, 
  you’d be inserting a reference to a 
  file, rather than the contents of 
  the file itself, and you would not 
  be able to edit the entities. 
  References can have an 
  advantage, for a example if you 
  want a design in multiple maps, 
  you can edit the reference file to 
  change it in every map. 
  Map Border
  Map Border
  Map Border
  Map Border    
  The map border has four lines at 
  the back of the drawing. It is these 
  lines that you select when you are 
  trimming.  
  Group Parts on Insertion
  Group Parts on Insertion
  Group Parts on Insertion
  Group Parts on Insertion    
  CC2 Pro gives you the option of 
  treating CC2 Pro entities you as 
  single entities. You can choose to 
  group inserted files. These files 
  called “parts”, offer an alternative 
  to symbols. 
  You can group or ungroup any 
  entities using the Groups
  Groups
  Groups
  Groups sidebar 
  on the Tools
  Tools
  Tools
  Tools menu. 
   Clicking on navlines
   Clicking on navlines
   Clicking on navlines
   Clicking on navlines    
  It doesn’t matter if you make a 
  mistake - just ignore it and keep 
  selecting. 
  If you accidentally miss, it will 
  cancel Trim to Entity
  Trim to Entity
  Trim to Entity
  Trim to Entity. To restart it, 
  click to repeat the last command, 
  reselect the cutting edge, and then 
  keep going. 
   
  Hiding the MAP BORDER
  Hiding the MAP BORDER
  Hiding the MAP BORDER
  Hiding the MAP BORDER    
  When you click on the middle box, 
  a small H appears in the box, 
  showing it is hidden. 
  Insert file
  Insert file
  Insert file
  Insert file    
  You can insert any CC2 Pro file 
  into any other file. It’s quicker to 
  do it this way than using the 
  clipboard. 
   
  26 Select Tools menu >> Options >> FCW/FCT/FSC and ensure that Group Parts on 
  Insertion is unchecked. 
  27 Select Edit menu >> Insert File. Ensure the Embed in Drawing option is set then pick 
  Navigation lines (200 mile diameter) from CC2 Pro’s Parts\Maps\ folder. 
  You see the insert file dialog box. 
  28 Place two copies of the navline part, then right 
  click to stop inserting parts. 
  29 On the Edit Single Entities toolbar click Trim 
  to Entity 
  . 
  The Command Prompt reads Select entity to trim 
  to:. 
  CC2 Pro wants you to select a boundary 
  entity to which other entities are shortened or 
  lengthened. In this case, it's a map border. 
  30 Select the inside edge of the western map 
  border. 
  The edge you selected is highlighted and the prompt reads select entity to trim:. 
  31 For both parts, click on all the navlines that you think will intercept the western map 
  border. 
  32 When you've trimmed all the lines that intersect the western map border, right click to 
  cancel the command. 
  33 Click to repeat the Trim to Entity command, this time trimming to the northern map 
  border. 
  34 Repeat the same process for the southern and eastern borders. 
  Now all that we need do is put the navlines behind the land. 
  The current drawing order is sea, then land, land features, and finally navlines. The 
  simplest method is to bring the navlines just in front of the sea background. In this 
  position they will show over the water, but behind the land and anything drawn on 
  the land. 
  To select the sea background without 
  picking the border, you must first hide the 
  MAP BORDER layer. 
  35 Click the layer indicator on the Status Bar and 
  then tick the middle box next to hide the 
  MAP BORDER. 
  36 Hide the HEX/SQUARE GRID layer, too. Click 
  OK to close the dialog box. 
  The brown border is now hidden, enabling 
  you to see the edge of the blue sea 
  background box. We hid the HEX/SQUARE 
  GRID layer because it has a line on it, 
  enabling you to trim to when the map border is hidden, but you don’t want to send 
  your navlines behind that. 
  37 Use Bring in front of 
   to bring the navlines in front of the blue sea background. 
  You can select the navlines either by clicking on each one, or with two selection 
  windows, or by layer NAVIGATION LINES. 
  
  TMAH-4028-9636-6051
   
   
  54 
  38 Click the layer indicator and show the MAP BORDER layer by clicking the H next to it. 
  Does your map look like mine? See ML-Map15.FCW in the 
  Tutorials>Tome>Maps>MappingLand folder. 
   
  Other Finishing Touches 
  There are lots more ways to decorate a map. 
  • 
   www.profantasy.com contains a library of maps and parts contributed 
  by other CC2 Pro users. For example, L. Lee Saunders contributed the 
  beautiful shield and ship that I used to complete ML-Map16.fcw. You 
  insert these parts in exactly the same way as the scale bar and 
  compass rose. Map library contributions (current at the time of printing) 
  are also included on the CC2 Pro CD-ROM. 
  • 
  Click Coast/Sea 
   to load CC2 Pro’s sea symbols. These include sea monsters, tidal 
  rips and jagged rocks. 
   
  • 
  Click Borders/Political 
   to load CC2 Pro’s symbols associated with land: 
   
  • 
  Using Save As with the Files of Type set as Selected CC2 Pro Entities, you can create 
  your own parts from anything you have drawn in CC2 Pro. You might even consider 
  contributing them to the map library!  
   
   
  Edewin’s Hut by Grimur 
  Edewin’s Hut by Grimur 
  Edewin’s Hut by Grimur 
  Edewin’s Hut by Grimur 
  Fjeldsted*
  Fjeldsted*
  Fjeldsted*
  Fjeldsted*    
  Edewin’s Hut
  Edewin’s Hut
  Edewin’s Hut
  Edewin’s Hut is created using 
  drawing tools and symbols 
  included in the Perspectives Pro 
  add-on to CC2 Pro. 
  Edewin’s Hut
  Edewin’s Hut
  Edewin’s Hut
  Edewin’s Hut is available to view 
  in the EEEExamples>Tome
  xamples>Tome
  xamples>Tome
  xamples>Tome folder. 
  
  TMAH-4028-9636-6051
   
   
  55 
   
   
   
   
   
   
   
   
   
   
  Kuslik (city vie
  Kuslik (city vie
  Kuslik (city vie
  Kuslik (city view)by Ralf 
  w)by Ralf 
  w)by Ralf 
  w)by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
   
  Kuslik
  Kuslik
  Kuslik
  Kuslik is a drawing done using the 
  City Designer add-on to CC2 Pro. It 
  uses hotpots for layer management 
  as explained in Using Hotspots to 
  Control Sheets and Layers on page 
  118. It also demonstrates CD Pro’s 
  index feature as explained in 
  Indexes on page 216.  
  Look for Kuslik
  Kuslik
  Kuslik
  Kuslik in its borough view 
  on page 120 and its building 
  function view on page 167. 
  Navigation between the views is a 
  simple click on the appropriate 
  hotspot. 
   
  
  TMAH-4028-9636-6051
   
   
  56 
  Right Click Edit commands
  Right Click Edit commands
  Right Click Edit commands
  Right Click Edit commands    
  Non-visual versions of 
  commands allow you to type 
  values in for scale, rotation, or 
  displacement. 
  Keep
  Keep
  Keep
  Keep 
    
  Draw Like
  Draw Like
  Draw Like
  Draw Like:::: Draws using selected 
  entity as pattern 
  Draw Like Options
  Draw Like Options
  Draw Like Options
  Draw Like Options: Set drawing 
  methods for Draw Like 
  Undo
  Undo
  Undo
  Undo    
   
  Flip:
  Flip:
  Flip:
  Flip:    Toggle between the last 
  undo and the current state. 
  Redo
  Redo
  Redo
  Redo: : : : Undoes an undo. 
  Rotate
  Rotate
  Rotate
  Rotate::::
   
  Rotate Align:
  Rotate Align:
  Rotate Align:
  Rotate Align: Rotates entities 
  so that a straight edge in the 
  selection aligns with another 
  straight edge. 
  Rotated Copies:
  Rotated Copies:
  Rotated Copies:
  Rotated Copies: produces a 
  copy of entities rotated anti-
  clockwise around a given center 
  point. 
  Move, Scale, Rotate 
  Move, Scale, Rotate 
  Move, Scale, Rotate 
  Move, Scale, Rotate 
   
  Mirror:
  Mirror:
  Mirror:
  Mirror:    Reflects entities around 
  a line. 
  Connect: 
  Connect: 
  Connect: 
  Connect:  moves, scales, and 
  rotates an entity or entities, 
  connecting it to other entities. 
  Stretch:
  Stretch:
  Stretch:
  Stretch:    Moves selected nodes 
  of a set of entities. 
  Copy in Drawing:
  Copy in Drawing:
  Copy in Drawing:
  Copy in Drawing: 
      
  Scaled, Rotated and Mirrored 
  Scaled, Rotated and Mirrored 
  Scaled, Rotated and Mirrored 
  Scaled, Rotated and Mirrored 
  Copies
  Copies
  Copies
  Copies: work as Scale, Rotate 
  and Mirror, but leave the 
  original entities behind, making 
  a copy. 
  Copy to Layer:
  Copy to Layer:
  Copy to Layer:
  Copy to Layer: copies entities to 
  a selected layer. 
  Copy to Clipboard: 
  Copy to Clipboard: 
  Copy to Clipboard: 
  Copy to Clipboard: Copies 
  entities to clipboard. Choose an 
  insertion point. 
  Paste
  Paste
  Paste
  Paste:::: Copies the contents of 
  the clipboard into the drawing    
  Rectangular Array
  Rectangular Array
  Rectangular Array
  Rectangular Array: Creates 
  copies in rows and columns.  
  Circular Array:
  Circular Array:
  Circular Array:
  Circular Array: Creates copies 
  around a center (for example the 
  battlements on a round tower). 
  Editing in CC2 Pro 
  We’ve covered many of CC2 Pro’s editing functions in previous chapters, but this chapter 
  gives you all the options available. 
  Editing many entities at once 
  The Edit toolbar contains all the commands that 
  work on a selection of many entities. When you 
  edit in CC2 Pro, you must choose what you 
  want to do, then select the entities to which to 
  apply your action.  
  If you’ve worked through the tutorials, you’ll 
  already be familiar with this. Entity selection is 
  covered in full in the next section. Some of the 
  Edit buttons are self-explanatory. The rest are 
  covered below. 
  If you right click on any Edit button, you’ll see a 
  selection of related commands for more specialized purposes. The more important of these 
  are mentioned below. You can find full details in the Help file. Look up the menu entry in the 
  Index. Some commands have popup menu equivalents called non-visual. If you are editing 
  very large numbers of entities, or want to type precise values at the command prompt, use 
  these. 
   Keep. Click on an entity to set the current properties the same as the selected entity. 
   Like, When you are using a Change command, you can click on an existing entity. For 
  example, if you wanted to change color, you could change entities to match the color of a 
  clicked on line using Like. 
   Undo. Undoes previous commands. Right click for Redo and Redo All. The number of 
  times you can undo depends on when the drawing was last saved, and can be affected by 
  Autosave. 
   Rotate. Gives you a fine degree of control over rotation, and lets you align your 
  selection to a straight edge.  
  • 
  Press 
   and move the mouse to rotate in increments of 15º 
  • 
  Type a value in degrees for a fixed rotation. 
   Move, Scale, Rotate. The most widely used editing command. You can control the 
  scale, rotation and position of your selection. If you just want to scale or rotate, right click to 
  complete the command. 
  • 
  Press 
   and move the mouse to rescale. 
  • 
  Press 
   and 
   together while slowly moving the mouse to rotate freely. 
  • 
  Press 
   and move the mouse to rotate in increments of 15º 
   Copy in Drawing. This copies the selection immediately, unlike Copy to Clipboard 
  then Paste, which is a two-stage operation. on the right click popup menu. Each copy is 
  treated as a separate command for Undo. 
  • 
  Press 
   and move the mouse to rescale the copy. 
  • 
  Press 
   and 
   together while slowly moving the mouse to rotate the copy 
  freely. 
  • 
  Press 
   and move the mouse to rotate the copy in increments of 15º 
   Scale. Resizes the selected entities.  
  • 
  Press 
   and move the mouse to scale X and Y independently. 
  
  TMAH-4028-9636-6051
   
   
  57 
  Click Entities
  Click Entities
  Click Entities
  Click Entities    
  To select an  entity, click on 
  one of its edges or, if it is text, 
  on its baseline.  
   
  Clicking inside an entity does 
  not select it, because this 
  would make it very hard to 
  select entities within other 
  entities. 
  Groups
  Groups
  Groups
  Groups    
  Be aware that groups will also 
  be selected regardless of their 
  layer status, even groups with 
  entities on frozen layers. 
  Place Ticks
  Place Ticks
  Place Ticks
  Place Ticks    
  The ticks from your previous 
  selection will be remembered, 
  so you may need to deselect 
  them. 
  • 
  Press 
   to move the scale reference point — this controls the sensitivity of the scale 
  to your mouse movements. 
   Explode breaks entities down into simpler components. For example, a path is broken 
  down into a series of lines.  Right click options allow you to convert the other way. For 
  example, Line to Path, Path to Poly and Combine Paths. 
  Change commands. These change the properties of a selection. When asked for the new 
  property, you can either type in a value, click Like 
   when or right click to select from a 
  dialog box. Change Properties is a right-click option which gives you additional change 
  choices. Use this if you want to change more than one property of a selection.  
   Fractalize adds extra nodes to paths and polygons. See Using Fractalize on page 34 for 
  more details. 
  Making a Selection 
  Most Edit toolbar commands work on any number of entities. When you start a multiple 
  entity editing command, you will see the following prompt Select entities (0 picked): 
  • 
  Click on an entity’s edge to select it. 
  • 
  If you don’t click an entity’s edge, you will start a window. Move the cursor, then 
  click again. All entities with edges inside or touched by the window will be 
  selected. 
  • 
  Press 
   while selecting to remove entities, 
  • 
  or right click to bring up the Selection popup menu: 
  The Selection popup menu 
  This menu allows you to add and subtract entities from your selection. 
  ll selects all entities, including Groups, in the map, except 
  those on hidden or frozen layers 
  rior selects the entities you have just drawn or edited. The 
  prior entities are forgotten as soon as you make another 
  selection so this option is only available the when you first see 
  the selection cursor. 
  olor, 
  ayer, Line 
  tyle and 
  ill Style select all entities 
  with the property you specify. After clicking one of these you 
  can type the value or right click to select it from the relevant 
  dialog box. 
  Entity 
  ype lets you select entities by their type, for example 
  Text or Circle. After clicking this you see a dialog box in which 
  you place ticks next to the entity types you want to select.  
  Tag 
  . If you use Info menu >> List on an entity, one of the details CC2 Pro lists is the 
  entity’s unique Tag #. You can type this number to select a particular entity again and again. 
  Combining Selections 
  CC2 Pro lets you select entities in a number of ways, You can also combine selections, for 
  example, the first selection can be all the red entities, then the next Solid fill style. You can 
  use Or, And and Not to combine selection criteria. 
  When you choose a combining method, the ticks from your previous selection will be 
  remembered, so you may need to deselect them. 
  
  TMAH-4028-9636-6051
   
   
  58 
  Highlighting
  Highlighting
  Highlighting
  Highlighting    
  The marking color is the color 
  that CC2 Pro uses to indicate 
  selected entities for various 
  commands. The default color is a 
  light gray (16). You can change 
  the marking color to a less-used 
  color that may stand out better. 
  Type MCOL
  MCOL
  MCOL
  MCOLOR
  OR
  OR
  OR at the Command 
  Prompt. 
  Right Click to select the Color 
  Dialog and select a bright color 
  that you will not be using in 
  your Drawing. 
  Magenta (6) is often available 
  and stands out well against 
  most other colors. 
   
  Like
  Like
  Like
  Like    
  If you don’t know what layer 
  something is on, or what color 
  or style it is, you can click Like 
  Like 
  Like 
  Like 
  and then click on the entity, 
  instead of selecting the property 
  yourself. 
  Overlapping Entities
  Overlapping Entities
  Overlapping Entities
  Overlapping Entities    
  If you want to find out what is in 
  a stack of entities, on the Info 
  Info 
  Info 
  Info 
  menu, click List.
  List.
  List.
  List. This will tell 
  you the properties of all the 
  entities. 
  Combining selections using: 
  Has the following 
  logical effect: 
  r (the default) 
  Adds the next selection to the current 
  selection. Entities that meet any of the 
  criteria are selected. For example, select 
  “Color Red OR Type Text” selects entities 
  that are “red or text”. 
  And (
  oth)  
  Only entities that meet all the criteria are 
  selected. For example, selecting “Color Red 
  AND Type Text” selects entities that are “red 
  and text”. 
  ot 
  Entities that meet the criteria are removed. 
  For example, select “Color Red NOT Type 
  Text” selects entities that are “red but not 
  text”. 
  CC2 Pro will let you carry on adding and removing entities from the selection, highlighting 
  them in grey until you right click then click 
  o It. 
  An Example of Selections 
  39 Open ML-Map 15.fcw from CC2 Pro’s Tutorials>Tome>Maps>MappingLand folder. 
  We will change the line style of the solid navigation lines in the map. We could easily 
  pick the lines by clicking on them but, for the sake of learning, we’ll select them their 
  properties instead. 
  The navigation lines were drawn on the NAVIGATION LINES layer. 
  40 Click Change Line Style 
  . 
  The Command Prompt reads Select entities:. 
  41 Right click and pick Layer. 
  The Command Prompt reads Layer name [dialog]:. 
  42 Right click then select the NAVIGATION LINES layer. 
  43 Right click then pick And (Both). 
  The Command Prompt still reads Select entities (32 picked):. 
  44 Right click to bring up the Selection popup menu. 
  The And (Both) option is now ticked. Future selections will be 
  and’ed with the existing selection. 
  45 Right click then click Line Style. 
  The Command Prompt reads Line style name [dialog]:. 
  46 Click Like 
   then select one of the solid navlines. 
  Now everything that is both on the NAVIGATION LINES layer and has Solid line 
  style is selected. The lines with a dashed style are dropped from the selection. 
  Press 
   or right click then click Do it. Complete the command as normal, selecting a new 
  line style for the selected lines from the dialog box. 
  Another example: overlapping entities 
  The inside edge of a map border has at least four overlapping entities: 
  • 
  There is the blue box of the sea or grass background, 
  • 
  the brown polygon of the border, 
  • 
  the black outline to the border, 
  
  TMAH-4028-9636-6051
   
   
  59 
  • 
  and underneath the lot, a green line which, right at the back of the drawing which lets 
  you Trim to Entity to the edge of the map. 
  If you wanted to change the color of the black outline from black to blue you couldn’t select 
  it with a click alone, as this would pick all four entities under the click. Instead, you have to 
  make use of a difference between the properties of the four entities. In this case, the outline 
  is the only one of the four which is black. 
  47 Click Change Color 
   then pick the map border at a place where there’s no land to 
  further complicate the selection. 
  The Command Prompt reads Select entities (4 picked):. 
  All four entities are selected. You only want the one that is both currently selected and 
  black. 
  48 Press 
  (and) 
  (color) 
  (black) 
   
  (Do it). 
  The entities that you clicked on which are also color 0 (black) are selected.  
  49 Complete the command as normal. 
  If two entities are overlapped and completely identical, usually as a result of a incorrect 
  copy, you can’t use their properties to pick them apart. There is, however, a trick you can 
  use: 
  Editing Individual Entities 
  Whenever you use an edit or copy command, CC2 Pro needs you to select the entities to 
  use. The tools we’ve looked at so far work on any number of entities, others on individually 
  selected items.  Generally, commands on the Edit toolbar work on a selection of entities, 
  while those on the Single Entities toolbar work on individually clicked entities. It’s easy to 
  tell by watching the Command Prompt, you can see what your options are. For example: 
  � 
   Edit only affects one entity at a time. The Command Prompt reads Select entity: and 
  you have no option except to click on an entity. If your click misses, the command 
  will end. 
  � 
   Trim to Intersection trims two entities to their intersection. The Command 
  Prompt reads 1st entity: then 2nd entity:. At each prompt you have no option except to 
  click on each an entity. If your click misses, the command will end. 
  � 
   Copy will copy any number of entities. The Command Prompt reads Select entities 
  (0 picked):. This tells you that you can select more than one entity, which means you 
  can be selective! 
   
  Deduplicatin
  Deduplicatin
  Deduplicatin
  Deduplicating Trick
  g Trick
  g Trick
  g Trick    
  EEEEdit Properties
  dit Properties
  dit Properties
  dit Properties 
   only 
  affects a single entity. If you 
  use Edit Properties
  Edit Properties
  Edit Properties
  Edit Properties and click 
  over two overlapping entities, 
  it takes the first entity under 
  the click as the one to work on 
  and shows you the dialog box. 
  If you then click OK
  OK
  OK
  OK without 
  making any changes, then this 
  entity becomes the last entity 
  you selected, and can be 
  picked again with Prior.
  Prior.
  Prior.
  Prior.    
      
      
      
      
      
      
      
      
   
   
   
   
   
  Elements by Ralf 
  Elements by Ralf 
  Elements by Ralf 
  Elements by Ralf 
  Schemmann*
  Schemmann*
  Schemmann*
  Schemmann*    
  This diagram of magical 
  elements is created from 
  symbols available in the 
  Character Artist Pro add-on to 
  CC2 Pro. Elements
  Elements
  Elements
  Elements is available 
  to view in the Example>
  Example>
  Example>
  Example>Tome
  Tome
  Tome
  Tome 
  folder. 
   
  
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  60 
  Using Templates 
  You will have realized by now that CC2 Pro is a huge program. The manual to this point has 
  shown you the essentials you need to create great maps, while resisting the urge to plunge 
  into technical detail. There is a lot more to CC2 Pro! 
  From here on we’ll look at techniques and methods which, while nonessential, give you 
  more options and flexibility with your map making. 
  Modifying and creating templates 
  Whenever you start a new drawing you can choose a template on which to base your map. 
  A template is simply a blank map, which is built to a suitable starting point for new maps, 
  then saved as a template. 
  To modify an existing template 
  1 
  Click Open 
  . 
  You see the File Manager dialog box. 
  2 
  Select Campaign Cartographer FCT Template from the 
  Files of Type list. 
  3 
  Change to CC2 Pro’s Templates folder, then to the subfolder for the type of template 
  you want. Click on the template file to edit. Choose a template which is near in size to 
  the one you wish to edit. 
  4 
  Make any changes to the template. 
  5 
  Add or edit any pre-drawn entities you want. For example, you might want to add a 
  color contour bar, an extra drawing window or a scale bar. You could erase the existing 
  map border and draw a new one. If the map border is significantly larger or smaller, you 
  might need to re-scale the symbol fill styles. 
  6 
  Click Save to save the changes. 
  The next time you open a file, the default file type will be Campaign Cartographer FCT 
  Template. To see your other files, reselect the .FCW file type. 
  To create a new template from scratch 
  1 
  Click Open 
  . 
  You see the File Manager dialog box. 
  2 
  Select Campaign Cartographer FCT Template from the Files of Type list. 
  3 
  Double-click blank.fct. 
  CC2 Pro opens a blank map template. 
  4 
  Add or remove entities, fill styles, line styles, layers, as you wish. 
  5 
  Add a Map Border to the MAP BORDER layer. 
  6 
  Add a background entity to the BACKGROUND layer. 
  7 
  Save the template with a new name. 
  To set the background color, select View menu >> Background Color.  
  Creating a decorative Coat of Arms 
  Templates can have special functions. For example, some templates are pre-configured for 
  symbol creation, others for metric scale. This example shows the use of another specialized 
  template designed to create heraldic devices. Our heraldic symbols are based on a mixed 
  bag of historical examples. We make no pretence to follow any rules of heraldry in these 
  examples. (It's for fantasy games, right?) 
  Saving a Template
  Saving a Template
  Saving a Template
  Saving a Template    
  Whatever has been drawn or 
  defined when the map is saved as 
  a template will be created in any 
  new maps based on that template. 
  Templates have an .fct extension. 
  They are the same as any normal 
  drawing except for their extension. 
  Map B
  Map B
  Map B
  Map Border
  order
  order
  order    
  The Map Border is an important 
  element. Without a Map Border, 
  CC2 Pro’s drawing tools will not 
  work as we expect them to. If you 
  erase the old Map Border, be sure 
  to draw a new one at the size you 
  desire on the MAP BORDER
  MAP BORDER
  MAP BORDER
  MAP BORDER layer. 
  The map border should have four 
  line entites drawn to make the 
  inner boundary, then any other 
  entities on top. 
  Background Entity
  Background Entity
  Background Entity
  Background Entity    
  The Background entity is usually 
  the base layer and color for your 
  map. For example, a map with a 
  lot of water could have a blue 
  background. A Background entity 
  isn’t absolutely necessary, but 
  without it, your Change 
  Change 
  Change 
  Change 
  Background Color
  Background Color
  Background Color
  Background Color macro will fail 
  should you try and run it. 
   
  Changing a Template
  Changing a Template
  Changing a Template
  Changing a Template    
  You can change anything you like, 
  such as pre-defined fill styles, line 
  styles, layers, fonts and grid 
  systems; the current color, fill style, 
  line style and line width; and 
  settings for Grid, Snap
  Grid, Snap
  Grid, Snap
  Grid, Snap and Cursor 
  Cursor 
  Cursor 
  Cursor 
  nap
  nap
  nap
  nap. 
   
  
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  61 
  The Shields heraldic template 
  1 
  Click New 
   Click Select Path. Navigate to the Tutorials>Tome>Other folder. Click 
  Open. Click Shield.fct. 
  2 
  Click Catalog 
   at the top of the Catalog Window then select Charges.fsc from 
  CC2 Pro’s Symbols\Other folder. 
  The Charges symbol catalog loads in the Catalog Window. The symbols in the top half 
  of the list are all black. 
  3 
  Select another color from the color bar. 
  The charges change color to match the new current color. This type of symbol is 
  known as a varicolor symbol. 
  4 
  Move the cursor over the Catalog Window and right click. 
  The Catalog Window is shown as a full page, so you can see all the Charges at once. 
  Right click again to get back to the normal list. 
  Some of the Charges do not have the color you selected - these symbols are Proper, 
  meaning they maintain their own natural color. 
   
  Copying the shields 
  The Shields template is set up to allow you to copy shields from the lower drawing window 
  into the upper drawing window, change their properties, then add heraldic symbols from the 
  symbol catalog. 
  5 
  Click Copy 
  . 
  The Command Prompt reads Select entities (0 picked):. 
  6 
  Select the white shield in the bottom left, then right click and Do It. 
  The Command Prompt reads Copy from point:. 
  7 
  Move the mouse around. 
  The Grid and Snap buttons are depressed (how they were saved in the Shields 
  template), so the cursor is forced to snap to grid points. Since the shields were 
  positioned on grid points, it is easy to select them precisely. 
  8 
  Click on the middle of the selected shield. 
  The Command Prompt reads Place:. CC2 Pro wants to know where to put the copy. 
  9 
  Move the mouse into the upper drawing window and click in the middle of this window. 
  The white shield is copied to where you clicked. 
  10 Right click to stop copying. 
  11 Click Change Color 
  , selecting by Prior then Do It. 
  The Command Prompt reads New entity color [dialog]:. 
  12 Click Like 
  . 
  The Command Prompt reads entity:. 
  Select the edge of the sky blue tincture box. 
  The copied shield is now sky blue. 
  During a change command, Like sets the property of an entity (e.g. layer, color or line style) 
  equal to the same property of an existing entity that you select. 
  Shield.FCT
  Shield.FCT
  Shield.FCT
  Shield.FCT    
  The new template has two drawing 
  windows - the bottom contains 
  shields (Ordinaries), and the top 
  contains a drawing area and the 
  colors (Tinctures). All these 
  features are created by the 
  template. 
   
  Catalog Window
  Catalog Window
  Catalog Window
  Catalog Window    
  Each of the shortcut buttons loads 
  an appropriate symbol catalog in 
  the Catalog Window. You can also 
  load symbol catalogs manually by 
  clicking the Catalog… button, 
  as you did here. 
   
  Selecting the shield
  Selecting the shield
  Selecting the shield
  Selecting the shield    
  In the case of this shield, you can 
  select it by clicking its edge. The 
  other shields contain more than 
  one entity, so it is easiest to select 
  them by clicking a window that 
  contains the selection. 
   
  
  TMAH-4028-9636-6051
   
   
  62 
  About the shields 
  The bottom window contains two types of shield. Those 
  on the left are made of multipolies.  
   
  The two in boxes are composites, made up of many 
  squares or diamonds. By changing the color of individual squares, you can create your own 
  patterns. The shields on the right are examples of what you make. 
   
  Adding the Charges 
  Now you’ve got a blank shield to work with, it’s time to add the Charges from the Catalog 
  Window. 
  We will place two Leopards, one above the other, using Keep to set their color. To fit the 
  Leopards in the shield, we will need to change their size while placing them. 
  13 Click Keep 
   then the edge of the gold colored box (top left tincture). 
  CC2 Pro sets the current color to match. The varicolor symbols in the Catalog Window 
  also change color. 
  14 Depress Snap button to disable Snap. 
  15 Scroll down the Catalog Window and select the Leopard symbol. 
  The Leopard symbol attaches to the cursor. It is currently too big for two of them to fit 
  in the shield. 
  16 Press 
   while slowly moving the mouse towards you. 
  As you do, the symbol gets smaller. If you move the mouse away from you, the 
  symbol gets bigger. Don’t place the Leopard 
  yet. 
  17 Right click. 
  You see the Symbol Parameters dialog box. 
  The values shown in the X and Y Scale are 
  the result of resizing the symbol via the 
    key. 
  18 Type in an X and Y Scale value of 0.8 then 
  click More.  
  The symbol is now 0.8 of its original size. 
  19 Click to place the first Leopard in the upper half 
  of the shield. 
  One copy of the symbol is placed where you clicked. The same symbol is still 
  attached to the cursor, ready to be placed again. 
  20 Click to depress the Ortho button. 
  The cursor is now constrained to moving horizontally or vertically from the last point 
  you used. In this case, it is the insertion point for the first leopard. Ortho will ensure 
  that the second leopard is placed directly below the first. 
  21 Place the second Leopard below the first. 
   
  Resizing the Symbol
  Resizing the Symbol
  Resizing the Symbol
  Resizing the Symbol    
  To set different XXXX and Y 
  Y Y 
  Y values, 
  check the Independent X and Y
  Independent X and Y
  Independent X and Y
  Independent X and Y 
  box and then enter the Scale 
  values onto each line. 
  If you lose track of the symbol 
  scale, right click to bring up the 
  Symbol Parameters dialog box then 
  click Set Normal.
  Set Normal.
  Set Normal.
  Set Normal. This resets the X
   X X
   X 
  and Y Scale
  and Y Scale
  and Y Scale
  and Y Scale to 1111 and the Rotation
  Rotation
  Rotation
  Rotation 
  to 0000. 
   
  
  TMAH-4028-9636-6051
   
   
  63 
  22 Right click to bring up the Symbol Parameters dialog box and then click Finished to 
  complete the symbols. 
  A summary of Using Templates... 
  These are the new facts and concepts introduced during this chapter. 
  � 
  Templates are pre-defined drawings on which you can base your new maps. 
  � 
  CC2 includes templates for a wide variety of applications, including heraldry and 
  starship design. 
  � 
  Templates are found in the Templates folder of CC2 Pro, subdivided by their 
  application. 
  � 
  Templates for different applications are divided by size. 
  � 
  You can create your own templates by modifying an existing template. 
  � 
  You can create your own templates by starting with a blank and adding entities and 
  elements of your choice,  
   
   
   
   
   
   
   
  Deacon Light by Morgan Olden
  Deacon Light by Morgan Olden
  Deacon Light by Morgan Olden
  Deacon Light by Morgan Olden    
  Deacon Light
  Deacon Light
  Deacon Light
  Deacon Light uses hotspots for 
  navigation. For more information 
  on hotspots, see Hotspots on page 
  118. 
  Deacon Light
  Deacon Light
  Deacon Light
  Deacon Light is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  64 
  Symbol Management and Creation 
  This chapter explains how to choose sets of symbols and insert symbols into your drawings. 
  It also shows you how to create symbols of your own using. 
  If you still can’t find the symbol you want, you can create your own. Anything drawn in CC2 
  Pro can be converted into a symbol. 
  Choosing symbols catalogs 
  CC2 Pro’s symbols are divided by type into CC2 Pro drawings called catalogs and stored in 
  CC2 Pro’s Symbols folder with a descriptive name. In addition to CC2 Pro’s pre-drawn 
  symbols, there are extensive symbol libraries included with Dungeon Designer Pro, City 
  Designer Pro, Symbol Set 1 — Fantasy Overland, Symbol Set 2 — Fantasy Floorplans, Symbol 
  Set 3 - Modern and free libraries downloadable from www.profantasy.com. Some sample CD 
  Pro and DD Pro symbols are available by right clicking their buttons on the File toolbar. 
  Using the Symbol Catalog Settings buttons 
  Right click Symbol Catalog Settings 
   to see the most common symbol settings, or left 
  click to see CC2 Pro’s complete list of symbols in the current style.   
  Using the Symbol Toolbar shortcuts 
  You can load the most frequently 
  used catalogs, such as Vegetation, 
  Mountains and Structures, by 
  clicking their buttons on the Symbol toolbar. If there is more than one matching catalog in 
  the current style (for example Vegetation 1 and Vegetation 2 in the CC2 Filled style), 
  both are displayed; click one to open it. 
  Swapping between Symbol Styles 
  CC2 Pro’s symbol catalogs come in two basic styles, CC2 Filled and CC2 Line, and you can 
  toggle between these styles using the Symbol Style Toggle 
  . Right click to see a list of 
  styles, left click to toggle to the next style.  
  Inserting Symbols from the Catalog Window 
  The symbol catalog window is where CC2 Pro displays symbols ready for insertion. 
  To choose a symbol 
  Click on a symbol to select it for insertion. Right-click anywhere on the Symbol Catalog to 
  expand to a wide-screen page-at-a-time view. This is helpful for large catalogs. To shrink 
  the full-screen back to a single column display, right-click again anywhere on the expanded 
  catalog. In either display mode (single column or full screen), use the vertical scroll bar to 
  see additional symbols. 
   
   
  Symbol Catalog
  Symbol Catalog
  Symbol Catalog
  Symbol Catalog    
  Symbol catalog files store 
  collections of symbols. They are 
  saved in CC2 Pro’s Symbols folder 
  with a .FSC file extension. You can 
  save any file as a symbol catalog, 
  or create symbols catalogs by 
  exporting symbols from the current 
  drawing with the Symbol Manager. 
  Load symbol catalogs into the 
  Catalog Window by clicking the 
   button or by clicking a 
  Symbol Setting button.  
  Symbol catalog files are no 
  different to normal fcw files other 
  than they only contain symbols. 
  Symbol toolbar
  Symbol toolbar
  Symbol toolbar
  Symbol toolbar    
  If you can’t see this toolbar click 
  the Screen Tools
  Screen Tools
  Screen Tools
  Screen Tools button 
   and 
  click in the Symbol toolbar check 
  box until it is pointing up – 
  . 
   
  
  TMAH-4028-9636-6051
   
   
  65 
  To see a list of symbols already in the drawing 
   Click Drawing 
  . This displays all the symbols already added to 
  the drawing, in the order they were added. Click Catalog
   to see the 
  symbols in the catalog. 
  To insert a symbol 
  When you’ve selected your symbol, you will see a ghost image of the 
  symbol attached to your cursor. You can: 
  • 
  Press 
    then move the mouse up and 
  down to rescale the symbol cursor. 
  • 
  Press 
   
   and move the mouse 
  around to rotate the symbol cursor 
  • 
  Press the arrow keys to align the symbol 
  vertically or horizontally 
  • 
  Right-click to type in an exact scale and 
  rotation. If you want a different X and Y 
  scale, check the Independent X and Y 
  box and then enter the values separately. 
  Click Set Normal to set the scale at 1 and 
  no rotation. When you’ve changed the 
  settings click More to add more of that 
  symbol. CC2 Pro remembers these settings between symbol selections. 
  • 
  Click to place it in the drawing. 
  To finish inserting symbols 
  When you’ve added enough of a particular symbol, you can click another symbol in the 
  Catalog Window and begin placing your new selection. To stop inserting symbols, you can 
  click another CC2 Pro command. Selecting a command will drop the symbol off your cursor. 
  You can also right click, then click Finished to stop inserting symbols.  
  What happens when you use a symbol 
  The first time you select a particular symbol from the Catalog Window, CC2 Pro invisibly 
  adds its symbol definition to the map. You can see these definitions by depressing the 
  Drawing button. Thereafter, whenever you place the same symbol, CC2 Pro simply adds a 
  reference to the definition at the location you picked. 
  This is very efficient because each reference only has to know its location, color, layer, scale, 
  rotation and the name of the symbol it refers to. For the rest, it refers back to the symbol 
  definition. 
  The pre-drawn “City 1” symbol contains 53 entities and occupies 3.67 k of memory. 
  However, 10 “City 1” symbols in a map only occupy 4.97 k, not the 36.7 k you might 
  expect. This is because each symbol reference only takes 0.13 k (10 x 0.13 + the original 
  3.67 = 4.97). 
  How symbols use layers 
  So long as you think of symbols as two separate bits - the definition and the reference - this 
  is very straightforward. 
  Each reference is on a layer. If that layer is hidden, the whole reference is hidden. 
  The entities within a symbol definition are also on layers. If any of those layers are hidden, 
  the affected entities are hidden in all references to the symbol. By convention, the SYMBOL 
  DEFINITION layer is always visible, so you can safely draw entities on this layer if you want 
  the symbol’s visibility to depend solely on the visibility of the reference layer. 
   
  Symbol Definition
  Symbol Definition
  Symbol Definition
  Symbol Definition    
  The definition is the set of entities 
  that CC2 Pro stores in an invisible 
  section of the current drawing file. 
  The Symbol Reference 
  Symbol Reference 
  Symbol Reference 
  Symbol Reference is a visible 
  copy of the definition, which you 
  can insert throughout the drawing.  
   
  Symbols Added n the Drawing
  Symbols Added n the Drawing
  Symbols Added n the Drawing
  Symbols Added n the Drawing    
  The first set of symbols displayed 
  are those used in symbol fill styles 
  that were defined in the template. 
   
  Remembering Settings
  Remembering Settings
  Remembering Settings
  Remembering Settings    
  CC2 will hold these Symbol 
  Parameter settings for all symbol 
  selections and placements made 
  from here forward until you change 
  it. If the change in scale was just 
  for a single symbol, don’t forget to 
  right click to bring up Symbol 
  Parameters to reset the scale when 
  you select the next symbol. 
  
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  Example layer usage in an Infantry symbol 
  definition: 
  And if the symbol is inserted on the 
  FRENCH layer, this is how the symbol 
  reference displays with various layers 
  hidden: 
  Symbol reference with all layers visible: 
   
  With the DATA layer hidden but FRENCH and 
  INFANTRY visible: 
   
  The Data label is hidden. 
  With the INFANTRY layer hidden but FRENCH 
  and DATA visible: 
   
  The infantry symbol is hidden. 
  The Infantry symbol is defined using the 
  following layers 
  A crossed-box drawn on the INFANTRY 
  layer: 
   
  plus a Data label on the DATA layer: 
   
  Gives a symbol definition for a typical 
  Infantry symbol: 
   
  When the symbol is used in a map, this 
  symbol definition is invisibly added to the 
  map, creating any necessary layers. 
  With the FRENCH layer hidden but INFANTRY 
  and DATA visible: 
   
  The layer on which the reference was 
  inserted is hidden, so the whole reference is 
  hidden. 
  Creating a symbol 
  I want to focus on the concepts of symbols, rather than a complex shape, so we will draw a 
  simple Infantry symbol, suitable for wargame maps. Your symbols can be as complicated as 
  you like. 
  We will create the infantry symbol so it has a background drawn in the current color when 
  inserted. This will make it easy to distinguish between the infantry of each army. 
  Using CC2 Pro’s Drawing commands 
  Up to now, you’ve been using CC2 Pro’s drawing tools and symbols to create your maps. 
  However, these won’t do when you are creating symbols. You need CC2 Pro’s selection of 
  powerful drawing buttons for this. These add the basic shapes you need to build up the 
  more complex symbols.  
  1 
  Start a new map based on the 1000 x 800 Framed template.. 
  2 
  Set the current layer depending on how you want the next entities you draw to behave 
  when the new symbol is inserted. 
  3 
  In this case, click the Layer indicator, add a new layer called INFANTRY and set it as the 
  current layer. 
  4 
  Insert a single mountain symbol into the map. 
  The mountain gives us something with which to compare the size of the new symbol. 
  It won’t be included in the symbol. 
  1000x800
  1000x800
  1000x800
  1000x800    
  CC2 Pro symbols are defined so 
  that, with a symbol scale of 1, they 
  are correctly sized for a 1000 x 800 
  mile map. You should therefore 
  create overland symbols on this 
  map size. 
  Drawing buttons
  Drawing buttons
  Drawing buttons
  Drawing buttons    
  Draw commands differ from the 
  Map Drawing Tools commands in 
  that they always use the properties 
  currently set on the status bar 
  rather than preset values. This 
  gives you greater flexibility – but 
  you have to keep your eye on the 
  status bar a lot more, and use the 
  Change buttons when you need to 
  correct things 
  
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  5 
  Change the other drawing settings as follows: 
  � 
  Line Width 
  2 
  � 
  Fill Style   
  Solid 
  � 
  Color 
   
  Black 
  6 
  Draw a Box 
  , its first corner on a grid point near the mountain, its second corner 
  @40,25. 
  Measuring 40 units across and 25 up, the box is 
  approximately twice as big as the single mountain. 
   
  7 
  Draw two lines forming a cross in the box. 
  To place these lines precisely, either enable Attach and set it to 
  Nearest endpoint, or use the Endpoint modifier. 
   
  Varicolor entities that change color on insertion 
  This basic infantry symbol, a crossed box, is now drawn. To identify different armies, we will 
  add a varicolor box in the back ground which, when the symbol is inserted, is drawn in the 
  current color.  
  This symbol is simple, so it only has one varicolor entity. In your own symbols, you can have 
  as many varicolor entities as you want.  
  Continued from previous instructions… 
  8 
  Change the Line Width setting to 0. 
  9 
  Draw a Box 
   over the symbol. 
  The line width is now 0, so the center of the box is filled. The previous box has a non-
  zero line width, so the fill style was applied to the box outline. 
  The box completely obscures the rest of the symbol. 
  10 Click Symbols menu >> Make Varicolor. 
  The Command Prompt reads Select entities:. 
  11 Select the last box by Prior, then Do It. 
  The box is now varicolor. It is currently white but, when the symbol is inserted, it will 
  be drawn in the current color. It still obscures the rest of the window. 
  12 Click Send to Back 
  , again selecting by Prior then Do It. 
  The background box is now behind the rest of the symbol. 
  Adding attributes 
  Attributes are pieces of textual information attached to symbols. If a symbol includes 
  attributes then, every time it is inserted, you will be prompted with dialog boxes asking for 
  the values. 
  You can use Symbols menu >> Extract Attributes to list all attributes in a map and save it 
  in a text file for use with other applications. 
  Continued from previous instructions… 
  13 Click Text Specs 
   and make the default text 
  settings Arial font, justified bottom-left, height 6 
  and stretch 1. 
  14 Select Symbols menu >> Define Attribute. 
  You see the Text Attribute dialog box. 
   
  Text Settings
  Text Settings
  Text Settings
  Text Settings    
  You can’t change the text 
  properties of attributes when they 
  are set, so it’s best to set them 
  before hand. 
   
  Adding Attributes
  Adding Attributes
  Adding Attributes
  Adding Attributes    
  Attributes must be added to the 
  symbol before it is defined, as they 
  are a part of the symbol. 
   
  
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  Tag text is the name of the attribute that will be displayed with extracted information. 
  Prompt text is the dialog box prompt you will see when inserting the symbol. 
  Tick Hidden if you don’t want the attribute to display next to the symbol.  
  Tick Constant to fix the attribute’s value to the default.   
  Tick Display Tag if you want the attribute label to display, instead of the value. 
  15 Set the values in the dialog box as follows, then click OK. 
  � 
  Tag text  
  Infantry, range 
  � 
  Prompt text 
  Attack range: 
  � 
  Default value 
  3 
  � 
  Tick boxes 
  All clear 
  The Command Prompt reads Location:. The text is using the default text properties, 
  which is why we set them before adding the attribute. 
  16 Place the attribute at the bottom right corner of the 
  symbol. 
   
  Adding control points 
  Control points create “smart symbols” which work intelligently with other straight-edged 
  CC2 Pro entities in that both the symbol and the entity are aware of each other during 
  insertion. This awareness allows the entity to automatically create cuts to accommodate the 
  symbol, or have the symbol align or scale itself to fit cleanly. 
  Continued from previous instructions… 
   
  17 Click Symbols menu >> Add Control Points. 
  The Command Prompt reads 1st point: and then Next point:. The positioning of these 
  two points is important.  
  18 Using Midpoint 
  , place the control points at the 
  points shown: 
   
  You see the Control Points Effects dialog box: 
   
  Align on Insertion means the symbol will auto-rotate to 
  align with straight edges underneath the cursor. 
  Cut on Insertion means the symbol will automatically break 
  any linear entity on which it is inserted. The break will occur 
  at the control points. 
  Scale Y to Fit forces the smart symbol to resize in the 
  “vertical” direction relative to the width of the line under the 
  cursor. At the same time, the symbol’s X scale becomes 1 — 
  irrespective of the current symbol scale. Scale Y to Fit only 
  takes effect when inserting into entities with width > 0. 
  Keep DynTrack Scale is used in conjunction with Scale Y to Fit. It forces the X scale 
  to stay at the current symbol scale, changing the proportions of the symbol. 
  Offset from Place Point inserts the symbol parallel to the initial placement point and 
  orientation. The exact placement is visually determined from the dynamic cursor. This 
  overrides the Cut on Insertion check box option (i.e., offset symbols will not cut the 
  locating entity. 
  Attributes
  Attributes
  Attributes
  Attributes    
  If an attribute is hidden, you can 
  still extract it or see its value by 
  using InInInInfo menu >> List.
  fo menu >> List.
  fo menu >> List.
  fo menu >> List.    
   
  Control Points Example
  Control Points Example
  Control Points Example
  Control Points Example    
  An example of a smart symbol in 
  use is the dungeon door (see page 
  320) 
   
  Positioning Control Points
  Positioning Control Points
  Positioning Control Points
  Positioning Control Points    
  The two points define a vector that 
  is used to determine smart 
  symbol’s alignment with other 
  entities. During placement, this 
  vector remains parallel to the 
  entity, reorienting the symbol 
  accordingly. The alignment vector 
  also tells CC2 Pro how to “flip” the 
  smart symbol during insertion. 
   
  
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  19 Click Align on Insertion only, then click OK. 
  The control vector is drawn.  
  Defining the symbol 
  The symbol you have drawn contains varicolor entities, attributes and Smart Symbol control 
  points. It’s a pretty busy symbol, so you can see why I wanted to keep the shape simple! 
  Your symbols can be as complex or simple as you like. Symbols do not have to include 
  control points, nor do they have to have varicolor entities and nor do they need attributes. 
  All they absolutely need is a few entities. The rest is up to you. 
  Once you’ve created all the entities you want in your symbol, you combine them as a 
  symbol definition. 
  Continued from previous instructions… 
  20 Select Symbols menu >> Define Symbol. 
  The Command Prompt reads Symbol name:. 
  21 Type Infantry then press 
  . 
  The Command Prompt reads Symbol origin:. 
  22 Use the Intersection modifier 
   to select the middle of the cross. 
  The Command Prompt reads Select entities (0 picked):. 
  23 Select the infantry shape, including the control points and attributes then Do It. 
  The symbol disappears! Don’t worry though, it is now defined in the map as a 
  symbol. 
  Click the Drawing button 
   at the top of the Catalog Window. 
  The Catalog Window displays the symbols used or defined in the current drawing. 
  The list includes any symbols placed in the drawing, any symbols used by symbol fill 
  styles and, at the bottom, our new Infantry symbol! 
  Depending on the current color, the symbol probably looks like a black blob 
   
  24 Select another current color instead of black. 
  Oh the joy of varicolor! 
  Using the Symbol Manager 
  The Symbol Manager lets you define, clone, edit, delete, export, import and manipulate 
  symbol definitions and references. 
  Making new symbols available as a catalog 
  You can export symbols from your maps to create new catalog files. The symbol you made 
  can form the basis of a new catalog 
  Continued from previous instructions… 
  25 Click Symbols menu >> Symbol Manager. 
  You can see a list of symbols, used in the template’s symbol fill styles. 
  26 Select all the symbols other than the infantry symbol you have created, by clicking each 
  in turn while holding 
   down. 
  27 Click the Delete button. 
  All the other symbols in the drawing are deleted. 
  Symbol Origin
  Symbol Origin
  Symbol Origin
  Symbol Origin    
  The symbol origin will be the 
  insertion point for copies of the 
  symbol. The point you choose 
  depends on how you will normally 
  pick the point to place the symbol. 
  For the infantry symbol, I would 
  pick the intersection of the cross. 
   
  Control Vector
  Control Vector
  Control Vector
  Control Vector    
  It will not display in the inserted 
  symbol. To edit the control point 
  settings, use Edit 
  Edit 
  Edit 
  Edit and click on the 
  control vector.  
   
  
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  28 Click Save As Catalog. Type military and add the new catalog to the Symbols\Other 
  folder. 
  Cloning and editing symbols 
  You can easily edit the symbol definitions in any catalog or map. After you have edited a 
  symbol, any references to it (in the current map) will show the edited definition. If you want 
  a new symbol similar to an existing one, you can clone the existing symbol then edit it. 
  1 
  Click Open 
    then select military.fsc from CC2 Pro’s Symbols\Tutorials folder or 
  you may use the catalog created in the previous section that was saved to the 
  Symbols\Other folder. (You may need to set the file type back to CC2 Pro FCW 
  drawing.) 
  The tutorial catalog loads. 
  2 
  Click Symbols menu >> Symbol Manager. Click on the Infantry symbol to highlight it. 
  3 
  Click the Clone button. Type Armor as the name for the new symbol. 
  CC2 Pro has created a copy of the symbol with the new name. 
  4 
  Click the Edit button. Click two points in the view area to form an editing window for 
  the new symbol. 
  We are going to erase the diagonal lines and replace them with the standard armor 
  symbol.  
   
  5 
  Click Erase 
  . Click the two crossing lines, right click, Do it. 
  6 
  Click Info menu >> Distance. Click points at each end of the 
  symbols. 
  The symbol is sixty miles across, so a grid with snap 
  points about 5 miles across would do the trick. 
  7 
  Right-click the Snap button. As you can see, there isn’t 
  a suitable grid, so we’ll add one. 
  8 
  Click the Edit button. Type the values in as shown. Click 
  OK. 
   
  9 
  The color, line style and fill style should all be set up correctly in the example, but for 
  this exercise, click the indicators on the Status Bar to ensure that the following are 
  correctly set: 
  � Color is Black 
  � Line style is Solid 
  � Fill Style is Hollow 
  10 Click Line 
  . Click points 1 and 2 as shown in the 
  diagram (the line is 4 grid points from the left and 
  right edges.) Right click to finish this line, then click to 
  repeat the line command. 
   
  11 Add another line, clicking points 3 and 4. Right click. 
  12 Click Arc 
  . Click point 1, then point 3, then point 5. Click to repeat then click points 
  Snap
  Snap
  Snap
  Snap    
  To draw the shape accurately and 
  symmetrically, we’ll make use of 
  CC2 Pro’s snap grid. This makes 
  your mouse clicks snap on to a 
  predefined grid. 
  Arc
  Arc
  Arc
  Arc    
  The standard arc is a 3-point bulge 
  – that is you draw the ends, then 
  stretch the arc to the position you 
  require. 
   
  
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  71 
  2, then 4, then 6. 
  13 Click Edit 
  . Click on the base line of the Infantry, Range text attribute. Change the 
  Tag Text to read Armor, Range, and the Default Value to 5. 
  14 Click Change Layer 
  , right-click All, right-click, Do it. Right click to see the Layer 
  dialog, click Add, type Armor. Click OK. 
  15 Close the window by clicking the 
  , save changes, then close the Symbol Manager. 
  Save the drawing. 
  Your symbol catalog has been updated. 
  Symbol Manager Summary 
  The Symbol Manager lets you control all aspects of symbol design and catalog 
  manipulation. It lists all the symbols in the current drawing, including those used to make 
  symbol fill styles. 
  To see the Symbol  Manager, click Symbol Manager on 
  the Symbols menu.  
   Select Show Fill Style symbols if you want to see all 
  the symbol definitions included in symbol fill styles. 
  Select Display Symbols to see a visual display of the 
  symbol definitions. 
  To save the symbol list as a catalog, select symbols 
  with 
   
    and the mouse, then Save as Catalog.  
  To create a new symbol definition with New. 
  1 
  Type a name for new symbol. 
  2 
  Click two points to form a drawing window. 
  3 
  Add CC2 Pro entities. 
  4 
  Close the window. 
  To Rename an existing symbol 
  1 
  Select the symbol you wish to rename in the symbol 
  list 
  2 
  Click the Rename button. 
  3 
  Type a unique new name. 
  To Edit an existing symbol  
  1 
  Click two points to form a drawing window. 
  Use CC2 Pro’s drawing and editing commands to change the symbol.. 
  2 
  Close the window 
  Clone an existing symbol. Creates a copy of an existing symbol definition with a new name. 
  Usually, this copy is then edited. 
  Delete an existing symbol definition, or selection of symbol definitions. It will remove all the 
  symbol references from the drawing, too, so be careful. 
  Scale an existing symbol definition, or selection of symbol definitions. This affects all 
  existing symbol references, and any you add in the future. Use Symbols menu >> Scale 
  Symbols In Map to scale existing references without changing the definitions. 
  List the entities in a symbol definition. Click 
   to save the list as a text file or print it. 
  Move Up and Move Down the order in which symbol definitions are displayed in the catalog 
  window. 
  Symbol List
  Symbol List
  Symbol List
  Symbol List    
  If Show symbol fill style 
  Show symbol fill style 
  Show symbol fill style 
  Show symbol fill style symbols 
  is not selected fill style symbols will 
  not be included. 
  Move Up and Dow
  Move Up and Dow
  Move Up and Dow
  Move Up and Downnnn    
  If you have Character Artist Pro, 
  you can use the Catalog menu 
  utilities to rename and reorder you 
  symbols in a text editor. See  
  Rename
  Rename
  Rename
  Rename    and
  and
  and
  and    Reorder
  Reorder
  Reorder
  Reorder on page 186 
  This is much quicker than using 
  Move Up and Move Down to 
  reorder symbols, particularly if you 
  have a disorganized catalog. 
  
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  72 
  Replace all references in the drawing to one symbol definition with another. It does not 
  affect symbol definitions.  
  Purge all unused symbol definitions from the drawing, saving space. 
  Import symbol definitions from another file. Click the Files of Type list to choose drawing 
  type from which to import symbols, usually another drawing (FCW) or catalog (FSC) 
  Convert a selection of existing CC2 Pro files into symbol definitions in the current drawing. 
  Managing Symbol Catalogs 
  You can always access symbol catalogs directly by clicking the Catalog 
   button, but 
  CC2 Pro offers you a much easier way to manage your catalogs with Symbol Catalog 
  Settings. You can use these to set the layer and other properties for catalogs, and also swap 
  between different styles of symbols 
  You’ve already used these without needing to know their intricacies. This section explains 
  how to add your own symbol catalogs to those available. 
  Swapping between styles 
  CC2 Pro comes with two styles of symbols, CC2 Filled and CC2 Lined. Each CC2 Filled 
  catalog has an equivalent CC2 Lined catalog. If you have additional symbol sets, you will see 
  additional styles. 
  1 
  In CC2 Pro, rather than an add-on, click Symbol Catalog Settings 
  . 
  You can see a list of catalogs.  
  2 
  Scroll down the list. 
  Notice that all the settings start with “CC2 Filled” 
  3 
  Click Symbol Style Toggle 
  . Click Symbol Catalog Settings 
   again.  
  The symbols are not filled, and the settings start with CC2 Line. 
  4 
   Type co into the Catalog Settings Filter, then click Find Now. 
  CC2 Pro lists only those settings that include the letters co. 
  5 
  Click Advanced. 
  Note that the Master Filter is CC2 Line. 
  6 
  Type * in the Master filter then click Find Now. Scroll down the list. 
  You can see all the available settings, including those for add-ons if you 
  have them installed. This includes CC2 Pro Monochrome symbols. 
  7 
  Right click Symbol Style Toggle 
  . On the popup menu you can see the various 
  styles available. Click CC2 Filled. 
  When you click a symbol button, CC2 Pro just sets the Catalog settings filter, and either 
  opens the catalog or displays a choice of catalogs if there is more than one match. For 
  example, if you have CC2 Filled style set, and you click Vegetation, you get a choice of 
  Vegetation 1 and Vegetation 2. CC2 Pro remembers the current filter, and when you swap 
  styles, opens the catalog in the new style. Because there may only be one matching catalog, 
  CC2 Pro strips off any trailing numbers, or comma and their trailing text. 
  Symbol Catalog Settings Properties 
  Symbol Settings don’t just open a catalog. They can also set appropriate properties for the 
  catalog. These properties are persistent. 
  8 
  Click each of the symbol buttons in turn. Notice that the layer changes for each one. 
  9 
  Click Symbol Catalog Settings 
  . Click Advanced. Scroll down the list of symbols 
  and click CC2 Filled Heraldic Charges. 
  Pop Up Menu
  Pop Up Menu
  Pop Up Menu
  Pop Up Menu    
  This popup menu is especially 
  useful if you have additional CC2 
  Pro symbol sets installed. 
   
  Symbol Style Toggle 
  Symbol Style Toggle 
  Symbol Style Toggle 
  Symbol Style Toggle     
  This swaps between any installed 
  symbol styles, opening the catalog, 
  if there is only one matching, or 
  displaying the choices in that style 
  if there are more than one. 
   
  Filters
  Filters
  Filters
  Filters    
  First, CC2 Pro applies the Master 
  Filter, which is used to define CC2 
  Pro’s styles, then it applies the 
  Catalog Settings Filter to show only 
  appropriate settings. 
  For example, if you have selected 
  CC2 Filled as the current style, and 
  you click Symbol Catalog Settings 
  the filter displays all catalog 
  settings whose names begin “CC2 
  Filled”. (The Catalog Settings filter 
  is * in this example) 
  If you choose a particular symbol 
  catalog setting button, the catalog 
  setting filter is set 
  appropropriately. Let’s say the 
  current symbol style is CC2 Filled. 
  You select Coast/Sea. The catalog 
  settings filter is Coast. There is only 
  one catalog setting which matches  
  the filter (CC2 Filled Coast), so it is 
  opened automatically. 
  Where there is more than one 
  matching catalog setting (try CC2 
  Filled  Vegetation), you’ll get a 
  choice. 
  
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  73 
  10  Click the Properties. 
  Use Current Properties Throughout is set — this means that when you select this 
  setting it just opens up a catalog, it does not set properties. 
  Click OK. Click CC2 Filled GM only, (the setting above), then click Properties. 
  � Color is set to the current color 
  � Width is set to the current width 
  � Fill style is set to Solid 
  � Line style is set to Solid 
  � Layer is set to GM Only 
  Adding a new setting 
  Adding a new catalog setting is easy. Let’s add the military catalog 
  we made earlier. 
  11 Click Symbol Catalog Settings 
  . Click Advanced. Click 
  New. 
  CC2 Pro is asking for a name for the new setting. 
  12 Type CC2 Filled Military. Click OK. Click Browse. Double Click the Symbols/Other 
  folder. Double click military.fsc. 
  13 Click Properties. Uncheck Use Current Properties Throughout. Set the properties as 
  follows:      
  � Color is set to the 135. 
  � Width is set to the current width 
  � Fill style is set to Solid 
  � Line style is set to Border 
  � Layer is set to BORDERS/POLITICAL 
  Military is a varicolor catalog, so setting the color to gold reminds you of this when you 
  open this setting. BORDERS/POLITICAL seems to be the best layer, but you could add a 
  MILITARY layer and change the setting to this. If a layer or other property does not exist in 
  the current drawing, this setting appears blank, and it is not set. 
  14 Click OK. Click Save. 
  15 Click New, type CC2 Line Military, OK, OK. 
  This has added an identical symbol setting for the CC2 Line symbol style. 
  The text equivalent of the Symbol Settings command is DRAWICONM. Press 
  , then 
  type the Catalog Settings filter. This is most useful when designing menus. 
  Shaded Varicolor Symbols 
  Shaded varicolor is an easy way to have custom symbols for your drawings. As we’ve seen, 
  varicolor takes a single color that you’ve selected in the color palette and applies it to 
  entities in a symbol. shaded varicolor allows us to take, not only one color, but a range of 
  shades of a color and apply them to a symbol. 
  Creating an SVC Symbol 
  Let’s create a shaded varicolor symbol and we’ll see how this works. 
  1 
  From the CC2Pro menu 
  , click New 
   then scroll down the list and select Blank 
  Map Catalog.FCT. 
   New Setting
   New Setting
   New Setting
   New Setting    
  If your symbol setting doesn’t 
  really fall into either category 
  (filled or line) it’s better to save a 
  setting for both styles, so that it 
  shows up when you toggle 
  between styles. 
   
  Blank Templates
  Blank Templates
  Blank Templates
  Blank Templates    
  A blank template isn’t one in which 
  we’ve simply erased the visible 
  entities. A blank template has no 
  symbols pre-added to it such as 
  symbol fills. By starting with a 
  blank template, we can create 
  symbols and catalogs without 
  clutter. 
  Blank templates can be identified 
  by the dark green view color. 
   
  
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  74 
  2 
  For ease in demonstrating, I’m going to change the view color. From the View menu, 
  select View Window Color. Type 255 then 
  . 
  The key to shaded varicolor is the layers. What we’re going to do is create layers that will 
  define how many shades away from a base color we want the entities to be. Our base color 
  will be the VARICOLOR0 layer. Let’s create that first. 
  3 
  Click the Layers indicator 
  , then click Purge Unused. Click Add. Type 
  VARICOLOR 0, then click OK. Select VARICOLOR 0 as the current layer, then click OK. 
  We’re going to pick bold colors for our symbol construction. That will make this 
  demonstration easier to follow, Don’t be concerned about the colors, though. Our symbol, 
  when it is placed in a drawing, will have nice shading. 
  4 
  Set your indicator bar to match this 
   
  We’re going to make a simple marker to demonstrate the shaded varicolor. 
  5 
  Click Circle 
  . Type 20,20 
   then type 40,40 
  . Click Zoom Extents 
   to 
  find your circle. 
  6 
  Click the Layers indicator
  , then click Add. Type VARICOLOR+2, 
  then click OK. Select VARICOLOR+2 as the current layer, then click OK. 
  7 
  Set your indicator bar to match this 
   
  Color: 151, L: VARICOLOR+2, LS: Solid, FS: Solid 
  8 
  Click Circle 
  . Press 
   to accept the starting values of 20,20 then type 30,30 
  .  
  We now have a red bull’s eye on a yellow circle. The color is not important. What is 
  important is what layer each entity is on. 
   
  9 
  Click the Layers indicator
  , then click Add. Type VARICOLOR-2, 
  then click OK. Select VARICOLOR-2 as the current layer, then click OK. 
  10 Set your indicator bar to match this 
   
  Color: 109, L: VARICOLOR-2, LS: Solid, FS: Solid 
  11 Click Box
  . Type -10,-10 
   then type 50,50 
  . 
  12 Click Send to Back 
   then right click. Select Prior, then right click, Do It. 
  13 Set your indicator bar to match this 
   
  Color: 0, L: SYMBOL DEFINITION, LS: Solid, FS: Solid 
  14 Click Box
  . Type -15,-15 
   then type 55,55 
  . 
  15 Click Send to Back 
   then right click. Select 
  Prior, then right click, Do It. 
  Now we have a marker. We need to define it as a 
  symbol.  
  16 Type DEFSYMD 
   
  
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  75 
  Select all entities that make up our new symbol. In the Define New Symbol window, 
  select Center, Middle for the origin. In the Name box, type in a name appropriate for 
  your symbol. Click OK. 
   
  17 From the Symbols menu, select Symbol Manager. 
  18 Select our marker symbol, then click Edit. 
  Open an Edit window. 
  19 From the Symbol menu, select Add Symbol Info. 
  In General Options, click to put a check in the 
  Varicolor Symbol box, then click OK. 
   
  20 Close the Edit window and save on exit. 
   
  21 From the Symbols menu, select Symbol Manager. 
  Click Save As Catalog. Type in an appropriate name 
  for your catalog, then click Save. 
   
  When our new marker is added to a drawing, it will 
  take the selected color, two steps lighter as a 
  highlight and two steps darker as a base and apply 
  them in our symbol. 
   
  Notes for Shaded Varicolor Symbol Creation 
   
  � 
  When creating shaded varicolor symbols, the colors you use for the shades aren’t 
  important. The important construction components are the layers on which you put 
  each entity. 
  � 
   All entities, including outlines that are not part of the shaded varicolor need to be on 
  the SYMBOL DEFINITION layer. Entities on the varicolor layers will change color 
  according to the current color selected. 
  � 
  The Symbol Settings varicolor tickbox must be checked for each symbol in order for 
  the shaded varicolor to work correctly in the drawings. 
  Converting an Existing Symbol to Shaded Varicolor 
  Now that we’ve seen how easy shaded varicolor is to work with, let’s take a symbol out of 
  an existing symbol catalog and convert it. 
  Before we alter any catalogs, we’ll make a copy of it and use the copy as our working 
  catalog. Go into Windows® Explorer and navigate to 
  CC2>Symbols>Maps>Filled>Relics.fsc. Make a copy of it. Mine is named Copy of 
  Relics.fsc. 
  1 
  Click Open 
  . In Files of Type, open the drop down menu and select CC2 FSC 
  Symbol Catalog, then navigate to our newly made Copy of Relics.fsc. Select the 
  catalog, then click Open. 
  2 
  In the Symbols menu, select Symbol Manager. 
  3 
  Scroll down to Shield 4, Select Shield 4, then click Edit. Open an Edit window. 
   
  Before we can make this symbol into a shaded varicolor 
  symbol, we need to identify the colors. 
  Layers
  Layers
  Layers
  Layers    
  CC2 Pro looks at the layers in the 
  symbol and displaces the color 
  according to the layers. The main 
  color used for the VARICOLOR
  VARICOLOR
  VARICOLOR
  VARICOLOR 
  layer will be the current color. The 
  other colors in the scheme will be 
  selected from either side of the 
  color on the color palette. If there 
  is no sufficiently dark color, black 
  will be substituted, if no light color 
  then white will be used. When you 
  use colors 0 to 30, the shaded 
  colors will be displaced from the 
  nearest matching color on the 
  palette. 
   
  Added
  Added
  Added
  Added    
  When you place a shaded varicolor 
  symbol in a new color, a symbol 
  definition is added to the drawing 
  called <symbol name> C<color 
  number> All the colors are added 
  to a new drawing layers called 
  VARICOLOR
  VARICOLOR
  VARICOLOR
  VARICOLOR. For example, if you 
  placed a varicolor shaded symbol 
  called Bed, and the current color 
  was 168, a new definition called 
  Bed C168 would appear at the 
  bottom of the drawing symbol list. 
  Name
  Name
  Name
  Name    
  Symbol names need to be unique 
  within the same drawing. Instead 
  of naming the symbol Marker, try 
  to be a little descriptive. For 
  example, you can use your initials 
  as the name Prefix and then be a 
  little descriptive, such as 
  SVCMarker. Being attentive when 
  naming your symbols will reduce 
  the likelihood of encountering an 
  identically named symbol. 
  When you successfully define a 
  symbol it will disappear – this is 
  normal! It means CC2 Pro has 
  moved the symbol into the Symbol 
  Definition area of the drawing 
  
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  76 
  4 
  In the Info menu, select List. Right click. Select All, then right click, Do It. 
   
  If you scroll through the List, you’ll find that the colors used are 0 (black), 29 (beige), 134, 
  137, and 138 (golds), and 168 (red). We want to leave the black, beige, and red entities 
  alone.  The entities that are gold will be made into shaded varicolor. 
  5 
  Click Change Layer 
   then select all the entities that make up the shield. Right click, 
  then scroll down to Combine. Select And then right click. Select Color. Type 134 
   
  then right click, Do It. Click the Layer indicator
  , then click Add. Type 
  VARICOLOR-3, then Click OK. Select VARICOLOR-3 as the current layer, then click OK. 
  That moved all the entities that are color 134 onto the VARICOLOR-3 layer. Let’s move the 
  other gold entities now. 
  6 
  Right click to repeat Change Layer then select all the entities that make up the shield. 
  Right click, then scroll down to Combine. Select And then right click. Select Color. Type 
  137 
   then right click, Do It. Click the Layer indicator
  , then click 
  Add. Type VARICOLOR0, then Click OK. Select VARICOLOR0 as the current layer, then 
  click OK. 
  7 
  Right click to repeat Change Layer then select all the entities that make up the shield. 
  Right click, then scroll down to Combine. Select And then right click. Select Color. Type 
  138 
   then right click, Do It. Click the Layer indicator
  , then click 
  Add. Type VARICOLOR+1, then Click OK. Select VARICOLOR+1 as the current layer, 
  then click OK. 
  All the gold entities have been moved to their respective layers, but in order for the 
  varicolor layers to work, we still need to set the varicolor bit. Let’s do that now. 
  8 
  From the Symbol menu, select Add Symbol Info. 
  In General Options, click to put a check in the Varicolor Symbol box, then click OK. 
  9 
  Close the Edit window and save on exit. 
  10 Click Save. 
  When you open the Copy of Relics.fsc in the Symbol Display column, 
  you’ll see the color square in the corner of the Shield 4 window. This 
  designates it as a shaded varicolor symbol. 
  Notes on Editing Existing Symbol for Shaded Varicolor 
  � 
  Any time you edit a symbol catalog, it is always a good idea to make a copy of the 
  original catalog and then use the copy as your working catalog. 
  � 
  Use List to find the color of all the entities that you want to convert to shades, then 
  move those entities to the respective shaded varicolor layers. 
  Symbol Settings - Add Symbol Info 
  While doing the shaded varicolor symbols, we touched 
  briefly on features in the symbol settings window. Let’s 
  explore more of those features. 
  One of a Collection 
  Symbols put into a collection will be grouped together in 
  expandable clusters in the Symbol Display window. This 
  works well when you have to navigate large catalogs of 
  related symbols. Let’s open that Copy of Relics catalog 
  we made in the shaded varicolor section and see how 
  these collections work. 
  1 
  Click Open 
  . In Files of Type, open the drop down 
  menu and select CC2 FSC Symbol Catalog, then 
  Moved
  Moved
  Moved
  Moved    
  All the entities we didn’t move will 
  remain on the SYMBOL 
  SYMBOL 
  SYMBOL 
  SYMBOL 
  DEFINITION
  DEFINITION
  DEFINITION
  DEFINITION layer. Those entities 
  will remain the color that they are 
  now. 
  SVC Layers
  SVC Layers
  SVC Layers
  SVC Layers    
  These are all valid varicolor layer 
  names: 
  VARICOLOR-4 
  VARICOLOR-0 
  VARICOLOR+0 
  VARICOLOR0 
  VARICOLOR3 
  VARICOLOR+3 
   
  Add Symbol Info
  Add Symbol Info
  Add Symbol Info
  Add Symbol Info    
  Each individual symbol definition 
  can have its own symbol settings. 
  The symbol settings must be set in 
  a symbol editing window, for 
  example when you use New or Edit 
  in the Symbol Manager (see page 
  71). 
   
  
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  77 
  navigate to our Copy of Relics.fsc. Select the catalog, then click Open. 
  2 
  In the Symbols menu, select Symbol Manager. 
  3 
  Scroll down to Shield 1, Select Shield 1, then click Edit. Open an Edit window. 
  4 
  From the Symbol menu, select Add Symbol Info. 
  Click to put a check in the Symbol is one of a Collection box. Put a bullet in the 
  circle for Numbers at the End, then click OK. 
  5 
  Close the Edit window and save on exit. 
  We started a collection with that shield symbol. Let’s add the other two shields to the 
  collection. 
  6 
  In the Symbols menu, select Symbol Manager. 
  7 
  Scroll down to Shield 2, Select Shield 2, then click Edit. Open an Edit window. 
  8 
  From the Symbol menu, select Add Symbol Info. 
  Click to put a check in the Symbol is one of a Collection box. Put a bullet in the 
  circle for Numbers at the End, then click OK. 
  9 
  Close the Edit window and save on exit. 
  10 In the Symbols menu, select Symbol Manager. 
  11 Scroll down to Shield 4, Select Shield 4, then click Edit. Open an Edit window. 
  12 From the Symbol menu, select Add Symbol Info. 
  Click to put a check in the Symbol is one of a Collection box. Put a bullet in the 
  circle for Numbers at the End, Leave the check in the varicolor symbol box. Click OK. 
  13 Close the Edit window and save on exit. 
  14 Click Save . 
  When you open Copy of Relics.fsc in the Symbol Display window, you’ll see a + in the 
  corner of the first shield. Clicking on the + will expand the collection.   
  Note that the numbers at the end of the symbol names were not sequential. The base name 
  of the symbol must be the same--in our case, all our symbols were named Shield. The 
  collection simply looks for a number at the end of the name. We could do the same thing 
  with letters at the end of the symbol name instead of number. If we have more than 9 
  Shields, we can name them Shield a, Shield b, Shield c, etc. and put the bullet in the circle for 
  One letter at the end. 
   
  Collection Options 
  • 
   Randomly select from a collection: With this option bulleted, symbols will be 
  randomly selected out of the collection during placement. This feature works well, for 
  example, for placing different trees to make more visually interesting forest without 
  having to scroll through the catalog and manually select each different tree symbol. 
  • 
  Arrow keys select different symbols: With this option bulleted, symbols from a 
  collection can be selected by scrolling through them using the arrow keys. This feature 
  works well for selecting symbols out of Perspectives Pro symbol catalogs. 
  Perspectives Pro Wall Shearing 
  This option is only set for Perspectives Pro wall symbols. It causes the symbols to shear 
  (project) when they align to a wall so they align correctly in the Perspectives Pro isometric 
  view. 
  Random Transformations 
  Symbols set with this bit selected and the Options entered will place 
  consecutively with random offset, rotate, scale, mirror or sheer properties.  
  Symbols
  Symbols
  Symbols
  Symbols    
  If you have many symbols to 
  define, you can copy the symbol 
  information between each symbol 
  definition via the clipboard. When 
  you are editing the symbol 
  definition and have added the 
  symbol information, on the Edit 
  menu, click Copy. Select by type XP 
  entity (this will select the symbol 
  info entity). When you edit the next 
  symbol, paste at 0,0. 
   
  
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  78 
   Offset: By selecting this feature and entering values, the symbol will randomly 
  offset within its parameters on consecutive placements. 
   
  Rotate; By selecting this feature and entering values, the symbol 
  will randomly rotate within its parameters on consecutive 
  placements. 
   
  Scale: By selecting this feature and entering values, the symbol will 
  randomly scale within its parameters on consecutive placements. 
   
  Mirror: By selecting this feature, the symbol will randomly mirror itself on 
  consecutive placements. 
   
  Sheer: By selecting this feature and entering values, the symbol will randomly sheer within 
  its parameters on consecutive placements. 
   
  Symbol is a connecting symbol 
  Symbols set with this bit will allow you to drag them along in a 
  path. By using specifically constructed symbol catalogs, symbols 
  can be placed in straight or curving patterns to create walls, rooms 
  and corridors as easily as drawing a path. 
  Explode symbols on placement 
  When symbols are set with this bit, they will automatically be 
  exploded on placement. 
  Hex Symbol 
  Symbols set with this bit will allow easy placement in a hex grid. 
  Front on current layer 
  When symbols are set with this bit, they will front on the current layer. 
   
  Advanced Symbol Creation 
  Some of the innovative features added to CC2 Pro utilize advanced symbols. Some of these 
  features were touched upon in Symbol Settings - Add Symbol Info on page 76. Let’s explore 
  them in more depth here. 
  Creating Connecting symbols 
  Now that you understand the fundamentals of creating symbols in CC2 Pro, we will discuss 
  creating connecting symbols. Connecting 
  symbols join together to create a seamless 
  chain. These symbols are extraordinarily 
  versatile and, with them, we are able to 
  rapidly create highly detailed roads, rivers, 
  railways, battlements, boundaries, buildings, 
  etc. The list of potential uses is endless. 
  Naming the symbols 
  Straight symbols are named with the 
  symbol’s root name followed by a number in 
  sequence (e.g. “symbol 1”, “symbol 2”, etc).  
  Bend symbols are named to include the 
   
  Connecting Symbols
  Connecting Symbols
  Connecting Symbols
  Connecting Symbols    
  You can identify connecting 
  symbols in the symbol catalog 
  because they have a small C in the 
  top-right corner of each symbol. 
   
   
  Symbol’s Root Name
  Symbol’s Root Name
  Symbol’s Root Name
  Symbol’s Root Name    
  Even if there’s only one straight 
  symbol, the number must be 
  present. Sometimes the length is 
  included in the name as well. See 
  Symbol Length
  Symbol Length
  Symbol Length
  Symbol Length below. 
  Fundamentals
  Fundamentals
  Fundamentals
  Fundamentals    
  Creating connecting symbols is an 
  advanced feature of CC2 Pro. 
  These instructions assume you 
  have a good grasp of CC2 Pro. 
  
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  79 
  angle of bend and the length of the bend arm within square brackets with each value 
  separated by a colon. If there’s more than one symbol for the same angle and length, a 
  number goes after the brackets. The bend angle is measured anticlockwise from 3 o’clock. 
  The symbol shown here could be named “dash dot [45:10]”.  
  Symbol origin 
  Symbols flow from left to right. For straight symbols, the 
  symbol origin is the leftmost point (normally the midpoint 
  of the left hand edge). For bend symbols, the symbol origin 
  is the center of the angle. 
  Symbol length 
  Unless the length is included in the symbol name, CC2 Pro 
  finds the length of a straight symbol from its x extents (its 
  maximum horizontal width). There must be a straight symbol with a length equal to the 
  shortest bend length. So, for our dash dot symbol, there must be a straight symbol length 
  10. If bend symbols have different arm lengths, there must also be straight symbols equal to 
  each difference in length. In that same vein, if you have bend lengths of 2.5 and 3.25 (a very 
  bad idea), you’d need straight lengths 2.5 and 0.75. 
   
  Other symbol lengths are optional, but knowing how CC2 Pro chooses and uses symbol 
  lengths is useful to creating efficient symbol sets. CC2 Pro uses a variant of the Greedy 
  algorithm for choosing symbols. At each choice, it picks the longest symbol that will fit. By 
  defining symbol collections carefully you can give them the Greedy Choice property, which 
  means the first choice will always be the most efficient. By choosing lengths badly you can 
  give CC2 Pro a much harder time. You’ll still get a string of connected symbol, but CC2 Pro 
  end up using more symbols than it if you choose lengths wisely. 
   
  Building a straight section using a Greedy Choice set of symbols 
  This set has symbols with lengths 100, 50, 20, 10, 5, 2 and 1. (Same as coin values 
  because, oddly enough, most banks use Greedy Choice to decide coin values.) 
   
  When you click points to make a straight section, at each choice CC2 Pro picks the longest 
  symbol that will fit. For example, a 196’ straight section would use 100 + 50 + 20 + 20 + 5 + 
  1. This is the most efficient possible choice. CC2 Pro then randomizes the order in which 
  symbols are used, so this example may come out: 5 + 50 + 100 + 20 + 1 + 20. 
   
  Building a straight section using a Bad Choice set of symbols 
  A Bad Choice set may be necessary for other design considerations, such as pipe bends that 
  have to be 2.5 long to fit a corridor. In a Bad Choice set, the greedy choice might not work 
  first time around. If this happens, CC2 Pro goes back removing big pieces until a smaller one 
  can be placed. For example, if you had a tube catalog with pieces 5, 2.5 and 1 long, and you 
  draw a length of 14 the algorithm will: 
   
  Take 5 (rest is 9) 
  Take 5 (rest is 4) 
  Take 2.5 (rest is 1.5) 
  Take 1 (rest is 0.5 — doesn’t work) 
  Remove 5 (rest is 5.5) 
  Take 2.5 (rest is 3) 
  Take 2.5 (rest is 0.5 — doesn’t work) 
  Remove 5 (rest is 5.5) 
  Take 2.5 (rest is 3) 
  Symbol Shown
  Symbol Shown
  Symbol Shown
  Symbol Shown    
  If there were two similar symbols, 
  they would be “dash dot [45:10] 
  1” and “dash dot [45:10] 2” 
  Straight Symbol
  Straight Symbol
  Straight Symbol
  Straight Symbol    
  If this symbol is missing, the usual 
  symptom is that the first and last 
  segments do not draw. 
  Lengths
  Lengths
  Lengths
  Lengths    
  The shortest length defines the 
  cursor snap. In this example, the 
  cursor snap will be 1. 
  
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  80 
  Take 2.5 (rest is 0.5 — doesn’t work) 
  Remove 2.5 (rest is 3) 
  Take 1 (rest is 2) 
  Take 1 (rest is 1) 
  Take 1 (rest is 0 - hurray) 
   
  You get 2.5+2.5+2.5+2.5+1+1+1+1 as a result. 
  Drawing a straight symbol with a seamless connection 
  Some symbols, e.g. a railway track, need to join seamlessly. For this to happen, the rails 
  must meet each edge of the symbol at the same vertical (y) point. 
  15 Pick a garish color, such as purple (color #7) and then draw a construction line from (0,0) 
  to the desired symbol width, e.g. @10,0. 
  16 Draw a construction line, midpoint (0,0), for the left hand edge of the symbol. 
  17 Use construction lines to mark the position on the 
  left-hand edge of any features that connect from 
  symbol to symbol. 
   
  18 Create the right hand edge by mirror copying the left hand edge 
  (complete with construction lines). The mirror line is a vertical line, 
  starting at the midpoint of the symbol width.  
  19 Add the detail. No matter how complicated the detail is, the symbol 
  will connect seamlessly provided that it meets each edge at the same vertical point. 
   
   
   
  Drawing a bend symbol with a seamless connection 
  As with straight symbols, the key to getting this right is good construction lines and 
  mirroring the edges so they connect correctly. 
  20 Draw a construction line from (0,0) to the left-hand edge of the symbol, e.g. @ -10,0 
  (that’s @ minus 10, 0). 
  21 Draw a construction line for the left hand edge of the symbol. 
  22 Use construction lines to mark the position on the left-hand edge of any features that 
  connect from symbol to symbol. 
   
  23 Create the right hand side by mirror 
  copying the left side with a mirror line that 
  bisects the angle. The bisecting angle is 
  simply 90 + half the bend angle so, for a 30 degree bend, this is 90 + 15 = 105 degrees. 
  To input this mirror line, type 0,0 for the first point, then <105,10 for the second.  
   
  Result
  Result
  Result
  Result    
  Notice that the result is much 
  shorter lengths, and not as efficient 
  as it could be; but we get the job 
  done. 
      
      
  Seamlessly
  Seamlessly
  Seamlessly
  Seamlessly    
  The easiest way to draw precisely 
  is to use the grid and CC2 Pro’s 
  precision drawing tools. 
  Mirror Line
  Mirror Line
  Mirror Line
  Mirror Line    
  Use Ortho
   Ortho
   Ortho
   Ortho to easily make the 
  mirror vertical. 
  Second
  Second
  Second
  Second    
  <<<< is CC2 Pro’s notation to say “an 
  angle and length follows”. In the 
  case of a mirror line, the length is 
  unimportant provided it is not zero. 
  10 just trips off the fingers. 
  
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  81 
  24 If the symbol is for a smooth curve section, e.g. a road 
  or a railway, it is usually better for the curve to 
  encompass the whole symbol. This allows different 
  bend angles to join smoothly. To draw these curves 
  accurately you need to know its center.  
   
  25 To draw the arcs, right-click the Arc and then choose 
  Center, Start and End method. Draw anticlockwise. 
   
  Variable bend angles 
  If a symbol set has no bends defined, it is assumed that it 
  can bend by any angle at any node. An example would be 
  telegraph wires, where the wire goes from pole to pole, 
  and can bend any amount at any pole. So the simplest 
  connecting set could be “Telegraph 1”. 
   
  It is also possible to define a bend symbol that works at 
  any angle. An example use would be a castle tower, 
  where the castle walls can join the tower at any angle. 
  These are named: Symbol Name[*:length]. A 20’ radius 
  tower, for example, could be Tower[*:20]. 
   
  You can combine variable and fixed angle symbols in the 
  same set. If the tower set included Tower[90:20], and you 
  drew a bend exactly 90 degrees (e.g. via the grid), the [90:20] symbol would be used. If 
  your bend was 90.5 degrees, the [*:20] symbol would be used. 
   
  Completing the symbol 
  It’s normally a good idea to draw the entire connecting set of symbols side-by-side. This 
  allows you to copy and reuse existing detail easily and to check for correct tiling, color 
  matching, etc. Once the set is complete they can be defined similar to regular symbols, but 
  with the addition of the connected Symbol Info bit. 
  26 Erase any construction lines 
  27 For each symbol use Define Symbol from the Symbols menu. Type the symbol name 
  (using the rules above), then pick the symbol origin (mid-left edge of a straight symbol 
  or the bend point of a bend symbol) and finally pick the entities for the symbol. 
  28 Use the Symbol Manager to edit each symbol and set it up as a connecting symbol. Do 
  this by clicking Edit and then pick points for an edit window. 
  29  Click Add Symbol Info… from the Symbols menu and then select the options Symbol 
  is one of a collection and Symbol is a connecting symbol.  
  30 Save on exit. After all the symbols have had the Info bits added, Save the catalog. 
   
  Gaps and Overlaps 
  If you want a gap between symbols, you have to fake the width of the symbol to be greater 
  than it actually is. There are two easy ways to do this. 
   
  • 
  You can add (non-drawing) control points to the desired width with no options set. 
   
  • 
  You can force the symbol width by adding it to the symbol name in square brackets. An 
  example name using forced length is: TestSym[70]4. You can then draw the symbol 
  Center
  Center
  Center
  Center    
  Find the center from the 
  intersection of the two end pieces. 
  Mark this point with a circle so you 
  can easily snap to it (F4
  F4
  F4
  F4 is snap to 
  center point). 
  Named
  Named
  Named
  Named    
  The * indicates any angle, the 
  length can be 0 or greater. 
  Options
  Options
  Options
  Options    
  Do not 
  Do not 
  Do not 
  Do not select “Randomly select 
  from collection” as this interferes 
  with CC2 Pro’s calculations to 
  decide which symbol to use. 
  
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  82 
  however you like (wider than 70, and/or using negative x values), and it will insert as if 
  it is 70 wide. 
  If you want overlapping symbols, i.e. where the second symbol starts before the end of the 
  first, you have to use option 2, the named width. 
  Hex Symbols 
  Hex symbols allow you to create maps with solid filled hexes quickly and easily. Currently 
  only Cosmographer utilizes hex symbols, but you can make your own for any genre you 
  wish.  
  To create hex symbols 
  1 
  Open a blank template such as Map Blank Catalog.FCT. 
  2 
  Click Hex Grid 
  . Check the Set Hex Grid option and then 
  select Centers, Corners, and Midpoints. Draw a grid large 
  enough to provide you with enough hexes to draw each of 
  the intended symbols. 
  3 
  Freeze the HEX/SQUARE Grid layer, and then make the 
  SYMBOL DEFINITION layer current 
  4 
  Zoom into a single hex. Create a symbol which fills the entire hex. You may add 
  symbols from existing catalogs in the center 
  of the hex if you wish. 
  5 
  Draw all the hex symbols you wish to have in 
  the catalog. 
  6 
  Once all the symbols have been drawn and 
  their elements placed on the appropriate 
  layers, click the Layers indicator, then click 
  Purge Unused to purge the unused layers 
  from the drawing. 
  7 
  From the Symbols menu  select Define 
  Symbols to define each symbol in turn. Use a middle, center origin.  
  Repeat to define all the symbols on your template. 
  8 
  From the Symbols menu, open Symbol Manager. Select a symbol, then click Edit. Click 
  two points to open an edit window. 
  9 
  From the Symbols menu, select Add Symbol Info. Check the Hex symbol bit.  
  10 Close the edit window and save on exit. 
  Repeat steps 8 and 9 for all symbols in 
  your catalog. 
  11 From the Symbols menu, open Symbol Manager. Select Save as Catalog. Name your 
  catalog appropriately and then Save. 
   
  Creating symbols for your Random Dungeon Generator 
  The Random Dungeon Generator uses specially created tile sets stored in symbol catalogs 
  in CC2 Pro’s Symbols\Dungeons\Random folder. Symbol catalogs stored in this folder will 
  be available to choose in Random Generator Options. 
  Symbol creation guidelines 
  The dungeon is built by combining 6 symbols that are restricted to 5' tiles. The symbol 
  names in the selected catalog have to end with one of the following text strings to identify 
  its purpose to CC2 Pro: 
  Your Own
  Your Own
  Your Own
  Your Own    
  This tutorial assumes you have a 
  good, basic understanding of CC2 
  Pro and the concepts for symbol 
  creation. If you need more 
  instruction, see Creating a symbol 
  on page 66. 
  Add Symbols
  Add Symbols
  Add Symbols
  Add Symbols    
  If you add existing symbols, be 
  sure to Explode
  Explode
  Explode
  Explode them and then 
  Purge
  Purge
  Purge
  Purge them from the Symbol 
  Symbol 
  Symbol 
  Symbol 
  Manager
  Manager
  Manager
  Manager before you define your 
  new hex symbols. 
  Define each Symbol
  Define each Symbol
  Define each Symbol
  Define each Symbol    
  You may use Define Symbol
  Define Symbol
  Define Symbol
  Define Symbol in the 
  Symbol
  Symbol
  Symbol
  Symbol menu to define your hex 
  symbols. I prefer to use Define 
  Define 
  Define 
  Define 
  Symbols
  Symbols
  Symbols
  Symbols when working with 
  catalogs of like symbols since it 
  simplifies the process.  
  Appropriate Layers
  Appropriate Layers
  Appropriate Layers
  Appropriate Layers    
  Most symbols will have all their 
  parts on the SYMBOL DEFINITION
  SYMBOL DEFINITION
  SYMBOL DEFINITION
  SYMBOL DEFINITION 
  layer. Shaded Varicolor symbols 
  require special layers. For 
  information on Shaded Varicolor 
  symbols, see Shaded Varicolor 
  Symbols on page 73. 
  Tile Sets
  Tile Sets
  Tile Sets
  Tile Sets    
  While creating RDG symbols is not 
  necessarily an advanced feature of 
  CC2 Pro, it requires precision 
  drawing and attention to naming 
  conventions. These instructions 
  assume you have a good grasp of 
  CC2 Pro. For help in drawing and 
  defining symbols, see Creating a 
  symbol on page 66.  
  Random Dungeon Generator
  Random Dungeon Generator
  Random Dungeon Generator
  Random Dungeon Generator    
  For more information on this 
  feature to create quick and easy 
  random layouts, see Random 
  Dungeon Generator on page 310 . 
  If you don’t have DD Pro, you can 
  download it from the ProFantasy 
  Software’s Map Lab at 
  http://www.profantasy.com/library/
  lab.asp. 
  
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  CORR — an east-west corridor section, origin: mid left  
  CEND — an eastern dead-end — that is, surrounded by walls except on the west, 
   origin: mid left  
  REDGE — a tile with a single wall on the left, origin: mid left  
  RC1 — a north-east corner piece, origin: mid left 
  RC3 — a diagonal piece with the lower left filled, and a wall from NW SE, origin: mid left 
  ROOM — a square with no walls, origin: mid left 
  The name can be followed by a space then a number if there is more than one of each 
  symbol type.  
   
  Optional Shading 
  You can optionally add a separate symbol with shading on top of each floor tile. To do this, 
  create symbols which contain the text string: 
   
  SHADE  
  SHAD1  
  SHAD2 
  SHAD3 
  SHAD4 
  The SHADE symbol is placed on top of all square tiles and the rest are used for the different 
  rotations of the RC3-tile. 
   
   
   
   
   
   
   
   
   
   
  Symbol Type
  Symbol Type
  Symbol Type
  Symbol Type    
  If there are more than one symbol 
  for each type a symbol is randomly 
  picked for each placement. Up to 
  16 symbols can be assigned for 
  each type. 
  
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  84 
  The Wider Campaign 
  CC2 Pro includes tools and symbols for adding buildings, rooms and corridors. These are cut-
  down version of what you will find in City Designer Pro and Dungeon Designer Pro, but 
  powerful nonetheless. If you have DD Pro or CD Pro, it’s probably worthwhile doing these 
  tutorials, but note that there are many more options in the add-ons than those presented 
  here. 
  This chapter also covers some more advanced precision drawing features of CC2 Pro, all of 
  which will make you a faster, better mapper. 
  Adding Caves, Rooms and Corridors 
  If your rooms are rectangular, there is a simple way to create rooms and corridors. CC2 Pro 
  has built in drawing tools and other commands to make it easy to create floorplans. 
  Dungeon Drawing tools 
  CC2 Pro includes a couple of pre-configured drawing tools like the overland mapping 
  drawing tools to help you create floorplans and cave systems.  
  1 
  Right-click DD Pro 
  , click New Dungeon, then select 500’ x 400’ (Tanned 
  Background.fct) 
  2 
  Click light gray on the color bar — the one above white. This will be the color for your 
  cave and rooms. 
  3 
  Right-click DD Pro, click Dungeon Drawing Tools. Click Dungeon Cave.  
   
   
  4 
  Click a few points to create a cave.  Right click to complete the cave. 
  Notice that the prompt reads Fractal Polygon: First Point (E-Edit): 
  5 
  Press 
  . This lets you add to or subtract from an existing cave. Pick a starting point on 
  the cave you’ve drawn, and add a passage way. You can also click inside the cave to 
  subtract from it.  
   
   
  6 
  When you’ve nearly closed the passageway, right click, move the mouse around to the 
  node you want, then left click. 
  Clever, eh? 
  Right Click menu
  Right Click menu
  Right Click menu
  Right Click menu    
  All CC2 Pro’s specialized floorplan 
  drawing commands can be found 
  on the DD Pro button popup menu 
  – this is true of the other add-ons. 
   
  
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  7 
  Right click DD Pro, click Room (cut down version). 
  8 
  Click OK. Depress Snap. Add a dungeon room by clicking two points. Add more rooms, 
  then right click to finish. 
  9 
  Right click DD Pro, click Corridor (cut down version). Type in a suitable corridor 
  width. 
  The prompt reads Corridor Start point: (C-Connect to wall): 
  10 Press 
   then click on the wall of one of your rooms. Draw more corridor points. Press 
   and select a final end for your corridor. 
  Adding doors 
  11  Right-click DD Pro 
  , click Dungeon Symbols (examples). 
  The symbol catalog loads. It contains sufficient symbols to draw a simple dungeon. 
  The Dungeon Designer Pro add-on contains fully colored symbols for every occasion. 
  12 Scroll down the Catalog Window and pick the door symbol from the bottom of the list. 
  A door appears at the cursor. 
  13 Place the doors in the middle of a wall. 
  To place the doors easily, right click on the Grid button and select a more frequent 
  grid setting such as 5’ grid, 5 snap. 
  Rotating and aligning symbols 
  14 Choose a single door from the catalog then press the 
   and 
   arrow keys. 
  As you press each key, the door rotates: 
   
    and 
   makes the symbol align with horizontal walls. 
     
   and 
   makes the symbol align with vertical walls. 
   Use 
   
   to rotate the symbol to align to other angles. 
  Now move the symbol over your walls — the symbol aligns to the walls for you. This 
  symbol is a smart symbol — the reason you added control points in the example on 
  page 68. 
  Other dungeon symbols 
  Add other dungeon symbols in the usual manner. Note that you will hardly ever have to 
  change the symbol scale, as chairs, tables and doors tend to remain the same size. 
  Creating urban areas 
  CC2 Pro also has mapping templates for basic city design. For better cities, use City Designer 
  Pro which includes more than 1500 symbols and automated city building via the House 
  Builder and Street Builder dialog boxes. 
  City roads 
  1 
  Right-click CD Pro 
  , click New City then pick 1000' x 800'.fct. 
  This is a blank drawing template for a medium sized village or small town. 
  Drawing Units 
  CC2 Pro has a number of drawing unit options. These are available under File menu >> 
  Drawing Properties >> Units. You can have inches, feet, millimeters, meters or custom 
  format. The tracking units can also vary, so you can track to the nearest millimeter, meter, 
  etc. Units should be defined on templates, rather than after the drawing is started. If you use 
  meters rather than feet, you should use the metric templates or convert imperial city and 
  dungeon templates and change the units and tracking to meters. 
  Cut Down Version
  Cut Down Version
  Cut Down Version
  Cut Down Version    
  Your choice is limited to 
  background color in the CC2 Pro 
  version. You can click Dungeon 
  Designer Options to see what you 
  get in DD Pro. 
  Corridors
  Corridors
  Corridors
  Corridors    
  Corridors can connect to rooms 
  rather than vice versa, so it’s best 
  to create rooms first, then add 
  connecting corridors. Corridors can 
  connect to other corridors, too. 
   
  Optional Door Placement
  Optional Door Placement
  Optional Door Placement
  Optional Door Placement    
  Instead of using the grid, you could 
  enable the Attach
  Attach
  Attach
  Attach button, with the 
  Attach Mode set to Nearest Point 
  Nearest Point 
  Nearest Point 
  Nearest Point 
  On
  On
  On
  On. This makes doors lock on to 
  the walls when you insert them. 
   
  Drawing Units
  Drawing Units
  Drawing Units
  Drawing Units    
  CC2 Pro's campaign scale maps are 
  created at 1 inch = 1 mile. Urban 
  areas and floorplans are created at 
  true scale (1' in the drawing is 1' in 
  real life.) So if you insert a dungeon 
  into a map, it would be vastly 
  bigger. 
   
  Points
  Points
  Points
  Points    
  DD Pro lets you vary the width of 
  your corridors, and gives you a 
  visual clue to show where your 
  corridor will appear, as well as the 
  options you see in the Dungeon 
  Dungeon 
  Dungeon 
  Dungeon 
  Designer Options
  Designer Options
  Designer Options
  Designer Options on the Corridor 
  Corridor 
  Corridor 
  Corridor 
  (cut down version)
  (cut down version)
  (cut down version)
  (cut down version) dialog. 
   
  
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  2 
  Right click CD Pro. Click City Draw Tools. Depress Snap. Click City Road, Default. 
  3 
  Click points to make a curved road. Add more curved roads. Right click to finish each 
  road, then a final right click to finish. 
  There’s only one city road tool in CC2 Pro; you could add others, or use a useful little 
  trick. 
  4 
  Click Keep 
  . Click in the middle of a road. 
  Note that the Status Bar shows the properties of the road, brown, layer Road, etc. 
  5 
  Use CC2 Pro’s standard drawing tools to create more roads. You can change the width 
  at any time by clicking the Line Width indicator. 
  � 
  Use Line 
   to draw straight roads. 
  � 
   Use Path 
   to draw roads with corners. 
  � 
  Use Smooth Path 
   to create curved roads. 
  6 
  Right-click Keep 
  . Click Draw Like. 
  The prompt reads Pick Master Entity 
  7 
  Choose the center of any of the roads. 
  CC2 Pro is now ready to draw a road of the same type. 
  Adding building symbols 
  You can add buildings to your map using CC2 Pro’s building feature, or add one of the many 
  symbols provided. 
  Continued from previous example. 
  8 
   Right-click CD Pro, click City Symbols (examples). 
  You can see a set of urban symbols. 
  9 
  Select a house symbol from the Catalog Window then Zoom Window close to an angled 
  road. 
  10 Select a new current layer (say 
  Residents 1) 
  11 Press 
   and 
   while moving the 
  mouse to align the building with the 
  road, then release the keys. 
  12 Move the mouse slightly so that the 
  building can re-establish itself at the 
  cursor. Move the building into position 
  along side the road and place the symbol. 
  13 Choose another symbol. It is at the angle 
  you chose last time (and thus parallel to 
  the same road). Insert this symbol. 
  You can easily rotate the building through 
  180° (parallel to the other side of the road) by right clicking and adding (or subtracting) 180° 
  from the Rotation angle. 
  14 Continue inserting symbols parallel to this road on this side. Change the color and layer 
  as appropriate. 
  Adding buildings with the Building command 
  CC2 Pro has a cut down version of City Designer Pro’s building command. It’s good for many 
  basic urban applications. 
  Drawing Roads
  Drawing Roads
  Drawing Roads
  Drawing Roads    
  Don't let roads made from paths or 
  smooth paths cross themselves - 
  the fill styles becomes transparent 
  where solid entities cross 
  themselves. CC2 Pro cannot 
  calculate the intersections of self-
  intersecting entities. 
   
  Aligning Symbols
  Aligning Symbols
  Aligning Symbols
  Aligning Symbols    
  If roads are angled due north or 
  east, you can use the arrow keys 
   and 
   to change the 
  symbols angle. 
  It is possible to get the angle 
  exactly right by using Info menu 
  Info menu 
  Info menu 
  Info menu 
  >> List
  >> List
  >> List
  >> List on a straight road and 
  making a note of the BEARING
  BEARING
  BEARING
  BEARING. 
  You can then type this value into 
  the Rotation
  Rotation
  Rotation
  Rotation angle box when 
  inserting city symbols. 
  With curved roads, use Draw 
  Draw 
  Draw 
  Draw 
  menu >> Lines >> Perpendicular
  menu >> Lines >> Perpendicular
  menu >> Lines >> Perpendicular
  menu >> Lines >> Perpendicular 
  to draw some lines attached to the 
  curved road. Look at their bearing 
  angle, and subtract 90° to get the 
  correct angle. 
   
  
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  15 Right click CD Pro. Click Building (Cut down version). 
  16 Click Modern Red then Insert. 
  17 Click three points to make the building. 
  The prompt reads First House Point (S=Swap colors, E=Extension) 
  18 Press 
   three times. 
  You’ll see that the color scheme changes. You 
  can make sure all the dark roof areas point in 
  the same direction. 
  19 Press 
  , then select a point inside the 
  house. 
  The prompt reads House edge. 
  You can add extensions directly to a house in 
  mid-command. 
  20 Click a point on the adjacent house edge. 
  21 Click a point for the end of the extension, 
  then its width. 
  Precision drawing 
  For most overland maps, you only need to be precise when drawing up to the map border or 
  when creating multipolies that require perfect joins. Apart from that, it generally doesn’t 
  matter whether a tree is here or slightly to the left of here. 
  When drawing close up, however, precision starts becoming important. House corners 
  normally want to be square. 10’ wide passages want to be 10’ wide, not 12’. Iris doors on a 
  starship want to be symmetrical, not buckled. 
  This section does not make use of CC2 Pro-Pro’s built-in floorplans and building commands 
  — they supplement them, but it’s an excellent study in CC2 Pro’s powerful tools which will 
  improve your mapping skills. 
  CC2 Pro can be as precise as you want to be. You can: 
  � 
  Place points precisely by using snap and the grid. 
  � 
  Place points precisely on an existing entity by using a modifier such as Endpoint, On 
  or Midpoint.  
  � 
  Place points precisely on an existing entity by using attach mode 
  � 
  Place points by eye by clicking at the desired location. 
  � 
  Place points precisely by typing an x,y coordinate. At all times the cursor coordinate 
  is shown on the Status Bar. 
  � 
  Place points precisely by typing a coordinate relative to the last point used. Relative 
  coordinates start with @. For example, @2,3 means at 2 across and three up from the 
  last point. 
  � 
  Place points precisely by typing an angular coordinate relative to the last point used. 
  Relative angular coordinates start with <. For example, <30,3 means “3 units away at 
  an angle of 30°”. 0° is east, 90° is north. 
  The drawing grid 
  One of your main aids in precision drawing is the Grid. It can be turned on and off in 
  seconds using the 2 buttons at the bottom of the drawing window — Grid and Snap Related, 
  but different, is Ortho. 
  Grid — When enabled, Grid shows a black dot at each grid point. These dots are for your 
  reference only, and do not appear in print-outs. 
  Snap — Between each grid dot is a number of invisible “snap points” (set in the Grid dialog 
  box). When Snap is enabled, CC2 Pro locks any points you place by eye to the nearest snap 
  Entering Width
  Entering Width
  Entering Width
  Entering Width    
  You can type in a width, or right 
  click to use the previous width. 
   
  
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  88 
  point. CC2 Pro ignores snap when you are selecting entities for editing or specifying points 
  with typed coordinates or modifiers. The grid does not have to be visible for Snap to work. 
  Cursor Snap —forces the cursor to move between allowed co-ordinates only. If Snap is 
  disabled then all coordinates are allowed, so the cursor moves smoothly. However, if Snap 
  is enabled, only snap points are allowed so the cursor appears to jump as it moves. Right 
  click on Snap to access Cursor Snap. 
  Ortho forces the next point you click to be horizontal or vertical from the last. It is 
  particularly useful for drawing straight-line shapes, but not suitable for curves. 
  Selecting a grid system 
  All CC2 Pro templates have a selection of pre-defined grids. 
  To change the current grid setting, right click on the Grid 
  button. (You can change the grid settings in the middle of 
  another command without canceling that command.) You 
  see the Select Grid System dialog box. 
   
  Each grid is named with the grid spacing (the spacing of 
  the dots) and the snap frequency. 20 mile, 2 snap has dots 
  every 20 miles and snap points 10 miles (2 snap points per 
  grid point). 
  Select a grid system by clicking on it in the list of grid names, then clicking OK. 
  The switches let you change the current button settings from the dialog box. 
  The buttons to the right of the dialog box let you edit grid systems and create your own. 
  Attach Mode 
  Although snap helps you connect things, you don't always want to draw on snap points. 
  Modifiers such as Endpoint and Midpoint lock the next point to an exact point on an 
  existing reference entity. Each time you want to place a modified point, you have to click a 
  modifier button first- until now. 
  At the bottom right of the drawing window is the Attach 
  button. Click it to enable Attach Mode, right click it to 
  change its settings: 
   
  Placing points when Attach Mode is enabled is exactly 
  the same as placing them normally except, if you click on 
  an existing entity, the new point is precisely attached to that entity. 
  Drawing a floorplan precisely 
  Even the smallest overland map template is set up to draw in terms of miles. Unless you’re 
  mapping the Taj Mahal, the first thing you must do is select a smaller scale template. 
  Templates for other map types are in subfolders of Templates. 
  1 
  Right-click DD Pro 
  , click New Dungeon, then select 500’ x 400’ (Tanned 
  Background.fct) 
  This template is based on Imperial units  of feet and inches. Dungeon templates also have 
  some custom bitmap fill patterns for wood, water and other likely dungeon features. 
  2 
  Click the Line Width indicator W: 0” on the Status Bar. 
  3 
  Set the Line with for new entities to 1 then click OK. 
  The walls will have a real width of 1 foot. 
  4 
  Click Path 
  . 
  The Command Prompt reads 1st point:. 
  Attach Mode
  Attach Mode
  Attach Mode
  Attach Mode    
  The only Attach Mode that is not 
  also a modifier is Nearest 
  Nearest 
  Nearest 
  Nearest 
  Fraction
  Fraction
  Fraction
  Fraction, for which you type in a 
  Fractional Denominator
  Fractional Denominator
  Fractional Denominator
  Fractional Denominator. CC2 Pro 
  will lock to that fraction along a 
  selected entity. For example, type 5 
  and CC2 Pro will lock to the 
  nearest 20% along an entity. 
   
  Grid Spacing
  Grid Spacing
  Grid Spacing
  Grid Spacing    
  When you zoom out, CC2 Pro 
  displays more drawing area and 
  hence more grid points. If you 
  zoom out far enough, the grid 
  density will become too great to be 
  useful, at which point the grid no 
  longer displays. Similarly, if you 
  zoom in far enough, all snap points 
  will be outside the drawing 
  window, so you won't be able to 
  select points with the cursor. 
  As you zoom in and out, you may 
  wish to change the current grid. 
   
  Feet and Inches
  Feet and Inches
  Feet and Inches
  Feet and Inches    
  The symbol ’ is for feet and ” is for 
  inches. One inch is approx. 
  25.4 mm. There are 12 inches in 1 
  foot. 
   
  
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  89 
  5 
  Type 100,100 then press 
  . (Absolute co-ordinate) 
  As you type, the numbers appear on the Command Prompt. When you press 
   
  the path is started at co-ordinate 100,100. 
  6 
  Type @0,30 then press 
  . (Relative co-ordinate) 
  The next path segment is drawn relative to the last position you used (could be the 
  last position used by the previous command). In this case it is draw at (@)0 across and 
  30 up. 
  7 
  Type @20,0 then press 
  . (Relative co-ordinate) 
  The next path segment is drawn 20 across and 0 up. You should 
  now have the beginning of an outline, exactly like this:  
   
   
  The tracking indicator at the top of the screen shows 
  you the current cursor position in terms of drawing 
  units.  
  8 
  Click Arc 
  . 
  Starting a new command cancels the last. The path ends and the arc begins. The 
  Command Prompt reads 1st point:. 
  9 
  Depress the Snap button. 
  CC2 Pro saves the Snap, Cursor Snap and Ortho button status with each drawing 
  and template, so you can choose suitable presets. 
  10 Slowly move the mouse. 
  If you watch closely as you move the mouse, you can see the cursor jump between 
  snap points.  
  11 Right click on the Grid button. 
  You see the Select Grid System dialog box: 
  The current grid system is 10’ grid, 2 snap. 
  This means there are grid points shown every 
  10 feet and 2 snap points between them — so 
  the snap points are every 5’. 
  You can change grid settings at any time, even 
  in mid-command. 
  12 Click the arc’s first point on the last point of the 
  path. 
  The grid is enabled, so you were able to pick exactly the same point again. No matter 
  how far you zoom in, the arc and path will meet. 
  13 Place the arc’s second point 3 grid dots east of the first. 
  As well as typing coordinates, you can size objects 
  exactly by counting grid points. This span will be 30 
  feet across. 
  The two endpoints of the arc have been placed. Now, 
  as you move the cursor, you see how the arc will look 
  when you place the last point. 
  14 Make the arc a perfect semicircle by clicking as shown. 
   
  Tracking Indicator
  Tracking Indicator
  Tracking Indicator
  Tracking Indicator    
  Clicking the tracking indicator 
  changes the tracking mode 
  between 
  • Absolute. Coordinates are 
  displayed as they are. 
  • Relative. Coordinates are 
  prefixed with @ and are relative 
  to the last point used. 
  • Relative Angular. Coordinates 
  are prefixed with < and are 
  angle and distance from the last 
  point used. 
  • No display. 
  
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  90 
  15 Draw a Path 
   which mirrors the first. Right click to end it. 
  16  Draw another Path 
  , and click its 1st point at point A . 
  The Command Prompt reads Next point:. 
  17 Type <25,20 then press 
  . (Relative angular co-ordinate) 
  The line is drawn at an angle of 30° and a length of 20 feet.  
  18 Right click to end the last path, then draw a new one, 1st point at B.  
  The Command Prompt reads Next point:. 
  19 Type <155,20 then press 
  . (Relative angular co-ordinate) 
  The line is drawn at an angle of 150° and a length of 20 feet. (Remember, 0° is east 
  and 90° is north so 135° is northwest.) 
  20 Click Trim to Intersection 
  . 
  The Command Prompt reads 1st entity to trim:. 
  21 Select the 25° path. 
  The Command Prompt reads 2nd entity to trim:. 
  22 Select the 155° path. 
  The two paths are trimmed to their intersection. 
   
  For the sake of practice, I want you to now select points with Attach enabled instead of the 
  grid. 
  23 Disable Grid and Snap. 
  24 Click to enable the Attach button. 
  25 Right click the Attach button and select the Nearest Endpoint attach mode. 
  26 Start a Path
  . For its first point, click on the arc — near, but not on, an endpoint. 
  The first point is attached to the nearest endpoint. 
  27 Click near the end of the trimmed join. 
  The next point is attached precisely to the endpoint of the join. 
  28 Click near the other end of the arc, then right click to end the path. 
  You now have a building wall-plan like shown here. 
  Unconventional, I know, but I like it. 
  Extracting information 
  CC2 Pro's info menu can tell you useful information about your maps. You can find the 
  distance along roads. You can find areas of landmasses and terrain. Using List, you can also 
  get the details about any entity you select. 
  The most useful of these functions is Length Along. Use this to find the exact distance 
  between locations on a road, then add the distance to the map using TEXT. 
  Multipolies 
  Multipolies are a way of combining different connected entities into a single shape so they 
  can be filled. In the example shown here, a straight-edged path is combined with a smooth 
  path.  
   
  Nearest
  Nearest
  Nearest
  Nearest Endpoint
   Endpoint
   Endpoint
   Endpoint    
  Any points you click over an 
  existing entity will be modified to 
  the nearest endpoint of that entity. 
   
  
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  91 
  Multipolies can actually combine many and various entities to create very complex shapes, 
  even including cutouts. Multipolies must be drawn absolutely precisely with snaps or Attach 
  enabled, or the fill will “leak” out of the gaps. 
   
  1 
  Open Multipoly.fcw from CC2 Pro’s 
  Tutorials/Tome/Other folder. 
  You see an outline that I drew using many entities and entity types. I 
  made them very multicolored to help you see each entity. 
   
  The resultant shape is certainly complex. Perhaps Mr. Rorschach 
  would call it Dazed Clown. 
  2 
  On the Draw toolbar, click Multipoly 
  , select all the entities, then Do 
  It. 
  The entities are combined as a single shape. The circle, ellipse and 
  smooth polygon in the middle are treated as cutouts. 
   
  Editing multipolies 
  If you try an edit command, such as Edit 
  , on the multipoly, you will find it doesn’t work. 
  In order to edit a multipoly, you first have to Explode it. Bang. 
  3 
  Click Edit 
   and select the multipoly. 
  The command stops and nothing happens. A multipoly can not be edited. 
  4 
  Click Explode 
  , select the multipoly then Do It. 
  The multipoly reverts to its original entities. Each entity remembers its original color, 
  layer, etc. 
  5 
  Now try the Edit 
   again. 
  This time it works. Make any changes you want, then redo the multipoly. 
  Multipoly text 
  As if the Dazed Clown isn’t enough, how about this: 
  6 
  Use Text 
   to add a line of text such as Not bad, eh?. 
  Make the text any size, font, style and color that you like. 
  7 
  Right click Text 
  , then click Explode Text. Click the baseline of your text and Do It. 
  There is little visible difference to the text, but it has now been converted from font to 
  a multipoly. 
  8 
  Click Explode 
  , select the multipoly text then Do It. 
  Multipoly text, exploded so it can be edited, then put in the hands of CC2 Pro fro 
  manipulation. 
   
  Why use multipoly text 
  Unlike CC2 Pro’s other entity types, True Type® (TT) 
  fonts are not infinitely scaleable. Due to the way TT 
  fonts are defined, they can only display and print in whole point sizes (a way of measuring 
  text height), and this causes a small problem. 
  Combined Entities
  Combined Entities
  Combined Entities
  Combined Entities    
  The multipoly gets its properties 
  from the current drawing settings 
  (orange color, solid fill, Coast/Sea 
  fill, etc.), not any of its member 
  entities. 
   
  Explode
  Explode
  Explode
  Explode    
  The multipoly text is exploded into 
  its constituent entities. It can now 
  be edited like any other entity. 
  
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  92 
  Imagine text in a title box. At one level of zoom CC2 Pro needs a point size of 7 to display 
  the text. 7 is a whole size, so the font obliges. 
  Now imagine zooming in by a factor of 1.5. CC2 Pro can scale the title box by 1.5, no 
  problem. The text, however, needs to be 1.5 x 7 = 10.5 points. Unfortunately, the font can’t 
  do this — it can only do 10 or 11. 
  CC2 Pro uses the closest available size but, since the text and the box have scaled by 
  different amounts, their relative proportions change. 
  In the illustration, the gap between the ends of the text and the box change. This is because 
  the font couldn’t precisely reproduce the change in zoom.  
  Exploding text into multipolies means that the TT font is replaced by native CC2 Pro entities, 
  which allow near infinite zoom. It also lets you alter the text design, to create logos and the 
  like. The down side of multipoly text is that drawing size increases, and the text can no 
  longer be found by text searching. 
  If you explode your text, you also have the advantage of drawing portability — others who 
  do not have the font installed will be able to see your drawings. 
  Tips for defining a multipoly 
  The multipoly is a powerful tool that can combine several dissimilar entities and 
  unconnected polygons into one fillable object. Multipoly combines existing entities into one 
  defined object. With a little planning and patience, multipoly can shorten the time needed to 
  create various combinations of entities. There are additional methods to combine different 
  entities to become a fillable polygon (see under Explode on page 57). Multipoly is the only 
  one that will work with all entities and multipoly allows multiple unconnected polygons to 
  be fillable as if all were one object. (Square Fill for Dungeon Floors of several rooms and Map 
  Grids for land and offshore islands are two examples.) Use the following guidelines when 
  defining a multipoly. 
  • 
  Include only 0 line width entities when defining a multipoly. The purpose of a 
  multipoly is to create fillable shapes, and only 0 line width entities are fillable. 
  • 
  The current properties will be the defined multipoly attributes regardless of the 
  individual Entity attributes used to define the multipoly. 
  • 
  If you define a multipoly with the Hollow fill style, you will need to have the 
  ‘Outlined’ box checked in the Fill Style Dialog to allow the multipoly to be visible. 
  • 
  All entities will revert to their original attributes when the multipoly is exploded, 
  regardless what changes were made to the multipoly after it was defined. This is 
  the reason you do not want to Move or Copy a multipoly to different layers. 
  • 
  All entities must be joined together for each complete polygon, with no gaps or 
  overlaps, before you define the multipoly. Failure to do this will cause the fill to 
  leak out. Use Endpoint 
   or enable attach mode set to endpoint to connect the 
  different entities that will be used in the definition of the multipoly. 
  • 
  If the entities are already drawn, use Node Edit 
   to move the endpoint of one 
  entity and connect it to the endpoint of another using the Endpoint 
  . 
  Alternatively, Trim to Intersection 
   will work with most entities to create a 
  precision connection.  
  • 
  Don’t use smoothed entities that have been trimmed when defining a multipoly. If 
  you must trim a smooth entity, use Edit 
  , change the Smoothing setting to No 
  Smoothing, trim, and then use Edit to change the Entity to the desired Smoothing 
  before defining the multipoly. 
  • 
  Entities in a multipoly and the multipoly itself should all be on the same layer. A 
  multipoly should not be defined on the MERGE Layer, as this is used for defining 
  bitmap symbols (see Bitmap, creating symbols from in the Help index)  
  
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  93 
  • 
  Do not use Outline 
   on a defined multipoly. It is the same as making a copy of 
  the multipoly. Copy the multipoly, use Explode 
   on it, change the color to black 
  and use the entities as the outline. 
  From regional map to local map 
  If you have decided to map your world from the top down, you should start by creating an 
  overview map showing only major detail, such as mountain ranges and the greatest rivers.  
  This section shows you how to take an area of the map and create a new larger-scale map 
  from it. 
  1 
  Open 
   WS-scale01.fcw from CC2 Pro’s Tutorial/Tome/Maps/WorldScale folder. 
  You see an early map of a new campaign world. 
  2 
  Click Edit menu >> Copy. Select the top landmass by 
  window, making sure you grab all the entities that are on the 
  landmass. Right click, Do it. 
  The command prompt reads Clipboard origin[0,0].  
  3 
  Click roughly in the center of the landmass. 
  The section we want to use out of what we’ve copied is about 
  2000x1600 — use Info menu >> Distance to check this if you 
  like. 
   
  Pasting into a new template 
  Now that you’ve got your map section, you’ll need to start a blank map into which you can 
  paste the continent. 
  4 
  Click New 
  , the click 2000 x 1600 (Sea 
  Background).fct. 
  5 
  Right-click Copy 
  , click Paste (non-visual). Keep the 
  scale at 1 and the rotation at 0. 
  The prompt reads: Insert at: 
  6 
  Click in the upper left corner of the new template. 
  The landmass is pasted into the drawing. 
   
  Cropping the land 
  When you copy a section of one map into another, the copy often needs cropping to the 
  new map’s border. This illustration shows a landmass that has been copied down from a 
  larger map. The coast and rivers also need cropping. 
  The land consists of two polygons, an outline and a solid filled one. You could edit them 
  using Insert Node, Delete Node and Node Edit but, for this many nodes, doing them one by 
  one is not very efficient. 
  Polygons and paths are very closely related. In fact, a polygon is simply a closed path. 
  Knowing this, you can easily put CC2 Pro’s trim commands to use on polygons. 
  If you make errors following this example, use Undo 
   to fix them. 
  1 
  Open WS-scale02.fcw from CC2 Pro’s Tutorial/Tome/Maps/WorldScale folder. 
  The continent has been pasted in from a world-scale map. The land needs cropping 
  to the map border, but the first thing to do is get rid of the black coast outline. We 
  want to edit one entity, not two! 
  Non
  Non
  Non
  Non----visual
  visual
  visual
  visual    
  You use non-visual paste because 
  it fiXEs the scale and rotation angle 
  exactly, ensuring you don’t 
  accidentally change anything. 
   Pasted
   Pasted
   Pasted
   Pasted    
  To adjust the position of the pasted 
  entities, immediately after pasting, 
  click Move, Scale, Rotate
  Move, Scale, Rotate
  Move, Scale, Rotate
  Move, Scale, Rotate, then 
  right click. Select Prior
  Prior
  Prior
  Prior, then right 
  click. Select Do It
  Do It
  Do It
  Do It, then click on the 
  landmass to pick it up. Adjust the 
  position, then click again to place it 
  once you have it in position. 
  
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  94 
  2 
  Erase the coast outline, selecting it by clicking its edge (which gets the green coast as 
  well) 
   And (Both) 
   Color 
   0 (black) 
   Do It. 
  You are left with only the green landmass to edit. Now to convert it to a path. 
  3 
  Click Break 
  . 
  The Command Prompt reads Entity to break:. 
  4 
  Click the land on the part that you want to keep. 
  The Command Prompt reads Break starts at point:. 
  5 
  Click the start and end points approximately as shown. 
  The land is broken, becoming a light green 
  path. CC2 Pro knew which section to keep from 
  where you clicked to select the land. 
  Before trimming the path to the border, let’s 
  change its color to one that’s easy to see 
  against the blue. 
  6 
   Change Color 
  , selecting by Prior then Do It, 
  to black. 
  7 
  Click Trim 
  . 
  The Command Prompt reads Entity to trim:. 
  8 
  Click the land path on the part that you want to keep. 
  The Command Prompt reads Trim to point [pick point]:. 
  9 
  Click Trim to Intersection 
   to pick the trim point. 
  The Command Prompt reads Intersection or 1st entity:. 
  10 For the 1st entity, click on the coastline. 
  The Command Prompt reads 2nd entity:. 
  11 Click the inside edge of the north map border. 
  The path is trimmed to its intersection with the border. 
  12 Trim 
   the coastline to where it crosses the west border. 
  As before, to select the intersection explicitly pick the coastline, then the border 
  (doing it the other way round doesn’t work, because the first click is over two 
  entities). 
  The coastline is now cropped to the border. 
  13 Fractalize 
   the coastline to add detail. 
  I suggest a Depth of 3 and Strength of 30. 
  14 Click Edit 
  , then click the coastline. 
  You see the Edit dialog box.  
   
  15 Click to enable the Closed setting then click OK. 
   
  The path is now closed, making it a polygon and 
  allowing its solid fill style to apply. Now we need 
  to add a node in the corner. 
  Pick Trim Points
  Pick Trim Points
  Pick Trim Points
  Pick Trim Points    
  CC2 Pro can usually find the 
  intersection you want from a single 
  click over it, which is why the first 
  Command prompt is Intersection or 
  1st entity:. 
  However, in some cases the site of 
  the intersection can be confused by 
  other entities in the same place, so 
  you have to separately pick the 
  two entities that intersect. This is 
  the case with this intersection. 
  If you click on top of the 
  intersection, the first entity CC2 
  Pro finds is the brown border 
  polygon and the second is the 
  black internal edge of the border. 
  These entities are parallel so CC2 
  Pro fails to find an intersection. 
   Edit dialog box
  Edit dialog box
  Edit dialog box
  Edit dialog box    
  The Edit dialog box varies 
  depending on what entity type you 
  are editing.  
   
  
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  95 
  16 Use Insert Node 
   to add a corner node in the straight edge. Use the Endpoint 
  modifier to locate the new node in the map corner. 
  The coastline has been cropped to the border. 
  17 Change Color 
  , selecting by Prior then Do It, to color 110. 
  18 Use Outline in Black 
   to draw the black coastline. Redraw 
   to see the changes. 
  Cropping the rivers and roads 
  This example only has rivers. If you had roads, you would treat them in exactly the same 
  way. 
  It is debatable whether it is better to draw over the existing rivers and roads with greater 
  detail, use fractalize or to crop the existing ones and edit them to add detail. 
  For the sake of practice, we’ll crop the existing rivers. 
  Continued from previous example… 
   
  19 Use Split 
   to divide the river into 
  separate entities. Click on the split points 
  shown in the diagram. 
  20 Click Trim to Entity 
   then select the 
  point marked Entity to trim to 1 in the 
  diagram. Click points 1, 2 and 3 to trim 
  the rivers to the west border. 
  21 Right click to cancel, left click to repeat. Click the Entity to trim to 2 point in the 
  diagram. Click points 4 to 8 in the diagram. 
  What’s next 
  After you cropped the edges you need to resize the symbols, and add an outline to your 
  continent. 
  22 Click Symbols menu >> Scale Symbols in map. Select all the mountains, Do It. 
  23 The original map was about 5 times taller than this section, so type in 0.2 — a scale of 
  20% current size. 
  Adding detail 
  You’ve now got the basis for your small-scale map. At this stage, you can add more detailed 
  river and road networks, fill in the gaps between the mountains, add forests and new 
  communities. If you open WS-scale03.fcw from CC2 Pro’s 
  Tutorial/Tome/Maps/WorldScale folder, you’ll see what we have started. 
  When you finish,  you can take a section of this map in just the same way and create an 
  even smaller scale map. 
  Construction Lines 
  Construction lines are temporary lines you to help with the placement of symbols or as 
  guides for a complex group of entities such as city walls and roads or text around a curve. 
  Before you start placing symbols for mountains or forests, it sometimes useful to use 
  construction lines to indicate the direction and range of those terrain features. A single line 
  can be used to indicate the ridge line of a mountain range or a simple polygon can set the 
  range for a forest. When these symbols have been placed, you can erase the construction 
  lines. 
  24 Add a layer named Construction Line and make it the current layer. 
  25 Draw paths in a little-used color to represent the ridge-line for each mountain range. 
  Drawing Paths
  Drawing Paths
  Drawing Paths
  Drawing Paths    
  If you keep one construction line in 
  the drawing, you can use Draw 
  Draw 
  Draw 
  Draw 
  Like
  Like
  Like
  Like (see page 40) from the Like
  Like
  Like
  Like 
   popup menu to make more 
  without having to change  settings 
  
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  96 
  26 Place the desired symbols to represent the mountains and foothills. Keep the line 
  representing the ridge running along the center of your symbol groups. 
  When you are done placing the symbols you can remove the construction lines selecting by 
  Layer. The same method can be used for various entities and the use of polygons will help 
  with the placement of forests, swamps, and other groups of entities. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Church of the Holy Redeemer
  Church of the Holy Redeemer
  Church of the Holy Redeemer
  Church of the Holy Redeemer    
  by Allyn Bowker
  by Allyn Bowker
  by Allyn Bowker
  by Allyn Bowker    
  This drawing utilizes: 
  • sheets. For information on sheets 
  and layers, see Exploring Sheets 
  and Layers on page 264. 
  • hotspots for navigation between 
  sheets. For information on 
  Hotspots, see page 118. 
  •  symbols converted from fonts 
  using the techniques explained 
  in Converting Fonts to Symbol 
  Catalogs on page 47.  
  • edited symbols using techniques 
  explained in To Edit an existing 
  symbol  on page 71. 
  . 
  
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  The Known Oceans by Allyn 
  The Known Oceans by Allyn 
  The Known Oceans by Allyn 
  The Known Oceans by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  The Known Oceans
  The Known Oceans
  The Known Oceans
  The Known Oceans is an FT export 
  into CC2 Pro. It uses bitmap fill 
  techniques similar to those 
  demonstrated in the Hand Drawn 
  tutorial found on page 98. 
  Also used are font ornaments 
  converted to symbols as 
  demonstrated in Converting Fonts 
  to Symbol Catalogs on page 47. 
   
  
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  98 
  Different Styles of Mapping 
  CC2 Pro is a drawing tool. It doesn’t just do colored polygons. It is capable of all sorts of 
  mapping styles. The only limitation is the imagination of the user. Let’s spark the 
  imagination and look at other styles of mapping. 
  Hand Drawn Mapping 
  The term ‘hand drawn’ encompasses a wide variety of styles. Some of them are very 
  colorful. Portolan maps (mariner navigation charts) were usually rather boldly colored since 
  the map had to be read, in many cases, below deck and in the dark with only candlelight to 
  see by. We’re not going to strain our eyes that much, though. We are going to leave color 
  behind and create a map using parchment (bitmaps), a single inkwell (one color), and our 
  trusty pen (CC2 Pro’s drawing tools and symbols).  
  You’re welcome to follow along with your own choice of bitmaps. However, if you want to 
  view the tutorial examples as they were created, you’ll need to download the bitmaps to 
  your CC2>Bitmaps>Tiles folder. The files are available from the registered users' area of the 
  ProFantasy website. Login at http://profantasy.com/service/entrance.asp. I will use 3 
  bitmaps, one each in three different light values–a light, a medium, and a dark version of 
  the same parchment file. 
  Let’s begin. 
   
  Setting Up the Template 
  1 
  Click New Map 
   then scroll down and select 125x100.FCT. 
  2 
  Click the Layers indicator 
   then select BACKGROUND as the current 
  layer. Click Thaw All and then click OK. 
  3 
  Click Erase 
   then select the compass rose. Select the description box and its text at 
  the top of the template. Right click, Do It. 
  4 
  Click the Layers indicator 
  . Keep 
  BACKGROUND as the current layer. Click Freeze All, then 
  click OK. 
  5 
  Click Erase 
   then select right click. Select All. Right 
  click, Do It. 
  6 
  Click the Fill Style indicator 
   then select 
  the Bitmap Files tab. 
  Click New, then type Parchment Lt into the New Fill 
  Style Name field. Click OK. 
  Click Find, then navigate to your CC2>Bitmaps>Tiles 
  folder and select the Parchment-Lt.bmp. Click Open. 
  Uncheck the Outlined box, then click OK. 
  7 
  Click Box 
   then draw a box a little bigger than the map 
  borders. 
  8 
  Click the Layers indicator 
   then select 
  MAP BORDER as the current layer. Click Freeze All, then 
  click OK. 
  9 
  Click Bring to Front 
   then right click. Select All then right click, Do It. 
  (HandDrawnMap001.FCW) 
   
  Tutorial
  Tutorial
  Tutorial
  Tutorial    
  All the commands and symbols 
  used in this tutorial are found in 
  the basic version of CC2 Pro with 
  the exception of the mountains. 
  The hand drawn mountain symbols 
  are found in Symbol Set 1-Fantasy 
  Overland. You may substitute line 
  style mountains from the CC2 
  catalogs, but your results will vary. 
   
  CC2>Bitmaps>Tiles
  CC2>Bitmaps>Tiles
  CC2>Bitmaps>Tiles
  CC2>Bitmaps>Tiles    
  In order to view the tutorial 
  drawings, the path to the bitmaps 
  must be C:\CC2/Bitmaps/Tiles 
  
  TMAH-4028-9636-6051
   
   
  99 
  That scale bar is not going to work with our 
  map. Let’s make a new one before we erase 
  it. 
  10 Click the Layers indicator 
   
  then click Add. Type SCALEBAR, then 
  click OK. Select SCALEBAR as the 
  current layer, then click OK. 
  11 Select Color 0 (Black) on the color bar.  
  12 Click the Fill Style indicator 
   then select the Brush 
  Patterns tab. Select Solid, then click OK. 
  13 Click Ortho 
   
  14 Click Line 
   then draw a line tracing the length of the scale bar. Draw a small hatch 
  line tracing each end of the scale bar. 
  15 Click Erase 
   then select the original scale bar. Right click, Do it. 
  16 Click Change Width 
   then select the lines that make up our new scale bar. Right 
  click, Do it. Then type .2 
  . 
  17 Click Text 
   then type 25 Miles. Click Properties. Set 
  the properties as: 
  Height — 2.00 
  Angle — 000 
  Spacing% - 150.00 
  Stretch — 2.00 
  Check Character Style - Italic 
  Select Times New Roman 
  Click OK. 
  Place the text centered on the scale bar 
  18 Right click on Explode 
   then select Explode Text from the menu. Select the text we 
  just placed on the scale bar. Right click, Do It. 
  19 From the Tools menu, scroll down to Groups, then select Ungroup from the menu. 
  Select the text we placed on the scale bar. Right click, Do it.  
  20 In the File menu, select Save As. Type a name for your map, then click Save. 
  (HandDrawnMap002.FCW) 
  Starting to Draw 
  21 Click Ortho 
   to unselect it. 
  22 Click the Layers indicator 
  , then click Add. Type LAND, then click OK. 
  Select LAND as the current layer, then click OK. 
   
  I’m going to draw a piece of a mainland and a few islands. One of the techniques being 
  emphasized in this tutorial is the depiction of shallow water. When you draw your 
  landmasses, make sure you have plenty of coast line. 
  23 In the Overland menu, select Landmass. In the Select Drawing Tool window, select 
  Advanced. In the Custom Tool name box, open the drop down menu and select Map 
  Land, Current Color. Click Properties. 
  Click to put a checkmark in the selection box for Use Current Properties Throughout. 
  Click OK. Click Outline. Click to put a bullet in the circle for No Outline. Click OK. 
  HandDrawnMap001.FCW 
  HandDrawnMap002.FCW 
  Groups
  Groups
  Groups
  Groups    
  The exploded font becomes a 
  Grouped set of multipolys. 
  Grouped entities don’t act as we 
  expect them to in some situations.  
  For instance, Grouped entities will 
  not freeze when we freeze their 
  layer. We’ll Ungroup them. If we 
  need to Group them later to move 
  the scalebar, we can. 
   
  
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  100 
  Click Save on exit. 
  24 Click the Line Width indicator. 
   
  Type .5 then click OK. Draw a landmass 
  and a few islands. 
  25 Click Save 
   (HandDrawnMap003.FCW) 
  Creating Water 
  26 Click the Layers indicator 
   then select 
  COAST/SEA as the current layer. Click OK. 
  27 Click the Fill Style indicator 
   then select the Bitmap Files tab. 
  Click New, then type Parchment Dark into the New Fill Style Name field. Click OK. 
  Click Find, then navigate to your CC2>Bitmaps>Tiles folder and select the 
  Parchment-Dark.bmp. Click Open. Uncheck the Outlined box, then click OK. 
  28 Click the Line Width indicator 
  , then type 0. Click OK. 
  29 In the Overland menu, select Landmass. Select Map Land, Current Color. 
  This is going to be our most shallow water. Using the Map Land tool, draw a poly that 
  contains the coast line and the islands. 
  30 Click the Layers indicator 
   then select HEX/SQUARE GRID as the current 
  layer. Click OK. 
  31 Click the Fill Style indicator 
   then select the Brush Patterns tab. Select 
  Solid, then click OK. 
  32 In the Draw menu, select Symbols Along. Change the escarpment 
  settings to 
  Symbols Currently Available in Map: select esc line endpoint 31 
  Distance: 1 
  Symbol Angle: Perpendicular (middle option), check the Invert 
  Symbol box 
  % Chance: 100 
  Symbol Scaling: Default 
  Symbol Scale and Location: set all percentages to 500 
  Click OK, then click the right side Map Border line. 
  33  Click the Layers indicator 
   then click Freeze All. Click to uncheck the 
  Freeze box for the SYMBOL DEFINITION layer. Click OK. 
  34 Click Explode 
   then right click. Select All. Right click, Do it.  
  35 Click Change Layer 
   then right click. Select Prior. Right click, Do It. Right click. With 
  HEX/SQUARE GRID set as the current layer, click OK. 
  36 Click Save 
   (HandDrawnMap004.FCW) 
  In order to trim those water lines, we need to make a reference line. 
  37 Click color 2 (Red) on the color bar. 
  38 Click Fractalize 
  . Change the Fractalization settings to  
  Strength: 30 
  Depth: 5 
  Click OK. 
  HandDrawnMap003.FCW 
  HandDrawnMap004.FCW 
  
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  101 
   
  39 Click Fractal Path 
    then draw a path or paths 
  where we want the next deeper contours of water to 
  be. 
  40 Click the Layers indicator 
   then select 
  LAND as the current layer. Click Freeze All, then click 
  OK. 
  41 Click Front 
  . Right click, select All. Right click, Do 
  it. 
  42 Click color 0 (Black) on the color bar. 
  43 Click Save 
   (HandDrawnMap005.FCW) 
  We’re going to use Break and Trim To to trim the water lines. If the water line goes 
  uninterrupted from the reference line straight to the edge, we can use Trim To. If the water 
  line goes from the reference line and is crossed by the reference line again before it reaches 
  the edge, we’ll have to use Break. 
  44 Click the Layers indicator 
   then select 
  HEX/SQUARE GRID as the current layer.  
  45 Click Trim To 
   then select a red reference line. Trim all 
  the lines that go uninterrupted from the reference line to 
  the map border. 
  46 Click Break 
   then cut away the section of our water 
  lines that are recrossed by the reference line. 
  47 Click Save 
    (HandDrawnMap006.FCW) 
  48 Click the Layers indicator 
   then create a new layer named OUTLINE. 
  Select OUTLINE as the current layer. Click Freeze All, then click to unfreeze the LAND 
  layer. 
  49 Right click Copy 
   then select Copy to Layer. Right click, select All. Right click, Do it. 
  Right click, click OK. 
  50 Click the Layers indicator 
   then select LAND as the current layer. Click 
  Freeze All and click Hide All. 
  51 Click Change Line Width 
   then right click, select All. Right click, Do it. Type 0
  . 
  52 Click Change Fill Style
   then right click, select Prior. Right click, Do it. Right click, 
  then select the Bitmap Fills tab. Select Parchment Lt, then click OK. 
  53 Click the Layers indicator 
   then click Show All and click Thaw All. 
  54 Click Erase 
   then select the two reference lines we drew to trim the water lines. Right 
  click, Do it. 
  55 Click the Layers indicator 
   then select SCALEBAR as the current 
  layer. Click Freeze All. 
  56 Click Front 
  . Right click, select All. Right click, Do it. 
  57 Click the Layers indicator 
   then click Thaw All. 
  58  Click Save 
    (HandDrawnMap007.FCW) 
  Now we’re going to feather the ends of those lines. 
  Paths as reference lines
  Paths as reference lines
  Paths as reference lines
  Paths as reference lines    
  These are temporary lines. They 
  don’t have to be neat nor do they 
  have to stay within the map 
  border. We’ll be deleting them 
  later. 
  HandDrawnMap006.FCW 
  HandDrawnMap007.FCW 
  
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  102 
  59 Click Break. 
    One at a time, select each water line and take small bites out of the 
  ends.  
  The gaps should be small and random to feather the ends of each line. 
  60 Click Save 
    (HandDrawnMap008.FCW) 
   
  Working the Land 
  61 Click Catalog 
   then navigate to Symbols>Maps>Handdrawn>Mountains.FSC. 
  62 Click the Layers indicator 
   then select MINERALS/MOUNTAINS as the 
  current layer. Click to uncheck the Freeze box for the SYMBOL 
  DEFINITION then click OK. 
  63 Select a symbol from the Mountains 
  catalog. I selected HD Hills 9 as my 
  first symbol.  While holding the 
  symbol, right click. In the Scale X and 
  Y field, type .25 then click More. 
  Place the symbol on the map. Use that 
  symbol and a few others to make a nice 
  little mountain range. I’m going to stay 
  away from the spiky mountain range 
  symbols and stick to single mountains 
  and hills to make my range. 
  Once we’ve finished placing the mountain and hills symbols, we 
  can make it look better. The lines of the symbols are too narrow 
  for the look of the map. We’re going to fix that. 
  64 In the Symbols menu, select Symbol Manager.  Click to highlight the first mountain 
  symbol, and then click Edit. 
  Open a new window. 
  65 Click Change Width 
   then right click. Select All, 
  then right click, Do it. Type 2. 
  . Close the Edit 
  window. Click Yes to keep changes on exit. 
  Repeat steps 65 and 66 for each of your mountain 
  symbols in the Symbol Manager, then click OK to exit 
  the Symbol Manager 
  66 Click Save 
   (HandDrawnMap09.FCW) 
   
  Rivers and Roads 
  I’m not going to do rivers and roads in this tutorial. Those are covered elsewhere in the 
  manual. When you do them in this style of map, just remember to stick with the single ink 
  color and differentiate between rivers and roads with different line styles. 
  Adding Vegetation 
  67 Click Catalog 
   then navigate to Symbols>Maps>Line>Vegetation. FSC. 
  Out of the catalog, click on each of Pine Fill Tree, Jungle Fill Tree, Jungle Copse, 
  Jungle Wood, Shrub, and Meadow. Don’t place them in the drawing. Just click on 
  them for now. They are added as definitions to the drawing. 
  68 In the Symbols menu, select Symbol Manager. Click to check the box for Show Fill 
  Style Symbols.  
  For each of the Vegetation symbols we selected in step 68, perform steps 69 thru 73 
   
  Maps>Handdrawn
  Maps>Handdrawn
  Maps>Handdrawn
  Maps>Handdrawn    
  If you don’t have Symbol Set 1 
  (SS1), you won’t have these 
  Handdrawn catalogs. Use symbols 
  out of the 
  Maps>Line>Mountains.FSC 
  instead. 
  HandDrawnMap008.FCW 
  HandDrawnMap009.FCW 
  
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  103 
  69 Select a symbol, then click Edit. Open a new Edit window. 
  70 Click Change Color 
   then right click. Select All. Right click, Do It. Select black on the 
  color bar. 
  71 Click Change Line Width 
   then right click. Select All then right click, Do it. For the 
  Tree-Jungle symbols, type 1. 
  . For the meadow and shrub symbols type .5 
  . 
  72 Click Change Fill Style 
   then right click. Select All then right click, Do it. Right click. 
  On the Brush Patterns tab, select Solid. Click OK. 
  73 Close the Edit window. Click Yes to keep changes on exit. 
  74 Click OK to close the Symbol Manager. 
  75 Click the Layers indicator 
   then select VEGETATION as the current layer. 
  Click OK. 
  76 Click Drawing 
   then scroll down the catalog to the vegetation symbols we edited. 
  Add some trees and some vegetation symbols to the map. 
  77 Click Save 
   (HandDrawnMap010.FCW) 
  Labels 
  I’m not going to do too much labeling on this map. Adding text is covered elsewhere in the 
  manual so I’m just going to add a title label to demonstrate a technique. To keep the tutorial 
  simple, I’m using Times New Roman, but you can use a fancier font.   
  78 Click the Layers indicator 
   then click Add. Type TEXT, then click OK. 
  Click Add, then type TEXT SHADE. Click OK. Select TEXT as the current layer, then click 
  Freeze All. Click OK. 
  79 Click Text 
   then type OUR REALM. Click Properties. Set 
  your text properties to: 
  Height: 6.0 
  Angle: 0 
  Spacing%: 150.0 
  Stretch: 2.0 
  In Character Style, click to check Bold and Italic 
  Click OK, then click OK. Place the text on the 
  map. I’ve placed mine in the upper right area of 
  the map. 
  80 Right click Explode 
   then select Explode Text. 
  Select the OUR REALM text. Right click, Do it. 
  81 In the tools menu, scroll down to Groups, then 
  select Ungroup. Select the OUR REALM text. Right 
  click, Do it. 
  82 Right click Copy 
   then select Copy to Layer. 
  Right click then select All. Right click, Do it. Right 
  click then select the TEXT SHADE layer. 
  83 Click the Layers indicator 
   then select TEXT as the current layer. Click 
  Freeze All, then click to put a check in the Hide box for the TEXT SHADE layer. Click OK. 
  84 Click the Fill Style indicator 
   then select the Bitmap Files tab. Click New. 
  Type Parchment Med, then click OK. Click Find, then navigate to your 
  CC2>Bitmaps>Tiles folder. Select Parchment-Med.bmp. Click Open. Click to check the 
  Outline box, then click OK. 
  85 Click Change Fill Style 
   then right click. Select All, then right click, Do It. Right click, 
  then click OK. (HandDrawnMap011.FCW) 
  HandDrawnMap010.FCW 
  HandDrawnMap011.FCW 
  
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  104 
  86 Click Bring to Front 
   then right click. Select All, then right click, Do it. 
  87 Click the Layers indicator 
   then select TEXT SHADE as the current layer. 
  Click Freeze All, then click OK. 
  88 Click Move 
   then right click. Select All, then right 
  click, Do it. Click near the title text entities to pick 
  them up. Move the entities just a little to the right and 
  a little down. Once they are in position, click again to 
  put them down. 
  89 Click Catalog  
   then navigate to 
  Symbols>Maps>Other>Compass Roses.FSC.  
  90 Select Compass Rose 12 31. While holding the symbol, right click. In the Scale X and Y 
  field, type .125 then click More. Set the compass pointer on the map. I put mine in the 
  lower right corner. 
  91 Click Save 
   (HandDrawnMap012.FCW) 
  In Conclusion 
  The term Hand Drawn covers a lot of different styles of maps. This is just one, and what 
  we’ve done here is certainly not the only way to create these effects.  
  In this tutorial, we’ve looked at a few techniques that can be used to give hand drawn maps 
  some visual interest. To add city or town symbols, you’d use the same techniques that we 
  used for the vegetation by editing existing symbols to suit the map style. 
  Here are a few points that I’d like you 
  to come away with: 
  • 
  If you do a hand drawn map on 
  parchment, start with a nice 
  parchment bitmap. 
  • 
  A pen has thickness. If you do 
  a hand drawn map, you should 
  consider giving the lines a 
  width greater than 0. That 
  includes the symbol lines. 
  • 
  Don’t be afraid to edit existing 
  symbols to suit you. Explore all 
  those hand drawn and line 
  symbols. Don’t just look at 
  what they are. Look at what 
  you can make them. 
   
  Forgotten Realms® 
  Most of us that are familiar with CC2 are also familiar with Forgotten Realms®. Earlier in this 
  manual, we explored a technique for creating forests similar to those used in the Forgotten 
  Realms® Interactive Atlas. Styles change over time, and we have new terrain features in a 
  similar style to those produced for Wizards of the Coast’s 3rd Edition Forgotten Realms® 
  setting. In this tutorial, we will explore the new style of forests as well as the top down 
  views of the hills and mountains. 
  Forests 
  These forests are quick and easy, and they look 
  nice. If you installed the manual’s download 
  pack, you already have the drawings tools to 
  make the forests.  
  Open an Overland template. I’m using a small 
  one (63X50) for this demonstration. All the 
  Tutorial
  Tutorial
  Tutorial
  Tutorial    
  This tutorial will assume you have 
  a good basic grasp of CC2 
  commands. If you need to review 
  these basic concepts, refer back to 
  the previous tutorials. 
  HandDrawnMap012.FCW 
  Download pack
  Download pack
  Download pack
  Download pack    
  The files are available from the 
  registered users' area of the 
  ProFantasy website. Login at 
  http://profantasy.com/service/entra
  nce.asp. 
  
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  105 
  steps in this tutorial can be followed collectively on FR-Forests01.FCW in the 
  Tutorials\Tome\Maps\FRStyle folder. 
  1 
  Click Map rawing Tools 
   then scroll to the Map FR Forest 1 tool. 
  Select the tool then draw a forest base. 
  2 
  Right click to bring up the Drawing Tools window again. Scroll to Map 
  FR Forest 2. Select the tool then draw the next shade. Stay inside the 
  outline of the forest base, but don‘t try to copy the base. 
  3 
  Right click to bring up the Drawing Tools window again. Scroll to Map 
  FR Forest 3. Select the tool then draw the highlight shade. Stay inside 
  the outline of the second shade, but don‘t try to copy it. 
  We could be done now. That is a pretty nice looking forest, but just a 
  couple more steps will make it a great looking forest. 
  4 
  Right click Copy 
   then select Copy to Layer. Select just the forest 
  base, Do It, then add a layer named FILL. Select FILL as the current 
  layer, then click OK. 
  We’re going to import a catalog to our drawing. The catalog was installed with the 
  download pack that gave us the drawing tools. It will be from this catalog that we get our fill 
  style for the forest. 
  5 
  From the Symbols menu, select Symbol Manager. Click Import. In the Files of Type 
  box, select Campaign Cartographer 2 FSC Symbol Catalog. Navigate to the 
  Symbols>Tutorials folder and select the SouthernMarch Catalog.FSC. Click Open, 
  then click OK. 
  6 
  In the Select Layers window, click Freeze All to freeze everything but the FILL layer. 
  7 
  Click Change Fill Style 
   then select the forest entity that was 
  just copied. Right click, Do It. In the Fill Style window, click 
  New. Type FOREST FILL, then click OK. In the Symbol Fill box, 
  open the drop down menu, Scroll down and then select the 
  symbol Forest Fill. For the X and Y spacing, enter 4 and in the X 
  and Y scale, enter .1. Click OK. 
  8 
  Set the current color to 113, then right click Outline 
  . Select 
  Outline in current color, then select the fill. Right click, Do It. 
  Mountains 
  Those top-down view mountains are almost as easy.  Let’s do one. We’ll build the mountain 
  right on the drawing like we did the forest. 
  Open an Overland template. I’m using a small one (63X50) for this demonstration. All the 
  steps in this tutorial can be followed collectively on FR-Mountains01.FCW in the 
  Tutorials\Tome\Maps\FRStyle folder. 
  1 
  In the Select Layers window, create a new layer called SKETCH. Select SKETCH as the 
  current layer. 
  2 
  Select a bright color as the current color. I picked 6 (fuchsia).  
  We’re going to draw the spine of our mountain. This will be the guide for 
  our mountain shape.  Let’s do a Y shaped mountain ridge. 
  3 
  Click Fractalize 
   then set Strength % to 20 and Depth to 3. 
  4 
  C lick Fractal Path 
   then draw a Y.  
   
  MAP FR Forest 2
  MAP FR Forest 2
  MAP FR Forest 2
  MAP FR Forest 2    
  If you don’t have the tool installed, 
  you can use fractal poly set at 
  Strength 30, Depth 5 and color 116 
  with the layer set as VEGETATION
  VEGETATION
  VEGETATION
  VEGETATION. 
  Map FR Forest 1
  Map FR Forest 1
  Map FR Forest 1
  Map FR Forest 1    
  If you don’t have the tool installed, 
  you can use fractal poly set at 
  Strength 30, Depth 5 and color 115 
  with the layer set as VEGETATION
  VEGETATION
  VEGETATION
  VEGETATION. 
  MAP FR Fore
  MAP FR Fore
  MAP FR Fore
  MAP FR Forest 3
  st 3
  st 3
  st 3    
  If you don’t have the tool installed, 
  you can use fractal poly set at 
  Strength 30, Depth 5 and color 117 
  with the layer set as VEGETATION
  VEGETATION
  VEGETATION
  VEGETATION. 
  Import a Catalog
  Import a Catalog
  Import a Catalog
  Import a Catalog    
  Importing to the Symbol Manager 
  pulls from a file symbols into the 
  drawing.  
  If you didn’t install the download 
  pack, you might try importing a 
  City template and using the Rock 
  symbol fill. You’ll have to set the 
  spacing and scale by eye to achieve 
  a similar effect. 
  Draw
  Draw
  Draw
  Draw    
  I drew a 12,12 box around my 
  mountain sketch so you can judge 
  the size. How big or small you 
  make your mountains will 
  determine how wide your contour 
  lines will be. There is no formula 
  for calculating the line width. It’s a 
  visual judgement. 
  
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  106 
  5 
  Change the current fill style to Hollow. 
  6 
  Click Fractal Poly
   then draw the outer perimeter of the mountain base. Touch the tips 
  of our spine paths. This will be the basic shape for our mountain.  
  7 
  In the Select Layer window, create 3 new layers. Name them MT 
  BASE, MT LIGHT, and MT SPINE. 
  Let’s take a moment to look at our mountain shape. Our mountain will 
  have a light side and a dark side so we need to decide from which 
  direction our light is coming. I picked the right side. That will lay out our 
  highlight and shade as shown here. 
  We need to add a path to divide the light and dark areas in the crotch of the Y. 
  8 
  Click Fractal Path 
   then draw that path. 
  Now we can start building our mountain. 
  9 
  Right click Copy 
   then select Copy to Layer. Select the base shape of the mountain 
  that we drew in step 6 then copy it to the MT BASE layer. 
  10 Open the Select Layer window. With MT BASE selected as the current layer, Freeze All 
  and Hide All other layers. 
  11 Click Change Color 
   then select the mountain base entity. Select 
  color 41. 
  12 Click Change Fill Style 
   then select the mountain base entity. 
  Select Solid. 
  13 Open the Select Layer window. Select SKETCH as the current layer. 
  Freeze All and Hide All the rest of the layers. 
  14 Right click Copy 
   then select Copy to Layer. Select all the sketch entities then copy 
  them to the MT LIGHT layer. 
  15 Open the Select Layer window. With MT LIGHT as the current layer. Freeze All and 
  Hide All for rest of the layers. 
  What we need to do is create polys for the highlight areas of 
  our mountain. To do that, we’ll cut away the parts we don’t 
  want. Let’s look again at our mountain skeleton. 
  We want to cut away the dark areas and keep the light 
  areas. 
  16 Click Split 
   then select the base 
  path. Split the path where 
  indicated. 
  17 Click Erase 
   then erase the 
  paths indicated.  
  Does it look strange? That’s okay. It’ll 
  come together. We’re going to make 
  two polys here. 
  18 Click Change Fill Style 
   then 
  select the paths we have left. Change them to Solid. 
  19 Right click Explode 
   then select Combine Paths.  Click on a path. Watch what greys 
  out and then click a second path that will connect to it. Do that until you have combined 
  the paths into two shapes. 
  20 Right click Explode 
   then select Path to Poly. Select both shapes.  
  21 Click Change Color 
   then select both shapes. Change the color to 42.  
  Combine Paths
  Combine Paths
  Combine Paths
  Combine Paths    
  This doesn’t have to be a tricky 
  command. Watch your command 
  prompt. Click the first path, click 
  the second path, and then if 
  needed, toggle between 
   and 
   to find the two nodes you want 
  connected.  When it looks correct, 
  left click to complete the action. 
  
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  107 
  22 Open the Select Layer window. Select SKETCH as the current layer. 
  Freeze All and Hide All for the rest of the layers. 
  23 Right click Explode 
   then select Copy to Layer. Select the Y and the 
  path we drew in the crotch. Copy them to the MT SPINE layer. 
  24 Open the Select Layer window. With MT SPINE selected as the 
  current layer, Freeze All and Hide All other layers. 
  25 Click Change Fill Style 
   then select the paths we just copied. Change them to Solid. 
  26 Click Change Color 
   then select the paths. Change them to color 36. 
  27 Click Change Line Width 
   then select the paths. Change the line width to .2. 
  28 Open the Select Layer window. Show All and Thaw All. 
  29 Open the Line Width Settings window. Change the current line width to 
  .15. 
  We need to draw the down sloping contour lines. 
  30 Click the color indicator then select color 36 (dark brown). 
  31 Click Fractal Path
   then draw contour lines from the spines down 
  to the base.  
  32 Click Erase 
   then select all the entities that make up our mountain. 
  Right click, scroll down to Combine then select And. Right click, then 
  select Color. Select fuchsia (or whichever bright color you made your 
  skeleton). Right click, Do it. 
  Hills 
  Just like the mountains, we’ll make a single hill to demonstrate the style. We can then apply 
  the technique to hills in a variety of shapes and sizes. 
  Open an Overland template. I’m using a small one (63X50) for this demonstration. All the 
  steps in this tutorial can be followed collectively on FR-Hills01.FCW in the 
  Tutorials\Tome\Maps\FRStyle folder. 
  1 
  Select a bright color to work in. I like to use color 6 (fuchsia) 
  2 
  Click the Layers indicator, then create new layers named SKETCH, 
  HILLS, HILL FILL, and HILL SHADING. Select SKETCH as the current 
  layer. 
  3 
  Click the Fill Style indicator, then set the fill to Hollow. 
  4 
  Right click on Circle 
   then select Ellipse.  Draw an ellipse.  I’ve put a 5x5 box around 
  mine so you can judge size.  
  Our hill will have a shaded side like our mountain did. It will be simple shading to give it 
  dimension. 
  5 
  Click Fractalize 
   then set the Strength to 20 and the Depth to 2. 
  6 
  Click Fractal Path 
   then draw a path on our ellipse to section off the 
  shaded side.  
  7 
  Click Explode
   then select our ellipse. Do it. 
  8 
  Right click Explode 
  , then select Line to Path. Select the ellipse (which is 
  no longer an ellipse), then left click to end the command. Our ellipse is now an oval 
  path. 
  Draw Contour Lines
  Draw Contour Lines
  Draw Contour Lines
  Draw Contour Lines    
  Don’t worry about making them 
  perfect. They don’t have to be 
  evenly spaced nor do they have to 
  exactly start or end in perfect 
  alignment. 
  Ellipse
  Ellipse
  Ellipse
  Ellipse    
  When is an Ellipse not an Ellipse? 
  When we’ve exploded it into a 
  series of Lines. 
  We will be editing this entity to 
  make our hills. We can’t do these 
  edits on Ellipses so we expode the 
  Ellipse into Lines and then combine 
  the Lines into a Path.  We can then 
  perform the edits on the Path. 
  
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  108 
  9 
  Right click Copy
   then select Copy to Layer. Select our oval path then copy it to the 
  HILLS layer. 
  10 Click the Layers indicator. With HILLS as the current layer, click both Freeze All and 
  Hide All. 
  11 Right click Explode 
   then select Path to Poly. Select the oval path,  
  12 Click Change Fill Style
  , then select the oval. Change the oval to 
  Solid. 
  13 Click Change Color 
   then select the oval. Change the oval to color 43. 
  14 Click the Layers indicator, then select SKETCH as the current layer. Click 
  both Freeze All and Hide All. 
  15 Right click Copy
   then select Copy to Layer. Select our oval path and 
  fractal path then copy them to the HILLS SHADING layer. 
  16 Click the Layers indicator. With HILLS SHADING as the current layer, 
  click both Freeze All and Hide All. 
  17 Click Split 
   then split the oval near where it is crossed by the fractal 
  path. 
  18 Click Erase 
    then erase the path that we split out of the oval. 
  19 Use Trim To 
   to neaten up those intersections that we created when we split the oval. 
  20 Right click Explode 
   then select Combine Paths. Combine the paths into a crescent 
  for our hill shading. 
  21 Click Change Fill Style
   then select the crescent. Change the oval to Solid. 
  22 Right click Explode 
   then select Path to Poly. Select the crescent. 
  23 Click Change Color 
   then select the crescent. Change the crescent to color 42. 
  24 Click the Layers indicator. Select HILLS FILL as the current layer then 
  click Show All.  
  25 Click the Fill Style indicator, then set the fill to Solid. 
  26 Click the Line Width indicator. Change the current line width to .06. 
  We need to draw the down sloping contour lines. 
  27 Click the color indicator then select color 38 (med brown). 
  28 Click Fractal Path
   then draw contour lines around the base of our hill.  
  29 Click the Layer indicator, then click Thaw All. 
  30 Click Erase 
   then select all the entities that make up our hill. Right 
  click, scroll down to Combine then select And. Right click, then select 
  Color. Select fuchsia (or whichever bright color you made your skeleton). 
  Right click, Do it. 
  When you do hills like this in your map, keep in mind that you don’t have to 
  create many of them. One each of an oval one, a round one and a kidney 
  shaped one could meet all your needs. By copying the hills and scaling them 
  slightly larger or smaller, you can drop several into your drawing 
  Rivers 
  I’m not going to spend time doing rivers. I’ll give this to you in a nutshell. 
  Follow the instructions for creating the river as demonstrated in the tutorials in Rivers, 
  Settlements and Roads starting on page 30. Once you have a completed river network, use 
  Draw Contour Lines
  Draw Contour Lines
  Draw Contour Lines
  Draw Contour Lines    
  These are a little different than the 
  mountains. Just make little hatch 
  lines around the base of the hill. 
  Don’t worry about making them 
  perfect. They don’t have to be 
  evenly spaced nor do they have to 
  exactly start or end in perfect 
  alignment. 
  
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  109 
  Copy to Layer to copy all your rivers to another layer, such as RIVER FILL. Freeze the 
  original river layer, then Change Color and Change Line Width, making the fill river darker 
  and narrower than your original river. This gives you easy two-tone rivers. 
  John Speed Style 
   We’re not going to reproduce a John Speed 
  map in CC2 Pro, but we can carry elements 
  from his maps over to ours. 
  Inspired by John Speed’s map of Cornwall, this 
  CC2 Pro version is heavily decorated with 
  ornamental symbols created from fonts using 
  the technique demonstrated in the section 
  Converting Fonts to Symbol Catalogs on page 
  47.  
  What we’re going to do is create the colored 
  land borders that are typical of a Speed map. 
  To follow along with the tutorial, open the 
  drawing Speed001.FCW found in the 
  Tutorials/Tome/Maps/Speed folder. 
  1 
  Click the Layers indicator, then select SKETCH as the 
  current layer. Click Freeze All, then click OK. 
  Let’s make a colored border on the area of land indicated here 
  with a Y. 
  2 
  Right click Copy 
   then select Copy to Layer. Select the 
  color #6 sketch lines that outline the area marked with a Y. 
  Create a new layer named OUTLINE YELLOW, then 
  copy the entities to it. 
  3 
  Click the Layers indicator, with the OUTLINE 
  YELLOW layer as the current layer, click Freeze All 
  and Hide All. 
  4 
  Click Trim 
   then cut away the sections of 
  coastline until we’re left with the paths that will make our colored border. 
  5 
  Click Fractalize 
   then set the Strength to 20 and 
  the Depth to 3.  
  6 
  Click Fractal Path 
   then draw a path inside our 
  sketch lines. This will be the width of the color border. 
  7 
  Click Trim to Intersect 
   then clean up the 
  intersections where the paths cross.  
  8 
  Right click Explode 
   then select Combine Paths.  
  Combine all the paths that will make up our border. Do it. 
  9 
  Right click Explode 
   then select Path to Poly. Select our 
  newly combined path. Do it. 
  10 Click Change Color 
   then select our border entity. Change it to color 143. 
  11 Click the Layers indicator, then click Show All. (Speed002.FCW) 
  That was a quick, easy color border. If you want to practice more, open Speed003.FCW 
  found in the Tutorials/Tome/Maps/Speed folder. Follow the same technique and draw the 
  red and blue borders on either side of our yellow area. An example with all the colored 
  borders can be found in Speed004.FCW. 
  To follow along as we put the colored border on the main landmass, open Speed005.FCW 
  and let’s finish this. 
  John Speed
  John Speed
  John Speed
  John Speed    
  John Speed was an English 
  mapmaker of great renown in the 
  late 1500’s and early 1600’s. He 
  was the author of the most 
  important and prestigious atlas of 
  his day. His maps are works of art, 
  and they are still in favor with 
  collectors all over the world. 
  For more information on John 
  Speed and to see examples of his 
  maps, do an Internet search of his 
  name. 
  Comb
  Comb
  Comb
  Combine Paths
  ine Paths
  ine Paths
  ine Paths    
  For more information on Combine 
  Paths, see the margin note on page 
  106 
  
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  110 
  1 
  Click the Layers indicator, then select SKETCH as the current layer. Click Freeze All, 
  then click OK. 
  2 
  Right click Copy 
   then select Copy to Layer. Select the color #6 sketch outline of the 
  landmass.  Create a new layer named OUTLINE GOLD then copy the entity to that layer. 
  3 
  Click the Layers indicator, with the OUTLINE GOLD layer as the current layer, click 
  Freeze All and Hide All. 
  4 
  Click Trim 
   then cut away the tails of coastline at 
  the Cornwall boundaries.  
  5 
  Click Fractal Path 
   then draw a path inside our 
  sketch line. 
  6 
  Right click Explode
   then select Combine Paths.  
  Combine all the paths that will make up our border. 
  Do it. 
  7 
  Right click Explode 
   then select Path to Poly. 
  Select our newly combined path. Do it. 
  8 
  Click Change Color 
   then select our border entity. Change it to color 139.  
  9 
  Click the Layers indicator, then click Show All. Select SKETCH as the current layer, then 
  click Freeze All. 
  10 Click Bring to Front 
   then right click. Select All. 
  11 Click Change Color 
   then right click. Select Prior. Change to color 38. 
  This certainly isn’t the only way to create these colored borders reminiscent of the old Speed 
  maps, but perhaps it will spur some ideas for you. 
  Cornwall by Allyn Bowker
  Cornwall by Allyn Bowker
  Cornwall by Allyn Bowker
  Cornwall by Allyn Bowker    
  This map was constructed using 
  the techniques described in the 
  previous section. 
  
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  111 
   
   
   
   
   
   
                                                                                             
  The River Gwenfrew by Allyn 
  The River Gwenfrew by Allyn 
  The River Gwenfrew by Allyn 
  The River Gwenfrew by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  The Gwenfrew River
  The Gwenfrew River
  The Gwenfrew River
  The Gwenfrew River uses many of 
  the same symbol editing 
  techniques demonstrated in the 
  vegetation section of the Hand 
  Drawn tutorial found on page 102. 
  Also used are font ornaments 
  converted to symbols as 
  demonstrated in Converting Fonts 
  to Symbol Catalogs on page 47. 
  
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  112 
  Paint Programs
  Paint Programs
  Paint Programs
  Paint Programs    
  If you don’t already have a paint 
  program (sometimes called a photo 
  editor), shareware versions are 
  often included on the cover disc of 
  PC magazines. Alternatively, you 
  can download shareware software 
  from the web. For Paint Shop Pro® 
  go to www.jasc.com. 
   
  Import, Export and Insert Files 
  CC2 Pro allows you to import and insert a wide variety of vector based file formats and 
  export to even more. CC2 Pro can’t convert raster (pixilated) images for import, but you can 
  place such images in your drawings  
  Using bitmaps or scans in drawings 
  CC2 Pro maps can include bitmap images, such as scans, clipart or pictures downloaded 
  from the web. The image can either be permanent fixtures in the drawing or, more likely, a 
  temporary entity to trace over. The bitmaps can be included in the CC2 Pro file, or kept in 
  their original files. 
  Inserting a bitmap picture 
  In this example, we will insert a hand drawn painted image of some mountains to be traced 
  over and converted to a symbol. Before inserting the bitmap, we will select an overland 
  mapping template and insert a mountain symbol so we can correctly size the inserted 
  bitmap. 
  1 
  If the original image is not a Windows® .BMP bitmap, open it in a paint program such 
  as Jasc’s Paint Shop Pro and, using Save As, convert it to Windows® .BMP format. 
  2 
  Click New 
   to start a fresh map based on a 1000 x 800 mile template. 
  3 
  Click File menu >> Save As and give the map a name in the Tutorials folder. 
  If you don’t, the picture won’t display until the map is reloaded. 
  4 
  Click Mountains 
   button and insert two or three mountain 
  symbols in the map. 
   
  5 
  Select Edit menu >> Insert File. Use the following options. 
  � Click Embed in Drawing 
  � Unclick Outline Bitmap. 
  6 
  Select Mountains.bmp from CC2 Pro’s 
  Tutorial/Tome folder.  
  7 
  Place opposite corners of a box, nearly the same size 
  as the symbol mountain range. Disable Snap to place 
  the corners freely. 
  8 
  The picture size will probably be slightly wrong. Use Move. Scale, Rotate 
   on the 
  Prior selection to let you visually resize the picture. Just press 
   while moving the 
  mouse. 
  9 
  You can now zoom in and trace over the scanned mountains. 
  Tracing over a scanned map 
  Before inserting the scanned map you need to determine the real world dimensions of the 
  scanned area and select an appropriate template. 
  Earth, for example, has an equatorial circumference of approximately 25,000 miles. To 
  insert a scanned worldview of Earth you must therefore start with a map measuring at least 
  25,000 miles east-west. 
  The example bitmap we will use was taken from Fractal Terrains Pro — created by 
  ProFantasy, capable of building complete, factually generated landmasses. For argument 
  sake, I am saying the circumference of the random world is 9,830 miles. A small but dense 
  planet. 
  Size
  Size
  Size
  Size    
  The picture retains the aspect ratio 
  of the original bitmap, but you can 
  force it to distort by pressing 
  . 
  
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  113 
  1 
  Click New 
   to start a fresh map based on a 10000 x 8000 mile template. 
  This template is large enough to fit the whole random world. 
  2 
  Save it with the name Random in the CC2 Pro Tutorials folder. 
  3 
  Click the Layer indicator, add a new layer BITMAP and make it the current layer. 
  4 
  Select Edit menu >> Insert File and select Random.bmp from CC2 Pro’s Tutorial/Tome 
  folder. Use the following options. 
  � Unclick Embed in Drawing 
  � Click Relative Path 
  � Unclick Outline Bitmap. 
  The Command Prompt reads 1st corner:. 
  5 
  Type 0,0 then press 
  . 
  The Command Prompt reads Opposite corner:. 
  At this point you could just click a new point. CC2 Pro maintains the aspect ratio (shape) of 
  the bitmap. Press 
   if you want to distort the bitmap. In this example, we want the 
  bitmap to be an exact size. 
  6 
  Type 1,4838 then press
  . 
  The bitmap image of the planet is inserted. 
  7 
  You can now trace over the map as normal. When you’re done, either hide or delete the 
  BITMAP layer. 
  When you insert your hand drawn campaign maps, be sure to use the correct sized 
  template, and scale the maps to right size. 
  Inserting other files into CC2 Pro 
  In addition to bitmaps, you can also place text files, CC2 Pro files, and AutoCAD DWG and 
  DXF into CC2 Pro. Here is a summary of all the options. 
  Files of Type 
  Insertable Files: Shows all files of a type that can be inserted. 
  CC2 Pro FCW or FCT Drawing: Inserts a CC2 Pro drawing. When you have selected your 
  drawing, click an insertion point. Click more insertion points to continue adding files, or right 
  click to end. See the Command Prompt for scaling and rotation options. Inserted files can be 
  treated as single entities (grouped) or as a set of new entities. Click Tools menu >> Options 
  >> FCW, FSC, FCT to change this setting. 
  CC2 Pro FSC Symbol Catalog: Insert all the symbol definitions from the selected file, letting 
  you know how many definitions have been added. Click Symbol Manager on the Symbol 
  menu to see the symbols now in the current drawing. 
  AutoCAD® DWG or AutoCAD® DXF file: Inserts a vector AutoCAD® file. When you have 
  selected your drawing, click an insertion point. Click more insertion points to continue 
  adding files, or right click. Look at the Prompt for scaling and rotation options. 
  BMP Bitmap Inserts a bitmap image, perhaps one you have scanned, into the drawing. After 
  you have selected the bitmap, click a corner for the bitmap. The cursor locks to the ratio of 
  the bitmap you are inserting: press 
   if you do not want to maintain the image’s aspect 
  ratio.  
  TXT Text File Inserts a text file. Click an insertion point. The text will have the current text 
  properties. Large text files may be truncated. 
  Embed in drawing: If this option is set, the file you are inserting will become part of the 
  current drawing. You can edit it just as you can any other entities. If the option is not set, the 
  file is inserted as a reference — you need to open the file that is referenced in order to 
  change its appearance. 
  Insert
  Insert
  Insert
  Insert    
  The source bitmap is 1150 x 566 
  pixels. A little calculation reveals 
  that if 1150 scales up to 9830 then 
  566 scales up to 4838. There is, 
  however, no need to work this out. 
  Just get the Y-coordinate correct – 
  CC2 Pro ignores the X-coordinate. 
  Delete
  Delete
  Delete
  Delete    
  If you want to delete the BITMAP
  BITMAP
  BITMAP
  BITMAP 
  layer, you’ll first have to erase the 
  bitmap. CC2 Pro won’t let you 
  delete layers which have entities 
  on them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  114 
  Relative path: If you are not using the embed in drawing option, Relative path ensures 
  that your drawings are portable to other computers.  
  Outline Bitmaps: Select this option if you would like a visible outline on inserted bitmaps 
  Importing into CC2 Pro 
  CC2 Pro lets you import AutoCAD® DWG or AutoCAD® DXF files and CC-DOS files. Click 
  File menu >> Open and click Files of Type to choose a file type.  
  Exporting maps from CC2 Pro 
  CC2 Pro can also export pictures in a variety of formats. The most popular choices are 
  bitmap and PNG, which can both be pasted into documents or published on the web. You 
  can also save maps in DXF and DWG vector files, although these file formats do not support 
  all CC2 Pro entity types. 
  Save As 
  The Save as type list on the Save As 
  dialog box lets you save the whole map 
  in a number of file formats. Each has 
  options which you can access from the 
  Options button on the dialog box, or by 
  Tools menu >> Options. 
   
  Campaign Cartographer 2 FCW 
  Drawing is CC2 Pro's standard file 
  format. 
  Campaign Cartographer 2 FCT 
  Template is the same as an FCW file 
  except you can only use SAVE AS to 
  create an FCT (template) file. Templates 
  are what CC2 Pro looks for when you 
  click New 
  .  
  Campaign Cartographer 2 Symbol Catalog files same as an FCW file, but they are used to 
  store symbol definitions. It is these files you select from when you use the Catalog button or 
  Symbol Settings 
  . By convention, these are given a forest green (color 13) background 
  and saved with the main window minimized. 
  Selected Entities FCW This lets you save entities in the current drawing to a new CC2 Pro 
  file.  
  BMP Bitmap file is a Windows®  bitmap file. Bitmap files are measured in pixels across and 
  up. Options are width and height in pixels, color depth (24 bit or 8 bit) and Unused Area: 
  � 
  If you select Normal, the final image will be exactly the same width and height as the 
  bitmap size. Any additional entities in the map will be added to the final image. 
  � 
  If you select Crop the final image size will have the same ratio as the selected entities 
  or map. The image will have a lower height or width. 
  � 
  If you select Blank the final image will be exactly the same width and height as the 
  bitmap size. Any area outside the selected entities will be blanked out. 
  JPEG file saves your file as a raster-based bitmap file, ready for the web. JPEG files are small, 
  but lose definition. Options are width and height, Unused Area and Quality. Quality 
  controls the appearance and size of the JPEG. Lower quality JPEGs open more quickly and 
  have a smaller file size, but have less data. If Progressive is ticked, the image will open with 
  increasing resolution in a web browser, rather than all at once. 
  PNG file saves your file as a raster-based bitmap file, ready for the web. PNG has no loss of 
  definition like JPEGs do. The options are width and height in pixels, compression (fast 
  loading versus small file) and Unused Area. 
  Portable
  Portable
  Portable
  Portable    
  The inserted file is referred to by its 
  position relative to the current file. 
  We recommend you keep bitmaps 
  and other reference files in the 
  same folder as the map into which 
  they are inserted, and use the 
  relative path option. 
      
  Import AutoCAD® 
  Import AutoCAD® 
  Import AutoCAD® 
  Import AutoCAD®     
  Files imported from AutoCAD® 
  will need some work changing 
  colors, fill styles and line styles 
  before they look right. If you find 
  that shapes won’t fill, use Path to 
  Poly from the Explode right click 
  popup menu to make them fillable 
  shapes first. 
   
  Standard file
  Standard file
  Standard file
  Standard file    
  FCW files contain information such 
  as fill styles, line styles, layers, 
  views and symbol definitions. They 
  can be saved in a compressed or 
  uncompressed format. We 
  recommend compressed unless you 
  have a slow computer. 
   
  Create an FCT
  Create an FCT
  Create an FCT
  Create an FCT    
  If you want to add new fill styles 
  and line styles to your drawings, it 
  is best to add them to templates. 
   
  New CC2 Pro file
  New CC2 Pro file
  New CC2 Pro file
  New CC2 Pro file    
  For example you could save all the 
  continents from your world map to 
  separate files, ready to be inserted 
  into a new map. When you’ve 
  chosen a file name, selected OK
  OK
  OK
  OK. 
  CC2 Pro will ask you to select 
  entities and a lower left corner for 
  the file. 
  
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  115 
  Rectangular Sections (bitmap, PNG and JPG) let you export a rectangle of your map at any 
  resolution into a raster based file format. The options are the same as for saving the entire 
  drawing. When you’ve selected a file name, click two points forming a rectangle to export 
  the file 
  Enhanced Metafile EMF is a Windows enhanced metafile. Options are X and Y size, and 
  Paint Background color. We recommend a large width and height for better resolution. A 
  good option to import vector data into Microsoft Word® 
  AutoCAD® DXF files are the standard way of exchanging vector information. CC2 Pro can 
  export or import these files up to version R2000. 
  AutoCAD® DWG files are AutoCAD®'s native file format. Version R2000 is supported.  
  All text in drawing lets you export all text labels in the drawing. The options allow you to 
  control the ordering of the text file. 
  Saving whole maps as bitmaps for the Internet 
  Internet browsers recognize PNG, BMP, GIF and JPG files formats. A useful technique to give 
  very good image quality is to create images at greater than the desired size, then use a 
  paint program to resample it (reduce its size). The resample process smoothes out rough 
  edges, giving a very clean image and fine detail. 
  Let’s say you want a 640 by 480 image for the web. 
  1 
  Select File menu >> Save As. 
  2 
  Select BMP Bitmap File from the Save as type list box. 
  3 
  Click Options and type 800 in the Horizontal Pixels and 600 in the Vertical Pixels. 
  Select 24-bit color depth. 
  4 
  Select a suitable directory and name, click OK. 
  The bitmap is saved with the size and color options you chose. Those options remain 
  default until you change them. 
  5 
  Open the same bitmap in a paint program, perform any cropping, then resample it to 
  640 by 480. Use Save As to save it as a type supported on the Internet, such as PNG, 
  GIF or JPG. 
  In Paint Shop Pro® you can get even better results by sharpening the resampled 
  image. 
  Exporting and Importing with the clipboard 
  CC2 Pro stores clipboard information in three formats. When you paste the information, the 
  application you are pasting into will choose the format it understands. For example, if you 
  paste into another CC2 Pro map, it will paste as normal CC2 Pro entities; if you paste into 
  Microsoft® Paint, it will appear as a bitmap. 
  Exporting from CC2 Pro 
  You can use the clipboard to copy selected entities to other applications.  
  1 
  Press 
  +
  . Select the entities you want to appear in the image. 
  2 
  Open the application you want to paste the bitmap into. Press 
  +
   (or select Paste 
  from the application's Edit menu). 
  If the application supports bitmaps, you will see the entities you selected. The 
  resolution is the bitmap is set from Tools menu >> Options. 
  It is likely that you will need to crop the image. 
                                                          
   
  ® AutoCAD is a registered trademark of Autodesk, Inc. 
  Selected Entities
  Selected Entities
  Selected Entities
  Selected Entities    
  Remember, entities on frozen 
  layers will not be selected. 
   
  
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  116 
  Importing into CC2 Pro using the clipboard 
  Use 
  +
   or click Edit menu >> Paste to insert entities from the Windows clipboard. 
  CC2 Pro entities from other drawings are pasted into the current drawing just as you might 
  expect. If you have Tools menu >> Options >> FCW, FSC, FCT >> Group Files on Insertion 
  ticked, the pasted entities will be treated as a single entity, until you ungroup them with 
  Tools menu >> Groups >> Ungroup. 
  Text from other applications is inserted with the current text properties. Very large chunks 
  of text will be truncated. 
  Bitmaps are inserted as a bitmap embedded into the drawing, just as if you had inserted a 
  bitmap file. Choose two points to define the extents of the bitmap. The bitmaps aspect ratio 
  is maintained unless you press 
   while selecting the second point. 
  Linking files and maps together 
  Maps can contain any number of hotspots which, when clicked on, perform an action such 
  as opening another file. There is no limit to how many hotspots a map can have, nor to what 
  types of file you can link — so long as a file type is recognized by Windows®, CC2 Pro can 
  open it. If a hotspot links to another file as opposed to performing CC2 Pro commands, we 
  call it a hyperlink. 
  Hyperlinks are usually invisible, so it is helpful to somehow mark where they are. You can 
  use a convention such as a red dot on cities that are linked, a different font or capitalization, 
  or mark the location with a symbol. The Links symbol catalog in CC2 Pro’s Symbols\Other 
  folder contains a suitable selection. 
  Linking maps to other maps 
  3 
  Open 
   WS- scale01.fcw from CC2 Pro’s Tutorial/Tome/Maps/WorldScale folder. 
  You see an early map of a new campaign world. 
  4 
  On the File toolbar, click Link with Map 
  . 
  You see the Select File dialog box. 
  5 
  Select WS-scale03.fcw from the 
  Tutorial/Tome/Maps/WorldScale folder, then 
  click OK. 
  The Command Prompt reads Hotspot window:. 
  6 
  Click opposite corners of a window around the 
  southeast corner of the northern continent. 
  The hyperlink window is drawn. Under the window is the hotspot command text 
  LOADM $continent smoothed.FCW; 
  The window and command text are visible because when you add a hotspot all 
  hotspots are shown (at the next redraw), so they can be edited. 
  7 
  Click the Layer indicator, and add a new layer called Map Links. Set it current. 
  You can hide this layer later for printing. 
  8 
  Set the color to purple (7) and the fill style to Hollow. 
  9 
  Click Box 
   then click points on opposite corners of the hyperlink box. 
  10 Select View menu >> Hide Hyperlinks. 
  The hotspots are hidden. 
  Linking Maps
  Linking Maps
  Linking Maps
  Linking Maps    
  As your campaign atlas grows, link 
  each map with its neighbors and 
  any larger or smaller scale maps of 
  the same area. This way you can 
  navigate your entire world without 
  ever having to remember a file 
  name. 
  You can see more on this topic in 
  Linking
  Linking
  Linking
  Linking    Maps
  Maps
  Maps
  Maps    and
  and
  and
  and    Information
  Information
  Information
  Information  
  on page 348 
  Cursor
  Cursor
  Cursor
  Cursor    
  When the cursor is over the area, it 
  becomes a pointing finger. 
  Shown Hotspots
  Shown Hotspots
  Shown Hotspots
  Shown Hotspots    
  Because hyperlinks are usually 
  hidden, it’s a good idea to mark 
  areas where you have them. 
  Hotspots
  Hotspots
  Hotspots
  Hotspots    
  For more information on hotspots 
  see Hotspots  on page 118 
  
  TMAH-4028-9636-6051
   
   
  117 
  11 Move the cursor over the hotspot area. 
  12 Click over the hyperlinked area. 
  CC2 Pro is about to load another map, so it asks if you want to save the changes. I 
  suggest you do. The new map loads. You can now get to this map from the other, 
  simply by clicking over the hotspot. 
  Add a parent link 
  Finally, we recommend that you link this child map back to its parent. A link over the 
  compass rose is a good way to do this — and you don’t need to mark where it is, either. 
  1 
  Click Link with Map 
  . Select WS-scale01.fcw from the 
  Tutorial/Tome/Maps/WorldScale folder, then click OK. 
  2 
  Click points to enclose the center of the compass rose. Save the map. 
  3 
  Click the compass rose to take you back to the parent map. 
  Linking maps to other Windows® documents 
  Continued from previous tutorial… 
  4 
  From the File toolbar, click Link with File 
  . 
  You see the Select File dialog box allowing you to pick the file from anywhere on your 
  system. 
  5 
  Select Urdana.txt from CC2 Pro’s Tutorial/Tome folder. 
  The Command Prompt reads Hotspot window:. 
  6 
  Click opposite corners of a window around the map title. 
  7 
  Select View menu >> Hide Hyperlinks. 
  The hotspots are hidden. 
  8 
  Move the cursor over the new hotspot area and click. 
  The text file opens.  
  If Windows® can not view the file type, clicking the hotspot will have no action. If you want 
  to learn how to associate a program with a file type see “associating file types with 
  programs” in the Windows® help index. 
  Other types of hotspots 
  What a hotspot does is defined by the command text you see below the hotspot window. 
  When you add a link to another file, CC2 Pro creates the hotspot text automatically. To 
  perform other actions you need to use Tools menu >> Macros >> Make Hotspot and create 
  the command text yourself. 
  In brief, the hotspot text is exactly what you would type at the Command Prompt to achieve 
  the result you want. For example, if you typed NOTES; in the Hotspot box, the hotspot would 
  show the MAP NOTES dialog box. You can add any of the text equivalents of the commands 
  listed in the Macro Command reference. 
  Editing hotspot links 
  9 
  Select View menu >> Show Hyperlinks. 
  This lets you see the hotspots so you can edit them. 
  10 Click Edit 
   and select the edge of a hotspot window. 
  You see the Edit dialog box containing the command text that the hotspot executes. 
  11 Change the text as required. 
  To make links portable between different computers, which may have CC2 Pro 
  installed in different folders, link text can include the following special characters: 
  Files
  Files
  Files
  Files    
  This file could just have easily been 
  a spreadsheet, word-processor 
  document, Internet html document, 
  sound file or any other registered 
  file type. 
  
  TMAH-4028-9636-6051
   
   
  118 
   #  
  means the folder where CC2 Pro is installed. 
   $ 
  means the folder where the current map is located. 
  The command text LOADM $continent smoothed.FCW; means 
  LOADM 
  = 
  CC2 Pro text equivalent of Load map
  $  
   
  = 
  The same folder as the current map 
  Continent smoothed.fcw 
  = 
  The file to load. 
   
  Hotspots  
  To make real use of hotspots, you’ll need to know a little about the text equivalents of CC2 
  Pro’s commands. Anything a button or menu entry can do, you can include in a hotspot, and 
  we even provide a catalog of buttons to make your link. The Links catalog is found in 
  Symbols\Other folder. 
  Using Hotspots to Open Symbol Catalogs 
  SYMICONM opens a symbol catalog setting by name. Click Symbol Catalog Settings to see 
  the various setting names you can choose from. Note that the first part of the name (eg CC2 
  Filled) is a name filter — you should not include this.  
  This example would link to the Borders symbol setting: SYMICONM;Borders*;  
  Using Hotspots to Activate Drawing Tools  
  DRAWTOOLSM starts a drawing tool by its name. For example, you could put a hotspot over 
  each color of a contour key to start drawing in that style. For example, lets say you put in a 
  contour bar (use Edit >> Insert File >> Maps >> Contour bar). You could add a hotspot 
  over each square as follows:  
  DRAWTOOLSM;Map Contour, Default 01;  
  Then, just click in the contour square to start adding contours.  
  Using Hotspots to Control Sheets and Layers  
  Hotspots can be used to hide and show layers or sheets. For example, if you had a drawing 
  with five decks on different layers, you could have five buttons with hotspot text as follows.  
  For deck1:  
  LAYER DECK1  
  HIDE DECK2  
  HIDE DECK3  
  HIDE DECK4  
  HIDE DECK5;  
  Each layer would have an entity on it acting as a button or arrow to show the current deck 
  status. For decks on different sheets rather than layers, follow this example for Deck1:  
  SAUTOHIDEON SSET DECK1  
  SSHOWNAME;  
  This makes sure all but the current sheet hide automatically, sets the current sheet to Deck1 
  and displays the sheet name on the status bar.  
   
  Using Hotspots to add information to a number of Maps 
  You can click hotspots manually, but you can also do it from the command line. This means 
  you can add a hotspot on every map in the same place, and have a macro activate it. The 
  following example is from Source Maps: Castles!  
  In each castle map, a link opens an appropriate information file. There is a button on the 
  toolbar called INFO which activates a hotspot at —0.25, -0.25. This is a macro built into CC2 
  Pro. It looks like this:  
  MACRO INFO  
  RDOFF  
  SHOW HIDDEN LINKS  
  RDON ACT -0.25,-0.25  
  ENDM  
  Hotspots
  Hotspots
  Hotspots
  Hotspots    
  Creating hotspot macros is a hefty 
  subject, covered extensively in CC2 
  Pro’s help file. 
  Text
  Text
  Text
  Text Equivalents
   Equivalents
   Equivalents
   Equivalents    
  In CC2 Pro you can type a 
  command name instead of 
  selecting a button or menu entry.. 
  As you type, you will see them 
  appear at the command prompt. 
  A complete list of commands is 
  found in Command Reference on 
  page 134. If the command you 
  seek cannot be used in a macro, 
  check Macro Command Reference 
  on page 152, or look in the Help 
  index. You can also try this trick: 
  while in CC2, trigger the command 
  you want to use via the buttons, or 
  the menus. When the command is 
  done, look at the command line. In 
  brackets, you will see the text 
  equivalent of the command you 
  just used. This works for most of 
  the drawing commands (LINE
  LINE
  LINE
  LINE and 
  Hide
  Hide
  Hide
  Hide    
  You can also use this approach to 
  make player-appropriate maps, 
  economic maps, etc, by hiding and 
  showing layers. Always make sure 
  that you don’t try to hide the 
  current layer. 
   
   
  Example
  Example
  Example
  Example    
  For more information on Source 
  Maps:Castles! see page 480. 
   
  Name
  Name
  Name
  Name    
  You can see a list of drawing tool 
  names by clicking Drawing 
  Tools 
  . 
  
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  119 
   
  The ACT command launches a hotspot at the specified location. To add the link to the info 
  file, you can either manually add a link using Link with File, at the coordinates -.5,-.5,0,0 
  and place it on the HIDDEN LINKS layer, or use the following macro: 
  MACRO LINKI  
  GFNO iname  
  IFERR 1ilink  
  GL comm OPENDOC  
  APND comm fname  
  APND comm;  
  GO 2ilink  
  :1ilink  
  EXITM  
  :2ilink  
  GOLAYER HIDDEN LINKS  
  ACTIONM comm. 
   -.5,-5;0,0;  
  ENDM  
   
  This places a link to the selected file in the correct place on the map. When you use INFO, it 
  will show the info file to which you have linked. 
   
  Examples of Hotspot Use in ProFantasy Maps 
  In CC2 Pro, look at the files in Examples\Links folder. Here you’ll find linked together files 
  with buttons. Each file has an arrow pointing at the correct level. These are simple map links. 
  If you have Character Artist Pro, click New then select the Counter Monster template. You’ll 
  need to erase the buttons themselves. Edit at one of the lower buttons to look at the hotspot 
  text. These lines set the current symbol x and y scale, by placing a dummy symbol already 
  in the drawing, then removing it with UNDO.  
  SYMBOL;button;0.7;0.65;-100,-100;  
  UNDO  
   
  If you have Dioramas Pro, look at any template. On these, you’ll find hotspots for printing at 
  a specific scale. Note PRINTSM. 
  PRINTSM;22.50000,157.50000;15.00000mm;5';8.00000; 
   
  If you have City Designer Pro, open a city map, then click Create Index. Place the index 
  then do View >> Show Hyperlinks. Each link is just a Zoom Window to the location of the 
  text. For example: ZWIN;100,230;150,240; 
  Ensuring Portability 
  To ensure your drawings are portable you need to take the following steps: 
  • 
  Store the file and all necessary support files in their own folder or subfolders. 
  • 
  Ensure that the person to whom you are exporting has the same fonts as you (see the 
  list of default Windows fonts in the text box on page 44) and use Explode Text on any 
  font the target system does not have (see page 91). 
  • 
  When you insert a bitmap or non-embedded CC2 Pro file using Insert File, do it from the 
  same folder you are keeping the drawing. Make sure “Use relative path” is checked. 
  Save the drawing in that folder before you insert file references, so that CC2 Pro can 
  work out the relatve path. 
  • 
  Likewise, if you have added any bitmap fill styles, make sure that the bitmap file path is 
  defined in relative terms (eg if you are using the file mybitmap.bmp and you have saved 
  it in a subfolder of the drawing folder called Tilesmake sure the fill path in the fill style 
  PRINTSM
  PRINTSM
  PRINTSM
  PRINTSM    
  See the Macro Command 
  Reference list on page 152 for 
  details of PRINTSM.  
  
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  120 
  dialog box reads $Tiles\mybitmap.bmp. Alternatively, put the bitmap tile file in a 
  subfolder. 
  • 
  To export the drawing, zip the file up including the path details and support files. Do not 
  redistribute copyright material, including ProFantasy’s copyright material in this process, 
  for example, if you have DD Pro, you can’t include any bitmaps from there. 
   
   
   
   
   
  Kuslik (borough view) by Ralf 
  Kuslik (borough view) by Ralf 
  Kuslik (borough view) by Ralf 
  Kuslik (borough view) by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
   
  Kuslik
  Kuslik
  Kuslik
  Kuslik is a drawing done using the 
  City Designer add-on to CC2 Pro. It 
  uses hotpots for layer management 
  as explained in Using Hotspots to 
  Control Sheets and Layers on page 
  118. It also demonstrates CD Pro’s 
  index feature as explained in 
  Indexes on page 216.  
  Look for Kuslik
  Kuslik
  Kuslik
  Kuslik in its city view on 
  page 55 and its building function 
  view on page 167. Navigation 
  between the views is a simple click 
  on the appropriate hotspot. 
  
  TMAH-4028-9636-6051
   
   
  121 
  Jian Tei by Ralf Schemmann
  Jian Tei by Ralf Schemmann
  Jian Tei by Ralf Schemmann
  Jian Tei by Ralf Schemmann    
  In this map, Ralf uses very basic 
  techniques but with a superb 
  result. Jian Tei 
  Jian Tei 
  Jian Tei 
  Jian Tei is a section of a 
  larger world view of Jhendor that 
  can be seen on page 157. To 
  explore the techniques used to 
  pluck a small section out of a 
  larger view drawing, refer to From 
  regional map to local map on page 
  93.  
  Ralf also notes that to have his 
  dashed and dotted lines scale 
  correctly, he edits the existing line 
  styles with the option "Paper 
  Scale" unchecked. 
  
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  122 
  Menus and Macros 
  An Introduction to Macros 
  Do you ever find yourself performing the same commands, over and over again? I do. When 
  I'm creating a new drawing, I like to sketch out the general shapes first, which sets up the 
  basic layout of my drawing. I do this with width 0 black lines, on a layer called Temporary. 
  As the drawing progresses, I am constantly going back to these shapes, editing, adding and 
  deleting. I use the shapes as a guide for the final polished drawing.  
  However, every time I want to make some additions to my sketches, there are a number of 
  things I have to do first: set the active drawing color to black, set line width to 0, set line 
  style to Solid, set fill style to Hollow, and set the layer to Temporary. This can seriously 
  slow down the drawing process! What I need is a short cut; one command that would do 
  these five things for me. What I need is a macro. (Discerning readers may remember that the 
  Keep button allows you to extract properties from an existing entity, but in some cases this 
  macro will be quicker.) 
  A macro is simply a collection of commands. Since every CC2 Pro command has a text 
  command line equivalent, CC2 Pro macros are nothing more complicated than lines of text. 
  Each line starts with a command, and is followed by the information that is required by that 
  particular command. Macros are not very complicated to make, and can be of enormous 
  help in eliminating repetitious sequences of commands. In essence, macros are custom 
  commands, tailor made for you!  
  How to make a macro 
  I have often found that the best way to learn is by example. So, using the situation I 
  described above, let’s go though the process of solving this problem with a new macro.  
  First of all, you need to know where the macros are kept. CC2Pro stores all its macros in a 
  single text file, fcw32.mac in the CC2 folder. If you want your macros to be available to you 
  all the time, this is where they need to go. All you need is a text editor like Notepad. Create 
  a new text file called mymacros.mac, save it in the CC2 folder, and start editing. 
  Once you have your macro file open, start typing! Begin with MACRO MyMacro. This marks 
  the start of your macro, and it also gives your macro a name you can type at the prompt. 
  Now, we start adding commands.  
  Macro equivalents of CC2 Pro commands 
  At this point, you may ask, "well, yes, but how do I know what commands I need?"  
  Admittedly, most of us use the buttons or the menu options in CC2 Pro, but it is possible to 
  type the command at the Command Prompt to do the same tasks. Each menu command has 
  a text equivalent you can type.  Once we find the text equiva,lents, we can create our 
  macro. 
  Now we should know what commands we need. We want to change the current color (that 
  would be the COLOR command). Then, we want to set the current line width (that's LWIDTH). 
  Next, we set the current line style (LSTYLE) and the current fill style (FSTYLE). Finally we 
  need to set the current layer (that's right: you guessed it: LAYER). Now all we have to do is 
  throw those commands into the text file, save it up, and we're done, right? Well not quite...  
  Each of these commands needs some information to complete it. Figuring out what 
  information is required is fairly straightforward, too. You can check the Help file, the Macro 
  Command Reference, or you can try another trick. Again from CC2 Pro, type your command 
  into the command line, then press 
  . CC2 Pro will actually tell you what it needs next at 
  the prompt. Just keep typing info (don't use the mouse), using 
  to separate your values 
  if more than one piece of information is required. Be sure to pay close attention to every 
  keystroke you use, because this is exactly what we are going to type into the macro.  
  OK, now we have data to go along with our commands. Change active color to black (0 is 
  the numeric value equivalent), change line width to 0, change the line style to Solid and the 
  Finding text equivalents
  Finding text equivalents
  Finding text equivalents
  Finding text equivalents    
  A complete list of commands is 
  found in Command Reference on 
  page 136. If the command you 
  seek cannot be used in a macro, 
  check Macro Command Reference 
  on page 154, or look in the Help 
  index. You can also try this trick: 
  while in CC2 Pro, trigger the 
  command you want to use via the 
  buttons, or the menus. When the 
  command is done, look at the 
  command line. In brackets, you will 
  see the text equivalent of the 
  command you just used. This works 
  for most of the drawing commands 
  (LINE
  LINE
  LINE
  LINE and POLY
  POLY
  POLY
  POLY, etc.) but not on 
  the clicks on the Status bar. 
  With the exception of commands 
  which get file names from the user, 
  not command which has dialog 
  box will work in a macro. 
  Macro files
  Macro files
  Macro files
  Macro files    
  You can make our own macro file 
  to store your macros in while you 
  are testing them; it’s a good idea 
  not to mess around with the 
  fcw32.mac
  fcw32.mac
  fcw32.mac
  fcw32.mac file until your macros 
  are working flawlessly. 
  
  TMAH-4028-9636-6051
   
   
  123 
  fill style to Hollow. The layer will be changed to Temporary. You can throw this into the 
  macro now:  
  MACRO MyMacro 
  COLOR 0 
  LWIDTH 0 
  LSTYLE Solid 
  FSTYLE Hollow 
  LAYER Temporary 
  ENDM 
  Note that we finish off the macro with the ENDM command. Also, make sure you leave a 
  blank line after this ENDM command. 
  That's it. Save the file, and click Tools menu >> Macros >> Load Macros. Select your file, 
  then click Open. Now, in CC2 Pro, change the color, line width, layer etc. to other values, just 
  as if you had been drawing a bunch of other stuff. Let's test the macro. Type mymacro at the 
  prompt, and hit 
  . As if by magic, your drawing settings should change! Aren't macros 
  grand? 
  Add your macros to CC2 Pro’s standard macros 
  When you are happy that your macros are working, simply copy them from your macro file, 
  and paste them into the beginning of fcw32.mac using a text editor. Save the file. When you 
  start CC2 Pro, the new macros will be ready to use. 
  An advanced macro example 
  One of the most useful ways to learn about macros is to analyze what others have done. 
  Here is a working macro with each line described in detail. The macro is called STAIRCASE, 
  and it draws a rudimentary staircase, following the contours of an object that the user 
  selects. You’ll need to understand very basic programming concepts to get this macro. It 
  also uses a few concepts described only in the Help index: 
  � 
  The Percent modifier — snaps a point to a percentage along an entity. 
  � 
  Relative Polar coordinates — sets a point at a specified angle and distance from the 
  current reference point. 
  � 
  The Reference Point modifier — sets the reference point. 
  The macro has four sections, each with its own distinct purpose. We’ll start by defining those 
  sections, which will give an overview of how the macro generally works. Then, we’ll look at 
  each line of the macro, one by one. 
  You can find this macro in the file test.mac in the Tutorials/Tome folder. 
  First, here’s the macro, divided into its four logical sections: 
  --------------------Section 1--------------------------- 
  MACRO STAIRCASE 
  ECOFF 
  SELSAVE 
  LWIDTH 0;LSTYLE solid;FSTYLE solid 
  GV varStepWidth 10 
  GV varStepWidth ^DEnter the stairway width: (10) 
  GV varStepDepth 1 
  GV varStepDepth ^DEnter the step spacing (1): 
  GE varEntity ^DSelect object to draw the staircase along: 
  IFERR MacroDone 
  --------------------Section 2--------------------------- 
  GLEN varEntityLen varEntity 
  GN varStepNum varEntityLen/varStepDepth 
  GV varUnit 100/varStepNum 
  GV varCurStep 0 
  GP varP1 % 0 varEntity 
  GBRNG varB1 varP1 % .01 varEntity 
  LINE ref varP1 <varB1+90,(varStepWidth/2) ref varP1 <varB1-
  90,(varStepWidth/2); 
  Section 2
  Section 2
  Section 2
  Section 2    
  Calculations are made on the data 
  that was provided by the user. 
  Here, the macro determines other 
  values that it will need, and it 
  draws the first stair step. 
   
  Section 1
  Section 1
  Section 1
  Section 1    
  The macro starts by setting up the 
  necessary drawing settings, and 
  prompting the user for required 
  information. The user provides 
  values for the staircase width, and 
  the step depth. The user also picks 
  an entity to use as a guide, to draw 
  the stairs along. 
  
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  124 
  --------------------Section 3--------------------------- 
  :Loop 
  GV varCurStep varCurStep+1 
  GP varP1 % (varCurStep*varUnit) varEntity 
  GBRNG varB1 varP1 % (varCurStep*varUnit)-.01 varEntity 
  LINE ref varP1 <varB1-90,(varStepWidth/2) ref varP1 
  <varB1+90,(varStepWidth/2); 
  IFP varStepNum-varCurStep Loop 
  --------------------Section 4----------------------------- 
  SELBYP 
  OFFSETCPY (varStepWidth/2) varEntity ref varP1 <varB1+90,1 
  OFFSETCPY (varStepWidth/2) varEntity ref varP1 <varB1-90,1 
  :MacroDone 
  SELREST 
  ECON 
  ENDM 
  Line by Line Macro Deconstruction 
  MACRO STAIRCASE 
  All macros start with a ‘MACRO’ statement. This defines the name of the macro, and 
  the start of the macro code. Be sure to use a name CC2 Pro doesn’t already use, or 
  your command will replace it! 
  ECOFF 
  This turns off the command line ‘echo’; in other words, you won’t see all the 
  commands of the macro flashing by on the command line as you run the macro. 
  This makes the macro run cleaner and faster, but if the macro fails halfway through, 
  you will have to manually enter the ‘ECON’ command to start seeing what you type 
  at the command line. You should add this line only after you have tested your 
  macro. 
  SELSAVE 
  Save the current selection method for CC2 Pro (see Tools menu >> Options). We 
  will be changing the select mode in this macro, so we use this command to save the 
  user’s current setting first. We can restore it at the end of the macro. 
  LWIDTH 0;LSTYLE solid;FSTYLE solid 
  Set up the drawing properties to use in this macro. Line width of 0, line style of 
  Solid, and a fill style of Solid. Macro commands are usually separated by new lines 
  (i.e. one command per line), but you can also separate many commands by a 
  semicolon.  
  GV varStepWidth 10 
  Here, we define a real variable varStepWidth. By giving this variable a starting 
  value, we assure that the variable will have a value, even if the user fails to give it 
  one in the following line.  
  GV varStepWidth ^DEnter the stairway width[10]: 
  Prompt the user for a value for the varStepWidth variable. This variable holds the 
  value for the overall width of the staircase. 
  GV varStepDepth 1 
  As with the previous variable, we define a default value. 
  GV varStepDepth ^DEnter the step spacing[1]: 
  The varStepDepth variable defines the desired distance between steps. The actual 
  distance used in the macro will be slightly different, because we will modify this 
  value so that a whole number of steps will be drawn so that there will be no fraction 
  of a step left at the end of the staircase. This calculation comes later. 
  GE varEntity ^DSelect object to draw the staircase along: 
  Variables
  Variables
  Variables
  Variables    
  Notice that all the variables in this 
  macro start with the characters 
  var. This is not a requirement; 
  indeed, your variables can be 
  called just about anything, as long 
  as they do not conflict with any 
  command names, or contain 
  restricted characters. However, this 
  practice helps to identify variables 
  amongst the other code, and also 
  helps to ensure that your variable 
  names are unique. 
   
   
  Section 3
  Section 3
  Section 3
  Section 3    
  This section is looped; each stair 
  step is drawn in turn. Once all the 
  steps are drawn, the loop quits, 
  and the macro continues. 
  Section 4
  Section 4
  Section 4
  Section 4    
  The final elements of the staircase 
  are drawn, and the macro cleans 
  up a few CC2 configuration 
  changes it made. 
  GV
  GV
  GV
  GV    
  The GV command requires two 
  pieces of input--first the variable 
  name to be assigned; and second, 
  the value itself. In the previous 
  macro line, we assigned the 
  variable a fiXEd value of 10. In this 
  line, we prompt the user to enter a 
  value by using the ‘^D’ command. 
  This allows the user to enter a 
  value at the CC2 Pro prompt. Note 
  that all the text that follows the 
  ‘^D’, up until the first line break, is 
  passed to the prompt. In this case, 
  the prompt text is Enter the 
  stairway width: [10]. The 10 in 
  brackets just lets the user know 
  that a default value of 10 will be 
  used if they choose not to enter 
  any data by right-clicking or hitting 
  ENTER. 
  
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  125 
  The Get Entity command GE gets a point from the user with a selection pick box — 
  it’s asking for an entity. In this case, the object that we need is the guide entity that 
  we will use to define the path of the staircase. The macro will draw the stairs along 
  the length of the entity that is selected. A line, smooth path, or arc would be good 
  choices as a guide entity, but it is up to the user to pick an object to use 
  IFERR MacroDone 
  This line does a bit of error checking. Basically, if the user does not pick an object in 
  the previous line (either by right clicking, or clicking in empty space), CC2 Pro sets 
  an internal error flag. The IFERR command checks for this flag. If it finds that a 
  selection error has occurred, the flow of the macro branches to the MacroDone label. 
  This mean the macro execution jumps to the line immediately after the given label 
  (see the end of the macro).  
  GLEN varEntityLen varEntity 
  This line, and two that follow, contain a series of calculations that determine the 
  actual step depth that will be used based on the total length of the selected entity. 
  First, the GLEN command gets the overall length of the entity varEntity, and stores 
  it in varEntityLen. 
  GN varStepNum varEntityLen/varStepDepth 
  Now that we know how long the guide entity is, we need to determine the number 
  of steps that will fit along its length. To do this, we divide the total length by the 
  depth of one step. This gives us the number of steps that will be needed. Since we 
  don’t want any fractions of steps, we need to round this number to the nearest 
  whole number. This is easily achieved by using the Get Number command GN rather 
  than the GV command. This automatically rounds the input value to a whole number 
  by removing anything after the decimal point. We assign this rounded value to the 
  variable varStepNum. 
  GV varUnit 100/varStepNum 
  This step is tricky. Since we will be using the Percent Along modifier to get points 
  along the entity, and since the spacing of these points is defined by a distance, we 
  need to express the step depth as the equivalent percentage of the total length. We 
  do this by dividing the number of percent in a whole length (100) by the number of 
  steps. This gives us a percentage value for one step, assigned to varUnit. 
  GV varCurStep 0 
  Set up a counter variable. This will keep track of how many times we have gone 
  through the loop. 
  GP varP1 % 0 varEntity 
  Get the first drawing point. This will be where the first step LINE will be drawn, and 
  is at the 0% mark of the guide entity. 
  GBRNG varB1 varP1 % .01 varEntity 
  Now we set up to draw the first step line. First, we need an angle at which to draw 
  the line. This angle should be perpendicular to the entity, but since this entity could 
  be curved, we should say that the angle must be perpendicular to the entity at the 
  point the LINE will intersect.  
  We draw this first line while we are outside of the loop because of the way we 
  obtain angles inside the loop--by getting a point just before the current point. This 
  technique would not work for the first point (0%) because there can be no point at 
  less than 0%. That’s why we get the angle in this line of the macro by getting a 
  point just a little beyond our starting point. 
  LINE ref varP1 <varB1+90,(varStepWidth/2) ref varP1 <varB1-
  90,(varStepWidth/2); 
  Draw a line entity using the LINE command. The LINE command requires a series of 
  points, with a semicolon (;) to finish the line. In this line of the macro, we provide the 
  Labels
  Labels
  Labels
  Labels    
  Labels in CC2 macros are defined 
  by a unique name. A label in a 
  macro cannot share a name with 
  any other label in the same macro. 
  Every label is on its own line, and 
  starts with a colon (:). 
   
  Percentage value
  Percentage value
  Percentage value
  Percentage value    
  This percentage value is 
  ‘equivalent’ to the user defined 
  step width value, but certainly not 
  equal. Remember, we have 
  rounded off the number of steps so 
  as to avoid any fractions, so this 
  new distance for step widths will 
  be slightly modified, but still fairly 
  close. 
  GP
  GP
  GP
  GP    
  GP asks for two pieces of input: the 
  variable to be assigned (varP1) and 
  the point to assign (% 0 varEntity, 
  or 0% along the entity stored in 
  varEntity. 
   Angle
  Angle
  Angle
  Angle    
  We can approximate this by 
  getting the angle from 0% along 
  the entity varP1 to .01% (% .01 
  varEntity); a very short distance, 
  but enough to give us an angle. 
  
  TMAH-4028-9636-6051
   
   
  126 
  command with two points, using the current point on the entity as a reference. The 
  two points are ref varP1 <varB1+90,(varStepWidth/2) and ref varP1 
  <varB1-90,(varStepWidth/2). This may look complicated, but it makes sense 
  when you break it down. 
  :Loop 
  This line is a label; it marks the start of our loop. 
  With the lines that follow, remember that each line will not just execute once, but rather 
  multiple times, with certain variables changing for each iteration. 
   
  GV varCurStep varCurStep+1 
  This is an example of a variable that will change for each loop iteration. The counter 
  variable varCurStep is incremented by 1, preparing us to draw the next step. 
  GP varP1 % (varCurStep*varUnit) varEntity 
  Get a point on the entity that will be the reference for the current step. varP1 will 
  hold a point that is a percentage along varEntity equal to the percentage of a 
  single step varUnit multiplied by the number of steps we have drawn varCurStep.  
  GBRNG varB1 varP1 % (varCurStep*varUnit)-.01 varEntity 
  Just like we did for the first line entity before the loop, we get the angle of the guide 
  entity at the point of the reference point. This time, however, we get a second point 
  that is slightly behind the reference, rather than ahead. We do this so that when we 
  finally arrive at the last step to be drawn (at 100% of the entity), we do not try to 
  get a point that is 100.01% along the entity. 
  LINE REF varP1 <varB1-90,(varStepWidth/2) REF varP1 
  <varB1+90,(varStepWidth/2); 
  Draw a line using the same technique that we used for the first line we drew before 
  the loop. This time, since the reference angle is derived in the opposite direction (a 
  point before the reference, not after), we subtract 90º from the first point rather 
  than the second. This way, all our lines will be drawn the same way in the same 
  relative direction. In this macro, this does not make much difference, but it is an 
  important lesson to remember for other macros that may be more demanding. 
  IFP varStepNum-varCurStep Loop 
  Here is the end of our loop. The IFP statement tests for a positive value. If 
  varStepNum-varCurStep is positive (which it would be until the current step 
  number equals the total number of steps), the macro will branch back to the Loop 
  label, starting the loop again. 
  SELBYP 
  After drawing all the step LINEs, we just need to draw some edges for the staircase. 
  We do this by creating offset copies of the guide entity. First, this line changes the 
  select by setting to previous, meaning that any time a command needs an entity to 
  act upon, it will automatically use the last entity to have been selected, prior to the 
  command. In this case, the last entity to have been selected is our guide entity. 
  OFFSETCPY (varStepWidth/2) varEntity REF varP1 <varB1+90,1 
  OFFSETCPY requires three pieces of input--the distance of the offset, the entity to 
  be copied, and a point that indicates on which side of the original entity to copy 
  OFFSETCPY (varStepWidth/2) varEntity ref varP1 <varB1-90,1 
  Creates another offset copy, this time on the other side of the guide entity. 
  :MacroDone 
  Another label. This one marks a place to which the macro can jump if the user fails 
  to select an entity. See the 10th line of this macro. 
  SELREST 
  Breaking it down
  Breaking it down
  Breaking it down
  Breaking it down    
  ref varP1 
  <varB1+90,(varStepWidth/2) REF is 
  the reference modifier (see 
  Reference Point in the Help index), 
  this code sets the current reference 
  point to varP1. The second part 
  sets a point at angle (varB1+90) 
  and distance (varStepWidth/2) from 
  the reference point. 
  varB1 is the angle parallel to the 
  entity, so varB1 plus 90º, is 
  perpendicular to the angle of the 
  entity. 
  varStepWidth/2 is equal to half of 
  the value of varStepWidth, which is 
  the desired width for the staircase. 
  Notice that the other point is 
  derived the same way, except we 
  subtract 90º from the angle instead 
  of adding, so that the second point 
  is on the other side of the guide 
  entity. 
   
  input
  input
  input
  input    
  In this case, we provide the 
  command with: varStepWidth/2 
  (half of the total width of the 
  staircase), varEntity (the guide 
  entity), and REF varP1 
  <varB1+90,1 (a point on one side 
  of the entity, using the last value 
  for varP1 (100% along the entity) 
  as a reference, the last value for 
  varB1 plus 90º as an angle, and an 
  arbitrary value of 1 
  
  TMAH-4028-9636-6051
   
   
  127 
  This will restore the ‘select by’ settings that were in place before this macro ran. 
  Otherwise, the user of this macro would find that suddenly every command that 
  requires an entity (like ERASE, etc) would automatically act upon the last selected 
  entity (such as the last entity to be drawn). 
  ECON 
  Turn on the echo feature of the command line. The macro is over, and now the user 
  will be able to see text that is entered at the command line. 
  ENDM 
  Add a couple of blank lines here, and that’s it. We’re done. 
  Hints for good macro making 
  • 
  Every macro must start with the MACRO statement, and end with an ENDM 
  statement. 
  • 
  Be sure to separate each macro from its neighbors with a blank line or two. 
  • 
  Make sure you leave an extra couple of blank lines at the end of your macro file. 
  • 
  Spaces count! Check your macro for double spaces or spaces at the end of lines. 
  Both are not good. 
  • 
  If your macro doesn’t do what you think it should do, try typing your macro 
  commands one by one into the command line. This way, you can see how CC2 Pro 
  is reacting to your commands. 
  More information on macro making 
  The CC2 Pro help file contains plenty of information on the various macro commands 
  available to you. Check out the Alphabetical List of Macro Commands; very useful! There’s 
  also a great spreadsheet on the CD in the Documents folder, or available on our website. 
  On the web, there are many resources that can help; here are two: 
  CC2-Macro Mailing List: A discussion forum for CC2 Pro macro enthusiasts; beginners and 
  experts alike. This is a great place to ask your macro related questions, and get some 
  friendly advice. 
  http://groups.yahoo.com/group/CC2-Macros/ 
  CC2 Macro Repository: A collection of macros for CC2 Pro, by various authors. Learn from 
  the masters by dissecting and analyzing their macros, or just pick up some cool tools to aid 
  in your drawings. 
  http://www.greycitadel.com/greycitadel/cc2macros.nsf 
  Macro drawing tools 
  Drawing tools offer you a new way of accessing macros. These can be used, for example, to 
  create text styles, add custom grids, or even start a new map from scratch. 
  To select a macro tool 
  1 
  In the Tools menu, scroll down to Macros and then select Macro Tools from the side 
  menu.  
  2 
  Click the macro tool you wish to use. 
   
  To edit an existing macro tool: 
  1 
  In the Tools menu, scroll down to Macros 
  and then select Macro Tools from the side 
  menu. 
  2 
  Click Advanced. 
  3 
  Open the drop down menu for Custom Tool 
  name, then scroll down the list to select a 
  tool starting with the word Macro.  
  Macros
  Macros
  Macros
  Macros    
  Macros are an advanced feature of 
  CC2 Pro. These instructions assume 
  you have a good grasp of CC2 Pro 
  and an understanding of Macros.  
  For more information on Macros, 
  see Menus and Macros on page 
  122. 
  
  TMAH-4028-9636-6051
   
   
  128 
  4 
  Click Command to Execute. 
  5 
  Edit the macro command, then click OK to exit. 
  To create a new macro tool 
  1 
  In the Tools menu, scroll down to Macros and then select Macro Tools from the side 
  menu. 
  2 
  Click Advanced. 
  3 
  Click New. 
  4 
  Type in a name starting with the word Macro, then click OK. 
  5 
  Click to put a check in the Macro Command tick box.  
  6 
  Click Command to Execute. 
  7 
  Enter your macro command then click OK to exit. 
  8 
  Add an illustration for the macro if you want to. 
  Macro command tips 
  • 
  You can create the macro just as you usually do in the fcw32.mac text file, then call it 
  by name from the Command to Execute box. If you need your macro to branch, this 
  is the only way to do it. 
  • 
  Alternatively, you can type the macro commands directly into the box, just as if you 
  were writing a script.  
  • 
  If you create a macro tool which adds symbols, you might want to set the symbol 
  scale proportional to the map size. You can do this with SYMBOLOPT.  
  • 
  If you create a macro tool which adds text you might want to set the text scale 
  proportional to the map size. Edit the macro tool Macro Text Heading 1 to see how 
  this is done. 
  • 
  The macro tools are stored as files in CC2 Pro’s System folder. If you want, you can 
  add a drawing with the same name, and it will display when you select Macro Tools 
  CC2 Pro Menu Creation 
  CC2 Pro’s menus  and toolbars are stored in simple plain text files. Every add-on has its own 
  menu file, and you can easily customize them for your own purposes.  
  Creating or customizing the CC2 Pro menu is easy–all you need is a plain text editor like 
  Notepad. CC2 Pro lets you change the number, order, title, and function of any menu item 
  You can change the arrangement of the existing commands, add your own default values to 
  streamline their operation, or add your own macro commands, symbols, and parts. When 
  you start CC2 Pro, it loads pull-down menus from a standard menu file named fcw32.mnu. 
  Open fcw32.mnu with your plain text editor. The menu file is divided into two sections. The 
  first section controls the appearance of toolbars; the second controls the menus themselves. 
  Toolbars 
  You can create your own buttons and add them to any of the eight toolbars. You are 
  allowed to place up to 48 buttons on each bar. The definitions for the tool bar buttons 
  are included at the beginning of the current menu file. 
  Toolbar names 
  The first section of the file looks like this and determines the name of each toolbar: 
  #199,Right toolbar 1: 
  #99,Right toolbar 2: 
  #399,Left toolbar 1: 
  #299,Left toolbar 2: 
  #499,File toolbar: 
  #599,Symbol toolbar: 
  Customize
  Customize
  Customize
  Customize    
  Chris Conboy has produced a menu 
  editor with a visual interface which 
  might make menu design easier. You 
  can find Chris’ editor at 
  http://www.ageofgods.com/ibd/ 
  fcw32.mnu
  fcw32.mnu
  fcw32.mnu
  fcw32.mnu    
  Make a back up of fcw32.mnu
  fcw32.mnu
  fcw32.mnu
  fcw32.mnu 
  before you start. If you use a word 
  processing program to edit the file, 
  be sure to save it as a regular text 
  file. 
  Buttons on each bar
  Buttons on each bar
  Buttons on each bar
  Buttons on each bar    
  If they don't fit in the window, they 
  won't show, but no harm will be 
  done. 
  Script
  Script
  Script
  Script    
  Scripts are just text files with a 
  series of CC2 Pro commands in. 
  They are often used to add lots of 
  entities exported from other 
  programs in CC2 Pro. 
  Illustration
  Illustration
  Illustration
  Illustration    
  If you want to illustrate the macro, 
  create a drawing with the same 
  name as the macro tool in the 
  System folder of CC2 Pro. This can 
  be a CC2 Pro drawing, or a bitmap. 
  SYMBOLOPT
  SYMBOLOPT
  SYMBOLOPT
  SYMBOLOPT    
  For an explanation of 
  SYMBOLOPT
  SYMBOLOPT
  SYMBOLOPT
  SYMBOLOPT, see the Help files>> 
  Index tab section Scripts
  Scripts
  Scripts
  Scripts and then 
  select Understanding Scripts
  Understanding Scripts
  Understanding Scripts
  Understanding Scripts. 
  
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  129 
  The following position ranges are assigned to each different toolbar: 
  Starting from: 
  Ending at: 
  toolbar 
  0 
  47 
  Right toolbar  2 
  100 
  147 
  Right toolbar 1 
  200 
  247 
  Left toolbar2 
  300 
  347 
  Left toolbar 1 
  400 
  447 
  File toolbar 
  500 
  547 
  Custom 2 Left 
  600 
  647 
  Custom 3 Right 
  700 
  747 
  Custom 4 Right 
  Toolbar Buttons 
  Tool bar button entries look like this: 
   
  #n,buttonname:[tool tip text]{right-click command;}left-click command; 
  As an example to work with, let’s look at the Zoom Window button. 
  #100,CC2ZWIN:[Zoom Window]{~|CMENU SYSTEM\ZOOMS.mnc;}~ZWIN;  
  n is the button position. In the example, the button is the first on the Right toolbar 1. 
  You can also create your own buttons.  Create a 16x16 bitmap file. Place the .bmp file in 
  your CC2 Pro working directory or a subfolder. If you want a large version, include a 24 by 
  24 version with the same name with 24 added at the end (eg filename24.bmp).  
  For example, if you made your own Zoom Window button called zwin.bmp and saved it in 
  the CC2 Pro System folder, you would enter a lineas follows. Use # to represent your CC2 
  Pro folder. 
  #100,#system\zwin.bmp:[Zoom Window]{~|CMENU SYSTEM\ZOOMS.mnc;}~ZWIN; 
  Tool tip text is the text you want to appear in the little yellow box when you move your 
  mouse across the button. 
  The left-click command is the text-equivalent of any CC2 Pro command listed at the end 
  of the help file entry for that command. It is preceded by a |character to cancel the previous 
  command or by a ~ if it is a transparent command (zooms, etc) 
  The curly brackets {} and their contents are optional, they control what happens when you 
  right click on the button  
  For example: 
    
  #321,#mybitmap.bmp:[Offset Chain]{|OFFSET1;}|OFFSET;  
  This adds a button to the end of the left toolbar1. Because this example skips position 
  #320, and there are 20 buttons (occupying positions #300-19), the new button is separated 
  by a gap from the other buttons. The bitmap file mybitmap.bmp, located in the working CC2 
  Pro directory, is displayed. Moving the mouse over the button displays the tool tip “Offset 
  Chain”. Clicking the button invokes the Offset Chain command. Right clicking over the 
  button gives you Offset One. You can also make a menu pop up on a right mouse click 
  using CMENU (see Accessing context menus on page 132) 
  Transparent Button 
  A transparent command can be used in the middle of another command. To make a button 
  transparent, use a "~" (tilde) as the first character of the command’s text. This same 
  procedure can also be applied to custom menu commands. 
  Button name
  Button name
  Button name
  Button name    
  Buttons name 
  Buttons name 
  Buttons name 
  Buttons name is either a built-in 
  button, or a bitmap file name. 
  There is a list of built-in button 
  names in CC2 Pro’s Notes folder.  
  Transparent
  Transparent
  Transparent
  Transparent    
  A transparent command does not 
  cancel the current command, nor 
  does it auto-repeat. Zoom 
  commands are a good example of 
  this functionality. 
   
  
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  130 
  The Escape character 
  If you add a | character before your menu entry, it cancels the previous command. You can 
  combine this with the tilde character, giving a command that cancels the previous 
  command but does not auto-repeat. 
  Add-ons 
   
  Each add-on, if installed, has its own menu file which is loaded when you click any of the 
  add-on buttons. If you want changes to be included in every menu, you’ll need to edit all the 
  files. 
  Product 
  Menu file name 
  Character Artist Pro 
  ca.mnu 
  CC2 Pro 
  fcw32.mnu 
  Cosmographer 
  cosmog.mnu 
  DD Pro 
  dungeon.mnu 
  CD Pro 
  city.mnu 
  Dioramas Pro 
  dioramas.mnu 
  Perspectives Pro 
  cc2per.mnu 
  Source Maps: Castles 
  smc.mnu 
  Symbol Set 3: Modern 
  ss3.mnu 
  World War II Interactive Atlas 
  wwii.mnu 
  Swapping Between Menu 
  There are special commands for swapping between menus. For example, to swap to CC2 
  Pro from any other add-on, you use this line: 
  418,CC2:[Map Menu]{|CMENU 
  SYSTEM\MAP.mnc;}|SYMICONMR;SYMICONFLOAD CC2;MENUDM #FCW32.MNU; 
  If your menu does not need pasticular symbol settings, then use the MENUDM command 
  alone. For example, if your menu was called custom..mnu, you would load it using: 
  429,#mybitmap.bmp:[Custom Menu] |MENUDM #FCW32.MNU; 
  Because loading a menu replaces the existing menu table in memory, CC2 Pro ignores 
  everything in a menu item after MENUDM <filename.mnu>.  
  Menu Entries 
  Each line in the menu file follows this basic syntax: 
  • 
  A label (the word or words you see in the pull-down menu); 
  • 
  A colon (:) separator between the label and the data; 
  • 
  Optional data, which can be a command or series of commands and/or parameters 
  (responses to prompts).  
  Creating Sub-Menus 
  To create a sub-menu (sometimes called "sidebar menus" or "daughter menus"), end the label 
  with the greater than (>) sign, then precede each item in the sub-menu with at least one 
  space. For example: 
  Lines>: 
   Line:|LINE; 
  Menu File
  Menu File
  Menu File
  Menu File    
  If the menu item includes no menu 
  data (just a label followed by a 
  colon), CC2 Pro uses it as a menu 
  title (one of the words like File and 
  Draw that appears in the menu bar 
  at the top of your screen). 
  Swapping
  Swapping
  Swapping
  Swapping    
  If you are creating a custom menu, 
  be sure to include these entries just 
  as they are from the fcw32.menu 
  file. 
  Symbol Settings
  Symbol Settings
  Symbol Settings
  Symbol Settings    
  SYICONMR resets the current 
  symbol settings filter to *. 
  SYMICONFLOAD loads one of the 
  available master symbol settings. 
  Select Master Filter Settings on the 
  Symbols menu and click Load  to 
  see these. 
   
  
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   Double Lines:|DBLN; 
  Creating Menu Commands 
  When you select a command from a menu, CC2 Pro interprets the menu data exactly as if 
  you had typed it at the keyboard. For example, to use the SCALE COPY command, you could 
  type SCLCPY then press 
  . In the menu file, the SCALE COPY command looks like this: 
  Scaled Copies:|SCLCPY; 
  Scaled Copies is the menu label. CC2 Pro automatically scales the width of the menu to the 
  longest label. To improve readability, you may pad the label entry with spaces to visually 
  align menu items. 
  The colon (:) is the menu separator. It tells CC2 Pro where the menu label ends and the menu 
  data begins. 
  The vertical bar (|) in a menu acts like 
   to cancel commands still in progress when the 
  menu item is selected.  
  The tilde (~) is used before transparent commands 
  SCLCPY is the actual CC2 Pro command. It does not have to be capitalized, but doing so 
  makes reading the menu file easier. 
  The semicolon (;) at the end of the line, is a delimiter. It tells CC2 Pro that you have finished 
  typing a command or response. Enter, the spacebar, and the semicolon are all delimiters–
  they mean exactly the same thing to CC2 Pro. However, CC2 Pro ignores ENTER in a menu 
  file. For maximum readability, use spaces or semicolons between commands and semicolons 
  at the end of a menu item.  
  You can use your own macros as commands in menus. 
  Separator Line 
  If you wish to add a separator line in any pull-down or sub-menu, add the following line 
  where you wish it to appear (using a number of dashes and a colon): 
  ------------: 
  Accelerator Keys 
  To define an accelerator key equivalent for a command, use the TAB key as the unique 
  delimiter. Accelerator keys do not work while a menu is pulled down. A few examples:  
  Save[TAB]^S:SAVE; 
   
  Displays  
  Save    CTRL+S 
  Line[TAB]F12:LINE; 
   
  Displays  
  Line      F12 
  Point[TAB]CF9:POINT; 
  Displays  
  Point    CTRL+F9 
  Box[TAB]SF11:BOX; 
   
  Displays  
  Box      SHIFT+F11 
  Path[TAB}SCF8:PATH;  
  Displays  
  Path     SHIFT+CTRL+F8 
  Note that when defining CONTROL key shortcuts with letters, you must use the caret 
  character (^) to indicate the CTRL key. For example, to create a CTRL+R shortcut for 
  REDRAW, modify the menu entry as follows: 
  Redraw 
  ^R:|REDRAW; 
  Keep in mind that you must use the TAB key to separate Redraw and ^R . 
  Context menus 
  When you right click on most buttons, you will see a popup menu with relevant commands. 
  For example, if you click on Symbol Catalog Settings, you see a list of the available 
  catalogs. You can change these context menus or add new ones. Context menus can also be 
  used on left button clicks, hotspots or even menu entries. 
  A right button click between commands also offers a popup menu, which you can edit or 
  disable.  
  Vertical Bar
  Vertical Bar
  Vertical Bar
  Vertical Bar    
  Its use is optional, but you will find 
  this character in all the non-
  transparent commands in 
  fcw32.mnu. 
  Shortcuts
  Shortcuts
  Shortcuts
  Shortcuts    
  You can not use the F1, F10, or ALT 
  keys in any combination since 
  Windows reserves these keys for its 
  own use. Note that when defining 
  function keys, the letter "C" can be 
  used to represent the CTRL key, 
  and the letter "S" represents the 
  SHIFT key. The letters “SC” 
  indicate SHIFT+CTRL. If duplicate 
  definitions exist in a menu file, the 
  definition closest to the end of the 
  file will be used. 
  
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  132 
  Accessing context menus 
  The command CMENU opens a context menu. You can use it just as you can any other 
  command. CC2 Pro’s default context menus are found in the System folder. They are plain 
  text files with the suffix mnc. They follow all the rules for menu entries, except that sidebar 
  menus are not permitted. 
  Make a context menu appear when you right click toolbar buttons 
  When you edit a menu file, you’ll see entries like this: 
  #309,CC2ROTATE:[Rotate]{|CMENU SYSTEM\rotate.mnc;}|ROT; 
  When you right click on the Rotate button }, you see the rotate menu rotate.mnc in the 
  System folder. To change the appearance of the menu, edit this file. Currently it looks 
  like this: 
  &Rotate :|ROT; 
  &Non-visual Rotate:|ROTATE; 
  Rotate &Align:|ROTALN; 
  Rotated &Copies:|ROTCPY; 
  --------: 
  &Cursor Options...:|DYNOPT; 
  Change the entries just as you would for any menu, then save the file. In the above 
  example, you could make a new mnc file called myrotate.mnc and change the line in the 
  fcw32.mnu file to read: 
  #309,CC2ROTATE:[Rotate]{|CMENU SYSTEM\myrotate.mnc;}|ROT; 
  Make context menu appear when you left click on a toolbar button 
  This isn’t standard CC2 Pro interface practice, but you can add a context menu to a left click 
  on a toolbar button. For example: 
  #309,CC2ROTATE:[Rotate context menu]{|ROT;}|CMENU 
  SYSTEM\rotate.mnc; 
  Add a context menu to a hotspot 
  You can make a context menu appear when you click an area of a map. For example you 
  could have entries which hide or show certain layers, or open a parent map. Click Tools > 
  Macros > Hotspots and click the corners of the hotspot. Add a line such as this: 
  CMENU #SYSTEM\mymenu.mnc; 
  The lines in this context menu are likely to point at macro commands defined specifically 
  for the map in which it is included. 
  The right click context menu 
  Between commands, when you right click, your see the right-click context menu. This is the 
  CC2 Pro default. To make the default action of a right button click an autorepeat, click 
  Tools > Options then select Right click repeats previous command 
  To change the commands on the right click context menu, edit the file rclick.mnc in the 
  System folder with a plain text editor. It looks like this: 
  Repeat last command:!1 
  ------: 
  Zoom Window:~ZWIN; 
  Zoom Extents:~ZEXT; 
  Zoom In:~ZIN2; 
  Zoom Out:ZOUT2; 
  ------: 
  Undo:UNDO; 
  Erase:|ERASE; 
  Move, Scale Rotate:|MOV; 
   
  You could add your favorite command to the end of the list. 
  Entries
  Entries
  Entries
  Entries    
  You can also create new context 
  menus, and add them to buttons. 
  Save them in the CC2 Pro System 
  folder as plain text files with the 
  suffix mnc. 
  Default Action
  Default Action
  Default Action
  Default Action    
  When you left click between 
  commands, CC2 Pro repeats the 
  last command. When you right 
  click between commands, CC2 
  Pro’s default behavior is to show a 
  context menu with frequently used 
  commands as well as the option to 
  repeat the last command. You can 
  change this behavior. 
   
  
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  Editing menus from a menu entry 
  Rather than opening and closing context menus in Notepad directly, you can add a line to 
  end of your context menu as follows: 
  Edit menu: |RUNAPP NOTEPAD system\filename.mnc; 
  where filename is the filename of the context menu in which you want to add this line. 
  Select this menu entry, and the menu will appear in Notepad, ready to edit. When you’ve 
  made changes and exited, right click the appropriate button to see the changed menu.. 
  You could also add this entry to a complete menu system, but you’d have to remember to 
  reload the menu each time you saved and made changes to. 
  Adding symbol catalog buttons 
  You might want to to add symbol buttons to an existing menu file, or even your own menu 
  file. 
  Let’s say you’ve created a symbol catalog with symbols which match the CC2 Filled style. 
  The catalog is called minerals.fsc. First, select Symbol Settings from the Symbols menu and 
  click Advanced. Create a new style called CC2 Filled Minerals with appropriate settings. Just 
  so something appears when the user selects the CC2 Line symbol style, create another 
  setting pointing at the same catalog called CC2 Line Minerals. Create a 16x16 bitmap called 
  minerals.bmp and put it in the System folder. 
  The menu entry you need to add to fcw32.mnu will look like this: 
  #512,#System\minerals.fsc:[Minerals]|SYMICONM;Minerals; 
  This will appear after Water/Rivers on the symbol tool bar. If you are not using symbol 
  styles, you can add a button which just adds a link to the specific catalog file: 
  #512,#System\minerals.fsc:[Minerals]|CATALOG 
  Symbols\Maps\Minerals.fsc; 
  Special Menu Commands 
  Your menu files contain a number specially formatted entries that appear similar to this: 
  !2,4:|; 
  This is an example of a menu marker. What it does is allow CC2 Pro program libraries to 
  assert a menu presence. Typically, menu markers are not something you would ordinarily 
  edit, but you might with to move them around.  
  The first digit is the unique marker id #, and the 2nd is the item offset (the number of items 
  added to the submenu above this one). All surrounding punctuation is mandatory.  
  For example, the File History (recently used file list) that appears in the File menu is 
  implemented through internal code. The file list appears in the menu due to the presence of 
  the appropriate marker in the fcw32.mnu file: 
  !1,0:|; 
  The file history possesses the id #1. If this line were deleted from the fcw32.mnu file, the 
  SAVE history would no longer appear.  
  Menu markers
  Menu markers
  Menu markers
  Menu markers    
  The menu markers in a standard 
  CC2 Pro menu are Autosave, File 
  History, the tick marks for Toggle 
  Frames and Toggle crosshairs, and 
  the Repeat Last Command line in 
  the right click context menu. 
   
  
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  134 
  CC2 Pro Command Reference 
  This table gives you a list of all CC2 Pro’s commands except those used specifically in macros.  
  � 
  Command gives you the command name found on the CC2 Pro’s menus, the name that appears when you 
  hover the mouse over a button (tool tip text) or on a right click popup menu. Type the command into CC2 Pro’s 
  Help Index or Find list to get more details on the command. 
  � 
  Where? Lets you know which menu, popup menu or toolbar to find the command. Right click on the button to 
  access a popup menu. For example, a 2-point circle can be accessed by right clicking the Circle button 
   on 
  the Draw toolbar. Text Only means that the command should be typed at the Command prompt. 
  � 
  The Text Equivalent is what you type at the Command prompt to use the command. 
  � 
  Use In Macro If the command is useable in a macro, then Yes, otherwise No. If the command is itself a macro, it 
  says Macro. Note that all commands are useable as the last line in a macro. The next section on page 152 lists 
  macro commands. 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  2 Point Circle 
  2 Point Circle 
  Draw toolbar, Circle 
  popup 
  CIR2 
  Yes 
  3 Point Circle 
  3 Point Circle 
  Draw toolbar, Circle 
  popup 
  CIR3 
  Yes 
  About CC2 Pro… 
  Display version number 
  Help menu 
  VER 
  No 
  Add Control Points 
  Add control point for symbol 
  alignment 
  Symbols menu 
  CTRLP 
  No 
  Add Symbol Info 
  Sets properties of symbol 
  definitions. 
  Symbol menu >> Add 
  Symbol Info 
  SYMINFO 
  No 
  Align Grid 
  Align Grids to selected point 
  Snaps menu 
  AGRID 
  Yes 
  All Map Drawing Tools Shows all map drawing tools  
  Overland menu 
  DRAWTOOLSM;=MAP* 
  No 
  All Map Symbol 
  Settings... 
  Display all catalog settings for the 
  current style 
  Overland menu 
  SYMICONM* 
  No 
  All symbols, no layer 
  Opens the All symbol setting in 
  current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;All* 
  No 
  Angle To 
  Angle to selected entity 
  Snaps menu 
  ANG 
  Yes 
  Arc 
  Add arc of current default type set 
  using Arc… 
  Draw toolbar 
  ARCI 
  No 
  Arc with arrow 
  Arc w/ Arrowhead to end 
  Draw toolbar, Arc 
  popup 
  ARCA 
  Yes 
  Arc with arrow to start Arc w/ Arrowhead from start 
  Text only 
  ARCAS 
  Yes 
  Arc with double arrow Arc with arrowheads at both ends 
  Draw toolbar, Arc 
  popup 
  ARCDA 
  Yes 
  Arc, Center, Start, End Center, Start, End Arc 
  Draw toolbar, Arc 
  popup 
  ARCS 
  Yes 
  Arc, Chained 
  Same as CARC 
  Draw toolbar, Arc 
  popup 
  CARCD 
  Yes 
  Arc, Start, Bulge and 
  End 
  Start, Middle and End Arc 
  Draw toolbar, Arc 
  popup 
  ARC3 
  Yes 
  Arc, Start, End and 
  Bulge 
  Start, End and Bulge Arc 
  Draw toolbar, Arc 
  popup 
  ARCB 
  Yes 
  Arc, Wedge 
  Wedge (multipoly) 
  Draw toolbar, Arc 
  popup 
  ARCW 
  No 
  Arc… 
  Add a chosen arc type, optionally 
  set default for Arc 
  Draw menu 
  ARCD 
  No 
  Area 
  Area display, calc 
  Info menu 
  AREA 
  No 
  Arrow Style 
  Arrowhead style 
  Tools menu >> Set 
  Properties 
  ASTYLE 
  No 
  
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  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Arrowhead toggle 
  Toggles arrowhead on selected 
  entity 
  Text only 
  AHEAD 
  Yes 
  Attach mode 
  Select Attach mode 
  Attach button, right 
  click 
  ATCHMODE 
  Yes 
  Attach mode off 
  Attach mode off 
  Text only 
  ATCHOFF 
  Yes 
  Attach mode on 
  Attach mode on 
  Text only 
  ATCHON 
  Yes 
  Autosave 
  Set autosave options 
  File menu 
  ASAVE 
  No 
  Back 
  Draw selection behind others (send 
  to start of drawing database) 
  Edit menu >> Entity 
  Order 
  BACK 
  Yes 
  Bearing 
  Bearing display 
  Info menu 
  BEARING 
  No 
  Bearing 
  Same as BEARING 
  Text only 
  BRNG 
  No 
  Bearing 
  Snaps cursor a Specific bearing 
  Snaps menu 
  BRNG 
  Yes 
  Bezier curve 
  Bezier Curve 
  Draw menu >> Path… 
  BEZ 
  Yes 
  Body of Water 
  Display Water area fill drawing 
  tools 
  Overland menu 
  DRAWTOOLSM;Map Water* 
  No 
  Borders 
  Display Border area fill drawing 
  tools 
  Overland menu 
  DRAWTOOLSM;Map Border* 
  No 
  Borders/Political 
  Opens the Borders symbol setting 
  in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Borders* 
  No 
  Box 
  Box 
  Draw menu >> 
  Polygon… 
  BOX 
  Yes 
  Break 
  Break a gap in entity 
  Edit menu >> Trims 
  BREAK 
  Yes 
  Bring In Front of 
  Move selection in display list after 
  selected entity 
  Edit menu >> Entity 
  Order 
  ABOVE 
  Yes 
  Browse 
  Browses the current folder 
  File toolbar, Open 
  popup 
  BROWSEC 
  No 
  Browse Template 
  Browse for template, use for new 
  drawing 
  Text only 
  BROWSET 
  No 
  Building (cut-down 
  version) 
  Cut-down version of CD Pro House 
  command for CC2 Pro 
  File toolbar, CD Pro 
  popup 
  HOUSECC2 Pro 
  No 
  Building Options (cut-
  down version) 
  Options for cut down CC2 Pro 
  House command 
  File toolbar, CD Pro 
  popup 
  HOUSECC2 ProOPT 
  No 
  Calculate 
  Calculate expression 
  Text only 
  CALC 
  No 
  Catalog window off 
  Turns catalog window off 
  Text only 
  CATOFF 
  Yes 
  Catalog window on 
  Turns catalog window on 
  Text only 
  CATON 
  Yes 
  CC2 Pro Dioramas Pro 
  Displays "No CCD installed" dialog 
  Add-Ons menu 
  NODIORAMAS 
  Yes 
  CD Pro Examples maps Displays CD Pro example files 
  File toolbar, CD Pro 
  popup 
  BROWSE;#EXAMPLES\CITIES 
  No 
  CD Pro Information 
  Displays CD Pro help information 
  File toolbar, CD Pro 
  popup 
  HELPN 16000 
  No 
  Center 
  Snaps to the center of a selected 
  entity 
  Snaps menu 
  CEN 
  Yes 
  Center and Point On 
  Center and Point On Circle 
  Draw menu >> Circle… CIRP 
  Yes 
  Chained Arc 
  Chained Arcs 
  Draw toolbar, Arc 
  popup 
  CARC 
  Yes 
  Chamfer and Trim 
  Creates a beveled corner between 
  two entities, deletes old corner 
  Draw menu 
  TCHAM 
  Yes 
  Chamfer only 
  Creates a beveled corner between 
  two entities, keeps corner 
  Edit menu >> Trims 
  CHAM 
  Yes 
  
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  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Chamfer only 
  Creates a beveled corner between 
  two entities, keeps corner. Same 
  as CHAM 
  Text only 
  CHAMFER 
  Yes 
  Change 2nd Color 
  Change 2nd (interior) color of 
  selection. Use CHANGE 
  Edit menu >> Change 
  CHANGEC2 
  Yes 
  Change background 
  color 
  Changes the map (not the view 
  window) background color. This is 
  a macro. 
  Edit menu 
  CHANGEBC 
  Yes 
  Change Color 
  Change color of selection 
  Edit toolbar 
  CHANGEC 
  Yes 
  Change Fill Style 
  Change fill style of selection 
  Edit toolbar 
  CHANGEFS 
  Yes 
  Change Layer 
  Change Layer of selection 
  Edit toolbar 
  CHANGEL 
  Yes 
  Change Line Style 
  Change line width of selection 
  Edit toolbar 
  CHANGELS 
  Yes 
  Change Line Width 
  Change Line style of selection 
  Edit toolbar 
  CHANGELW 
  Yes 
  Change pen thickness 
  Change pen thickness (actual 
  printed width) of selection 0-
  2.54mm. Use CHANGE 
  Edit menu >> Change 
  CHANGEPT 
  Yes 
  Change properties 
  Change properties of selected 
  entities, choose property to change 
  from dialog 
  Edit menu 
  CHANGE 
  No 
  Change SymDef Color 
  Change the color of all entities in 
  all symbol references. Can't be 
  undone 
  Text only 
  CHANGESC 
  Yes 
  Change SymDef Layer 
  Change the layer of all entities in 
  all symbol references to selected 
  layer. Can't be undone 
  Text only 
  CHANGESL 
  Yes 
  Change SymDef to 
  Varicolor 
  Change the color of all entities in 
  all symbol references to varicolor. 
  Can't be undone 
  Text only 
  CHANGESCBB 
  Yes 
  Change Text 
  Change all text in selection to new 
  string. 
  Edit menu >> Change 
  CHANGETX 
  No 
  Change Text 
  Change all text in selection to new 
  string. Same As CHANGETX 
  Text only 
  CHANGEX 
  No 
  Change Text Specs 
  Change Text Specs 
  Edit toolbar 
  CHANGET 
  No 
  Character Artist Pro 
  Displays "No CA installed" dialog 
  Add-Ons menu 
  NOCHARACTERARTIST 
  Yes 
  Character Artist Pro 
  Examples… 
  Displays Character Artist Pro 
  example files 
  File toolbar, Character 
  Artist Pro popup 
  BROWSE;#EXAMPLES\CHARACTERS 
  No 
  Character Artist Pro 
  Information 
  Displays Character Artist Pro intro 
  help topic 
  File toolbar, Character 
  Artist popup 
  HELPN 16003 
  Yes 
  Circle 
  Add circle of current default type 
  set using Circle… 
  Draw toolbar 
  CIRCLEI 
  No 
  Circle Tangent to 2 
  Circles 
  Circle Tangent to 2 Circles 
  Text only 
  CIRTAN2 
  Yes 
  Circle Tangent to 3 
  Circles 
  Circle Tangent to 3 Circles 
  Text only 
  CIRTAN3 
  Yes 
  Circle… 
  Add a chosen circle type, 
  optionally set default for Circle 
  Draw menu 
  CIRCLED 
  No 
  Circular Array 
  Circular Array 
  Edit toolbar, Copy 
  popup 
  CARY 
  Yes 
  Circular Part Array 
  Create a circular array out of 
  selected CC2 Pro file 
  Text only 
  CPARY 
  No 
  City Designer Pro 
  Displays "No CD Pro installed" 
  dialog 
  Add-Ons menu 
  NOCITY 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  137 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  City Draw Tools 
  Displays CC2 Pro-only city drawing 
  tools 
  File toolbar, CD Pro 
  popup 
  DRAWTOOLSM;city* 
  No 
  City Symbols 
  (examples) 
  Opens cut-down CC2 Pro city 
  symbols 
  File toolbar, CD Pro 
  popup 
  CATALOG #SYMBOLS\CITIES\CITIES_CC2 
  Pro.FSC 
  No 
  Clear Macros 
  Clear all macros from menu. Be 
  careful not to save over existing 
  macros. 
  Text only 
  CLEARM 
  No 
  Clipboard Options 
  Clipboard options. Use Global 
  Options. 
  Text only 
  CLIPOPT 
  No 
  Clone Symbol 
  Definition 
  Makes a copy of a symbol definition 
  in the drawing with a new name 
  (use Symbol Manager) 
  Symbols  menu >> 
  Symbol Manager 
  CLONESYM 
  No 
  Coast/Sea 
  Opens the Coast symbol setting in 
  current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Coast* 
  No 
  Color 
  Sets current drawing color, straight 
  to dialog box 
  Tools menu >> Set 
  Properties 
  COLORDLG 
  No 
  Combine Paths 
  Combines two paths 
  Edit menu >> 
  Transform 
  CMB 
  No 
  Configure XPs 
  View plug in information 
  Text only 
  XPCFG 
  No 
  Connect 
  Scale, move and rotate selection so 
  that two points in the selection are 
  in different locations 
  Edit menu >> Reshape CONNECT 
  Yes 
  Connect copy 
  Scale, copies and rotate selection 
  so that two points in the selection 
  are in different locations 
  Text only 
  CONNECTC 
  Yes 
  Contours 
  Display Contour area fill drawing 
  tools 
  Overland menu 
  DRAWTOOLSM;Map Contour* 
  No 
  Convert drawings to 
  symbols 
  Makes symbol definitions from files 
  in selected folder. Use SYMMGR 
  Symbols  menu >> 
  Symbol Manager 
  LDSYMDEF 
  Yes 
  Coordinate 
  Displays coordinate of selected 
  point 
  Info menu 
  ID 
  No 
  Copy 
  Copy to Clipboard  (^C) 
  Edit menu 
  CLIPCOPY 
  Yes 
  Copy in drawing 
  dynamic copy 
  Edit menu 
  COP 
  No 
  Copy Text 
  Copy an edited version of text 
  Text only 
  TEXCOPY 
  No 
  Copy to Sheet 
  Copy entities to another sheet 
  Tools menu >> Sheets 
  COPYSHT 
  No 
  Correct fill styles 
  Removes legacy fill style from 
  template 
  Text only 
  CFS 
  Yes 
  Corridor (cut down 
  version) 
  Cut-down corridor command for 
  CC2 Pro -macro version 
  Text only 
  CORRIDORCC2 ProM 
  Yes 
  Corridor (cut-down 
  macro version) 
  Cut-down version of DD Pro 
  corridor command for CC2 Pro 
  File toolbar, DD Pro 
  popup 
  CORRIDORCC2 Pro 
  No 
  Count 
  Displays number and type of all 
  entities in drawing 
  Info menu 
  COUNT 
  No 
  Count All… 
  Displays number and type of 
  selected entities 
  Info menu 
  COUNTA 
  No 
  Crosshairs off 
  Switch crosshair cursor off 
  Text only 
  XHOFF 
  Yes 
  Crosshairs on 
  Switch crosshair cursor on 
  Text only 
  XHON 
  Yes 
  Current command help Displays help on current command 
  (F1) 
  Text only 
  HELPCON 
  Yes 
  Current layer 
  Sets current layer. Fails in macro if 
  layer not present - use GOLAYER to 
  add a layer 
  Text only 
  LAYER 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  138 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Cursor Options 
  Dynamic edit command options 
  Tools menu >> Options 
  >>Editing Options 
  DYNOPT 
  No 
  Cursor snap off 
  Turn cursor snap on 
  Text only 
  CSNAPOFF 
  Yes 
  Cursor snap on 
  Turn cursor snap off 
  Text only 
  CSNAPON 
  Yes 
  Curve with Arrow 
  Draws an entity which curves 
  outside a chain of nodes with an 
  arrow at the start 
  Draw toolbar, Smooth 
  Path popup 
  SPLINEA 
  Yes 
  Curve with Double 
  Arrow 
  Draws an entity which curves 
  outside a chain of nodes with an 
  arrow at both ends 
  Draw toolbar, Smooth 
  Path popup 
  SPLINEDA 
  Yes 
  Custom Drawing Tools Display all drawing tools for 
  selection 
  Draw menu 
  DRAWTOOLSM;* 
  No 
  Cut 
  Cut to Clipboard  (^X) 
  Edit menu 
  CLIPCUT 
  Yes 
  DD Pro Examples maps Displays DD Pro example files 
  File toolbar, DD Pro 
  popup 
  BROWSE;#EXAMPLES\DUNGEONS 
  No 
  DD Pro Information 
  Displays DD Pro help information 
  File toolbar, DD Pro 
  popup 
  HELPN 16001 
  Yes 
  Default Body of Water Adds a new default body of water 
  using Drawing Tools 
  Overland toolbar 
  DRAWTOOLSM;Map Water, Default* 
  No 
  Default Border 
  Adds a new default Border using 
  Drawing Tools 
  Overland toolbar 
  DRAWTOOLSM;Map Border, Default* 
  No 
  Default Contourline 
  Display the default contour 
  drawing tools 
  Overland toolbar 
  DRAWTOOLSM;Map Contour Default* 
  No 
  Default Landmass 
  Adds a new default landmass using 
  Drawing Tools 
  Overland toolbar, 
  Default Landmass 
  DRAWTOOLSM;Map Land, Default* 
  No 
  Default menu (macro 
  version) 
  Opens a new menu file, sets as 
  default menu, macro version 
  Text only 
  MENUDM 
  No 
  Default menu… 
  Opens a new menu file, sets as 
  default menu 
  Text only 
  MENUD 
  No 
  Default River 
  Adds a new default River using 
  Drawing Tools 
  Overland toolbar 
  DRAWTOOLSM;Map River, Default* 
  No 
  Default Road 
  Adds a new default Road using 
  Drawing Tools 
  Overland toolbar 
  DRAWTOOLSM;Map Road, Default* 
  No 
  Define Attributes 
  Define Symbol Attribute 
  (information to attach to a 
  drawing) 
  Symbols  menu 
  ATTRIB 
  No 
  Define Symbol 
  Defines a symbol from selection 
  Symbols  menu 
  DEFSYM 
  Yes 
  Define Symbol 
  (Advanced) 
  Creates a symbol definition from 
  selection with lots of dialog box 
  options for origin, background. 
  Text only 
  DEFSYMD 
  No 
  Degrees On 
  Snaps to a specified angle around 
  an arc or circle 
  Snaps menu 
  DEG 
  Yes 
  Delete duplicates 
  Deletes duplicates from selected 
  entities 
  Text only 
  DELDUPS 
  Yes 
  Delete files 
  Deletes selected files 
  Text only 
  DELETE 
  No 
  Delete Node 
  Deletes node nearest to selection 
  point 
  Edit menu >> Single 
  Entities 
  DELNODE 
  Yes 
  Delete sheet 
  Delete named sheet 
  Text only 
  DELSHT 
  Yes 
  Delete Symbol 
  Definition 
  Deletes a symbol definition. Use 
  SYMMGR. 
  Symbols  menu >> 
  Symbol Manager 
  DELSYM 
  No 
  Desktop color 
  Change CC2 Pro desktop color 
  Text only 
  DSKCOLOR 
  Yes 
  Diameter and Center 
  Diameter and Center Circle 
  Draw menu >> Circle… CIRD 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  139 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Dioramas Pro 
  Examples… 
  Displays DioramasPro  example 
  files 
  File toolbar, Dioramas 
  popup 
  BROWSE;#EXAMPLES\DIORAMAS 
  No 
  Dioramas Pro 
  Information 
  Displays Dioramas Pro intro help 
  topic 
  File toolbar, Dioramas 
  popup 
  HELPN 16002 
  Yes 
  Discard drawing 
  Discards all edits and starts new 
  drawing based on current template 
  with same name 
  Text only 
  DISCARD 
  No 
  Distance Along 
  Displays distance between two 
  points. 
  Info menu 
  DISTANCE 
  No 
  Distance Along 
  Displays distance between two 
  points. Same as DISTANCE. 
  Text only 
  DIST 
  No 
  Distance Along 
  Shows bearing and distance - can 
  be copied to clipboard 
  Text only 
  DIST2 
  No 
  Distance Along 
  Snaps to a specified distance along 
  selected entity. 
  Snaps menu 
  DIST 
  Yes 
  Distance format 
  Units Distance format code 
  Text only 
  DISTFMT 
  Yes 
  Donut 
  Creates Donut-shape from two 
  concentric circles made into a 
  multipoly. 
  Draw menu >> Circle… DONUT 
  Yes 
  Double Line 
  Chain of parallel lines 
  Draw menu >> Line… 
  DBLN 
  Yes 
  Draw Like 
  Draw using selected entity as 
  pattern 
  Draw menu 
  DRAWLIKE 
  No 
  Draw Like Options 
  Set drawing methods for Draw Like Draw menu 
  DRAWLIKEOPT 
  No 
  Drawing color map 
  Use drawing’s line width - color 
  map 
  Text only 
  DWGCMAP 
  Yes 
  Drawing Tools 
  Use, create or edit custom drawing 
  tools 
  Text only 
  DRAWTOOLSD 
  No 
  Drawing Tools (macro 
  and menu version) 
  Use drawing tool by name (will 
  display dialog box if Tool Name 
  matches more than one option) 
  Text only 
  DRAWTOOLSM 
  Yes 
  Dungeon Designer Pro Displays "No DD Pro installed" 
  dialog 
  Add-Ons menu 
  NODUNGEON 
  Yes 
  Dungeon Draw Tools 
  Displays CC2 Pro-only dungeon 
  drawing tools 
  File toolbar, DD Pro 
  popup 
  DRAWTOOLSM;Dungeon* 
  No 
  Dungeon Symbols 
  (examples) 
  Opens cut-down CC2 Pro dungeon 
  symbols 
  File toolbar, DD Pro 
  popup 
  CATALOG 
  #SYMBOLS\DUNGEONS\DUNGEONS_CC2 
  Pro.FSC 
  Yes 
  Dungeons/Lairs 
  Opens the Dungeon symbol setting 
  in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Dungeon* 
  No 
  Dynamic Edit 
  Move, add and delete nodes 
  Edit menu >> Single 
  Entities 
  DYNEDIT 
  No 
  Dynamic Pan 
  Dynamic pan of drawing 
  Text only 
  DYNPAN 
  No 
  Edit and move text 
  Edit and move selected text entity Text only 
  TEXEDIT 
  No 
  Edit Bookmarks 
  Edit bookmarks 
  Tools menu >> 
  Bookmarks 
  BOOKMARK 
  No 
  Edit grid 
  Edit a rectangular grid system 
  Text only 
  EGRID 
  No 
  Edit macros… 
  Edits macro definition. CC2 Pro's 
  are very large - use NOTEPAD to 
  edit fcw32.mac, then use Load 
  Macros when you've saved the file 
  Tools menu >> Macros EDITMAC 
  No 
  Edit Symbol Definition Edits a symbol definition. Use 
  SYMMGR. 
  Symbols  menu >> 
  Symbol Manager 
  EDSYMDEF 
  No 
  
  TMAH-4028-9636-6051
   
   
  140 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Edit Text 
  Lets you edit text in selection, one 
  piece at a time 
  Edit menu >> Edit Text TED 
  No 
  Ellipse 
  Ellipse, Center and Axis Points 
  Draw menu >> Circle… ELIPP 
  Yes 
  Ellipse, Center and 
  Inclination 
  Ellipse, Center and Inclination 
  Text only 
  ELIPI 
  Yes 
  Ellipse, Circle at Angle 
  to Window 
  Ellipse, Circle at Angle to Window 
  Text only 
  ELIPC 
  Yes 
  Elliptical Arc 
  Elliptical Arc 
  Draw menu 
  ELIPA 
  Yes 
  End session 
  Quits CC2 Pro , saves automatically Text only 
  END 
  Yes 
  Endpoint 
  Locks to endpoint of selected 
  entity 
  Snaps menu 
  EPT 
  Yes 
  Erase 
  Deletes selection 
  Edit menu 
  ERASE 
  Yes 
  Exit 
  Quits CC2 Pro with option to save 
  (same as QUIT) 
  File menu 
  EXIT 
  No 
  Exit 
  Quits CC2 Pro with option to save. 
  Same as EXIT 
  Text only 
  QUIT 
  No 
  Explode 
  Converts selection to more 
  primitive components 
  Edit menu >> 
  Transform 
  EXPLODE 
  Yes 
  Explode Text 
  Explodes text into a group of 
  splines and paths 
  Edit menu >> Edit Text TEXPLODEMP 
  Yes 
  Explode Text 
  Explodes text into a multipoly of 
  splines and paths 
  Edit toolbar, Explode 
  popup 
  TEXPLODE 
  Yes 
  Export Text 
  Exports text in selection to a text 
  file 
  File toolbar, Save 
  popup 
  TEXPORT 
  No 
  Extract Attributes 
  Displays text listing of symbol 
  attributes in the drawing 
  Symbols  menu 
  EXTRACT 
  No 
  Farmland 
  Display Farm area fill drawing tools Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Farm* 
  No 
  Fens 
  Display Fens area fill drawing tools Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Fens* 
  No 
  File 
  Convert multiple CC2 Pro drawings 
  to other formats 
  File toolbar, Save 
  button popup 
  CONVF 
  No 
  Fill Style (macro 
  version) 
  Set fill style for new entities 
  Text only 
  FSTYLE 
  Yes 
  Fill Style… 
  Set fill style for new entities, 
  dialog option 
  Tools menu >> Set 
  Properties 
  FSTYLEDLG 
  No 
  Filled… (symbol style) Displays matching CC2 Filled 
  catalogs 
  Overland toolbar, 
  Symbol Style popup 
  Filled:SYMICONFSET;1; 
  No 
  Fillet and Trim 
  Same as FIL 
  Edit menu >> Trims 
  FILLET 
  Yes 
  Fillet and Trim 
  Creates a curved corner, between 
  two entities, removes old corner 
  Edit menu >> Trims 
  TFIL 
  Yes 
  Fillet Only 
  Creates a curved corner, between 
  two entities, keeps old corner 
  Edit menu >> Trims 
  FIL 
  Yes 
  Find and Replace 
  Replaces text in selected entities 
  Edit menu >> Edit Text TREPLACE 
  No 
  Find Text 
  Finds text. Alternative to Zoom 
  Text 
  Text only 
  TFIND 
  No 
  Flip 
  Flip between last Undo and Redo 
  Edit toolbar, Undo 
  popup 
  FLIP 
  Yes 
  Forest 
  Display Forest area fill drawing 
  tools 
  Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Forest* 
  No 
  Fractal Path 
  Draws straight-edged entity with 
  chain of fractalised nodes 
  Draw toolbar 
  FPATH 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  141 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Fractal Polygon 
  Draws a closed, fillable, straight-
  edged entity with chain of 
  fractalised nodes 
  Draw menu >> 
  Polygon… 
  FPOLY 
  Yes 
  Fractalize 
  Fractalizes an existing shape 
  Edit menu >> Reshape FRX 
  No 
  Freehand Options 
  segment length for Freehand 
  Sketch 
  Text only 
  FREEHANDOPT 
  Yes 
  Freehand Sketch 
  Draws a freehand (sketched) path 
  Draw menu >> Path 
  FREEHAND 
  No 
  Freeze all 
  Make named layer uneditable 
  Text only 
  FREEZEA 
  Yes 
  Freeze layer 
  Makes all but the current layer 
  uneditable 
  Text only 
  FREEZE 
  Yes 
  Freeze layer by filter 
  Freeze layers that match text filter Text only 
  FREEZEF 
  Yes 
  Front 
  Draw selection in front of others 
  (send to end of drawing database) 
  Edit menu >> Entity 
  Order 
  FRONT 
  Yes 
  Get Random 
  sets variable to random number 0 
  to 1. Multiply by N and use GN to 
  get a number between 0 and N 
  Text only 
  RANDOM 
  Yes 
  Get Symbol Scale 
  Get current symbol scale 
  Text only 
  GETSYMSCALE 
  No 
  Global Layer Settings 
  Global layer settings, overriding 
  drawing layer settings 
  Tools menu >> Options GLS 
  No 
  GM Only 
  Opens the GM Only symbol setting 
  in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;GM Only* 
  No 
  Grid angle 
  Sets angle of current angled grid. 
  Fails in macro if current grid not 
  Angled Grid 
  Text only 
  GRIDANG 
  Yes 
  Group 
  Makes selection behave as a single 
  entity 
  Tools menu >> Groups GROUP 
  Yes 
  Grouping off for insert Turn off grouping on par insert. 
  Tools >> Options >> 
  FCW, FSC, FCT 
  NOPARGRPS 
  Yes 
  Grouping on for insert Turn on grouping on par insert. 
  Tools >> Options >> 
  FCW, FSC, FCT 
  PARGRPS 
  Yes 
  Help 
  Displays help for CC2 Pro 
  Help menu 
  HELP 
  Yes 
  Help on help 
  Displays Windows how to use Help. Text only 
  HELPHELP 
  Yes 
  Help on ID 
  Help on specific id number. Macro 
  fails on incorrect help id. 
  Text only 
  HELPN 
  Yes 
  Hex Grid… 
  Draws a hexagonal grid 
  Draw menu 
  HEXGRID 
  Yes 
  Hide all layers 
  Hide all but the current layer 
  Text only 
  HIDEA 
  Yes 
  Hide Hyperlinks 
  Hides hotspots 
  View menu 
  ACTHIDE 
  Yes 
  Hide layer 
  Hides a Specific layer. Macro fails 
  if layer not in drawing 
  Text only 
  HIDE 
  Yes 
  Hide layers by filter 
  Hide layers that match text filter 
  Text only 
  HIDEF 
  Yes 
  Hide Sheet 
  Hide named sheet 
  Text only 
  HIDESHT 
  Yes 
  House (cut-down 
  version) (macro 
  version) 
  Cut-down version of CD Pro House 
  command for CC2 Pro - macro 
  version (House type 10 is an 
  extension, all the rest are the basic 
  house)  
  Text only 
  HOUSECC2 ProM 
  Yes 
  Import/Export Settings Export CC2 Pro registry settings 
  Tools menu 
  REGEXPORT 
  No 
  increment text 
  Increments numbers in selected 
  text 
  Text only 
  TINC 
  Yes 
  Index files 
  Creates an index file of all the text 
  in the cc2 files in a folder for use 
  with Find Text In Files 
  Text only 
  INDEX 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  142 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Insert CC2 Pro Drawing Insert CC2 Pro file with file 
  preview 
  Edit menu >> Insert 
  File 
  BROWSEPART 
  No 
  Insert CC2 Pro Drawing Insert CC2 Pro file selected using 
  file browser.  
  Text only 
  FILEPART 
  No 
  Insert Drawing 
  inserts a drawing into the current 
  drawing. Use INSERT 
  Text only 
  PAR 
  No 
  Insert Drawing (macro 
  version) 
  Insert drawing file into current 
  drawing. Use INSERT or PARS 
  Text only 
  PART 
  No 
  Insert Drawing, same 
  scale 
  Insert a drawing into the current 
  drawing using previous scale 
  Text only 
  PARS 
  No 
  Insert File… 
  Insert any file compatible with CC2 
  Pro 
  Edit menu >> Insert 
  File 
  INSERT 
  No 
  Insert Node 
  Adds a node on selected entity 
  with nodes 
  Edit menu >> Single 
  Entity 
  INSNODE 
  Yes 
  Insert rectangular 
  array 
  Insert drawing file as rectangular 
  array 
  Text only 
  PARY 
  No 
  Insert Reference 
  Insert CC2 Pro drawing as a 
  reference. 
  Edit menu >> Insert 
  File (embed off) 
  XREF 
  No 
  Insert Symbols 
  Insert symbol with thumbnail 
  dialog. Use the Catalog window 
  with the Drawing button depressed 
  instead 
  Text only 
  INSSYMD 
  No 
  Insert Symbols from 
  Drawing 
  Inserts symbol definitions from 
  selected file. Use SYMMGR 
  Symbols  menu >> 
  Symbol Manager 
  INSSDEF 
  No 
  Insert Text File 
  Insert text file 
  Edit menu >> Insert 
  File 
  TFILE 
  No 
  Intersection 
  Snaps to intersection of selected 
  entity. Fails in macro if you use 
  two point selection, and the first 
  point contains two entities 
  Snaps menu 
  INT 
  Yes 
  JPEG and PNG Options controls JPEG and PNG export 
  options 
  File menu >> Open >> 
  Options 
  JPEGOPT 
  No 
  Keep 
  Sets the current properties to be 
  those of the selected entities 
  Tools menu >> Set 
  Properties 
  KEEP 
  Yes 
  Keep text height and 
  angle 
  Keeps previous text height and 
  angle for use with TEXT. Use TEX 
  Text only 
  KEEPTHA 
  Yes 
  Landmass 
  Display landmass area fill drawing 
  tools 
  Overland menu 
  DRAWTOOLSM;Map Land* 
  No 
  Layer Copy 
  Copies selection to chosen layer. 
  Edit toolbar, Copy 
  popup 
  LAYERCPY 
  Yes 
  Layer… 
  Display layer dialog box 
  Tools menu >> Set 
  Properties 
  LAYERDLG 
  No 
  Length 
  Displays length of part or entire 
  entity 
  Info menu 
  LENGTH 
  No 
  Like 
  Sets a property of selection to that 
  of selected entity. Use with 
  Change Fill Style, Line Style, Layer, 
  Color 
  Edit toolbar 
  LIKE 
  Yes 
  Like 
  Sets property for next drawn entity 
  only to that of selected entity 
  Edit toolbar, Like 
  LIKE 
  Yes 
  Line 
  Add line of current default type set 
  in Line… 
  Draw toolbar 
  LINEI 
  No 
  
  TMAH-4028-9636-6051
   
   
  143 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Line 
  Draws lines (chain of separate line 
  entities.) with an arrow head. If 
  there is more than one in the 
  chain, its usually better to use 
  PATH 
  Draw menu >> Line… 
  LINE 
  Yes 
  Line Style… 
  Set line style for new entities, 
  dialog option 
  Tools menu >> Set 
  Properties 
  LSTYLEDLG 
  No 
  Line to Path 
  convert chain of lines to path. 
  xyAccept can be any point - it just 
  a left button click. 
  Edit toolbar, Explode 
  popup 
  LTP 
  No 
  Line Width (macro 
  version) 
  Set line width for new entities 
  Text only 
  LWIDTH 
  Yes 
  Line Width… 
  Set line width for new entities, 
  dialog option 
  Tools menu >> Set 
  Properties 
  LWIDTHD 
  No 
  Line with Arrow 
  Line chain with an arrow at the 
  start of each line 
  Draw menu >> Line… 
  LINEA 
  Yes 
  Line with Double 
  Arrow 
  Line chain with arrows at the ends 
  of each line 
  Draw menu >> Line… 
  LINEDA 
  Yes 
  Line, Perpendicular 
  Draws lines perpendicular to a 
  selected entity 
  Draw menu >> Line… 
  LNPRP 
  Yes 
  Line, Perpendicular at 
  length 
  Draws lines of a fixed length 
  perpendicular to a selected entity 
  Draw menu >> Line… 
  LNPRPL 
  Yes 
  Line… (symbol style) 
  Displays matching CC2 Line 
  catalogs 
  Overland toolbar, 
  Symbol Style popup 
  Line:SYMICONFSET;2; 
  No 
  Lines… 
  Add a chosen line type, optionally 
  set default for Line 
  Draw menu 
  LINED 
  No 
  Link with CR2 
  Encounter 
  Adds an AD&D Core Rules 2 
  hyperlink 
  Tools menu >> 
  Hyperlink 
  LINKE 
  Yes 
  Link with File 
  Add file hyperlink 
  Tools menu >> 
  Hyperlink 
  LINKF 
  Yes 
  Link with Map 
  Add map hyperlink 
  Tools menu >> 
  Hyperlink 
  LINKM 
  Yes 
  List 
  Displays a text list of properties 
  and geometry of selected entitles 
  Info menu 
  LIST 
  No 
  List layers 
  Displays a text list of all layers in 
  the drawing 
  Text only 
  LISTLYR 
  No 
  List symbol definitions Displays a text of properties and 
  geometry of entities in a symbol 
  definition 
  Symbols  menu >> 
  Symbol Manager 
  LISTSYM 
  No 
  List variables 
  Displays a text list of macro 
  variables 
  Text only 
  LISTVARS 
  No 
  Load color map 
  Changes the line width-color 
  mapping to a custom file 
  Text only 
  LOADCMAP 
  Yes 
  Load macros… 
  Loads new macros into memory 
  from file 
  Tools menu >> Macros LOADMAC 
  No 
  Load master filters 
  Loads a set of master filters by 
  name (used when swapping 
  between Add-Ons menu) 
  Text only 
  SYMICONFLOAD 
  No 
  Lock Groups 
  Turns group locking off 
  Tools menu >> Groups LOCKOFF 
  Yes 
  Lock Text Angle 
  Sets the text angle for new text to 
  align to an entity 
  Edit menu >> Edit Text LOCKTEXT 
  Yes, but won't 
  take 
  parameters 
  Make Hotspot 
  Creates hotspot with attached 
  commands 
  Tools menu >> Macros ACTION 
  No 
  
  TMAH-4028-9636-6051
   
   
  144 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Make Hotspot (macro 
  version) 
  Creates a rectangular hotspot with 
  attached commands (macro 
  version) 
  Text only 
  ACTIONM 
  Yes 
  Make Varicolor 
  Change selections color to the 
  symbol reference color (varicolor) 
  Symbols  menu 
  CHGCBB 
  Yes 
  Map notes… 
  Edit, view, and delete notes 
  File menu >> Drawing 
  Properties 
  NOTES 
  No 
  Marsh 
  Display Marsh area fill drawing 
  tools 
  Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Marsh* 
  No 
  Master Settings Filters Symbol Settings master filter 
  controls 
  Symbols  menu 
  SYMICONFOPT 
  No 
  Meadow 
  Display Meadow area fill drawing 
  tools 
  Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Meadow* 
  No 
  Menu… 
  Opens a new menu file 
  Tools menu 
  MENU 
  No 
  Midpoint 
  Snaps to midpoint of selected 
  entity 
  Snaps menu 
  MID 
  Yes 
  Minerals/Mountains 
  Opens the Mountains symbol 
  setting in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Mountains* 
  No 
  Mirror 
  Mirrors selection about two 
  selected points 
  Edit menu >> Reshape MIRROR 
  Yes 
  Mirror Copy 
  Creates a copy mirrored about two 
  selected points 
  Edit toolbar, Copy 
  popup 
  MIRCPY 
  Yes 
  Move Origin 
  Set 0,0 point in drawing 
  View menu 
  ORIGIN 
  Yes 
  Move to Sheet 
  Moves selection to another sheet 
  Tools menu >> Sheets 
  MOVESHT 
  No 
  Move, Scale, Rotate 
  Move, scale, rotate selection using 
  a visual cursor. Use MOVE in 
  macro. 
  Edit menu 
  MOV 
  No 
  Multiline Text 
  Multiline text 
  Text only 
  TEXML 
  No 
  Multiple drawing 
  control 
  Multiple drawing control 
  Text only 
  MDCTL 
  No 
  Multipoly 
  Combines selection into one entity 
  that can be filled.  
  Draw menu 
  MPOLY2 
  Yes 
  Multipoly 
  Combines selection into one entity 
  that can be filled. Same as 
  MPOLY2. 
  Text only 
  MPOLY 
  Yes 
  Name Window 
  Saves a view 
  View menu >> 
  Windows 
  SVNAME 
  No 
  Natural Features 
  Opens the Natural symbol setting 
  in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Natural* 
  No 
  Nearest Point On 
  Snap to point on selected entity 
  Snaps menu 
  ON 
  Yes 
  Network 
  Creates a network 
  Text only 
  NET 
  Yes 
  Network Add 
  Adds to a network, or starts a new 
  one 
  Text only 
  NETADD 
  Yes 
  Network Center 
  Sets the net insertion point to 
  center 
  Text only 
  NETCENTER 
  Yes 
  Network change node 
  width 
  Change width of selected node on 
  a net 
  Text only 
  NETWIDS 
  Yes 
  Network change span 
  width 
  Change width of selected span on a 
  net 
  Text only 
  NETWIDE 
  Yes 
  Network change width Changes width of selected net 
  Text only 
  NETWIDA 
  Yes 
  Network Cut 
  Cut a section from a network 
  Text only 
  NETCUT 
  Yes 
  Network Left 
  Sets the net insertion point to left Text only 
  NETLEFT 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  145 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Network Offset 
  Makes copies of a network with 
  different width but same location 
  Text only 
  NETOFST 
  Yes 
  Network Rectangle 
  Creates or adds a rectangular 
  network 
  Text only 
  NETRECT 
  Yes 
  Network Remove span Removes a span from a network 
  Text only 
  NETRMV 
  Yes 
  Network Right 
  Sets the net insertion point to right Text only 
  NETRIGHT 
  Yes 
  Network width 
  Sets width for nets, optionally add 
  a new net 
  Text only 
  NETWID 
  Yes 
  New City… 
  Start a new city based on the 
  selected template 
  File toolbar, CD Pro 
  popup 
  BROWSET;#TEMPLATES\CITIES 
  No 
  New Dungeon… 
  Start a new dungeon based on the 
  selected template 
  File toolbar, DD Pro 
  popup 
  BROWSET;#TEMPLATES\DUNGEONS 
  No 
  New from current 
  template 
  Starts a new drawing based on 
  current template. 
  File toolbar, New 
  popup 
  NEW 
  Yes 
  New Window 
  Opens a new drawing window 
  View menu >> 
  Windows 
  NEWW 
  No 
  New… 
  Starts a new drawing based on the 
  selected map template. 
  File menu 
  BROWSET;#TEMPLATES\MAPS 
  No 
  Non-visual Copy 
  Non-visual copy 
  Edit toolbar, Copy 
  popup 
  COPY 
  Yes 
  Non-visual Move 
  Moves selection, no visual cursor 
  Edit toolbar, Move 
  popup 
  MOVE 
  Yes 
  Non-visual Paste 
  Paste clipboard into drawing 
  Edit toolbar, Copy 
  popup 
  PASTE 
  No 
  Non-visual Rotate 
  Rotate selection, no visual cursor 
  Edit toolbar, Rotate 
  popup 
  ROTATE 
  Yes 
  Non-visual Scale 
  Scales selection, no visual cursor 
  Edit toolbar, Scale 
  SCALE 
  Yes 
  Non-visual ScaleXY 
  Scales selection different xy, no 
  visual cursor 
  Edit toolbar, Scale 
  SCALEXY 
  Yes 
  Non-visual Stretch 
  Moves selected nodes of selection 
  Edit menu >> Reshape STRETCH 
  Yes 
  Number 
  Adds a series of number labels to 
  the drawing 
  Draw menu 
  NUMBER 
  Yes 
  Numeric Edit 
  Changes numerical or text 
  properties of selected entities 
  Edit menu >> Single 
  Entities 
  EDIT 
  No 
  Offset Chain 
  Creates an offset of a selected 
  entity or chain in the current 
  properties 
  Draw menu >> Offset… OFFSET 
  Yes 
  Offset Copy 
  Creates an offset copy of a 
  selected entity or chain in the 
  current properties 
  Draw menu >> Offset… OFFSETCPY 
  Yes 
  Offset Default 
  Add offset of current default type 
  set using Offset… 
  Text only 
  OFFSETI 
  No 
  Offset One Entity 
  Creates an offset of a selected 
  entity in the current properties 
  Draw menu >> Offset… OFFSET1 
  Yes 
  Offset… 
  Add a chosen offset type, 
  optionally set default for Offset 
  Draw menu 
  OFFSETD 
  No 
  Open (no preview) 
  Open file with no preview. 
  File toolbar, Open 
  popup 
  OPEN 
  No 
  Open Current 
  Bookmark 
  Opens current bookmark file 
  Text only 
  OPENBC 
  Yes 
  Open drawing 
  Open file with no preview. Same as 
  OPEN. 
  Text only 
  LOAD 
  No 
  
  TMAH-4028-9636-6051
   
   
  146 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Open Next Bookmark 
  Opens next bookmark file 
  Tools menu >> 
  Bookmarks 
  OPENBN 
  Yes 
  Open Next Drawing 
  Open next drawing in file history 
  File menu >> Recently 
  Used Files 
  OPENND 
  Yes 
  Open Overlay file 
  Open overlay file 
  Text only 
  OPENOVL 
  No 
  Open Previous 
  Bookmark 
  Opens previous bookmark file 
  Tools menu >> 
  Bookmarks 
  OPENBP 
  Yes 
  Open Previous Drawing Open previous drawing in file 
  history 
  File menu >> Recently 
  Used Files 
  OPENPD 
  Yes 
  Open reference 
  Open reference drawing 
  Text only 
  OPENREF 
  No 
  Open Registered File 
  Opens a registered file of any type Text only 
  OPENDOC 
  Yes 
  Open separate 
  Open separate drawing 
  Text only 
  OPENSEP 
  No 
  Open symbol setting 
  Opens saved symbol setting using 
  filter combined with current 
  master filter. (may display dialog 
  box if more than one matching 
  setting) 
  Text only 
  SYMICONM 
  Yes 
  Open… 
  Open file with file browser and 
  previewer. 
  File menu 
  FILE 
  No 
  Options 
  CC2 Pro Options 
  Tools menu 
  GLOBALOPT 
  No 
  Ortho 
  Toggle orthogonal locking 
  Ortho button 
  ORTHT 
  Yes 
  Outline in Black 
  Add an outline to an object in 
  black 
  Text only 
  OUTLINEB 
  Yes 
  Outline in Current 
  Color 
  Add an outline to an object in the 
  current color 
  Draw menu 
  OUTLINE 
  Yes 
  Pan 
  Move drawing window in direction 
  and distance specified by two 
  points 
  View menu >> Zooms 
  PAN 
  Yes 
  Parabolic Curve 
  Draws an entity which curves 
  outside a chain of nodes 
  Draw toolbar, Smooth 
  Poly popup 
  PSPLINE 
  Yes 
  Parabolic Polygon 
  Draws a fillable, closed entity 
  which curves inside a chain of 
  nodes 
  Draw menu >> 
  Polygon… 
  SPOLY 
  Yes 
  Parabolic Polygon 
  Draws a closed, fillable entity 
  which curves outside a chain of 
  nodes 
  Draw toolbar, Smooth 
  Path popup 
  PSPOLY 
  Yes 
  Parallel to 
  Snap cursor parallel to selected 
  entity 
  Snaps menu 
  PRL 
  Yes 
  Paste 
  Dynamic clipboard insertion. Use 
  PARTM if possible. 
  Edit menu 
  CLIPINS 
  Yes 
  Path 
  Add path of current default type 
  set in Path… 
  Draw toolbar 
  PATHI 
  No 
  Path 
  Draws a straight-edged entity with 
  chain of nodes 
  Draw menu >> Path… 
  PATH 
  Yes 
  Path to Poly 
  Converts selected paths to 
  polygons 
  Edit toolbar, Explode 
  popup 
  CLOSEPATH 
  Yes 
  Path with Arrow 
  Draws a straight-edged entity with 
  chain of nodes, arrow at both ends 
  Draw menu >> Path… 
  PATHA 
  Yes 
  Path with Double 
  Arrow 
  Draws a straight-edged entity with 
  chain of nodes, arrow at one end 
  Draw menu >> Path… 
  PATHDA 
  Yes 
  Path… 
  Add a chosen path type, optionally 
  set default for Path 
  Draw menu 
  PATHD 
  No 
  
  TMAH-4028-9636-6051
   
   
  147 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Pen Thickness… 
  Set pen thickness for new entities 
  Tools menu >> Set 
  Properties 
  PTHICK 
  No 
  Percent Along 
  Percentage along selected entity 
  Snaps menu 
  % 
  Yes 
  Perpendicular to 
  Snap cursor perpendicular to 
  selected entity 
  Snaps menu 
  PRP 
  Yes 
  Pick Aperture 
  Set aperture of pick box in pixels 
  Tools menu >> Options PICKA 
  Yes 
  Point 
  Draws points 
  Draw menu 
  POINT 
  Yes 
  Polygon 
  Add poly of current default type 
  set in Poly… 
  Draw toolbar 
  POLYI 
  No 
  Polygon 
  Draws a straight-edged, closed, 
  fillable entity with chain of nodes 
  Draw menu >> 
  Polygon… 
  POLY 
  Yes 
  Polygon… 
  Draw a chosen polygon type, 
  optionally set default for Polygon 
  Draw menu 
  POLYD 
  No 
  Popup menu 
  Displays a popup context menu at 
  the cursor 
  Text only 
  CMENU 
  No 
  Print… 
  Prints current drawing 
  File menu 
  PRINT 
  No 
  Printer Setup 
  Sets up printer 
  Tools menu >> Print… 
  PRINTSU 
  No 
  Prompt test color 
  Prompt text color 
  Text only 
  PCOLOR 
  Yes 
  Properties 
  Edit properties of single entities 
  Edit menu >> Single 
  Entities 
  PEDIT 
  No 
  Protect… 
  Protects drawing 
  File menu >> Drawing 
  Properties 
  PROTECT 
  No 
  Purge Fonts 
  Removes unused fonts from the 
  text options in drawing 
  Tools menu >> Set 
  Properties >> Text 
  FONTPURGE 
  Yes 
  Purge Symbol 
  Definitions 
  Removes unused symbol definitions 
  from the drawing 
  Symbols  menu >> 
  Symbol Manager 
  PURGESYM 
  No 
  Quick Help 
  Displays help 
  Text only 
  QHELP 
  Yes 
  Quick Start Guide 
  Resizes CC2 Pro window, displays 
  Quick Start Guide 
  Help menu 
  RESIZE;OPENDOC GUIDE.HLP; 
  No 
  Radius and Center 
  Radius and Center Circle 
  Draw menu >> Circle… CIRR 
  Yes 
  Random Dungeon 
  Creates a random floorplan with 
  the current settings 
  Dungeon>>Random 
  DUNGEON 
  Yes 
  Random Dungeon 
  Options 
  Sets the options for random 
  dungeon creation 
  Dungeon>>Random 
  Options 
  DUNGEONOPT 
  No 
  Rectangular Array 
  Creates an array from a selection 
  Edit toolbar, Copy 
  popup 
  REPEAT 
  Yes 
  Redo 
  Redo last Undo 
  File menu >> Drawing 
  Properties 
  REDO 
  Yes 
  Redo All 
  Redo all Undos 
  Edit toolbar, Undo 
  popup 
  REDOA 
  Yes 
  Redraw 
  Redraw the screen 
  View menu 
  REDRAW 
  Yes 
  Ref. Point 
  Select reference  
  Snaps menu 
  REF 
  Yes 
  Regular Polygon 
  Draws regular polygon 
  Draw menu >> 
  Polygon… 
  RPOLY 
  Yes 
  Relief/Contours 
  Opens the Contour symbol setting 
  in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Contour* 
  No 
  Remove nodes 
  Reduce number of nodes 
  Edit menu >> Reshape REDN 
  Yes 
  Rename drawing 
  Renames the current drawing 
  without saving it 
  Text only 
  RENAME 
  No 
  Rename Symbol 
  Definition 
  Rename symbol reference. Use 
  SYMMGR 
  Symbols  menu >> 
  Symbol Manager 
  RENSYM 
  No 
  
  TMAH-4028-9636-6051
   
   
  148 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Repeat drawing tool 
  Repeat last Draw Tools command. 
  May display dialog box 
  Text only 
  DRAWTOOLSP 
  Yes 
  Reset Filter 
  Sets current symbol settings filter 
  to * (used when swapping between 
  Add-Ons menu) 
  Text only 
  SYMICONMR 
  Yes 
  Resize window 
  Resizes CC2 Pro window for help to 
  be displayed 
  Text only 
  RESIZE 
  Yes 
  Restore drawing 
  Reloads current drawing, 
  discarding changes 
  Text only 
  RESTORE 
  No 
  Reverse Path 
  Reverses node order of paths. 
  Useful with Combine Paths and 
  Text Along a Curve 
  Text only 
  FLP 
  No 
  Right click menu 
  Displays the current right click 
  popup context menu at the cursor 
  Text only 
  CMENUR 
  No 
  Rivers 
  Display River area fill drawing tools Overland menu 
  DRAWTOOLSM;Map River* 
  No 
  Roads 
  Display Road area fill drawing tools Overland menu 
  DRAWTOOLSM;Map Road* 
  No 
  Rotated copies 
  Rotate copy of selection, no visual 
  cursor 
  Edit toolbar, Rotate 
  popup 
  ROTCPY 
  Yes 
  Room (cut down macro 
  version) 
  Cut-down room command for CC2 
  Pro -macro version 
  Text only 
  ROOMCC2 ProM 
  Yes 
  Room (cut down 
  version) 
  Cut-down version of DD Pro room 
  command for CC2 Pro 
  File toolbar, DD Pro 
  popup 
  ROOMCC2 Pro 
  No 
  Rotate 
  Dynamic rotate. Use ROTATE in 
  macro. 
  Edit menu >> Reshape ROT 
  No 
  Rotate Align 
  Rotate and align selection, no 
  visual cursor 
  Text only 
  ROTALN 
  Yes 
  Run executable 
  Launches an executable file by 
  name 
  Text only 
  RUNAPP 
  Yes 
  Same X 
  Snaps to Same X as reference 
  point. 
  Snaps menu 
  SAMEX 
  Yes 
  Same X 
  Snaps to Same X as reference 
  point. Same as SAMEX. 
  Text only 
  HORZ 
  Yes 
  Same Y 
  Snaps to Same Y as reference 
  point. 
  Snaps menu 
  SAMEY 
  Yes 
  Same Y 
  Snaps to Same Y as reference 
  point. 
  Text only 
  VERT 
  Yes 
  Save 
  Saves current file 
  File menu 
  SAVE 
  Yes 
  Save All 
  Saves All open drawings 
  Text only 
  SAVEALL 
  Yes 
  Save As (macro 
  version) 
  Saves current file as fcw. 
  Overwrites existing files. Macro 
  version. 
  Text only 
  SAVEASM 
  Yes 
  Save As (old version) 
  Saves current file. Use Save As… 
  Text only 
  SAVEAS 
  No 
  Save As… 
  Saves current file, or exports to 
  other file formats, saves map 
  sections 
  File menu 
  EXPORT 
  No 
  Save color map 
  Saves current line width - color 
  mappings 
  Text only 
  SAVECMAP 
  Yes 
  Save custom palette 
  Saves the current palette as the 
  custom palette 
  Tools menu >> Set 
  Properties >> Color 
  SAVEPAL 
  Yes 
  Save File Options 
  Save as options for FILE (use 
  GLOBALOPT) 
  Text only 
  FILEOPT 
  No 
  Save Macros 
  Saves current macros 
  Tools menu >> Macros SAVEMAC 
  No 
  
  TMAH-4028-9636-6051
   
   
  149 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Save map section 
  exports view to JPEG, PNG or BMP File menu >> Save As 
  >> Rectangular section 
  WBS 
  No 
  Scale 
  Dynamic scale 
  Edit menu >> Reshape SCA 
  No 
  Scale Copy 
  Scales a copy of a selection, no 
  visual cursor 
  Edit toolbar, Copy 
  popup 
  SCLCPY 
  Yes 
  Scale Symbol 
  Definitions 
  rescales symbol definitions about 
  their origin. Can't be undone. Use 
  SYMMGR. 
  Symbols  menu >> 
  Symbol Manager 
  CHANGESS 
  Yes 
  Scale Symbols in Map 
  Scales selected symbol references 
  about their insertion point 
  Symbols  menu 
  SCASREF 
  Yes 
  Scale X Off 
  Turn off only X scaling of objects 
  Text only 
  SCAXOFF 
  Yes 
  Scale Y Off 
  Turn on only Y scaling of objects 
  Text only 
  SCAXON 
  Yes 
  Screen Tools 
  Manage CC2 Pro's screen tools 
  View menu 
  TOOLS 
  No 
  Script 
  Runs CC2 Pro text-only commands 
  stored in a text file 
  Tools menu >> Macros SCRIPT 
  No 
  Search files for text… 
  Creates bookmark list of files with 
  Specific text 
  Tools menu 
  SEARCH 
  No 
  Select 
  selects an entity stored in a 
  variable using STORE 
  Text only 
  SELECT 
  Yes 
  Select Grid 
  Select grid system 
  Snaps menu 
  SGRID 
  No 
  Select Template 
  Sets the current template for New File toolbar, New 
  popup 
  TEMPLATE 
  No 
  Selection color 
  Set color to mark selected entities Text only 
  MCOLOR 
  Yes 
  Send Behind… 
  Move selection in display list 
  before selected entity 
  Edit menu >> Entity 
  Order 
  BELOW 
  Yes 
  Set and add layer 
  Set current layer, adding the layer 
  if it does not exist 
  Text only 
  GOLAYER 
  Yes 
  Set default browse 
  folder 
  Set default browse directory 
  Text only 
  BROWSEP 
  No 
  Sheet 
  Sheet manager 
  Tools menu >> Sheets 
  SHEET 
  No 
  Sheet Symbol Origin 
  sets the origin for all visible sheets Text Only 
  SHTSYMORG  
   
  No 
  Show extents 
  Displays XY extents of current 
  drawing 
  Text only 
  EXTENTS 
  No 
  Show Filtered Layers 
  Show layers that match text filter 
  Text only 
  SHOWF 
  Yes 
  Show Hyperlinks 
  Shows hotspots 
  View menu 
  ACTVIS 
  Yes 
  Show Sheets by filter 
  Shows sheets matching a text wild 
  card 
  Text only 
  SHOWSHFT 
  Yes 
  Shrubland 
  Display Shrubland area fill drawing 
  tools 
  Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Shrubland* 
  No 
  Smooth Path 
  Draws an entity which curves inside 
  a chain of nodes 
  Draw menu >> Path… 
  SPLINE 
  Yes 
  Smooth to Straight 
  converts path/poly to smooth 
  path/poly 
  Edit menu >> 
  Transform 
  CTS 
  Yes 
  Snap Toggle 
  Toggle snap value 
  Snap button 
  SNAPT 
  Yes 
  Sort Symbols in map 
  Changes drawing order of selected 
  symbols. Used for mountains, etc. 
  Symbols  menu 
  SYMSORT 
  Yes 
  Split 
  Splits an entity in two 
  Edit menu >> Trims 
  SPLIT 
  Yes 
  Square Grid 
  Draws a square grid 
  Draw menu 
  SQGRD 
  Yes 
  Straight to Smooth 
  converts smooth path/poly to 
  path/poly 
  Edit menu >> 
  Transform 
  STC 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  150 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Stretch 
  Dynamic stretch 
  Edit toolbar, Move 
  popup 
  STR 
  No 
  Structures 
  Opens the Structures symbol 
  setting in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Structures* 
  No 
  Swamp 
   Display Swamp area fill drawing 
  tools 
  Overland menu >> Area 
  fills 
  DRAWTOOLSM;Map Swamp* 
  No 
  Symbol 
  Insert Symbol Reference in current 
  drawing by name 
  Text only 
  SYMBOL 
  Yes 
  Symbol Manager 
  Symbol manager 
  Symbols  menu 
  SYMMGR 
  No 
  Symbol rename and 
  reorder 
  Rename and Reorder symbols 
  Text only 
  RNSYM 
  No 
  Symbol Settings 
  Symbol Catalog Settings - Opens 
  symbol catalog and optionally sets 
  properties 
  Symbols  menu 
  SYMICOND 
  No 
  Symbol Style Toggle 
  Move to next style of symbol 
  catalog setting, if one matches the 
  current filter 
  Overland menu 
  SYMICONFNEXT 
  No 
  Symbols Along… 
  Draws symbols along selected 
  entity 
  Draw menu 
  ESC 
  No 
  Tablet calibration 
  Calibrate an installed digitizing 
  tablet 
  Text only 
  TABCAL 
  No 
  Tablet configuration 
  Configure an installed digitizing 
  tablet 
  Text only 
  TABCFG 
  No 
  Tablet off 
  De-activate an installed digitizing 
  tablet 
  Text only 
  TABOFF 
  Yes 
  Tablet on 
  Activate an installed digitizing 
  tablet 
  Text only 
  TABON 
  Yes 
  Tangent to 
  Snaps to tangent 
  Snaps menu 
  TAN 
  Yes 
  Tangent to two 
  entities 
  Draws the tangent between two 
  selected entities 
  Draw menu >> Line… 
  TANGENT 
  Yes 
  Technical Support 
  Gives help info on technical 
  support 
  Help menu 
  TECH 
  Yes 
  Text 
  Use TEX. 
  Text only 
  TEXT 
  No 
  Text (visual, macro 
  version) 
  Macro version of TEX (Text) 
  command, but TEXTM is better 
  Text only 
  TEXM 
  Yes 
  Text along a curve 
  Wrap text to path or curve 
  Draw menu 
  ATTC 
  No 
  Text around Arc 
  Draws curved text then optionally 
  stretches it 
  Text only 
  TEXTARC 
  No 
  Text… 
  Adds text with rotation, scaling  
  justification and property options. 
  Use TEXTM in macros 
  Draw menu 
  TEX 
  No 
  Text… 
  Text Specs dialog box 
  Tools menu >> Set 
  Properties 
  TSPEC 
  No 
  Tip of the Day 
  Shows tip of the day 
  Help menu 
  TIPS 
  No 
  Toggle Attach mode 
  Toggle attach mode 
  Attach button 
  ATCHT 
  Yes 
  Toggle Crosshairs 
  Toggle crosshairs display 
  Tools menu >> Drawing 
  Aids 
  XHTOG 
  Yes 
  Toggle Frames 
  Toggles state of frame used on 
  smooth entities 
  Tools menu >> Drawing 
  Aids 
  FRAMETOG 
  Yes 
  Toggle Grid 
  Toggles grid state 
  Grid button 
  GRIDT 
  Yes 
  Toggle group locking 
  Toggles group locking 
  Text only 
  LOCKT 
  Yes 
  Trim 
  Trim entity 
  Edit menu >> Trims 
  TRIM 
  Yes 
  
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  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Trim Inside 
  Trim to inside of one or two 
  entities 
  Edit menu >> Trims 
  TRIMIE 
  Yes 
  Trim Outside 
  Trim to outside of one or two 
  entities. Select section to keep 
  Edit menu >> Trims 
  TRIMOE 
  Yes 
  Trim to Intersection 
  Trim to intersection 
  Edit menu >> Trims 
  TRIMINT 
  Yes 
  Trim to Intersection 
  Trim to specified entity 
  Edit menu >> Trims 
  TRIMTO 
  Yes 
  Trim to Length 
  Trim to specified length 
  Edit menu >> Trims 
  TRIML 
  Yes 
  Undo 
  Undoes previous non-nestable 
  command 
  Edit menu 
  UNDO 
  Yes 
  Ungroup 
  Ungroup selection 
  Tools menu >> Groups UNGROUP 
  Yes 
  Units… 
  Set inches per drawing unit 
  File menu >> Drawing 
  Properties 
  UNITS 
  No 
  Unlock Groups 
  Turns group locking on 
  Tools menu >> Groups LOCKON 
  Yes 
  Vegetation 
  Opens the Vegetation symbol 
  setting in current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Vegetation* 
  No 
  Version info 
  Version info. Same as VER. 
  Text only 
  ABOUT 
  No 
  View Sets (macro 
  version) 
  Manage view sets 
  View menu >> 
  Windows 
  VSET 
  No 
  View Sets… 
  View set macro version 
  Text only 
  VSETM 
  Yes 
  View-Window Color 
  Sets view window color 
  View menu 
  BKGND 
  Yes 
  Water/Rivers 
  Opens the Water symbol setting in 
  current style 
  Overland menu >> 
  Symbol Settings 
  SYMICONM;Water* 
  No 
  Write map section 
  Save selected entities as a CC2 Pro 
  file 
  File menu >> Save As 
  >> Selected Entities 
  WRITE 
  No 
  Write map section 
  (macro version) 
  Save selected entities as a CC2 Pro 
  file by name 
  Text only 
  WRITEM 
  Yes 
  Write Part 
  Create Part. Same as WRITE 
  Text only 
  CPART 
  No 
  Zoom Center 
  Zoom Center view 
  View menu >> Zooms 
  ZCEN 
  Yes 
  Zoom Extents 
  Zoom Extents view 
  View menu >> Zooms 
  ZEXT 
  Yes 
  Zoom Height 
  Zoom Height view 
  View, Any popup 
  ZHGT 
  Yes 
  Zoom In 
  Zoom In view 
  View menu >> Zooms 
  ZIN 
  Yes 
  Zoom Last 
  Zoom Last view 
  View menu >> Zooms 
  ZLAST 
  Yes 
  Zoom Named 
  Zoom Name View 
  View menu >> Zooms 
  ZNAME 
  No 
  Zoom Named (macro 
  version) 
  Zoom Name (macro version) 
  Text only 
  ZNAMEM 
  Yes 
  Zoom Out 
  Zoom Out view 
  View menu >> Zooms 
  ZOUT 
  Yes 
  Zoom Text 
  Zoom to Text string 
  Text only 
  ZTEXT 
  Yes 
  Zoom to All Text 
  Shows a list of all text, click to 
  zoom to the text 
  View, Any popup 
  ZTEXTA 
  No 
  Zoom to Text 
  Zoom Text (dialog box version) 
  View menu >> Zooms 
  ZTEXTD 
  No 
  Zoom Width 
  Zoom Width view 
  Text only 
  ZWID 
  Yes 
  Zoom Window 
  Zoom Window view. Same as ZWIN. Text only 
  ZWIN2 
  Yes 
  Zoom Window 
  Zoom Window view 
  View menu >> Zooms 
  ZWIN 
  Yes 
   
  
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  CC2 Pro Macro Command Reference 
  This table gives you a list of all CC2 Pro’s macro-specific commands. The other commands useable in macros are listed 
  in the previous section.  
  Syntax 
  The syntax column shows how you should construct your macro commands. If in doubt, type the text equivalent of 
  the command at the keyboard and see what the prompts say. 
  Delimiters are represented by a semicolon. A delimeter is just like pressing 
   at the command prompt, or pressing 
  the right button. Syntax strings ending in a semicolon require an extra delimiter. For example, PATH requires you to 
  press 
   twice to finish it. Commands which require repeated input are shown with an ellipsis, for example 
  xy1;…;xyN; 
  Some macro commands work on a current selection of entities. This is represented by [selection]. Right click options 
  (in a macro, two consecutive delimiters) are denoted in square brackets. 
  (real.expression) is an arithmetic expression. Values stored by these functions are formatted as numeric with 9 decimal 
  places. They can contain variable names defined above, the math operators (+ - * / ( )  ), and units operators ( ' ,” ,cm 
  ,mm ,m ,km)  
  Alternative inputs are separated by a /. For example, xyPoint/rDistance means that you can put a point or a real 
  number in the macro. Where an alternative has more than one prompt, it is put in round brackets () 
  Some commands such as HIDEF can have text filters. These are string variables, but * represents any string (including 
  spaces) ? represents any character. The filter is assumed to have a * at the beginning, unless you add an =. 
  Each type of data has a different prefix: 
  Data type 
  Prefix 
  Info 
  File name 
  f 
  Use $ in a macro to represent the current folder; # to 
  represent the CC2 Pro folder. Include the suffix. 
  Point 
  xy 
  xyEntity means that CC2 Pro expects a point on an 
  entity. 
  Distance 
  d 
  Distance can either be a real number, or two points. CC2 
  Pro calculates and uses the distance between the points. 
  String 
  s 
  Strings must be delimited by an ENTER in a macro 
  Real number 
  r 
  A decimal number, entered as xxx.yyy 
  Integer 
  n 
  A whole number. nColor is a number from 0-255 
  representing a color. 
  Variable 
  v 
  A variable. This can be followed by any of the other 
  prefixes, for example vfOpen would be a file name 
  variable. Variables are set using the various Get 
  commands. 
  Example 
  The syntax for Circular Part Array (macro version) is: 
  fPart[prior];rScale[prior];rRotate[prior];Spokes[Prior];nRings[Prior]; 
  ArrayCenter[Prior];xyPartOrigin;rAngle[Even];dBetweenRings 
  The text in your macro might be: 
  CPARYM;#mypart.fcw;;;5;5;0,0;0,0;;5 
  In the example, CC2 Pro inserts the file mypart.fcw from your CC2 Pro folder, using the same scale and rotation as 
  before (if this is the first time, it uses the default values 1 and 0), with 5 spokes, 5 rings, centered at 0,0 with an origin 
  at 0,0, an even angle between the rings, which are 5 units apart. Try typing it at the command prompt, remembering 
  to press 
   where you see a semicolon, and after the last argument. 
   
  Command 
  Description 
  Text 
  Equivalent 
  Syntax 
  Actuate 
  Activates a hotspot 
  ACT 
  xyHotspotLocation 
  
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  Command 
  Description 
  Text 
  Equivalent 
  Syntax 
  Arrow Height 
  Arrowhead height 
  ASTYLEH 
  dHeight 
  Arrow Style 
  Arrowhead style 
  ASTYLEL 
  dLength 
  Begin Macro 
  Begin Macro Definition 
  MACRO 
  vMacroName (can't be used on command line) 
  Catalog 
  Load a symbol catalog file into the catalog 
  window 
  CATALOG 
  fCatalog 
  Circular Part Array 
  (macro version) 
  Insert CC2 Pro file by name as circular array CPARYM 
  fPart[prior];rScale[prior]; 
  rRotate[prior];Spokes[Prior];nRings[Prior];ArrayCenter 
  [Prior];xyPartOrigin;rAngle 
  [Even];dBetweenRings 
  Clear Macros 
  Clear all macros from menu. Be careful not 
  to save over existing macros. 
  CLEARM 
   
  Color (macro 
  version) 
  Sets current drawing color by number 
  COLOR 
  nColor[dialog] 
  Concatenate 
  variables 
  Concatenate variables. Add spaces for 
  delimiters 
  APND 
  vsPrefix;sToAdd 
  Debug on 
  Turn on macro debug mode 
  STEP 
   
  Decimal places 
  Set Units decimal places code 
  SETDECP 
  nDecimalPlaces[Prior] 
  Define Attributes 
  (macro version) 
  Define symbol attribute macro version 
  ATTRIBM 
  sTagText;sPromptText;sValueText;xyLocation 
  Deselect entities 
  de-selects all selected entities (see STORE) 
  DESELECT 
   
  Display Sheet Name displays the current sheet name on the 
  status bar 
  SSHOWNAME 
   
  End macro 
  definition 
  End macro definition 
  ENDM 
   
  Exit all macros 
  Exit all macros from within a macro 
  EXITAM 
   
  Exit macro 
  Exit the current macro 
  EXITM 
   
  Export Text (macro 
  version) 
  Exports text in selection to a text file. Macro 
  version 
  TEXPORTM 
  [selection] 
  Fractalize (macro 
  version) 
  Adds extra random nodes to a shape. 
  FRXM 
  xyPathEntity1;rDepth;rStrength;(xyPathEntity2;… 
  xyPathEntityN) 
  Frame Off 
  Turns guiding frame used on smooth entities 
  off 
  FRAMEOFF 
   
  Frame On 
  Turns guiding frame used on smooth entities 
  on 
  FRAMEON 
   
  Get file name with 
  preview 
  Get file name variable with dialog box for 
  macro 
  FILEM 
  vfFileName ^D 
  Get angle 
  Stores an angle 
  GA 
  vrAngle;rAngle/(xyBrng1;xyBrng2) 
  Get angle 
  Stores an angle 
  GBRNG 
  vrAngle;rAngle/(xyBrng1;xyBrng2) 
  Get arccos 
  Stores arccos 
  GACOS 
  vrAngle;rCos 
  Get arcsin 
  Stores arcsin 
  GASIN 
  vrAngle;rSin 
  Get arctan 
  Stores arctan 
  GATAN 
  vrAngle;rTan 
  Get color 
  Stores a color number. Works with dialog 
  box option. Sets error flag if dialog box 
  cancelled. 
  GCOL 
  vnColor;nColor[dialog] 
  Get cosine 
  Stores cosine of angle 
  GCOS 
  vrCos;rAngle/(xyBrng1;xyBrng2) 
  Get Drawing Name 
  get the current drawing name as a macro 
  variable 
  GETDWGNAME  
  Get distance 
  Stores a distance. Same as GDIST 
  GD 
  vdDist;dDist 
  Get distance 
  Stores a distance. 
  GDIST 
  vdDist;dDist 
  Get Entity 
  Stores a point, using a pick box. Sets the 
  error flag if no entity is selected. 
  GE 
  vxyEntity;xyEntity 
  
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  Command 
  Description 
  Text 
  Equivalent 
  Syntax 
  Get Extents-height 
  Get drawing height 
  GETEXTY 
  vrHeight 
  Get Extents-high rt 
  pt 
  Get high right point of drawing 
  GETEXTH 
  vxyHighright 
  Get Extents-low left 
  pt 
  Get low left point of drawing 
  GETEXTL 
  vxyLowleft 
  Get Extents - width Get Drawing width 
  GETEXTX 
  vrWidth 
  Get Filename 
  (Open) 
  Stores a user-chosen file name using Open 
  dialog. No ^D required 
  GFNO 
  fAny 
  Get Filename (Save) Stores a user-chosen file name (using Save 
  dialog). No ^D required 
  GFNS 
  fAny 
  Get Filename 
  Wildcard (Open) 
  Stores a user-chosen file name using * or ? 
  Pattern. Uses Open file dialog. No ^D 
  required 
  GFNOP 
  fAny;sPattern 
  Get Filename 
  Wildcard (Save) 
  Stores a user-chosen file name using * or ? 
  Pattern (using Save dialog). No ^D required 
  GFNSP 
  fAny;sPattern 
  Get file name with 
  preview 
  Get file name variable with dialog box for 
  macro 
  FILEM 
  vfFileName ^D 
  Get Integer 
  Stores an integer - will convert a real to an 
  integer by stripping off section after floating 
  point 
  GN 
  vnNum;nNum/rReal 
  Get Length 
  Stores length of object 
  GLEN 
  vrLength;xyEntity 
  Get Point 
  Stores a point 
  GP 
  vxyPoint;xyPoint 
  Get Real 
  Stores real (floating-point) value 
  GV 
  vrReal;rReal 
  Get Reference 
  Get reference entity (on frozen layers) 
  GR 
  vxyPoint;xyRef 
  Get relative 
  filename 
  Stores relative file path name. # represents 
  CC2 Pro folder; $, current folder. 
  GRFN 
  vfRelative;fAbsolute 
  Get Sine 
  Stores sine of angle 
  GSIN 
  vrSin;rAngle/ 
  (xyBrng1;xyBrng2) 
  Get String 
  Stores a line of text 
  GL 
  vsText;sText 
  Get Tangent 
  Stores tangent of angle 
  GTAN 
  vrTan;rAngle/ 
  (xyBrng1;xyBrng2) 
  Get Unbroken String Stores string - delimiters finish command 
  (space, semicolon, enter) 
  GW 
  vsWord;sWord 
  Get X coord 
  Stores X coordinate of a point 
  GETX 
  vrX;xyPoint 
  Get Y coord 
  Stores Y coordinate of a point 
  GETY 
  vrY;xyPoint 
  Go label 
  Go to macro label 
  GO 
  sLabel 
  Go label 
  Go to macro label. Same as GO 
  GOTO 
  sLabel 
  Grid off 
  Turns visual grid off 
  GRIDOFF 
   
  Grid On 
  Turns visual grid on 
  GRIDON 
   
  Grid Value 
  Sets distance between grid points 
  GRIDV 
  dGap[prior] 
  Hide Sheet 
  hides sheet by selected entity 
  SHIDEP 
   
  Hide Sheet by filter Hides sheets matching a text wild card 
  HIDESHTF 
  sSheetnamefilter 
  If defined label 
  Branch if variable is already defined. 
  IFDEF 
  vVariable sLabel 
  If Error label 
  Branch if error flag is set (right click or 
  escape) 
  IFERR 
  sLabel 
  If negative 
  Branch if real.expression < 0 
  IFN 
  (real expression) sLabel 
  If positive 
  Branch if real.expression > 0 
  IFP 
  (real expression) sLabel 
  If Zero 
  Branch if real.expression = 0 
  IFZ 
  (real expression) sLabel 
  Insert Drawing, non-
  visual 
  Insert part by name 
  PARTM 
  fDrawing;rScale[prior]; 
  rRotate[prior];xy1;…;xyN; 
  
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  Command 
  Description 
  Text 
  Equivalent 
  Syntax 
  Insert rectangular 
  array  (macro 
  version) 
  Insert drawing file by name as rectangular 
  array 
  PARYM 
  fName;nColumns[prior]; 
  nRows[prior];xyOrigin;xy2 
  Insert Symbols 
  (macro version) 
  Insert symbol by name 
  INSSYM 
  sSymbol;rScaleX[prior]; 
  rScaleY[prior];rRotate; 
  xy1;…xyN; 
  Insert Text File 
  (macro version) 
  Insert text file by name 
  TFILEM 
  fText;xyPosition 
  [below prior] 
  Layer 
  Sets the current layer. Same as LAYER 
  SETLAYER 
  sLayer[dialog] 
  Line style (macro 
  version) 
  Set linestyle for new entities 
  LSTYLE 
  sLineStyle[dialog] 
  Line to Path (macro 
  version) 
  convert chain of lines to path (macro 
  version) 
  LTPM 
  xyLineChain 
  Load macros (menu 
  version) 
  Load macro file, menu or macro version 
  LOADMACM 
  fMacros 
  Master Settings 
  Filters (macro 
  version) 
  Define Symbol Settings master filter  
  (macro) 
  SYMICONFOPT
  M 
  nFilters;s1[empty]; 
  …sN[Empty]; 
  Menu (macro 
  version) 
  Load Menu file by name 
  MENUM 
  fMenuFile 
  Message dialog box 
  Displays message in macro 
  MSGBOX 
  sTitle;sBox1;…;sBoxN; 
  Open drawing 
  (macro version) 
  Open file, macro version 
  LOADM 
  fLoad 
  Ortho lock off 
  Turn orthogonal locking off 
  ORTHOFF 
   
  Ortho lock on 
  Turn orthogonal locking on 
  ORTHON 
   
  Pause for input 
  Pause for user input in macro 
  ^D 
  sPromptText 
  Pause macro 
  Halt macro execution for n seconds, wait for 
  keypress 
  PAUSE 
  rSeconds 
  Prompt Echo Off 
  Suppress echo of the command prompt 
  ECOFF 
   
  Prompt Echo On 
  Restores echo of the Command prompt 
  ECON 
   
  Redraw restored 
  Suppress automatic screen redraws 
  RDON 
   
  Redraw suppressed 
  Restore automatic screen redraws 
  RDOFF 
   
  Remove File 
  Extension 
  remove the extension from a file name 
  NOEXTENSION  
  Restore Drawing 
  Settings 
  restores the current drawing settings 
  GETSETTINGS  
  Restore selection 
  method 
  Restore saved selection method saved using 
  SELSAVE 
  SELREST 
   
  Save as DXF 
  Saves current file as DXF. 
  SAVEDXF 
   
  Save settings 
  Save current drawing settings 
  SAVESETTINGS  
  Save Macros (macro 
  version) 
  Saves current macros by file name 
  SAVEMACM 
   
  Save selection 
  method 
  Save selection method. Restore with 
  SELREST 
  SELSAVE 
   
  Save variables 
  Save variable values in a script file 
  SAVEVARS 
  fScript 
  Script (macro 
  version) 
  Run a script file by name 
  SCRIPTM 
  fScript 
  Select by 1 Each 
  pick 
  Select entities by single each pick 
  SELBY1 
   
  Select by All 
  Select entities by All 
  SELBYA 
   
  Select by Color 
  Select entities by Color 
  SELBYC 
   
  
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  Command 
  Description 
  Text 
  Equivalent 
  Syntax 
  Select by Dialog or 
  popup 
  Select entities by Dialog 
  SELBYD 
   
  Select by Layer 
  Select entities by Layer 
  SELBYL 
   
  Select by Multiple 
  Each 
  Select entities by Each picks 
  SELBYE 
   
  Select by Prior+A465 Select entities by Prior selection 
  SELBYP 
   
  Sets Hide Off 
  Sets "hide all but current sheet" off 
  SAUTOHIDEOF
  F 
   
  Sets Hide On 
  sets "hide all but current sheet" on 
  SAUTOHIDEON  
  Select Template 
  (macro version) 
  Set current template by name 
  TEMPLATEM 
   
  Set Sheet by name 
  sets current sheet name by name 
  SSET 
   
  Set Sheet by entity 
  sets sheet by selected entity 
  SSETP 
   
  Set Sheet macro 
  sets the current sheet into a macro variable 
  (you could restore it 
  later with SSET) 
  SGETNAME 
   
  Set fraction 
  rounding 
  Set Units fraction rounding code 
  SETFRAC 
  nCode[Prior] 
  Set Master Filter 
  (macro version) 
  Set Symbol Settings master filter  (macro) 
  SYMICONFSET nMaster 
  Show All Layers 
  Shows all layers 
  SHOWA 
   
  Show Layer 
  Shows the named layer 
  SHOW 
  sLayer[dialog] 
  Show Sheet 
  Show named sheet 
  SHOWSHT 
  sSheet 
  Snap off 
  Turns snap off 
  SNAPOFF 
   
  Snap on 
  Turns snap on 
  SNAPON 
   
  Snap Value 
  Set snap points between each grid point 
  SNAPV 
  nDivisions[Prior] 
  Store entity 
  sets a variable to a selected entity 
  STORE 
  vnEntity;xyEntity 
  Straight to Smooth 
  (macro version) 
  converts smooth path/poly to path/poly 
  (macro version) 
  STCM 
  [selection] 
  Text (macro 
  version) 
  Adds text, macro version 
  TEXTM 
  sText;xyPosition 
  [below prior] 
  Text Angle 
  Set text angle 
  TSPECA 
  rAngle[prior] 
  Text Font 
  Set text font by name 
  TSPECF 
  sFont 
  Text Height 
  Set text height 
  TSPECH 
  dHeight 
  Text Justification 
  Set text justification 
  TSPECJ 
  nCode 
  Text Spacing 
  Set text spacing 
  TSPECP 
  rSpacing[prior] 
  Text Stretch 
  Set text stretch factor 
  TSPECT 
  rStretch 
  Text Style 
  Set text style 
  TSPECS 
  nFlags 
  Thaw All layers 
  Thaw All layers 
  THAWA 
   
  Thaw filtered layers Thaws layers that match text filter 
  THAWF 
  sLayerFilter 
  Thaw layer 
  Thaw layer 
  THAW 
  sLayer[dialog] 
  Units (macro 
  version) 
  Set inches per drawing unit, macro version 
  UNITM 
   
  Window 
  Select entities by Window 
  SELBYW 
   
  Yes or No dialog box Display Yes/No message box. Sets error flag 
  on No. 
  ASKBOX 
  sTitle;sBox1;…;sBoxN; 
  
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  CHARACTER ARTIST PRO ADDITI
  CHARACTER ARTIST PRO ADDITI
  CHARACTER ARTIST PRO ADDITI
  CHARACTER ARTIST PRO ADDITIONAL CREDITS
  ONAL CREDITS
  ONAL CREDITS
  ONAL CREDITS    
  Software: 
  Software: 
  Software: 
  Software: Simon Rogers, Mark Fulford    
  Project management: 
  Project management: 
  Project management: 
  Project management: Simon Rogers 
  Catalog utilities programming: 
  Catalog utilities programming: 
  Catalog utilities programming: 
  Catalog utilities programming: Peter Olsson 
  Symbols:
  Symbols:
  Symbols:
  Symbols: Linda Kekumu, Tito Leati 
  Examples:
  Examples:
  Examples:
  Examples: Linda Kekumu, Tito Leati, Ian Malcomson, Steve Mulhern, Simon Rogers 
   User
  User
  User
  User’s Guide:
  s Guide:
  s Guide:
  s Guide: Linda Kekumu, Simon Rogers, James Cox 
  Help System:
  Help System:
  Help System:
  Help System: Simon Rogers 
   Special Thanks To:
   Special Thanks To:
   Special Thanks To:
   Special Thanks To: Steve Mulhern AKA “Halfling”, RPG Tools 
   
  TM 
  
  TMAH-4028-9636-6051
   
   
  158 
  Character Artist Pro Introduction 
  Welcome to Character Artist Pro (CA Pro). CA Pro is an add-on product for CC2 Pro that 
  enables you to create attractive full-length portraits of the characters and humanoid 
  monsters in your game. The portraits can then be exported for use with character sheets, 
  added to CC2 Pro drawings, made into counters, or card stand-up figures. CA Pro also 
  includes symbols for a wide range of monsters, treasure and magical effects. 
  Finally, CA Pro includes advanced utilities for creating and editing symbol catalogs. These 
  are detailed in Advanced  on page 180. 
  Installing CA Pro 
  Place the CA Pro compact disc into your CD-ROM drive. On most computers there will be a 
  few seconds of whirring, then you will see a window showing the contents of the CD. If this 
  doesn’t happen, double-click “My Computer”, then on the letter for your CD-ROM drive. 
  To install CA Pro, double-click Setup 
  , then follow the on-screen instructions. 
  During the installation you will be asked to give your name, company and CA Pro Serial 
  number. Your unique serial number is in the back of the manual or was emailed to you.  
  Once you have completed the installation, start CC2 Pro. On the File toolbar, click CA 
  .  
  Latest Information 
  To be sure of getting the latest version of all of our software, please go to our web site 
  www.profantasy.com. 
  Frequently Used Clicks 
  Before you start creating character portraits, here’s an overview of CA Pro’s most popular 
  commands.  
  Sex Toggle 
  Race catalog 
  Torso catalog 
  Head catalog 
  Left Arm catalog 
  Right Arm catalog 
  Leg catalog 
  Two-handed 
  catalog 
  Other catalog 
  Monster catalog 
  Silhouette 
  Mirror Silhouette 
  Previous Sheet 
   
  Next Sheet 
   
  The CA Pro Bar 
  Toggle Sex 
   changes the currently selected body part catalog for the current race to that 
  of the other sex. For example, if you have the male human leg catalog opened, a click will 
  open the female human leg catalog. Click again to revert to the other sex. Right click to 
  choose from a shortcut menu. 
  Toggle Race 
   changes selected body part catalog for the current sex to the next on the 
  list: Human, Dwarf, Elf, Gnome, Half Elf, Halfling, Half Orc. Click again to move to the next 
  race on the list. For example, if you had the Female Half-Orc Torso catalog opened, a click 
  would open the Female Human Torso catalog. Right click to choose from a shortcut menu. 
   
  About You
  About You
  About You
  About You    
  This section assumes that you have 
  a reasonable grasp of Campaign 
  Cartographer 2 Pro (CC2 Pro). In 
  particular you must be able to use 
  CC2 Pro’s editing commands, and 
  understand how to use templates 
  and symbols. If you purchased CA 
  and CC2 Pro together, learn CC2 
  Pro’s basics first! 
   
  Can’t see the CA Pro toolbar?
  Can’t see the CA Pro toolbar?
  Can’t see the CA Pro toolbar?
  Can’t see the CA Pro toolbar?    
  This is usually found on the left of 
  the DD pro screen. If you can’t see 
  it, select Tools 
   and ensure 
  that Left toolbar 1
  Left toolbar 1
  Left toolbar 1
  Left toolbar 1 and 2222 are 
  ticked.  
   
  
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  159 
   Symbol catalog buttons open a new catalog of the current race and sex in the 
  symbol catalog window. For example, if you had the female Human Left Leg 
  catalog open, and you clicked Torso 
  , the Female Human Torso catalog 
  would open.  Right click on Left Arm 
   or Right arm 
   to see the different 
  poses available, or click to toggle through them. 
   
   
  Other symbols 
  Along with body parts, CA 
  Pro also contains lots of 
  other useful symbol 
  libraries. There are 
  monsters, weapons, 
  magical effects, and 
  treasure available as 
  square counters, hex 
  counters or without 
  constraint. They can 
  enhance existing CC2 Pro 
  or DD Pro designs. 
  The Symbol Catalog 
  toolbar 
   
  gives you access to the 
  symbols. Click for the free-
  standing catalogs, or right 
  click to get the other 
  catalogs. 
  The Character Menu 
  The Character menu includes all of CA Pro’s tools, as well as additional commands to open 
  CA Pro’s extra symbol catalogs. You can also change the color scheme of symbols, and the 
  outline colors of entities. Click Character menu in the Help index for more details 
   
  The Catalog Menu 
  The Catalog Menu contains new symbol and sheet control commands.  
  Character Artist Pro introduces a new concept for editing symbols. Symdefs to Sheets 
  converts every symbol in the catalog into a separate named sheet and Sheets to Symdefs 
  converts those sheets back into symbols. 
  When the symbols are in their sheet form you can use CC2 Pro’s edit commands to change 
  many symbol definitions at the same time. You can change color schemes or resize the 
  whole catalog. 
  A little CC2 Pro review 
  You need to have a reasonable command of CC2 Pro before you start CA Pro. If you are new 
  to ProFantasy’s software, we suggest that you do the first few chapters of the CC2 Pro 
  tutorial before creating your character portraits. 
  Starting Commands 
  To start a new command, for example “copy”, you can 
  � 
  click command’s button 
  � 
  select it from the menu 
  � 
  for some commands, use a hot-key (e.g. 
   
  ) 
  Race Catalogs
  Race Catalogs
  Race Catalogs
  Race Catalogs    
  Catalog symbols for one race or 
  sex don’t fit with  another race or 
  sex. 
  
  TMAH-4028-9636-6051
   
   
  160 
  � 
  type the command at the Command Prompt 
  You know a command has been accepted because the Command Prompt will change to tell 
  you what CA Pro needs next. 
  Cancelling Commands 
  To stop a command in mid process, choose a new command. The Command Prompt will 
  instantly revert to Command:. 
  Ending Commands 
  All CC2 Pro editing commands require that you choose the command, then the entities you 
  want to affect. 
  Auto-Repeating Commands 
  If you want to repeat the previous command, you do not have to reselect its button. Click 
  the left mouse button to repeat the last command. 
  Changing View 
  To get a better view of what you are working on, you can zoom in or out at any time, even 
  in the middle of another command.  
   
   
   
   
   
   
   
  Cancelling Commands
  Cancelling Commands
  Cancelling Commands
  Cancelling Commands    
  Starting a command will usually 
  cancel any other command that 
  was in progress. Some commands 
  (e.g. endpoint and zooms) are 
  designed to work inside another 
  command and do not cancel the 
  previous command. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jhendor, Topographical by Ralf 
  Jhendor, Topographical by Ralf 
  Jhendor, Topographical by Ralf 
  Jhendor, Topographical by Ralf 
  Schemmann*
  Schemmann*
  Schemmann*
  Schemmann*    
  The color scheme in the Jhendor, 
  Jhendor, 
  Jhendor, 
  Jhendor, 
  Topographical
  Topographical
  Topographical
  Topographical map is inspired by 
  a modern atlas and is available as 
  a scheme choice in FT Pro. Ralf did 
  this amazing work before FT Pro 
  was released. It is available as an 
  example map in the 
  Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder.  
  
  TMAH-4028-9636-6051
   
   
  161 
   
  Bronze Age Stone Circle by 
  Bronze Age Stone Circle by 
  Bronze Age Stone Circle by 
  Bronze Age Stone Circle by 
  Ralf Schemmann
  Ralf Schemmann
  Ralf Schemmann
  Ralf Schemmann    
  Bronze Age Stone Circle
  Bronze Age Stone Circle
  Bronze Age Stone Circle
  Bronze Age Stone Circle is a 
  sample drawing from the 
  upcoming product, Source Maps: 
  Temples, Tombs and Catacombs. 
   
   
   
   
   
   
   
  Gaia Looking World by Dr Erin 
  Gaia Looking World by Dr Erin 
  Gaia Looking World by Dr Erin 
  Gaia Looking World by Dr Erin 
  Smale*
  Smale*
  Smale*
  Smale*    
  This drawing is a Gaia View export 
  from FT Pro onto an icosahedral  
  Cosmographer Pro template. 
  Information on exporting FT Pro 
  drawings to CC2 can be found in 
  Exporting to CC2 Pro on page 404. 
  The creator has included notes on 
  how the drawing was created. 
  Look in the 
  Examples>Tome>GaiaView
  Examples>Tome>GaiaView
  Examples>Tome>GaiaView
  Examples>Tome>GaiaView 
  folder for 
  GaiaLookingWorldNotes.doc.  This 
  image doesn’t do the drawing 
  justice. Be sure to view the 
  example FCW drawing also in the 
  Examples>Tome >GaiaView 
  Examples>Tome >GaiaView 
  Examples>Tome >GaiaView 
  Examples>Tome >GaiaView 
  folder. 
  
  TMAH-4028-9636-6051
   
   
  162 
  Races
  Races
  Races
  Races    
  Choose between Dwarf, Elf, 
  Gnome, Half Elf, Halfling, Half Orc 
  and Human. Humans, elves, half-
  elves and half-orcs use one 
  template type, dwarves, gnomes 
  and halflings another. You can 
  even build humanoid monsters by 
  combining human body parts and 
  items with the Monster catalog 
  . 
  SSSSnap Settings
  nap Settings
  nap Settings
  nap Settings    
  The template has a single snap 
  point in the middle of the drawing 
  window which causes the symbols 
  to snap into the correct position. 
  Other
  Other
  Other
  Other    
  The Other catalog contains 
  stowed items, belts and other 
  accessories, as well as composite 
  shapes. 
  Symbol Collections
  Symbol Collections
  Symbol Collections
  Symbol Collections    
  Many of the CA Pro catalogs have 
  collections of similar symbol types. 
  You can expand these by clicking 
  the + by the first symbol in the 
  catalog. If you want, you can cause 
  collections to be expanded all the 
  time. To do this, click 
   
  and select Expand All Collections
  Expand All Collections
  Expand All Collections
  Expand All Collections. 
      
      
      
      
  Varicolor symbols
  Varicolor symbols
  Varicolor symbols
  Varicolor symbols    
  Some symbols have a variable 
  color based around the current 
  color. More on these later. 
   
   
   
  Catalog Window
  Catalog Window
  Catalog Window
  Catalog Window    
  Some of the symbol names in CA 
  Pro are quite long. To widen the 
  window, click  
   then type 
  110
  110
  110
  110 in width of symbols
  width of symbols
  width of symbols
  width of symbols. 
   
  The Five-Minute Portrait 
  The basic features of CA Pro are incredibly easy to use. In this chapter, you’ll learn how to 
  choose the race and sex of your character, add body parts and clothes and select custom 
  colors.  
  Starting the portrait 
  1 
  Click New 
  . Click Portrait, Human, Elf, Half-Elf, Orc.fct 
  2 
  On the File menu click Save As Change folder to My Designs\Characters. In the File Name 
  box type Five Minute then click Save. 
  Choosing the Race and Sex 
  CA Pro has very many catalogs, with male and female versions of different races . Dwarf, Elf, 
  Gnome, Half Elf, Halfling, Half-Orc and Human. Later you’ll find out how to design humanoid 
  monsters, too. Rather than have you use the Catalog button to choose your catalog, we’ve 
  given you some easy shortcuts to choose the exact catalog you want. 
  3 
  Right click Toggle Race 
  . Click Elf. 
  4 
  Click Toggle Sex 
  . 
  Click to get the Elf Male catalog in the window, if it’s not already there. 
  Placing Symbols 
  This is very easy. You don’t even have to aim, because of the templates’ snap settings. Just 
  click symbol from the catalog window, move the mouse to the drawing window, then click. 
  5 
  Click Other 
  . 
  6 
  Click the 
   on the EMO Body 1 symbol.  
  This expands the symbol collection. 
  7 
  Click the EMO Body 2 symbol. 
  8 
  Move the mouse into the drawing window. 
  9 
  Click to place the symbol. 
  That’s how simple it is! All you need to do now is click body part 
  catalogs one at a time and add symbols in the correct order until 
  you’ve created a character portrait. 
  Eye color 
  10 Click Zoom Window 
  . Click two points around the eyes. 
  Notice that the eyes are light green — the same as the current color. 
  The eyes are a varicolor symbol. 
  Adding Clothes 
  Clothes that match body parts are found in the catalogs for each body part, 
  for example sleeves are found in the Arms catalogs. Add clothes for each 
  body part after you have inserted the body part. 
  11 Click Torso 
  . Scroll down the list until you see the EMT Shirt Tan 1 
  symbol in the catalog window (the first tan-colored item on the list.)  
  Note that you don’t have to cancel the previous symbol selection; selecting a new 
  symbol does that. 
  
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  Arm buttons
  Arm buttons
  Arm buttons
  Arm buttons    
  There are five catalogs  for each 
  arm, giving a total of 25 left and 
  right arm combinations. Click an 
  Arm
  Arm
  Arm
  Arm button (Right Arm 
  , or Left 
   Left 
   Left 
   Left 
  Arm
  Arm
  Arm
  Arm 
   to toggle through the 
  combinations; right click for a list. 
  The two combinations that are 
  designed for two-handed weapons 
  can be found in the 2222----arm catalog
  arm catalog
  arm catalog
  arm catalog 
  . 
   
   
  Varicolor Symbols
  Varicolor Symbols
  Varicolor Symbols
  Varicolor Symbols    
  The main coloration will be the 
  current color, the light and shade 
  areas will be colors 
  colors 
  colors 
  colors either side. 
  You can tell these symbols because 
  they have a small square in the 
  upper right corner with the current 
  color in it. To use them, click the 
  color indicator 
  , and 
  choose a color. You can then add 
  the symbol to the drawing. 
   
  12 Click the symbol, then click in the window 
  13 Click Legs 
  . Scroll down the list until you see the first trousers on 
  the list EML Pants Tan 1. Place these. 
  14 Scroll down the list until you see EML Brown Boots 1. Click the 
   
  on the symbol and then select EML Brown Boots 3. Place these. 
  15 Click Other 
  . Click the first belt and place it. 
  Adding Arms and Weapons 
  The Arm buttons lets you select arms positions, weapons and sleeves 
  for your character.  
  16 Right-click Right Arm 
  , then click Right Arm, Hand Up, Elbow 
  Down. 
  17 Click the 
   on the EMAR4 Closed 1 symbol. 
  18 Choose the second arm on the list — EMAR4 Closed 2. Place it. 
  Notice how the hand is clasped, as if threatening — or holding a 
  weapon.  
  19 Scroll down the catalog window. Add the first sleeve you see — 
  EM4 Sleeve Tan 1. 
  20 Scroll down the list until you see the weapons. Add EMAR 4 Rapier 
  21 Right click Left Arm 
  . Click Left arm out at side. 
  22  Click the 
   by the EMALi Open 1 symbol, then select EMAL1 
  Open 2 symbol. Place it. 
  23 Place the EMAL Open Ring symbol on the arm you just placed. 
  Using Varicolor Symbols 
  You controlled the color the eyes of your character. What about symbols with different 
  shades of the same color, like skin or hair? Well, CC2 Pro varicolor symbols can add shades 
  of the current color for you. 
  24 Click Head 
  . 
  The Head catalog also contains hair, helmets and hats. 
  25  Scroll down to the EMH Hair Vari 1 symbol. Notice the colored square in the top left 
  corner, displaying the current color — it shows that this symbol is varicolored. 
  26 Select colors from the color bar. 
  Notice how the colors of the hair in the catalog window change. 
  27 Click the color indicator on the status bar and select color 131. 
  28 Click and place the EMH Hair Vari 1 symbol. The hair is placed with 
  the new color.  
   
  
  TMAH-4028-9636-6051
   
   
  164 
  Varicolor Head
  Varicolor Head
  Varicolor Head
  Varicolor Head    
  The varicolor head has no eyes. All 
  the other heads have varicolor 
  eyes. If you are using the varicolor 
  head, you’ll need to add varicolor 
  eyes afterwards.  
   
   
  Drawing Order
  Drawing Order
  Drawing Order
  Drawing Order    
  Sometimes you might add a 
  weapon after an arm, or legs after 
  trousers. This can cause the 
  characters body parts to be drawn 
  on the screen in the wrong order. 
  CC2 Pro’s entities appear on the 
  screen in the order you added them 
  to the drawing. So entities drawn 
  later will appear “on top” of ones 
  added earlier. You can use CC2 
  Pro’s reordering buttons to change 
  the drawing order. 
  You may have to use the Redraw 
  Redraw 
  Redraw 
  Redraw 
   to see the effects of your 
  reordering.
  A More Detailed Example 
  Now that you can create a basic character portrait, we’ll show you have to correct your 
  mistakes using CC2 Pro’s re-ordering buttons and create custom skin tones and colors for 
  clothes. 
  Using varicolors for skin and eyes 
  1 
  Click New 
  . Click Portrait, Dwarf, Gnome Halfling.fct 
  2 
  Set the race to Halfling and the sex to Female using Race Toggle 
   and Sex Toggle 
  . 
  3 
  Click Head catalog 
    
  4 
  Click the Color indicator, and choose color 100. 
  5 
  Click then place the varicolor head, HfFH Head 1. 
  6 
  Now choose another color from the color bar for the eyes.  
  7 
  Click HfF Eyes Vari symbol and place it.  
  8 
   Click Torso 
  , set the color to 100 and place the varicolor torso, 
  HfFT Torso 1. 
  9 
  Click Legs 
  . Add the varicolor legs, HfFL Legs 1. 
  10 Right-click 2-arm 
  , click Left arm down, right arm up then add 
  the varicolor arms, HfF2H Arms 1. 
  Adding clothes and reordering 
  You might already be able to see a problem emerging with this figure. 
  When you insert torso garments over this figure, they will obscure the 
  left arm. CC2 Pro lets change the drawing order of entities so that you 
  can correct problems like this easily. 
  11 Click the color indicator and choose color 38. 
  12 Click the 
   on the HfH2  Sleeve Vari 1 symbol, then select HfH2  
  Sleeve Vari 3. Place it. 
  13 Click Torso 
  , scroll down then click HfF Tunic Vari symbol .  
  You can see that a problem has arisen. The tunic has obscured her arm. 
  You’ll need to sort out the drawing order. 
  14 Click Front 
  . Click the arms and sleeves, Do it. 
  Front 
   brings the selected entities to the top of the drawing. 
  15 Click Legs 
  . Place the first varicolored pants symbols. 
  They have been placed, but they obscure the tunic.  
  16 Click Back 
  . 
  The prompt reads select entities [0 picked]:  
  17 Click a point just above and to the left of the knees, then just below 
  and to the right. Right click, Do it. 
  The legs and trousers have been selected and sent to the back 
  18 Click Other 
   and add the brown pouch with the shoulder strap, HfFO Brown S Pouch 
  
  TMAH-4028-9636-6051
   
   
  165 
  1. Next add a belt, HfFO Brown Belt 3. Finally add the golden ankh 
  symbol, HfFO Amulet Holy. 
  The pouch is behind the belt. It needs to be brought in front of the 
  belt, whilst remaining behind the ankh. 
  19 Click Bring in front of  
   
  The prompt reads Move above entity:  
  20 Zoom in and select a point on the edge of the belt, being careful not 
  to select part of the tunic accidentally. 
  The prompt reads select entities [0 picked]:  
  21 Click the pouch, Do it.  
  The pouch is now on top of the belt. 
  Now we’ll add some hair, shoes (or halfling foot hair) and a weapon 
  and she’s all dressed up and ready to go!  
  22 Click Head 
   to find hair, Legs 
   to find shoes. Weapons are 
  found the same catalog as the arms you have chosen. In this case 
  click Right-click 2-arm 
  , click Left arm up, right arm down 
  then add the HfF2H Staff Quarter. 
  Reordering tips 
  • 
  Symbols in the catalog are usually listed in the order that they 
  should be placed. For example, in the adjacent diagram, you place the 
  Thigh piece first and the Armor piece last. 
  • 
  If you have a simple correction to make, click Front 
   to bring obscured 
  pieces to the front of the drawing. 
  • 
  If you want to sandwich a new feature between two existing ones, place it, 
  then click Send Behind 
   or  Bring in front of  
   to place it in the 
  correct order. 
   
   
  Bring in Front of
  Bring in Front of
  Bring in Front of
  Bring in Front of    
  If you need to put an entity just 
  above another entity, but not on 
  top of another, use Bring In Front 
  Bring In Front 
  Bring In Front 
  Bring In Front 
  of
  ofof
  of 
     
  If you need to put an entity under 
  another, but not at the back of the 
  drawing, use  Send Behind 
  Send Behind 
  Send Behind 
  Send Behind 
  . 
  Prompt
  Prompt
  Prompt
  Prompt    
  Usually, the first thing a CC2 Pro 
  editing command does is ask for 
  entities to be included in the edit. 
  CC2 Pro then highlights those 
  entities in gray. Send Behind 
   
  and Bring In Front of
  Bring In Front of
  Bring In Front of
  Bring In Front of 
   let you 
  choose the reference entity first, so 
  that it isn’t obscured by the gray 
  highlight color. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shield by 
  Shield by 
  Shield by 
  Shield by Linda Kekumu
  Linda Kekumu
  Linda Kekumu
  Linda Kekumu****    
  The Shield
  Shield
  Shield
  Shield can be viewed in the 
  Examples>Tome 
  Examples>Tome 
  Examples>Tome 
  Examples>Tome  folder. 
   
   
  
  TMAH-4028-9636-6051
   
   
  166 
  Finished your Portrait
  Finished your Portrait
  Finished your Portrait
  Finished your Portrait    
  If you are going to reshape your 
  portrait, we recommend that you 
  keep the original. Make any later 
  changes on the original then redo 
  the reshaping. 
  X and Y Directions
  X and Y Directions
  X and Y Directions
  X and Y Directions    
  If you click Ortho
  Ortho
  Ortho
  Ortho button (near the 
  Snap
  Snap
  Snap
  Snap button) when you are scaling 
  in the X and Y directions, you can 
  control the X and Y scale 
  independently. 
  Scale X
  Scale X
  Scale X
  Scale X    
  CC2 Pro is asking for the horizontal 
  scale factor; 1 means no change, 2 
  would mean twice as wide and 0.5 
  half as wide. 
  If you type in a negative number, 
  the character will become a mirror 
  image. 
  Reshaping Your Portrait 
  Once you’ve completed your figure, you might want to change the scale and proportions, to 
  give a little variation between races. Be sure to do this only when you have finished your 
  portrait, as it is more difficult to change a figure once you’ve rescaled it. 
  If you aren’t following on from the previous section, click Open 
  . Select 
  Tutorials\Tome\CharacterArtist\Reshaping/CA-Reshape01.fcw 
  Rescaling Visually 
  1 
  Click Scale 
  . Click two points to make a window around the entire figure, Do it. 
  The prompt reads Scale origin: CC2 Pro is asking for a point around which to scale the 
  figure. 
  2 
  Click the snap point in the middle of the figure’s chest. 
  3 
  You don’t want the scale to be restricted by snap points, so click 
  the Snap button to turn snap off. 
  4 
  Click a point in between the character’s knees. Move the mouse 
  up and down. 
  The prompt reads Scale to (Shift = change ref, Ctrl = independent X/Y):  
  The dynamic cursor of the figure scales up and down. Note the 
  red indicator in the top left of the screen showing you the scale. 
  5 
  Press CTRL and move the mouse around. 
  The figure scales in both the X and Y directions. 
  6 
  When you are happy with the appearance of the figure, click the left button.  
  Unless you are making a giant, usually only a small cursor movement is required. It’s 
  often helpful to scale next to another example of the same race. 
  Rescaling non-visually 
  If you want a precise scale factor, you can use CC2 Pro’s non-visual editing commands.  
  1 
  Click Open 
  . Select Tutorials\Tome\CharacterArtist\Reshaping/CA-
  Reshape01.fcw 
  2 
  Right-click Scale 
  , click Non-visual Scale XY. 
  3 
  Click two points to enclose the entire figure in a window, Do it. 
  The prompt reads Scale X by [1.00]: 
  4 
  Type in 1.1 then press 
  . 
  The prompt reads Scale Y by [1.00]: We are going to make her taller, and wider, but 
  more wide than tall. 
  5 
   Type in 1.05 then press 
  . 
  The figure will be 10% taller and 5% wider. 
  The prompt reads Scale center:  
  6 
  Click the snap point in the middle of the figure’s chest. 
  The figure has been scaled. 
   
  
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  167 
   
   
   
   
   
   
  Kuslik (building function view) 
  Kuslik (building function view) 
  Kuslik (building function view) 
  Kuslik (building function view) 
  by Ralf Schemmann
  by Ralf Schemmann
  by Ralf Schemmann
  by Ralf Schemmann    
   
  Kuslik
  Kuslik
  Kuslik
  Kuslik is a drawing done using the 
  City Designer add-on to CC2 Pro. It 
  uses hotpots for layer management 
  as explained in Using Hotspots to 
  Control Sheets and Layers on page 
  118. It also demonstrates CD Pro’s 
  index feature as explained in 
  Indexes on page 216.  
    
  Look for Kuslik
  Kuslik
  Kuslik
  Kuslik in its city view on 
  page 55 and its borough view on 
  page 120. Navigation between the 
  views is a simple click on the 
  appropriate hotspot. 
   
  
  TMAH-4028-9636-6051
   
   
  168 
  Finished
  Finished
  Finished
  Finished    
  You can hide the buttons on the 
  Monster scale template by 
  clicking the layer indicator 
   then hiding the 
  BUTTON
  BUTTON
  BUTTON
  BUTTON layer. 
  Remember, when you have 
  finished creating your monster 
  portraits, you should reset the 
  symbol scale to 1 before creating a 
  new portrait. Click a symbol
  symbol
  symbol
  symbol, right 
  click, click Set Normal
  Set Normal
  Set Normal
  Set Normal, then click 
  Finished
  Finished
  Finished
  Finished to do this. 
   
  Creating Humanoid Monsters 
  You can use CA Pro to create humanoid monsters ranging from kobolds to snake creatures. 
  There are two monster catalogs, one male and one female all designed to fit on the basic 
  human torso. Combine the monster pieces with the human pieces, reshape and you’ve got 
  some pretty nifty foes for your player’s characters.  
  Using the pre-defined template 
  There are two methods of creating humanoid monsters. The first is to design them at human 
  size, then scale them afterwards, the second is to use a specially designed template that 
  sets the scale and even the suggested varicolors for you. We’ll use this method first. 
  1 
  Click New 
  . Click Portrait Monster.fct 
  You can see a template with buttons by the side, each one for a monster type. 
  2 
  Click Monster 
  . 
  You can see the monster catalog. This consists of various symbols, many 
  varicolored, that can be combined with human pieces.  
  3 
  If the Male Monster catalog isn’t visible, click Toggle Sex 
  . 
  4 
  On the template, click the Tabaxi button. 
  An arrow points at the Tabaxi button. The color has been set to a light 
  tan (the suggested light varicolor for this creature) 
  5 
  Scroll down the monster catalog until you see the Tabaxi head. Click it. 
  Right click, just to see the scale. 
  6 
  Choose More then place the head. 
  7 
  Click legs and place them. 
  The head and the legs are the only two symbols specifically for 
  Tabaxi; the rest of the figure needs to be made from other symbols. 
  Other monsters have more body parts. Scroll down the list to see. 
  8 
  Click Torso 
  , scroll down and place the varicolor torso. 
  9 
  Right click Right arm 
  . Click Hand up, Elbow Out. 
  10 Click then place the light varicolor arm, HMAR6 Closed 1. 
  11 Scroll down and place the HMAR6 Spear symbol. 
  12 Right click Left Arm 
  . Click Left arm at side.  
  13 Add the varicolor arm with the open hand, HMAL2 Open 1. 
  14 Click Monster
  . 
  15 Click color 24 (dark red) on the color bar. 
  16 Select and place the first loincloth symbol MM Loin Ragged 1 
  Your Tabaxi is finished. 
  Using the Standard Template 
  If you prefer, you can create your monster at human scale, then scale it 
  after you’ve finished. Start a blank character, and create the monster at 
  human scale. 
  When you have completely finished creating the monster, reshape it to 
  the correct size. Right click Scale 
   then click Non-visual Scale XY. 
  Type in X and Y scale factors using the suggested values from the table below. 
   
  
  TMAH-4028-9636-6051
   
   
  169 
  Creature 
  Type 
  X 
  scale 
  Y 
  scale 
  Dark varicolor 
  Light varicolor 
  Notes 
  Birdman 
  .9 
  .9 
  38 
  41 
  Add the wings first 
  Cyclopskin 
  1.25 
  1.2 
  Use normal 
  skin tones 
  Use normal 
  skin tones 
  Use Cyclopskin head 
  Gnoll 
  1.1 
  1.15 
  42 
  44 
  Use Gnoll head 
  Goblin 
  0.7 
  0.65 
  84 
  86 
  Use Goblin head 
  Hobgoblin 
  1.1 
  1.05 
  161 
  164 
  Use Hobgoblin head 
  Kobold 
  0.5 
  0.5 
  146 
  148 
  Use Kobold head 
  Lizardman 
  1.15 
  1.15 
  82 
  84 
  Use Lizardman head, 
  legs and torso. 
  Orc 
  1 
  0.95 
  144 
  147 
  Use Orc head 
  Tabaxi 
  1 
  0.95 
  42 
  44 
  Use Tabaxi head and 
  legs 
   
   
   
   
   
   
   
  The Keep of Lord Rufus by 
  The Keep of Lord Rufus by 
  The Keep of Lord Rufus by 
  The Keep of Lord Rufus by 
  Morgan Olden
  Morgan Olden
  Morgan Olden
  Morgan Olden    
  The Keep of Lord Rufus
  The Keep of Lord Rufus
  The Keep of Lord Rufus
  The Keep of Lord Rufus is 
  available in the Profantasy 
  Download Library. 
  
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  170 
  Silhouettes
  Silhouettes
  Silhouettes
  Silhouettes    
  Silhouettes are often used on 
  counters for use with board games. 
  They are cleaner than full color 
  images, especially if when you are 
  printing them very small. 
   
  Finishing Touches 
  You can use CC2 Pro’s power to customize your characters so that no two are alike. Many 
  examples of this are given in the example drawing found in the drawing 
  Examples\Characters\Creative Use Ideas.fcw. 
  Making a Silhouette 
  CA Pro has two ways for making your portraits into solid black shapes. These can then be 
  used as silhouettes, or as shadows for your figure. The silhouettes can also be used to 
  represent the back of your figures when used to make stand up card figures. 
  1 
  Open Tutorials\Tome\CharacterArtist\Finishing\CA-Silhouette01.FCW. 
  2 
  Click Silhouette 
  . 
  The prompt reads select entities [0 picked]: 
  3 
  Click two points to select the portrait using a window, Do it. 
  The portrait is converted into a silhouette. 
  Making a shadow 
  1 
  Open Tutorials\Tome\CharacterArtist\Finishing\CA-Silhouette01.FCW 
  This is an elf portrait. Notice that there is a small shadow disk in place from the Other 
  catalog. 
  2 
  Click Mirror Silhouette 
  . 
  The prompt reads select entities [0 picked]: 
  3 
  Turn Snap off. 
  The shadow will come from the feet. 
  4 
  Click points to select the portrait in a window, Do it.  
  The prompt reads Start of mirror line: 
  The basic shadow shape is a silhouette of the figure mirrored about the 
  feet. 
  5 
  Zoom in to an area that includes both feet. 
  6 
  Click Endpoint 
   
  The prompt reads entity: 
  7 
  Click the lowest node on the figure’s right foot. 
  The prompt reads end of mirror line: 
  8 
  Depress the Ortho button  
  9 
  Click a point to the side of the first point. 
  A mirrored silhouette is created. 
  10 Click Change Color 
  . Select the shadow by Prior, Do it. Right click then click color 14 
  (dark grey)  
  11 Right click Scale 
   then click Non-visual Scale XY. Select by Prior, Do it. 
  12 Type in value of 1 for X and 0.1 for Y. The scale center is between the character’s feet. 
  Your character now has a shadow. 
  Using Custom Parts 
  We’ll follow a couple of these examples to show you the versatility of CA Pro. 
  Snap
  Snap
  Snap
  Snap    
  Turning Snap off makes it easier 
  to add the mirror line for the 
  silhouette. 
   
  
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  Explode
  Explode
  Explode
  Explode    
  Explode takes an entities and 
  converts it into simpler entities. 
  These entities are added to the 
  drawing on top of everything else. 
  In this case, the head is converted 
  from a symbol into its constituent 
  parts, which are added at to the 
  drawing – the front of the drawing. 
   
  1 
  Open Tutorials\Tome\CharacterArtist\Finishing\CA-Custom01.fcw. 
  2 
  Select male dwarf right arm catalog illustrated. 
  You know how to do this now, right? 
  3 
  Scroll down the catalog list until you see the first light tan colored sleeve 
  then place it 
  4 
  Scroll down the list and place one of the right arm armor 
  sections. 
  5 
  Click the correct left arm catalog and place the arm symbol 
  illustrated 
  The prompt reads end of mirror line: 
  6 
  Scroll down the catalog list until you see the first light tan colored sleeve 
  then place it 
  7 
  Scroll down the list and place the left arm armor section that matches the right 
  arm. 
  8 
  Turn Snap off. 
  9 
  On the Symbol Catalog toolbar, Click Weapons 
  . 
  10 Click the bardiche symbol, press 
   and move the mouse until the bardiche 
  is more Dwarf size. 
  11 Press 
  +
   and move the mouse to rotate it as in the picture. 
  12 Click correct left arm catalog, scroll down then click, but don’t place, the first 
  bare hand symbol you see.  
  13 Right-click, click Normal, then click More. Turn Snap on. Place the symbol. 
  14 Click Right Arm 
   until you see the correct right arm catalog, scroll down, then click 
  the first bare hand symbol you see.  
  15 Press 
  +
   and move the mouse to rotate it as in the picture.  
  The finished figure has arm positions that are not available in the 
  standard catalogs. 
  Customising a Portrait 
  You can change the appearance of elements within character portraits using CC2 Pro’s 
  drawing commands, changing expressions, or adding new items. 
  1 
   Open Tutorials\Tome\CharacterArtist\Finishing\CA-Custom02.fcw 
  You can see two versions of a dwarf character; the one on the left has had some 
  additional finishing touches to give personality 
  2 
  Click Explode 
  , click the head symbol on the right-hand figure. Don’t include the 
  beard. 
  3 
  Click Bring In Front of 
  , click edge of the shield, select by Prior, Do it. 
  The head is in the correct order in the drawing. 
  4 
  Select the Dwarven Head catalog, scroll down and choose the Smile symbol, place it.  
  5 
  Click Zoom Window 
   to zoom into the face. Right-click Scale 
   then click Mirror to 
  turn the smile into a frown, clicking the mirror line points above. 
  6 
   Click Zoom Out 
   again and click Move 
  . Select an eyebrow, Do it.  
  7 
  Choose a move from point. Hold down 
   and 
   and move the mouse to get a 
  suitably jaunty angle for the eyebrow, then release 
   and 
  . 
  Weapons
  Weapons
  Weapons
  Weapons    
  This catalog contains weapons that 
  are designed for us on dungeon 
  maps, or for custom characters like 
  this one. They won’t automatically 
  fit into position. 
   
  
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  8 
  On the color bar, click color 11 (Tan.) Click Line 
   to give the character some body hair, 
  just like in the picture on the left. 
   
   
   
   
  The Highlands by Ralf 
  The Highlands by Ralf 
  The Highlands by Ralf 
  The Highlands by Ralf 
  Schemmann*
  Schemmann*
  Schemmann*
  Schemmann*    
  The Highlands
  The Highlands
  The Highlands
  The Highlands uses symbols from 
  Symbol Set 1-Fantasy Overland. 
  This drawing can be viewed in the 
  Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder. 
  
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  173 
   
   
   
   
   
  Point Est by S. Domas
  Point Est by S. Domas
  Point Est by S. Domas
  Point Est by S. Domas    
  Point Est
  Point Est
  Point Est
  Point Est is available in the 
  Profantasy Download Library. 
  
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  174 
  Templates
  Templates
  Templates
  Templates    
  The card figure templates are 
  designed so that you can print out 
  as many characters as possible on 
  one sheet of paper. The 25mm in 
  the template name means that 
  25mm is equal to the height of a 
  human-sized figure at this scale. 
  See Miniature Scale
  Miniature Scale
  Miniature Scale
  Miniature Scale in the Help 
  index for more information on 
  what the various template sizes 
  mean. 
  CA Pro has many more templates 
  than those available from the New 
  button – right click New to see 
  decorative portrait backgrounds 
  and all the counter and card stand-
  ups available. 
  Add More Figures
  Add More Figures
  Add More Figures
  Add More Figures    
  There are also buttons on the 
  templates you can click to add 
  figures. After you’ve added a single 
  figure such as this ogre, you can 
  click Copy Full Sheet of Same 
  Copy Full Sheet of Same 
  Copy Full Sheet of Same 
  Copy Full Sheet of Same 
  Character
  Character
  Character
  Character to copy the ogre to 
  every available slot. 
  Hide the BUTTON 
  BUTTON 
  BUTTON 
  BUTTON layer before you 
  print the sheet. 
   
  Usual Manner
  Usual Manner
  Usual Manner
  Usual Manner    
  Don’t forget that there are other 
  figures on the template when you 
  are editing; don’t select by All
  All
  All
  All 
  unless you really mean it!  
  Creating Stand-Up Figures and Counters 
  Your characters can also be used to create stand up card figures or counters for use with 
  Dioramas Pro, DD Pro, or with miniatures. These can be created on specially designed 
  templates, or else from characters you have already made. We’ll show you how to do both. 
   
  Creating card figures from existing characters 
  You can simply copy and paste figures you have created into a suitable card figure 
  template. This example assumes that you want to paste lots of figures onto one template. 
  1 
  On the File menu click New Card Figure >> Human, Elf, Orc. Click the HEHH 25mm 
  Characters.fct template. 
  2 
  Start CC2 Pro again so that it is running twice. 
  Arrange the two windows so that you can easily 
  cut and paste between them. 
  3 
  In the new window, open 
  Tutorials\Tome\CharacterArtist\StandUp\CA-
  Standup01.fcw.  
  4 
  On the Edit menu click Copy, or press 
  +
  .  
  5 
  Click points to select the character (not the 
  border) in a window, Do it. 
  You can’t see the prompt, because CC2 Pro’s window is not wide enough, but you can 
  see the cursor. You are being asked for the clipboard origin. 
  6 
  Click the Snap point in the middle of the ogre’s chest 
  The ogre has now been copied to the clipboard. 
  7 
  Click the title bar of the other copy of CC2 Pro to make it the current 
  application. 
  8 
  Press 
  +
   to paste, select OK on the dialog box, click the red cross 
  in the top left corner of the miniature template. 
   
  The figure is placed. 
  9 
  Right click to stop pasting. 
  10 To add more figures to this template, switch to the other CC2 Pro window, open up the 
  drawing with the new figure, then copy and paste again. 
   
  Creating card figures from scratch 
  If you are not continuing from the previous example, open 
  Tutorials\Tome\CharacterArtist\Standup\CA-Standup02.fcw and go to step 2. 
  1 
  Close down the CC2 Pro with the figure in it, leaving the one 
  with the ogre figure intact. 
  2 
  Click Zoom Window and click two points to zoom into the 
  empty figure template next to the second ogre 
  3 
  Create your figure in the usual manner.  
  4 
  When you’ve finished, zoom to the next blank stand and 
  start your next portrait. 
   
  
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  175 
  EEEEndpoint
  ndpoint
  ndpoint
  ndpoint    
  As an alternative to using 
  Endpoint
  Endpoint
  Endpoint
  Endpoint modifier, you can try 
  Attach
  Attach
  Attach
  Attach. This is like having a 
  modifier turned on all the time. 
  Depress the Attach
  Attach
  Attach
  Attach button then 
  right click it and select Nearest 
  Nearest 
  Nearest 
  Nearest 
  Endpoint
  Endpoint
  Endpoint
  Endpoint.  Remember to turn 
  Attach
  Attach
  Attach
  Attach off when you have finished 
  using it, 
  Settings
  Settings
  Settings
  Settings    
  The paper distance is set so that 
  25mm on the paper equals 6 feet 
  in the drawing. (25mm is 0.08202 
  feet) If you want to customize your 
  templates, you can type in the 
  scale factor easily – for this 
  drawing just type 25mm
  25mm
  25mm
  25mm in the 
  Paper Distance and 6666’ in the 
  drawing distance; CC2 Pro will 
  convert the numbers for you. CC2 
  Pro also recognizes mmmm for meters. 
   
  Adding backs to card figures with Mirror Silhouette 
  You can create rear views of characters in silhouette to make the backs of card figures. You 
  can add backs to individual characters, or else do a whole batch at once. 
  1 
  Open Tutorials\Tome\CharacterArtist\Standup\CA-Custom03.fcw.  
  2 
  Click Mirror Silhouette 
  . 
  The prompt reads select entities [0 picked]: 
  3 
  Click two points to select the entire top row of figures using a window, Do it. 
  The prompt reads Start of mirror line: The card figure borders are not selected because 
  they are on a frozen layer. 
  4 
  Click Endpoint 
  , then the Mirror line Start 
  illustrated below. 
  5 
   Click Endpoint 
  , then the Mirror line end 
  illustrated above, 
  You’ve added shadow to all the figures. 
  Printing and assembling card figures 
  The card figure templates are set up to include the correct 
  printer settings for the miniature scale you have chosen. 
  Figures can be printed onto paper or card. We find 200gsm 
  card works fine, but please check your printer manufacturer’s 
  guidelines before printing on card.  
  6 
  Click Print 
  . Note the settings. 
  7 
  Click Preview. If everything looks fine, select OK. 
  8 
  Take a craft knife following 
  manufacturer’s instructions, or use 
  scissors and cut as illustrated 
  9 
  Fold each figure as illustrated. 
  10 Stick the base pieces together using 
  paper glue or clear sticky tape to 
  give you your counter.  
   
  Creating Counters 
  CC2 Pro also includes templates for counters. These counters can be used for wargaming, in 
  place of card figures, or directly on dungeon or overland maps. You can insert portraits into 
  the counter templates just as you did with the card figures, but with one additional step; you 
  need to scale the figure after it has been placed by about 0.85 so that it fits on the counter. 
   
  A Summary of Customizing Portraits 
  Creating humanoid monsters 
  There are two monster catalogs, one male and one female all designed to fit on the basic 
  human torso.  
  To start designing monsters, click Monster 
  . Click Toggle Sex 
   to choose the sex of 
  the monster. When you select the monster catalog, CA Pro stays in “monster mode” until you 
  click Toggle Race 
  .  
  
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  176 
  1 
  Click New 
  . Click Portrait Monster.fct  
  2 
  Click one of the on-screen buttons to choose a monster type. 
  3 
  Insert the appropriate symbols from the Monster catalog. Usually there is just a head, 
  occasionally more. 
  4 
  Click body part catalog buttons, adding the varicolor symbolsRemember to set the 
  symbol scale to Normal when you have finished creating monsters, as CC2 Pro 
  remembers it between drawings. 
  Alternative method 
  If you prefer, you can create your monster at human scale by combining human and 
  monster parts, then click Scale 
   when you’ve finished. 
  Silhouettes 
  To create a silhouette of your figure click Silhouette 
  . 
  Shadows 
  You can create a shadow for your figure by clicking Other 
   then placing an appropriate 
  shadow symbol from the Other catalog. Alternatively: 
  Click Mirror silhouette 
  . Choose a mirror line along the feet. 
  On the Edit menu click Non-visual >> Scale XY to scale the shadow. 
   
   
   
   
  World Map from Profantasy
  World Map from Profantasy
  World Map from Profantasy
  World Map from Profantasy    
  This world map is available in the 
  Profantasy Download Library. 
  
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  177 
   
   
  Herebin’s Neighborhood by 
  Herebin’s Neighborhood by 
  Herebin’s Neighborhood by 
  Herebin’s Neighborhood by 
  Ken Snellings*
  Ken Snellings*
  Ken Snellings*
  Ken Snellings*    
  Herebin’s Neighborhood
  Herebin’s Neighborhood
  Herebin’s Neighborhood
  Herebin’s Neighborhood was 
  drawn using the Mappa Harnica 
  toolkit. The drawing can be viewed 
  in the Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder. 
  For more information on the 
  Mappa Harnica Toolkit, visit 
  http://www.thechmp.com/MappaH
  arnica/.  
   
  
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  178 
  Using Your Character Portraits 
  So you’ve made your character portraits, now what can you do with them? Well, obviously 
  you can print them out from CC2 Pro, but you can also add them to counters, make stand-up 
  card figures, put them on character sheets or even make symbol libraries from them.  
  Adding your portrait to a character sheet 
  Via the clipboard 
  The clipboard is a quick and painless way of exporting your images, but lacks fine control; it 
  doesn’t crop the images for you, for example. 
  1 
  Open Tutorials\Tome\CharacterArtist\Character\CA-
  Character01.fcw. 
  2 
  On the Tools menu click Clipboard >> Options >> EMF. 
  Click values in the illustration. 
  3 
  Click the Layer indicator then hide the Frame layer. 
  Most character sheets have a frame for your portrait 
  already. 
  4 
  Press 
   
  , select All, Do it. 
  The prompt reads clipboard origin[0,0]: 
  5 
  Click the lower left corner of the image. 
  6 
  Start Word® and open Dying Earth.doc. 
  7 
  Click in text box at the top right and press 
   
  . 
  The character portrait is 
  inserted in EMF format. 
  8 
  You may need to use Word®’s 
  picture re-sizing  and cropping 
  facilities, but here’s not the 
  place to describe that! 
  By saving the entire drawing to a 
  JPEG, or PNG file 
  CC2 Pro lets you export the entire 
  drawing as a high-resolution JPEG, 
  BMP or PNG file. You can use any 
  of these formats on the web or 
  pasted into you character sheets. See Import, Export and 
  Inserton page 112 of the CC2 Pro section of the manual. 
  By saving an area of the drawing to a JPEG or PNG file 
   You can save a section of the drawing as a JPEG, PNG or 
  BMP resolution to a file. Instructions are given on page 114 
  of the CC2 Pro manual. 
   
  Summary of Using Portraits - Creating card stand up figures 
  Converting existing portraits 
  1 
  Start a new drawing based on one of the templates in the 
  Templates\CharacterArtist\CardFigures folder. 
  2 
  Start another instance of CC2 Pro. 
  Word
  Word
  Word
  Word    
  If you don’t have Word, use 
  another word processor. Most 
  word processors have an option to 
  insert a graphic. 
   
  
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  3 
  Open the first drawing you want to make into a card figure. 
  4 
  On the Edit menu click Copy. Select the figure. 
  5 
  Click the snap point in the character’s chest. 
  6 
  Switch to the other instance of CC2 Pro, and paste the figure into the template. 
  7 
  Repeat for each character. 
  From scratch 
  1 
  Start a new drawing based on one of the templates in the 
  Templates\CharacterArtist\CardFigures folder. 
  2 
  Zoom in to a blank area and start creating your figure. 
  Adding backs to card figures 
  1 
   Click Mirror Silhouette 
  , then click figure. 
  2 
  Click two points to make a mirror line as shown in the diagram. Click 
  Endpoint 
   before each point to ensure accuracy. 
   
   
   
   
   
   
   
   
   
  Tower Castle by Ralf 
  Tower Castle by Ralf 
  Tower Castle by Ralf 
  Tower Castle by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
  Tower Castle
  Tower Castle
  Tower Castle
  Tower Castle is a drawing out of 
  Source Maps: Castles! For more 
  info on Castles!, see page  480. 
  
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  180 
  Advanced Catalog Features 
  In order to create Character Artist Pro, we added some new features that make it easy to 
  manipulate entire symbol catalogs at once. We’ve added these catalog utilities to CA Pro to 
  make it easy for you to edit and manipulate symbol catalogs, too. This chapter shows you 
  how to use the new catalog utilities and add your own symbols to the CA Pro catalogs. 
  All Dressed Up 
  In this section we will be creating a sash symbol for the Human Male catalog.  Later we will 
  clone the symbol to produce a variety of colors, add the symbols to the Human catalog and 
  make proportional versions for the other racial catalogs.  
  For step by step diagrams of this section, open Tutorials\Tome\CharacterArtist\CA 
  Tutorial 5a.fcw. 
  Designing the symbol 
  1 
  On the File menu click Open. Click the drop down list and choose CC2 FSC Symbol 
  catalog, select CA blank.fsc from the Symbols\CharacterArtist folder. 
  2 
  Right click Race 
  , click Human. Right click Sex 
  , click Male. 
  3 
  Click Other 
  . 
  4 
   Click and place HMO Body 2. You might have to click the 
   on HMO 
  Body 1 and expand the collection to find HMO Body 2. 
  5 
  Click Explode 
  . Click the symbol you just placed, right click, select Do 
  it. 
  We need to erase all but the solid filled area of skin. The skin is color 
  157 ( you could click List on the Info menu to discover this.) 
  6 
  Click Erase 
   All, Not, Color select color 157, Do it.    
  Remember to right-click to see the entity selection menu. 
  7 
  Click Change Color 
   Click the figure and choose color #6 (magneta). 
  8 
  Click Fill Style 
  . Change the fill style to Hollow. 
  To make sure that the sash fits on the standard Human Male, we’ve insert HMO Body 1, 
  exploded it, and we will use it as a guideline. We’ve used this rather garish 
  color to make it easier to see the outline, and we use Hollow so that a fill 
  style doesn’t obscure what’s underneath.  
  9 
  Turn Snap off 
  10 Set SHADING as the current layer, the fill style to Hollow, color to #1 
  green and line width to zero.  
  11 Right click Attach. Click Nearest point ON. Click Attach Enabled. Click 
  Poly 
  . Click points to draw the sash and ring. 
  You’ll need one polygon for the top sash section, one for the ring and another 
  for the lower sash section. 
  12 Click Fill Style 
  . Change the fill style to Solid. 
  13 Change the color of the sash and ring to color 0 (black) 
  Right Click, select Prior, Right Click, Do it , Right Click, select black #0. 
  CA blank.fsc
  CA blank.fsc
  CA blank.fsc
  CA blank.fsc is a special, blank 
  catalog for making new Character 
  Artist Pro symbols. It is very 
  important to use a blank catalog 
  when making new symbols and 
  catalogs so you don’t end up with 
  unwanted symbol fills in the new 
  catalogs. 
  Guideline
  Guideline
  Guideline
  Guideline    
  It is easier to see what you are 
  doing and ultimately more accurate 
  to draw your entities with Hollow 
  fillstyle and a bright color first, 
  then change their color and fill 
  later. 
   
  Drawng the Sash
  Drawng the Sash
  Drawng the Sash
  Drawng the Sash    
  Avoid using Smooth Paths and Poly 
  in your symbols as they cause a 
  longer redraw. Use Paths, Polys 
  and Arcs instead. 
   
  
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  181 
  14 Click Change Color
  . Click figure and choose color of #6 (magneta). 
  15 On the Character menu, click Change outline color To selected color. Click the 2 
  pieces of the sash, Do it, select color 47.  
  16 Repeat for the ring selecting color 133. 
  17 Click Poly 
  . Set the fill style to Solid, the color to 45 (tan) and the line width to zero. 
  Draw shading on the sash. 
  18 Select color 135 for the ring highlight, draw it with the Poly. 
  Our shading and highlights are usually 2 color tones lighter or darker than 
  the original color 
  19 Click Path 
  , set OUTLINE as the current layer, choose color 0 black 
  and add a partial outline to the shading where it touches the edge of 
  the sash and ring. 
  20 Turn Snap back on, set SYMBOL DEFINTION as the current layer then 
  on the Symbols menu, click Define Symbol from the menu. Enter the 
  symbol’s name as Sash 2A, choose the origin where the cursor snaps, 
  click sash and ring Not color 6 (magenta), Do it.. 
  21 On the File menu, click Save As. Type Sash.fsc. 
  Congratulations! You’ve just completed the first sash symbol. 
  Creating color variants of symbols 
  In this next section we will clone the sash symbol to create several different colored sash 
  symbols for addition to the Human Male Other catalog. 
  For step-by-step diagrams of this section, open Tutorials\Tome\CharacterArtist\Tutorial 
  5b.fcw. 
  1 
  If you aren’t following on from the last section, open CA Tutorial 5c.fcw. 
  2 
  On the Symbols menu, click Symbol Manager. Click Sash 2a, then click Clone. 
  We are going to make copies of Sash 2a with different names to make a set of 
  matching symbols for the catalog. 
  3 
   Type a new name for the symbol, in this case Sash 2B 
  The Command Prompt reads New window corner: 
  You are being asked to define the corner of a new 
  drawing window in which you can edit the new 
  symbol. 
  4 
  Click in the drawing area 
  The Command Prompt says Opposite corner: 
  5 
  Click again in the drawing area. 
  6 
  CC2 Pro now displays a clone of Sash 2a. 
  7 
  We need to change the colors of the sash to match the other symbols in the catalog. 
  8 
  Click Change Color 
   and change color 45 to color 165. 
  9 
  On the Character menu click Change outline color >> To selected color, pick the 2 
  pieces of the sash and change them to color 167.  
  10 Click Close 
   on the symbol editing window and choose Yes when asked if you want 
  to save the changes. 
  Selected Color
  Selected Color
  Selected Color
  Selected Color    
  An individual entity in CC2 Pro can 
  display an outline as well as an 
  interior color. Whether the outline 
  is displayed or not is determined by 
  the Outline setting for the current 
  fill style in the Fill Style Properties 
  dialog box. Usually the outline and 
  interior color are the same, 
  however to help make symbols 
  redraw very fast you can use two 
  different colors in a single entity. 
  When you use CC2 Pro’s "select by 
  color" editing option, it is the 
  outline color that CC2 Pro is using 
  to find entities. 
   
  Outline
  Outline
  Outline
  Outline    
  Because we made use of the dual 
  color properties, we cannot FRONT 
  the black outline as we would just 
  be fronting the whole sash. We 
  need to add a partial Black outline 
  to the shading entities 
  Symbol Name
  Symbol Name
  Symbol Name
  Symbol Name    
  Each CC2 Pro symbol must have its 
  own unique name. Check other 
  catalogs to make sure you are not 
  using a duplicate name. When you 
  successfully define a symbol it will 
  disappear – this is normal! It 
  means CC2 Pro has moved the 
  symbol into the Symbol Definition 
  area of the drawing 
  
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  182 
  11 Repeat the above steps to clone additional symbols according to this chart: 
  Symbol Name 
  Light Color 
  Dark Color 
  Sash 2C 
  #85 
  #87 
  Sash 2D 
  #71 
  #69 
  Sash 2E 
  #241 
  #244 
  12 On the File menu click Save As and give the name Sash.fsc 
  But I Wanted Chartreuse! 
  CA Pro symbols, like any other CC2 Pro symbol, have the ability to change color according to 
  the currently selected color on the toolbar. These shaded varicolor symbols add versatility to 
  our catalogs. In order to create a shaded varicolor symbol of our sash, we can refer to the 
  section Converting an Existing Symbol to Shaded Varicolor on page 75. 
  Rename and Reorder 
  In this section we will add the new sash symbols to the Human Male Other catalog, rename 
  them and quickly place them into the correct order in the catalog. 
  1 
  On the File menu click Open. Click Symbols\CharacterArtist\HumanMaleOthers.fsc 
  2 
  On the File menu click Save As, and make a back up of this file. 
  3 
  On the Catalog menu click Add Symdefs from file. Select 
  Tutorials\Tome\CharacterArtist\Tutorial 5b.fcw. 
  This is identical to the file you completed in the last section. It contains symbol 
  definitions of sashes. 
  4 
  On the Catalog menu click Rename and Reorder >> Create Symdef name file. Type 
  Sash and press 
   
  5 
  Open the newly created file in a text editor such as Notepad® or Word® You can use 
  the text editor to either rename symbols or re-order them, not both.  
  6 
  Cut and paste the symbol names starting Sash 2 and place the symbols below the Sash 
  symbol names. 
  7 
  Make sure you save the file in plain text format with the same name when you are 
  done. 
  8 
  On the Catalog menu click Rename and Reorder >> Import reordered symdefs name 
  file then select the list file. 
  All the symbol definitions will be moved around to reflect your new order. 
  9 
  On the File menu click Save. 
  10 Now make another symbol list file, and use your word processor to rename all the Sash 
  2 symbols to HM Sash 2 symbols. 
  Pint-Sized Symbols 
  Character Artist Pro has several different fantasy racial catalogs, all of which are different 
  sizes. In this section we will outline the steps needed to make and add the Sash 2 symbol to 
  each of the racial catalogs. Each race has different proportions, and you’ll need to scale your 
  sashes to match these proportions. 
  Please refer to the above section if you need help with cloning, renaming or re-ordering. 
  1 
  On the File menu click Open. Click 
  Symbols\CharacterArtist\BodyParts\DwarfMaleOther.fsc 
  2 
   On the File menu click Save As, and make a back up of this file. 
  Rename or Reorder
  Rename or Reorder
  Rename or Reorder
  Rename or Reorder    
  You can only rename or re-order 
  symbols, you can’t do both at the 
  same time! CC2 Pro will not know 
  to which symbols to apply which 
  names. Be very careful and don’t 
  forget what you are doing because 
  it makes a heck of a mess of your 
  catalog if you get it miXEd up. 
   
  HM
  HM
  HM
  HM    
  HM stands for human male. All 
  symbol names have a prefix 
  denoting the race and sex that the 
  symbol is used for. When you insert 
  your own symbols, you should 
  always add the correct prefix, as all 
  symbols must have a unique name. 
   
  
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  183 
  3 
  On the Catalog menu click Add Symdefs from file. Click 
  Tutorials\Tome\CharacterArtist\Tutorial 5b.fcw. 
  4 
  On the Catalog menu, click Symdefs to Sheets 
  5 
  On the Catalog menu, click >> Hide All Sheets  
  We are going to work on just the Sash symbols. 
  6 
  On the Catalog menu, click Sheets, uncheck the Autohide button and unselect all of 
  the Sash symbols at the bottom of the sheet list. 
  7 
  Right click Scale 
  , click Non-Visual ScaleXY. Type an X scale of .95 and a Y scale 
  of .80, type 0,0 as the scale origin. 
  These values are correct for a dwarf figure. 
  8 
  Select Catalog Menu >> Sheets to Symdefs  
  We are turning the sheets back into symbols 
  So, we’ve selectively scaled all the Sash symbols we’ve inserted, whilst leaving the rest of 
  the catalog intact.  
  9 
  On the Catalog menu click Rename and Reorder >> Create Symdef name file. Type 
  DMothers.LST for the file name. 
  10 Give the file an appropriate name (e.g. DMothers.LST), open it up in a word processor.  
  11 Male Dwarf catalog symbols names start DM, so rename all the Sash 2 symbols to 
  include this prefix. In Word® you would click Replace, and type Sash in the Find box 
  and DM Sash in the replace box. Save the file as a plain text file with the file extension 
  LST. 
  12 On the Catalog menu click Rename and Reorder >>Import renamed symdefs 
  13  Click the list file. Click Save 
  . 
  14 Choose Catalog Menu >> Rename and Reorder >> Create Symdef name file.  
  15 Give the file an appropriate name, open it up in a word processor and this time re-order 
  the symbols, move them to the spot in the list below the Sash symbols. Save as a plain 
  text file with the file extension LST. 
  16 On the Catalog menu click Rename and Reorder >>Import renamed symdefs 
  17 Click the list file. Click Save 
  . 
  18 Start a new drawing and place a Dwarf Torso and the new sash symbol to make sure 
  they are correctly aligned. If they are not you will need to move the origin for the sash 
  symbol.  
  Repeat for each male catalog using the following chart for the correct dimensions, use 0,0 
  as the origin. All scaling is based on the Human Male: 
   
  Race 
  Arms (X/Y) 
  Torsos (X/Y) 
  Heads (X/Y) 
  Legs (X/Y) 
  Human (H) 
  1/1 
  1/1 
  1/1 
  1/1 
  Half Orc (HO) 
  1.05/1.05 
  1.05/1.05 
  1.05/1.05 
  1.05/1.05 
  Elf  
  (E) 
  .85/.90 
  .85/.90 
  .90/.95 
  .85/.90 
  Half Elf (HE) 
  .8925/.945 
  .8925/.945 
  .945/.9975 
  .8925/.945 
  Gnome (G) 
  .75/.60 
  .75/.60 
  .80/.75 
  .75/.60 
  Halfling (Hf) 
  .75/.60 
  .75/.60 
  .80/.75 
  .75/.60 
  Dwarf (D) 
  .95/.80 
  .95/.80 
  .95/.90 
  .95/.65 
  Symdef to Sheets
  Symdef to Sheets
  Symdef to Sheets
  Symdef to Sheets    
  CA allows you to convert symbol 
  definitions into normal CC2 Pro 
  entities, each on its own sheet. You 
  can then change the order of 
  sheets, rename them, or edit the 
  entities on the sheets. When you’ve 
  finished, you can convert all the 
  sheets back into symbol definitions 
  again. 
  If you make all the sheets visible, 
  you can change them all at once.  
  Sheets
  Sheets
  Sheets
  Sheets    
  Sheets are like overlapping layers 
  of Perspex, or miniature drawings 
  within a drawing. They force 
  entities to appear in a particular 
  order. They can be used just like 
  pages in a book – in the case of 
  Symdefs to Sheets, you can move 
  between each symbol definition 
  using the Next Sheet
  Next Sheet
  Next Sheet
  Next Sheet 
   and 
  Previous Sheet
  Previous Sheet
  Previous Sheet
  Previous Sheet 
  buttons. If 
  they are being used as pages in a 
  book, then other sheets will remain 
  hidden. They can also be used as 
  overlays – so you could have a 
  sheet on top of a map called Hex 
  Grid which is always drawn last. 
  Male Catalog
  Male Catalog
  Male Catalog
  Male Catalog    
  To create a female sash, you will 
  need to create one from scratch 
  then add to the catalogs and scale 
  as above. 
   
  
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  184 
  My Symbols Need an Attitude 
  Attributes are information that you attach to symbols. When you insert the symbol, CC2 Pro 
  will ask for this information and include it as text on the counter. In this section we will 
  make a 5’ counter with attributes. 
  1 
  Open Attributes.fcw in the 
  Tutorials\Tome\CharacterArtist\Attributes folder. 
  2 
  Choose Symbols Menu>>Make Varicolor, select color 1 (green), 
  Do it. 
  When you have defined the counter as a symbol, the 
  background should be in the current color. 
  3 
   Right click the Grid button. Click Standard Rectangular grid. 
  4 
  Click Text Specs 
  . Choose Arial as the font, .4 as the font size 
  and Justify as Top Left. Select OK. 
  5 
  On the Symbols Menu, click Define Attribute 
  The following text box will appear: 
  6 
  In the Tag text and Prompt text boxes enter Name, leave the 
  Default value blank. 
  The prompt reads Location: 
  Because the Attribute is text, we need to set up the text properties. We will place the Name 
  attribute in the upper, left corner of the counter, so we have set the text justification to Top 
  Left. 
  7 
  Click grid point below and to the right of the top left corner. 
  8 
  Set the justification as in the diagram and repeat the above 
  steps for each Attribute you want to add. In each case the tag 
  text and prompt text are as in the diagram. You can enter a 
  default value if you wish. 
  9 
   Click Grid button and choose the 5’ Grid, 2 snap setting. 
  10 On the Symbol menu, click Define Symbol. Select counter 
  and attributes as a symbol, Do it. Click a symbol origin in the center of the counter. 
  11 On the File Menu click  Save As. Give the file the name Attribute.fsc 
  12 Click Drawing button. 
  13 Place the attribute counter. Type in appropriate values. 
  You now have a counter symbol onto which you can place any character portrait you like. 
  Creating a set of symbols from scratch 
  Now that you have mastered the basics and know a bit about making CA Pro symbols it is 
  time to try something a bit more ambitious.  Our next goal is to design a wardrobe for an elf 
  warrior.  Bearing in mind the thousands of readily available symbols, we want to draw as 
  few new symbols as possible and ensure that the new symbols work well with the old.  Here 
  are the steps to develop a set of interlocking lamellar armor to be worn over Elven robes 
  and chain mail. 
  Add a blank figure 
  To start we will add a manikin to use as a “sewing model”: 
  1 
  On the File menu, click New, then Portrait then click the HEHH Character Plain 
  template. 
  2 
  Click color #6 (magenta) on the color bar. 
  Text Attributes
  Text Attributes
  Text Attributes
  Text Attributes    
  Tag Text:
  Tag Text:
  Tag Text:
  Tag Text: Here you enter the label 
  for each attribute you wish to 
  define. The tag text is fiXEd for 
  each attribute, though it may hold 
  a variable or constant. An example 
  would be “Name:” This is used 
  when you use the Symbols Menu 
  >> Extract Attributes facility. 
  Prompt Text:
  Prompt Text:
  Prompt Text:
  Prompt Text: Here you type the 
  prompt you wish to see when 
  inserting the symbol. The prompt 
  should ask for appropriate value 
  data. An example would be “Enter 
  the Character’s Name:” 
  Default value:
  Default value:
  Default value:
  Default value: Here you type the 
  default text value that will be 
  assigned to the tag or leave it 
  blank. If you do not want to be 
  able to modify this value, click 
  Constant checkbox. 
  Hidden:
  Hidden:
  Hidden:
  Hidden: Usually unchecked. Check 
  to hide display of the tag. Use if 
  the tag does not need to be seen in 
  the drawing, or if there are too 
  many tags to draw neatly or 
  legibly. 
  Constant:
  Constant:
  Constant:
  Constant: Usually unchecked. 
  Check to assign a constant value to 
  the tag.  The default value can not 
  be changed upon insertion. This 
  fiXEs the value. 
  Display Tag:
  Display Tag:
  Display Tag:
  Display Tag: Check to display the 
  tag label instead of the value 
  assigned to it. For example, display 
  Special
  Special
  Special
  Special instead of Breath
   Breath
   Breath
   Breath, only +2 
  +2 
  +2 
  +2 
  weapons do damage
  weapons do damage
  weapons do damage
  weapons do damage 
   
  
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  185 
  3 
  Right click Toggle Race 
    then click Elf, right click Toggle Sex 
    
  then click Male then click Other 
  . to select the ElfMaleOthers 
  symbol catalog 
  4 
  Click then place the EMO Body 5 symbol in the middle of the drawing 
  Creating a model for the new symbol 
  It’s easier to adapt existing symbols than to create symbols from scratch, so 
  we’ll insert some existing color 
  5 
  Click the color indicator, then color #51 (dark blue). 
  6 
  Click Torso 
   then place the varicolor EMT Robe Vari symbol on the torso. 
  7 
  Next, place the EMT Chest Chain Mail shirt on our warrior. 
  Click Right Arm 
   then place all the Sleeve Chain Mail sleeves on the elf.  Toggle 
  through all the right arm catalogs to select the sleeves. When we draw the pauldron (a piece 
  of armor covering the shoulder at the junction of the body piece and arm piece), we will 
  draw it to overlap all of these arms. Click Left Arm 
   then add all the Sleeve Chain Mail 
  sleeves on the elf.  Toggle through all the left arm catalogs to add the sleeves to the warrior. 
  8 
  Click color #1 (spring green) on the color bar.  
  9 
  Click Other 
  . 
  10 Place an EMO Hood Up Vari and an EMO Hood Down Vari on the elf.   
  11 Click Back 
  , then send these two symbols behind the manikin. 
  12 Click Leg Catalog 
   then place a pair of EML Pants Vari1, EML Pants Vari 2, and 
  EML Pants Vari 3 on top of everything else. 
  You now have a five-armed elf wearing multiple pairs of pants and a robe - oh my!  Save 
  your work. 
  Drawing the symbol 
  We now have everything in place to create the EM Lamellar Hauberk symbol.  Note that 
  overlapping symbols are drawn to realistically cover and expose underlying symbols.  Your 
  new symbols need to be drawn in a similar fashion. 
  13 Click on Snap button to deselect the snap feature. Click Fill Style 
   then set 
  the fill style to Hollow. Click color #7 (purple) on the color bar. 
  We are going to draw an outline of the hauberk to cover the chain mail, remain 
  under the cloak, and overlap the various pants and robe.  
  14 Click Polygon 
   and start drawing the hauberk just below the center of the chain 
  mail’s collar.  Select the polygon’s vertices to expose the chain mail’s collar.   
  15 Overlap the shoulders while staying below the top of the cloaks.  Since this armor is 
  worn with underlying chain mail, draw the hauberk to expose the area where the sleeve 
  meets the torso.   
  16 While staying to the exterior of the torso (chain mail, robe, and pants), follow the fall of 
  the chain mail to the waist.   
  17 Flare the hauberk out to overlap the upper hips (and the pants), round off the bottom and 
  bring the hauberk to a raised center just above the crotch of the pants. Reverse the 
  process to draw the other half of the hauberk.  
  18 Save your work. 
  Adding Arms and Legs
  Adding Arms and Legs
  Adding Arms and Legs
  Adding Arms and Legs    
  To ensure that the armor fits under 
  a cloak and that it works with 
  various sleeve and pant 
  combinations we will add a variety 
  of limbs and clothing pieces. 
   
  
  TMAH-4028-9636-6051
   
   
  186 
  Now we will create the interweaved lamellar plates that form the hauberk by drawing a 
  series of intersecting paths and deleting hidden features. 
  19 First, click Erase
   and delete everything but the hauberk outline and chain mail shirt.  
  Click the Color indicator and select color #131 (bronze) 
  20 Draw a line connecting the peaked bottom of the collar to the peaked region of the 
  bottom hem.  We will use this as the approximate centerline to overlap the lamellar 
  plates. 
  21 Click Path 
  . Click On 
  . Click the edge of the hauberk just below the left sleeve.  
  Draw a path (use two or three intermediate points) sloping to the right upper shoulder 
  and end the path on the upper edge of the hauberk.  The path should intersect 
  approximately one-third the width of the shoulder from the collar and form a lamellar 
  plate of even width across the chest.  
  22 Now repeat Path from just below the right sleeve to the upper left shoulder.  At the 
  point where the two plates intersect, click On 
   to place a path point on the 
  intersecting line.  This point should be about at the intersection of the vertical line.  
  23 Click Explode 
   and click the second line you made. Click Erase
   and delete the 
  section of the line that passes under the top lamellar plate. You should now have a pair 
  of crossed diagonal lamellar plates.   
  24 Repeat the process for each pair of plates.  Remember to add a path point at each 
  intersection with an overlapping plate.  As you proceed, some plates may pass under 
  multiple plates.  For these lines you do not have to add a path point at each intersection.  
  Instead only place a path point at where the plate goes under and reappears.  Proceed in 
  this fashion until all the plates are drawn. 
  25 Click Erase
   and delete centerline. Save your work. 
  Filling in the Armor 
  Now we will go back and add more detail to the armor.   
  26 Click the Color indicator then click color #133 (gold). 
  27 Click Erase 
   and delete the chain mail shirt and the hauberk’s outline leaving the 
  network of intersecting plates (paths).  Now use Polygon 
   to carefully redraw it with 
  a slight curve at the end of each lamellar plate. 
  28 Click the Color indicator then click color #135 (deep yellow).  Use Polygon 
   to draw 
  irregular highlights on each lamellar plate segment to show reflected light and indicate 
  the curvature of the segment.   
  29 Right click Outline 
   then click Outline in Black select the Hauberk. 
  30 On the Symbol menu, click Define Symbol and give it the name EM Lamellar 
  Hauberk. Click Zoom Extents 
  . Depress the Snap button; the symbol origin should 
  be the center snap point. 
  Creating the pauldron 
  At this point you should have a blank template. Now we’ll draw the elf with the new symbol 
  so you can work on the pauldrons and gauntlets. 
  31 Click the Color indicator and choose color #51 (a deep blue). 
  32 Change to the ElfMaleTorsos catalog and place the EMT Chest Chain Mail hauberk on 
  our warrior. 
  Highlights
  Highlights
  Highlights
  Highlights    
  Assuming the light is coming from 
  the left side of the elf (your right).  
  The highlights should be irregular 
  and are best drawn as triangles 
  with the wider ends towards the 
  elf’s left side. 
  
  TMAH-4028-9636-6051
   
   
  187 
  33 Change to the male elf arm catalogs.  Place all the Sleeve Chain 
  Mail sleeves on the elf. Toggle through the arm catalogs to find all 
  the sleeves. When we draw the pauldron, we will draw it to 
  overlap both of these arms. 
  34 Click the Drawing button and place the newly created EM 
  Lamellar Hauberk on the elf. 
  35 Place an EMO Hood Up Vari and an EMO Hood Down Vari on the 
  elf.   
  36 Click Back 
   and send these two symbols behind the rest of the 
  symbols.  
  37 Click the Color indicator then click color #6 (pink). Click the Fill Style indicator and set 
  the fill style to Hollow. 
  38 Referring to the drawing shown here, click Polygon 
   and 
  draw a pauldron outline over the elf’s left shoulder and arms.  
  Make sure you cover up the underlying hauberk and stay below 
  the edges of the cloaks. 
  39 Click Erase 
   and delete everything but the pauldron outline 
  to avoid interference during the next step.   
  40 Click the Color indicator then click color #131 (bronze).  Right 
  click the Attach button and click Nearest point On and Attach 
  Enabled. 
  41 Click Path 
   and draw a series of overlapping lamellar plates from the bottom to the 
  top of the pauldron. 
  42 Click Properties Edit 
   and set the fill style of the pauldron 
  to Solid.    
  43 Right click Outline 
   then click Outline in Black, select by 
  Prior. 
  44 Click the Color indicator then click color #135 (deep yellow).   
  45 Use Polygon 
   to draw irregular highlights on each lamellar 
  plate segment to show reflected light and indicate the curvature of the segment. 
  46 Right click Copy 
  , click Mirror Copy, click a mirror line start point on the center of 
  the drawing, click Zoom Out 
   and click a mirror line end point above it.  
  This will form the right pauldron. 
  47 Click Explode 
  , select the mirrored copy. and use the symbol tools to define it as a 
  new symbol, EM Lamellar Pauldron R. 
  Creating the Gauntlets 
  Following the same approach for the pauldron, draw Lamellar Gauntlets. This time we’ll just 
  give hints. 
  1 
  Add the EMAL Closed Glove Chain Mail from the ElfMaleArmsL2 catalog as a guide 
  area.  
  2 
  The colors you need to use are color #133 for the armor, color #131 for the internal 
  paths, and 135 for the highlights. The solid area needs to be outlined in black.  
  Attach
  Attach
  Attach
  Attach    
  With Attach on, the drawing cursor 
  will lock to any entity you click 
  near. 
   
  
  TMAH-4028-9636-6051
   
   
  188 
  3 
  When you have defined the glove, you’ll need to follow the same method make a 
  gauntlet for each of the open and closed hands in each of the arm positions. 
  Here is our elf with a full set of accoutrements. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Buzzard’s Cove by Allyn 
  Buzzard’s Cove by Allyn 
  Buzzard’s Cove by Allyn 
  Buzzard’s Cove by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  Buzzard’s Cove
  Buzzard’s Cove
  Buzzard’s Cove
  Buzzard’s Cove uses a distinctive 
  calligraphy coastline created using 
  a font. It also uses symbols out of 
  Symbol Set 1-Fantasy Overland.  
  
  TMAH-4028-9636-6051
   
   
  189 
   
   
   
   
   
   
  Nora’s Tower by Tony Marker
  Nora’s Tower by Tony Marker
  Nora’s Tower by Tony Marker
  Nora’s Tower by Tony Marker    
  Nora’s Tower 
  Nora’s Tower 
  Nora’s Tower 
  Nora’s Tower is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  190 
  CA Pro Command Reference  
  This table gives you a list of all Character Artist Pro commands  
  � 
  Command gives you the command name found on the CA Pro Character and Catalog menus, the name that 
  appears when you hover the mouse over a button (tool tip text) or on a right click popup menu. Type the 
  command into CC2 Pro’s Help Index or Find list to get more details on the command. 
  � 
  Where? Lets you know which menu, popup menu or toolbar to find the command. CA’s toolbar layout is shown 
  on page 158. Right click on the button to access a popup menu. For example, Dwarf can be accessed by right 
  clicking the Race button 
   on the Draw toolbar.  
  � 
  The Text Equivalent is what you type at the Command prompt to use the command. 
  � 
  Use In Macro If the command is useable in a macro, then Yes, otherwise No. Note that all commands are 
  useable as the last line in a macro. SETCOLOR and GETCOLOR are macros in themselves, and can be used 
  within macros on a single line with no prompts. 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  Add symdefs from file 
  Inserts all symbol definitions from a selected file Character menu >> Change 
  outline color 
  INSSDEF 
  no 
  Copy to visible sheets 
  Places a copy of the selected entities on every 
  visible sheet in the current drawing 
  Catalog menu 
  COPYVIS 
  yes 
  Create catalog list file 
  Create a new drawing with symbols from current 
  drawing listed in it 
  Catalog menu >> Rename and 
  Reorder 
  SYMOUT 
  no 
  Create symdef name file 
  Create symbol definition file with list of symbol 
  definition names 
  Catalog menu >> Rename and 
  Reorder 
  SYMLST 
  no 
  Hide all sheets 
  Hides all but the current sheet 
  Catalog menu >> Rename and 
  Reorder 
  SHIDEA 
  yes 
  Import renamed symdefs 
  Renames symbols based on symbol definition file Catalog menu >> Rename and 
  Reorder 
  SYMRENAME 
  no 
  Import reordered symdefs 
  Reorders symbols based on symbol definition file 
  Catalog menu >> Rename and 
  Reorder 
  SYMORDER 
  no 
  Interior only, Increment 
  color 
  Changes the coloring of selection by increasing or 
  decreasing the color numbers of selected entities. 
  Affects only interior color. 
  Character toolbar >> Magic 
  popup 
  CINC2 
  yes 
  Magic catalog, Free standing Open free standing magic catalog 
  Catalog menu 
  CATALOG 
  #symbols\Characte
  rArtist\Free\Magic.
  fsc 
  no 
  Magic catalog, Horizontal 
  hex counters 
  Open horizontal hex counters magic catalog 
  Character toolbar 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMagicHH.fsc 
  no 
  Magic catalog, Square 
  counters 
  Open square counters magic catalog 
  Character toolbar 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMagic.fsc 
  no 
  Magic catalog, Vertical hex 
  counters 
  Open vertical hex counters magic catalog 
  Character toolbar >> Magic 
  popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMagicHV.fsc 
  no 
  Mirror Silhouette 
  Creates a mirrored silhouette from selection 
  Character toolbar >> Magic 
  popup 
  MIRSIL 
  yes 
  Monsters catalog, Free 
  standing 
  Open free standing monsters catalog 
  Character toolbar 
  CATALOG 
  #symbols\Characte
  rArtist\Free\Monst
  ers.fsc 
  no 
  
  TMAH-4028-9636-6051
   
   
  191 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  Monsters catalog, Horizontal 
  hex counters 
  Open horizontal hex counters monsters catalog 
  Character toolbar >> Next sheet 
  popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMonstersHH.
  fsc 
  no 
  Monsters catalog, Horizontal 
  hex counters with attributes 
  Open horizontal hex counters with attributes 
  monsters catalog 
  Character toolbar >> Next sheet 
  popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMonstersAtt
  HH.fsc 
  no 
  Monsters catalog, Square 
  counters 
  Open square counters monsters catalog 
  Character toolbar >> Next sheet 
  popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMonsters.fsc 
  no 
  Monsters catalog, Square 
  counters with attributes 
  Open square counters with attributes monsters 
  catalog 
  Character toolbar >> Next sheet 
  popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMonstersAtt.
  fsc 
  no 
  Monsters catalog, Vertical 
  hex counters 
  Open vertical hex counters monsters catalog 
  File toolbar, New popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMonstersHV.
  fsc 
  no 
  Monsters catalog, Vertical 
  hex counters with attributes 
  Open vertical hex counters with attributes 
  monsters catalog 
  File toolbar, New popup 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersMonstersAtt
  HV.fsc 
  no 
  New card figure, Dwarf, 
  Gnome Halfling 
  Starts a new card figure for a Dwarf, Gnome or 
  Halfling 
  File toolbar, New popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\CardFigures\Dwar
  fGnomeHalfling; 
  no 
  New card figure, Human, Elf, 
  Orc 
  Starts a new card figure for a Human for an Elf or 
  Orc 
  File toolbar, New popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\CardFigures\Hum
  anElfOrc; 
  no 
  New card figure, Monster 
  Starts a new card figure for a Monster 
  File toolbar, New popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\CardFigures\Mons
  ters; 
  no 
  New counter, Sheet 
  Starts a new sheet of counters 
  File toolbar, New popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\Counters\Sheet 
  no 
  New counter, Single 
  Starts a new single counter 
  File toolbar, New popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\Counters\Single 
  no 
  New portrait, Dwarf, Gnome 
  or Halfling 
  Starts a new portrait for a Dwarf for a Gnome or 
  Halfling 
  File toolbar, New popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\Portraits\DwarfG
  nomeHalfling 
  no 
  New portrait, Human, Elf or 
  Orc 
  Starts a new portrait for a Human, Elf or Orc 
  Symbol toolbar 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\Portraits\HumanE
  lfOrc; 
  no 
  
  TMAH-4028-9636-6051
   
   
  192 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  New portrait, Monster 
  Starts a new portrait for a Monster 
  Symbol toobar >> Magic popup 
  BROWSET;#TEMPLA
  TES\CharacterArtis
  t\Portraits\Monster
  s; 
  no 
  Next sheet 
  Set next sheet current 
  Symbol toobar >> Magic popup 
  SNEXT 
  yes 
  Outline and Interior, 
  Increment color 
  Changes the coloring of selection by increasing or 
  decreasing the color numbers of selected entities. 
  Symbol toobar >> Magic popup 
  CINC 
  yes 
  Previous sheet 
  Set previoius sheet current 
  Symbol toolbar 
  SPREV 
  yes 
  Set varicolors 
  Sets the dark and light varicolors 
  Symbol toobar >> Monsters popup SETCOLOR 
  yes 
  Sheets to Symdefs 
  Converts each sheet into a  symbol definition 
  named after the sheet 
  Symbol toobar >> Monsters popup SHTTOSYM 
  yes 
  Sheets... 
  Sheet management 
  Symbol toobar >> Monsters popup SHEET 
  no 
  Show all sheets 
  Shows all sheets 
  Symbol toobar >> Monsters popup SSHOWA 
  yes 
  Silhouette 
  Creates a silhouette from selection 
  Symbol toobar >> Monsters popup SIL 
  yes 
  Symdef to Sheets 
  Converts each symbol definition into a sheet 
  named after the symbol 
  Symbol toobar >> Monsters popup SYMTOSHT 
  yes 
  To match interior, change 
  outline color 
  Makes outline color (1st color) of selection same 
  as interior color (2nd color) 
  Symbol toolbar 
  UNOUTLINE 
  yes 
  To selected color, change 
  outline color 
  Changes outline color (first color only) of selection Symbol toobar >> Treasure popup OUTLINE2 
  yes 
  To selected color, change 
  outline color 
  Changes outline color (first color only) of selection Symbol toobar >> Treasure popup OUTLINE2 
  yes 
  Toggle varicolors 
  Swaps between dark and light varicolors 
  Symbol toobar >> Treasure popup COLORTOG 
  yes 
  Treasure catalog, Free 
  standing 
  Open free standing treasure catalog 
  Symbol toolbar 
  CATALOG 
  #symbols\Characte
  rArtist\Free\Treasu
  re.fsc 
  no 
  Treasure catalog, Horizontal 
  hex counters 
  Open horizontal hex counters treasure catalog 
  Symbol toobar >> Weapons popup CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersTreasureHH.
  fsc 
  no 
  Treasure catalog, Square 
  counters 
  Open square counters treasure catalog 
  Symbol toobar >> Weapons popup CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersTreasure.fsc 
  no 
  Treasure catalog, Vertical 
  hex counters 
  Open vertical hex counters treasure catalog 
  Symbol toobar >> Weapons popup CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersTreasureHV.
  fsc 
  no 
  Weapons catalog, Free 
  standing 
  Open free standing weapons catalog 
  Character menu >> increment 
  color 
  CATALOG 
  #symbols\Characte
  rArtist\Free\Weapo
  ns.fsc 
  no 
  Weapons catalog, Horizontal 
  hex counters 
  Open horizontal hex counters weapons catalog 
  Character menu >> increment 
  color 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersWeaponsHH.
  fsc 
  no 
  Weapons catalog, Square 
  counters 
  Open square counters weapons catalog 
  Character menu >> Change 
  outline color 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersWeapons.fsc 
  no 
  
  TMAH-4028-9636-6051
   
   
  193 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  Weapons catalog, Vertical 
  hex counters 
  Open vertical hex counters weapons catalog 
  Character menu >> Change 
  outline color 
  CATALOG 
  #symbols\Characte
  rArtist\counters\Co
  untersWeaponsHV.
  fsc 
  no 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wona’Lee by Allyn Bowker
  Wona’Lee by Allyn Bowker
  Wona’Lee by Allyn Bowker
  Wona’Lee by Allyn Bowker    
  Wona’Lee
  Wona’Lee
  Wona’Lee
  Wona’Lee has a distinctive 
  calligraphy coastline created using 
  a font. 
  
  TMAH-4028-9636-6051
  194 CD Pro 
   
  194 
   
   
   
   
   
  Ancestharrow by Grimur 
  Ancestharrow by Grimur 
  Ancestharrow by Grimur 
  Ancestharrow by Grimur 
  Fjeldsted*
  Fjeldsted*
  Fjeldsted*
  Fjeldsted*    
  Ancestharrow
  Ancestharrow
  Ancestharrow
  Ancestharrow can be viewed in 
  the Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder. 
  
  TMAH-4028-9636-6051
   
   
  195 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ADDITIONAL CITY DESIGNER PRO CREDITS
  ADDITIONAL CITY DESIGNER PRO CREDITS
  ADDITIONAL CITY DESIGNER PRO CREDITS
  ADDITIONAL CITY DESIGNER PRO CREDITS    
  City Designer Pro:
  City Designer Pro:
  City Designer Pro:
  City Designer Pro: Mark Fulford, Simon Rogers  
  Symbols:
  Symbols:
  Symbols:
  Symbols: Ralph Horsley, Tito Leati, Linda Kekumu, L. Lee Saunders 
  Manual:
  Manual:
  Manual:
  Manual: Simon Rogers 
  Additional Material: 
  Additional Material: 
  Additional Material: 
  Additional Material: Tony Marker, Morgan Olden 
  Programming:
  Programming:
  Programming:
  Programming: Peter Olsson 
   
  TM 
  
  TMAH-4028-9636-6051
   
   
  196 
  City Designer Pro Introduction 
  City Designer Pro (CD Pro) is an add-on for CC2 Pro that allows you to create urban areas 
  from all genres. It has a huge range of smart symbols (over 1,500) ranging from primitive to 
  futuristic and fantastical. It has features to add custom buildings and even whole streets. A 
  powerful index function lets you add a hyperlinked, alphabetical list of text in any map. 
  At the individual building level 
  � 
  You can create custom shaped buildings in many pre-set styles. The styles include 
  shading, which can be swapped around on the fly, roof hatching (such as Thatching) 
  and custom roof edges. 
  � 
  Add your own building styles with combinations of colors, roof edges, hatching, roof 
  overlap and other features. 
  � 
  Add frills such as dormers, chimneys and extensions to the pre-defined symbols and 
  custom buildings. 
  � 
  CC2 Pro’s city symbols and frills are “smart”. Buildings will align themselves to roads 
  then offset from the road. Staircases lock to building edges, dormers to roofs. 
  At the street level 
  � 
  Road networks are very easy to create. 
  � 
  CD Pro will create random streets using a large set of parameters that you control. 
  Select from all the house styles you have defined at the building level. 
  � 
  CD Pro has grids that you can align with roads, making house creation along roads 
  very easy. 
  Demographic information 
  � 
  CD Pro will add an easily controlled labeled grid to you map. 
  � 
  CC2 Pro will extract text such as street names and add it to the map with its grid 
  coordinates. Click on the label to zoom to the text. 
  � 
  CD Pro will color your building symbols so that if you hide the correct layers, you can 
  see what all the buildings are for. This information can be concealed from your 
  players; while maintaining the beautiful appearance of you map. 
  What you need to know to use City Designer Pro 
  This manual assumes that you understand the basics of using CC2 Pro. In particular you 
  need to know: 
  � 
  How to start, save and print maps. 
  � 
  How to add entities to a drawing. 
  � 
  How to choose entities for editing (entity selection). 
  � 
  What properties are (color, line width etc) and how to set them for new entities and 
  change them for existing entities. 
  � 
  How to insert symbols. 
  � 
  How to use layers. 
  � 
  How to use grid, snap and attach modes. 
  Installing City Designer Pro 
  Place the CD Pro compact disc into your CD-ROM drive. On most computers there will be a 
  few seconds of whirring, then you will see a window showing the contents of the CD. If this 
  doesn’t happen, double-click on “My Computer”, then on the icon for your CD-ROM drive. 
  To install CD Pro, double-click on the Setup icon, then follow the on-screen instructions. 
  Please make sure that if you are adding CD Pro to an existing CC2 Pro install, that you run 
  the Universal Update after the CD Pro setup is complete. 
  CD Pro
  CD Pro
  CD Pro
  CD Pro    
  To find out about any additions to 
  CD Pro since this manual was 
  written, double-click the ReadMe
  ReadMe
  ReadMe
  ReadMe 
  icon on the CD. Latest information 
  including patches and technical 
  support are available at 
  www.profantasy.com. 
  Install CD Pro
  Install CD Pro
  Install CD Pro
  Install CD Pro    
  During the installation you will be 
  asked to give your name, company 
  and CD Pro Serial number. Your 
  unique serial number is in the back 
  of the CD Pro DVD case or it was 
  emailed to you. 
   
  
  TMAH-4028-9636-6051
   
   
  197 
  Starting City Designer Pro 
  After you have installed CD Pro, start CC2 Pro and click on the CD Pro button 
   on the File 
  toolbar. You can see a new set of buttons (the City toolbar) and a new menu. 
  The City toolbar 
  These buttons are usually found on the left of the CC2 Pro screen. If you can’t see them, 
  select the Screen ools button 
   and ensure that Left toolbar 1 and 2 are ticked. Most of 
  CD Pro’s features are accessible from the toolbar. 
  Draws a house 
  Draws a road 
  Draws a random street 
  Sets the random street options 
  Adds a labeled grid overlay 
  Adds an A to Z street index 
  Colors buildings by their layer 
  City drawing tools 
  Symbol settings 
   
  Toggle symbol style 
   
   
   
  Settlement of Llyr by Allyn 
  Settlement of Llyr by Allyn 
  Settlement of Llyr by Allyn 
  Settlement of Llyr by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  Llyr is created with City Designer2 
  and uses some symbols from 
  Symbol Set 1-Fantasy Overland and 
  Symbol Set 2-FantasyFloorplans. 
  
  TMAH-4028-9636-6051
   
   
  198 
  Roads and Streets 
  CD Pro uses drawing tools to add paths or smooth paths to your drawing to represent roads. 
  You can add any entities you want to represent roads, but CD Pro has short cuts to make it 
  easier. 
  1 
  Click New 
  . Click 1000 x 800.fct. 
  2 
  Click Road 
  . This adds the default road, a 10-foot wide curve. 
  Click a start point, then one or more points to create a road. Right click to stop adding 
  points. Make sure the road does not overlap itself. 
  Custom roads 
  CD Pro provides more than one road drawing tool.  
  3 
   Click the Line Width indicator 
   and type 5, OK. 
  You’ve set the current width to 5 feet. 
  4 
  Right click Default Road 
  .  
  You can see a number of samples, all named, which show you 
  other available road drawing tools. You are given a choice of 
  widths and a “current width” option, as well as a straight road. 
  5 
  Click Road, Straight Current Width, last on the list. 
  You are ready to draw a 5-foot wide, straight road. 
  6 
  Click points to make a straight road. Right click to finish the road. 
  Click points to make a second road. 
  You can even create your own road drawing tools. Let’s make a drawing 
  tool with which we can create roads made from a polygon instead of a path. 
  1 
  From the City menu, select Roads then select Advanced>>. 
  2 
  Click New then type in a name. I’m going to use City Road, White Black Outline. Click 
  OK. 
  Set the options to match 
  these: 
  3 
  Click Options, then select 
  Straight. Click OK. 
  4 
  Click Outline, then select As 
  Color and Black. Click OK. 
  5 
  Click Properties, then select 
  Use Color White, width Fixed 
  0, layer Roads, use fill style 
  Solid, and line style Solid. 
  Click OK. 
  6 
  Click Save, then click OK. 
  Now when you draw with your 
  new road tool, you will be drawing 
  the roads as polygons instead of 
  paths. 
   
  Other road-like areas 
  You can add squares and other 
  Roads
  Roads
  Roads
  Roads    
  When you add roads, don’t worry if 
  they go over the edge of the map 
  border; you can front the map 
  border at the end.  
  The Road commands in CD Pro add 
  roads to the ROADS
  ROADS
  ROADS
  ROADS layer. If you 
  prefer, you can add them to any 
  other layer. Start a road command, 
  click on the layer indicator then 
  choose another layer. Continue 
  drawing. 
   
  Polygons instead of Paths
  Polygons instead of Paths
  Polygons instead of Paths
  Polygons instead of Paths    
  Keep in mind that drawing roads 
  this way is a little different.  Turn 
  on your grid to help guide the 
  width of your roads, and planning 
  ahead will keep later edits to a 
  minimum. Instead of drawing a 
  single path, you will be drawing up 
  one side of the road and then 
  down the other to complete the 
  polygon. 
  
  TMAH-4028-9636-6051
   
   
  199 
  straight-edged solid filled areas by right clicking Default Road 
   , then clicking City 
  Road, Filled Area. Click points to create a paved area. Right click to close the area. 
  In a similar fashion, you can create roads by, not drawing the roads themselves, but by 
  drawing the plots of land between the roads. Set the background color to the color you want 
  the roads, and then use the Area Fills to create the plots of land 
  Another way to add Roads it to use Networks. 
  Networks 
  Networks (text command NET) are a new type of CC2 Pro entity. Each network span has an 
  intelligent relationship with other spans. They can also intelligently interact with symbols 
  that have been designed to work with networks. 
  These abilities make the construction of architectural drawings extremely fast and easy. 
  They are can also be used for walls, roads and rivers. 
  Understanding Networks 
  A network, in some ways, is like a smart path. A path is a series of connected nodes, as is a 
  network. Additional segments can be added to a network in almost any direction or length, 
  and attached at almost any point.  
  The great advantage of networks is that intersections are automatically cleaned up. When 
  you create corners, T-intersections, or four way intersections, no tedious and repetitive 
  breaking or trimming is required. CC2 Pro’s brain does it all for you. 
  Note, too, that networks have thickness. The width is assigned to each span at each of its 
  two nodes. This allows different segments within the same network to have different 
  thickness. Also, a segment can have a different thickness at each end of its span. 
  Since each network is a single entity, it can be assigned only one line style and fill style. 
  Other entity properties, such as color, layer, etc., follow suit. 
  Drawing Networks 
  There are three basic methods of creating spans within the network: 
  � 
  New Network, using the Network command (NET) 
  Each use of the network command creates a new network. You can draw spans individually, 
  or in a connected series.  
  � 
  Added spans, using the Add to command (NETADD) 
  Use the NETADD command to add new spans to an existing network. Added spans will 
  associate themselves to the selected network, so all intersection and corner cleanups will 
  occur automatically. 
  � 
  Rectangles, using the Rectangle command (NETRECT) 
  Rectangles are a special constructive subset of networks. When you select a rectangle, you 
  use a command similar to the BOX command to create a rectangular, ortho-locked, 4-node 
  closed network. Rectangles can be added to an existing network, or drawn separately.  
   
  Networks
  Networks
  Networks
  Networks    
  Networks are Advanced CC2 Pro 
  entities. More information on 
  creating, editing and working with 
  Networks can be found in the CC2 
  Pro Help files. Network commands 
  can be found in the Command
  Command
  Command
  Command 
  listing on page 134. 
  
  TMAH-4028-9636-6051
   
   
  200 
  Adding City Symbols 
   
  You can select city symbol catalogs by clicking on the city symbol toolbar buttons.  
  The buttons open CD Pro’s new symbol catalogs and set an appropriate house setting (see 
  page 206). Each button can open more than one catalog. Left click on the button a second 
  or third time to open new catalogs, or right click the button to see a shortcut menu. For 
  example click Orcs/Halflings/Elves 
   to open the Orcs catalog, click again for the 
  Halflings catalog and once more for the Elves catalog. Clicking again takes you back to 
  Orcs. You can also right click a button to access context menus for each catalog. 
  Smart Symbols 
  City Designer Pro makes use of smart symbols. 
  Smart symbols align to roads and then offset from 
  them, making sure that your houses are placed 
  accurately without much effort. 
  To enable smart symbols: Right click when 
  inserting a symbol and uncheck Disable 
  SmartSym. 
  To enable smart tracking: When smart symbols 
  are in operation, CC2 Pro must check to see if the 
  symbol cursor is over another entity. This can take 
  some time if you have a large drawing. If you find 
  that the symbols are moving too slowly, you can 
  disable the automatic alignment of the smart 
  symbol cursor. To enable, right click when inserting 
  and check Smart Tracking. 
  Adding a smart symbol aligned to a road 
  1 
  Click the layer indicator and choose a layer on 
  which to add your smart symbol. This should be one 
  of the BLDNG layers. 
  2 
  Right click a button on the Symbol toolbar and click 
  a catalog. 
  3 
  Click a building symbol in the catalog window. Move the building over the map. Notice 
  that whenever a building crosses a road it aligns to it. 
  4 
  Choose a road and hover the building over the road. As you move the cursor slightly 
  away from the center of the road, the building “flips” to that side of the road. 
  5 
  Click to establish the position along the road. 
  The prompt reads Offset from place point [40]:. 
  As you move the cursor, the building now moves perpendicular to 
  the road on a cursor. 
  6 
  Click a point, type in a distance, or press the right button to accept the 
  default distance.  
   
  Click a point then slide the symbol perpendicular to the road. 
   
  Opening catalogs
  Opening catalogs
  Opening catalogs
  Opening catalogs    
  You can also access City catalogs 
  by clicking on the Catalog button 
   then choosing a file 
  from the Symbols/Cities folder. 
  City symbol catatlogs
  City symbol catatlogs
  City symbol catatlogs
  City symbol catatlogs    
  Default/ Miscellaneous 
   
  Fantasy/Hovel 
  , 
  Igloos/Nomads 
   
  Modern Blue/Grey/Red/Vari 
   
  Vehicles/Roads 
   
  Gothic/Thatched 
   
  Classical/Middle East 
   
  Orc/Halfling/Elf 
   
  Skyscrapers/Modern 
   
  Futuristic/Cyberpunk/Moon 
   
  Aligning to the Road
  Aligning to the Road
  Aligning to the Road
  Aligning to the Road    
  Arrow cursor on north 
  side of road. 
   
  Arrow cursor on south 
  side of road. 
   
  
  TMAH-4028-9636-6051
   
   
  201 
  7 
  Click another symbol. Select a point on the road again, making sure that the cursor is on 
  the same side as before. Right click. The symbol is placed an identical distance from the 
  road. 
  Adding symbols without automatic aligning 
  As an alternative to automatically aligning symbols, you can align them manually then place 
  them by eye. 
  1 
  Disable smart symbols and the smart symbol cursor by clicking a symbol, right clicking 
  then setting the options as below. 
  Symbols will no longer automatically align to 
  other entities. 
  2 
  (Optional)On the City menu, click Lock symbol 
  angle. Choose a straight road to which you want to align the symbols. 
  The symbol angle is now locked in the direction of the road. 
  3 
  Start placing symbols.  
   
   
   
   
   
   
   
  Placing Sy
  Placing Sy
  Placing Sy
  Placing Symbols
  mbols
  mbols
  mbols    
  You can use the arrows keys to 
  align your symbols north, south, 
  east or west, or press 
   and 
   to rotate freely.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mindarth Theatre by Matthew 
  Mindarth Theatre by Matthew 
  Mindarth Theatre by Matthew 
  Mindarth Theatre by Matthew 
  Lynn*
  Lynn*
  Lynn*
  Lynn*    
  Mindarth Theatre 
  Mindarth Theatre 
  Mindarth Theatre 
  Mindarth Theatre uses hotspots 
  for navigation between sheets as 
  explained in Using Hotspots to 
  Control Sheets and Layers on page 
  118. The theatre uses symbols 
  created using the techniques 
  explained in Creating a symbol on 
  page 66. 
  Mindarth Theatre
  Mindarth Theatre
  Mindarth Theatre
  Mindarth Theatre is available as 
  an example drawing in the 
  Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder.   
   
   
  
  TMAH-4028-9636-6051
   
   
  202 
  The House Builder 
  Although CD Pro has over 1,500 symbols, buildings come in all sorts of shapes and sizes — 
  more than any number of symbols can cover. CD Pro’s House Builder lets you create a 
  variety of custom-shaped buildings in a selection of styles. You can also add extensions to 
  individual houses or connections, which join houses together. You can combine symbols and 
  Houses on the same map. When you click a city symbol button, CD Pro sets an appropriate 
  house setting to go with it. 
  Click House 
   to start adding houses to your drawing, or right click to add any house 
  shape in the current style. 
  The House dialog box 
  When you click House, you see the House 
  dialog box. All the settings are saved 
  between houses. 
  House shape: Controls the footprint of the 
  building and gives you an idea of how the 
  house will look. Select one option from 
  here, or alternatively choose and extension 
  or connection. 
  Extra: These shapes are for drawing an 
  extension or connection to an existing 
  house or symbol, instead of a whole new house. 
  Group building: Check this option if you would like your building to be treated a single 
  entity (recommended). 
  Roof Type: Choose an option here to determine the appearance of the building’s roof. 
  House settings: (List) Choose a pre-defined setting from this list to determine the color, 
  hatching, shading and roof edge characteristics of you buildings. When you select a catalog 
  button, it chooses an appropriate House Setting for you. 
  House Settings: (Button) Click the House settings button to edit house settings and add 
  new ones. 
  Insert: Starts a new building with the current house dialog box 
  settings. 
  House Shapes 
  The House dialog box gives you nine base house shapes which allow 
  you to create a wide variety of building outlines. 
  House Shape 1 (Rectangular) 
  This simple shape is the basis for 
  most houses. 
   
  Select 3 points to produce a 
  rectangular house at any angle. The 
  first two points are the long edge of 
  the dark side of the house. The third 
  point defines the depth of the house. 
   House Shape 2 (Regular L) 
   
  This shape produces L-shaped 
  houses with the same width for 
  both sections. 
  Variety of Buildings 
  Variety of Buildings 
  Variety of Buildings 
  Variety of Buildings     
  If these shapes aren’t enough, you 
  can expand on any shape with 
  extensions and connections to 
  neighboring buildings. 
  The current house shape is 
  remembered between houses.  
  
  TMAH-4028-9636-6051
   
   
  203 
  The first two points are the outside edge of the first section, the third point forms a 
  rectangular cursor in which the L is enclosed; the final point sets the inside corner of the L. 
   House Shape 3 (Irregular L) 
   
  This shapes produce and L-shaped house with 
  the option for a different width for each section. 
  As with House Shape 2, the first three points 
  define the outside of the L. The fourth and fifth 
  points define the width of the two sections.  
   House Shape 4 (Regular V) 
   
  This shape produces V-shaped 
  houses with the same width for 
  both sections. You draw it just 
  like a Regular L, except the angle 
  between the roofs isn’t locked to 
  90°. 
  The first two points are the outside edge of the first section; the third point is the third point 
  of the outside of the V. The fourth point selects the inside of the V. 
   House Shape 5 (Irregular V) 
   
  This shape produces V-shaped houses 
  with the option for a different width for 
  each section. 
  As with the Regular V-shaped house, 
  the first three points define the outside of the V. The fourth and fifth define the width of the 
  two roof sections. 
   House Shape 6 
  (Irregular U) 
   
  This shape produces a 
  U-shaped house. 
  The first four points 
  define the outside of the U, the fifth point defines the width of all the roof sections. 
   House Shape 7 (Irregular 
  T) 
   
  This shape produces a T-shaped 
  house. The first two points 
  describe the length of the T’s top 
  bar; the third determines the width of the roofs, the last point the position of the upright. 
  House Layers
  House Layers
  House Layers
  House Layers    
  The houses created with the House 
  House 
  House 
  House 
  Builder
  Builder
  Builder
  Builder are automatically drawn 
  with entities on 4 different 
  layers—Current Layer,    
  STRUCTURES (SHADING)
  STRUCTURES (SHADING)
  STRUCTURES (SHADING)
  STRUCTURES (SHADING),    
  STRUCTURES (OUTLINE)
  STRUCTURES (OUTLINE)
  STRUCTURES (OUTLINE)
  STRUCTURES (OUTLINE), and 
  STRUCTURES (FILL STYLE)
  STRUCTURES (FILL STYLE)
  STRUCTURES (FILL STYLE)
  STRUCTURES (FILL STYLE). 
  House layers and colors shouldn’t 
  be changed through regular editing 
  commands. Always use the editing 
  features in the City 
  City 
  City 
  City menu. More on 
  that later. 
  
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   House Shape 8 (Many sided) 
   
  This shape produces 
  a polygonal house 
  with as many sides 
  as you like. It is 
  particularly useful 
  for orc huts or nearly round buildings. 
  Place as many points as you want to determine the outside edges of the house. When the 
  outline is complete, right click then select the roof vertex. This shape is unaffected by roof 
  types other than flat roof. 
   House Shape 9 (Four-
  sided) 
   
  This produces an irregular four-
  sided house with no 
  constraints. The first two points 
  are the long edge of the dark side of the house. The third and fourth points determine the 
  other two corners of the house. 
  Roof Types  
  There are four Roof types in the House dialog box to control the appearance of the roof 
  inside the building’s boundaries.  
  The current roof type is remembered between houses.  
   Roof Type 1 (Gabled) 
   
  The first type creates houses with a sloping roof, 
  which has gables. A gable is the angled section in a 
  wall between roof sections. This roof type affects all 
  house shapes apart from the many-sided roof.  
   Roof Type 2 (Hip Roof) 
   
  This creates a roof with a hip roof instead of a gabled 
  roof. A hip roof is one that slopes up from a wall on all 
  sides, rather than having a gable. The angle of the hip is 
  determined by the current Roof Options for this type on 
  the House Settings dialog box.. 
   Roof Type 3 (Central Point) 
   
  This only affects the basic house shape (shape 1) and the four-sided 
  irregular house type (shape 8). It creates a roof that slopes up on four 
  sides to a central point. Other house shapes give a Hip Roof. 
  
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   Roof Type 4 (Flat Roof) 
   
  This creates a house with hip roof edges sloping up 
  to a flat area. It works with all house shapes. The 
  color of the roof is controlled by the Flat Roof Color 
  of the current house setting. The distance between 
  the edge of the roof and the flat area is controlled 
  by the Roof Options for this type in the current house settings. This can be used to make 
  Arabic-style buildings, skyscrapers and houses with roof gardens. 
  Matching the roof type of symbols 
  When you add houses to the drawing, you usually want to match them to symbols from the 
  catalog. The House dialog box contains pre-defined house settings to help you match the 
  symbols’ appearance, and these are set automatically when you click a symbol button.. 
  However, you should also check that you are matching the roof type as well. For example, 
  the Modern Blue catalog uses hip roofs, so you should set the roof type to Hip Roof before 
  inserting the symbols. The House setting name might suggest a particular Roof type, for 
  example, with the Mastaba (use flat roof) house setting you should use a use a flat roof 
  (the bottom roof type). 
  To add a house 
  1 
  Click the Layer indicator and choose a drawing layer. This should be one of the BLDNG 
  layers. 
  2 
  Click House 
   . 
  3 
  Select a House shape.  
  4 
  Select a suitable House setting. 
  5 
  Select a Roof type. 
  6 
  Click Insert. 
  The prompt reads First house point:. 
  7 
  Select the first corner of the house. You will be asked for more points until the house is 
  complete. The exact number of points depends on the house shape. The first two points 
  always define a long edge along the dark side of the roof. 
  When the house is complete, the prompt reads First house point (S=Swap colors, 
  E=Extension, C=Connection):. 
  8 
  At this point you can: 
  • 
  Press 
   a number of times to swap the colors around. The number of combinations 
  depends on the current House Settings; 
  • 
  Press 
   to add an extension to the house, 
  • 
  Press 
   to connect the house with another house 
  • 
  Select a point to start a new house of the same type. 
  • 
  Right click to finish. 
  Align Houses with Roads using Grid Angle 
  CD Pro’s symbols automatically align to roads. You also have that option with houses. By 
  changing the angle of CC2 Pro’s grid you can draw houses precisely along roads. 
  Usually, CC2 Pro’s grid is aligned horizontally and vertically. CD Pro adds the option to angle 
  the grid to make it easy to draw buildings parallel to roads when snap is on. 
  Symbol Button
  Symbol Button
  Symbol Button
  Symbol Button    
  The house setting for each catalog 
  are: 
  Catalog
  Catalog
  Catalog
  Catalog    
  House Setting
  House Setting
  House Setting
  House Setting    
  Default 
  Default 
  Miscellaneo
  us 
  Hovel Dark 
  Wood 
  Fantasy 
  Fantasy Orange 
  Hovel 
  Hovel Dark 
  Wood 
  Igloo 
  Ice House 
  Nomad 
  Tents 
  Tent 
  Modern 
  Blue 
  Modern Blue 
  Mordern 
  Grey 
  Modern Grey 
  Modern Red 
  Modern Red 
  Modern Vari 
  Modern Red 
  Vehicles 
  Parking lot (use 
  flat roof) 
  Roads 
  Parking lot (use 
  flat roof) 
  Thatched 
  Thatched 
  Gothic 
  Gothic (all roof 
  ridges) 
  Classic 
  Classical Red 
  Mediterrane
  an 
  Mastaba (use 
  flat roof) 
  Orc Huts 
  Orc Hut 
  Halfling 
  Halfling 
  addition 
  Elven 
  Elven addition 
  Skyscraper 
  Skyscr brown 
  Modern 
  Modern Red 
  Modern Red 
  Future Grey 
  Cyberpunk 
  Cyber purple 
  (flat roof) 
  Moonbase 
  Moon large 
  wall (flat roof) 
  You can change the appearance of 
  these settings either by editing the 
  house setting (see page ) or by change 
  the values in the fcw32.mac file with 
  a text editor. Just do a Find on the 
  House Setting name, and replace it 
  with a new one. 
  
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  Angling the grid 
  1 
  On the City menu, click Grid Angle. 
  The prompt reads Angle or select entity:. 
  2 
  You can: 
  Either type an angle for the grid alignment. The command finishes. 
  Or click a point. If the point is on an entity, CD Pro will snap to it. The Command 
  Prompt reads bearing to:. 
  3 
  Click a second point. If the point is on an entity, CD Pro will snap to it. 
  The grid is now aligned. 
  An example 
  The most common use for this command is to make the grid lie parallel to a road, then draw 
  houses along the road. 
  1 
  Right click on the Grid button, choose an angled grid such as 20’ angled, 1 snap. 
  2 
  On the City menu, click Grid Angle then click two points on a straight road. 
  The grid now runs parallel to the road. 
  3 
  On the Snaps menu, click Align Grid. 
  4 
  Click a point, click On 
   then click on the center of the road. 
  5 
  Right-click the Grid button and enable Grid, Snap and CsrSnap. 
  6 
  Pick a grid with snap points suitable for the size and type of houses you are drawing. A 
  grid with snap points every 5’ is about normal. For primitive, higgledy-piggledy 
  buildings, a 1’ snap would be better.  
  7 
  Click House 
   and draw a house along the edge of the road. 
  To change the layer of a house 
  Because houses span many layers, changing the layer of a House using Change Layer will 
  prevent certain of CD Pro’s features working. Always click on the City menu then click 
  Change House Layer instead. 
  House Settings 
   
  House Settings are pre-
  defined sets of roof hatching, 
  roof edges colors, and other 
  parameters that determine 
  the “look” of a building. You 
  can choose from one of the 
  pre-defined settings on the 
  House dialog box, or create your own styles. This section tells you how 
  to choose settings; you can design your own. 
  Getting to the house settings 
  To choose a pre-defined house setting, select one from the scroll box 
  on the House dialog box.  
  When you click a catalog button, a suitable house setting is selected 
  for you. 
   
  Align Grid
  Align Grid
  Align Grid
  Align Grid    
  This moves the grid so that a grid 
  point is on a selected point. This 
  way you can move the grid so that 
  the fronts of your houses are the 
  correct distance from the road. 
   
  House Setting
  House Setting
  House Setting
  House Setting    
  To edit an existing house setting, 
  or add a new one, either select 
  House Settings from the City menu, 
  or select the House Settings button 
  from the House dialog box. 
   
  Angling Grids
  Angling Grids
  Angling Grids
  Angling Grids    
  Only CD Pro’s pre-defined angular 
  grids may be aligned. All CD Pro 
  maps include angular grids. You 
  can add angular grids to any map. 
  If you try to align a non-angular 
  grid, a message box says “The 
  currently selected grid is not an 
  angular grid”. 
   
  
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  House Settings features 
  � 
  You can export or import your house settings to share them with another user. 
  � 
  You can change the coloration of the house setting, using two or three colors for 
  shading, one for the flat roof type, and others for the hatch coloration and roof edges. 
  � 
  You can include a hatch pattern, irregular roof edges and roof ridges. These are either 
  the default, or can be defined in special “House Style” files. 
  � 
  You can control the width, number, overlap and coloration of roof ridges. 
  � 
  You can control the angle of the Hip Roof shape. 
  � 
  You can control the distance from the edge of the Flat Roof style. 
   
  House Settings dialog box 
  This section gives an overview of the house 
  setting dialog box; each area is described in 
  more detail in the sections following. 
  The House Settings dialog box is where you 
  edit house settings and add new ones. You 
  can change colors in the dialog box by 
  clicking on the colored box then selecting a 
  new color. If you select color 31, this will 
  appear as the current color when a house is 
  inserted. When you have finished editing the 
  settings, remember to select the Save button. 
   
  Settings: Pull down the list to edit a new 
  house setting. 
  Save: Saves the current settings. Type a name 
  or leave the default (current) value, click OK. 
  Import: Imports another user’s saved house style settings and files. Choose an HSS file, then 
  select overwrite options. 
  Delete: Deletes the current house saved setting. 
  export: Exports all your house settings and house style files to an HSS file. Other users can 
  then import it. 
  House Style: Pull this list down to select a House Style file from the Symbols\Cities\House 
  Styles folder. If you want straight edged and ridged houses, select Default.  
  House stylesdetermine: 
  � 
  The appearance of the edge of the outline of a building (straight, jagged, wobbly) 
  � 
  The style of the roof ridge (rectangular, a single block, like Thatched, or a row of tiles 
  like Gothic) 
  � 
  The appearance of the internal lines of a house (straight, jagged, wobbly) 
  � 
  The Roof Hatching style, which can be different for the Flat Roof area and the 
  Medium, Dark and Light colored areas of the roof. 
  Roof Ridge: The roof ridge is a repeating shape that runs along the internal roof boundaries. 
  You can exclude a roof ridge altogether, or have only a top roof ridge. When created with 
  the Default house style, roof ridges are filled rectangles. Other house styles have different 
  roof ridges. 
   If you want a roof ridge, select the Roof Ridge check box; otherwise uncheck it and don’t 
  worry about the other roof ridge options. If you only want a top ridge, select the Only top 
  ridge tick box.  
  The current House Style also controls the appearance of roof ridges. 
  Roof Ridge: Width:Type a value in the Width box to specify your the width of your roof 
  ridge. 
  
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  208 
   
  Roof Ridge: Overlap: Type a value in the Overlap box to specify the 
  overlap of your roof ridge. 
   
  Top roof ridge color: The color of the top roof ridge. The colors refer 
  those in the in the Roof Colors area. 
      
  Roof Options:These specify the appearance of houses when a Hip Roof 
  or Flat Roof type is selected. 
   Width sets the angle of the slope. It is measured as a percentage of 
  the roof half-width. 100 gives an angle of 45°. 
   Flat Roof Width is the offset of the flat roof from the roof edge. 
  Roof Colors 
  Buildings created with the House dialog box have a wide 
  variety of color options, selected from the Roof Color and 
  Line Color group boxes. 
  Change any colors by clicking on a colored area on the 
  dialog box, selecting a color from the color dialog box, 
  then choosing OK. 
  If you choose to Use three color scheme, the roof 
  shading will include all three colors. The Flat roof color is only relevant if you are using the 
  flat roof type. 
  As well as controlling the solid filled areas, you can also control the outlines. 
  Line Colors: Outline color is the color of a building’s edges and internal lines. 
  Line Colors: Hatch color is the color of any roof hatching found in the current house style. 
  Roof Hatching 
  Houses can optionally have fill patterns on top of the solid roof colors. The style of the roof 
  hatching depends on the currently selected House Style. You can have different roof 
  hatching for the Dark, Middle and Light and Flat Roof areas of the roof. 
  Roof hatching is best confined to small maps, as it increases the size of maps considerably. 
  Roof Hatching: Width. For the Default house style, this controls the gap between each 
  hatch line. For other styles, it is a scale for the hatch pattern, usually 1. 
  Roof Hatching: Distance. This is the distance between the roof outline and the hatch 
  pattern. This is usually 0. It does not affect the Default fill pattern. 
  Creating House Settings 
  It is very easy to create House Settings. You can then save 
  these and then re-use them in a later session. 
  Most House Settings are based on the Default house style, 
  which is hard-coded into CD Pro. It creates straight-edged 
  houses with an optional simple hatching pattern. 
  To create a basic house setting from scratch 
  All the options for house setting creation are covered in 
  House Settings on page 206. 
  1 
  Right-click House 
  . Click House Settings. 
  You see the House Settings dialog box. 
  House Settings
  House Settings
  House Settings
  House Settings    
  You can test your new House 
  Setting at anytime during this 
  process, select OK
  OK
  OK
  OK, then insert a 
  house. Make changes, 
  remembering to save each time. 
   
  
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  209 
  2 
  Pull down the Settings list and choose a style similar to the one you are making. Select 
  Save and choose a new name. 
  3 
  Pull down the House Styles list and select a house style. Most often, this will be 
  Default. 
  4 
  Choose your Roof Colors. 
  5 
  Choose your Roof Ridge options and colors. 
  6 
  Enable Roof Hatching if you want it. 
  7 
  Select the Save button. 
  Extras - Extensions and Connections 
   
  Extensions and connections are special house shapes that extend a house or connect two 
  parallel houses together. They can be added to houses or symbols. They can be used to 
  create house shapes not included in the standard shapes such as H-shaped and Cross-
  shaped houses.  
  To start an Extra from the dialog box 
  1 
  Click the House. 
  2 
  Click either Extension or Connection. 
  3 
  Choose a Roof Type and House Setting to match the house you wish to extend. 
  4 
  Click Insert. 
  To add an extra just after adding a house 
  1 
  Add the house using the house dialog box. 
  2 
  When the prompt reads: 
   
  3 
  Press 
   to add an extension in the current style and 
   to connect two houses. 
  Adding Extensions 
  Any house or house symbol with a non-curved edge may have an extension added to it. 
  1 
  First start the Extension, either from the House dialog box or with 
   just after adding a house. 
  2 
  Click a point within the house where you would like the “point” of 
  the extension to appear. 
  3 
  With the pick box, click a point on the house edge. 
  4 
  Use the mouse and cursor to increase and decrease the 
  length of the extension.  If you want you can press 
   
  and move the mouse to slide the extension along the roof 
  edge. When you are ready, select a point by left clicking. 
  Extensions and Connections
  Extensions and Connections
  Extensions and Connections
  Extensions and Connections    
  You must add Extensions and 
  Connections to existing 
  houses. They can be selected 
  from the House dialog box 
  and be added to an existing 
  building, or they can be added 
  in the middle of a House 
  command to a building that 
  you have just finished. 
   
  
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  210 
  5 
  Click a point to determine the extension width, or right click to accept the default width 
  6 
  You can now right click to finish the extension, press 
   to swap the colors, press 
   to 
  start an extension, or press 
   to start a connection. 
  Connecting houses 
  Houses may be connected with a stretch of roof called a connection. Only houses that are 
  relatively close together with parallel roofs can be connected correctly. 
  1 
  First start the connection, either from the House dialog box or with 
   just after adding a house. 
  2 
  At the Point within house prompt click a point inside the roof of the 
  first house (marked 
  ). 
  3 
  At the House edge prompt, click the edge of the first house, nearest 
  the second house (marked 
  ).  
  4 
  At the Next house edge prompt, click the edge of the second house 
  (marked 
  ). 
  5 
  At the House width[default] prompt, either click 
  another point, right click to choose the default 
  width (previous) or type in a width. 
  The connection is drawn. 
  Swapping colors 
  CD Pro houses sloping roofs can have up to three 
  colors. The position of these colors can be 
  “swapped” in mid House command to make sure 
  that the shading looks correct. The colors are called 
  the Dark, Medium and Light colors.  
  When you first draw a house, the first edge you select is the long edge 
  of the darkest side of the house.  
   
  3-color scheme example 
  1 
  Click House 
  . Choose a Modern Blue House 
  Setting  (which uses a three-color scheme) with 
  the settings shown at right. 
  2 
  Click points to make a house until you see the 
  following prompt: 
   
  3 
  Press 
  . See how the color 
  scheme changes. Press 
   again a few times. 
   
  The house shading cycles through four 
  permutations. 
  2-color scheme example 
  1 
  Start a house with the dialog settings as in the 
  previous example, but use the Classical Red house 
  setting. 
  House Colors
  House Colors
  House Colors
  House Colors    
  The actual colors used depend on 
  the roof colors in the current House 
  Settings. The Medium color is 
  optional and depends on whether 
  the 3 color scheme tick box is 
  checked in the current House 
  Settings. 
  
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  211 
   
  2 
  At the swap prompt, press the 
   key a few times. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Swapping Colors
  Swapping Colors
  Swapping Colors
  Swapping Colors    
  It is possible to affect the swap 
  color order and mapping. See the 
  file Mappings.fcw
  Mappings.fcw
  Mappings.fcw
  Mappings.fcw in the CC2 Pro 
  System folder for more details. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wolf Ship by Ralf Schemmann*
  Wolf Ship by Ralf Schemmann*
  Wolf Ship by Ralf Schemmann*
  Wolf Ship by Ralf Schemmann*    
  Ralf made this Dioramas template 
  to create small ship models for use 
  in a sea battle game. He was 
  gracious enough to share the 
  template with us. You can view the 
  template in the Example>
  Example>
  Example>
  Example>Tome
  Tome
  Tome
  Tome    
  folder. For more information on 
  Dioramas, refer to Dioramas Pro on 
  page 272. 
  
  TMAH-4028-9636-6051
   
   
  212 
  Adding Random Streets 
  Random Street adds a row of buildings to your city. These can be placed in a straight line or 
  along a straight or curved roads. The exact appearance of the road is random, but you can 
  control the parameters from the Random Street Options dialog box.  
  To add a random street 
  1 
  Click Random Street 
  . 
  The prompt reads First end of street and you can see a pick box. 
  2 
  Select the center of a road. If you miss, you will be able to add a street in a straight line, 
  not along a road. 
  The prompt reads Pick start position [nearest endpoint]:. 
  3 
  Either right click to start the street near the endpoint or the entity you selected or else 
  click a point on the entity where you want the street to start. 
  The prompt reads Second end of street:. You can see 
  a dynamic cursor that shows you what the street 
  could look like. 
  4 
  Move the mouse up and down the street, noticing 
  that each time you get a slightly different selection 
  of building types. 
  5 
  When you are happy with the layout, click to 
  select an endpoint. 
  The prompt reads First end of street: again.  
  Random Street Options 
  Random Street Options 
   controls the appearance of streets created with the Random 
  Street command. Settings here are saved between sessions.  
   
  House Shapes  This group box 
  determines the percentage of 
  each type of house shape 
  along the road. Type in 
  percentage values starting 
  from the top and going down 
  the list.  
  Houses On This sets the side 
  of the road that the houses 
  appear on when you use the 
  Random Street command. Left 
  side, Right side and Both 
  sides are obvious, Selected 
  side allows you to choose the side when creating the street. 
  House width, House length  Type in a maximum and then a minimum 
  value to give a range for the size of random houses. The minimum value 
  for length should be greater than the maximum value for width. These 
  settings are overridden if you select the Same Size option. 
   
  Distance between houses  Type values here to give a range for the distance between the 
  houses in your street. If you want a terrace, type 0 in both the maximum and minimum. 
  Roof Type. Click which roof type you would like for the houses in the street. 
  House Settings
  House Settings
  House Settings
  House Settings    
  Note that certain settings will 
  produce impossible houses in your 
  street. 
  Street Options
  Street Options
  Street Options
  Street Options    
  Once you’ve made the street you 
  can add, remove and edit houses 
  as normal. 
  
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  213 
  House Settings button. Takes you to the House Settings dialog box where you can change 
  and add to the available house settings. 
  Use Current Settings radio button. If you set this option, the appearance of all the houses 
  for the random street will be determined by the current house setting, otherwise, the Saved 
  Settings will be used. 
  Saved Settings radio button. If this radio button is checked, the appearance of all the 
  houses for the random street will be determined by the settings in the pull down lists and 
  their percentages. 
  Saved Settings pull down lists. Check the check box for each house 
  setting that you would like included in your street. Pull down the list to 
  select the type. Type in percentages from top to bottom.  
  Align to road Select this check box if you would like the roadside 
  faces of the houses to be equidistant from the road. 
  Same size. Check the Same Size button if you would like identical sized 
  and shaped houses. The house will have random styles if the Saved 
  Settings button is set. They will be the average width, length and 
  distance apart of the current settings.  
  Draw Gardens  Check this if you would like boundaries around 
  each house delineating each house’s property. 
  Street width and Distance from center of road  Type in values 
  here. The Street Width should be greater than the maximum 
  House Width or House Length settings. 
   
  Random Street Options examples 
  When you want to use Random Streets, you first have to decide the look of the whole town. 
  This will vary according to what era, symbol catalogs and house settings you use. 
  The easiest way to learn to use the Random Street options is to experiment, but here are a 
  couple of examples to get you started. 
  Example 1 — A modern well-to-do street 
  This is a new development with blue 
  roofs. They don’t have roof ridges, the 
  houses are spacious and individual, 
  detached with large gardens. 
  1 
  Click Random Street Options 
  . 
  You see the Street Options 
  dialog box.  
  2 
  We are only going to have one House Setting along this street, so click the Use default 
  setting. This means that only the current House Settings will be used. 
  3 
  Click the House Settings button then pull down the House Settings list, choose 
  Modern Blue and then select OK. 
  4 
  The houses in the example street are individual and are not all aligned. They have 
  gardens. Select the Draw gardens option, deselect Align to road and Same Size. 
  5 
  They have hip roofs so click 
  , the second roof type on the list. 
   
  6 
  The houses’ shapes vary. Starting at the top of the House Shapes, type in 20, 10, 25, 25 
  and 20.  
  How it Looks
  How it Looks
  How it Looks
  How it Looks    
  If your streets are fairly uniform, 
  you should put less variation in 
  house dimensions, styles and 
  types. 
  Same Size
  Same Size
  Same Size
  Same Size    
  If Same size is set, the House 
  Shapes percentages are ignored - 
  use the House Shapes radio button 
  to determine what shape of house 
  to use. 
  
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  214 
  7 
  The gap between each house is large but fairly constant. Type 50 in the Maximum 
  distance and 45 in the Minimum. 
  8 
  Click Houses on to Both sides. 
  9 
  The House Length varies between 60 and 70, the Width between 30 and 40. 
  10 These houses have reasonable sized gardens, so set the Street width to 250. The 
  Distance from the center of road is 30. 
  11 Click Random Street 
  . Click two points to make the street. 
   
  Example 2 — a row of tightly packed village houses 
   
  In this example we have a small 
  town which is built primarily of 
  brown tiled buildings. A few have 
  been retiled in the latest fashionable 
  orange clay, and a few are still old-fashioned thatched cottages. The buildings are small and 
  close together 
  1 
  Click Random Street Options 
  . 
  2 
   In House Settings, click Saved Settings. 
  3 
  There are three styles of houses, so check the first three check boxes in the Saved 
  Settings group box. 
  4 
  Pull down the settings in turn, choosing Brown (random Tiles), Orange (Square Tiles) 
  and Thatched. 
  5 
  Type in 70, 20 and 10 for the percentages of each type of house. 
  6 
  Deselect Draw gardens and Same Size. Select Align to road. 
  7 
  There aren’t many fancy designs in this street so the House shapes percentages from 
  top to bottom are 80, 0, 10, 0, and 10. 
  8 
  These are small houses. The Minimum width is 15 and the Maximum 20. The 
  Minimum length is 20 and Maximum 30. (The minimum length should be greater than 
  the maximum width). 
  9 
  The Distance between houses varies between 0 and 10 feet. 
  10 The Street width is 35 (it should be greater than the maximum length) and the 
  Distance from the center of the road is 10 feet. Set Houses On to Both sides. 
  11 Click Random Street 
  . Add a very short street, maybe three or four houses on each 
  side of the road. This can take some time to calculate, although it redraws quickly 
  enough after the first time. 
  Adding Frills to Buildings 
  At  the end each catalog, CD Pro has some symbols that 
  are designed to make buildings more interesting and 
  complex. These include conservatories, dormer 
  windows, smoke, chimneys, and roof holes. These come 
  in three varieties: 
  � 
  The first, like round chimneys or smoke are just normal symbols. They don’t align to 
  buildings because they don’t need to. Just place them as you would any CC2 Pro 
  symbol. 
  Random Street
  Random Street
  Random Street
  Random Street    
  To add a little more random flavor, 
  you may wish to move the houses 
  slight towards or away from the 
  road for more variation. 
   
  Random?
  Random?
  Random?
  Random?    
  To get a street of houses with 
  identical dimensions, click the 
  Same Size 
  Same Size 
  Same Size 
  Same Size option. If you want 
  terraced houses, set the Maximum
  Maximum
  Maximum
  Maximum 
  and Minimum
  Minimum
  Minimum
  Minimum Distance between 
  Distance between 
  Distance between 
  Distance between 
  houses
  houses
  houses
  houses to 0000. If you want them to 
  be identical houses, check the 
  Current Settings
  Current Settings
  Current Settings
  Current Settings radio button. 
   
  
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  215 
  � 
  The second are extensions like conservatories, stairs or garages. They align to the 
  edges of buildings. Just slide them round the building and place them when you are 
  ready. 
  � 
  The third are roof features like dormer windows align to the edge of the roof, then 
  offset inside. 
  Example 1 — A conservatory 
  1 
  Right click Modern Blue/Grey/Red 
  , click Modern Blue. 
  2 
  Click a building symbol and add it to the drawing. 
  3 
  Scroll down the symbol catalog and pick the Mod Conservatory symbol. 
  Move it over the edge of the blue building. 
  Notice how it aligns to the outside as your cursor moves just outside 
  the edge. 
  4 
  Place the conservatory. 
  Example 2 — a dormer window 
  Continued from the previous instructions… 
  5 
  Click the Mod Dormer 1 symbol 
  . 
  6 
  Move it over the edge of the blue building. 
  Notice how it aligns to the inside of the building. 
  7 
  Place the dormer. 
  The prompt reads Offset from place point [40]:.The frill now moves 
  perpendicular to the roof edge on a cursor. 
  8 
  Click a point, type in a distance, or right click to accept the default 
  distance. When you add the next dormer, use the default distance. 
   
   
   
   
   
  Building Edges
  Building Edges
  Building Edges
  Building Edges    
  Some of CD Pro’s building types 
  such as Halfling dwellings and 
  Thatched have non-straight 
  outlines. If you move a frill over 
  one of these outlines, the smart 
  symbol aligns to the complex 
  outline, making it flicker all over 
  the place. However, we have 
  added a simple outline to these 
  building types just inside the main 
  edge. It is called a frill track. It is 
  usually hidden by the solid filled 
  roof, but smart symbols will usually 
  lock to it because it is below the 
  jagged outline. If you have 
  difficulty placing smart symbols, 
  zoom out a little or hide the 
  STRUCTURES (SHADING)
  STRUCTURES (SHADING)
  STRUCTURES (SHADING)
  STRUCTURES (SHADING) and 
  STRUCTURES (COLOR)
  STRUCTURES (COLOR)
  STRUCTURES (COLOR)
  STRUCTURES (COLOR) layers 
  before placing frills. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wizard’s Lair by Matthew Lynn
  Wizard’s Lair by Matthew Lynn
  Wizard’s Lair by Matthew Lynn
  Wizard’s Lair by Matthew Lynn    
  Wizard’s Lair
  Wizard’s Lair
  Wizard’s Lair
  Wizard’s Lair contains symbols 
  created by Matthew using the 
  techniques similar to those found 
  in Creating a symbol on page 66 
  and Shaded Varicolor Symbols on 
  page 73. 
  See Wizard’s Lair
  Wizard’s Lair
  Wizard’s Lair
  Wizard’s Lair in the 
  Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome folder. 
  
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  216 
  Adding Information 
  When you’ve added your houses and decorated your buildings, you will probably want to 
  add text labels to your drawing. Select a suitable layer and add text in the usual way. After 
  this, you can add a reference grid and finally an index of the street names or other text in 
  your drawing. 
  Grid overlays 
  A grid overlay is a grid of squares, 
  optionally labeled along the axes or 
  in each cell. This acts as a reference, 
  enabling you to locate buildings 
  easily. It has the current properties 
  (color, layer, etc). You need to add a 
  grid overlay in order to add an index 
  of street names. 
  Grid Overlay dialog box 
  Click the Grid Overlay 
    to add 
  the grid overlay. 
   
  Grid Spacing-This is the size of each square. 
  Place Labels: Along edges-Places labels along the axes 
  of the grid overlay. 
  Place Labels: In each cell-Each square will include a 
  label if you check this option. 
  First X label-This is the first number or letter for the horizontal axes. You can start at any 
  letter or number. Letters count up A-Z, then AA-AZ etc. 
  First Y label-This is the first number or letter for the vertical axes. You can start at any letter 
  or number. Letters count up A-Z, then AA-AZ etc. 
  To add a grid overlay 
  1 
  Click Text Specs 
  . Type a suitable text height. 
  2 
  Set the current layer, color and line style by clicking their indicators on the Status Bar. 
  3 
  Click the Add Grid Overlay 
  . Click the dialog box options. 
  The prompt reads First corner of square grid[0,0]:. 
  4 
  Right click to start the grid at 0,0 (the bottom left), or click a point with the mouse. 
  The prompt reads Second corner of square grid:. 
  5 
  Click a point for the top left corner of the overlay. 
  Indexes 
  After you have added a grid overlay to act as a 
  reference, you might want to add an index of street 
  names to your drawing. 
  Create Index 
   adds an alphabetical index of text to 
  your map. This consists of text that you have selected, 
  arranged in alphabetical order with the Grid Overlay 
  Text Labels
  Text Labels
  Text Labels
  Text Labels    
  To review instructions for adding 
  text labels, see page 44. 
  
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  217 
  coordinates next to them. Clicking on the entries in the index zooms you to the appropriate 
  place in the map.  
  To create an index 
  1 
  Add a Grid Overlay if there isn’t one present. 
  2 
  Click Text Specs 
  . Type a suitable text height. 
  3 
  Set the current layer, color and line style by clicking their indicators on the Status Bar. 
  4 
  Click Create Index 
   then select the text you wish to add to the index (don’t select 
  the grid overlay). 
  You can see a box, which shows you the boundaries of the index text. 
  5 
  Click to place it on the map. 
  Create index tips 
  � 
  The index is useful both on paper and on the screen. The coordinates let you know 
  where to look on a print; the automatic zooming lets you zoom to the text. 
  � 
  You can have your index always visible by giving it a window of its own. On the 
  View Menu, click Window then New Window. Create an index-shaped window 
  and, in this window, zoom into the index text. On the Tools menu, click Options, then 
  >> Preferences and make sure that Maximized view windows cover other 
  windows is not checked. Finally, left click on the top edge of the main window. You 
  can now left click on any entry and CD Pro will zoom to the text in the main window. 
  � 
  When you update your map with new text, you will have to update the Index, too. 
  Erase the current index and add a new one. 
  � 
  The index is a group (see Group in the Help index). If you want to move the text 
  around within it, you must ungroup it first. 
   
   
   
   
   
   
   
   
  On the Map
  On the Map
  On the Map
  On the Map    
  Move the mouse over the index – 
  you will see the finger cursor. Click 
  on any entry to zoom to that entry. 
   
   
   
   
   
   
   
   
   
   
   
  Gypsy Vardo by Allyn Bowker
  Gypsy Vardo by Allyn Bowker
  Gypsy Vardo by Allyn Bowker
  Gypsy Vardo by Allyn Bowker    
  The Gypsy Vardo
  Gypsy Vardo
  Gypsy Vardo
  Gypsy Vardo uses symbols 
  from Symbol Set 2-Fantasy 
  Floorplans.  
  Grid Overlay
  Grid Overlay
  Grid Overlay
  Grid Overlay    
  If there is no grid overlay present, 
  you get a message box which 
  requests that you add one. 
   
  Text Height
  Text Height
  Text Height
  Text Height    
  The height will depend on the 
  amount of text in the drawing. 
  Start with 1% of the height of the 
  template, and redo the command if 
  it doesn’t look right. 
  If you have an exceptionally large 
  amount of text, the index may be 
  very long. You may need to break 
  it into more than one column. To 
  do this, place the index, then use 
  Tools >> Ungroup 
  Tools >> Ungroup 
  Tools >> Ungroup 
  Tools >> Ungroup on the index. 
  Move chunks of text to form 
  multiple columns.  
  
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  218 
  Demographic Information 
  Every building, whether a symbol or House, can have a solid color. This color is usually 
  hidden. On the City menu, click Layers then All BLDNGS with Color, to see the color 
  information. When you first insert a symbol or house, its color is the current color. However, 
  CD Pro can automatically change the color according to which layer you have placed your 
  house. 
  Change house layer 
  If you haven’t placed your buildings or houses on the correct layer to start with, you should 
  use Change House Layer to set a suitable layer for them. 
  Change House Layer changes the demographic layer of buildings. The buildings can be 
  symbols or those created with the House command. It should be used in preference to 
  Change Layer. 
  Symbols: Change house layer changes the symbol reference's layer, leaving the symbol 
  definition intact. 
  Houses: Change house layer changes the layer of the solid colored entity that is used for 
  demographic information. The other layers are left intact. 
  Color Buildings 
  Color Buildings lets you add a solid color that can be hidden to your buildings. The color is 
  set according to the building’s layer. The buildings can be created with the various CD Pro 
  Symbol Catalogs that are available, or with the HOUSE command. You can also use it as a 
  way of coloring everything in your drawing on a particular layer, not just houses 
  Color Buildings is a way of adding demographic information to your maps. For example, 
  you could make all the buildings on the BLDNG (RELIGIOUS) layer one color, and all those 
  on the BLDNG (GM) layer another. All this information can be hidden from players. 
  The layers that are affected and the colors that are set are saved with the drawing; CD Pro’s 
  templates have a suitable set of options saved with the drawing. 
  To color your buildings 
  1 
  If your buildings are not on the correct layers (the BLDNG layers), On the City menu, 
  click Change house layer to correct this. 
  Select Color Buildings 
  . 
  You can see a dialog box with various layers and colors. These are the default 
  settings. 
  2 
  Select the Change Now button. 
  3 
  To see the effect of your efforts, on the City menu click Layers then All BLDNGs with 
  Color. This hides all the roof tops and lets you see what color the buildings are. 
  The Color Buildings dialog box 
  To get this dialog box click Color Buildings 
   or City 
  Menu >> Color Buildings. 
   
  Add: Adds a selected layer in the drawing to the list of 
  layers that can be colored. 
  Add All Adds all the layers in the drawing to the list of 
  layers that can be colored. 
  Remove Removes - a selected layer in the drawing to 
  the list of layers that can be colored 
  Changing Colors and Layers
  Changing Colors and Layers
  Changing Colors and Layers
  Changing Colors and Layers    
  Don’t use Change Layer
  Change Layer
  Change Layer
  Change Layer to change 
  the layer of buildings, or Change 
  Change 
  Change 
  Change 
  Color
  Color
  Color
  Color to change their color, as this 
  will affect all the entities in the 
  building. On the City
  City
  City
  City menu, click 
  Change house layer
  Change house layer
  Change house layer
  Change house layer to change the 
  layer and use Color buildings
  Color buildings
  Color buildings
  Color buildings 
   
  instead, as they only affect the 
  demographic information. 
  
  TMAH-4028-9636-6051
   
   
  219 
  Only symbols and groups: Select this option if you only want your houses and buildings to 
  be affected, not other entities. 
  Exclude Text-Check this option if do not want the text in your drawing to be colored. Note 
  that this only has an effect if the Only symbols and groups option is not selected. 
  Keep Settings-This keeps any changes you have made to the current Color Layer settings 
  and closed the dialog box. 
  Change Now This changes the color of entities in the drawing according to the options in 
  this dialog box. 
  Include Layer check box-This includes the checked layer as one to be colored. 
  Color boxes-These show the color that entities on each layer will be changed to, if the 
  check box is ticked. Click on this and choose a color from the color dialog box to select a 
  color for the selected layer. 
  Layer name-This lists all the layers that can be included in the layer coloration. 
   
   
   
   
  Layers
  Layers
  Layers
  Layers    
  If no layers appear in this dialog 
  box, it means that you are not 
  using a city template. If you are 
  drawing a city, we suggest that 
  you cut and paste the drawing into 
  a new drawing based on a city 
  template. Otherwise, just use Add 
  and Add All to add the layers you 
  would like affected. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Grist Mill by Lind
  The Grist Mill by Lind
  The Grist Mill by Lind
  The Grist Mill by Linda a a a 
  Kekumu
  Kekumu
  Kekumu
  Kekumu†    
  The Grist Mill
  The Grist Mill
  The Grist Mill
  The Grist Mill uses hotspots for 
  navigation between sheets as 
  explained in Using Hotspots to 
  Control Sheets and Layers on page 
  118. Several symbols were created 
  for the drawing using the 
  techniques in Creating a symbol on 
  page 66. 
  The Grist Mill
  The Grist Mill
  The Grist Mill
  The Grist Mill is available in the 
  Profantasy Download Library. The 
  custom symbols created for this 
  drawing are in the 
  symbols_lmk.FSC in the 
  Symbols>Tome
  Symbols>Tome
  Symbols>Tome
  Symbols>Tome folder. 
   
  
  TMAH-4028-9636-6051
   
   
  220 
  Building a City from Scratch 
  One of the most challenging and at the same time satisfying activities I can think of is 
  creating a city map from scratch. There are numerous decisions to make before you even 
  start such a map if you want it to be a work that will withstand scrutiny. For instance, do you 
  want your map to reflect an historical city in the Middle Ages, or do you want it to reflect an 
  altered reality that can accommodate high technology, magic or fantastic creatures? 
  Answering these basic questions will save time when you create your map.  
  While the techniques in the chapter can be applied to cities with any technological level, the 
  focus will be on building fantasy cities of a medieval nature.  
  Asking Questions that will impact On Your Design 
  Questions, you say, questions? You probably just want to dive and in and get started. It’s 
  going to take you many hours to draw the city of your dreams, why waste time on 
  questions? You already have a perfect picture of it in your head, right? All you need to do is 
  “get it down on paper.” After all, you aren’t writing a story! 
  Well, you certainly can rely on an internal picture of your city, but you might be surprised at 
  how many holes that picture has once you start drawing. Let’s examine the idea of creating 
  a story. City maps, perhaps more than any other kind of map you can create with CC2 Pro 
  software, is creating a story--a visual story. You are creating an environment where people 
  and creatures live and interact. Just like in other forms of fiction where the author needs to 
  know a great deal more background detail about his characters and settings than she will 
  actually put into the story, the fantasy cartographer needs to know about the background 
  factors that influence his map. Otherwise, your map is more likely to end up either 
  inconsistent or flat and lifeless. This process of background creation need not be an 
  exhaustive or onerous task. You can spend anywhere from a few minutes to a few hours on 
  it. Either way, thinking through a few simple questions can dramatically impact your end 
  result. And while you are probably right — you will be able to answer most of these will little 
  thought — sometimes just asking yourself a question will spark a brilliant idea that might 
  otherwise never have occurred to you. 
  Who are the city’s inhabitants? 
  “Who” is really two questions: “Who founded the city?” and “Who inhabits the city now?” The 
  answers to these questions need not be the same. For instance, a fantasy city might have 
  been built by the Ancient Ones, a mysterious race lost to time, but now could be inhabited 
  by humans and elves. Why are these questions important? Well, the original builders of the 
  city would have constructed it with their own techniques and uses in mind. However, 
  current residents will likely put their own fingerprints on the city, adding different 
  architectures and buildings to suit their own lifestyles. Knowing who built a city and who 
  lives in it can be immensely useful in determining a city’s structure and flavor. Of course, 
  having the city built by a race other than its current residents suggests the next question. 
  What is the city’s history? 
  How long ago was the city created? Are the structures ancient monoliths to a bygone age? 
  Are they built of freshly cut timber? There can easily be more than one answer to this 
  question as well. For instance, your city could have an old section and a new section. Each of 
  these areas might have entirely different structures; different types of buildings, layout of 
  roads, population densities, etc. The point is, the age of the city or its component parts, will 
  determine possible layers as well. For instance, either new or old cities might have 
  subterranean sewers or even roads, but they could likely be very different in character. 
  What is the city’s purpose? 
  The next question you need to answer is, why is your city located here? What is its purpose? 
  Is it built at the convenient intersection of trade routes? Was it built to defend some strategic 
  terrain? Perhaps it was built as the capital of a vast empire. Whatever you decide, this 
  purpose will have an impact on your city’s layout.  
  Creating a City
  Creating a City
  Creating a City
  Creating a City    
  This tutorial assumes you already 
  have a basic understanding of CD 
  Pro. However, it will describe 
  techniques for achieving 
  complicated or less common 
  effects when they clearly depart 
  from what most users reasonably 
  could be expected to know. 
  
  TMAH-4028-9636-6051
   
   
  221 
  For instance, a city built for defense might have a very dense population entirely behind 
  walls, while a city built for commerce might be wide and open and made of tents. A capital 
  city might have been constructed to show off the cultural and artistic sensibilities and 
  accomplishments of the builders with broad thoroughfares and many museums, like 
  Washington D.C. Or, it might have been built for defense like Tokyo where finding a straight 
  street or even a street sign is nigh impossible. Considering the purpose of the city early on 
  should give you a good handle on its possible structures. 
  What is the lay of the land? 
  Cities almost always (at least when using my approach) start with geography. The 
  immediate terrain on which the city will sit will have one of the most direct impacts on the 
  city’s structure. This is more than just thinking about elevation and water. It is also about 
  building materials and techniques. For instance, a city built in the mountains will be very 
  different from one built on a river delta at the mouth of a huge river. 
  While there are many fantastic settings for cities even without leaving the bounds of what is 
  possible (look at the Aztec cities on the mountain tops of South America, for instance), 
  fantasy settings can get even more elaborate. When we introduce elements of fantasy, 
  suddenly cities can float over vast seas of methane or move about on thousands of legs. 
  What is the city’s climate? 
  Closely related to the immediate geography of a city is the climate of the region where the 
  city is located. A city built in a dry climate is likely to have a much different type of 
  architecture than would a city built in a rain forest. How would the city’s inhabitants have 
  adjusted the city to accommodate the climate? Would they have built low dark houses of 
  mud or stone with thick walls to dissipate heat? Would they have constructed buildings with 
  few windows or doors to conserve heat? Knowing the city’s climate can have subtle or 
  dramatic impacts on the city’s design, but asking the question is the first step to 
  understanding many of the routines of the people who call it home.  
  How do magic or technology affect the city? 
  Perhaps one of the most important factors that will affect the structure of your map is the 
  level of technology in the city. Technology impacts everything from building height, to 
  roads, to the types of buildings. In short, nearly every aspect of a city will be influenced by 
  the society’s technological level.  For instance, just think about the impact of gunpowder on 
  cities in Europe. Eventually, technology made the use of city walls obsolete. 
  Despite the predominance of walls around cities in the fantasy genre, the same holds true 
  for fantasy worlds where magic replaces, or at least supplements, technology. We like to put 
  walls around cities. Perhaps there is romance in the notion that walls and towers rise above 
  the cities populace in a protective embrace. However, in a world where powerful magic is 
  available, walls may well be superfluous. Or not. The effect of magic on city design is 
  something you will have to decide. The point is, it behooves you to consider the effects of 
  magic and technology on your structures. 
  What about other potential technological or magical impacts on cities? How might some 
  other factors impact the design of your city? 
  The list is anything but exhaustive. However, it should be enough to spark your own ideas. If 
  you have a good idea of the types of technology or magic that are available to your citizens, 
  then it will be easier to design a city that makes use of those tools in a sensible, consistent 
  way. 
  What are the social and political structures — laws, customs and government? 
  The social and political structures of the town’s populace are also likely to influence the 
  design of your city. For instance, a military government is much more likely to fortify and 
  divide a city into defensible quarters than is a government based on consensus. A city based 
  on and run by religious organizations would very likely have a different layout emphasizing 
  holy sites and non-secular buildings.  
  Lay of the Land
  Lay of the Land
  Lay of the Land
  Lay of the Land    
  Geographic questions are critical. 
  They will have a direct impact on 
  your city when it comes time to 
  start the actual drawing. Having 
  answered it, you will already have 
  an idea of elevations, inclines, the 
  availability of water, and other 
  critical questions that can guide 
  you in drawing city’s setting.  
   
  Impact Factors
  Impact Factors
  Impact Factors
  Impact Factors    
  Platforms in city squares that allow 
  the citizenry to teleport around the 
  city 
  Unmanned carriages that carry 
  people around town at any hour of 
  the day or night 
  Devices that automatically produce 
  food or dispose of waste 
  Robots or golems that are used for 
  building construction or to keep 
  the peace 
  Streetlamps 
  Indoor plumbing 
  Climate control 
   
  
  TMAH-4028-9636-6051
   
   
  222 
   
  Likewise, laws and customs will also have their own impact. A society that condones the 
  use of slaves will have towns that may well be different. Consider Rome and the Coliseum. 
  Societies that value sports or other communal events will need to have structures that 
  support that kind of activity while societies that value privacy or learning might have very 
  different architectural needs. Think about how your society impacts the place it calls home; 
  and if it has been around for awhile, think of how this may have changed over time. 
  What is the calendar? 
  The city’s calendar and the various holidays it recognizes may or many not have an impact 
  on your city’s structure. However, consider how cities like Mecca or Jerusalem are impacted 
  by the influx of pilgrims and visitors on a regular basis. Those are cities that are heavily 
  impacted by temporal cycles. Think of all the services and businesses that no doubt exist to 
  service these occasions; or perhaps your citizens celebrate a high holy day once a year or 
  even once a decade. Maybe there is a temple that exists in a prominent or obscure location 
  to serve this occasional function. Your city too, might reflect such influences. 
  What services are available? 
  Consider how something simple like having trash collection and dependable law 
  enforcement can change a city; or how about health care--a city with a hospital, especially if 
  it were central to the city’s identity, could completely change the city’s layout. How are 
  messages delivered? Do citizens use runners, magic, carrier pigeons, or some other more 
  mundane means like walking? Any of these services might require buildings or other 
  structures that would be noticeable in your city. 
  What are the primary businesses and means of logistics? 
  The businesses that are in the city will be, in large measure, dependent upon where the city 
  is located. For instance, you’ll not likely find a large fishing or merchant marine presence in a 
  land-locked city. The businesses found in coastal cities will differ substantially from those 
  located deep in the mountains and this will in turn have a impact on the city’s design. For 
  instance, even in a city that has a harbor with access to a large body of water, the 
  prominence of businesses associated with that harbor can vary widely. Perhaps the Sea 
  Merchants are the ruling class. If so, the harbor district is likely to be much wealthier. On the 
  other hand, perhaps sailors and merchants that range the seas are considered the lowest 
  casts of society. In that case, your harbor area is likely to be rougher, smaller and perhaps 
  walled off in some fashion from the rest of the city. 
  Cities that are located at a crossroads (land or water) are likely to be arranged differently to 
  make the most of the advantages that each location has to offer. For instance, a city located 
  at meeting of two main roads might have a grand bazaar or market located at their junction.  
  Wherever you decide to locate your city, you will need to think about how the city supplies 
  itself with everything from food to jewels for the ruler’s crown. Unless the city is entirely self 
  sufficient (unlikely), there must be some way for goods to enter and depart the city. In many 
  cases, this will mean they are manually transported. If so, then there are likely stables, 
  hotels, stockyards, and other obvious facilities to service the people who do the transporting. 
  What are the artistic trends? 
  Artistic trends in a city may or may not make themselves noticeable in the city’s design. For 
  instance, a city that makes use of gargoyles on all the buildings would not be noticeable at 
  the city level though it might well when you get down to the building level. However, a city 
  that placed an emphasis on rooftop gardens would certainly have a unique design. You 
  would likely see many flat-roofed buildings even where gardens did not exist. Perhaps there 
  are large art-filled plazas where people can mingle; or perhaps the society places no value 
  on art at all, in which case the buildings might be plain and closely spaced. However your 
  society views art, just ask the simple question, “How will this affect the city’s appearance?” 
  Businesses
  Businesses
  Businesses
  Businesses    
  Take a close look at where you 
  have decided to locate your city. 
  Ask what businesses are likely to 
  thrive there, how goods come and 
  go, and how these factors may 
  impact the city’s design. 
   
  
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  Preparation: a final word 
  These questions are far from the whole story when it comes to developing the background 
  for a city. As we have seen, a city is, itself, the manifestation of the story of those who call it 
  home. If you take just a little time to answer the above simple questions, you will be well on 
  your way to having a much better understanding of your city and the people who live in it. 
  In the short run, it might make no difference at all. In the long run, however, it could very 
  well bring some life to your city that it would never have otherwise known. 
  Tutorial: Building a City From Scratch 
  Now that you have an idea of what your city is all about, let’s look at how you can create a 
  map of that city. Putting together a city map can be a real challenge. The vast numbers of 
  elements that make up a city mean that you will be juggling more layers than you would on 
  an overland map, and quite possibly many more symbols as well. Getting all these elements 
  to come out in a pleasing whole at the end of the process is a trick. Let’s take a look at some 
  ideas for getting past some of the major hurtles. 
  This tutorial will take you through one process for creating a city with a focus on effectively 
  managing your symbols, layers and other map elements. 
  Stage 1: Deciding what to show 
  Before you start your drawing, there are two decisions you need to make. 
  First, you need to decide how much of your city you want to show. Do you want to show:  
   
   
   
   
   
   
   
   
   
       
   
  Stage 2: creating the setting — elevation and water 
  Now that you’ve decided on the factors that will influence your city, let’s put those decisions 
  to the test. Our first job will be creating a background and developing the natural setting for 
  your city. We will look at: 
  Drawing a background 
  Exploring options for depicting elevation 
  Depicting Cliffs 
  Adding water as a driver to city design 
  Drawing a background 
  The first step to drawing a background is selecting a background color. This is particularly 
  important if you are going to use contours with different colors to depict elevation changes. 
  In choosing an elevation color for the background, it can simplify things later if you select a) 
  the color of lowest elevation, or b) the color of the elevation that will have the largest area 
  showing on the finished map. 
  1 
  Click New 
   then select a template for your city.  
  2 
  Right click Change Color 
  . Click Change map background color. 
  Hint: Dealing with Very Large 
  Hint: Dealing with Very Large 
  Hint: Dealing with Very Large 
  Hint: Dealing with Very Large 
  Cities
  Cities
  Cities
  Cities    
  Very large cities, with hundreds or 
  even thousands of house symbols 
  can pose unique problems. It can 
  be difficult to keep symbols on 
  consistent layers, detail can be lost 
  when viewing the entire map, and 
  redraw times when creating and 
  viewing the map can be slow. To 
  overcome these problems, try this: 
  Create an overview map of the city 
  (Stages 1 through 3 below) 
  Outline the major sections of the 
  city and give these sections names 
  Create separate maps for each of 
  the city sections. 
  This will give you an overview map 
  showing the grand plan and 
  smaller detail maps of your 
  sections and should make your 
  section maps much more 
  manageable. You could even 
  provide links on the overview map 
  that could then open the city 
  sections when you click on them. 
   
  Just the area 
  within the city’s 
  walls 
   
  The city and some of 
  the surrounding 
  countryside 
   
  Only a section of the 
  city 
  
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  3 
  For the purposes of this tutorial we will choose color 46 since our city will be in the 
  foothills of some mountains, so right click then click color 46. 
   
  Depicting elevation 
  Three simple ways to depict elevation changes in your city are to use: 
  Contour lines with written elevation labels 
  Contour areas with different colors 
  A combination of contour areas and lines 
  Each of these has benefits and drawbacks. Contour lines with labels work well for rural areas 
  but labels tend to get lost in the visual clutter of cities with lots of symbols. Using contour 
  areas that signify change through the use of colors has the benefit of not needing labels but 
  offers readers less exact information. My preference is to use this second somewhat simpler 
  method, relying on the colors to show change.  
  Generally when adding contours using areas of different color, it seems to work best if you 
  lighten the colors as the elevation increases but this isn’t a hard and fast rule.  In fact, we’re 
  going to break it almost immediately in this tutorial.  
  Let’s add some contours to the map above to create a 
  valley. 
  4 
  Click CC2 to return to overland mapping tools. 
  Click Contours 
  . Click Map Contour, Default 
  09. Add two areas as in the pictures below. 
  5 
  Now add another couple of contours for the next 
  higher level of elevation. In this case, a slightly 
  darker color seems to work best for the next level 
  but play around with the colors until you find 
  something that makes visual sense to you. 
  6 
  Click Outline in Black 
   then select the new 
  elevation areas. 
  Depicting cliffs 
  You should be starting to get the hang of how you can 
  draw incremental changes in elevation. What about 
  something more dramatic like cliffs and bluffs? 
  Drawing cliffs is simple but can be a bit on the tedious 
  side if you want them to come out well. Here’s my 
  preferred method. 
  7 
  Create a layer called CLIFFS. 
  8 
  Select one of the middle brown colors (color 42 seems to work well). 
  9 
  Now draw a solid polygon that starts along one of the contour lines. 
  10 Outline the new cliff face in black. 
  With the cliff area complete, now let’s give the 
  cliff some definition by putting in some lines to 
  indicate an elevation drop. 
  11 Select a dark gray color (color 246 works 
  well). 
  Contours
  Contours
  Contours
  Contours    
  Polygons vs. Smooth Polygons
  Polygons vs. Smooth Polygons
  Polygons vs. Smooth Polygons
  Polygons vs. Smooth Polygons    
  The standard overland mapping 
  contours use smooth polygons to 
  create contours. These redraw 
  more slowly than paths. You 
  should consider using polygons if 
  this is an issue, or if you prefer a 
  rougher look. 
   
  Colors
  Colors
  Colors
  Colors    
  Some useful background colors are:
  Arid climates: Colors 155 or 157 or 
  some other orange, yellow or light 
  brown 
  Mountains or highlands: Colors 46 
  or some other gray, orange, or light 
  brown.  
  Plains or grasslands: Colors 108 to 
  111.  
  Forests: Color 86 or some other 
  mid-level green. 
   
  
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  12 Click the Freehand Sketch 
  . 
  13 Start drawing lines from the highest edge of the cliff 
  downward. 
  14 Continue drawing these lines (this is the tedious 
  part) until you have the entire cliff face filled in. 
  Adding water as a driver to city design 
  Now that our upward elevations are complete, let’s look 
  at putting in some water. In this case, you are going to 
  put in a river that passes near the city but not through it.  
  15 Click Polygon 
   to add a river bed 
  to the CONTOUR layer (use color 42) 
  16 Click to repeat the polygon, then add 
  the river itself to the WATER layer 
  with any light blue color. Remember 
  to keep the river entirely with the 
  boundaries of the riverbed except 
  where the river meets the edge of 
  your map. 
  17 Add highlights to the river in a darker 
  blue color. 
  Stage 3: Adding vegetation 
  What you have at this point is a river 
  valley in the foothills or highlands. You may or may not have cliffs and bluffs. Your setting is 
  just about ready for your city. However, before we start adding the elements of civilization, 
  let’s add any major areas of vegetation that might be around the city. In this case, our map 
  will show enough of the surrounding area that this could be some significant coverage. 
  We’re going to add some forested areas around the city both to provide its citizens with 
  some natural resources as well as to make the geography a little less stark. We’ll also add 
  some areas of thick brush, again to break up the landscape a little and to make the map 
  seem more “real.” 
  18 Change to the VEGETATION layer. 
  19 Select a mid-tone green (I recommend color 90). 
  Create several filled polygons. Create bulges and concavities in the forest edge to give the 
  impression of a naturally emerging forest border. 
  20 Outline your wooded areas in black. 
  21 Click the Freehand Sketch 
   and draw numerous lines along 
  those edges of the wooded area that not adjacent to a map border. 
  22 In order to add some grass and brush, you can use 
  some of the symbols that from the overland map 
  catalogs. The Grassland symbol is particularly useful 
  for adding a bit more depth to your map. Be careful not 
  to overdo it. Just a few of these symbols go a long way 
  Stage 4: Creating the skeleton — the road network 
  You now have a place — a “where” for your city — that will govern to a 
  large extent how your city will lay out. Roads, second only to the 
  geography itself, will guide your placement of structures. You may have 
  a small town that only has a few dirt tracks, or perhaps you’ll have a 
  Forest Areas
  Forest Areas
  Forest Areas
  Forest Areas    
  For basic forests (similar to the 
  ones found on the Wizards of the 
  Coast Forgotten Realms® 
  Interactive Atlas CD) we can do 
  this pretty quickly. 
  For more information on Forgottem 
  Realms styled forests, see page 34 
  and page 104. 
  Wooded Areas
  Wooded Areas
  Wooded Areas
  Wooded Areas    
  Expanding Forest Beyond the 
  Expanding Forest Beyond the 
  Expanding Forest Beyond the 
  Expanding Forest Beyond the 
  Map’s Borders
  Map’s Borders
  Map’s Borders
  Map’s Borders    
  If you take some of your forest 
  polygons to the edge of the map 
  you will give your wooded areas 
  the illusion that they continue on 
  beyond the map’s borders. Create 
  enough of these polygons to give 
  the impression of wooded areas 
  around your city. 
  The benefit of creating forests and 
  wooded areas with this method is 
  that they put very little strain on 
  your system’s resources and 
  redraw extremely quickly 
  
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  major city with roads ranging from expensive pavement or cobblestones to gravel. 
  Whatever the case, you will need to think about the traffic patterns in the city.  
  Let’s look at: 
  � 
  Outlining the main area of the town 
  � 
  Placing main thoroughfares 
  � 
  Laying secondary roads 
  � 
  Adding paths and trails 
  � 
  Creating open spaces and markets 
   Outlining the main area of the town 
  The next task is to outline the shape of 
  the town. We will do this before we add 
  the roads because we want to have a 
  sense of where the city proper will be. 
  23 Create a layer called CITY OUTLINE 
  and make that the active layer. 
  24 Select a mid to light brown (color 43 
  often works well). 
  25 Draw a filled polygon in the shape of 
  the final city along the line the city 
  wall will take. Make sure to overlap 
  where the outline meets the cliffs. 
  26 Click Send Behind 
   to send this city outline behind the cliffs. 
  Placing main thoroughfares 
  Now that you have the city outline in place, it’s time to make travel to and from the city 
  possible. We’re laying the road network now, while the map is uncluttered because it will be 
  much easier to work with.  
  Before we begin to draw the roads, let’s go back to a couple of the questions you answered 
  earlier; “What is the city’s purpose?” and “Who built the city?” If your city was built by a race 
  or culture that valued order, you might lay your streets out in orderly squares oriented North 
  and South, East and West. However, if a military ruler who feared invasion built your city, 
  then the streets might form a winding maze, nearly incomprehensible to anyone but 
  permanent inhabitants. Think about who built the city and why and let this guide your street 
  layout. 
  Let’s put the primary roads in first. 
  27 Set your line width to 25. Since this is a main road, we want it to be 25 feet wide but 
  you can vary this to suit your own tastes. 
  28 Right click Road 
   then click City Road, Straight Current Width to draw a road 
  roughly paralleling the river from the lower left map border to the upper right map 
  border.  
  29 Draw another path perpendicular to this first road leading to what will be the main city 
  gate. Stop this path at the edge of the city outline. 
  30 When you’ve finished the road, click to repeat the command, then click Advanced>>. 
  We are going to create a road drawing tool which adds roads in the current color to 
  your design 
  31 Pull down the Custom Tool Name list then click City Road, Straight Current Width 
  We are going to base the new design on an existing one. 
  Traffic Patterns
  Traffic Patterns
  Traffic Patterns
  Traffic Patterns    
  What are the most heavily traveled 
  routes? Those are the routes that 
  will require easy travel. Remember, 
  most societies are going to build 
  travel infrastructure to enhance 
  ease and speed of travel. Keep this 
  in mind as you are deciding where 
  and how extensive is each type of 
  road. 
  
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  32 Click New. Type City Road, Straight Current Width CC. 
  33 Click Properties, click Use current color. Click Save. 
  34 Set the color to color 252. We’re shifting from a dirt road outside the city to a paved 
  road inside the city. 
  35 Click OK then continue the path with this new color through the city to what will 
  eventually be the main city keep against the cliff wall.  
  Laying secondary roads 
  Now let’s create the secondary roads, the ones that will service the outlining farms and that 
  will make up the main network of roads within the city. An important point to remember 
  with all roads, but particularly ones of a utilitarian nature, is that people are lazy and building 
  roads are expensive. They’re not likely to build a road around something if they can go 
  straight to it.  
  Let’s put in those roads now. 
  36 Set the line width to 12 or 15. 
  37 Right click Road 
   then click City Road, Straight Current Width CC. Draw a 
  network of roads outside the city. These are roads that would be big enough to support 
  cart traffic. 
  38 Change your color to a very light brown (try color 203). We need these roads to show 
  up against the brown of the city outline. 
  39 Now create a similar network of secondary roads inside the city outline. 
  Now your map should look something roughly like the image shown here. 
  Adding paths and trails 
  Finally, we want to add some foot trails around the city that show less frequent routes of 
  travel. 
  40 Set the line width to 7. 
  41 Set your color back to whatever color you used for the roads outside the city. 
  42 Set the line style to a dash of some sort (I find the Fence or Contour line styles work well 
  for paths). 
  Creating open spaces and markets 
  The last skeletal elements we need to add are open 
  common spaces within the city. These are usually 
  markets but might also be athletic or military fields or 
  areas with any number of other uses. 
  43  Right click Road 
   then click City Road, Filled 
  Area. Add a market place as shown in the 
  diagram. 
  Stage 5: Creating the primary structures — walls, landmarks and special purpose 
  buildings 
  With the framework of roads now in place, you can think about placing those main 
  structural elements that will define much of the city’s character. These include any city 
  towers and walls, landmarks (such as freestanding towers, statues, arches, etc.), and 
  prominent buildings.   
  Paths
  Paths
  Paths
  Paths    
  Continue with your custom 
  drawing tool to add some foot 
  paths and trails along routes that 
  people would likely use for 
  foraging, gathering water, leading 
  livestock, tending farm fields, etc. 
   
  Filled Areas
  Filled Areas
  Filled Areas
  Filled Areas    
  You can add a “current color” 
  drawing tool for filled areas, just as 
  you did for straight roads if you are 
  creating many squares. 
  Secondary Roads
  Secondary Roads
  Secondary Roads
  Secondary Roads    
  Ask yourself:  
  Where are the people in and 
  around this city going? 
  How would they get there, and  
  Why would they go this or that 
  particular way? 
  
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  228 
  Creating a wall around your city 
  With the CD Pro CurtainWall macro described on page 232, creating a wall around your city is 
  simplicity itself.  
  44 Change to the WALL layer. 
  45 Use the CurtainWall macro command to construct the wall on top of the outline of the 
  city way from the cliff so that the wall obscures the outline. I recommend using the 
  macro that will put a tower at each angle change.  
  46 Once the wall is complete, freeze all the other layers and group all of the wall elements 
  together. You will be glad you did this later on if you have to move the wall above or 
  below certain elements.  
  Adding landmarks 
  Next add landmarks such as statues, ruins, arches, etc. Perhaps your market is lined with 
  statues of the city’s founders, or huge stone sphinxes flank your city-gate. I recommend 
  putting these, like the other elements of our city, on a separate layer.  
  Adding prominent buildings 
  Now we’re getting to the meat of it, aren’t we? We’ve finally made it to the point of adding 
  actual buildings. These buildings might be of any type that is either important to you, the 
  cartographer, or to the inhabitants of the city.  
  Another choice to be made is whether each type of building needs to be on its own layer or, 
  if you have only a few, they all can be placed together on a single layer. In our case we have 
  only a few buildings. 
  Since we’ll be using HOUSE tool to create custom-shaped buildings, there are a couple of 
  ways to add prominent buildings so that they stand out.  
  Perhaps the simplest way is to use city symbols. The greater 
  level of detail and different colors of these symbols will make 
  them stand out from those we create with the HOUSE tool. 
  A second alternative is to use the House for both normal and 
  prominent buildings but to select a different roof color for each. 
  For our purposes, symbols will do. 
  Place your prominent structures in 
  locations that make sense for them. 
  For instance, if you are placing a 
  merchant house, it’s likely to be near a main road so that its 
  transportation needs are more easily accommodated. Tanneries 
  and other less desirable businesses are likely to be in poorer 
  sections of the city and/or near important resources like water. 
  Stage 6: Filling in the spaces — houses, houses and more houses 
  Now you are ready to start filling in the buildings where your population lives their daily 
  lives. These will be the houses. While modern cities or rich neighborhoods might have space 
  around individual houses, in medieval towns and cities (at least those with walls), space 
  was at a premium.  
  Let’s take a look at how you can use the placement of houses to create character within 
  your cities.  
  Placing buildings in crowded cities 
  So, we already know that space inside a city wall is at a premium. How do we create 
  something that looks authentic, or that, at least satisfies the fantasy genre? 
  I prefer House to create buildings of different shapes to fill the space pretty closely. Pack the 
  houses in tightly; leaving, of course, a wall that allows access to the building from outside, 
  and let the spaces between the buildings become the narrow alleyways of the city. 
  Space
  Space
  Space
  Space    
  Walls were, as a rule, very 
  expensive to build and whoever 
  was financing the construction 
  would want protect the most 
  important areas with the shortest 
  possible length. Therefore, it was 
  common to find as many buildings 
  as possible crammed into the safe 
  space within a city’s walls. 
  Landmarks
  Landmarks
  Landmarks
  Landmarks    
  Again, it behooves you to re-
  examine the answers you came up 
  with the questions posed earlier in 
  this chapter. For instance, if 
  humans built your city in the artic 
  circle, then it is unlikely to have 
  many, if any, outdoor meeting 
  places. It could be that your 
  builders had no use for artwork at 
  all. Perhaps the city is a monument 
  to the race and is full to the brim 
  with statues, open courts with 
  artwork and ancient buildings. 
  Anything goes, just try to remain 
  consistent with your original intent.
  Buildings
  Buildings
  Buildings
  Buildings    
  They could include such structures 
  as: 
  Military buildings 
  Bridges 
  Merchant Buildings 
  Religious Buildings 
  Docks 
  Freestanding Towers 
  Castles 
  Government Buildings 
  Again, this list is not exclusive; you 
  may well have other types of 
  buildings that you feel need to be 
  called out from the map as well. 
  
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  229 
  47 Change to the layer where you want these buildings to reside. 
  48 Click House 
  . 
  49 Choose a housing style of your liking. Using “Classical Tan” will give you good buildings 
  without putting much of a drain on system resources.  
  50 Go to it. Start laying down those buildings. However, as you do, there are a couple of 
  things that are good to keep in mind: 
   As you zoom in to work on individual blocks of houses, do a check every now and then 
  with your distance function to make sure the houses are staying in the habitable range. It’s 
  easy to loose perspective and start drawing buildings that are either too big, or too small. 
  Buildings with 15 to 40 foot frontages on a street seem to work well. 
  There can be logical blocks of houses even between 
  streets that are separated by alleys formed by the blocks 
  themselves. 
  Mix in shapes and sizes that are appropriate to your grand 
  plan and don’t allow yourself to start building bigger and 
  bigger houses just so you can finish more quickly. If you 
  need a break, take one. This can be a tedious process but 
  the end result is rewarding. 
  Placing buildings with some space 
  Some cities don’t cram as many houses into the available 
  space either by luck or from planning, and this is the case 
  with the city we’re building. We’re going to place houses 
  along the streets, but we’re going to leave plenty of room 
  in the center of the blocks for agricultural plots. The end result should look something like 
  the image shown here. 
   
  Stage 7: Adding agricultural elements — farms and fields 
  Rare is the city, especially in a fantasy or middle ages model, which can survive without 
  being surrounded by farms and agriculture. The amount of cultivated land required to 
  sustain urban areas is actually quite staggering. In homage to this principle, it adds a touch 
  of realism if you show cultivated areas outside (and sometimes inside) your city. You can 
  use filled polygons, or symbols from the Overland catalogs to add these areas. 
  Stage 8: Adding finishing touches — labels, legends and keys 
  Finishing touches these may be, but some of them are critical to the usability of your map, 
  especially if others are going to use it without your help interpreting it. 
  Now let’s add the final elements: 
  Buildings
  Buildings
  Buildings
  Buildings    
  Multiple Quarters or 
  Multiple Quarters or 
  Multiple Quarters or 
  Multiple Quarters or 
  Neighborhoods
  Neighborhoods
  Neighborhoods
  Neighborhoods    
  In large cities, with multiple 
  neighborhoods or quarters, you 
  may want to put all of the houses 
  in each quarter on their own layer. 
  Why? Because as you move on to 
  other quarters, you can hide the 
  ones you have already finished and 
  save yourself loads of redrawing 
  time. Trust me, if you are dealing 
  with hundreds of houses you will 
  be glad you took this approach. 
   
  System Resources
  System Resources
  System Resources
  System Resources    
  If you chose a roof style with a lot 
  of elements, be prepared for long 
  redraw times. 
  
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  230 
  labels 
  a legend 
  a key, and 
  a scale and compass rose  
  Adding labels  
  Labels are optional but important elements because 
  they bring life to your map by showing that 
  someone lives there.  Labels, or place names, 
  reflect the people that live in a city as well as 
  provide information and are well worth the effort to 
  add.  
  While you can sometimes get away with adding 
  labels to streets without adding an outline to the 
  text, outlines are essential for text that is going to 
  overlay buildings.  
  Adding a legend  
  A legend is important for those maps that use obscure symbols or 
  colors, need exact interpretation of details such as elevation, or that 
  must be understood without the aid of outside interpretation.  
  If you are intending to do a legend and know this from the start, make 
  allowances in the area of the map when you create it to allow the 
  legend to be place on the map without blocking anything critical. 
  Adding a key  
  A key is a means of identifying specific elements on a map, usually by 
  numbered labels. If you choose to include a key, make sure that it is 
  the absolute last element you add to the map. The reason for this is 
  twofold. First, if you create it before your map is finished, you will 
  forever be going back to make changes to the key. Second, keeping 
  the numbers on top of the map is a nuisance if you create them too 
  early in the mapmaking process. You’ll save yourself some work if you 
  save this until last. 
  Shown here are some examples of numbering techniques. You can do 
  numbers with or without backgrounds but I have found that if you 
  have more than ten you may be better off using backgrounds for 
  readability reasons. 
  The key itself is, like the legend, most easily constructed off to the 
  side; on its own layer and with use of the Grid and Snap functions. An 
  example of one type of key is shown here. 
   
  Scales and compass roses  
  Let me make final plea for our last 
  two elements. In my mind, no map 
  is complete without a scale and 
  compass rose. Even if you have no 
  room, no patience, or no inclination 
  to add any of the other elements in 
  this final stage of mapping, please 
  find a space for these to elements 
  on your maps. They are small quick 
  additions that make a HUGE 
  difference in how readable your 
  maps are in the final analysis. 
  Labels
  Labels
  Labels
  Labels    
  Creating text outlines is covered 
  elsewhere in the manual and so 
  will not be covered here. Refer 
  back to page 44 for review. 
  Legends
  Legends
  Legends
  Legends    
  Most maps can do without a 
  legend, however if you choose to 
  construction one, you are better off 
  doing it off to the side of your map 
  and on a layer of its own. Make 
  good use of the Grid
  Grid
  Grid
  Grid and Snap
  Snap
  Snap
  Snap 
  functions to make sure your 
  elements line up. 
  If you draw all of your cities in a 
  similar style, consider adding the 
  legend to your templates, or saving 
  it as a symbol to save redrawing. 
  
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  231 
  Before we go, let’s take a look at our final map, below. 
   
   
   
  Further reading on cities  
  If you need some insight to city design or understanding how cities work, the following 
  books may be helpful: 
   
  Medieval Towns (Schofield and Vince: ISBN 0-8264-6130-1 
  Medieval Town Plans (Hindle: ISBN 0-7478-0065-0) 
  Life in a Medieval City (Gies and Gies: ISBN 0-06-090880-7) 
  Life in a Medieval Village (Gies and Gies: ISBN 0-06-092046-7) 
  The Ancient City (Connolly: ISBN 0-19-521582-6 
  Medieval Demographics Made Easy: (S John Ross) http://www.io.com/~sjohn/demog.htm
  Final Word
  Final Word
  Final Word
  Final Word    
  Thank you for allowing us to share 
  these ideas. This chapter has 
  benefited from the accumulated 
  expertise of dozens of 
  cartographers like you. If you have 
  gotten to this point, I’m sure you 
  realize that this chapter has only 
  skimmed the surface of the 
  creation process for city maps. 
  However, I’m hopeful that you 
  have found within it some useful 
  techniques and ideas. Please be 
  sure to share your own ideas on 
  the CC2 list so that they can enrich 
  us all. Join the list at 
  http://www.profantasy.com/comm
  unity/CC2-L.asp 
      
  Griffinton by Tony Marker
  Griffinton by Tony Marker
  Griffinton by Tony Marker
  Griffinton by Tony Marker    
  Detailed in this section. It can be 
  downloaded from breminor.com 
  
  TMAH-4028-9636-6051
   
   
  232 
  A CD Pro Macro 
  With every type and style of map, there is ample opportunity to automate certain drawing 
  processes with CC2 Pro. City maps are no exception. The elements of an average city map 
  can provide much inspiration for macros--random tree placement, drawing escarpments or 
  palisades, perhaps even generating a random block of houses. Perennial favorites are the 
  'CityWall' series of macros. These macros provide automation for producing a drawing of a 
  fortified wall. Presented here is an overview of the latest incarnation of this idea--the more 
  appropriately named CurtainWall macro.  
  This chapter uses the 'CurtainWall' macro as a springboard for discussing some advanced 
  macro techniques. If you have not already done so, I would recommend reading the chapter 
  on macros in the CC2 Pro section starting on page 122. That chapter covers the basics of 
  macro creation, and provides the groundwork for the ideas discussed here. 
  Anatomy of the CurtainWall 
  The CurtainWall macro draws a 
  crenellated wall of a style very similar to 
  some of the symbols included with CD 
  Pro. The final wall compliments those 
  symbols, and should look perfectly 
  matched when combined on a city map. 
  Like most CC2 Pro drawings, the curtain 
  wall is actually composed of a series of 
  simple entities. The basic wall and 
  parapet are connected 4-sided polygons, 
  and the crenellation is composed of rows 
  of thick line elements, with 3-node paths 
  for the corners (see Figure 1) 
  This examination of the base elements of the final macro output emphasizes one of the 
  most important part of macro writing--start with the art. Before the first line of code, you 
  must know what the final drawing will look like. Moreover, you must be able to visualize, 
  not just the simplest method of assembling that drawing, but also the most appropriate 
  method considering the user's input. In this case, the easiest way to create this design would 
  be to draw three paths--one wide, light coloured path to form the entire base of the wall, 
  and two darker, narrow paths on either side of the first to form the basis of the parapet. 
  Short lengths of line and path entities would complete the crenellation. 
  However, this method would be problematic in the context of a macro. Since the layout of 
  the wall is dictated by the points chosen by the user, you would not have all the points 
  necessary to draw the paths until the user is finished selecting. In addition, since we would 
  never know exactly how many points the user will select, it becomes very difficult to store 
  all these points until the end. Therefore, we must draw each segment as the user defines it; 
  and to do this, we can't use a path. 
  This is why polygons are used. We can draw a polygon for each segment that the user 
  defines, beveling the ends of each one so the next one will join seamlessly. Of course, this 
  presents a whole new problem: since the user is selecting the center line of the wall, how to 
  we determine the outer corners? To do this, we must think back to our Geometry classes; or 
  if you have not yet had the pleasure, you're about to get a crash course! 
  Trig Identities and CC2 Pro 
  The easiest way to understand the problem we're facing here is to play with the Double Line 
  drawing tool in CC2 Pro (DBLN). Notice, as you select each point, two lines are being drawn 
  on either side of the path you are tracing. Also notice that, the greater the angle between 
  the segments that you draw, the greater the distance is between the two corners of the two 
  paths being drawn (see Figure 2).  
  Curtain Wall macro
  Curtain Wall macro
  Curtain Wall macro
  Curtain Wall macro    
  You can find the Curtain Wall 
  macro in the Examples
  Examples
  Examples
  Examples folder. To 
  use it, copy it into your CC2 Pro 
  folder, then on the Tools
   Tools
   Tools
   Tools menu , 
  click Macros
  Macros
  Macros
  Macros then select the Script 
  Script 
  Script 
  Script 
  File
  File
  File
  File from the side menu. Select 
  CurtainWall
  CurtainWall
  CurtainWall
  CurtainWall. Many powerful 
  macros can be found in the CC2 
  Macro Repository 
  http://www.greycitadel.com/greycit
  adel/cc2macros.nsf 
   
  
  TMAH-4028-9636-6051
   
   
  233 
   
   
  In the case of our macro, we only know a few 
  pieces of information. We know the points 
  that the user selects. Therefore, we know the 
  angles between them. CC2 Pro will let us 
  determine this with the 'get bearing' 
  command (GBRNG). Also, we know the 
  desired width of the final wall. Using this data, 
  we must calculate the position of the two 
  outer points that define the beveled end of 
  each segment. 
  As it happens, this is just enough information. 
  We can use the central point selected by the user as a reference point to determine the 
  outer points. All we need is the bearing (the angle) and the distance to that point from our 
  reference. Then we can use the 'bearing angle' modifier to get the point: 
  GP (new point) REF (reference point) <(angle),(distance) 
  So, our goal is to obtain these two unknown values: angle and distance to the corner point. 
  The angle value is easy. We know the bearings of the segments on either side of the 
  reference point, and we can see by observation that the bearing from the reference to the 
  corner point is halfway between the two segment angles. So, by averaging the two segment 
  angles, we can calculate the angle to the corner point. 
  (Bearing1+Bearing2)/2 + 90  = (angle to left side corner) 
  (Bearing1+Bearing2)/2 - 90  = (angle to right side corner) 
  Now all we need is the distance from the reference point to the corner points. As we have 
  seen this distance is related to the angles of the two segments. To understand exactly how 
  they are related, we look to a trigonometric identity. 
  The equation (or 'identity') that we will use is well known. (see Figure 3) 
  1 / cos(A) = c / b 
  or 
  1 / cos(A) x b = c 
  or, in macro terms, 
  GCOS varCOSA (angle from 
  reference to corner) 
  GV varDISTC 1/varCOSA*varDISTB 
  That's generally how it works. If you look 
  again at the diagram of the wall's parts 
  (Figure 1), you will note that we actually 
  require three corner points on each side. 
  This will define the end points for the two parapet polygons, and the one wall polygon. We 
  can use the same method as above to determine all of these points, simply by using the 
  same angles, with a different figure for the width (varDISTB). 
  With these points known, drawing the wall entities becomes an easier matter. The three 
  polygons of each segment are drawn with single commands each, as are the two paths that 
  create the corner crenellation. The line entities that form the straight lengths of crenellation 
  are drawn with a loop very similar to the one used by the Staircase macro detailed in the 
  CC2 Pro section on page 123. 
  Macro Etiquette 
  Sometimes, just creating the finished product is not enough. Tools like macros are not only 
  judged by their functionality, but also by their user friendliness. The CurtainWall macro 
  contains several features that make it more polite to the user.  
  Trigonometry
  Trigonometry
  Trigonometry
  Trigonometry    
  Trigonometry is the mathematics of 
  triangles, and the relationship 
  between the angles and sides of 
  said triangles. By using trig 
  functions like 'sine', 'cosine' and 
  'tangent', we can create equations 
  to relate these variables. While a 
  full explanation of these functions 
  is a little out of the scope of this 
  manual, let it simply be said that 
  trig functions can be applied to a 
  number in a similar manner as you 
  would a 'square root' or the like. 
  For more information on 
  trigonometry, refer to a textbook, 
  or a web site such as 
  http://www.math2.org 
   
  
  TMAH-4028-9636-6051
   
   
  234 
  Restored Drawing Settings  
  During the execution of a macro, many of CC2 Pro's drawing setting can become altered. In 
  order to draw the required entities, a macro will often need to change the current drawing 
  colour, line width, fill style etc. Then, when the macro is complete, these setting are left in a 
  state different than when the macro started. From a user perspective, this can become quite 
  annoying. However, with a little bit of effort, we can design our macro to restore all of CC2 
  Pro's drawing settings to the way they were before the macro started.  
  There are two techniques we can use to save, and then restore drawing settings. First of all, 
  we can use the SELSAVE and SELREST commands that respectively save, and restore CC2 
  Pro's 'select by' setting. Since our macro will change this setting, it's only polite to put it back 
  the way we found it.  
  To save all the other setting, we must use a more complicated procedure. Every entity in a 
  drawing contains a full set of the drawing settings that were active when it was drawn. For 
  example, a simple LINE entity contains many properties, including Color, 2nd Color, Line 
  Width, Line Style, Fill Style, and Layer . 
  If we draw an entity at the start of the macro, before we change any settings, we know that 
  this entity's properties will be the same as all the active drawing setting. In essence, we 
  have saved these settings.  
  In our macro, we do not have to draw anything large to save the drawing settings. A single 
  point entity will do. So that it doesn't get in the way, our macro will draw a point that will 
  (hopefully!) be far away from the used drawing area. Coordinates (10001,10001) should be 
  far enough. Then, when the macro is finished, we can use the CC2 Pro command Keep on 
  that point. KEEP is a command that changes all the current drawing setting to be like a 
  selected entity; exactly what we are looking for. Once we have restored the drawing 
  settings, the last step is to delete the point we placed. Here are the relevant macro lines:  
  SELSAVE  
  POINT 10001,10001;  
  ...(rest of the macro)...  
  SELBY1 
  KEEP 10001,10001 
  ERASE 10001,10001 
  SELREST 
  Grouping Entities  
  When the CurtainWall macro has finished running, it will have created a large number of 
  entities, which together form the fortified wall. Consider what would happen if the user 
  made a mistake and placed the wall in the wrong place, or used the wrong settings? The 
  user would now have to delete all of these individual entities to erase the wall. If the wall is 
  overlapping other existing entities, the user must be careful not to delete those in the 
  process! Wouldn't it be nice if the macro produced a single, 'wall' entity?  
  Well, we can do the next best thing and group all of the parts of the wall together. This way, 
  the wall can be selected as a single entity. The trick is, how can the macro select all of the 
  parts of the wall, in order to GROUP them? One way is to use the 'select by layer' method. If 
  we draw all the wall entities on their own layer, then we can select them all for GROUPing 
  using the SELBYL setting. When we are done, we can move the finished wall back to the 
  original layer. We know which layer that is, because we saved it in a point, remember? (see 
  above) So, here are the steps we need to take:  
  � 
  Save setting using SELSAVE and a POINT 
  � 
  Run the rest of the macro. All the entities drawn will be on our temporary layer.  
  � 
  GROUP all the entities on this temporary layer.  
  � 
  Move the Grouped entity to the user's original layer. We do this with the LIKE 
  modifier, which we apply to an entity which is on the original layer (i.e. our setting 
  saving POINT)  
  � 
  Restore all setting.  
  Layer
  Layer
  Layer
  Layer    
  Change the current layer to one 
  that you think will not be used by 
  any user. (i.e. 'Macro 
  Construction'). We want to be sure 
  that this layer is empty, so we 
  choose a layer name that is 
  unlikely to be used by anyone else. 
  Since this layer will probably not 
  exist on the user's map, we use the 
  GOLAYER
  GOLAYER
  GOLAYER
  GOLAYER command, which 
  creates a new layer if it doesn't 
  find one by that name.  
   
  
  TMAH-4028-9636-6051
   
   
  235 
  In terms of the macro, here are the relevant lines:  
  SELSAVE  
  POINT 10001,10001;  
  GOLAYER MacroConstruction  
  ...(rest of the macro)...  
  SELBYL 
  CHANGEL MacroConstruction 
  LIKE 
  10001,10001 
  SELBYP 
  GROUP  
  SELBY1 
  KEEP 10001,10001 
  ERASE 10001,10001 
  SELREST  
  To group the entities, we first change the 'select by' method to 'select by layer'. We issue the 
  'change layer' command (CHANGEL); since we are selected by layer, CHANGEL asks for a 
  layer name, which we provide (MacroConstruction). Now CHANGEL wants to know what 
  layer to change the selected entities to: we tell it to change to a layer LIKE the entity at 
  coordinates (10001,10001). Next we change the 'select by' method to 'prior', which selects 
  the last entity you worked on. In this way, the GROUP command automatically works on all 
  of our wall entities. Then, we restore the settings, and we're done!  
  Saving the Macro Parameters  
  Since the 'CurtainWall' macro is fairly complex, it stands to reason that there will be a fair 
  number of user definable parameters that can be selected. This is a good thing. It allows 
  users to tweak the look of the wall to suit their map. The parameters for the 'CurtainWall' 
  macro are Dark stone color, Light stone color, Wall width, Right side crenellation, and Left 
  side crenellation  
  Macro parameters are a great feature, but there is a down side. It can become a little 
  tiresome if you have to enter these parameters each and every time you run the macro. 
  However, there is a way that we can save these parameters. This way, the user only has to 
  answer one question: 'Use the previous settings?' If yes, the previous settings apply. If no, 
  then the user is prompted for new parameters. The key to this feature is the SAVEVARS 
  command.  
  In our macro, before we prompt the user for parameter values, we run a specific script (i.e. 
  'CurtainWall-vars.scr'), in case it was saved during a previous macro execution. If the script 
  is present, it will load all the variables we need, including a special one that we put there just 
  for testing purposes. If this test variable is defined, then we give the user the option to skip 
  the parameters section and use the saved values. If the test variable is not there, then the 
  user has probably never used this macro before, and we automatically prompt for 
  parameters. After we prompt the user for parameter values, we issue the SAVEVARS 
  command, and save all variable values to the 'CurtainWall-vars.scr' script. 
  Here's the order of operations:  
  • 
  Load the 'CurtainWall-vars.scr' script.  
  • 
  If the 'test' variable is set (i.e. the script was there), then give the user the option to 
  accept the saved values. If they choose to skip, then we're done. If not, or if the 'test 
  variable is not defined (i.e. no script present), then continue.  
  • 
  Set up default values for all the parameters. This suggests to the user possible values 
  that will result in a good looking wall, and it ensures that all of our variables actually do 
  have values, regardless if the user sets them or not.  
  • 
  Prompt the user for the parameter values, indicating what the defaults are.  
  • 
  Set the 'test' variable.  
  • 
  Save all variables to the script file 'CurtainWall-vars.scr'  
  SAVEVARS
  SAVEVARS
  SAVEVARS
  SAVEVARS    
  This command creates a script file 
  that contains the values for all 
  variables that are currently in 
  memory. If you run the script, it 
  resets all of the variables to the 
  values that it contains. In essence, 
  SAVEVARS creates a snapshot of 
  all of the currently defined 
  variables, and running the resulting 
  script restores CC2 Pro to the 
  variables and values contained in 
  that snapshot. 
  
  TMAH-4028-9636-6051
   
   
  236 
  In terms of the script, here are the relevant lines:  
  SCRIPTM #CurtainWall-vars.scr 
  IFDEF varCurtainWallVarsOK DoneVarCheck 
  :DefineVars 
  GV varWW 10 
  GV varRCren 1 
  GV varLCren 1 
  GV varColDS 14 
  GV varColLS 251 
  GCOL varColDS ^DDark stone colour? (14) 
  GCOL varColLS ^DLight stone colour? (251) 
  GV varWW ^DWall width (10) 
  GV varRCren ^DRight side crenellation? (1=yes, 0=no) 
  GV varLCren ^DLeft side crenellation? (1=yes, 0=no) 
  GW varCurtainWallVarsOK OK 
  SAVEVARS CurtainWall-vars 
  GO MacroStart 
  :DoneVarCheck 
  GV varUseDefault 1 
  GV varUseDefault ^DUse saved settings? (1=yes - default - click) (0=no) 
  IFZ varUseDefault DefineVars 
  :MacroStart  
  The macro runs the 'CurtainWall-vars' script which, if present, loads all the necessary 
  variables into memory. If the 'test' variable (varCurtainWallVarsOK) is defined (use the IFDEF 
  function to test this), jump to the 'DoneVarCheck'. If not, then continue defining the variables. 
  We assign default values to the five variables, then prompt the user to re-define them if 
  desired. Then we save the variables using the SAVEVARS command. Now we're done, so 
  we jump to the start of the macro ('MacroStart' label). 
  If the variables were already set, then we end up at the 'DoneVarCheck' section. Here we 
  prompt the user, asking if they would like to use the saved settings. If yes, then we are done, 
  and the macro continues. If no, then we jump to the 'DefineVars' section, as described above.  
  The Complete 'CurtainWall' Macro  
  This chapter has discussed some of the more complex aspects of the 'CurtainWall' macro. 
  Of course, there is much more to it; but with this basic understanding of its form, and its 
  more complicated features, you should be able to piece the rest of it together.  
   
   
   
   
   
  Macros
  Macros
  Macros
  Macros    
  Take a look at the macro repository 
  (http://www.greycitadel.com/greyci
  tadel/cc2macros.nsf ) for more 
  ideas and examples. 
   
   
   
   
   
   
   
   
   
  Light Fixture symbol by Allyn 
  Light Fixture symbol by Allyn 
  Light Fixture symbol by Allyn 
  Light Fixture symbol by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  This a detail view of a Light Fixture 
  symbol created for use in Dungeon 
  Designer Pro. It is part of a symbol 
  catalog that is available for 
  download from the Download 
  Library. Search the library for 
  “symbol challenge 2003” to pull 
  up this and other catalogs 
  contributed by CC2 Users’ Group 
  members. 
  
  TMAH-4028-9636-6051
   
   
  237 
   
  Boston 1842 by Allyn Bow
  Boston 1842 by Allyn Bow
  Boston 1842 by Allyn Bow
  Boston 1842 by Allyn Bowker
  ker
  ker
  ker    
  The Boston drawing uses bitmap 
  fill techniques, shallow water 
  hatching, symbol editing 
  techniques and text effects that 
  can all be found in Hand Drawn 
  Mapping on page 98. It also uses 
  map decorations created from 
  fonts as described in Converting 
  Fonts to Symbol Catalogs on page 
  47. 
  Boston 1842
  Boston 1842
  Boston 1842
  Boston 1842 is available in the 
  Profantasy Download Library 
  
  TMAH-4028-9636-6051
   
   
  238 
  Advanced Features 
  Layers 
  City Designer Pro templates have lots of pre-defined layers to make it easy for you to create 
  your urban areas. The demographic information is stored on the various BLDNG layers, the 
  rest of the house components on the various STRUCTURES layers. Because CD Pro uses 
  multi-layered buildings, it has its own Change house layer command on the City menu. 
  BLDNG layers Use these to add your house and city symbols if you want your maps to 
  contain demographic information.  Click Color buildings 
   to add the demographic 
  information. 
  STRUCTURES layers These are used to contain the various parts of houses added using 
  symbols and created using the HOUSE command. 
  STRUCTURES (COLOR)Used by house symbols only. Show it if you want to see demographic 
  information. 
  STRUCTURES (FILL STYLE)-Used for roof hatching in symbols and Houses. Hide this for a 
  faster redraw. 
  STRUCTURES (SHADING)-Contains the solid filled area of roofs. Hide this to see 
  demographics. 
  STRUCTURES (OUTLINE)-Shows a line outline of the building. 
  CD Pro Symbols 
  When you place a symbol, what you see 
  is a reference to the symbol in the 
  drawing. This reference is placed on the 
  current layer. If you start an editing 
  command, any selection by layer will 
  include symbols you have placed on that 
  layer. If you hide the layer, all symbols on 
  that layer will be hidden, even those 
  parts of the symbol on other, visible 
  layers. 
  In addition, however, symbol definitions 
  contain entities that have layers. If you 
  hide these layers, those parts of the 
  symbol will be hidden in any references 
  in the drawing as well. 
  CD Pro symbols are drawn on various layers, shown below. 
  CD Pro Houses 
  Houses created with House 
   share most of their layers with CD Pro symbols. There are 
  two important differences. When you draw a house, there is a solid filled area placed on the 
  current layer in the current color that is used for demographic information. This is instead of 
  the STRUCTURES (COLOR) layer used in symbols. 
  Changing the layer of buildings 
  Because CD Pro’s Houses are multi-layered, a normal change layer would just change the 
  layer of all the entities in the house. CD Pro has a special command called Change House 
  Layer that specifically allows you to change the layer of the demographic information in 
  your houses. It also works on CD Pro symbols. Rather than Change layer, on the City menu, 
  click Change house layer to change the layer. 
  Colors
  Colors
  Colors
  Colors    
  The STRUCTURES (COLOR) 
  STRUCTURES (COLOR) 
  STRUCTURES (COLOR) 
  STRUCTURES (COLOR) layer 
  has a solid filled color silhouette on 
  it that is the same color as the 
  symbol reference. If you use Color 
  Color 
  Color 
  Color 
  buildings
  buildings
  buildings
  buildings, it is the color of this part 
  of the symbol that is changed. 
   
  
  TMAH-4028-9636-6051
   
   
  239 
  Controlling layers 
  Layers can be controlled from the layers dialog box, but CD Pro gives you a few shortcuts 
  that might help. These are found on the Layers submenu of the City menu. 
  All BLDNGs with shading 
  This shows all the entities on the various BLDNG layers. It also shows the roof shading of the 
  buildings, obscuring the demographic information added with Color buildings. These 
  produce maps for your players. 
  All BLDNGs with color 
  This shows all the entities on the various BLDNG layers. It also hides the roof shading of the 
  buildings, showing the demographic information added with Color buildings. If the current 
  layer is the STRUCTURES (COLORS) layer, it remains visible. 
  Hide all BLDNGs 
  This hides all the BLDNG and STRUCTURES layers. If the current layer is a STRUCTURES or 
  BLDNG layer, it remains visible. 
  Creating an angular grid 
  In order to use CD Pro’s Grid Angle feature, the current grid needs to be an angular grid. CD 
  Pro’s templates include many angular grids, but you may wish to edit these or create your 
  own. 
  To create an angular grid 
  1 
  Right click on the Grid button. 
  2 
  Click New then click Angular Grid, Continue. Choose your options from the dialog box. 
  The Rotation from the XY plane should be 0. 
  To edit an angular grid 
  1 
  Right click on the Grid button. 
  2 
  Click the grid you want to edit then click Edit. Choose your options from the dialog box. 
   
  Layers Submenu
  Layers Submenu
  Layers Submenu
  Layers Submenu    
  This submenu includes three 
  shortcut macro commands that 
  make it easy to control the 
  appearance of your drawing. They 
  only function on City templates; 
  otherwise you get a series of error 
  messages, telling you that various 
  layers don’t exist. 
   
  Angular Grid
  Angular Grid
  Angular Grid
  Angular Grid    
  For information on the various 
  dialog box options, see Edit 
  Edit 
  Edit 
  Edit 
  Angular Grid
  Angular Grid
  Angular Grid
  Angular Grid in the Help file index.
   
  
  TMAH-4028-9636-6051
   
   
  240 
  City Symbols 
  Creating 
  building 
  symbols 
  Creating city 
  symbols requires 
  knowledge of 
  symbol creation 
  and editing. See 
  Symbol 
  Management on 
  page 64 for more 
  details. 
  Drawing the 
  outline 
  1 
  Start a 
  drawing based 
  on the blank template in CC2 Pro’s Cities/Symbols folder. 
  2 
  On the Symbols menu, click Symbol Manager. Click New to start a new symbol. 
  3 
  Draw the outline of your building on the STRUCTURES (OUTLINE) layer. Use a black, 
  hollow polygon if possible. Use Grid and Snap to make sure that everything is closed 
  precisely. 
  If you are using complex outline, like Thatched, you will have to draw a simple shape (Frill 
  Track) inside the main shape. This will enable building frills to “lock” to the building. It 
  should be sent to the back of the drawing. 
  Drawing the solid area 
  Each symbol has a solid silhouette used by the Color buildings command to give each 
  building a color according to its layer. You need to add this to your symbol. 
  4 
  Copy the outline you just drew and change its layer to the STRUCTURES (COLOR) layer. 
  Change the fill style of the copy to Solid. 
  5 
  If you are using an outline consisting of more than one entity, you will have to use 
  multipoly then change the layer of the multipoly to the STRUCTURES (COLOR) layer. 
  6 
  On the Symbols menu, click Change to SymColor and select the filled area. This 
  changes the color of this area so that when you insert the symbol, this layer appears in 
  the current color. 
  Add the Shading 
  7 
  Set the layer to the STRUCTURES (SHADING) layer. Add the roof shading over the 
  outline using one or more polygons. 
  8 
  If necessary, use multipolies created from the outline with any internal lines added to 
  make complex shaded areas. 
  Add Roof Hatching 
  9 
  Set the layer to STRUCTURES (FILL STYLE). Add any roof hatching, such as tiles. 
   
  Arranging the layers 
  The layers should be arranged in the following order: 
  STRUCTURES (COLOR) at the back 
  Frill Track 
  Frill Track 
  Frill Track 
  Frill Track     
  This is an outline placed just inside 
  the edge of buildings with complex 
  outlines to allow frills and 
  extensions to attach correctly to 
  the edge of such buildings. 
   
  
  TMAH-4028-9636-6051
   
   
  241 
  STRUCTURES (SHADING) next 
  STRUCTURES (OUTLINE) next (except any frill track) 
  STRUCTURES (FILL STYLE) last. 
  Finally, if you have drawn a complex outline, you will have to send the frill track to the back. 
  Use Front and Back to order the layers. 
  10 Rotate the building so that the side that would face the road is facing down on the 
  screen. 
  11 On the Symbols menu, click Control Points . 
  Control Points 
  This entity type is found in symbol definitions — add them from the Symbols menu. Control 
  Points are used to control the “smart” behavior of symbols. 
  12 Select Align on Insertion, Keep DynTrack Scale, and Offset from Place point. The 
  other options should be unchecked. 
  13 Close the window and save the symbol definition. 
  Creating frill symbols 
  As well as creating house symbols, you can also create your own building frills. They are 
  drawn just as you would draw for buildings, but they have slightly different control points. 
  Draw the frill using the method described for creating building symbols, up to the point that 
  you define the symbols. 
  Defining simple frills 
  1 
  On the Symbols menu, click Symbol Manager. click New to start a 
  new symbol. 
  2 
  Draw the frill symbol. 
  3 
  Align the frill so that it is facing the direction you would like it to 
  face on a city. For example, smoke would go up the screen. 
  4 
  On the View menu, click Origin and choose an appropriate point for 
  the symbol origin (e.g. for a round chimney, the center of the 
  chimney, for smoke, at the base). 
  Defining frills that go outside buildings 
  Symbols such as conservatories or awnings 
  need to align to the outside of buildings, but 
  unlike building symbols, they don’t need to 
  offset. Once you’ve placed them, they stay 
  put. 
  5 
  On the Symbols menu, click Symbol Manager. click New to start a new symbol. 
  6 
  Align the symbol so that the part that faces the building edge goes up the screen. 
  7 
  On the Symbols menu, click Add Control Points . These are drawn from right to left 
  along the edge of the symbol that will align with the building. 
  8 
  Select the Align on Insertion and Keep DynTrack Scale 
  options. Uncheck the others. These control points align to other 
  entities, but should not offset. 
   
  Control Point
  Control Point
  Control Point
  Control Pointssss    
  Symbols with control points added 
  can optionally: 
  • Align to entities (all smart 
  symbols). 
  • Cut gaps in entities (e.g. doors, 
  windows). 
  • Offset from entities (buildings 
  offsetting from roads). 
  • Scale Y to fit (Windows can 
  expand to the width of walls). 
  • Keep the current symbol scale or 
  ignore it. 
  Building Frills
  Building Frills
  Building Frills
  Building Frills    
  Symbols such a round chimneys 
  (which look the same no matter 
  which way they are aligned) and 
  smoke (which shouldn’t align, as 
  they should not be rotated) should 
  be defined without any control 
  points. 
  
  TMAH-4028-9636-6051
   
   
  242 
  9 
  Define the origin as the center of the control points. 
  Defining frills that go inside buildings 
  Place symbols such as roof windows and square 
  chimneys by selecting a roof edge then offsetting 
  the symbol inside the building. 
  10 Align the symbol so that the side that faces 
  the roof edge is facing down the screen. 
  11 On the Symbols menu, click Control Points. These should run 
  from left to right along horizontal edge at the bottom of the 
  screen. 
  12 Select the Align on Insertion, Keep DynTrack Scale and 
  Offset from place point options. Deselect the others. These 
  control points align to other entities and then offset. 
  Making a symbol from a House  
  Symbols and houses are created in different ways, and have some layer differences, but its 
  not that hard to use the HOUSE command to make a symbol that you can use again. Most of 
  the work has been done for you. 
  Creating a symbol from a new house 
  This is far easier than defining a symbol from a house in an existing drawing. 
  1 
  Start a drawing based on the blank template in the Cities/Symbols folder. 
  2 
  Set the current layer to STRUCTURES (COLOR). 
  3 
  Using House 
  , Draw the house, adding extensions. On the Tools menu, click Groups, 
  Ungroup and ungroup the house. 
  4 
  Add any frill symbols that you want then click Explode 
   and select them. 
  5 
  On the Symbols menu, click Change to SymColor, selecting by Layer, STRUCTURES 
  (COLOR). This adds the demographic information. 
  See Defining the Symbol (below) to see how to define the symbol. 
  Creating a symbol from an existing house  
  1 
  Copy the house to the clipboard. Paste it into a new drawing based on the blank 
  template in the Cities/Symbols folder. 
  2 
  On the Tools menu, click Groups, Ungroup and ungroup the house. Do this again. (The 
  house may be grouped twice because you have inserted it from the clipboard). 
  3 
  On the Info menu, click List and choose the edge of the house. The first item listed 
  must be changed to the STRUCTURES (COLOR) layer. Usually, it can be selected by 
  layer. 
  4 
  On the Symbols menu, click Change to SymColor, selecting by Layer, STRUCTURES 
  (COLOR). This adds the demographic information. 
  Defining the symbol 
  1 
  On the Symbols Menu, click Control Points. For the first control point, select the 
  bottom left corner of the symbol’s extents. For the second control point, select the bottom 
  right corner of the symbol’s extents. 
  2 
  Select Align on Insertion, Keep DynTrack Scale, and Offset from Place point. The 
  other options should be deselected. 
  3 
  On the Symbols menu, click Define Symbol. Type a name then select an origin point in 
  the midpoint of the control point you just added. 
  Control Points
  Control Points
  Control Points
  Control Points    
  There are other possibilities. For 
  example, you might want a vehicle 
  symbol where the control point 
  faced up the middle of vehicle, so 
  that it could align to the road. 
  Maybe this could be offset too so 
  that it could be placed on one side 
  of the road. 
   
  
  TMAH-4028-9636-6051
   
   
  243 
  4 
  On the Symbols menu, click Save As Catalog.  
   
   
   
   
   
   
   
  DDDDarkdown by Allyn Bowker
  arkdown by Allyn Bowker
  arkdown by Allyn Bowker
  arkdown by Allyn Bowker    
  Darkdown
  Darkdown
  Darkdown
  Darkdown uses many of the same 
  symbol editing techniques 
  demonstrated in the vegetation 
  section of the Hand Drawn tutorial 
  found on page 102. 
  Also used are font ornaments 
  converted to symbols as 
  demonstrated in Converting Fonts 
  to Symbol Catalogs on page 47. 
   
  
  TMAH-4028-9636-6051
   
   
  244 
  Creating House Styles 
  CD Pro comes with many pre-defined house styles, but if this isn’t enough you can define 
  your own. 
  Starting a new house style 
  All the House Styles are defined in CC2 Pro files stored in the Symbols\Citites\House 
  Styles folder. By adding entities to a file in this folder, you can create your own house styles. 
  You can open blank.fcw from the Symbols\Cities\House Styles folder to start a new 
  House Style drawing. You could also open an existing, similar house style file, save it under 
  a new name and work on that instead. 
  This drawing has many layers. Adding entities to these layers has a different effect on the 
  house style. If you don’t add anything to a particular layer, then CD Pro uses the default 
  style. For example, if you add nothing to the ROOF EDGE layers, you will get straight roof 
  edges. 
   
  Defining a roof edge 
  CD Pro makes Roof edges by repeating a 5-foot section, then adding and scaling a 1-foot 
  section. These sections must be made from continuous lines or paths. 
  1 
  The current layer is ROOF EDGE 5. Snap is on. Select  Path. 
  2 
  Start the path at 0,0. At this stage you can turn Snap off if you want an irregular house 
  edge. 
  3 
  Continue the path, staying below the gray line 
  (Y axis) until you near 5,0. 
  4 
  At this point, either turn Snap on and select the 
  grid point at 5,0 or type 5,0 and press 
  . 
  5 
  Set the layer to ROOF EDGE 1. Optionally, hide 
  ROOF EDGE 5. Start a Path at 0,0 draw below 
  the gray line and end up at 1,0. 
   
  Defining the Roof External section 
  The Roof External section determines the appearance of the short ends of gabled building 
  types and the edge of the roof ridge (unless you have draw on the ROOF RIDGE layer, too). 
  This allows you to create houses with solid roof ridges, such as Thatched. These are drawn 
  in exactly the same way as roof edges, with a 5’ section on the ROOF EXTERNAL 5 layer 
  and a 1’ section on the ROOF EXTERNAL layer. 
  Defining the Roof Internal section 
  The Roof Internal section determines the appearance of the internal lines of the building 
  These are drawn in exactly the same way as roof edges, with a 5’ section on ROOF 
  INTERNAL 5 layer and a 1’ section on the ROOF INTERNAL 1 layer. 
  Defining the Roof Ridge 
  If you want a roof ridge that consists of repeating sections (like roof tiles, slates or 
  whatever), draw it in two sections, a 5’ section on 
  the ROOF RIDGE 5 layer and a 1’ section on the 
  ROOF RIDGE 1 layer. These must be drawn with 
  polygons. 
  Pre
  Pre
  Pre
  Pre----defined House Styles
  defined House Styles
  defined House Styles
  defined House Styles    
  The Default house style is hard-
  coded into CD Pro. It produces 
  house with straight edges, 
  rectangular roof edges and a 
  simple fill style. 
  Adding and Scaling sections
  Adding and Scaling sections
  Adding and Scaling sections
  Adding and Scaling sections    
  For example, if you drew a 33-foot 
  long roof, CD Pro would join 6 of 
  the 5’ sections and add 3 of the 1’ 
  sections. The 5’ section is drawn on 
  the ROOF EDGE 5
  ROOF EDGE 5
  ROOF EDGE 5
  ROOF EDGE 5 layer, the 1’ 
  section on the ROOF EDGE 1
  ROOF EDGE 1
  ROOF EDGE 1
  ROOF EDGE 1 layer. 
  If you don’t draw anything on 
  these layers, CD Pro defaults to a 
  straight edge. 
   
  
  TMAH-4028-9636-6051
   
   
  245 
  6 
  Make the ROOF RIDGE 5 layer current. Draw a series of polygons or boxes, starting at 
  0,0 and ending at 5,0. 
  7 
  Make the ROOF RIDGE 1 layer current. Draw a series of polygons or boxes, starting at 
  0,0 and ending at 1,0.  
   
  Defining the Roof Hatching 
   
  Roof hatching is the fill pattern found on roofs. Each different area of the roof can have a 
  different hatching pattern. If you don’t add anything to the roof hatching layers, you won’t 
  get roof hatching. CD Pro starts at 0,0 and puts whatever is there in the lower left corner of 
  the area to be hatched. It then works right, adding and trimming entities that fall within the 
  roof boundaries. 
  The pattern does not tile. This prevents huge roofs being added to drawings accidentally.  
  The easiest way to see how to draw roof hatching is to look at the examples in the 
  Symbols\Cities\House Styles folder. 
  Hatching can be drawn using any entities that can be trimmed, but we recommend that you 
  avoid ellipses and very complex shapes, as they will take a long time to trim when you 
  insert a house using this house style. 
  � 
  Draw on the HATCHING (DARK) layer for the hatch pattern for the Dark colored roof 
  areas, 
  � 
  Draw on the HATCHING (MEDIUM) layer for the hatch pattern for the Medium 
  colored roof areas, 
  � 
  Draw on the HATCHING (LIGHT) layer for the hatch pattern for the Dark colored roof 
  areas. 
  � 
  Draw on the HATCHING (FLAT ROOF) layer for the hatch pattern for the Flat Roof 
  areas. 
  Just set the appropriate layer then add entities. 
   
  Cold Iron by Linda Kekumu
  Cold Iron by Linda Kekumu
  Cold Iron by Linda Kekumu
  Cold Iron by Linda Kekumu††††    
  Cold Iron
  Cold Iron
  Cold Iron
  Cold Iron is a DD Pro drawing. It 
  uses hotspots for sheet navigation 
  as described in Using Hotspots to 
  Control Sheets and Layers on page 
  118. Linda created custom symbols 
  for the drawing using the 
  techniques described in Creating a 
  symbol on page 66. She also used 
  symbols out of Symbol Set 2-
  Fantasy Floorplans. 
  Cold Iron
  Cold Iron
  Cold Iron
  Cold Iron is available in the 
  Profantasy Download Library. Linda 
  has given us a catalog of her 
  custom symbols used in the 
  drawing. This catalog, 
  Symbols_lmk.FSC
  Symbols_lmk.FSC
  Symbols_lmk.FSC
  Symbols_lmk.FSC can be found in 
  the Symbols>Tome
   Symbols>Tome
   Symbols>Tome
   Symbols>Tome folder. 
  
  TMAH-4028-9636-6051
   
   
  246 
  Alphabetical List of CD Pro Commands 
   This table gives you a list of all CD Pro’s commands except those used specifically in macros.  
  � 
  Command gives you the command name found on the CD Pro’s menus, the name that appears when you hover 
  the mouse over a button (tool tip text) or on a right click popup menu. Type the command into CD Pro’s Help 
  Index or Find list to get more details on the command. 
  � 
  Where? Lets you know which menu, popup menu or toolbar to find the command. CD Pro’s toolbar layout is 
  shown on page 9. Right click on the button to access a popup menu 
  � 
  The Text Equivalent is what you type at the Command prompt to use the command. 
  � 
  Use In Macro If the command is useable in a macro, then Yes, otherwise No. Note that all commands are 
  useable as the last line in a macro. The next section on page 250 lists macro commands with parameters. 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  2-Point Circle 
  2 Point Circle 
  Draw toolbar, Circle popup 
  CIR2 
  Yes 
  Add city layers 
  Adds the city designer layers to a 
  template which does not have them 
  City Menu 
  PARTM #system\citypart;1;0;-1000,-
  1000;;RDOFF;UNDO;RDON; 
  Yes 
  Add Grid Overlay 
  Adds a grid labeled along its axes. 
  Used with Create Index to locate 
  streets 
  City toolbar 
  ADDGRID 
  No 
  All 
  Displays matching standard style city 
  catalogs 
  City toolbar, Symbol Style toggle SYMICONFSET;1 
  No 
  All BLDNGs with color 
  Shows all demographic information 
  layers 
  City menu >> Layers 
  SC 
  Yes 
  All BLDNGs with shading 
  Shows all BLDNG layers, with roof 
  shading obscuring demographic info 
  City menu >> Layers 
  SB 
  Yes 
  All city drawing tools 
  Displays all city drawing tools for 
  selection 
  City menu 
  DRAWTOOLSM;City* 
  No 
  All City Drawing Tools... 
  Display all city drawing tools 
  City menu 
  DRAWTOOLSM;=City* 
  No 
  Change House Layer 
  Change the demographic information 
  layer for symbols and buildings 
  City Menu 
  CHANGEHL 
  Yes 
  City Road 
  Displays the city road drawing tools 
  for selection 
  City menu 
  DRAWTOOLSM;City Road* 
  No 
  Classic 
  Opens the Classic symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Classic* 
  No 
  Classical 
  Opens the Classical catalog 
  Symbols toolbar, Classical/Middle 
  East popup 
  GN cat7 1;CATICON7 
  Yes 
  Classical/Middle East 
  Toggle between Classical and Middle 
  East catalogs 
  Symbols toolbar 
  CATICON7 
  Yes 
  Color layers 
  Sets the color for selected layers in a 
  drawing for demographic information. 
  City toolbar 
  CCL 
  No 
  Connection 
  Connects two buildings with the 
  current style and roof type 
  City toolbar, House popup 
  HOUSEM;11 
  Yes 
  Create Index 
  Adds a index of selected text with 
  coordinates. Click on an entry to 
  zoom to it. 
  City menu 
  GAZ 
  Yes 
  Cyberpunk 
  Opens the Cyberpunk catalog 
  Symbols toolbar, 
  Futuristic/Cyberpunk/Moon 
  popup 
  GN cat10 2;CATICON10 
  Yes 
  Cyberpunk 
  Opens the Cyberpunk symbol setting 
  in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Cyberpunk* 
  No 
  Default 
  Opens the Default catalog 
  Symbols toolbar, 
  Default/Miscellaneous popup 
  GN cat1 1;CATICON1 
  Yes 
  Default Road 
  Adds a new default road using 
  City toolbar 
  DRAWTOOLSM;City Road, Default* 
  No 
  
  TMAH-4028-9636-6051
   
   
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  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  Drawing Tools 
  Default... 
  Opens the Default symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Default* 
  No 
  Default/Miscellaneous 
  Toggle between Default and 
  Miscellaneous catalogs 
  Symbols toolbar 
  CATICON1 
  Yes 
  Earth 
  Display Earth area fill drawing tools 
  City menu >> Area fills 
  DRAWTOOLSM;Earth* 
  No 
  Elf 
  Opens the Elf catalog 
  Symbols toolbar, Orc/Halfling/Elf 
  popup 
  GN cat8 3;CATICON8 
  Yes 
  Elven Treehouses 
  Opens the Elven Treehouses symbol 
  setting in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Elven Treehouses* 
  No 
  Extension 
  Adds an extension to a building with 
  the current style and roof type 
  City toolbar, House popup 
  HOUSEM;10 
  Yes 
  Fantasy 
  Opens the Fantasy catalog 
  Symbols toolbar, Fantasy/Hovel 
  popup 
  GN cat2 1;CATICON2 
  Yes 
  Fantasy 
  Opens the Fantasy symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Fantasy* 
  No 
  Fantasy/Hovel 
  Toggle between Fantasy and Hovel 
  catalogs 
  Symbols toolbar 
  CATICON2 
  Yes 
  Futuristic 
  Opens the Futuristic catalog 
  Symbols toolbar, 
  Futuristic/Cyberpunk/Moon 
  popup 
  GN cat10 1;CATICON10 
  Yes 
  Futuristic/Cyberpunk/Moon Toggle between Futuristic, Cyberpunk 
  and Moon catalogs 
  Symbols toolbar 
  CATICON10 
  Yes 
  Gothic 
  Opens the Gothic catalog 
  Symbols toolbar, 
  Thatched/Gothic popup 
  GN cat6 2;CATICON6 
  Yes 
  Gothic 
  Opens the Gothic symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Gothic* 
  No 
  Grass 
  Display Grass area fill drawing tools 
  City menu >> Area fills 
  DRAWTOOLSM;Grass* 
  No 
  Grid Angle 
  Aligns the drawing grid to a specified 
  angle, bearing between two points or 
  selected entity such as a road 
  City menu 
  GRIDANG 
  Yes 
  Halfling 
  Opens the Halfling catalog 
  Symbols toolbar, Orc/Halfling/Elf 
  popup 
  GN cat8 2;CATICON8 
  Yes 
  Halfling Burrows 
  Opens the Halfling Burrows symbol 
  setting in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Halfling Burrows* 
  No 
  Hide all BLDNGs 
  Hides all BLDNGS layers and the 
  structures layer 
  City menu >> Layers 
  HB 
  Yes 
  House 
  Adds a building with a selected roof 
  type, shape and style 
  City menu 
  HOUSE 
  No 
  House (Macro version) 
  Adds a building with the selected roof 
  shape 
  Text only 
  HOUSEM 
  Yes 
  House Irregular 4-sided 
  Adds an irregular four-sided building 
  with the current style and roof type 
  City toolbar, House popup 
  HOUSEM;9 
  Yes 
  House Irregular L 
  Adds an irregular L-shaped building 
  with the current style and roof type 
  City toolbar, House popup 
  HOUSEM;3 
  Yes 
  House Irregular T 
  Adds an irregular T-shaped building 
  with the current style and roof type 
  City toolbar, House popup 
  HOUSEM;7 
  Yes 
  House Irregular U 
  Adds an irregular U-shaped building 
  with the current style and roof type 
  City toolbar, House popup 
  HOUSEM;6 
  Yes 
  House Irregular V 
  Adds an irregular V-shaped building 
  with the current style and roof type 
  City toolbar, House popup 
  HOUSEM;5 
  Yes 
  House Many-sided 
  Adds an irregular many-sided building City toolbar, House popup 
  HOUSEM;8 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  248 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  with the current style and roof type 
  House Regular L 
  Adds a regular L-shaped building with 
  the current style and roof type 
  City toolbar, House popup 
  HOUSEM;2 
  Yes 
  House Regular V 
  Adds a regular V-shaped building with 
  the current style and roof type 
  City toolbar, House popup 
  HOUSEM;4 
  Yes 
  House settings 
  Select or define house styles 
  City menu 
  HOUSEOPT 
  No 
  House, current style 
  Adds a house in the default shape 
  City toolbar, House popup 
  HOUSEM; 
  Yes 
  House, Rectangular 
  Adds a rectangular building with the 
  current style and roof type 
  City toolbar, House popup 
  HOUSEM;1 
  Yes 
  Hovel 
  Opens the Miscellaneous catalog 
  Symbols toolbar, Fantasy/Hovel 
  popup 
  GN cat2 2;CATICON2; 
  Yes 
  Hovel 
  Opens the Hovel symbol setting in the 
  current style 
  City menu >> Symbol Settings 
  SYMICONM;Hovel* 
  No 
  Igloo 
  Opens the Igloo catalog 
  Symbols toolbar, Igloo/Nomad 
  popup 
  GN cat3 1;CATICON3 
  Yes 
  Igloo 
  Opens the Igloo symbol setting in the 
  current style 
  City menu >> Symbol Settings 
  SYMICONM;Igloo* 
  No 
  Igloo/Nomad 
  Toggle between Igloo and Nomad 
  catalogs 
  Symbols toolbar 
  CATICON3 
  Yes 
  Lock Symbol Angle 
  Sets the default symbol angle to align 
  to a selected edge 
  City menu 
  LOCKANG 
  Yes, 
  macro 
  Mediterranean 
  Opens the Mediterranean symbol 
  setting in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Mediterranean* 
  No 
  Middle East 
  Opens the Middle East catalog 
  Symbols toolbar, Classical/Middle 
  East popup 
  GN cat7 2;CATICON7 
  Yes 
  Miscellaneous 
  Opens the Miscellaneous catalog 
  Symbols toolbar, 
  Default/Miscellaneous popup 
  GN cat1 2;CATICON1 
  Yes 
  Modern 
  Opens the Modern catalog 
  Symbols toolbar, 
  Skyscrapers/Modern popup 
  GN cat9 2;CATICON9 
  Yes 
  Modern Blue 
  Opens the Modern Blue catalog 
  Symbols toolbar, Modern 
  Blue/Grey/Red popup 
  GN cat4 1;CATICON4 
  Yes 
  Modern Blue/Grey/Red 
  Toggle between Modern Blue, Grey 
  and Red catalogs 
  Symbols toolbar 
  CATICON4 
  Yes 
  Modern Grey 
  Opens the Modern Grey catalog 
  Symbols toolbar, Modern 
  Blue/Grey/Red popup 
  GN cat4 2;CATICON4 
  Yes 
  Modern Red 
  Opens the Modern Red catalog 
  Symbols toolbar, Modern 
  Blue/Grey/Red popup 
  GN cat4 3;CATICON4 
  Yes 
  Modern... 
  Opens the Modern symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Modern* 
  No 
  Monochrome 
  Displays matching monochrome style 
  city catalogs 
  City toolbar, Symbol Style toggle SYMICONFSET;2 
  No 
  Moon 
  Opens the Moon catalog 
  Symbols toolbar, 
  Futuristic/Cyberpunk/Moon 
  popup 
  GN cat10 3;CATICON10 
  Yes 
  Moonbase 
  Opens the Moonbase symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Moonbase* 
  No 
  Nomad 
  Opens the Nomad catalog 
  Symbols toolbar, Igloo/Nomad 
  popup 
  GN cat3 2;CATICON3 
  Yes 
  Nomad Tents 
  Opens the Nomad Tents symbol 
  setting in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Nomad Tents* 
  No 
  Orc 
  Opens the Orc catalog 
  Symbols toolbar, Orc/Halfling/Elf 
  popup 
  GN cat8 1;CATICON8 
  Yes 
  
  TMAH-4028-9636-6051
   
   
  249 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in 
  Macro 
  Orc Huts 
  Opens the Orc Huts symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Orc Huts* 
  No 
  Orc/Halfling/Elf 
  Toggle between Orc, Halfling and Elf 
  catalogs 
  Symbols toolbar 
  CATICON8 
  Yes 
  Random Street 
  Adds a random length of buildings to 
  an existing road, or on their own. 
  City menu 
  STREET 
  Yes 
  Roads 
  Opens the Roads catalog 
  Symbols toolbar, Vehicles/Roads 
  popup 
  GN cat5 2;CATICON5 
  Yes 
  Roads 
  Opens the Roads symbol setting in the 
  current style 
  City menu >> Symbol Settings 
  SYMICONM;Roads* 
  No 
  Skyscraper 
  Opens the Skyscraper symbol setting 
  in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Skyscraper* 
  No 
  Skyscrapers 
  Opens the Skyscrapers catalog 
  Symbols toolbar, Orc/Halfling/Elf 
  popup 
  GN cat9 1;CATICON9 
  Yes 
  Skyscrapers/Modern 
  Toggle between Skyscrapers and 
  Modern catalogs 
  Symbols toolbar 
  CATICON9 
  Yes 
  Street Options 
  Random Street options 
  City menu 
  STREETOPT 
  No 
  Thatched 
  Opens the Thatched catalog 
  Symbols toolbar, 
  Thatched/Gothic popup 
  GN cat6 1;CATICON6 
  Yes 
  Thatched 
  Opens the Thatched symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Thatched* 
  No 
  Thatched/Gothic 
  Toggle between Thatched and Gothic 
  catalogs 
  Symbols toolbar 
  CATICON6 
  Yes 
  Tiled City Blocks 
  Opens the Tiled City Blocks symbol 
  setting in the current style 
  City menu >> Symbol Settings 
  SYMICONM;Tiled City Blocks* 
  No 
  Trees, People, Street 
  Opens the Trees symbol setting in the 
  current style 
  City menu >> Symbol Settings 
  SYMICONM;Trees* 
  No 
  Vehicles 
  Opens the Vehicles catalog 
  Symbols toolbar, Vehicles/Roads 
  popup 
  GN cat5 1;CATICON5 
  Yes 
  Vehicles 
  Opens the Vehicles symbol setting in 
  the current style 
  City menu >> Symbol Settings 
  SYMICONM;Vehicles* 
  No 
  Vehicles/Roads 
  Toggle between Vehicles and Roads 
  catalogs 
  Symbols toolbar 
  CATICON5 
  Yes 
  Water 
  Display Water area fill drawing tools 
  City menu >> Area fills 
  DRAWTOOLSM;Water* 
  No 
   
  
  TMAH-4028-9636-6051
   
   
  250 
  CD Pro Macro Command Reference 
  This table includes CD Pro commands useable in macros that have one or more macro parameters. Macro-friendly 
  commands that work straight off are not included (see the previous table above for those commands). For example, in 
  the previous table, Thatched/Gothic has a text equivalent of CATICON6. You could put this in a macro and it would 
  function with no parameters. The macro version of the House command has many variations of syntax and is detailed 
  here. 
  For more information on macros, and you how might use this table, see page 122 in the CC2 Pro section. 
  Command 
  Description 
  Text 
  Equivalent 
  Syntax 
  Change House 
  Layer 
  Change the demographic information layer for symbols 
  and buildings 
  CHANGEHL [selection];sLayer[dialog] 
  Connection 
  Connects two buildings with the current style and roof 
  type 
  HOUSEM;11 xyInHouse;xyEdge1;xyEdge2;xyWidth[default]; 
  Create Index 
  Adds a index of selected text with coordinates. Click on 
  an entry to zoom to it. 
  GAZ 
  [selection];pIndexPosition 
  Extension 
  Adds an extension to a building with the current style 
  and roof type 
  HOUSEM;10 xyInHouse;xyEdge;xyEnd;xyWidth[default]; 
  Grid Angle 
  Aligns the drawing grid to a specified angle, bearing 
  between two points or selected entity such as a road 
  GRIDANG 
  rAngle/xyEntity/(xyBearing1;xyBearing2) 
  House  
  (Macro version) 
  Adds a building with the selected roof shape 
  HOUSEM 
  [nHouseShape] 
  (See individual house types for syntax) 
  House Irregular 
  4-sided 
  Adds an irregular four-sided building with the current 
  style and roof type 
  HOUSEM;9 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1 
  House Irregular L Adds an irregular L-shaped building with the current 
  style and roof type 
  HOUSEM;3 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1;xy5thCnr1; 
  House Irregular T Adds an irregular T-shaped building with the current 
  style and roof type 
  HOUSEM;7 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1; 
  House Irregular U Adds an irregular U-shaped building with the current 
  style and roof type 
  HOUSEM;6 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1;xy5thCnr; 
  House Irregular V Adds an irregular V-shaped building with the current 
  style and roof type 
  HOUSEM;5 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1;xy5thCnr1; 
  House Many-sided Adds an irregular many-sided building with the current 
  style and roof type 
  HOUSEM;8 
  xy1stCnr1…xyNthCnr1;xyCenter1; 
  House Regular L Adds a regular L-shaped building with the current style 
  and roof type 
  HOUSEM;2 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1 
  House Regular V Adds a regular V-shaped building with the current style 
  and roof type 
  HOUSEM;4 
  xy1stCnr1;xy2ndCnr1;xy3rdCnr1;xy4thCnr1; 
  House, 
  Rectangular 
  Adds a rectangular building with the current style and 
  roof type 
  HOUSEM;1 
  xy1stCorner1;xy2ndCorner1;xy3rdCorner1 
  Random Street 
  Adds a random length of buildings to an existing road, or 
  on their own. 
  STREET 
  xyEnd1;xyEnd2; 
   
  
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  251 
   
   
   
   
   
    
   
   
  Cosmographer Pro is an add-on for ProFantasy Software’s Campaign 
  Cartographer 2 Pro. Use it to create space sectors, planetary surfaces, starports 
  and starship deckplans. 
   
   
   
  ADDITIONAL COSMOGRAPHER PRO CREDITS 
  Cosmographer Pro:
  Cosmographer Pro:
  Cosmographer Pro:
  Cosmographer Pro: Mark Fulford, Simon Rogers 
  Symbol creation and cataloging :
  Symbol creation and cataloging :
  Symbol creation and cataloging :
  Symbol creation and cataloging : Linda Kekumu, Morgan Olden, 
  Ralf Schemmann, Brian Smallwood, Kevin Thomas, Allyn Bowker 
  Example Maps and Additional Mater
  Example Maps and Additional Mater
  Example Maps and Additional Mater
  Example Maps and Additional Material:
  ial:
  ial:
  ial: Kevin Thomas 
  Special Thanks:
  Special Thanks:
  Special Thanks:
  Special Thanks: Ian Malcomson for knowing his stuff. 
  Kevin Thomas for his immeasurable help. 
  Colin for keeping The Colonel off our backs 
   
   
      
  
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  252 
  Cosmographer Introduction 
  Welcome to space. Cosmographer Pro from Profantasy Software helps you map space 
  sectors, planetary surfaces, starports and starship deckplans. It supports Traveller® and all 
  other game systems set in space. 
  With Cosmographer Pro you can get started: 
  • 
  Creating detailed textured surfaces for hull and decks 
  • 
  Combining all decks in single map using sheets. 
  • 
  Utilizing connecting symbols which allow easy point-to-point drawing of complex 
  passages, routes, machinery, etc. 
  Getting to Cosmographer Pro 
   
   
   
   
  You can swap from CC2 Pro or any add-on to Cosmographer Pro by clicking the 
  Cosmographer button on CC2 Pro’s File toolbar.  
  Starting a New Drawing 
  1 
  Click New 
   
  Cosmographer displays a context menu of the different 
  types of templates on which you can start your drawing. 
  2 
  Choose a template based on the type of drawing you wish to create. 
  The Cosmographer Toolbar 
  The Cosmographer toolbar includes almost 
  all the features you need to create your 
  maps, charts and drawings. 
   
  Left click on a button to choose the most 
  commonly used option; right click on a 
  button to see a selection of other tools. For 
  example, right click on Sector Tools 
   to 
  see a menu with other tools such as Sector 
  Borders, Sector Vari, and Sector X-Boat. 
  Symbol Toolbar 
  Click each catalog button to pull up either the symbol catalog or the Select Catalog 
  Settings dialog for each category. 
      
  Traveller
  Traveller
  Traveller
  Traveller®    
  Traveller is a registered trademark 
  of Far Future Enterprises. 
      
  Getting Started
  Getting Started
  Getting Started
  Getting Started    
  The information and tutorials 
  contained in Cosmographer Pro 
  assumes a basic knowledge of CC2 
  Pro. If you have not familiarized 
  yourself with CC2 Pro, doing so 
  before you start Cosmographer Pro 
  will be beneficial. 
   
  Toolbar
  Toolbar
  Toolbar
  Toolbar    
  The Cosmographer toolbar icons 
  are usually found on the left of the 
  interface screen. If you can’t see 
  them, select Tools 
  Tools 
  Tools 
  Tools 
   then 
  ensure that Left toolbar 1
  Left toolbar 1
  Left toolbar 1
  Left toolbar 1 and 2222 
  are ticked. 
   
  Symbol Catalogs
  Symbol Catalogs
  Symbol Catalogs
  Symbol Catalogs    
   Passageways  
   Up and Down 
   Wall Features 
   Command Stations  
   Engineering Systems 
   Weapon Systems 
   Pipes and Cables 
   Furniture 
   Medical Systems 
   Cargo 
   Personal Items 
   Space Geomorphs 
   Overland 
   Transport Network 
   Buildings 
   Hazards 
   Cosmic Bodies  
   Traveller 
   
  
  TMAH-4028-9636-6051
   
   
  253 
   
   
   
  Waleska by Ralf Schemmann
  Waleska by Ralf Schemmann
  Waleska by Ralf Schemmann
  Waleska by Ralf Schemmann    
  Waleska
  Waleska
  Waleska
  Waleska is made with symbols 
  from CC2 Pro’s standard symbol 
  catalogs. The drawing is available 
  in the Profantasy Download Library 
  
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  254 
  Creating a Deckplan from Scratch 
  The tutorial examples referred to here can be found in the 
  Tutorials>>Essentials>>Cosmographer folder. 
  1 
  Click New 
   
  Select Cosmographer Deckplan. 
  2 
  Choose something small for our shuttlecraft, such as the 100 ’x 100’ template. 
  (ShuttleE01.FCW)  
  Hull 
  3 
  To make sure you are on the HULL sheet, click 'HULL' at the bottom of the template, or 
  go to Cosmographer Menu >> Active Deck >> Hull. 
  4 
  Ensure Snap is enabled.  
  First, we will add a center line. This is useful in that we only have to build one half of a ship's 
  hull. 
  5 
  Right click Draw Hull 
   then select Construction Lines. Notice the 
  layer has changed to TEMP. 
  6 
  Draw a vertical straight line in the middle of the drawing. Make it five 
  squares in length. (ShuttleE02.FCW) 
  7 
  Continue to use the Construction Lines drawing tool to draw the left 
  side of the shuttlecraft. Make sure that the starting point and the ending 
  point are on the center line.  
  You can see the shape I chose for my shuttle by referring to 
  ShuttleE03.FCW. 
  8 
  Right click Copy 
  . Choose Mirror Copy from the list. Select the left 
  side of the hull then right click, Do it. 
  9 
  With Snap on, click the top of the center line, then click the bottom of 
  the center line. The left side of the hull will be mirrored across this line.  
  It's starting to look vaguely like a shuttle now. (ShuttleE04.FCW) 
  10 Set the color to a darkish grey. I used #249. 
  11 Right click Draw Hull 
   then select hull drawing tool Hull, 
  Surface 01 as the texture for the shuttle. Trace around your shuttle, 
  using the construction lines as a guide. (ShuttleE05.FCW) 
  12 Set the color to black. 
  13 Right click Draw Hull 
    then select Hull, Outline. Draw around 
  the whole hull. (ShuttleE06.FCW) 
  14 Let’s give the hull a few frills. Change to color 77, then right click Draw 
  Hull 
  . Choose Hull, Glass. Draw a front window at the front of the 
  shuttle.  
  15 Let’s add some engines. Click Engineering Systems 
   then scroll 
  down the list of symbols to Ion Engine 1. Click the + sign in the corner 
  of the Ion Engine 1 display window to open the Ion Engine collection. 
  16 Select Ion Engine 1 and Ion Engine 2, placing each in turn, on the 
  shuttle. 
  Deckplan templates
  Deckplan templates
  Deckplan templates
  Deckplan templates 
   include: 
  • Ship name
  Ship name
  Ship name
  Ship name: Click to edit. 
  • Grid
  Grid
  Grid
  Grid: Click grid sample to swap 
  between grid modes. Hide grid 
  layers to loose grid altogether. 
  • Stats block
  Stats block
  Stats block
  Stats block: Edit or delete this. 
  • Sheets for each deck
  Sheets for each deck
  Sheets for each deck
  Sheets for each deck: Click the 
  deck selectors at the bottom to 
  select working sheet. It is normal 
  to draw Hull outline first, as this 
  encloses everything else 
  Snap
  Snap
  Snap
  Snap    
  If the grid makes things hard to 
  see, turn it off via Cosmographer 
  Cosmographer 
  Cosmographer 
  Cosmographer 
  Menu >> Grid >> Hi
  Menu >> Grid >> Hi
  Menu >> Grid >> Hi
  Menu >> Grid >> Hide
  de
  de
  de. To show 
  the grid,  use Cosmographer >> 
  osmographer >> 
  osmographer >> 
  osmographer >> 
  Grid >> Show
  Grid >> Show
  Grid >> Show
  Grid >> Show then click the grid 
  scale indicator to pick the grid 
  style. Turning off the grid will not 
  affect Snap
  Snap
  Snap
  Snap. 
  Hull Drawing Tools
  Hull Drawing Tools
  Hull Drawing Tools
  Hull Drawing Tools    
  Most hull drawing tools are 
  varicolor, meaning they adopt the 
  current color. Many tools have a 
  pattern. This will line up with the 
  first edge you add. You can use 
  this to control the rotation of the 
  pattern. 
  Texture
  Texture
  Texture
  Texture    
  Hull texture slows redraw and can 
  interfere with selections and 
  placing symbols. Use 
  Cosmographer Menu >> 
  Cosmographer Menu >> 
  Cosmographer Menu >> 
  Cosmographer Menu >> 
  Textures
  Textures
  Textures
  Textures to hide textures when 
  they’re not needed. Hiding textures 
  hides them in the tools preview 
  too. 
  Draw Around.. 
  Draw Around.. 
  Draw Around.. 
  Draw Around..     
  To make all the corners properly 
  trimmed, start in the middle of a 
  straight run rather than in a corner, 
  then work all the way around. 
   
  
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  255 
  17 Click Send to Back 
  , then select the engines we just placed. Right click, Do it. 
  (ShuttleE07.FCW) 
  Interior deckplan 
  18 Pick a deck to work on from the indicator at the bottom of the map. 
  19 Click the color indicator, then select color 22. This will be the floor color. 
  20 Right click Deckplan 
   then select Surface 01. Follow the outline of 
  the floorplan for the deck. (ShuttleE08.FCW) 
  21 Select color black on the colorbar. 
  22 Right click Deckplan 
   then select Bulkhead 1’. Outline the floor of 
  the shuttle, then draw any interior partitions. (ShuttleE09.FCW) 
  23 Someone needs to be able to pilot our shuttlecraft, so select Command 
  Stations 
  . Pick a Recessed Console. Use the arrow key 
   to rotate it 
  270˚ then place two at the front of the shuttle. 
  24 The pilots need a place to sit, so pick an Operator Chair 
  from the same symbol catalog. Use the arrow key 
   to 
  rotate the symbols 90˚ then place one in front of each 
  console. 
  25 Decorate the rest of the interior. I selected some benches to line the 
  walls, a couple of equipment lockers at the aft (rearward) side of those, 
  and finally topped it off with an aft-mounted hatch symbol. 
  (ShuttleE10.FCW) 
  26 From the Cosmographer menu, show any grids and textures you have hidden. 
  27 Click the title header, then name your shuttlecraft. Add any statistics you wish, or delete 
  the stat box. (ShuttleE11.FCW) 
   
  Other cool deckplan tools 
  Pick a De
  Pick a De
  Pick a De
  Pick a Deck
  ck
  ck
  ck    
  The hull remains visible because it 
  is useful to see the outline it 
  provides. You can turn off the hull 
  at any time by clicking Dialog
  Dialog
  Dialog
  Dialog and 
  then clicking the H in the box next 
  to Hull
   Hull
   Hull
   Hull. 
  Floorplan
  Floorplan
  Floorplan
  Floorplan    
  The Deck Surfaces tools are for 
  making prettier deckplans. You 
  need to outline these with hand-
  drawn bulkheads. Use 
  Cosmographer Menu >> 
  Cosmographer Menu >> 
  Cosmographer Menu >> 
  Cosmographer Menu >> 
  Textures >> Hide Deck Textures
  Textures >> Hide Deck Textures
  Textures >> Hide Deck Textures
  Textures >> Hide Deck Textures 
  when they’re not needed. 
  Interiors
  Interiors
  Interiors
  Interiors    
  To work on interiors, it is often 
  preferable to drop to a lower snap 
  value. Go to Snaps > Grid 
  Snaps > Grid 
  Snaps > Grid 
  Snaps > Grid 
  Settings
  Settings
  Settings
  Settings then edit the one that 
  appears. Change the # of snaps to 
  4 or 8. Any factor of 2 works best 
  here (2, 4, 8, 16, etc). 
  
  TMAH-4028-9636-6051
   
   
  256 
  Cosmographer Pro introduces Connecting symbols. These are symbols that automatically 
  join together to create complex objects. 
  Passageways catalog contains connecting deck symbols for ramps, access-ways, walkways, 
  corridors, railings. Corridors come in two varieties — curved or square bends. 
  Pipes and cables catalog contains pipes, cables, bulkhead fittings. 
  Weapons contains torpedo and missile tubes. 
  Changing fill style 
  Use Apply fill to selection 
   to change the fill of existing textured style. Make sure 
  textures are visible or it won’t work as expected. 
  Engineering tools 
  Use Engineering Systems 
   to show data networks, power grids, etc. 
   
   
   
   
   
   
   
   
   
      
  Connecting Symbols
  Connecting Symbols
  Connecting Symbols
  Connecting Symbols    
  You can spot connecting symbols 
  because they have a “C” in the 
  symbol window. 
   
  Connecting deck symbols are 
  generally based around a 5’ grid, 
  so enable 5’ grid before using. 
  Where appropriate, there are end 
  pieces and “join” junction symbols 
  before or after the connecting 
  symbol. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ari’s Neighborhood by Allyn 
  Ari’s Neighborhood by Allyn 
  Ari’s Neighborhood by Allyn 
  Ari’s Neighborhood by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  Ari’s Neighborhood
  Ari’s Neighborhood
  Ari’s Neighborhood
  Ari’s Neighborhood was created 
  using City Designer 2 city tile 
  symbols that were edited from 
  their original version using the 
  techniques described in Converting 
  an Existing Symbol to Shaded 
  Varicolor on page 75. 
  
  TMAH-4028-9636-6051
   
   
  257 
   
  SS Brilliant by Kevin Thomas
  SS Brilliant by Kevin Thomas
  SS Brilliant by Kevin Thomas
  SS Brilliant by Kevin Thomas    
  The SS Brilliant
  SS Brilliant
  SS Brilliant
  SS Brilliant is an example 
  drawing included in the 
  Cosmographer Pro add-on. 
  
  TMAH-4028-9636-6051
   
   
  258 
  Overland Hex Maps 
  The new Hex symbols are a great tool for drawing the surface of your planets, and make it 
  very easy to produce a fantastic looking map in this style. 
  The tutorial examples referred to here can be found in the 
  Tutorials>>Essentials>>Cosmographer folder. 
  1 
  Click New 
   then select Cosmographer Planetary. 
  2 
  Select Regional Template (Traveller).FCT (OverlandHexE01.FCW) 
  3 
  Click Overland 
   then select Cosmog Overland. 
  4 
  Scroll down the catalog list to Plains 1. Select the Plains 1 hex 
  symbol. 
  5 
  Draw some continents and islands then click Redraw 
   to see 
  how your work is progressing. (OverlandHexE02.FCW) With hex 
  symbols you can drag the mouse, leaving a trail of hexes, 
  overwriting any other symbols in that hex. 
  6 
  Scroll further through the catalog list then select Water 1. Go around the coast of your 
  continents and islands to make shallow water. 
  (OverlandHexE03.FCW) 
  7 
  Select Water 2 then go around the shallow 
  water to create deeper water. 
  (OverlandHexE04.FCW) 
  8 
  Place Arctic hex symbols at the top and 
  bottom points of your map if it is cold enough 
  to have polar arctic zones. 
  (OverlandHexE05.FCW) 
  9 
  Place the Water 3 hex throughout the rest of the map in any 
  unoccupied hexes to depict the deepest water. 
  (OverlandHexE06.FCW) 
  You have a functional planet now, but it's a little plain. Ok, bad pun. 
  Let's turn those plains into something more interesting.  
  10 Select a mountain symbol 
  then add some mountains. 
  Select a hills symbol then 
  put some hills around 
  those mountains. 
  (OverlandHexE07.FCW) 
  11 Let's add some terrain and 
  vegetation. If you have a big land mass along 
  the equator, add some jungles around that area. 
  Add some D Forests, and maybe D Forest Hills 
  symbols near the hills and mountains. Don't 
  forget up at the colder regions there might be C 
  Forests and elsewhere maybe a couple of 
  deserts would be nice.  (OverlandHexE08.FCW) 
  12 Select Hx City Symbol. Pick a spot for the city 
  then place the symbol there. Upon placement, 
  the Attributes box opens. Type in the name of 
  the city, then click OK.(OverlandHexE10.FCW) 
   
  Hex Symbol
  Hex Symbol
  Hex Symbol
  Hex Symbol    
  Because of the Snap feature 
  enabled on the template, the hex 
  symbol held on the cursor might 
  seem invisible when held over the 
  template. Click in the desired hex 
  to place the symbol there. 
  Draw 
  Draw 
  Draw 
  Draw     
  You can hold down the mouse 
  button and 'paint' your hexagon 
  symbols. If you hit the edge of one 
  of the regional triangles, be sure to 
  place one of the same hex on the 
  opposite side. Any symbols that hit 
  a 'partial hex' will be obscured by 
  the borders of the map upon re 
  draw. 
  Upon Placement
  Upon Placement
  Upon Placement
  Upon Placement    
  Prior to UU8, these symbols used 
  Explode on Placement
  Explode on Placement
  Explode on Placement
  Explode on Placement rather than 
  Attributes
  Attributes
  Attributes
  Attributes. For a UU prior to UU8, 
  follow these steps in place of step 
  12 in the tutorial: 
  • Select City Name
  City Name
  City Name
  City Name, then place it 
  in the same hex. The symbol 
  explodes automatically on 
  placement. 
  (OverlandHexE09.FCW) 
  • Click Edit
  Edit
  Edit
  Edit then select the text for 
  the newly placed World Name. 
  Type in your planet name, then 
  click OK
   OK
   OK
   OK 
  Exploding the symbol reduces it 
  back to its original entities. The 
  City Symbol
  City Symbol
  City Symbol
  City Symbol, once exploded, is 
  now a circle and text that can be 
  edited. 
   
  Attributes
  Attributes
  Attributes
  Attributes    
  For more information on Attributes, 
  see Adding attributes on page 67. 
   
  
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  259 
  Create your own hex symbols 
  You can create your own hex symbols. Open hex.fsc in the 
  Symbols\Cosmographer\Planetary folder using Open from the File menu as a reference, and 
  see Hex Symbols on page 78 for more details. 
   
   
  Row of Shops by Peter 
  Row of Shops by Peter 
  Row of Shops by Peter 
  Row of Shops by Peter 
  Vernon*
  Vernon*
  Vernon*
  Vernon*    
  This drawing is based on a 
  building that has been excavated 
  by Texas A&M University at a site 
  in Port Royal, Jamaica. Row of 
  Row of 
  Row of 
  Row of 
  Shops
  Shops
  Shops
  Shops uses hotspots for sheet 
  navigation as explained in Using 
  Hotspots to Control Sheets and 
  Layers on page 118. Row of 
  Row of 
  Row of 
  Row of 
  Shops
  Shops
  Shops
  Shops is available to view in the 
  Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder. 
  
  TMAH-4028-9636-6051
   
   
  260 
  Creating Traveller® Sector Maps 
  This is going to be quick and easy. With the templates in Cosmographer Pro, sector maps are 
  a snap. I’ve already started one on a Subsector Parsec Hex.FCT. All examples for this tutorial 
  can be found in the Tutorials>Essentials>Cosmographer folder.  
  1 
  Open SectorE01.FCW. 
  2 
  Click Traveller 
   to open the symbol catalog. 
  3 
  Select the symbol World 1, then place it in one of the open 
  hexes. 
  4 
  Select World Name 1, then place it in the same 
  hex. Upon placement, the Attributes box 
  opens. Type the name of the planet, then click 
  OK. (SectorE02.FCW) 
  5 
  Scroll through the catalog and add any other 
  symbols to the hex that you think are 
  appropriate to the planet. (SectorE03.FCW) 
  6 
  Right click Sector Tools 
   then select Border. Draw any borders that are appropriate 
  to your map. (SectorE04.FCW) 
  7 
  Right click Sector Tools 
   then select X Boat. Draw in the X Boat route or routes 
  appropriate to your map. (SectorE05.FCW) 
  8 
  Click Edit 
   then select the text in the title box of the map. Type in your sector 
  information, then click OK. (SectorE06.FCW)
   
   
      
  HeXEs
  HeXEs
  HeXEs
  HeXEs    
  With Snap enabled, all symbols 
  placed into a hex will be properly 
  positioned by clicking in the middle 
  of the desired hex. 
   
  Upon Placement
  Upon Placement
  Upon Placement
  Upon Placement    
  Prior to UU8, these symbols used 
  Explode on Placement
  Explode on Placement
  Explode on Placement
  Explode on Placement rather than 
  Attributes
  Attributes
  Attributes
  Attributes. For a UU prior to UU8, 
  follow these steps in place of step 
  4 in the tutorial: 
  • Select World Name 1
  World Name 1
  World Name 1
  World Name 1, then 
  place it in the same hex. The 
  symbol explodes automatically 
  on placement. 
  • Click Edit
  Edit
  Edit
  Edit then select the text for 
  the newly placed World Name. 
  Type in your planet name, then 
  click OK
   OK
   OK
   OK 
  Exploding the symbol reduces it 
  back to its original entities. The 
  World Name 1
  World Name 1
  World Name 1
  World Name 1 symbol, once 
  exploded, is now text that can be 
  edited. 
   
  Attributes
  Attributes
  Attributes
  Attributes    
  For more information on Attributes, 
  see Adding attributes on page 67. 
  
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  261 
   
  Malvin by Ralf Schemmann*
  Malvin by Ralf Schemmann*
  Malvin by Ralf Schemmann*
  Malvin by Ralf Schemmann*    
  Malvin
  Malvin
  Malvin
  Malvin was created using 
  Character Artist Pro. This drawing 
  is available in the 
  Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder.  
  
  TMAH-4028-9636-6051
   
   
  262 
  Creating a Local Overland Map 
  The drawing tools and templates provided on Cosmographer Pro make it easy to create 
  attractive overland maps. 
  All examples for this tutorial can be found in the Tutorials>Essentials>Cosmographer 
  folder. 
  1 
  Click New 
   and select Cosmographer Local Overland. 
  2 
  Select Imperial 1 x 1 mile.FCT (OverlandLocalE01.FCW) 
  Let’s create some contours. 
  3 
  Right click Overland Natural Features Tools 
   then select 
  Contour 1.  Draw a low elevation contour that will begin to define 
  the valley that will hold our lake. 
  4 
  Right click Overland Natural Features Tools 
   then select 
  Contour 2.  Draw a mid-elevation contour.  
  5 
  Right click Overland Natural Features Tools 
   then select 
  Contour 3.  Let’s draw a high elevation contour. (OverlandLocalE02.FCW) 
  6 
  Let’s plant some forests. We’re going to draw them in just like we 
  did with the contours.  
  7 
  Right click Overland Natural Features Tools 
   then select 
  Deciduous Woods. Draw woods around what will be our lake. I 
  also used some Mixed Wood. You can go wild and put in any 
  forests that suit you. (OverlandLocalE03.FCW) 
  Now let’s put some water in our lake. 
  8 
  Right click Overland Natural Features Tools 
   then select 
  Water Lake. Draw in a lake that sits down in our valley. I also put 
  in a marsh because my secluded lake needs a dark side. 
  (OverlandLocalE04.FCW) 
  We need a way to get to our lake. Let’s put in some roads. 
  9 
   Right click Overland Man Made Tools 
   then select Route, 
  Secondary 2. This will be the paved road that brings us close to the lake. 
  10 Right click Overland Man Made Tools 
   then select Route, Minor. Start this road at 
  the paved road and then run it down into the valley to skirt passed the lake. 
  We can get to the lake now, but what are we going to the lake for? I’m going to put in a few 
  buildings. 
  11 Right click Overland Man Made Tools 
   then 
  select Building Default. Draw in a few buildings 
  clustered along the road near the lake. 
  (OverlandLocalE05.FCW) 
  My secluded lake is done now except for text labels. I’m 
  going to let you label the map yourself. If you need help, 
  refer to The Art of Labeling on page 44. 
   
   
   
   
   
   
   
   
  Contours
  Contours
  Contours
  Contours    
  Notice when we select the contour 
  tools, the layer automatically 
  changes to RELIEF/CONTOURS
  RELIEF/CONTOURS
  RELIEF/CONTOURS
  RELIEF/CONTOURS. 
   
   
  Draw
  Draw
  Draw
  Draw    
  The drawing tools feature Restrict 
  to Border behavior. The entities 
  drawn with the tools will confine 
  themselves within the boundaries 
  of the template. When the entity is 
  drawn to the border, click outside 
  the template frame to ‘lock’ the 
  edges. 
  Lake
  Lake
  Lake
  Lake    
  Did you notice that the current 
  layer automatically changed to 
  WATER/RIVERS
  WATER/RIVERS
  WATER/RIVERS
  WATER/RIVERS when we selected 
  the Water Lake
  Water Lake
  Water Lake
  Water Lake tool? 
  Buildings
  Buildings
  Buildings
  Buildings    
  When we selected the Building 
  Building 
  Building 
  Building 
  Default 
  Default 
  Default 
  Default tool, the current layer 
  automatically changed to 
  STRUCTURES
  STRUCTURES
  STRUCTURES
  STRUCTURES. 
   
  
  TMAH-4028-9636-6051
   
   
  263 
   
   
   
  Community Law Centre by 
  Community Law Centre by 
  Community Law Centre by 
  Community Law Centre by 
  Stuart Hunter
  Stuart Hunter
  Stuart Hunter
  Stuart Hunter    
  Community Law Centre
  Community Law Centre
  Community Law Centre
  Community Law Centre uses 
  hotspots to navigate sheets and 
  layers as explained in Using 
  Hotspots to Control Sheets and 
  Layers on page 118. 
  The Community Law Centre
  Community Law Centre
  Community Law Centre
  Community Law Centre can 
  be viewed in the Profantasy 
  Download Library. 
   
  
  TMAH-4028-9636-6051
   
   
  264 
  Exploring Sheets and Layers 
  Cosmographer allows you to have multiple decks of a starship on a single template. Each 
  deck is stored on its own sheet. 
  Let’s look at sheets and layers since the Cosmographer templates use them so handily. 
  Layers 
  Layers are simply a convenient way for the user to associate different entities. Think of 
  Layers as groupings, or categories. 
  1 
  Click Open 
   then browse to the 
  Examples>Maps folder of CC2 Pro. 
  Select Jaw Peninsular.FCW. 
  2 
  Click the Layer indicator 
   
  then select VEGETATION as the current 
  layer. Click Hide All, then click the H 
  next to SYMBOL DEFINITION to remove 
  it. Click OK. 
  All you see now are the symbols and text 
  that have been placed on the VEGETATION 
  layer.  
  So how is this different from sheets? Well, 
  layers do not affect the order in which 
  entities are drawn on the screen. Entities 
  appear in the order were added to the map 
  regardless of which layer they are on.  
  Sheets 
  In order to begin to understand sheets, we 
  can imagein a book with transparent pages. In the book, the transparent pages have a 
  specific order. The slices of the picture that are printed on each 
  page are revealed according to the order of the pages. Hold that 
  thought as we explore sheets. 
  1 
  Click CC2 
   then click New 
  . Select the 
  template1000x800 (Sea Background, uses sheets).  
  2 
  In the Tools menu, scroll down to Sheets and then select 
  Sheets from the side menu.  
  What you see are the sheets currently created in the template. Select BACKGROUND 
  as the current sheet, then click OK. 
  3 
  Click the Layer indicator 
  . Click Thaw All then click 
  Show All. Click OK. 
  4 
  Click Box 
   then draw a box that overlaps the edge of the template. 
  5 
  Click Redraw 
  . 
  Note that the box we just drew jumped behind the map frame. Why did it do 
  that? If you said sheet order, you’re correct. Let’s look at that behavior. 
  Layers as Groupings
  Layers as Groupings
  Layers as Groupings
  Layers as Groupings    
  The term layer is a legacy term 
  from CC2 Pro’s FastCAD® 
  heritage. While it may not be an 
  accurate description of what layers 
  are now, in the past it was an 
  appropriate term for the function 
  that layers served. The name stuck; 
  the functions changed. That’s 
  legacy for you. 
  FastCAD is a registered trademark 
  of Evolution Computing, Inc. 
  Click the H
  Click the H
  Click the H
  Click the H    
  An H in the column indicates that a 
  layer is hidden. If we hide the 
  SYMBOL DEFINITION
  SYMBOL DEFINITION
  SYMBOL DEFINITION
  SYMBOL DEFINITION layer, we 
  won’t be able to see the symbols 
  because their definitions are 
  hidden from view.  
   
  All you see
  All you see
  All you see
  All you see    
  By hiding and revealing layers as 
  you work, entity selection and 
  manipulation can be made easier. 
  CC2 will ignore entities on hidden 
  layers. 
  Which Layer
  Which Layer
  Which Layer
  Which Layer    
  The VEGETATION 
  VEGETATION 
  VEGETATION 
  VEGETATION layer can 
  contain some entities below 
  entities on other layers and some 
  that are above entities on other 
  layers while still all being on the 
  VEGETATION 
  VEGETATION 
  VEGETATION 
  VEGETATION layer. VEGETATION 
  VEGETATION 
  VEGETATION 
  VEGETATION 
  is simply a collection of symbols 
  and text entities regardless of 
  where they fall in the draw order. 
  Sheets
  Sheets
  Sheets
  Sheets    
  The sheets have a specific order. 
  COMMON
  COMMON
  COMMON
  COMMON is always the top sheet. 
  The sheets listed after COMMON
  COMMON
  COMMON
  COMMON 
  
  TMAH-4028-9636-6051
   
   
  265 
  6 
  In the Info menu, select List. Select the edge of the map frame, then right click, Do It. 
  7 
  In the Tools menu, scroll down to Sheets and then on the side menu select Move to 
  Sheet. Select the box we drew, then right click, Do It. Right click again then select the 
  MAP BORDER sheet. Click OK. 
  8 
  Click Redraw 
  . 
  The box is now on top of the map frame. The box is the last entity added 
  to the drawing so by moving it to the MAP BORDER sheet, it is now on 
  top of the map frame.  
  How do Layers and Sheets go together? 
  Each sheet in the drawing can include entites 
  on any layer. 
  Each entity you add to the drawing will be 
  marked with the current layer and placed on 
  the currently selected sheet. Sheets will force 
  a specific order, and they have special 
  navigation features are available to make 
  using sheets easier.  
   
   
   
   
   
   
   
  List
  List
  List
  List    
  The first line on the List
  List
  List
  List display 
  tells us that the map frame is on 
  the MAP BORDER
  MAP BORDER
  MAP BORDER
  MAP BORDER sheet. We know 
  from the Drawing Sheets
  Drawing Sheets
  Drawing Sheets
  Drawing Sheets dialog 
  that the MAP BORDER
  MAP BORDER
  MAP BORDER
  MAP BORDER sheet is 
  above the BACKGROUND
  BACKGROUND
  BACKGROUND
  BACKGROUND sheet so 
  anything we draw on the 
  BACKGROUND
  BACKGROUND
  BACKGROUND
  BACKGROUND sheet, even though 
  it is the last thing added to the 
  drawing, will be below all entities 
  on the MAP BORDER
  MAP BORDER
  MAP BORDER
  MAP BORDER sheet. 
  Any Layer
  Any Layer
  Any Layer
  Any Layer    
  This includes layers that you add to 
  the drawing. By opening the 
  Layers
  Layers
  Layers
  Layers dialog window and adding 
  a new layer, you have added that 
  layer to all sheets, present and 
  future, in that drawing. 
  Specific Order
  Specific Order
  Specific Order
  Specific Order    
  Just like the pages of the anatomy 
  book. we can’t turn and reveal 
  page 3 until we turn and reveal 
  page 2. 
  Navigation
  Navigation
  Navigation
  Navigation    
  CC2 Pro has options for navigating 
  between the sheets of a drawing, 
  allowing you to select and hide 
  sheets as is appropriate for your 
  map. For more information, refer to 
  page 118. 
   
   
   
   
   
  The Rock in Greenbryr by Tony 
  The Rock in Greenbryr by Tony 
  The Rock in Greenbryr by Tony 
  The Rock in Greenbryr by Tony 
  Marker
  Marker
  Marker
  Marker    
  The Rock
  The Rock
  The Rock
  The Rock is drawn with the Mappa 
  Harnica toolkit. The drawing is 
  available in the Profantasy 
  Download Library. 
  For more information on the 
  Mappa Harnica Toolkit, visit 
  http://www.thechmp.com/MappaH
  arnica/.  
   
  
  TMAH-4028-9636-6051
   
   
  266 
  Starship Design 
  Now that we can draw them, let’s explore a little about Starship design.  
  Design Considerations 
  Technology is your first consideration. Is this a low-tech ship, or a 
  high-tech ship? Low-tech ships have switches and levers to control 
  them, high-tech ships seem 'godlike' in their technology by 
  comparison (talking computers, console interfaces that can change on 
  demand, etc). 
  Second consideration should be purpose of the craft. Is it a Safari ship 
  for sport-hunters? A military vessel? Luxury yacht? Cargo transport? Passenger liner? Ore 
  carrier? Thinking about this issue will help determine placement of your decks and rooms 
  within the ship.  
  Starships are usually compartmentalized because of the threat of the 
  hostile environment outside the bulkhead.  If one section loses integrity, 
  you don't want your whole day ruined by everything going into a 
  vacuum.  High-tech ships usually accomplish this by force fields. Lower-
  tech ships accomplish this by iris valves or hatches. Hatches provide a 
  better long-term seal, but iris valves can close quicker in the event of 
  explosive decompression. 
  Command and Control 
  First and foremost, our boat needs some means of controlling it. Even if the control of the 
  craft is done solely by computer, there needs to be a place where the 'brains' of the 
  operation rests. I like to think that computers are better order-takers than order-givers, so I 
  like to put humans in control of the ship. They need instrumentation for plotting courses, for 
  piloting the craft, for interfacing with the various systems and subsystems of the ship. 
  Standing up all the time to do that would get pretty old (and might be against interstellar 
  OSHA standards!), so your bridge should offer the minimum comforts of a couple of chairs at 
  the very least. A nearby head is also desirable - if someone has to go to the loo during 
  combat, you don't want them to have to run all the way to the back of the ship and waste 
  precious time. 
  Even if you do not have a military structure among your crew, someone is still in charge of 
  making the decisions regarding the welfare and safety of the ship. It's usually a good idea to 
  put a place to afford this person some privacy nearby. This is the Captain's quarters, or the 
  Captain's ready room. 
  Also near the bridge of the ship would be some way of defending it, should 
  the ship (heaven forbid) take on boarders who intend harm to passengers 
  or crew. You'll often see weapons lockers near the bridge for this very 
  purpose. Put them behind a sealed door, because you don't want 
  passengers getting any wild ideas, now, do you? Sometimes weapons 
  lockers are near the airlocks, because if someone is going to board you, 
  that is where the battle is going to begin. 
  Near the bridge should also be a place for conferences. A good captain 
  listens to his crew, and will often call conferences before making decisions 
  that are not split-second in nature. 
  Life Support 
  Life support is important. This is a nebulous term, however, but to me it means 'all functions 
  of a starship necessary for the health and welfare of its crew'. While this includes bits of 
  machinery for things like atmospheric scrubbing, waste reclamation and water treatment, it 
  also includes relatively comfortable crew quarters, crew recreational facilities, mess halls, 
  and a place to go for medical needs like a sickbay or infirmary. Space is a big place, and 
  journeys across it are usually long and boring. So maintaining mental health is just as 
  important as physical health. Give the crew some place to put up their feet and have a good 
  Starship Design
  Starship Design
  Starship Design
  Starship Design    
  The material in this section is a 
  condensed version of an article 
  written by Kevin Thomas. It has 
  been used with his permission and 
  edited for length.   
   
   
   
  
  TMAH-4028-9636-6051
   
   
  267 
  time--perhaps a small arboretum (very helpful in atmospheric scrubbing), or perhaps a game 
  room. 
  How much space you dedicate to this is up to you. Quarters can be as cramped as four to a 
  room, or as spacious as one-crewman-per room. How many people it takes to operate your 
  ship is entirely up to your imagination, though, as there are no hard and fast rules. High-tech 
  ships would tend to be more spacious for crew comfort, and low-tech ships would be a little 
  more cramped. Speed is also a factor here - the ships in Star Wars® make jumps across the 
  galaxy in great time, and have little need for quarters, while ships in the Traveller® universe 
  take a week to make a jump. Space stations tend to have a lot more crew/visitor 
  accommodations and recreational facilities. 
  Your 'sickbay' could be as complicated as a large room filled with medical 
  equipment, a surgical bay, stasis units, and beds for the weak and weary, or 
  could be as simple as a closet that offers nothing more than Perma-Skin strips 
  for healing the boo-boos incurred while fighting hostile aliens. 
  Some ships have passenger facilities, for ferrying people from point A to point 
  B (for a price). They can be as luxurious as you need them to be, or as primitive 
  as a few cryogenic berths tucked in a cargo bay. 
  Computers 
  Your boat needs a brain. Traveling through space is a mathematically expensive task, and 
  computers help ease the burden on the crew by providing them with a means of doing 
  complicated mathematical computations in a short amount of time. They also hold library 
  data for information about places and people and history. In lower-tech ships these would 
  likely be near the bridge section, but in higher tech ships they would likely be 'buried' for 
  protection or spread out across several networked nodes for even greater protection and 
  backup. Nothing will spoil your day-cycle on a ship like a broken 
  computer. Computers need interfaces, whether it is a single-person 
  interface or interface panels strewn across the deck plan, unless of 
  course it is purely a vocalized-driven AI-like interface. 
  Sensors 
  Ships need to know where they are going, so an array of various sensors is required unless 
  the pilots are flying by sight alone. These help detect planetary bodies, suns, other ships or 
  other navigational hazards. Some machinery near the nose of the ship is good for this, but 
  for a 'full' view, sensors should be distributed around the entire structure. There should be a 
  location for analysis of sensor data. This could be a console station or two on the bridge for 
  high tech ships, all the way up to an entire room for low-tech ships. Sensors are usually tied 
  to the main computer in some way, and are occasionally located near it. 
  Weapons 
  Space is a dangerous place. It's like the open seas of the 1700's - a very large, open area 
  with little law to keep the peace. Piracy can be a big problem, especially along the borders 
  of empires, so ships have to have a means of defending themselves should they run afoul of 
  interstellar malfeasance. These are usually technologically dependent, but they come in two 
  varieties: beam weapons, and missile weapons.  Missile weapons will have a magazine 
  room next to the launcher for storing munitions. 
  How much space is dedicated to this task is technology and purpose dependent. A military 
  vessel will be bristling with armaments, where a yacht might have minimal defenses. 
  Cargo 
  Space on your ship needs to be dedicated to moving goods around and storing goods 
  necessary for the voyage. How much is entirely dependent on the function of the craft. If it 
  is designed to be a cargo transport, a lot of space needs to be relegated to 
  this function. If it is a luxury yacht that ferries passengers, some space 
  needs to be relegated to carrying their luggage (enough for Joan Collins on 
  safari). An exploration craft will need some to carry goods for the crew, as 
  well as bring back samples of what they might find. Cargo areas are 
  Star Wars®
  Star Wars®
  Star Wars®
  Star Wars®    
  Star Wars is a registered trademark 
  of Lucas Films, Ltd. 
   
  Weapons
  Weapons
  Weapons
  Weapons    
  A beam weapon discharges a blast 
  of regulated energy (laser, phaser, 
  black-death ray, etc). A missile 
  weapon lobs a ball of energy 
  (photon torpedoes, quantum 
  torpedoes, black-death plasma 
  ball, etc) or literally a guided rocket 
  packed with an explosive warhead 
  at the target. 
   
  
  TMAH-4028-9636-6051
   
   
  268 
  usually on the lower decks of a ship so that ramps can be lowered and cargo can be ferried 
  in and out with ease. 
  Labs 
  All good ships have someone who is Much Smarter Than You on board. These 
  are the scientists who know how warp field theory works, and are constantly 
  digging around in soil for the next Neat Alien Thing. They're the ones that run 
  into the middle of a firefight to get a sample of a plant. They're the scientists, 
  and they need some place to analyze their wondrous finds. So give them a 
  laboratory where they can explore their scientific breakthroughs. How much 
  space is dependent upon technology and purpose of the craft. An exploration-
  type vessel would have more than a few, while a military ship might only have a closet 
  dedicated to this task. They can be as specialized or as generic as necessary. Astrophysics 
  labs, biological labs, xeno-biological labs, etc, would all likely be on board a larger ship. 
  Engineering 
  If the computers are the brain of a ship, Engineering is its heart and muscle. It's also a rather 
  broad-based term, however, as it includes just about any part of the ship that is electrical or 
  mechanical in nature. It is where power is generated and stored, and how the ship gets from 
  point A to point B. 
  You need to know how your ship moves. Is it a warp drive? Folded-space jump drive? 
  Hyperspace drive? Ion drive? Thruster drive? Perhaps a combination of several of these. You 
  don't need to know the intricate physics behind your propulsion system; you just need to set 
  aside some space, put some machinery there, and be able to identify it for what it is. 
  Ships also need fuel. Low-tech ships tend to require a lot of space for fuel. Higher-tech ships 
  make their own (a la Matter/Antimatter reactions, fusion, etc). Space stations need a lot of 
  fuel on-hand in order to refuel passing starships.  
  If your ship has artificial gravity, there needs to be something in place that 
  generates it. 
  Engineering should have its own separate control room. It is here that the 
  engineering geeks gather around the technology to solve problems with it. The 
  chief engineer should likely have his own office from which to conduct his 
  mechanical affairs. 
  If a ship is low-tech, likely they would have several machine shops on board in 
  order to fabricate spare parts. A higher-tech ship (such as one with replicators) would have 
  an area designed for this task, but it'd likely be smaller in nature because the parts can just 
  appear out of thin-air instead of having to be tooled by hand. Some sort of storage area 
  should also be present for parts that tend to fail more regularly than others. 
  Starships need some form of access points to get at the machinery, whether it is panels on 
  the walls, removable deck plates, or crawlway access-tubes. Give your engineers a way to 
  get to the machines they may need to repair. 
  Airlocks 
  Your ship needs an airlock, or a means of getting on and off the ship. Repairs might need to 
  be made in deep space, or you might want to dock with a space-station.  Placement of the 
  airlock is important in terms of traffic. You do not want, for instance, your airlock to dump 
  VIPs into the engineering room. It should be attached to a 'common area' of the 
  ship, or perhaps near the cargo bays. Even high-tech ships that have matter-
  transporters have airlocks. Near the airlocks are usually storage areas where you 
  can find environmental suits in case an EVA ever becomes necessary. 
  Escape Pods 
  If there is a critical emergency, a ship sometimes must be abandoned. Be sure to 
  allocate some space within your design for this function. It could be as simple as a pod 
  ejection system, or as complicated as having designated staterooms seal-up and eject into 
  space. 
  Refuel
  Refuel
  Refuel
  Refuel    
  Some ships refuel from passing 
  stars or gas giants -- such ships 
  would need, in addition to the 
  external scoops for that fuel, a 
  pass-through section for refining 
  and processing. 
   
  
  TMAH-4028-9636-6051
   
   
  269 
  Shuttle bay 
  Larger ships and ships that are not streamlined enough to enter an atmosphere will often 
  have a shuttle bay for moving people and cargo from one place to another. Shuttle bays 
  usually are 2-3 decks in height as necessary for maneuverability of the shuttles that are 
  coming and going. 
  Special Effects 
  There are many other things that a ship could have in its arsenal of tricks, such as tractor 
  beams, grappling hooks, cloaking devices, Bussard ram scoops, deflection arrays, subspace 
  communication grids, holographic fun generators, shield generators, solar sails, etc. All of 
  these are dependent on the tech level of the ship, and should be placed using the 
  imagination as a guide. 
  Conclusion 
  With these guidelines you should be able to construct a pretty 'reasonable' starship or space 
  station. However, these are not the laws of physics - feel free to bend or break them as you 
  see fit and let your science fiction imagination run wild. 
   
   
  Further Reading about the Space genre 
  The material here will help you create your space settings, but what about the specifics of 
  the environment itself? The short list of books that follow are a few of the many books 
  available that can help with the understanding of space, space environments and building 
  space related settings. 
   
  World-Building (Science Fiction Writing), Stephen L. Gillett, Writer's Digest Books, ISBN 
  0898797071 (recommended as a ‘must have’ from our users’ list folks) 
  Starlist 2000, Richard Dibon-Smith, John Wiley & Sons, ISBN 0471558958 
  The Writer's Guide To Creating A Science Fiction Universe, George Ochoa & Jeffery 
  Osier, Writer's Digest Books, ISBN 0898795362 
  Guide to Stars and Planets, Ian Ridpath and Wil Tirion, ISBN 0-00-219067-2 
   
   
   
   
   
  
  TMAH-4028-9636-6051
   
   
  270 
   
   
   
  Ruins of the Hidden Temple by 
  Ruins of the Hidden Temple by 
  Ruins of the Hidden Temple by 
  Ruins of the Hidden Temple by 
  Allyn Bowker
  Allyn Bowker
  Allyn Bowker
  Allyn Bowker    
  The Hidden Temple
   Hidden Temple
   Hidden Temple
   Hidden Temple uses bitmap 
  fill styles. 
  
  TMAH-4028-9636-6051
   
   
  271 
   
   
   
   
   
   
   
   
   
   
   
   
   
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
  ADDITONAL CRED
  ADDITONAL CRED
  ADDITONAL CRED
  ADDITONAL CREDITS
  ITS
  ITS
  ITS    
  Software:
  Software:
  Software:
  Software: Simon Rogers, Mark Fulford, Peter Olsson 
  Symbols:
  Symbols:
  Symbols:
  Symbols: Ian R Malcomson, Steve Sorton 
  Example Maps:
  Example Maps:
  Example Maps:
  Example Maps: Ian R Malcomson, Steve Sorton, Mark Fulford, Linda Kekumu 
  Users Guide:
  Users Guide:
  Users Guide:
  Users Guide: Ian R Malcomson, Steven D Davies (One Star Inn), Simon Rogers 
  Help System:
  Help System:
  Help System:
  Help System: Ian R Malcomson 
       
    
  TM 
  
  TMAH-4028-9636-6051
   
   
  272 
  Dioramas Pro Introduction 
  Welcome to Dioramas Pro (Dio Pro). This section introduces the Dioramas Pro commands, 
  and shows you how to use them to create three-dimensional fold-up structures to enhance 
  your gaming experience. Additionally, the example drawings provided with your Dioramas 
  Pro installation are explained, and advice is given on the craft of cardboard engineering. 
  Other Sources of Information 
  CC2 Pro’s Help System. When you are using CC2 Pro / Dioramas Pro you can get in-depth 
  information by pressing 
  , or by selecting Help from CC2 Pro’s Help menu.  
  Web Based Tech Support. ProFantasy’s web site www.profantasy.com has a comprehensive 
  technical support section and details about e-mailing for help. 
  The CC2 Pro mail-list. This is a very active e-mail discussion group to help new users and 
  discuss all things map related. To subscribe, follow the instructions at the ProFantasy 
  Software web site, www.profantasy.com 
  Starting Dioramas Pro 
  Once you have completed the installation, start CC2 Pro. The screen looks the same as 
  before, but with one vital change... Nestled in the middle of the File toolbar is the Dioramas 
  button. 
   
  If you can’t see the Dioramas button, Click Tools 
   button, then click next to File toolbar. 
  Latest Information 
  To find out about any additions to Dioramas Pro since this manual was written, double-Click 
  Readme icon on the CD. 
  Maps from previous versions 
  Maps created in older versions of CC2 Pro may exhibit strange behavior with layers and 
  symbols. To fix this, load each old map, type CS, press 
   and then save the map. 
  The Dioramas Pro toolbar 
  Click Dioramas 
  . The menu changes to include a new Dioramas Pro heading, and the 
  bottom of the right hand toolbar is overtaken by new  
  Dioramas Pro Options 
  Change Panel Fill Style 
  Rectangular Panel 
  Polygonal Panel 
  Convert To Panel 
  Panel Multipoly 
  Add Tab 
  Geomorph Tab 
  Fold Line 
  Cut Line 
  Wall Net 
   
  Multi-Wall Net 
  The Dioramas Pro symbol toolbar 
  There are three symbol catalogs available in Dioramas Pro. To use these click on the buttons 
  on the Symbols toolbar.   
   
   
  About You
  About You
  About You
  About You    
  The manual assumes that you have 
  a reasonable grasp of Campaign 
  Cartographer 2 Pro (CC2 Pro). In 
  particular you must be able to use 
  CC2 Pro’s editing commands, and 
  understand how to use templates 
  and symbols. If you purchased 
  Dioramas and CC2 Pro together, 
  learn CC2 Pro first! 
  Installing Dioramas
  Installing Dioramas
  Installing Dioramas
  Installing Dioramas    
  Place the Dioramas compact disc 
  into your CD-ROM drive. On most 
  computers there will be a few 
  seconds of whirring, then you will 
  see a window showing the 
  contents of the CD. If this doesn’t 
  happen, double-click on “My 
  Computer”, then on the icon for 
  your CD-ROM drive. 
  To install Dioramas Pro, double-
  Click Setup
  Setup
  Setup
  Setup icon, then follow the 
  on-screen instructions. 
  During the installation, you will be 
  asked to give your name, company, 
  and Dioramas serial number. Your 
  unique serial number is on the 
  back of the CD case. If the 
  company box is blank, you will 
  have to enter something, even if it 
  is only one character! 
  Symbol Catalog Buttons
  Symbol Catalog Buttons
  Symbol Catalog Buttons
  Symbol Catalog Buttons    
  If you can’t see the buttons, Click 
  Tools
  Tools
  Tools
  Tools 
   button, then click next 
  to Symbols toolbar
   Symbols toolbar
   Symbols toolbar
   Symbols toolbar. 
  
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  Earlsdale by Grimur Fjeldsted
  Earlsdale by Grimur Fjeldsted
  Earlsdale by Grimur Fjeldsted
  Earlsdale by Grimur Fjeldsted    
   
  Earlsdale
  Earlsdale
  Earlsdale
  Earlsdale uses basic CC2 Pro 
  drawing techniques and symbols 
  from Symbol Set 1 - Fantasy 
  Overland.  
  Earlsdale
  Earlsdale
  Earlsdale
  Earlsdale is available from the 
  Profantasy Download Library. 
  
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  Dioramas Pro Geomorphs 
  Dioramas Pro provides a library pre-drawn geomorphic diorama pieces that can simply be 
  opened, modified to your own specifications by adding fill styles and symbols, and then 
  printed out for final assembly. Users familiar with Dungeon Designer Pro (DD Pro) will 
  recognize these pieces as being 3D versions of DD Pro’s dungeon geomorphs. 
  The geomorphic dungeon pieces also support a unique plug-in system. When constructed, 
  each geomorphic piece consists of two or more separate pieces: a floor base, and one or 
  more wall pieces. The floor bases possess fold-over plugs to which wall pieces may be 
  pushed into place. In play, the system allows greater flexibility such that geomorph pieces 
  may be mixed and matched at will, and walls may simply be removed to allow better access 
  to miniatures and battle situations if required. 
  Dioramas Pro provides two sets of geomorph pieces: a blank set, in template form, allowing 
  you to create geomorphic pieces for your dungeons; and a set of completed geomorphs that 
  serve as both examples for the production of your own Dioramas Pro drawings, and as “fire 
  and forget” pieces - that is, they may simply be opened and printed, ready for use, with a 
  little editing. 
  Creating a new drawing using Dioramas Pro geomorphs 
  If you want to create a floorplan from plug in sections, adding your own fill styles and 
  symbols, follow these instructions. Completed geomorph examples are found in the 
  Examples\Dioramas\Geomorphs folder. 
  1 
  Start CC2 Pro, either by clicking its icon on the Windows® desktop, or by selecting 
  Windows® Start Menu >> Programs >> Campaign Cartographer 2. 
  2 
  Click File menu >> New >> Geomorphs... 
  You can see a selection of templates for full of geomorph pieces. 
  3 
  Choose the required geomorph template. 
  4 
  Click File menu >>Save As. Type in an appropriate name for your Geomorph and Save. 
  Adding symbols to Geomorph pieces 
  Dioramas Pro provides a symbol catalog of features such as doors, windows, shutters, and 
  curtains that can be added to any Dioramas Pro drawing. 
  5 
  Click Wall Features 
  . 
  The Dioramas Pro Wall Features symbol catalog will open in the Symbol Catalog 
  window. 
  6 
  Click the required symbol, and place it within the drawing at the appropriate location. 
  Changing the fill styles of Dioramas Pro Geomorphs 
  The Dioramas Pro geomorphs start out plain white. You will probably want to add fill style 
  and color to them. 
  7 
  Click Change Panel Fill 
   
  8 
  Select the panels you wish to change. Right-click when 
  you have selected all required panels. 
  You see the Change Panel Style dialog box: 
   
  The currently selected panel foreground fill style is 
  Hollow and black, and the currently selected 
  background fill style is Solid and white. 
  9 
  Use the Foreground drop-list to select the required 
  Geomorphic Pieces
  Geomorphic Pieces
  Geomorphic Pieces
  Geomorphic Pieces    
  The geomorphic pieces are 
  designed with modularity in mind. 
  That is, rather than representing 
  specific constructions, once you 
  have assembled the pieces, they 
  may be used over and over again 
  during play.  
  Saving your Geomorph
  Saving your Geomorph
  Saving your Geomorph
  Saving your Geomorph    
  It is advisable to save Dioramas Pro 
  example geomorphs using File 
   File 
   File 
   File 
  Menu >> Save As
  Menu >> Save As
  Menu >> Save As
  Menu >> Save As, and by 
  providing a new name and folder 
  location for the drawing if you 
  intend to edit the examples (e.g., 
  by adding symbols to them), before 
  you actually start the editing 
  process. This will prevent the 
  example files from being altered in 
  case you wish to utilize them in the 
  future. 
  Dioramas Pro Symbols
  Dioramas Pro Symbols
  Dioramas Pro Symbols
  Dioramas Pro Symbols    
  The Dioramas Pro Wall Features 
  symbols make use of smart symbol 
  functionality. This means that 
  symbols will align themselves to 
  the edges of drawing entities; Left-
  clicking when the correct 
  alignment has been achieved will 
  lock the symbol’s angle. A second 
  left-click will place the symbol. 
  Smart symbol functionality may be 
  disabled by right-clicking, and 
  selecting the Disable SmartSym
  Disable SmartSym
  Disable SmartSym
  Disable SmartSym 
  check box. 
  
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  foreground fill style. 
  10 To change the color of the foreground fill style, click on the box showing the current 
  foreground color (directly to the right of the Foreground fill style list). 
  The standard CC2 Pro Select Color dialog box will appear. Click on the color you want, 
  and press OK. 
  11 Repeat the above steps to change the background fill style and color. 
  A certain amount of experimentation is necessary to achieve your desired results. As a 
  guide, you can look at the provided Dioramas Pro example files, and the Dioramas Pro Fill 
  Styles palette drawing, which are located in the Examples\Dioramas folder and sub-folders. 
  Other Geomorph tips and tricks 
  As you peruse the geomorph templates and examples, you will notice that some geomorph 
  pieces are divided across more than one page, and other pages contain more than one 
  geomorph piece. Do not be afraid to move the pieces around - or even delete them from the 
  drawing - to achieve the result you desire. 
  The geomorphs are designed to be flexible to allow you to swap pieces and move them 
  around. Just because a particular wall section normally “belongs” to a particular geomorph 
  piece, does not mean you cannot use that wall section to plug into a base piece to which it 
  is not normally associated. 
  Finally, keep all of the geomorph pieces you assemble! Because they are generic in design, a 
  store of pieces will allow you to build rooms, corridors, and so forth as you require during 
  play. Thus there is thus no need to print and assemble separate pieces for every location in a 
  given dungeon, and pieces you assemble for one dungeon may work just as well for delving 
  through a different labyrinth entirely. This philosophy also applies to pieces you create 
  yourself - keep them; your scalpel and printer will thank you in the long run! 
   
   
   
   
  Fill Styles
  Fill Styles
  Fill Styles
  Fill Styles    
  Foreground fills consist of symbol 
  fills (e.g., Slate Fill
  Slate Fill
  Slate Fill
  Slate Fill), while 
  Background fills consist of a Solid
  Solid
  Solid
  Solid 
  color fill, or one of the available 
  bitmap fills. 
  The actual color used by a bitmap 
  fill style is dependent on the 
  bitmap itself, not on the selected 
  background fill color. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cave Workshop by Mark 
  Cave Workshop by Mark 
  Cave Workshop by Mark 
  Cave Workshop by Mark 
  Warreb
  Warreb
  Warreb
  Warreb    
  This is a Perspectives Pro drawing 
  using basic Per drawing tools and 
  standard symbols. Cave Workshop
  Cave Workshop
  Cave Workshop
  Cave Workshop 
  is available to view in the 
  Profantasy Download Library. 
  
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  Creating Dioramas 
  You don’t have to create your dioramas from the pre-defined pieces described in the 
  previous chapter. You can start from scratch and use the tools provided to make a wide 
  range of shapes. 
  Starting a new blank diorama 
  1 
  Click New 
  . Click Dioramas.FCT. 
  2 
  Save the blank diorama under a new name. 
  Features of the Dioramas Pro template 
  The Dioramas Pro template comprises eight 
  pages, each 45’×35’, allowing you to draw 
  several diorama pieces within a single 
  drawing. 
  Each of the template’s pages provide 
  additional functionality, in the form of a scale 
  bar, a set of instant print buttons, and a set of 
  page buttons. 
  The instant print buttons provide an easy 
  method to print your Dioramas Pro drawings 
  at a scale correct for the miniature scale you 
  are designing for.  
  The page buttons permit easy navigation 
  around your Dioramas Pro drawing. The page on which  you are currently working will be 
  indicated by a red page button. Pressing one of the blue buttons will take you to the 
  indicated page number within your Dioramas Pro drawing. 
  The scale bar provides a double-check when printing a Dioramas Pro drawing to scale. 
  When printed, the actual distance between the left-hand edge of the bar to the relevant 
  miniature scale notch should be 2” (51mm). For example, the entire bar should measure 2” in 
  length when printing to 15mm miniature scale. 
  A completed example of the following tutorial can be found by opening Steps 
  Example.FCW in your Examples\Dioramas folder. For convenience, all of the steps 
  involved in the example are illustrated within the same drawing on separate pages. 
  Planning (the complexities of avoidance) 
  Sometimes, diorama drawings can be difficult to work through from a cold start. It is often 
  worthwhile to quickly sketch the piece you intend to build. This helps prevent the discovery 
  that your drawing is impossible to construct or that it is not possible to draw the piece you 
  want. Sketching will help you visualize the piece you are drawing. It is a good idea to draw 
  such sketches, and any other construction lines you draw, in an easily selected color, such as 
  red, to ease their removal once you have finished with them. 
  For the purpose of this example, we will be creating a simple stair 
  section, with 5’ exaggerated steps to allow easy placement of 
  miniatures. To help us, we might sketch the intended piece thus: 
   
  Drawing panels 
  When drawing your dioramas object, think of the object in terms of a series of two-
  dimensional blocks with each block comprising an area between the corners of the 3D 
  shape. Our stair example comprises eight such blocks - the front of the lower step, the top of 
  the lower step, the front of the upper step, the top of the upper step, the back of the stairs 
  object, its base, and two sides. 
  Instant Print Buttons
  Instant Print Buttons
  Instant Print Buttons
  Instant Print Buttons    
  When you click on one of these 
  buttons, Dioramas Pro will ask you 
  whether you want to print. If you 
  answer “Yes” to this prompt, the 
  current page (not the entire 
  drawing) will be printed, at the 
  miniature scale indicated by the 
  instant print button that was 
  activated. For example, pressing 
  the 15mm
  15mm
  15mm
  15mm instant print button will 
  print the current page correct for 
  use with 15mm scale miniatures. 
  Sketches
  Sketches
  Sketches
  Sketches    
  Note that such sketches do not 
  need to be either proportionally 
  accurate or to scale, nor do you 
  have to use CC2 Pro to construct 
  them. The idea is to simply provide 
  an aid for visualization of the 
  object to be drawn - a hasty 
  scribble on a piece of scrap paper 
  will serve just as well. 
   
  
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  277 
  The easiest method of converting a 3D object into a flat-pack dioramas drawing is to draw 
  each of these blocks individually such that they join each other where they will be folded to 
  create the final piece. This method also allows greater flexibility when it comes to selecting 
  fill styles. The most conservative method is to draw all of the blocks as a single object, or 
  panel, and then add in fold lines as necessary to divide this object into the separate blocks it 
  represents. 
  We will start by drawing the stairs as eight individual panels, beginning with the front of the 
  lower step. 
  1 
  Click Dioramas Options 
   
  The Dioramas Pro Options dialog box will appear: 
   
  It is here that you set the currently used Dioramas 
  Pro drawing options. For now, we wish to change 
  the Panels options to reflect a vertical wall panel. 
  Change Foreground to Slate Fill, foreground Color 
  to black (color 0), Background to Solid, and 
  background Color to a light gray (color 252). 
   
  2 
  Click Rectangular Panel 
  , and draw 
  a rectangle 10’ wide and 2.5’ tall. 
  3 
  Now go back to the Dioramas Options  
  and change the Foreground to Paving 31 Symbol.  
  4 
  Draw another polygon using the Rectangular Panel , this time making it 10’ wide by 5’ 
  tall. 
  5 
  Copy both of the panels you have drawn once, so you now have two 
  10’×5’ polygons, and two 10’×2.5’ polygons. 
  6 
  Arrange these four polygons so they form a chain. 
  7 
  Now we’ll draw the back panel for the stairs. Go back to the Dioramas 
  Options , and change the Foreground back to “Slate Fill”. 
  8 
  Draw a rectangular panel, making this one 10’ wide and 5’ tall. 
  The back panel needs to be tall enough to accommodate the height of both steps. 
  Since each step is 2.5’ tall, the back panel needs to be 5’ tall. 
  9 
  Click Dioramas Options 
  , and change the Foreground to Slate Fill 90. 
  Because the side-panels we are about to draw need to be at a right-angle to the 
  panels we have already drawn, the fill style used must also be aligned to a right-
  angle from the panels we have already drawn to ensure the final drawing looks right 
  when assembled. 
  10 To draw the side panel, imagine that you are looking at the stairs from the side. Click 
  Polygon Panel 
  , and start the panel by selecting the Endpoint 
   , and clicking to 
  select the top right corner of the panel representing the top of the uppermost step. Use 
  Endpoint again to select the bottom right corner of the same panel. 
  11 To get the point necessary for the step down, type in the coordinates. Type @2.5,0 at 
  the command line and press 
  . Continue this method to place the remaining points-- 
  @0,-5 to get to the end of the lower step, @2.5,0 for the vertical lower step, and @0,10 
  for the remaining necessary point. Right click to complete the panel. 
   
  Aligning Fill Styles
  Aligning Fill Styles
  Aligning Fill Styles
  Aligning Fill Styles    
  If you scan the list of fill styles. You 
  will notice several styles that have 
  been annotated with number 
  values. These numbers refer to the 
  panel angles for which those fill 
  styles are designed. As you will 
  notice, Dioramas Pro provides 
  styles set at 45, 90, 135, 180, 225, 
  and 270°, depending on the nature 
  of the style. It is advisable to stick 
  to increments of 45° when drawing 
  diorama pieces because of this. 
  Entering Coordinates
  Entering Coordinates
  Entering Coordinates
  Entering Coordinates    
  When typing co-ordinates during 
  processes, you can either specify 
  absolute co-ordinates, or relative 
  co-ordinates. 
  Absolute co-ordinates take the 
  entry form x,y, and will place the 
  point at the specified position in 
  relation to the drawing’s origin 
  (0,0). For example, entering 5,5 
  will place the point 5’ up and 5’ to 
  the right of the drawing’s origin. 
  Relative co-ordinates take the entry 
  form @x,y, and will place the 
  point at the specified position in 
  relation to the last point drawn. 
  For example, entering @5,5 will 
  place the point 5’ up and 5’ to the 
  right of the last point placed. 
  You can specify negative co-
  ordinate values if you wish. For 
  example, typing @-5,-5 will place 
  the point 5’ to the left, and 5’ 
  down from the last point placed. 
   
  
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  278 
  12 Click Copy Menu >> Mirrored Copies, click the panel we have just drawn, and choose 
  a vertical mirror line that starts at the center of one of the rectangular panel’s sides, and 
  ends at the center of another. 
   
  13 Click on the Dioramas Options 
   again, and change Foreground fill style to Hollow, 
  Background fill style to Solid, and background Color to white. 
  We are about to draw a base for our step object. Because the base will not be in view 
  when the final object is used, there is no need to waste 
  printer ink on drawing unnecessary color fill. 
  14 Draw a 10’×10’ rectangle, attached to the back wall panel of 
  the drawing. 
  The base panel needs to accommodate both the width of 
  the object, and the combined heights of the panels that will 
  eventually form the horizontal planes of the steps. Since we 
  have drawn each step 5’ tall, and there are two steps, the 
  height of the base panel needs to be 10’. 
  Fold and cut lines 
  Fold and cut lines are used to guide the constructor of a dioramas 
  object. Their specific use is self-explanatory. 
  To draw fold lines, click Fold Lines 
  , and draw the line in as you would normally draw a 
  line object. Similarly, click the Cut Lines 
   to draw cut lines.  
  15 Click Fold Lines 
  , and draw from the top left to the top right of the lower step’s 
  vertical panel. 
  16 Repeat this process for all of the panel intersections. 
  Glue tabs 
  Glue tabs are used within the final assembly of a Dioramas Pro object, being the points at 
  which folded panels are attached to each other. As with all Dioramas Pro drawing functions, 
  tab style drawing options may be set through the Dioramas Options dialog. 
  17 Click Add Tab 
  . 
  Dioramas Pro will now begin the tab drawing process, and the command prompt 
  reads First point (or edge). 
  18 Select the long edge of one of the step side panels. 
  An outline of the tab to be drawn appears attached to the panel edge selected. By 
  moving the cursor, you will notice the outline extend or contract, from the panel edge 
  to the current cursor position. The command prompt changes to read prompt Set width 
  [default width](+,- adjust tab count). 
  At this point, you can either left-click to complete the drawing of the tab, type a value at the 
  command prompt to specifically set the width of the tab (this will draw the tab and 
  complete the command), or press the 
   or 
   keys on the numeric keypad of your 
  keyboard. 
  With the cursor positioned so that the outline tab appears outside of the panel it is to be 
  attached to, type 1 at the command prompt, and press 
  . 
  Dioramas Pro will draw the tab, with a width of 1’ from the edge of the panel. 
  19 Repeat the process for the remaining four edges of the side panel and for the lower 
  edge of the panel representing the vertical front of the lower step. 
   
  Mirrored Copies
  Mirrored Copies
  Mirrored Copies
  Mirrored Copies    
  CC2 Pro possesses many different 
  copy commands which are of much 
  use when creating Dioramas 
  drawings. Two of the most useful 
  for Dioramas drawings are 
  Mirrored Copies
  Mirrored Copies
  Mirrored Copies
  Mirrored Copies and Rotated 
  Rotated 
  Rotated 
  Rotated 
  Copies
  Copies
  Copies
  Copies.. 
  Fold Lines
  Fold Lines
  Fold Lines
  Fold Lines    
  By default, both cut and fold 
  lines appear as black, solid lines. 
  You can change the style used 
  for cut and fold lines by clicking 
  on the Dioramas Options
  Dioramas Options
  Dioramas Options
  Dioramas Options, and 
  setting Line Style options 
  accordingly. 
  Using 
  Using 
  Using 
  Using 
   or 
   or 
   or 
   or 
   keys
   keys
   keys
   keys    
  When the 
   key is pressed, the 
  number of tabs Dioramas Pro will 
  draw along the selected edge will 
  increase (you will see the outline 
  tabs increase in number). Similarly, 
  pressing the 
   key will decrease 
  the number of tabs to be drawn, to 
  a minimum of a single tab. This is 
  useful when creating particularly 
  complex or delicate objects - an 
  increased number of tabs will, for 
  certain objects, make assembly of 
  the object easier to achieve, at the 
  sacrifice of making it harder to cut 
  out. 
  Tab Width
  Tab Width
  Tab Width
  Tab Width    
  The maximum width of a tab is 
  dependent on the panel to which it 
  will be glued. The tab cannot be of 
  greater width than this panel, and 
  it is recommended that the tab is 
  smaller than this. If more than one 
  tab is to be glued to a single panel, 
  you must also consider the area 
  required to accommodate all such 
  tabs when deciding the width to 
  use. It is a trade-off between 
  making the tab as large as possible 
  to ease construction, and ensuring 
  that the tabs will not interfere with 
  any other part of the object. 
   continued on the next page 
   
  
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  279 
  20 Right-click Copy 
  , then select Mirrored Copies selecting a 
  mirror line running vertically through the center of the steps 
  object, to copy the side panel tabs we have drawn across to 
  the opposite side panel. 
  Complex objects 
  The steps object we have drawn in the above example is relatively 
  simple. Of course, Dioramas Pro possesses the functionality to 
  allow you to draw structures with greater complexity than this! 
  As with any Dioramas Pro object, it is often very helpful to quickly 
  sketch the desired result. This is especially true with complex 
  objects. Remember that these sketches only need to provide 
  guidance. Accuracy is not important, as long as the sketch 
  provides a useful visualization guide. 
  You should always, as far as possible, draw panels at 45° increments. This is because the 
  Dioramas Pro fill styles only support 45° angles. If part of your object must be at another 
  angle, consider drawing that part as a separate object to be attached to the final assembly. 
  Of course, this general rule does not apply to panels that will either have no symbol fill style, 
  or those making use of fill styles that, by default, work at any angle. 
  Finally, spend a little time to think about that which you are about to draw. A couple of 
  minutes spent in cogitation can often save painful hours spent seeking and correcting errors 
  later. 
  Circles and tubes 
  True circular and tubular objects are almost impossible to achieve in cardboard engineering, 
  unless said circle or tube is the be-all and end-all of the object you are creating. As soon as 
  you require something to be attached to a circle or tube, by way of glue tabs, the practicality 
  of such objects breaks down. 
  It is better, then, to draw circular and tubular objects as standard polygons; the more sides 
  possessed by such polygons, the more circular they will appear. Obviously, the practicalities 
  of assembly forego drawing polygons with a huge number of sides. The trick is to create a 
  polygon that represents the object you desire as closely as possible without making 
  assembly impossible. 
  The following process will guide you through the steps necessary to create a closed tube 
  object (e.g., a circular tower). The steps are illustrated within the Circles and tubes.FCW 
  drawing, located within your Examples\Dioramas folder. 
  1 
  Draw a circle of the desired radius. 
   
  2 
  Click Add Tabs 
  . 
  3 
  Click the edge of the circle. 
  The outline tabs will appear around the circle. Note that we are using the tabs here to 
  ultimately guide the drawing of our circle representing polygon. We will eventually 
  delete these tabs, along with the circle, so the usual tab drawing guidelines do not 
  apply. 
  4 
  Press the 
   or 
   keypad keys until the desired number of tabs appear. 
  For the example, I have opted to represent the tube with a 14-sided polygon. Thus, I 
  have used the 
   and 
   keys until 14 tabs have appeared surrounding the circle. 
  5 
  Click outside the circle to complete tab drawing. 
  6 
  Click Erase 
   then delete the circle. 
  7 
  Click the Attach button, so it appears depressed. 
  Attach
  Attach
  Attach
  Attach    
  The Attach button forces CC2 Pro 
  to use function similar to that 
  supplied by the modifiers 
  (Endpoint, On, etc.) with every 
  click. The major difference between 
  the two being that, where the 
  modifiers will not place a point if 
  you do not click upon an object 
  they can act upon, use of the 
  attach mode will allow such point 
  placement (the point, in this case, 
  will be placed normally). 
  To set the specific attach mode 
  used, right-click over the Attach 
  button, and select the required 
  mode from the list that appears. 
   
  Tab Width
  Tab Width
  Tab Width
  Tab Width    
  continued from previous page 
  Where you have the option of 
  placing a tab on one of two panels 
  that will ultimately mate, always 
  choose the narrower of the two 
  panels on which to draw the tab. 
  This will allow you to make the tab 
  as large as possible. 
  
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  280 
  For our purposes, we require the Nearest Endpoint attach mode. It is a good idea to right-
  click on the Attach button now to check that this is indeed the currently selected mode. 
  8 
  Click Polygonal Panel 
  , then draw a panel by clicking on the 
  points at which the tabs meet. 
  Do not click on any point more than once. When you reach the 
  last point around the “circle” before the first point you placed is 
  reached, completing the panel command by right-clicking and 
  selecting Do It from the menu that appears will close the 
  polygon between these points. 
  9 
  Erase all of the tab entities.  
  10 Use Info Menu >> Distance to measure the distance along one side of the panel you 
  have just drawn. Make a note of the distance CC2 Pro reports. 
  Keeping the Attach button down at this point allows the Distance command to be 
  used easily - just click on two adjacent corners of the panel. My example polygon is 
  2.2252’ per side. 
  11 Click the Attach button. 
  Turns attach mode off. We don’t need it anymore. 
  12 Click Rectangular Panel 
  , then click within the drawing to start a new panel. 
  This rectangular panel will form the tube. 
  13 Type @14*2.2252,0 at the command prompt. 
  This will place the second point of our tube panel a horizontal distance from the first 
  point clicked equal to the combined “circumference” of our circle representing 
  polygon. We can let CC2 Pro calculate this for us. 
  14 Click at a point above or below those already placed to complete the tube panel at the 
  desired height. 
  15 Click Fold Lines 
  . 
  16 Click Modifiers Menu >> % Along. 
  17 At the command prompt, type 100/14. 
  This is another instance of allowing CC2 Pro to do the hard math for us. We wish to 
  draw our fold line so that it is 1/14th of the distance along the tube panel, or 100% 
  divided by 14. The “14” in this equation should be replaced by the number of sides 
  possessed by your circle representing polygon, if different. 
  18 Click on one of the long edges of the tube panel. 
  19 Repeat steps 16 through 18, this time clicking on the opposite edge of the tube panel. 
  20 Click Copy 
  , then select the fold line just drawn. 
  21 Click Endpoint modifier, then click on the closest top corner to the fold line just drawn. 
  22 Click Endpoint modifier again. This time click on the original fold line, close to its upper 
  end. 
  23 Continue placing fold line copies by using the Endpoint 
  modifier. When you place the copied line, click on the last 
  fold line copy placed close to its upper end. Repeat until all 
  necessary fold lines have been placed (13 in total, or 
  however many your design requires). 
  Calculations
  Calculations
  Calculations
  Calculations    
  CC2 Pro possesses the capability to 
  calculate mathematical equations 
  used in lieu of actual figures. Since 
  we have 14 sides to our base 
  polygon, each being 2.2252’ long, 
  we can simply tell CC2 Pro to use 
  14*2.2252 as a relative X co-
  ordinate for the second point, and 
  let CC2 Pro do the math for us. 
  Obviously, you should replace the 
  values used in this example with 
  those that relate to the object you 
  are working to achieve. 
   
  
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  281 
  24 Click Add Tab 
  . 
  25 Select one of the long sides of the tube panel to start the tab. 
  26 Use the 
   keypad key to increase the number of tabs drawn to 14 (or however many 
  your design requires). 
  27 Type 1 at the command prompt, then press 
   to 
  complete the tab command. 
  28 Right click Copy 
  , then select Mirrored Copies. Copy 
  the tabs to the opposite side of the tube panel. 
  29 Click Add Tab 
  , then draw a 1’ wide tab along one of 
  the short sides of the tube panel. 
  30 Copy the polygon representing our circle to gain a base 
  for the cylinder. 
   
  Multi-page objects 
  Although it is desirable to keep Dioramas Pro objects to one page as far as possible, 
  particularly large and/or complex objects may require more than a single page. 
  For most drawings, it is simply a case of placing different component parts upon different 
  pages (e.g., placing corridor wall sections on a different page than their base pieces). 
  However, there may be times when a single piece is too large to fit within a single page. 
  When this problem occurs, break the intended drawing into more than one logical 
  component (breaking a long wall section into two wall sections is more logical than, for 
  example, breaking a single wall section in half lengthways). Keep in mind how easy it would 
  be to re-join the pieces upon assembly, avoiding breaks that would cause unnecessary 
  complications. 
  Adding symbols 
  Dioramas Pro provides two symbol catalogs, which can be used to add life and detail to your 
  Dioramas Pro designs. Both catalogs can be found within your Symbols\Dioramas folder. 
  Dioramas Wall Features contains symbols that can be added to walls, buildings, etc., 
  including doors, windows, shutters, torch brackets, curtains, and so forth. These symbols are 
  simply placed within a given drawing where necessary.   
  Dioramas Symbols contains pre-fabricated parts that, when assembled, form common 
  items of furniture, dungeon dressing, etc. The best way to use these is to place those 
  required for a given construction on a separate Dioramas Pro page (or, if available, within 
  blank areas of pages that have already been used for drawing). Once printed, these symbols 
  are assembled just as any other Dioramas Pro drawing.  
  Dioramas Castles contains symbols useful for creating 3D castle parts. 
  Drawing buildings 
  All of the techniques we have learned thus far can be put forward into drawing buildings of 
  any type, from the simplest cottage to the most complex fortress. 
  1 
  Open Example Buildings.FCW. You’ll find it in your Examples\Dioramas folder. 
  The three relatively simple buildings contained within this drawing have all been drawn 
  using techniques we have already discussed. Since the chapel in the example drawing 
  comprises the most complexity, the following tutorial will guide you through the steps 
  necessary to draw that particular building. 
  2 
  Draw a 10’ square blank (that is, black hollow foreground, white solid background) panel 
  using the Rectangular Panel . 
  Re
  Re
  Re
  Re----joining
  joining
  joining
  joining    
  Disparate parts of an object should 
  be drawn with such re-joining as a 
  major consideration. Thus, some 
  mechanism, whether through the 
  use of tabs or as an additional 
  panel drawn to mate with a similar 
  panel on another component part, 
  must be provided for. The decision 
  as to which joining method is used 
  must be taken on a case-for-case 
  basis. As a rough rule of thumb, 
  use mating panels when pieces 
  directly abut each other (e.g., a 
  walled corner); and use tabs when 
  one piece is simply an extension of 
  a basic shape (e.g., an extension to 
  a building). 
   
  
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  282 
  3 
  Change the Panel Options 
   to Foreground Roof Slate Symbol, Background Slate. 
  4 
  Draw a regular triangular panel using the Polygonal Panel 
  , with its base against the 
  lower edge of the blank panel, of height 15’. 
  5 
  Change the panel options to Foreground Roof Slate 90 symbol. 
  6 
  Draw another triangle, of the same dimensions, with its base against the right edge of 
  the blank panel. 
  7 
  Draw in the remaining two steeple roof sections, using Roof Slate 270 symbol 
  foreground fill for the left-hand side, and Roof Slate 180 for the topmost side. 
  8 
  Click Add Tab 
  , then place one tab along one side of each of the four spire roof 
  panels, such that the tabs alternate. 
  9 
  Change to another page by pressing one of the blue page buttons. 
  10 Change the Panel Options 
   to Foreground Slate Fill, Background Dark Sandstone. 
  11 Draw a Rectangular Panel 
  , 10’ wide and 25’ high. Position this panel towards the 
  left edge of the page. 
  12 Draw a second rectangular panel, this one being 30’ wide, and 17.5’ high. Position this 
  panel immediately to the right of the panel you drew in step (10). 
  13 Draw another rectangular panel, this one being 10’ wide and 7.5’ high. Position this 
  panel so that its lower left corner is attached to the upper left corner of the large panel 
  drawn in step (11), and its upper left corner is attached to the upper right corner of the 
  panel drawn in step (10). 
  14 Click Add Tab 
  , then place tabs along the left hand and topmost edges of the panel 
  drawn in step (10), the right hand edge of that drawn in step (11), and the topmost edge 
  of that drawn in step (12). 
  15 Draw a 20’ long horizontal line away from the panels already drawn. 
  This is a construction line. 
  16 Add a tab to the line you’ve just drawn, so that the tab faces upwards. 
  17 Delete the construction line. 
  18 Move the tab drawn in step (15), so that its lower right corner is attached to the upper 
  right corner of the panel drawn in step (11). 
  19 Click Fold Lines 
  , then add a fold line along the leftmost edge of the small panel 
  drawn in step (12). 
  20 Click Cut Lines
   , then add a cut line along the lower edge of the small panel drawn 
  in step (12). 
  21 Select Copy Menu >> Mirrored Copies, then copy the panels drawn in steps (10) and 
  (11) through a vertical mirror line. 
  22 Click Move 
  , then right-click to bring up the selection menu. Choose Prior. 
  This will select the mirrored copies we have just created. 
  23 Place the selected panels onto a blank page within the current Dioramas Pro drawing. 
  24 Use Add Tab 
   to add tabs to the upper and right edges of the tall, narrow panel just 
  placed, and to the upper and left edges of the shorter, long panel. 
  25 Change to a blank page by clicking on one of the blue page buttons. 
  Placing Tabs
  Placing Tabs
  Placing Tabs
  Placing Tabs    
  The tabs must be placed on 
  alternate sides so that no tab will 
  overlap when the model is 
  assembled. 
  Construction Line
  Construction Line
  Construction Line
  Construction Line    
  We will use this line to draw a tab 
  that will be used to marry step 
  (11)’s panel with the chapel’s roof. 
  We cannot simply add the tab to 
  the topmost edge of the step (11) 
  panel, since the resultant tab 
  would overlap the panel drawn in 
  step (12) 
  
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  283 
  26 Click on the Rectangular Panel 
  , then draw a panel that is 25’ tall, and 10’ wide. 
  27 Click on the Polygonal Panel 
  . 
  28 Left-click to place the starting point of our new panel. It is advisable to place this point 
  close to the bottom of the page’s grid. 
  29 To place the next point, type @0,17.5 at the command prompt, and press 
  . 
  30 Type @5,5 then press 
   to place the third point. 
  31 Type @5,-5 then press 
   to place the fourth point. 
  32 The fifth point is placed by typing @0,-17.5, then pressing 
  . 
  33 Right-click to close the panel. 
  34 Use Add Tab 
   to add tabs to the upper edge of the rectangular panel, and to each of 
  the sloped edges of the polygonal panel. 
  35 Change to a blank page by pressing one of the blue page buttons. 
  36 Change panel options to Foreground Roof Slate Symbol, and Background Slate. 
  37 Draw a rectangular polygon that is 30.5’ wide, and 7.57107’ tall. 
  Those measurements were arrived at by precise calculations. 
  38 Copy the previous rectangle, so that the copy’s top right corner is attached to the 
  original rectangle’s lower right corner. 
  39 Click Change Panel Fill Style 
  , then select the copy you’ve just made. Right-click 
  and select Do It to confirm your selection. 
  40 Change the Foreground fill style to Roof Slate 180 symbol. 
  41 Change to a blank page, by pressing one of the blue page buttons. 
  42 Change the panel options to Foreground Slate Fill, Background Dark Sandstone. 
  43 Draw a polygonal panel by repeating steps (26) through (32). 
  Alternatively, copy the panel you’ve already drawn using those steps to the page you 
  are now working on. 
  44 Click Rectangular Panel 
  , then draw a panel that is 5’ wide and 17.5’ tall. Draw the 
  panel so that it is directly adjacent, and in line with, the polygonal panel. 
  45 Select Copy Menu >> Mirrored Copies, then copy the rectangular panel across using a 
  mirror line that vertically bisects the polygonal panel. 
  46 Click Add Tabs 
  , and place tabs along all external sides of the panels with the 
  exception of their bases. 
  47 Change panel options to Foreground Roof Slate Symbol, and Background Slate. 
  48 Click Polygonal Panel 
  . Click to start drawing, then use the following point co-
  ordinates (remember to follow each co-ordinate pair with 
  ): @10.5,0  @0,7.57107  
  @-5.14645,0. Right-click to complete the panel. 
  Those values were arrived at by precise calculations. 
  49 Select Copy Menu >> Mirrored Copies, then copy the panel just drawn over a mirror 
  line extending horizontally across its lower edge. 
  Precise Calculations
  Precise Calculations
  Precise Calculations
  Precise Calculations    
  The height of the roof panels 
  (7.57107’ in the example) was 
  calculated using Pythagoras’ 
  Theorem, and adding a 6” gutter 
  overhang. For a complete 
  explanation of this calculation, 
  refer to End Panel Calculation on 
  page 284. 
  Arrived At
  Arrived At
  Arrived At
  Arrived At    
  The values listed in the example for 
  the relative co-ordinates of the 
  extension roof panel were 
  calculated using common 
  trigonometry. For a complete 
  explanation of this calculation, 
  refer to the Roof Extension 
  Calculation on page 284. 
   
  
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  284 
  50 Click Change Panel Fill 
  , then select the panel copy. Right-click then select Do It to 
  confirm selection. 
  51 Change the Foreground fill style to Roof Slate 180 symbol. 
  52 Go back to all components of the chapel you have drawn, and add wall feature symbols 
  as desired. 
  By using the processes learned here, buildings of virtually any complexity may be created. 
  To add even more spice to a building, consider adding beams, wall sections using different 
  panel fill styles, and any other desired frills. You might, for example, wish to draw chimneys 
  to add to your building. These can easily be drawn using the skills you have learned over the 
  course of these tutorials. 
  Mathematical Revision: Pythagoras and trigonometry. 
  End Panel Calculation — from the preceding page 
  Consider this diagram, depicting a portion of a house end panel. .  
  Pythagoras states that the square of the hypotenuse is equal to the sum of the squares of the 
  other two sides, thus: 
  or 
   
  For the example, this equates to: 
  . Adding on the gutter overhang we 
  require (6”, or 0.5’), the total height we need for the roof panel is gained. 
  The length of the hypotenuse, H, is the minimum height of a single roof panel needed to 
  marry properly with the sloping edge of the house wall panel. In most cases, it is simpler to 
  use CC2 Pro’s Info Menu >> Distance command, using the Endpoint modifier to snap the 
  points measured between to the ends of the sloped side, to gain this distance. This is, 
  however, not always convenient, and it is in these cases that Pythagoras can be an 
  invaluable tool. 
  In other situations, even Pythagoras may not provide the necessary solution. If we cannot 
  measure side H (or it is inconvenient to do so), and side A or side O are equally 
  problematical, it may be useful to make use of common trigonometric formulae, such that 
   
  and 
  . Angle a can be measured by using Info Menu >> Bearing 
  Angle, and using the Endpoint modifier to pick up both ends of the sloping side. Most 
  calculators (including that included with the Windows® operating system) provide buttons 
  to automatically calculate angle sines (sin) and cosines (cos). For our example (given that a is 
  45°, and lengths A and O are both 5’): 
   
  and 
   
  In summary, if using CC2 Pro’s measurement functionality is inconvenient for whatever 
  reason, use Pythagoras to calculate H if A and O are both known. 
  If O is unknown, but side A and angle a are known, calculate H by dividing side A by the 
  cosine of angle a. 
  If A is unknown, but side O and angle a are known, calculate H by dividing side O by the 
  sine of angle a. 
  Roof Extension Calculation — from the preceding page. 
  The values listed in the example for the relative co-ordinates of the extension roof panel 
  were calculated using common trigonometry. Namely, the one standard trigonometric 
  formula we have not yet discussed, that for the tangent of an angle: 
   
  
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  285 
  Consider this diagram, which represents one panel of an extension roof net. 
  To draw this panel without including a gutter overhang is a simple task. Starting from the 
  extreme left-hand point, we would simply use: 
  A horizontal co-ordinate (A) representing the sum of the distance the extension juts into the 
  house (A’’) and the distance it juts out from the house (D). This would be @10,0 in the 
  example, since A’’ and D are both 5’ in length). 
  A vertical co-ordinate (B) equal to the length of the sloped side of the extension’s front wall 
  (calculated as per standard panels - see Mathematical Revision: Pythagoras and 
  Trigonometry above). This calculates to @0,7.07107 for our example. 
  A negative horizontal co-ordinate (D) equal to the distance the extension juts out from the 
  house. This is @-5,0 in the example. 
  Right-click to close the panel, which will automatically create side H. 
  However, if we desire a gutter overhang, things get a little more complicated. In this case, 
  our co-ordinates would be (again, starting from the extreme left-hand point): 
  A horizontal co-ordinate (A+A’) representing the sum of the distance the extension juts into 
  the house (A’’), the distance it juts away from the house (D), and the required frontal 
  overhang (A’). The co-ordinate used for the example, using a 6” overhang, is thus @10.5,0. 
  A vertical co-ordinate (B+B’) equal to the length of the sloped side of the extension’s front 
  wall (B), plus the required side-wall overhang (B’). For our example, this is @0,7.57107. 
  A negative horizontal co-ordinate (D’) equal the distance the extension juts away from the 
  house (D), plus the required frontal overhang (A’), less the base of a triangle of height equal 
  to the side overhang distance (B’), and the resultant extension of the sloped edge of the 
  extension roof panel (D’’). Our example requires a co-ordinate equal to @-5.14645,0, 
  calculated using the formula: 
   
  Right-click to complete the panel, which will automatically draw in the side H+H’. 
  This co-ordinate formula used for D’ is derived using trigonometry. To calculate D’’, we must 
  apply the tangent formula twice: first to calculate the value of the tangent of angle a, and 
  second to use this value to calculate the length of D’’. 
  First, from the diagram: 
   
  and second: 
   
  To avoid dealing with messy tangent values, we can combine these two equations to gain: 
  and, to simplify further, we can combine this into a single equation that can be 
  used to calculate D’: 
   
  Using the above theory and formulae, any roof overhang may be calculated, including those 
  for roof sections that overhang the front and sides by different amounts. 
   
   
   
   
  
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  286 
  Printing and Construction 
  So, you have drawn your Dioramas Pro masterpiece, or simply opened one of the example 
  drawings and now you wish to construct the model described therein. What now? How do 
  you make sure the printed model suits the miniatures you are using? On what should the 
  model be printed to make sure it does not collapse the first time an ogre steps onto it? Take 
  heart - these questions are about to be answered. 
  Miniature scales 
  There are several standard scales used for role-playing and wargaming miniatures, which 
  determine two characteristics--the rough height of a miniature depicting a normal human 
  being, and the ground scale used when utilizing such miniatures in play. 
  The rough height of a standard miniature is directly determined by that miniature’s scale, in 
  that (for example) a 25mm scale figure depicting a normal human being will roughly stand 
  25mm tall.  
  The relationship between miniature scale and ground scale is largely down to the specific 
  game being played. For most role-playing games where an individual miniature represents a 
  single character, the scale of the miniature determines a ground distance of 5 feet Imperial, 
  or two meters metric. 
  Wargames offer slightly different ground scaling options. Since most wargames make use of 
  men-to-miniature ratios (usually one miniature is representative of ten individuals, (this 
  scale may be different depending on game system used, and the total number of 
  combatants involved), ground scale can likewise be adjusted to suit. Drawing example from 
  TSR’s BattleSystem™ wargame, at 25mm miniature scale one inch is taken to represent 10 
  yards - our 4’×2’ table can thus show an area equal to 1,400’×720’. At 15mm miniature 
  scale, where 9/16” represent 10 yards under this system, our table can show an area of 
  2,560’×1,280’. By adjusting men-to-miniature ratios, selecting a reasonable miniature scale, 
  and deriving a logical ground scale, any battlefield may be represented by the space 
  available for play. To give a rough idea of the import of such selections, the battle of 
  Agincourt took place over an area of roughly 1,700×2,050 yards, and involved around 
  40,000 individual combatants. To show this battle using a scale of 1”=10 yards, at a men-
  to-miniature ratio of 10:1, you would require 4,000 miniatures, and a playing area 14’×17’. 
  By adjusting the miniature and ground scales, and men-to-miniature ratio, the battle would 
  become much easier to represent, and a lot more manageable for game play. 
  The following summarizes common miniature scales, ground scales for 1:1 men-to-
  miniature ratios, and CC2 Pro print scale options to achieve correctly scaled counters, CC-
  Dioramas Pro output, and elevation view character representations. In all cases, miniature 
  scale is representative of 6’ in elevation. 
  Counter/CC-
  Dioramas 
  Character Elevations 
  Miniature 
  Scale 
  Ground Scale 
  (representing 5’ 
  distances) 
  Paper Distance 
  Drawing 
  Distance 
  Paper 
  Distance 
  Drawing 
  Distance 
  3mm* 
  1/8” 
  1 
  480 
  1 
  576 
  6mm* 
  1/4” 
  1 
  240 
  1 
  288 
  15mm 
  9/16” 
  1 
  106.667 
  1 
  128 
  20mm 
  13/16” 
  1 
  73.846 
  1 
  88.615 
  25mm 
  1” 
  1 
  60 
  1 
  72 
  28mm 
  11/16” 
  1 
  56.47 
  1 
  67.765 
  30mm 
  13/16” 
  1 
  50.526 
  1 
  60.632 
  * These scales are usually only used when depicting large scale battles on small play areas. 
  Although CC2 Pro possesses the capability to print counters, characters, and diorama 
  pieces at these scales, you may find resultant outputs difficult to use effectively. 
  Ground Scale
  Ground Scale
  Ground Scale
  Ground Scale    
  It is often the case that the nearest 
  manageable Imperial unit to the 
  miniature’s scale is used as 
  representing 5 feet ground 
  distance, such that (for example) a 
  25mm miniature scale heralds a 1 
  inch to 5 feet ground scale. Certain 
  games condense ground scales for 
  miniature use in outdoor settings - 
  Traveller®, for instance, suggests a 
  2 meter grid for indoor play, and a 
  10 meter grid for outdoor play. 
  Similarly, Dungeons & Dragons® 
  suggests a 5’ grid for indoor play, 
  and a 5 yard (15’) grid for outdoor 
  play. Basically, this condensing 
  allows the depiction of the larger 
  fields of combat available within 
  outdoor settings, without requiring 
  huge amounts of floor or table 
  space, while retaining the tactical 
  picture miniature use provides. To 
  provide an example, a 4’×2’ table, 
  using a scale of 1”=5’, could depict 
  an area up to 240’×120’. At 1”=5 
  yards, the available ground area 
  that may be depicted on the same 
  table becomes 720’×360’ 
  Characters
  Characters
  Characters
  Characters    
  For those wishing the ability to 
  produce inexpensive, customized 
  cardboard counters and miniatures, 
  ProFantasy provides Character 
  Artist Pro - an add-on for CC2 Pro 
  consisting of over 17,000 symbols 
  allowing quick and easy production 
  of an almost infinite variety of 
  character portraits and gaming 
  counters. 
   
  
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  287 
  Tools of the trade 
  Before you begin to assemble your Dioramas Pro models, you will need certain tools in order 
  to facilitate your efforts. A wise adage to heed states that the ease of a task is directly 
  related to the tools used. Loosen a bolt with a hammer, and expect the worst! 
  The following tools are recommended: 
  A steel ruler 
  A sharp scalpel or craft knife 
  A thick, sturdy piece of card, or a cutting board 
  Paperclips 
  The “right kind” of glue 
  For those poised with scissors and that plastic ruler left over from your school days, some 
  explanation may be necessary: 
  Why a steel ruler? 
  Simply because scalpels find it harder to cut through steel than they do through wood or 
  plastic. Using a steel ruler as a cutting guide will ensure your cuts are straight and accurate, 
  rather than irregular and embedded with ruler-shavings. 
  Why a scalpel? 
  The two most common cutting devices - guillotines (paper cutting machines) and scissors - 
  possess two blades, off-set from each other. They cut via a combination of their sharp edges, 
  and the interaction between the two blades. Thus, the cuts they make are not as accurate as 
  would be desired, and they tend to bend the paper as they cut. 
  By using a scalpel or a craft knife, you can ensure accuracy by cutting in one, smooth motion 
  along the edge of your steel ruler. Because scalpels have only one blade, and the manner in 
  which they cut is entirely down to their sharp edge, the inherent problems shown with 
  scissors and guillotines are negated. 
  Whichever sharp tool you choose must be used responsibly and with great care. 
  Why a cutting board? 
  Basically, because your partner or parent would not thank you for leaving scalpel cut marks 
  on the dining table. Remember, when you are cutting things, the scalpel must cut through 
  the paper. It is also desirable to use a cutting board because they are designed to possess a 
  certain amount of give - your cuts will be more accurate if you can cut into whatever you 
  are resting your Dioramas Pro print-out upon. 
  Fairly thick card works well as a substitute cutting board. All you need to remember is that 
  the cutting surface needs to be as flat as possible - if you are disassembling a box to 
  produce a cutting board, use a single panel of the box. Do not create your cutting board 
  across a corner fold-line. 
  If you plan to do a lot of cutting, you might want to consider purchasing a small rotary cutter 
  pad (or if someone in your household sews, there may already be one about). Designed to be 
  used with rotary cutters, they can be used equally as well with scalpels. They provide a firm, 
  flat surface; and they are durable and self healing. 
  What are the paperclips for? 
  Virtually anything you find use for them. They can be used to hold your drawing still while 
  cutting it, to “peg up” cut-out parts to avoid losing them, and to hold glued parts together 
  while the glue dries. 
  When using paperclips on your model, try and use as large a clip as possible, and open the 
  clip out a little before use. Basically, you need to engineer the clip to provide as loose a grip 
  as is necessary to effectively meet its purpose. Too tight, and the clip may bend, distort, or 
  otherwise mar your model. 
  Use scalpels responsibly
  Use scalpels responsibly
  Use scalpels responsibly
  Use scalpels responsibly    
  W
  WW
  Warning:
  arning:
  arning:
  arning: Scalpels that are capable 
  of cutting through card are also 
  quite capable of cutting through 
  you, too. Always take care when 
  using scalpels, and never cut 
  towards any part of your body. If 
  you are the slightest bit unsure as 
  to your ability to use a scalpel, 
  swallow your pride and ask a 
  parent, guardian, or responsible 
  friend to do the cutting for you, or 
  to supervise your own cutting 
  activities. 
  Always place your scalpel in a safe 
  place, with the blade’s guard in 
  place, when not using the tool. 
  Scal
  Scal
  Scal
  Scalpels are not toys. They can 
  pels are not toys. They can 
  pels are not toys. They can 
  pels are not toys. They can 
  be dangerous if used 
  be dangerous if used 
  be dangerous if used 
  be dangerous if used 
  irresponsibly.
  irresponsibly.
  irresponsibly.
  irresponsibly.    
  
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  288 
  A sticky subject... 
  The “right kind” of glue varies, depending on the purpose to which you wish to set your 
  model. Some glues provide stronger bonds than others. Some glues provide bonds that last 
  longer than others. Other glues simply do not stick cardboard at all. Whichever glue is used, 
  it must be used responsibly. 
  So what is best? Well, through trial, tribulation, and decades of research, here are some glue-
  related pros and cons: 
  Stick glue (the solid stuff that comes in a wind-up, wind-down “lipstick” holder) provides one 
  of the quickest bonding times. However, you do need to make sure it is dry before applying 
  weight to your model (about an hour should do). Stick glue also becomes brittle over time, 
  so it should not be used if you wish some kind of permanence to your models. 
  Mounting glue (the stuff that comes in spray-cans) provides a very quick fix. It also has the 
  advantage of allowing you to re-position glued panels several times, with a relatively low 
  loss of sticking power. However, it does not provide much in the way of strength, nor does it 
  provide permanent bonds. 
  Brown water-based paper glue is quite effective for producing strong, permanent bonds. 
  However, since such glues are usually water-based, glue should be applied conservatively to 
  avoid turning your model into paper maché. 
  PVC, or white, glue provides the best bonds as far as strength and permanence. Since it is 
  not water-based, it also avoids the problem of risking soggy models. On the down side, PVC 
  glue does tend to take some time to dry properly - it is advisable to leave a model to dry for 
  at least a day before using it. 
  Polystyrene and other “thin” glues are the ones normally used for quick household repairs, 
  and those used to assemble plastic model kits. These glues should not be used for cardboard 
  construction, since they tend to soak into the card itself (leaving very little on the surface of 
  the card to which to actually stick anything), and become quite brittle when dry (good for 
  sticking rigid surfaces to each other, but not so good when gluing flexible surfaces such as 
  card). 
  Stick-backed plastic tape also deserves a mention. You can get forms of this that are 
  virtually invisible when applied to objects. Bonds using tape are both strong and reasonably 
  permanent, so they are good for speedy assembling if you don’t mind having the taped 
  bonds visible. 
  Printing dioramas pages 
  The first step in constructing your model is to print it out. This can be achieved in one of two 
  ways. 
  You can use the instant print buttons provided on the Dioramas Pro drawing pages; or 
  Select File Menu >> Print, and manually set the printing options you require (e.g., scaling) 
  To use the instant print buttons, simply click on the button showing the miniature scale you 
  wish to print to. You will be prompted to confirm whether you actually want to print or not. 
   
  Instant print buttons on the Dioramas Pro drawing page 
  Paper & card 
  When you choose the paper or card upon which to print your Dioramas Pro drawing, you 
  must take into account two factors. First, the material needs to be strong enough so that 
  your models will not collapse when you place miniatures upon them. Second, the material 
  needs to be flexible enough to not impede construction. 
  Unfortunately, that which provides strength (thick card) is too unwieldy for the type of 
  construction we require for our Dioramas Pro models; and, in any case, most printers will not 
  accept card of such thickness. 
  Use Glue Responsibly
  Use Glue Responsibly
  Use Glue Responsibly
  Use Glue Responsibly    
  Warning:
  Warning:
  Warning:
  Warning: Some glues are toxic, 
  and some give off toxic fumes. 
  Always wash your hands 
  thoroughly after using glue before 
  eating or otherwise placing your 
  hands near to your face. Always 
  use glue in a well-ventilated room. 
  Avoid getting glue in your eyes or 
  mouth - if you do so by accident, 
  wash the affected area thoroughly. 
  Always read instructions and 
  Always read instructions and 
  Always read instructions and 
  Always read instructions and 
  warnings provided with the glue 
  warnings provided with the glue 
  warnings provided with the glue 
  warnings provided with the glue 
  you are using prior to such use
  you are using prior to such use
  you are using prior to such use
  you are using prior to such use. 
   
  Instant Print Buttons
  Instant Print Buttons
  Instant Print Buttons
  Instant Print Buttons    
  The instant print buttons provide 
  for the five most common 
  miniature scales used within role-
  playing and war-games. The 
  section on Miniature Scales, above, 
  further discusses CC2 Pro print 
  scale settings. 
  
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  For use with metal (or substitute metal) miniatures, we have found that 160gsm 
  (approximately 90-110lb) card provides the perfect trade-off solution between printability, 
  strength, and ease of construction. 
  Printer ink & smudging 
  Some printers have the unfortunate tendency to print pages that are easily smudged - 
  which, of course, is a disadvantage for Dioramas Pro purposes. While most printed pages can 
  avoid the smudging issue by simply allowing the ink time to set and dry, some inks are still 
  prone to smudging even then. 
  So how to avoid having your masterpiece ruined by great smudge smears obliterating the 
  detail? Several options are open to you, but the ones we have found to work best involve 
  priming, or varnishing, the surface of your print before you begin construction. 
  The cheapest method of priming a drawing uses common garden spray furniture polish. 
  Because such polish tends to be quite wet (and thus has the potential to turn your print into 
  mush), you need to be very conservative with its application. Lightly spray the printed page 
  with the polish from a distance of approximately 18” to 2’, then leave the page for a couple 
  of hours to allow the polish to dry. If you don’t allow the polish to dry, you will find the 
  smudging problems are increased, rather than eliminated. 
  The best, but more expensive, method uses acrylic matte transparent model varnish, which 
  can be purchased from most hobby and modeling stores. Again, apply the varnish 
  conservatively and wait until it is fully dry before beginning construction. 
  Constructing dioramas objects 
  Once you have printed the pages necessary to make your model, and primed them, if 
  necessary, you can begin construction. 
  Remember that patience is a virtue - the more patience you display during the construction 
  of your model, the better that model will be. 
  Cutting out the pieces 
  Remember to avoid injuring yourself in the process of cutting your model out. Not only will 
  the result be painful, big red splodges will also ruin the hard work you have achieved thus 
  far. 
  1 
  Place your steel ruler parallel to a cut line in your drawing, slightly below that line. 
  2 
  Holding the ruler firmly in place, draw the scalpel along the cut line in one smooth 
  motion, applying just enough pressure to wholly pierce the drawing. 
  3 
  Repeat the process for all cut lines within the drawing. 
   
  Scoring fold lines 
  Just because you are not applying pressure to the scalpel during this process, do not relax 
  your vigilance to avoid being cut yourself. Scalpels are still sharp, and will still be quite 
  capable of damaging you regardless of how much force is being applied. 
  4 
  Place your steel ruler parallel to a fold line in your drawing, slightly below that line. 
  5 
  Holding the ruler firmly in place, draw the scalpel along the fold line in one smooth 
  motion, applying only light pressure so as to avoid wholly piercing the drawing. 
  All you really need to do when scoring is to break the upper surface of the card. 
  Usually, simply holding the scalpel steady, applying no pressure at all, will achieve 
  this, since the weight of the scalpel itself will already be applying adequate pressure 
  to the blade. 
  6 
  Repeat the process for all fold lines within the drawing. 
  7 
  Replace the guard for your scalpel’s blade, and place the scalpel in a safe place. 
  Model Varnish
  Model Varnish
  Model Varnish
  Model Varnish    
  Acrylic varnish is a useful tool, 
  even if your printed pages do not 
  exhibit smudging problems. If such 
  varnish is applied to a finished 
  model, not only will it protect the 
  printed surfaces of the model from 
  wear and tear, but it will reinforce 
  the structure, sealing glued edges 
  that might otherwise be prone to 
  coming loose when using the 
  model in play. 
  Strength
  Strength
  Strength
  Strength    
  If your model only needs to support 
  paper or cardboard miniatures, 
  such as those that can be created 
  using Character Artist, it is 
  perfectly adequate to construct 
  your Dioramas Pro models from 
  standard 80gsm (approx. 20-24lb 
  cardstock, or 50-60lb paper) paper. 
  However, such models, if they are 
  to be kept, will need to be stored 
  carefully to prevent crushing. 
  Cut Line
  Cut Line
  Cut Line
  Cut Line    
  Remember, you need to 
  accommodate the width of your 
  scalpel blade when placing the 
  ruler. Putting the ruler directly 
  along the cut line will produce a 
  cut that is off-set from the line. It is 
  a good idea to practice a few 
  dummy cuts before working on the 
  model proper, so you can get a feel 
  for the ruler/cut line offset you 
  need to use. 
  Avoid cutting into the drawing 
  proper, but feel free to slice into 
  the surrounding white space. In 
  fact, by cutting into the white 
  space surrounding a drawing, you 
  can ensure an accurate meeting of 
  cuts. 
  It is sometimes easier to ignore 
  small cut lines, such as those 
  necessary to produce the sloped 
  edges of glue tabs, until the model 
  piece has been cut from the page. 
  You can then go around the piece, 
  with ruler and scalpel, and trim 
  away the remaining small sections. 
  This process avoids damaging the 
  model while you are cutting it out. 
  
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  Gluing tabs 
  8 
  Fold the tab back along its fold line. 
  9 
  Apply glue to the tab, avoiding placing glue on any other part of the piece other than 
  the tab. 
  10 Attach the tab to the surface to which it marries. 
  11 Place the model on a flat surface such that the tab is vertically aligned to the surface, 
  and place your ruler next to it. 
  12 Push the model lightly down to make sure the lower portion of the tab/corner join is 
  aligned properly. 
  13 Push the model lightly into your ruler to make sure the vertical plane of the tab/corner 
  join is aligned properly. 
  14 Once the joint is aligned properly, put a paperclip over it to hold the tab in place. 
  15 Leave the model to dry. 
  16 Repeat as necessary until all joints have been glued, and your model is completed! 
  Take the completed model to your gaming session, and amaze your fellow players with the 
  enhanced visualization it provides. 
  Mounting Models 
  Models can be made into more permanent, stronger structures by mounting them onto 
  baseboards of modeling board, stiff cardboard, oil painting board, balsa wood, or plywood. 
  Of course, doing so precludes the use of your assembled model pieces in the more modular 
  or geomorphic methods so far discussed. Once the model is mounted, you can further 
  decorate the baseboard with other scenery modeling pieces, such as those available from 
  most model and craft stores. 
  You can also reinforce Dioramas Pro pieces with board and so forth to give them added 
  strength and durability should you wish them to withstand the rigors of many play sessions. 
  For example, you could insert blocks of balsa wood, cut to size, inside wall pieces to 
  reinforce them. If you follow this method for geomorph walls to use with the plug-in tabs, 
  remember to leave room for the tabs! 
  Aligning Joins
  Aligning Joins
  Aligning Joins
  Aligning Joins    
  It is a good idea to use two rulers, 
  steel or otherwise, here, placing 
  one ruler “inside” the join, and the 
  other outside so that it overhangs 
  the tab/corner join. The join 
  alignment can then be achieved 
  accurately by pushing the rulers 
  together over the join. 
  Hold the Tab 
  Hold the Tab 
  Hold the Tab 
  Hold the Tab     
  Weak paper masking or medical 
  tape, of a type that will not 
  damage your model by pulling the 
  ink away from the card when it is 
  removed, can often provide better 
  stability than a paperclip. The 
  advantage of using paperclips is 
  that they are generally cheaper, 
  and can be re-used. 
  Let it Dry
  Let it Dry
  Let it Dry
  Let it Dry    
  Note that it is always better to 
  leave each individual joint made 
  for a single piece to dry before 
  moving on to the next one. While 
  this does extend the time required 
  to assemble the model somewhat, 
  the final results will be better for it. 
  Always remember, patience! Also, 
  for multi-part constructions, you 
  can always move on to another 
  section of the model while waiting 
  for one section to dry. 
   
  
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  Kasserine Pass by Ian 
  Kasserine Pass by Ian 
  Kasserine Pass by Ian 
  Kasserine Pass by Ian 
  Malcomson
  Malcomson
  Malcomson
  Malcomson    
  Kasserine Pass
  Kasserine Pass
  Kasserine Pass
  Kasserine Pass is a map out of the 
  World War II Interactive Atlas. For 
  more information on the WWIA, 
  see page 490. 
  
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  Example: One Star Inn  
  This section will take you through the steps to convert a building symbol to a working three-
  dimensional model. When you complete this section, you will have reviewed most of the 
  practical information in this manual, and learned a few tricks about making more complex 
  models. 
  Getting Started 
  1 
  Start a new diorama (File >> New >> Blank diorama) 
  2 
  Right click City 
  , then select City Symbols, (Examples) and insert the symbol we are 
  converting.  
  3 
  Click Med House 16 symbol and place it in the file anywhere to the side of the 
  template. We will use that as our model for the exercise. 
  Overview 
  We are going to complete five broad steps to convert this overhead view of a 
  Mediterranean house into a wonderful inn. 
  Planning. There are a lot of decisions to be made before we ever start drawing. 
  Panel Layout--Each broad panel of the building will be drawn 
  Test Assembly--You do not have to include this step, but it will save you a lot of rework on 
  any complex project 
  Detailing--Putting in all the details that make the building appear real. 
  Final Assembly--We will not spend any time on assembly in this chapter, but by following 
  the suggestions in Chapter 5, you will have a beautiful inn. 
  Planning 
  The first step in building any model must be some thought about what the model will look 
  like and how it will be used. A little work here can spare you a lot of rework and frustration 
  later. Since we are starting with a symbol, we also need to spend some time looking at the 
  symbol to determine style. The decisions we must make are style, modularity and 
  strength. 
  Ultimately all of these decisions come together to determine how the Diorama should be laid 
  out. This may look like a lot of work, but it really isn’t — most of it you will know immediately 
  once you begin. 
  Let’s look at the symbol we are converting: 
  Style: The flat roof, light color and overall style of the symbol look like dried brick or adobe, 
  possibly a building from Asia Minor or Central America. Stylistically, we will build this with 
  solid-color walls for stucco and some wood for bracing and window beams. We will use 
  some of the wooden symbols from the Dioramas Pro library, but windows will be open.  
  The symbol shows rows of bumps on the right and left side — they look like the ends of 
  beams used to support a ceiling or roof. For simplicity we will show those on the proper 
  walls but not try to have them extend beyond the wall the way a real beam would.  
  We will interpret the rectangular extension at the bottom of the symbol to be the top of a 
  porch or veranda, and the stairs at the back probably go from the bottom floor to the top 
  floor. The building overall will be two stories in height. For visual interest, we will have the 
  second floor overhang the first floor by 2.5 feet on the other three sides, but simplify 
  construction by keeping the back flat. For use with miniatures, we will simplify the outdoor 
  stairs into a few steps, each of which is 5 feet wide. 
  The symbol in the middle of the roof looks like a tent, maybe over poorer sleeping areas, so 
  we will depict it as a slightly raised area, covered with a cloth hanging from the four corners. 
  The black squares on the roof could be for light, a chimney for an oven, or a ladder to the 
  roof. For this model, we will just leave them as dark squares on the roof. 
  City Symbols, (Examples)
  City Symbols, (Examples)
  City Symbols, (Examples)
  City Symbols, (Examples)    
  You will have this library on your 
  system whether or not you have 
  the CC2 Cities add-on installed. 
  The symbol is shown to the right, 
  and provides good model detail 
  without being over-complex. 
  Med House 16 
   
  Style. Modularity, and Strength
  Style. Modularity, and Strength
  Style. Modularity, and Strength
  Style. Modularity, and Strength    
  Style
  Style
  Style
  Style: What materials are used for 
  the building (and what 
  corresponding colors and textures 
  to use) as well as the style to use 
  for ornamentation and details. 
  Modularity
  Modularity
  Modularity
  Modularity: How can the piece be 
  taken apart, either to access an 
  interior space, for storage, or to 
  increase its flexibility. 
  Strength
  Strength
  Strength
  Strength: How strong does the 
  piece need to be, and how should 
  it be constructed based on the 
  planned use. 
  
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  Overall, the building should look like a poorer residence or an inn in a middle-eastern town. 
  We will name it the “One Star Inn”. 
  Modularity: This building is not very large, so storage of the finished building should not be 
  a particular issue. On the other hand, players might want to be able to lift the second floor 
  off the first, or lift off the roof to get access. For either of those, the building should be 
  constructed as separate pieces, one per floor. For simplicity, we will assume that this 
  building will be used for exterior work, and will not construct it to come apart. This will allow 
  us to strengthen the building by using one piece for the back of both stories and allow us to 
  glue both stories together to make it rigid. 
  Strength: The building is 40 feet by 30 feet in size, which will cover about 2/3 of one 8½” x 
  11” (A4) piece of paper when printed at 25mm scale. At this size, as long as the roof has 
  bent tabs on it (which stiffen the cardstock), it should be strong enough for normal use. If you 
  need something sturdier, you could glue one or more vertical pieces across each floor to 
  support the roof or floor above. 
  When the planning is complete, a quick sketch can help solidify the plan, and make the 
  layout easier. For a complex model, quickly drawing side elevations on paper can make the 
  planning easier. A quick isometric sketch can also be completed in CC2 Pro. 
  Panel Layout 
  I like to start with the base of the building, to give me something to build on, but for the One 
  Star Inn we have the most information about the roof, so we will start with that. Bring up the 
  diorama file into which you put the Med House 16. We need to draw a panel that is the 
  right color, texture, and size for the roof: 
  1 
  Click Diorama Options 
  . Set the Panel Foreground to Dust Grey Symbol and the 
  Background to a light tan (color 45). This will match the roof of the symbol, and by 
  adding the Dust Grey symbol in the foreground, we will have a little texture in the wall. 
  2 
  Get the dimensions of the roof of the symbol, Med House 16 using the Distance 
  Command (Info>>Distance). Click a point on the top left corner, and another on the top 
  right of the symbol. The distance is 40 feet. Click to repeat the command and measure 
  the right side, close to 30 feet. 
  3 
  Click Rectangular Panel 
  . Click points to create a panel 40 feet by 30 feet for the 
  building roof. When it is time to assemble the building, we will print this twice — once for 
  the roof and once for the bottom of the upper floor. 
  Now go to the second page of the template and create a Rectangular Panel that is 35 feet x 
  27.5 feet. There is an overhang of 2.5 feet on the building, and this will be the smaller cross 
  section of the bottom floor of the building. 
  Note that we have not placed any of the tabs or details on the panels. 
  We will create all of the walls on pages 3-6 of the template. To save space and paper, page 
  3 will have one copy of the lower and upper floor side walls that must be printed twice. The 
  bottom floor we will make 12.5 feet high, and the upper floor we will make 17.5 feet high 
  (to include space for the joists that stick out of the sides).  
  4 
  We will make the walls slightly lighter than the roof. Click Diorama Options 
  . 
  Change the Panel Background color to a lighter tan (color 46) for the outer wall. Leave 
  the foreground texture the same as the roof to reflect the same building materials being 
  used. 
  5 
  Since the top of the roof is 30 feet wide, make one Rectangular Panel 
  , 30 feet x 
  17.5 feet for the upper side wall. Click a point for one corner then type @30,17.5. These 
  are relative coordinates. If you align the panel with its long side on the page vertically, 
  you will be able to put a second panel on the same page that is 27.5 feet x 12.5 feet, for 
  the lower floor. This will be for the side of the lower level — it is 2.5 feet narrower to 
  allow for the front overhang of the building. Leave at least 5 feet between the panels so 
  that you will be able to add tabs as needed. 
  Tabs
  Tabs
  Tabs
  Tabs    
  We will place all of the tabs at 
  one time to ensure that each 
  joint is covered. The details 
  will be added last, after we 
  are sure the building will 
  assemble correctly. 
  Relative Coordinates
  Relative Coordinates
  Relative Coordinates
  Relative Coordinates    
  These coordinates tell CC2 to 
  draw from the reference point 
  (last selected point) to a 
  coordinate location a relative 
  x,y distance away. Instead of 
  clicking a point, type the "at" 
  sign (@), followed by the x,y 
  distance to the desired point. 
  Relative coordinates can be 
  typed in wherever you are 
  asked for a point at the CC2 
  Command prompt. 
  Instead of typing relative 
  coordinates, you can add a 
  snap grid 2.5 feet wide, and 
  observe the Tracking Indicator 
  on the status bar to make sure 
  your clicks are accurate. To 
  add a new grid, right click on 
  the Snap button, click New, 
  then 2D Rectangular and 
  make the settings as 
  thoseshown here. 
  
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  6 
  A nice detail is to include an extra textured tab at the top of all upper walls that can be 
  folded over to form the printed inside of the parapet. To create this, add a Rectangular 
  Panel 
  , along the top of the second floor panel (the 17.5 foot tall one) on this page. 
  Use the endpoint modifiers to set the length equal to the panel you just completed, then 
  use relative coordinates (type @2.5,0) to make it 2.5 feet high. 
  7 
  On the 4th page of the template, place the two long walls of the two floors, one above 
  the other. Each panel is a Rectangular Panel 
  , the lower story is 35 feet x 12.5 feet 
  (it is shorter by 5 feet to allow for a 2.5 foot overhang on each side); the upper story is 
  40 feet x 17.5 feet. Remember to leave room between the panels to allow for tabs and 
  the special parapet fold-over panel (5 feet should be enough). 
  8 
  The 5th page will be used for the back of the Inn. Since at the back of the Inn, both the 
  bottom and top floor walls are flush with each other, we will use a single panel for the 
  back. We need a 35-foot wide first floor and a 40-foot wide second floor. You could just 
  copy the two panels you placed on the previous page, and center them one above the 
  each other. Instead for practice we will use the Polygonal Panel. Click Polygonal Panel 
  . Click a first point, then use the following relative commands to complete the panel 
  (just type them in as written below):  
  @35,0 (this forms the bottom) 
  @0,12.5 (this forms the side of the bottom) 
  @2.5,0 (the overhang) 
  @0,17.5 (the side of the upper floor) 
  @-40,0 (the top of the upper floor) 
  @0-17.5 (reversing our way down the other side) 
  @2.5,0 (the second overhang) 
  Right click to complete the command. 
  When finished with this panel, all of the walls for the main inn should be complete. 
  On the 6th page we will place the walls for the veranda. The veranda is just a square box 
  that sits in front of the rest of the house, but there are a few things to consider. To save 
  space, we will make it without a back, and the sidepieces need to have a notch cut out to 
  allow for the overhang for the top floor over the bottom floor. The front of the veranda is a 
  simple rectangular panel 20 feet x 17.5 feet.  
  9 
  Click Rectangular Panel 
  . Create a 20-foot by 17.5-foot panel, aligned so that the 
  20-foot side goes up the page. This will be the front of the veranda. 
  10 Below the front, create the side wall of the veranda, which will be 12.5 feet by 12.5 feet 
  with a notch cut out of the top corner for the Inn wall overhang. Click Polygonal Panel 
  . We will start on the lower left corner of the veranda front panel and use relative 
  coordinates: 
  11 Click (Snaps>>Endpoint), or use 
  , and select the lower left corner of the veranda 
  front. This will ensure that the new panel will be attached to the old panel 
  @17.5,0 
  @0,-10 
  @-5,0 
  @0,-2.5 
  @-12.5,0 
  
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  295 
  Right Click to complete the command. 
  12 Create a mirror copy of the panel you just completed. Right click Copy 
  and select 
  Mirrored Copies. Select the panel you just created, and Do It. Create a vertical mirror 
  line to its right and complete the command. If necessary, move the new panel to an 
  open space on the page. 
  13 Create the roof for the veranda. When you print this page twice, the second copy can be 
  used as the veranda base. Click Rectangular Panel 
  . Create a panel that is 20 feet 
  by 10 feet. 
  14 If desired, create a fold-over panel at the top of all of the veranda walls. The fold-over 
  should be a Rectangular Panel 
   that is 2.5 feet wide and runs the length of the wall. 
  Adding fold lines later will be easier if you use two panels for the top of the two 
  attached sides, rather than a single long panel. 
  15 When done, the veranda will look like this. We will return and add the fold lines and 
  tabs in a minute. 
  There are two special pieces that need to be laid out on the last two sheets of the Diorama. 
  The first is the rooftop sleeping area. We will create walls for two sides of it, then print it 
  twice. Rather than create narrow tubes to match the symbol, we will make upright square 
  pillars to hold the tent.  
  The long sides of the platform are 22.5 feet long, the shorter sides are 12.5 feet long, and all 
  uprights are 12.5 feet tall.  
  16 Click Polygonal Panel 
   to draw the sides of the room, again using relative 
  coordinates, starting with the longer wall. 
  Click a first point in the lower left corner of page 7 
  @22.5,0 
  @0,12.5 
  @-2.5,0 
  @0,-10 
  @-17.5,0 
  @0,10 
  @-2.5,0 
  Right click to complete the command. 
  17 Place another Polygonal Panel 
   next to it that is only 12.5 feet long, but it similar in 
  all other respects. Using relative coordinates: 
  (Snaps>>Endpoint) to connect this panel to the previous one. 
  @12.5,0 
  @0,12.5 
  @-2.5,0 
  @0,-10 
  @-7.5,0 
  @0,10 
  @-2.5,0 
  Right Click to complete the panel 
  
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  18  At the top of each of the shorter side pillars, add Rectangular Panel 
   each of which 
  is 2.5 feet on a side. These will form the tops of the uprights. 
  19 For the cloth at the top of the roof area, copy the cloth from the original symbol, Med 
  House 16.. Place it on page 7 wherever it will best fit. 
  20 Also put in a Rectangular Panel for the top and bottom of the sleeping area. The 
  rectangle should be 22.5 feet x 12.5 feet 
  When this step is finished, your page 6 should look something like shown at left. 
  The final set of panels to include is a set of stairs, similar to the one you made earlier in the 
  tutorial. Here the stairs need to rise 15 feet and run 15 feet, with steps for miniatures every 
  5 feet. Create the sides of the stairs using the current option settings for panels, then change 
  the panel options to Foreground Board L 90 symbol, and background color 42 to complete 
  the trends and risers of the stairs. 
  Before we are done with the panels, there are several additional features to make assembly 
  easier. 
  21 Click Add Tab 
   to add tabs to all of the panels at the appropriate place. The most 
  important thing to remember is to ensure you have a tab for each place two panels 
  connect, and to ensure that the tabs correctly overlap. The easiest way to ensure this is 
  to have a rule for tab placement.  
  When placing tabs on the sides of the upper walls, do not use the tab default to place the 
  tabs. You do not want tabs to cover the fold-over panel at the top of the upper walls, so we 
  must leave the top 2.5 of the panel free of tabs (in addition to leaving the 2.5 foot fold-over 
  flap clear). Instead of selecting the edge of the panel to which the tab should be attached, 
  instead select a point away from any other object. A freestanding tab will begin. Use relative 
  coordinates to make it 15 feet long (instead of the full wall height of 17.5 feet). Then copy 
  the tab to the appropriate wall locations (one front panel, one side panel and the back 
  panel).  
  22 Make another shorter tab to place on the side and front of the veranda panels.  
  23 Once the tabs are in place, click Fold Lines 
   to place fold lines at each juncture 
  between top-floor panels and the special fold-over parapet panel. Use the endpoint 
  modifier to ensure that the line connects to each end accurately. 
   
  24 Click Fold Lines 
   then draw the fold lines between the front and sides of the top-
  floor sleeping area, and between the front and the side of the veranda. 
  Congratulations, you have now completed the panel layout. If you wish, while the structure 
  of the panels is still clear in your mind, you might want to go back and label each panel. 
  When you are done, the first 6 pages of your diorama should look like the diagram on the 
  following page: 
  Copy the Cloth
  Copy the Cloth
  Copy the Cloth
  Copy the Cloth    
  You will need to explode the 
  symbol, then copy the cloth from 
  the symbol to the proper page of 
  the diorama. When you copy the 
  cloth, increase its size by 10-25% 
  to allow provide an overlap to 
  allow you to glue it to the uprights 
  Rule for Tab PLacement
  Rule for Tab PLacement
  Rule for Tab PLacement
  Rule for Tab PLacement    
  My default approach is to put tabs 
  on all edges of the roof and floor 
  (this helps to strengthen them and 
  ensure that they are flat), and to 
  put tabs on the right side of each 
  wall. 
  Labeling Panels
  Labeling Panels
  Labeling Panels
  Labeling Panels    
  You can either label the panels on 
  the page next to each one, or put 
  its label on a tab on each piece. 
  
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  297 
   
  Test Assembly 
  If this were a new model that you were creating from scratch, it would be a good idea to 
  print a small version of the model now and try to assemble it. Changes to the panel layouts 
  are much easier to make now, before additional details are added to each panel. Anyone 
  can omit parts or misjudge something. Test fit the model before a lot of work has gone into 
  detailing the panels.  
  Detailing 
  The details of the building are what make it unique and bring it to life. Right now this Inn 
  looks like a light brown cardboard box, hardly better than you could create freehand. We 
  Test fit
  Test fit
  Test fit
  Test fit    
  To illustrate the importance of this 
  test fitting, when this model was 
  put together for the first time, we 
  identified the following issues (all 
  corrected now): 
  • We needed two copies of the top 
  roof (the upper floor needed a 
  floor) – somehow we had missed 
  that 
  • We mis-sized one of the upper 
  walls. 
  • The tabs and the parapet folds 
  overlapped, so the tabs were 
  visible on the inside of the 
  parapet.  
  • We forgot the stairs at the back. 
  Really, it’s quit easy to forget a 
  critical piece. 
  • The ‘cheap sleeping’ area on the 
  roof looked too short, so we 
  lengthened the uprights by 2.5 
  feet 
   
  
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  298 
  now have the opportunity to bring the building to life. Here are the steps I took, but you can 
  do something different if you want a different look for your building. Changing the details is 
  also a great way to take one stock building and use it in multiple places. 
  25 Bring the roof details over to the roof. You can just copy the two black squares from the 
  original symbol (set your reference point at the corner of the building using the endpoint 
  modifier to ensure the squares on the model are in the same location as the symbol). I 
  changed these to dark gray rather than black to fit the muted tones of the model. 
  Many buildings sit on solid foundations of a different material, and adding them to 
  the building can make it look much more realistic. The easiest way to do this is by 
  adding panels. 
  26 Click Diorama Options 
  . Select a Paving Stone Fill foreground and medium gray for 
  the background (color 253). Click Rectangular Panel 
   then go to each panel that will 
  sit on the ground (all bottom story wall panels, the ones that are 12.5 feet high) and add 
  a 2.5 feet wide panel across the bottom width of the wall. Do the same for the Veranda 
  wall sections. In all, there should be 5 places where you do this: One side wall that is 
  printed twice, one front wall, one back wall, one piece that is the front and side of the 
  veranda, and one side wall for the veranda. 
  27 The original symbol showed the ends of the ceiling beams emerging from the walls on 
  the sides and on the veranda. For simplicity, we will add these as brown squares on the 
  appropriate wall panels. The beams in the original symbol are 0.6 feet, so make a single 
  box that size. We are going to make multiple copies of the box, putting them along the 
  bottom of the upper wall side panel, and along the top of the veranda front panel. I 
  placed them 2.5 feet from the bottom of the side wall, and 3 feet apart. The easiest way 
  to do this is using relative coordinates. Place the first box, then use @0,3 to place each 
  successive box 3 feet above the previous one. 
  28 Doors come next. Click Wall Features 
   then select appropriate doors. I placed a 
  reinforced curved door in the middle of the front panel of the building, just at the top of 
  the stone foundation panel. This is the front door. I placed two doors in the back wall, 
  one at the top of where the stairs will go--15 feet above the base of the panel, and flush 
  with the side of the bottom floor. The other I placed just above the foundation, between 
  15 and 20 feet from the right wall. One the stair is in place, these two doors will be at 
  the top and bottom of the outdoor stairway. 
  Finally, we have windows to place. You can easily select from the many beautiful symbols in 
  the Wall Features Catalog, but I chose to have something more rustic, and in keeping with 
  the construction of a poor building in a hot climate. I made windows with no glass, and very 
  little framing. 
  29 To make a similar window, make a light gray (color 251) solid box that is 3 feet x 4.8 
  feet. Make a copy of that and change the color to dark gray (color 244), and scale it to 
  85% the size of the previous box. Now, using the Center Snap, move the middle of the 
  dark box on top of the middle of the light box.  
  You now have a basic empty window. 
  To create the header board, you can use a polygonal panel with a brown background (I used 
  color 46) and Board S Symbol for the foreground. It is easiest to draw it away from the 
  other parts of the window and move it to the final location. 
  Click Polygonal Panel 
  . Click your first point, then move 3.5 feet to the right (it should be 
  slightly wider than your window), now go up 1 feet and to the right 0.2 feet (this gives you a 
  little visual interest to the header), the next point is to the left 3.7 feet (to allow for the 
  overlap again) and right click to finish the polygon. You should now have a board that is 
  slightly longer across the top than the bottom. Move the panel that you just made to the 
  middle of the top of the rest of the window  
   
  You should now have a window that you can place anywhere you want it. Some of the 
  
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  299 
  panels are laid out vertically, and for these you may need to change the fill in the window 
  header foreground from Board S Symbol to Board S 90 Symbol to keep the grain of the 
  windows correctly lined up. In placing windows, try to keep the windows on one floor lined 
  up, and avoid placing them where they will be covered by the back staircase or front 
  veranda. 
  30 The final detailing step is to provide openings into the veranda. I did this by creating a 
  white box that is 7.5 feet high and 5 feet narrower than the panel, centered along the 
  top of the foundation of each veranda wall panel, like this: 
  To make the tops of the openings rounded, place a solid white ellipse across the top of 
  each opening, centered on the middle of the top of the opening, with major axis the 
  width of the opening. You can then select the height of the arch to include. Remember 
  to allow space for the tabs in the veranda roof to attach to the wall. 
   
  Once you are done with the basic model, there are always significant additional changes or 
  upgrades that can be made. Here are some of the ones you should consider: 
  � 
  Change the color of the roof tent to add a splash of color to a drab building 
  � 
  Add wall sconces by the front door 
  � 
  Add a sign or flag at the front of the building 
  � 
  Change the tent supports on the roof to cylinders, or something smaller 
  � 
  Add interior detail 
  � 
  Add dirt to the model using an overlay layer. Weathering can make the model look 
  much more realistic. 
  � 
  Make the top-layer parapet 1 foot wide to match the symbol.  
  I am sure other ideas will suggest themselves to you as you build this, and other models. 
   
  
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  300 
  Dioramas Pro Command Reference 
  For details of the meaning of the syntax, see the CC2 Pro section on page 152. 
  The only macro-specific commands are those for printing (Print Window, Print Center, Print Named.) They are used by 
  the printing hotspots on the Dioramas templates. One of their parameters is a number (nFlags) which can be set as 
  follows. Add the numbers for multiple effects. For example, 4+1=5 would be portrait, all black. 
  0=landscape (the default)  
  1=portrait  
  2=Print white as black  
  4=print all black  
  8=ask to confirm before printing (with a message box)  
  Command 
  Description 
  Where? 
  Text Equivalent 
  Syntax 
  Use in Macro 
  Castle 
  symbols 
  Displays the Castle wall 
  symbols  
  Symbols toolbar 
  CATALOG 
  #symbols\dioramas\Castle
  s.fsc 
   
  Yes 
  Change Panel 
  Fill Style 
  Changes the properties of 
  selected panels 
  Dioramas Pro 
  toolbar 
  CPANEL 
   
  No 
  Convert to 
  panel 
  Converts any closed entity 
  to a dioramas panel 
  Dioramas Pro 
  toolbar 
  PANELCHANGE 
   
  Yes 
  Cut line 
  Adds line to be cut along to 
  a panel 
  Dioramas Pro 
  toolbar 
  CUTLINE 
  xy1;xy2;…;xyN; 
  Yes 
  Dioramas Pro 
  Options 
  Diorama  Pro options for 
  panels, tabs, lines, etc. 
  Dioramas Pro 
  toolbar 
  TABOPT 
   
  No 
  Dioramas Pro 
  symbols 
  Displays the diorama net 
  symbols (furniture etc) 
  Symbols toolbar 
  CATALOG 
  #symbols\dioramas\Diora
  mas symbols.fsc; 
   
  Yes 
  Fold line 
  Adds a line for scoring and 
  folding panels 
  Dioramas Pro 
  toolbar 
  FOLDLINE 
  xy1;xy2;…;xyN; 
  Yes 
  Geomorph 
  tab 
  Draws fold-over plug-in 
  tabs of the type used by 
  the Dioramas Pro geomorph 
  pieces. 
  DioramasPro 
  toolbar 
  GTAB 
  (xy1st;xy2nd)/xyEdgeOfEntity;
  xySide 
  Yes 
  Multipoly 
  panel 
  Creates a single panel by 
  combining separate closed 
  shapes (eg a donut shape 
  made from two circles) 
  Dioramas Pro 
  toolbar 
  PMPOLY2 
   
  Yes 
  Multi-wall net Converts a path entity to 
  complete 3D wall nets 
  Dioramas Pro 
  toolbar 
  WMNET 
  xyPathToConvert;dWallHeight[
  prior];dWallWidth[width of 
  path];xyLowerLeftForNets 
  Yes 
  Polygonal 
  Panel 
  Adds a polygonal dioramas 
  panel 
  Dioramas Pro 
  toolbar 
  PANELPOLY 
  xy1;xy2;…;xyN; 
  Yes 
  Print Center 
  (macro 
  command) 
  Prints a view at the given 
  center and specified scale 
  Text only 
  PRINTSM 
  xyViewCen;dPaper;dDrawing;n
  Flags[0] 
  Yes 
  Print Named 
  (macro 
  command) 
  Prints the specified named 
  view or active window to 
  fit the paper 
  Text only 
  PRINTNM 
  sViewname;nFlags[0]; 
  Yes 
  
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  301 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Syntax 
  Use in Macro 
  Print Window 
  (macro 
  command) 
  Prints the active window 
  view, to fit the paper 
  Text only 
  PRINTWM 
  xyWindowCorner1[Active 
  Window];(xyWindowCorner2);n
  Flags[0]; 
  Yes 
  Rectangular 
  Panel 
  Adds a rectangular interior 
  panel 
  Dioramas Pro 
  toolbar 
  PANEL 
  xy1stCorner;xy2ndCorner 
  Yes 
  Tab 
  Adds a tab for gluing 
  diorama panels 
  Dioramas Pro 
  toolbar 
  TAB 
  (xy1st;xy2nd)/xyEdgeOfEntity;
  dWidth[prior] 
  Yes 
  Wall Features 
  symbols 
  Displays the generic wall 
  features symbols 
  Symbols toolbar 
  CATALOG 
  #symbols\dioramas\diora
  mas wall features.fsc 
   
  Yes 
  Wall net 
  Add a net for a 3D walls 
  with panels, tabs and fold 
  lines 
  Dioramas Pro 
  toolbar 
  WALLNET 
  xy1stEnd;xy2ndEnd;dHeight;d
  Width 
  Yes 
   
   
  Little Ursted by Leo Sutherland
  Little Ursted by Leo Sutherland
  Little Ursted by Leo Sutherland
  Little Ursted by Leo Sutherland    
  Little Ursted
  Little Ursted
  Little Ursted
  Little Ursted is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  302 
  Hermach by Colin Beaver
  Hermach by Colin Beaver
  Hermach by Colin Beaver
  Hermach by Colin Beaver    
  Hermach
  Hermach
  Hermach
  Hermach is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  303 
  Lic
  Lic
  Lic
  License Agreement
  ense Agreement
  ense Agreement
  ense Agreement    
  Use of this software is determined 
  by a license agreement you can 
  view on the CD.  
  Technical Support
  Technical Support
  Technical Support
  Technical Support    
  Support is available from the 
  registered users area of the 
  ProFantasy website profantasy.com 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ADDITIONAL DD PRO CREDITS 
  Software:
  Software:
  Software:
  Software: Simon Rogers, Mark Fulford 
  Symbols:
  Symbols:
  Symbols:
  Symbols: Simon Rogers, Tito Leati 
  Example Maps:
  Example Maps:
  Example Maps:
  Example Maps: Mark Fulford, Tito Leati, Simon Rogers 
  User’s Guide:
  User’s Guide:
  User’s Guide:
  User’s Guide: Mark Fulford, Simon Rogers, Ian R. Malcomson, Morgan Olden (Macro chapter) 
  Help System:
  Help System:
  Help System:
  Help System: Simon Rogers 
       
  TM 
  
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  304 
   Dungeon Designer Pro Introduction 
  Welcome to Dungeon Designer Pro (DD Pro). Within this book, we will explore the creation of 
  dungeons using the various functions, symbols, and other niceties provided by DD Pro 
  Proand its parent software package, Campaign Cartographer 2 Pro (CC2 Pro). 
  What’s In A Name? 
  The word “dungeon” conjures up in many the image of a labyrinthine network of tunnels and 
  rooms, populated by ferocious creatures that guard fabulous treasures. Despite its name, this 
  is not the only type of environment DD Pro can map. Where CC2 Pro’s main focus is towards 
  outdoor maps of various types, including alien landscapes and undersea realms, DD Pro can 
  likewise be applied to a multitude of different interior locales from labyrinths, to castle and 
  keep floorplans as well as factory floors and space station layouts to that humble inn where 
  the mighty kick off their travel-worn boots to relax over a beer or two between adventures. 
  You should also realize that the methods described here are not the be-all and end-all of DD 
  Pro. With experience often comes the knowledge that the methods which example these 
  functions are not the most “correct” or “expedient” way to achieve a specific map - certainly 
  not from the point of view of an individual user. So, take them as what they are meant to be 
  - a mere introduction to the world of DD Pro dungeon mapping - and remember that the 
  only person that can ultimately tell you how a map should be drawn is you. 
  Other Sources of Information 
   CC2 Pro’s Help System. When you are using CC2 Pro / DD Pro you can get in-depth 
  information by pressing 
  , or by selecting Help from CC2 Pro’s Help menu.  
  Web Based Tech Support. ProFantasy’s web site www.profantasy.com has a comprehensive 
  technical support section and details about e-mailing for help. 
  The CC2 Pro mail-list. This is a very active e-mail discussion group to help new users and 
  discuss all things map related. To subscribe follow the instructions at the ProFantasy 
  Software web site, www.profantasy.com 
  Starting DD Pro 
  Once you have completed the installation, start CC2 Pro. The screen looks the same as 
  before, but with one vital change--the DD Pro button on the File toolbar will now let you 
  access a host of new buttons and menus 
  Frequently Used Clicks 
  Before you start proper dungeon designing, meet some techniques and new buttons that 
  you will be frequently using in the business of designing dungeons. 
  The DD Pro toolbar 
  To see the DD Pro toolbar, click DD Pro 
   on the File toolbar. The menu changes to include 
  a new Dungeon heading. 
  Add Room 
  Add Corridor 
  Center Justified Door Break 
  Draw Wall 
  Toggle Fill Style 
  Secret layer 
  Lock Symbol Angle 
  Dungeon drawing tools 
  Dungeon symbol settings 
   
  Toggle symbol style 
  Settings Toggle Buttons 
  The Dungeon toolbar contains three convenient toggles that can be used to quickly change 
  the current settings to some of those commonly used when drawing dungeons. These are: 
  About You
  About You
  About You
  About You    
  The material here assumes that you 
  have a reasonable grasp of CC2 
  Pro. In particular you must be able 
  to use CC2 Pro’s editing 
  commands, and understand how to 
  use templates and symbols. If you 
  purchased DD Pro and CC2 Pro 
  together, learn CC2 Pro first! 
  File toolbar
  File toolbar
  File toolbar
  File toolbar    
  If you can’t see the DD Pro 
  DD Pro 
  DD Pro 
  DD Pro button, 
  click Tools
   Tools
   Tools
   Tools 
   button, then click 
  next to File toolbar
   File toolbar
   File toolbar
   File toolbar. 
  DD Pro Installation
  DD Pro Installation
  DD Pro Installation
  DD Pro Installation    
  Place the DD Pro compact disc into 
  your CD-ROM drive. On most 
  computers there will be a few 
  seconds of whirring, then you will 
  see a window showing the 
  contents of the CD. If this doesn’t 
  happen, double-click on “My 
  Computer”, then on the  for your 
  CD-ROM drive. 
  To install DD Pro, double-Click 
  Setup
  Setup
  Setup
  Setup , then follow the on-screen 
  instructions. 
  During the installation you will be 
  asked to give your name, company 
  and DD Pro Serial number. Your 
  unique serial number is in the back 
  of its manual or it was emailed to 
  you. 
   
  
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  305 
  Solid / Hollow Fill Style 
   
  Click this button to toggle the current fill style between Hollow and Solid. 
  Right Click button to choose from a selection of dungeon fill styles. 
  Secret Layer 
   
  Click this button to set the current layer to SECRET. Everything subsequently drawn 
  will be on the SECRET layer, until the current layer is changed by clicking on the Layer 
  section of the Settings Bar, or by using another DD Pro command which alters the 
  current layer setting. 
  The DD Pro Symbol Toolbar 
   
  The DD Pro Symbol Catalog toolbar is usually found under the File toolbar.  
  Click on a button to open a catalog in the current symbol style and settings, or select from 
  catalogs which match the selection criteria. 
   
   
   
  Caves 
   
  Containers and Treasures 
   
  Debris 
   
  Elemental Magic 
   
  Furniture 
   
  Simple 
   
  Temples and Statues 
   
  Dungeon Geomorph 
   
  Traps 
   
  Up and Down 
   
  Wall Features 
   
  Weapons 
   
  Walls 
   
  Shirmish Characters 
  DD Pro Symbol Catalog toolbar
  DD Pro Symbol Catalog toolbar
  DD Pro Symbol Catalog toolbar
  DD Pro Symbol Catalog toolbar    
  If you can’t see the toolbar, click 
  Tools
  Tools
  Tools
  Tools 
   button, then click next 
  to Symbol Catalog
   Symbol Catalog
   Symbol Catalog
   Symbol Catalog toolbar. 
  
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  306 
  Your First Floorplan 
  DD Pro’s functions allow virtually any level of complexity in the maps you draw, but often 
  simplicity is key. To this end, DD Pro provides methods of quickly producing good-looking 
  and functional dungeon maps without having to delve into the more advanced features of 
  the system. 
  So, buckle yourself in, and let’s see if we can knock up a simple dungeon in less than ten 
  minutes. 
  First steps 
  1 
  Click DD Pro 
   on the File toolbar to see the DD Pro and DD Pro Symbol toolbars. 
  2 
  Click New 
    
  You will see a selection of DD Pro templates. 
  3 
  Click DD Pro 250' x 200'.FCT 
  You now have a new, blank map based on the template you selected, ready for you 
  to draw on. 
  4 
  Right click Grid button to see that the grid setting is 5’ Grid, 1 Snap, and the grid is 
  enabled. The current color is black. 
  The entrance room 
  Your blank template is ready to be filled with rooms and corridors. 
  5 
  Click Zoom In 
   
  6 
  Click Add Room 
   
  The Add Room dialog appears. 
  For now, retain the default settings as they appear by 
  pressing OK. 
  7 
  Draw a 30 feet by 30 feet square room. 
  Because we have opted to draw a 
  square room, the Add Room command 
  expects placement of two corners along 
  one side.. 
  Another room 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 01.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  8 
  Right click Add Room 
   
  This time, when the Add Room dialog appears, 
  select the rectangular room shape. 
  9 
  Draw a rectangular room to the north and east of 
  the entrance. 
  This time, DD Pro needs placement of three out of 
  the four corners of the rectangular room. 
   
  A corridor 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 02.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  Zoom In
  Zoom In
  Zoom In
  Zoom In    
  It is often useful to zoom in to the 
  section of a map being worked on, 
  simply because it is thus easier to 
  see what is being drawn. 
  Add Room Dialog
  Add Room Dialog
  Add Room Dialog
  Add Room Dialog    
  This dialog allows you to set 
  options for the room to be drawn, 
  including its basic shape (square, 
  rectangle, circle, or polygon), 
  drawing mode (foreground & 
  background, foreground only, 
  background only), whether to 
  include a wall or not and properties 
  for the wall if drawn, and the fill 
  styles and colors to be used for the 
  room’s foreground and 
  background. 
  Drawinig a Square Room
  Drawinig a Square Room
  Drawinig a Square Room
  Drawinig a Square Room    
  To get a 30 feet by 30 feet room, 
  either place the second corner 
  point six snap points (one snap 
  point being 5’ in the template we 
  are using) directly up, down, left, 
  or right from the first, or use a 
  vertical or horizontal relative 
  coordinate (e.g., @30,0 
  @30,0 
  @30,0 
  @30,0 to place a 
  point 30 feet along, and nothing 
  up). 
  
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  307 
  10 Click the drawing’s scroll bars to center a bit more of the blank drawing to work on. 
  11 Click Add Corridor  
  . Retain the default settings by 
  pressing OK. 
  The prompt reads Corridor start point (B connect to wall, C 
  connect no break): 
  12 Press 
  . 
  You see a dynamic cursor with one end anchored to the 
  nearest room or corridor. Move the mouse around the 
  drawing window. The dynamic cursor anchor moves to 
  the nearest room or corridor. 
  13 Once the dynamic cursor anchor appears at the point on 
  the room you wish to start your corridor, click to place the first corridor point. 
  14 Click to place a corner in the corridor, so that it heads 
  towards the rectangular room. 
  Note how DD Pro automatically connects the 
  corridor for you. 
  15 Press 
  , then move the mouse until the cursor anchor 
  appears at the desired location on the second room. 
  Click to place this point, then right-click to end the 
  command. 
   
  More rooms 
  Because you can connect corridors to rooms and other corridors (using the 
   and 
   keys 
  as we have explored), but not rooms to corridors, it is a good idea to draw in your dungeon’s 
  rooms first, before adding any corridors. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 03.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  16 Right-click Add Room 
   to place more rooms into 
  the dungeon.  
  Feel free to experiment with the different room 
  shapes, fill styles, etc. You don’t need to stick to 
  the rooms we’ve drawn here. 
   
   
  More corridors... 
  So far, we have touched on the basic uses of the Add 
  Corridor command - simply drawing a section of corridor that turns a corner. The command 
  does possess a set of options that can be used while you are drawing a corridor. 
   
  To use our version, do File menu >> Open, then select DD Pro Tutorial 04.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  17 Right click Add Corridor 
   
  This time we are going to add a corridor that connects to our entrance room by “breaking” 
  that room’s wall. 
  18 Before placing the first point in the corridor, press 
  . 
  This activates the “Connect to wall” option of the Add Corridor command. 
  Add Corridor
  Add Corridor
  Add Corridor
  Add Corridor    
  This dialog allows you to set 
  options for drawing corridors, 
  much in the same way as the Add 
  Room dialog does for rooms 
  Press 
  Press 
  Press 
  Press 
      
  Pressing 
   tells DD Pro that the 
  next point to be placed connects to 
  another room or corridor. When 
  the connection is made, DD Pro 
  ensures that the walls at the 
  connection are dealt with properly. 
  Otherwise, the corridor section 
  drawn will overlap the room’s wall. 
  If you have drawn any overlapping 
  corridor sections, you can correct 
  them by bringing the necessary 
  wall section in front of the corridor. 
  See Entity Order in the Help index 
  for information on bringing entities 
  to the front of a drawing. 
  Press 
  Press 
  Press 
  Press 
      
  Pressing 
   tells DD Pro that the 
  next point to be placed connects to 
  another room or corridor, much in 
  the same way as pressing 
   does. 
  This time, however, DD Pro will 
  break the wall the corridor is 
  attached to, connecting wall 
  sections as necessary. 
   
  Right Click
  Right Click
  Right Click
  Right Click    
  Right clicking Add Corridor
  Add Corridor
  Add Corridor
  Add Corridor starts 
  a corridor with the current settings. 
  
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  308 
  19 Move the mouse so that the cursor anchor appears along the east wall of the entrance 
  room, then click to place the first point of the corridor here. 
  20 Press 
  , then move the mouse so that the cursor anchor appears on the western wall of 
  the octagonal room. Click to place the corridor’s final point here. 
  21 Click to repeat the corridor command. 
  Now we’ll add a corridor that leads from the second room, increases in width, and then 
  intersects with the eastern corridor we’ve just drawn. 
  22 Press 
   to create a non-breaking connection, then click to place the first point of the 
  new corridor along the southern wall of the second room. 
  23 Place a second point just down from the southern room. 
  24 Holding the 
   key down, move the 
  mouse to adjust the corridor’s width 
  before placing the third point. 
  25 After placing the third point, press 
  . 
  As before, this activates the wall-
  breaking connection. 
  26 Place the fourth point of the corridor on 
  the northern wall of the eastern corridor 
  that connects to the entrance room. 
   
  Completing the dungeon 
  More corridor and room sections can be added to the dungeon to complete the complex. 
  Take the opportunity to explore the Add Room and Add Corridor commands by 
  experimenting with them to finish the dungeon’s basic layout. 
  If you'd like to see what we did, open DD Pro Tutorial 05.FCW. 
  The Add Room and Add Corridor commands automatically draw several entities on 
  specific DD Pro layers depending on the options selected and the points placed. 
  Using different room and corridor styles 
  As we have touched on already, the Add Room and Add Corridor commands can draw on 
  the full range of DD Pro colors and fill styles. In this tutorial, we shall explore this capability, 
  and will show that a dungeon does not have to stick to the same style throughout.Error! 
  Bookmark not defined. 
  1 
  Click New 
  . Click DD Pro 250' x 200'.FCT 
  2 
  Click Add Room 
   
  3 
  In the Foreground drop-list, select Pebbles Brown Symbol. 
  4 
  Click color box to the right of the Background drop-list. 
  You see the CC2 Pro color dialog box. 
  5 
  Click color 44 (a light brown), then click OK. 
  The Background color box changes to reflect the new selection. 
  6 
  Click polygon shape radio button (the lowermost of the available shapes), and press OK. 
  The Command Prompt reads First corner: 
  7 
  Click in the drawing to create an irregular-shaped room. Right-click to complete the 
  room once you have placed all of the desired points. 
  The new room will be drawn with the colors and styles we have selected. 
  DD Pro Layers
  DD Pro Layers
  DD Pro Layers
  DD Pro Layers    
  When using the Add Room or Add 
  Corridor commands, the entities 
  that make up the rooms and 
  corridors are put on specific layers. 
  Walls are drawn to the WALLS
  WALLS
  WALLS
  WALLS 
  layer 
  Background floor entities, which 
  are usually solid-filled, are drawn 
  to the BACKGROUND (FLOOR 1
  BACKGROUND (FLOOR 1
  BACKGROUND (FLOOR 1
  BACKGROUND (FLOOR 1) 
  layer. 
  Foreground floor entities, which 
  are usually of a patterned symbol 
  fill (e.g., the “Paving 31
  Paving 31
  Paving 31
  Paving 31 Symbol” 
  fill style used in the above 
  example) are drawn to the 
  BACKGROUND (FLOOR 2)
  BACKGROUND (FLOOR 2)
  BACKGROUND (FLOOR 2)
  BACKGROUND (FLOOR 2) layer. 
  Because the process creates 
  standard entities, they can be 
  manipulated in exactly the same 
  way as if they were drawn 
  manually. For example, if you wish 
  to change the wall widths to 1’, all 
  you need to do is use the Change 
  Line Width command to alter the 
  wall entities to suit. You do not 
  need to re-draw rooms and 
  corridors using the Add 
  Add 
  Add 
  Add commands 
  if you wish to change the styles 
  used when originally drawn. 
  Adjust width
  Adjust width
  Adjust width
  Adjust width    
  You will notice a preview outline of 
  the next corridor section which 
  changes as the mouse is moved to 
  reflect a new corridor width. DD 
  Pro will automatically slope the 
  walls of the corridor section to 
  create a gradual change from one 
  width to the next 
  
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  8 
  Click Add Room 
   
  The Add Room dialog box appears. 
  9 
  Change the Foreground to Paving 31 Symbol. This is a varicolor symbol fill. 
  10 Click Foreground color box, and select color 40 (a mid-brown) from the dialog box that 
  appears. Press OK to return to the Add Room dialog. 
  11 Click circular room shape radio button, and press OK. 
  The command line reads Center point: 
  12 Click to the east of the irregular room to place the center of the circular room. 
  The command line reads Point on circle [or radius][SHIFT - move center]: 
  13 Either type a radius for the circular room, and press 
  , or click to place an edge 
  point for the circle. 
  A circular room will be drawn, using the settings we have chosen. 
  If you placed the center of the circle too close to the irregular room, hold down 
   
  and move the mouse before entering a radius or clicking to place the circle’s edge. 
  This will allow you to reposition the circular room. 
  14 Click Add Corridor  
   
  The Add Corridor dialog box appears. 
  15 Change the Foreground and Background settings, in the same way as we changed the 
  settings in the Add Room dialog, so that: 
  Foreground is Paving 31 Symbol 
  Foreground color is 250 (a medium gray) 
  Background is Solid 
  Background color is 254 (a light gray) 
  16 Press OK to start drawing the corridor. 
  17 Press 
  , then move the mouse so that the cursor anchor appears along the irregular 
  room. 
  18 Click to start the corridor. 
  19 Click to place further points along the corridor. 
  Press 
  , then move the mouse so that the 
  cursor anchor appears along the circular room. 
  20 Click to place the last point of the corridor. 
  The corridor will be drawn, breaking into the 
  walls of both rooms. 
   
  Changing room and corridor styles 
  Because the Add Room and Add Corridor commands place the various dungeon 
  components (foreground, background, and walls) on different layers, it is an easy task to 
  change colors, fill styles, etc. even after a dungeon has been drawn. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 06.FCW from CC2 
  Pro’s Tutorials\Dungeons folder.Error! Bookmark not defined. 
  1 
  Click Change Fill Style 
   
  The Command Prompt reads Select entities [0 picked] 
  We wish to change the fill style of the irregular room’s foreground. 
  Varicolor Symbol Fill
  Varicolor Symbol Fill
  Varicolor Symbol Fill
  Varicolor Symbol Fill    
  Fill styles identified with a “31” 
  (e.g., Paving 31 Symbol
  Paving 31 Symbol
  Paving 31 Symbol
  Paving 31 Symbol, Rock 31 
  Rock 31 
  Rock 31 
  Rock 31 
  Symbol
  Symbol
  Symbol
  Symbol, etc.) use what is known as 
  “symbol color” instead of absolute 
  set colors. This means that the 
  symbol, when placed, will use the 
  current color to draw that fill style. 
  Varicolor is not the same as shaded 
  varicolor. Varicolor (designated by 
  the 31 in the symbol name) uses a 
  single color—the current color 
  chosen. Shaded varicolor uses a 
  range of shades of the current 
  color. 
  For more information in shaded 
  varicolor, see the section Shaded 
  Varicolor Symbols on page 73. 
  Breaking into Walls
  Breaking into Walls
  Breaking into Walls
  Breaking into Walls    
  Notice that, even though the rooms 
  and the corridor use different 
  colors and fill styles, the room and 
  corridor connections still work 
  perfectly! 
  
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  2 
  Click edge of the irregular room. 
  The whole of the irregular room will be selected. Since we only need to select the 
  foreground portion of the room, we need to eliminate the background and wall 
  entities from our selection. 
  3 
  Right-click to bring up the selection criteria menu. Select Combine, then click And. 
  Right-click again to bring the menu back, and select Layer. Right-click to bring up the 
  Select Layer dialog box. 
  4 
  Click BACKGROUND (FLOOR 2) layer, then press OK. 
  The wall and floor entities are de-selected, leaving only the foreground. 
  We’ve selected those entities which are both part of the room and on the 
  BACKGROUND (FLOOR 2) layer. 
  5 
  Right-click, and select Do It. The command line reads Fill style name [dialog]: 
  6 
  Right-click. You see the Fill Style Properties dialog box 
  7 
  Click Symbol Fills tab. 
  8 
  Change the Fill Style Name to Dust Brown Symbol, and press OK. 
  The foreground style of the irregular room has changed. 
  To see our version, do File menu >> Open, then select DD Pro Tutorial 07.FCW from CC2 
  Pro’s Tutorials\Dungeons folder.Error! Bookmark not defined. 
  Using the Random Dungeon Generator 
  The Random Dungeon Generator lets you create randomly 
  generated dungeon and cave sections with simple clicks of 
  the mouse. The random generator can also be used to create 
  woodland, water or anything else which suits the random 
  algorithm. 
  Create a random dungeon 
  1 
  Start a new map based on a 
  Dungeon Designer Pro 
  template. For this example, I 
  chose the 200’x150’ template. 
  2 
  In the  Dungeon menu, select 
  Random Dungeon Options. 
  3 
  Open the drop down menu to 
  choose a suitable symbol 
  catalog. For this example, I’ve 
  chosen the catalog named 
  Morgan. Select your Fill, Straight and Angled 
  corridor percentages. 
  4 
  Click Create Now. 
  5 
  On the template, click two points to form a 
  rectangle. The area defined by those two points 
  will now contain the dungeon. Press the space 
  bar to rerandomize the pattern. Once you are 
  happy with the displayed pattern, right click to 
  accept the current layout. 
  6 
  Now that you have set your options, you can 
  create more dungeon sections in the same style using Random Dungeon in the 
  Dungeon menu. 
  Selection Criteria Menu
  Selection Criteria Menu
  Selection Criteria Menu
  Selection Criteria Menu    
  This selection process can be 
  adapted to change virtually any 
  aspect of a dungeon’s style. To 
  change a dungeon’s style globally, 
  use the Layer selection criteria 
  to choose all entities on the layer 
  required. 
  Remember that dungeons drawn 
  with the Add Room
  Add Room
  Add Room
  Add Room and Add 
  Add 
  Add 
  Add 
  Corridor
  Corridor
  Corridor
  Corridor commands comprise 
  standard CC2 Pro entities. They are 
  thus subject to all of the functions 
  that can normally be used by 
  entities of their type. 
   
  Random Dungeon Generator
  Random Dungeon Generator
  Random Dungeon Generator
  Random Dungeon Generator    
  The Random Dungeon generator 
  was kindly provided by ProFantasy 
  Software’s lead programmer Peter 
  Olsson as freeware, and we have 
  integrated it in DD Pro. We’ve also 
  included some catalogs (MC0-1 
  and Morgan) provided by Master 
  Mapper Morgan Olden and added 
  some extras. If you don’t have DD 
  Pro, you can download a version 
  from the ProFantasy Software’s 
  Map Lab at 
  http://www.profantasy.com/library/
  lab.asp. 
  Symbol Catalog
  Symbol Catalog
  Symbol Catalog
  Symbol Catalog    
  To create your own random tile 
  sets, see Creating symbols for your 
  Random Dungeon Generator on 
  page 82. 
  Percentages
  Percentages
  Percentages
  Percentages    
  Fill ratio
  Fill ratio
  Fill ratio
  Fill ratio: This determines what 
  proportion of the selected 
  rectangle is filled with random 
  tiles.  
  Percentage Straight
  Percentage Straight
  Percentage Straight
  Percentage Straight: A percentage 
  weighting the tiles towards angled 
  corridors. 
  Percentage Angled
  Percentage Angled
  Percentage Angled
  Percentage Angled: A percentage 
  weighting the random tiles 
  towards straight corridors. 
  Dungeon Options are best tested 
  by trial and error. It’s easy to 
  generate lots of random sections 
  until you are happy. 
  
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  Tol Aphadrim
  Tol Aphadrim
  Tol Aphadrim
  Tol Aphadrim----Nedi Ga
  Nedi Ga
  Nedi Ga
  Nedi Gal  by 
  l  by 
  l  by 
  l  by 
  Francois Gervais
  Francois Gervais
  Francois Gervais
  Francois Gervais    
  This was Francois’ first CC2 map. 
  He used many CC2 standard 
  symbols and a few symbols from 
  the Forgotten Realms ® Interactive 
  Atlas. Tol Aphadrim
  Tol Aphadrim
  Tol Aphadrim
  Tol Aphadrim----Nedi Gal
  Nedi Gal
  Nedi Gal
  Nedi Gal  can 
  be viewed in the Profantasy 
  Download Library.  
   
  
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  The Geomorph Dungeon 
  Add Room and Add Corridor provide an easy and flexible method to quickly draw 
  dungeons. DD Pro also provides a set of geomorph symbols, depicting various corridor and 
  room sections, that can be used instead of, or in combination with, those commands. 
  The basic geomorph dungeon 
  To create a simple dungeon using DD Pro’s geomorph symbols: 
  1 
  Click New 
  . Click DD Pro 250' x 200'.FCT to open it. 
  2 
  In the File menu, select Save As. Change the destination folder to My 
  Designs\Dungeons. In the File Name box type Second Dungeon, then click Save. 
  You see a blank dungeon template, ready for you to draw on. The grid setting is 
  Dungeon Geomorph, and Grid and Snap are enabled. The current color is gray. 
  3 
  Click Zoom In 
   
  4 
  Click Dungeon Geomorph symbol  
   
  The Dungeon Geomorph symbol catalog will appear in the Catalog Window. 
  5 
  Scroll down the Catalog Window and Click first crossroads symbol 
  The symbol attaches to the cursor, and will move around the screen as 
  you move the mouse. 
  6 
  Place the crossroads symbol into the map 
  7 
  Scroll back up the Catalog Window, and find the symbol Corridor 5’ w 20’ l. Place this 
  next to the crossroads so that the symbols touch. Snap will 
  align them for you. 
  8 
  Scroll down the catalog, and locate the symbol Room 5’ 
  Corner 1. Place this symbol just to the left, and 10’ up from the 
  straight corridor piece just added. 
  This symbol is to form the first corner of a room. 
  9 
  Scroll down the catalog, and locate the symbol Room 5’ Edge. 
  10 Press the 
   arrow key.Error! Bookmark not defined. 
  We need a room edge symbol that has a wall to the right so we can put in the easternmost 
  extents of the room. Because the Room 5’ Edge symbol is drawn so that its wall is to the 
  left, we must rotate the symbol so that the wall is where we need it to be. 
  11 Place three of the rotated edge symbols down from the room 
  corner. 
  12 Find the Room 5’ Corner 1 symbol again. Press the 
   arrow key 
  to rotate it, and place it at the bottom of the edge symbols just 
  drawn to complete the room’s easternmost wall. 
  Figure 1 
  13 Using the arrow keys, and the room edge and corner 
  symbols, complete the outer wall of the room. 
  14 Find the Room 5’ Tile symbol, and place it several times 
  within the room to fill up the gap. 
   
   
  Snap
  Snap
  Snap
  Snap    
  Because the grid snap settings we 
  are using are specifically designed 
  with the dungeon geomorph 
  symbols in mind, placing the 
  corridor section correctly is an easy 
  task. Just get close, and Snap
  Snap
  Snap
  Snap will 
  align the pieces for you. 
  For more information on Snap and 
  Grid, see page 10 
  Arrow Keys
  Arrow Keys
  Arrow Keys
  Arrow Keys    
  The 
   arrow key will effectively 
  rotate a symbol so that it is turned 
  through 180°. The other four arrow 
  keys have a similar effect, with the 
   key rotating through 90°, the 
   key rotating through 270°, and 
  the 
   key resetting rotation back 
  to 0°. You may wish to press these 
  keys now, to see the effect they 
  have. 
  Note that when an arrow key is 
  used to rotate a symbol, all 
  subsequent symbols will retain the 
  rotation angle until it is changed or 
  reset. 
   
  
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  313 
  More geomorph techniques 
  The basic method of “pick up symbol, rotate as necessary, 
  drop it in place” described above forms the basic principle of 
  geomorph use. If you scroll through the Dungeon Geomorph 
  symbol catalog, you will find various corridor and room 
  shapes that can be used in exactly the same method as 
  we’ve already discussed to add to the dungeon. Try adding 
  some more geomorph pieces to the dungeon - don’t worry if 
  your dungeon does not end up the same as the one shown 
  here! 
  Symbol manipulation 
  Geomorphs are symbols, so they can be manipulated just as 
  any other symbol. This is useful for producing room shapes based on the geomorph symbols, 
  creating angled corridors, etc. 
  For example, if we wished to place an elliptical room at the northern end of our drawing, we 
  might follow the following procedure. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 08.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  1 
  Locate the Room Circle 15’ symbol in the Dungeon Geomorphs catalog, and click on it. 
  The symbol attaches to the cursor. 
  2 
  Right-click with the mouse.Error! Bookmark not defined. 
  The Symbol Parameters dialog box appears. 
  3 
  Click to check the Independent X and Y box, then in the X 
  scale box, type 5 and in the Y scale box, type 2. 
  4 
  Click More. 
  The symbol is now an ellipse, 75’ across and 30’ high. 
  5 
  Place the symbol at the end of the north corridor. 
  Notice that the width of the room’s wall has been scaled too, and is now too wide in 
  comparison with the rest of the dungeon. We will fix this problem in the next section. 
  Exploding the symbols 
  Because symbols sometimes behave in an undesired way when scaling (for example, the 
  wall thickness problem evident in our last example), and because it is sometimes desirable 
  to change some other aspect of a symbol-drawn map, symbols can be exploded into their 
  constituent parts. These parts can then be edited in the same way as any other standard 
  entity. 
  For example, if we wished to change the wall thickness of our elliptical room to suit the rest 
  of the dungeon:  
  6 
  Click Explode 
  . Select the northern elliptical room. Right-click, then select Do It. 
  7 
  Click Change Line Width 
   .Right-click, then select Prior. Right-click, then select 
  And. Right-click, select Layer. Right-click to bring up the Layers dialog, then click on 
  WALLS. Press OK. 
  The only entity left selected should be the elliptical room’s wall. 
  8 
  Right-click, then select Do It. 
  9 
  Type 6” then press 
   
  The line width of the room’s wall will now be 6”, the same as all of the other walls in 
  the dungeon. 
   
  Symbol Parameters
  Symbol Parameters
  Symbol Parameters
  Symbol Parameters    
  Symbols can be scaled and rotated 
  from the Symbol Parameters dialog 
  box, but they can also be scaled 
  and rotated dynamically. 
   To rotate a symbol in this way, 
  hold the 
   and 
   keys 
  down together, and move the 
  mouse around. The symbol will 
  rotate according to the movement 
  of the mouse. To scale a symbol 
  like this, hold the 
   key down, 
  and move the mouse around. The 
  symbol will grow or shrink 
  according to the movement of the 
  mouse. 
  Wall Width
  Wall Width
  Wall Width
  Wall Width    
  Before: 
   
   
  After: 
   
  
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  314 
  Because the geomorph symbols were drawn using the standard DD Pro layers, the entities 
  that make up a symbol, once exploded, will retain their respective layers.  
  The Explode command, as we have seen, is very useful when it comes to manipulating 
  symbols, but it also opens up a pitfall ready to swallow you if you do not take care - 
  especially when your drawing consists of a number of different drawing styles. 
  To avoid exploding things you do not wish to, remember that CC2 Pro’s selection criteria 
  menu is but a right-click away. Perhaps the most useful criteria to use in hybrid method 
  dungeons is to use Entity Type >> Symbol Reference. This can be used to filter out entities 
  that are not symbols (e.g., Add Room, Add Corridor, and freehand dungeon sections) when 
  you wish to explode geomorph symbols. 
  Other Geomorph tips and tricks 
  Changing the geomorph map’s background color 
  By default, geomorph maps have a coffee colored background. To change the background 
  color, click Change Color  
  , select the entities to change by layer BACKGROUND, then 
  pick a new color. 
  Changing the background color of geomorph symbols 
  When you place a geomorph it uses the current color as its background. To change the 
  background color after a geomorph has been placed, use Change Color on the whole tile. 
  Only the background color will change. If you have exploded the geomorphs, change color, 
  selecting by layer BACKGROUND (FLOOR 1) 
  Changing the fill style of geomorph symbols 
  Once exploded, the fill style, used to depict paving etc., of geomorphs can be changed. To 
  do this, Click Change Fill Style  
  , select the entities to change by layer BACKGROUND 
  (FLOOR 2), right-click to bring up the Fill Style dialog, and select a new fill style. 
   
   
   
   
   
   
  Exploded Symbols
  Exploded Symbols
  Exploded Symbols
  Exploded Symbols    
  Note that once a symbol has been 
  exploded, it is no longer a symbol. 
  It has been broken down into its 
  separate entities. Geomorph 
  entities are left on their own layers. 
  The layers used are: 
  • Walls are drawn to the WALLS
  WALLS
  WALLS
  WALLS 
  layer 
  • Background, solid-fill floor 
  entities are drawn to the 
  BACKGROUND (FLOOR 1)
  BACKGROUND (FLOOR 1)
  BACKGROUND (FLOOR 1)
  BACKGROUND (FLOOR 1) 
  layer. 
  • Foreground, symbol-filled floor 
  entities are drawn to the 
  BACKGROUND (FLOOR 2)
  BACKGROUND (FLOOR 2)
  BACKGROUND (FLOOR 2)
  BACKGROUND (FLOOR 2) 
  layer. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sword & Vine cartouche by
  Sword & Vine cartouche by
  Sword & Vine cartouche by
  Sword & Vine cartouche by    
  Allyn Bowker
  Allyn Bowker
  Allyn Bowker
  Allyn Bowker    
  This a detail view of the Sword 
  Sword 
  Sword 
  Sword 
  &Vine
  &Vine
  &Vine
  &Vine cartouche created for use in 
  CC2 Pro. It is part of a symbol 
  catalog that is available for 
  download from the Download 
  Library. Search the library for 
  “symbol challenge 2002” to pull 
  up this and other catalogs 
  contributed by CC2 Users’ Group 
  members. 
   
  
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  315 
   
  Serlby by Christopher Golden
  Serlby by Christopher Golden
  Serlby by Christopher Golden
  Serlby by Christopher Golden    
  This is a speculative map that 
  depicts the village of Serlby located 
  in the northwestern 
  Nottinghamshire, England as it 
  might have appeared at the end of 
  the twelfth century. Christopher 
  drew it in the Harnic style using the 
  Mappa Harnica Toolkit.  
  Serlby
  Serlby
  Serlby
  Serlby can be viewed in the 
  Profantasy Download Library.   
  For more information on the 
  Mappa Harnica Toolkit, visit 
  http://www.thechmp.com/MappaH
  arnica/.  
  
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  316 
  Freehand Dungeons 
  Using the Add Room and Add Corridor commands, provide a quick method of drawing 
  dungeons. You can also use geomorphs for very speedy dungeon creation. CC2 Pro also has 
  custom drawing tools enabling you to add specialized entities to your drawings. DD Pro 
  includes some more of these designed for floorplan creation. You can add caves, freehand 
  look rooms, and water features with a few mouse clicks. Finally, you have the option of 
  using CC2 Pro’s basic drawing commands which make for a greater range of possibilities, 
  perhaps at the expense of a little speed.  This chapter goes over the basics of drawing tools, 
  then shows you an example freehand dungeon. 
  Using Dungeon Drawing Tools 
  CC2 Pro offers you prepackaged drawing tools with predetermined layers, fill styles, colors 
  and other properties. These can be used to create a wide range of map features. Drawing 
  tools are described on page 25 of the CC2 Pro section, and pages 28 shows you how to 
  create one of your own.  
  1 
  Click New 
  . Click DD Pro 250' x 200'.FCT 
  2 
  Select File menu >> Save As. Change folder to My Designs\Dungeons. In the File 
  Name box type Third Dungeon, then click Save. 
  Drawing a Cave 
  DD Pro has three pre-defined cave drawing tools that use fractals to create a suitably ragged 
  edge. 
  3 
  Click the color indicator then select color 251. 
  4 
  Click Drawing Tools 
  . 
  The Tool name filter is Dungeon*, meaning that all tools with names starting “Dungeon” 
  appear.  
  5 
  Click Dungeon Cave, 10’ grid. Click points to create a cave. Right click to complete the 
  first cave. 
  Note that the prompt reads Fractal Polygon: First point (E to Edit) 
  You can adjust the shape of an existing cave, 
  adding new corridors or subtracting sections, 
  just as you can with lakes. 
  6 
  Press 
   then click a point on the first cave 
  you drew. 
  The prompt reads Pick Start Node. 
  7 
  Click a point on the edge of your existing 
  cave, then further points, until you have 
  nearly reconnected to the first cave. Right 
  click. 
  The prompt reads Pick end node to connect 
  to. 
  The cursor has locked to the original cave so that you can choose a final point on an existing 
  part of the cave. 
  8 
  Click a final node on the cave. 
  The cave has been reshaped with your new section. 
  Other drawing tools 
  There are many other drawing tools. You can draw rooms with fractal edges, giving a hand 
  drawn look, grassy areas, and lava. Drawing tools can use either fixed properties such as fill 
  
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  317 
  style or color, or use the current settings. For example, the Default Wall drawing tool draws 
  solid filled walls in the current width. If you right click on Drawing Tools 
  , you’ll see all 
  the tools available in CC2 Pro and all add-ons, and you can add appropriate ones to the 
  current drawing, for example Map Water, Fractal Box or Map River. 
  Drawing Freehand 
  You can use CC2 Pro’s basic drawing commands to create any shape you like. This section 
  shows you how to create a floorplan using only these. This can be an advantage when you 
  can’t achieve what you want using DD Pro’s commands 
  1 
  Click New 
  . Click DD Pro 250' x 200'.FCT 
  2 
  Select File menu >> Save As. Change folder to My Designs\Dungeons. In the File Name 
  box type Fourth Dungeon, then click Save. 
  Drawing the dungeon’s outer walls 
  The easiest way to draw a dungeon is to first draw in its outer walls, and then fill in extra 
  details afterwards. 
  Walls are usually drawn using paths, but lines, splines, circles, arcs, and polygons are just as 
  good if the situation requires. By keeping a few basic tips in mind, drawing walls can be 
  relatively painless. 
  To make it easier for you to follow our dungeon, a sketched guide template is provided. To 
  use this, do File menu >> Open, then select DD Pro Tutorial 09.FCW from CC2 Pro’s 
  Tutorials\Dungeons folder. 
  3 
  Click Toggle Fill Style  
   until the fill style is Solid. 
  4 
  Click the Line Width indicator and type1’0”. 
  5 
  Right-click the Grid button and set the grid to 10’ Grid, 2 Snap. 
  6 
  Click Draw Wall  
   
  Draw Wall starts the default Wall drawing tool. You can right click on Draw Wall to 
  see other available wall tools. 
  7 
  Click points to form the outer wall of one section of the 
  dungeon. 
  8 
  Using the same method, draw the remaining regular outer 
  walls of the dungeon. 
   
  Irregular dungeon walls 
  Not every dungeon has nice, regular walls. Sometimes it is necessary to draw rough, 
  irregular walls to depict caves, for example. In the dungeon, we are drawing an irregular 
  tunnel to connect the two sections drawn thus far as well as a cave section existing just to 
  the south. There are two basic methods for drawing irregular walls, and we’ll explore both 
  here. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 10.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  Drawing Walls
  Drawing Walls
  Drawing Walls
  Drawing Walls    
  When drawing walls.... 
  Less is better. The fewer entities 
  taken to draw a dungeon’s walls, 
  the easier it is to manipulate and 
  edit the map. 
  Don’t start at a corner. If using 
  paths to draw a wall, don’t start 
  drawing the wall at a corner. If you 
  start drawing the wall at a gap, a 
  wall’s corners will look after 
  themselves. 
  Avoid unnecessary breaks. It is 
  easier to break a hole in a wall 
  (e.g., for a door) than it is to trim 
  two wall entities around such a 
  gap. 
  Snap Grid
  Snap Grid
  Snap Grid
  Snap Grid    
  At any time, even in the middle of 
  another command, you can select a 
  new grid setting by right-clicking 
  the Grid
  Grid
  Grid
  Grid button at the bottom right 
  of CC2 Pro’s Window. 
  Grids are named after the spacing 
  of the dots that form the grid, and 
  the number of snap points between 
  each dot. For example, the grid 
  selected above has a grid dot every 
  10’, but a snap point every 5’. 
  If the Snap
  Snap
  Snap
  Snap button is down, then 
  things drawn will automatically 
  snap to the nearest snap point. 
  
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  318 
  9 
  Click Zoom Window  
  , and zoom in to the central section between the two dungeon 
  areas drawn. 
  10 Click Wall  
   
  11 Click the wall of the left-hand dungeon section to place the first point. 
  12 Click the Snap button to turn snap off. 
  Drawing snap is no longer on, so entities drawn will not be forced to snap points. 
  13 Draw a rough wall towards the right hand dungeon section. 
  You do not need to be accurate here. Draw the wall using a number of mouse clicks, 
  shaking the mouse as you do so to create an irregular wall effect. 
  14 Just before reaching the right section’s wall, Click Snap button to turn snap on, and place 
  the final point on the right section’s wall.  Right click to end the command. 
  15 Right-click to repeat the Wall command, and draw the tunnel’s 
  second wall by repeating the above process. 
  16 Click Zoom Window  
  , and zoom in to the southern portion of 
  the map. 
  17 Click Smooth Path  
  . 
  When drawing smooth paths, CC2 Pro takes the points drawn and calculates a 
  curved, rather than straight, connection between them.  
  18 Before drawing, make sure that the Snap button is pressed down. 
  19 Sketch the outline of the cavern section, from one point 
  on the map border to another. Right-click to complete the 
  command when finished. 
  Your dungeon should now look something like shown 
  here. 
  Completing the walls 
  Now that our floor and grid entities are in place, we can 
  complete the dungeon’s walls. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 11.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  20 Click Draw Wall 
   
  21 Draw in the remainder of the dungeon’s walls. 
  You should end up with something like shown here. 
  22 Select File menu >> Save to save your work. 
  The processes described in this chapter (and, indeed, this whole 
  manual) represent a way of doing things, but by no means the 
  way. You might think that a thick wall around a cavern section 
  is not required, since no structured wall is present there. The colors and fills styles used 
  might not appeal to you. As you gain experience with the functions provided by CC2 Pro 
  and DD Pro, you might find other ways of doing things that suit you better than those 
  shown herein. 
  Combining Methods 
  So far, we have discussed three quite different ways of drawing dungeon maps - using the 
  Add Room and Add Corridor commands, geomorphs, and freehand. Although each method 
  Irregular Walls
  Irregular Walls
  Irregular Walls
  Irregular Walls    
  Drawing irregular walls using the 
  Draw Wall
  Draw Wall
  Draw Wall
  Draw Wall command, or by simply 
  using paths, can occasionally be 
  tedious, particularly if a large 
  cavern is to be drawn.  
  Fortunately, CC2 Pro provides an 
  answer that speeds the process up 
  and reduces the number of mouse 
  clicks required. This comes in the 
  form of the Fractilise
  Fractilise
  Fractilise
  Fractilise command. 
  To use this method, draw in the to-
  be-irregular walls using the process 
  described above, but only place a 
  few points to sketch the general 
  shape of the wall required. Once 
  this has been done, Click Fractilise
  Fractilise
  Fractilise
  Fractilise  
  , and select the wall drawn.  
  CC2 Pro will then place more 
  points along the wall to give it that 
  irregular look. Another option is to 
  use the Fractal Path
  Fractal Path
  Fractal Path
  Fractal Path  
   to draw 
  the wall instead of the Draw Wall
  Draw Wall
  Draw Wall
  Draw Wall 
  command. 
  Things that Suit You
  Things that Suit You
  Things that Suit You
  Things that Suit You    
  One of the greatest aspects of the 
  CC2 Pro family is choice. There are 
  no real “wrong” or “right” ways of 
  doing things - only matters of 
  preference. Not only does CC2 Pro 
  provide many different methods 
  and styles for you to use and 
  explore, it also leaves the final 
  decisions to you. 
  Drawing Smooth Paths
  Drawing Smooth Paths
  Drawing Smooth Paths
  Drawing Smooth Paths    
  The advantage of this method is 
  that fewer mouse clicks are 
  required to create a nice, irregular 
  effect. The disadvantage is that 
  smooth paths are not as easily 
  manipulated once drawn as regular 
  paths are.  
  You can make irregular sections 
  drawn using the Smooth Path
  Smooth Path
  Smooth Path
  Smooth Path look 
  even better by adding more points. 
  If you wish to use commands such 
  as Fractilise
  Fractilise
  Fractilise
  Fractilise on a smooth path, or 
  you wish to convert a previously 
  drawn regular path to a smooth 
  path or vice versa, click Edit
  Edit
  Edit
  Edit  
  , 
  select the path in question, and 
  then change the Smoothing option 
  to suit. 
  
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  319 
  can be used alone to produce some stunning results, it is also possible to produce maps 
  using two or three methods in combination. 
  Just how such a combined method map could be formed is not as complex an issue as it 
  may first appear. All three methods make use of three distinct layers for basic dungeon 
  drawing - WALLS, BACKGROUND (FLOOR 1), and BACKGROUND (FLOOR 2). Although 
  adding grid entities has only been discussed for freehand drawings, the methods used there 
  are equally applicable to dungeons drawn using the Add... commands, and to geomorph 
  dungeons once geomorph symbols have been exploded. 
  You may wish to use geomorph symbols for your corridors, add in rooms using the Add 
  Room command, and then draw a connecting cavern network freehand. Or perhaps you 
  prefer using the Add Corridor command over the geomorphs. 
  The fact is none of the processes discussed are absolutely unto themselves. Experiment, go 
  wild, and above all have fun! 
   
  Remember that a little thought now can save a lot of pain later! 
   
   
   
  Rauxes by Douglas J. Behringer
  Rauxes by Douglas J. Behringer
  Rauxes by Douglas J. Behringer
  Rauxes by Douglas J. Behringer    
  Rauxes
  Rauxes
  Rauxes
  Rauxes is available in the 
  Profantasy Download Library. 
  
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  320 
  Adding Symbols 
  Whichever method of dungeon drawing is used, sooner or later you’ll want to place symbols 
  into the map to show doors, stairs, furniture, etc. To this end, DD Pro provides a number of 
  new symbols for you to play with. 
  As with CC2 Pro, symbols are stored in catalogs. You can access symbol catalogs by clicking 
  on the various symbol buttons on the DD Pro symbols toolbar, or by loading them manually 
  by clicking on the Catalog button above the Catalog Window. You can also access symbols 
  that have already been placed within the drawing by clicking on the Drawing button. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 12.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  Doors and Windows 
   
  The DD Pro Symbol Catalog toolbar is usually found under the File toolbar. 
  1 
  Click Wall Features  
  . You are given a choice of three catalogs. Choose DD Pro 
  Filled Wall Features, Control Points. Note that the Layers indicator has changed 
  according to the catalog settings. 
  You will notice that the doors and windows in this catalog have blocks of color behind them. 
  These blocks are drawn using “symbol color”, in the same way as the floor backgrounds of 
  the Dungeon Geomorph symbols are. Click on a few of the colors along CC2 Pro’s color bar, 
  and notice that these blocks change according to the color selected. 
  2 
  Click the color box then select color 15 (white). This color is the same color used for the 
  solid filled floor. 
  3 
  Click Zoom Window  
  , then zoom in to the portion of the dungeon where you wish 
  to place a door. 
  4 
  Click Snap button to turn snap off. 
  5 
  Click first open door symbol going down the Catalog Window. 
  The symbol attaches to the cursor, and will move around the screen as you move the 
  mouse. 
  6 
  Move the cursor across a vertical wall section. 
  Notice how the symbol automatically aligns itself 
  to the vertical wall as it moves across it. It does 
  this because it is a “smart” symbol - it interacts 
  with the drawing by aligning itself to the entities it 
  is moved across. 
  Sometimes, having a symbol interact with a 
  drawing can be unwanted, particularly when 
  placing especially complex symbols, or using 
  dynamic or explicit symbol scaling. Because of this, 
  the smart symbol interaction can be switched off, 
  forcing smart symbols to behave in the same way 
  as normal ones 
  Smart symbols will not interact with the drawing 
  until you reverse this process, or you start a new 
  CC2 Pro session. 
  7 
  Click to place the door symbol on a wall as desired. 
  The color block underneath the door symbol obscures the 
  wall where the symbol is placed, giving an “open” look. 
  toolbars
  toolbars
  toolbars
  toolbars    
  If you can’t see the toolbar, click 
  Tools
  Tools
  Tools
  Tools 
   button, then click next 
  to Symbol Catalog 
  Symbol Catalog 
  Symbol Catalog 
  Symbol Catalog toolbar. 
  Catalogs Settings
  Catalogs Settings
  Catalogs Settings
  Catalogs Settings    
  As with the Draw Wall
  Draw Wall
  Draw Wall
  Draw Wall command, 
  DD Pro’s symbol buttons do more 
  than just load a particular symbol 
  catalog. This process saves time, 
  and ensures the default DD Pro 
  layering structure (e.g., “all doors 
  go on the WALL FEATURES
  WALL FEATURES
  WALL FEATURES
  WALL FEATURES layer”) 
  is held. This is not because symbols 
  from a given catalog must be 
  placed on a given layer, but that 
  doing so is convenient and 
  practical. 
  Turning Snap Off
  Turning Snap Off
  Turning Snap Off
  Turning Snap Off    
  Snap often interferes with smart 
  symbol interaction (see below). 
  When using smart symbols, it is 
  better to switch snap off. 
  Smart Symbols
  Smart Symbols
  Smart Symbols
  Smart Symbols    
  Many of the symbols provided with 
  DD Pro are “smart”. That is, they 
  interact with the drawing in some 
  way. As we have seen, one way in 
  which smart symbols interact is by 
  aligning themselves to entities in 
  the drawing. We will see later how 
  they can scale themselves, break 
  holes in other entities to 
  accommodate themselves, etc. 
  To turn off smart symbols, right-
  click at any time you have a symbol 
  attached to your cursor. The 
  Symbol Parameters dialog box will 
  appear. Click to check in the 
  Disable SmartSym
  Disable SmartSym
  Disable SmartSym
  Disable SmartSym box, and press 
  More
  More
  More
  More. 
   
  
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  321 
  8 
  Press 
   to stop inserting doors. 
  Doors and windows can be placed into the drawing by repeating the above steps. 
  It is possible that the above method does not suit a particular map. For example, if adding an 
  exterior door to a building, the block will overlap into the area outside the building, which 
  may look a bit scruffy. Below are some alternative methods you might like to try out. 
  Cutting doors and windows 
  Instead of placing a color block over the wall to obscure it, a catalog of smart wall features 
  symbols is provided that literally cut into walls, removing the portion of the wall below 
  them. 
  9 
  Click the Catalog button, then find Wall Features Cutting.FSC. 
  The selected catalog will load into the Catalog Window. Notice that it contains the 
  same symbols as the previous catalog, but without the color blocks. 
  10 Click the first open door symbol in the catalog. 
  The symbol will attach to the cursor, and will move as you move the mouse. Because 
  these symbols are also smart, they will align to entities in the drawing as they move 
  over them. 
  11 Click to place the door symbol on a wall as desired. 
  Notice this time that the wall below the symbol is cut out to 
  accommodate the doorway. That’s why these are called 
  cutting symbols. 
   
  Non-cutting, non-obscuring doors and windows 
  Sometimes, the obscuring block or cutting methods are not desired. DD Pro provides a 
  catalog of doors and windows that do neither. 
  12 Click Catalog button, and locate Wall Features with control points.FSC. 
  The selected catalog will load into the Catalog Window. Notice that it contains the 
  same symbols as the previous catalog. 
  13 Click first open door symbol in the catalog. 
  The symbol will attach to the cursor, and will move as you move the mouse. Because 
  these symbols are also smart, they will align to entities in the drawing as they move 
  over them. 
  14 Click to place the door symbol on a wall as desired. 
  This time, the door symbol will neither obscure the wall, nor 
  cut it to accommodate the doorway. 
  Choosing the symbol catalog to use 
  Which method to use is, as ever, your choice. You may even opt to use a combination of 
  methods in a single drawing, placing some doors that obscure the walls below them, some 
  that cut, some that align themselves to walls (especially useful for angled wall sections), and 
  some that don’t. To aid you in your decision, consider the following. 
  The advantages of using wall obscuring doors over cutting doors are: 
  � 
   There are no tell-tale gaps when secret doors are hidden 
  � 
  They are very easy to place, even at complex junctions 
  � 
  When erased, they don’t leave the problem of a broken wall to solve behind them 
  The disadvantages of using them are: 
  � 
  The obscuring mask may be visible against textured backgrounds 
  � 
  The mask may not be wide enough for very thick walls 
  � 
  The mask may hide something it is not supposed to 
   
  Cutting Symbols
  Cutting Symbols
  Cutting Symbols
  Cutting Symbols    
  Note that while smart symbols will 
  align to other symbols, they will 
  not cut into them. This is worth 
  keeping in mind when adding 
  symbols to a dungeon drawn using 
  the Dungeon Geomorphs symbols. 
  If you wish to use cutting doors 
  and windows with Dungeon 
  Geomorphs, you must first explode 
  the geomorphs. 
  
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  322 
  To complete this section... 
  Using whichever method is desired, add doors as shown. 
  Secret Doors 
  Now we’ll add a couple of secret doors, one at each end of 
  the tunnel. Because I want to be able to hide the doors 
  completely, I’ll use the obscuring method rather than the 
  cutting method of adding doors. 
  To use our version, do File menu >> Open, then select DD 
  Pro Tutorial 13.FCW from CC2 Pro’s Tutorials\Dungeons 
  folder. 
  1 
  Click Wall Features  
  . Choose DD Pro Filled Wall 
  Features, Control Points. 
  2 
  Click Secret Layer  
   
  You can see in the Status Bar that the current layer has changed to SECRET. Anything 
  drawn now will be on the SECRET layer, until we choose another layer. 
  3 
  Click first secret door in the Catalog Window. 
  4 
  Move the secret door to the wall where the tunnel meets this section of the dungeon. 
  The secret door symbol is smart, so it will align to the wall. 
  5 
  Click to place the secret door at the tunnel entrance. 
  6 
  Repeat steps 4 and 5 to add a secret door at the other end of the tunnel. 
  7 
  Press 
   to stop inserting symbols. 
  Hiding Secrets 
  The advantage of placing secret doors (and other secret things) on a separate layer, apart 
  from the convenience of keeping entities of a particular nature together, comes when 
  producing player handouts or using your DD Pro dungeon on-screen to show players the 
  environment their characters are exploring. You can hide the SECRET layer, withdrawing all 
  secrets from view, while leaving the things you want the players to see evident. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 14.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  1 
  Click the Layer indicator 
   on the status bar. 
  The Select Layer dialog box appears. 
  2 
  Click left-hand box for any layer other than SECRET. 
  Because we have just been working on the 
  SECRET layer, it will be the one currently having 
  a tick next to it. Because we wish to hide the 
  SECRET layer, and the current layer cannot be 
  hidden, we need to select another current layer. 
  3 
  Click middle box next to the SECRET layer. 
  An H appears in the box, indicating that the 
  SECRET layer is hidden. 
  4 
  Press OK to keep the layer settings changes. 
  We are returned to our drawing, but this time our secret doors cannot be seen. They 
  have become hidden, along with the SECRET layer on which we put them. 
  5 
  To show the secret doors again, reverse the process, this time clearing the H from the 
  SECRET layer’s central box. 
  Select Layer dialog box
  Select Layer dialog box
  Select Layer dialog box
  Select Layer dialog box    
  To the left of each layer’s name are 
  three boXEs. 
  Clicking in the left-hand box will 
  cause a tick to appear there. Only 
  one layer may have a tick here at 
  any one time. This indicates the 
  layer in current use. 
  Clicking in the central box will 
  cause a letter HHHH to appear. This 
  indicates that all entities on the 
  layer are hidden, and will not 
  appear on the screen, nor will they 
  print. This can be set for all layers 
  but the current (ticked) one by 
  pressing the Hide All
  Hide All
  Hide All
  Hide All button, and 
  removed by pressing the Show All
  Show All
  Show All
  Show All 
  button. Clicking on a box already 
  containing an HHHH will clear it. 
  Clicking in the right-hand box will 
  cause a letter F F F F to appear. This 
  indicates that the layer is frozen. 
  Entities on a frozen layer may not 
  be erased or otherwise altered. 
  Certain functions (such as smart 
  symbol alignment) will still work 
  with a frozen layer. This can be set 
  for all layers but the by pressing 
  the Freeze All
  Freeze All
  Freeze All
  Freeze All button, and 
  removed by pressing the Thaw All
  Thaw All
  Thaw All
  Thaw All 
  button. Clicking on a box already 
  containing an FFFF will clear it, and 
  thaw the layer. 
  Once all desired layer settings have 
  been placed, clicking OK
  OK
  OK
  OK will keep 
  the settings, and apply them to the 
  drawing. Clicking Cancel
  Cancel
  Cancel
  Cancel will 
  ignore the settings, reverting them 
  to the state they were at before the 
  Select Layer dialog was used. 
   
  Secret Doors
  Secret Doors
  Secret Doors
  Secret Doors    
  Secret doors are identified with a 
  red letter SSSS. 
  
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  323 
  Stairs  
  Our dungeon has two entrances, and each is accessible by a flight of stairs. Here we are 
  going to place these stairs into the drawing. However, since one entrance is 10’ wide, and 
  the other is only 5’ wide, we will need to scale our stair symbols to suit. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 14.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  6 
  Click Snap button to depress it and turn snap on. 
  7 
  Click Up and Down symbol  
   
  The current layer is set to UP AND DOWN, and the Catalog Window fills with symbols 
  from Up and Down.FSC. 
  8 
  Scroll down the catalog window, locate the Stairs B 10 Up symbol then click on it. 
  The stairs symbol attaches itself to the cursor. 
  9 
  Click Zoom Window  
   then zoom into the northern entrance to the easternmost 
  dungeon section. 
  10 Press 
  . 
  The stairs symbol we have selected is normally aligned east to west. We need it to be 
  aligned north to south to fit the entrance. 
  11 Right-click. 
  You see the Symbol Parameters dialog box. 
  12 Click to put a check in the Independent X and Y box 
  and then change the Y scale value to 2. Click  More. 
  You are back to placing the symbol, which is now 
  10’ wide and 10’ long - the right size to fill our 
  entrance. 
  13 Click to place the stairs at the end of the 
  entrance passageway. 
  14 Scroll down the Catalog Window, then click 
  Stairs G 10 Up symbol. 
  The new symbol becomes attached to the cursor. It has inherited the parameters 
  we’ve already set, i.e., it is rotated to vertical and is twice its normal width.  
  15 While holding the symbol, right-click. 
  You see the Symbol Parameters dialog box, then change the Y scale value to 1. 
  The stairs for the right-hand dungeon entrance need to be 5’ wide, which happens to 
  be the same as the symbol’s original width. 
  Press the More button. 
  16 Right-Click Grid button, and select 5’ Grid, 2 Snap. 
  17 Click Zoom Window  
   then zoom in to the easternmost dungeon entrance. 
  18 Click to place the stairs at the entrance. 
   
  Re-ordering layers 
  You will notice that the stairs symbols just placed overlap the dungeon’s walls which looks a 
  bit messy. We could fix this by fronting the WALLS layer, using the Bring to Front  
  . 
  However, this will also cause the walls to be placed in front of the doors we have drawn. 
  Stairs B 10 Up
  Stairs B 10 Up
  Stairs B 10 Up
  Stairs B 10 Up    
  Stairs symbols are named after 
  their color, length, and direction. 
  For example, Sta
  Sta
  Sta
  Stairs B 10 Up
  irs B 10 Up
  irs B 10 Up
  irs B 10 Up 
  indicates that the stairs are brown, 
  extend for 10’, and lead upwards. 
   
  Scale
  Scale
  Scale
  Scale    
  Because the stairs symbol we have 
  selected is only 5’ wide, and the 
  entrance is 10’ wide, we need to 
  scale the symbol to fit. 
  Looking at the symbol, you might 
  think that using the Y scale 
  parameter would extend the length 
  of the stairs, rather than its width, 
  since the symbol is aligned north to 
  south. However, symbols are 
  scaled with respect to their original 
  alignment, regardless of actual 
  rotation. Thus, because the symbol 
  was originally aligned east to west, 
  it is the Y scale parameter we need 
  to change its width. 
  Change Y Scale
  Change Y Scale
  Change Y Scale
  Change Y Scale    
  We could set the Y scale back to 1 
  by pressing the Set Normal 
  button. However, we want to 
  retain the vertical orientation of 
  the stairs. The Set Normal 
  button sets X and Y scale to 1, 
  but it also sets Rotation
  Rotation
  Rotation
  Rotation to 0°. 
  5’ Grid, 2 Snap
  5’ Grid, 2 Snap
  5’ Grid, 2 Snap
  5’ Grid, 2 Snap    
  Because this entrance is only 5’ 
  wide, using the 10’ Grid, 2 Snap
  10’ Grid, 2 Snap
  10’ Grid, 2 Snap
  10’ Grid, 2 Snap 
  setting will not allow alignment of 
  the stairs to the center of the 
  entrance. Using the 5’ Gr
  5’ Gr
  5’ Gr
  5’ Grid, 2 
  id, 2 
  id, 2 
  id, 2 
  Snap
  Snap
  Snap
  Snap will allow this. 
  Changing the grid settings in the 
  middle of a command will not 
  cancel the command in progress. 
  
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  324 
  DD Pro introduces a command that will automatically re-order layers to suit. This command 
  generally works with default layer use (e.g., doors on the WALL FEATURES layer; walls on 
  the WALLS layer; etc.), so some manual fronting may be necessary in unusual situations. 
  19 Select Dungeon menu >> Order Dungeon Layers. 
  The objects in the drawing are fronted according to which layer they are on. The walls 
  are now correctly in front of the stairs. 
  TrapsError! Bookmark not defined. 
  No dungeon would be complete without a handful of fiendish devices to protect it. Our 
  dungeon is no exception. 
  DD Pro provides a number of mechanical and magical traps to catch the unwary adventurer. 
  By default, these are placed on the TRAPS layer which, in the same way as we have already 
  shown with the SECRET layer, can be hidden when producing maps to show the ignorant.... 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 15.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  1 
  Click Traps  
   
  The current layer is set to TRAPS, and the Catalog Window fills with symbols from 
  Traps.FSC. 
  2 
  Zoom to the corridor down from the easternmost stairs. 
  The builders of this dungeon don’t like people wandering down the staircase willy-nilly. So, 
  they’ve put a fire trap to catch intruders using this entrance. 
  3 
  Click Fire Blast symbol 
   
  The new symbol is attached to the cursor. 
  4 
  Press 
  . 
   
  5 
  Right-click. 
  You see the Symbol Parameters dialog box. Change the X and Y scale parameter to 
  0.5, then press the More button. 
  The fire trap symbol was too big to fit into the corridor, so we’ve had to scale it down.  
  6 
  Place the fire trap at the end of the corridor. 
  We now have a fire trap at the bottom of the stairs, ready to char any unwanted 
  intruders. 
  7 
  Zoom into the western dungeon section. 
  The fire trap is not the only fiendish device here. 
  8 
  Click Spring Spear symbol 
   
  The Spring Spear symbol replaces the Fire Blast as the current symbol attached to our 
  cursor, but it is half-size because of the parameters we set for the fire trap. 
  9 
  Right-click to bring up the Symbol Parameters dialog box. Press the Set Normal button, 
  then the More button. 
  10 Press 
  . 
  This restores the vertical alignment we need. 
  11 Right-Click Grid button, then select 1’ Grid, 2 Snap. 
  12 Place the spear trap so that the arrow portion of the symbol, which 
  shows the direction in which the trap attacks, protrudes from the wall. 
  The corridor now harbors a short, sharp shock. 
  Press 
  Press 
  Press 
  Press 
      
  Because the symbol is normally 
  aligned horizontally, and we want 
  it to point vertically towards the 
  staircase, we need to rotate it. 
  1 Grid, 2 Snap
  1 Grid, 2 Snap
  1 Grid, 2 Snap
  1 Grid, 2 Snap    
  We are going to place the spear 
  trap within a section of wall, so we 
  need to change to a grid setting 
  that will allow this. 
  
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  325 
  13 Press 
  . 
  This ends symbol placement.  
  Room Contents 
  Now we can add more symbols to our dungeon to show the contents of each room. This can 
  be done by following the general processes we have already covered, but here’s a reminder 
  of the things we can do: 
   
  To... 
  Do... 
  Select a new symbol catalog, and 
  automatically change the current layer to 
  suit. 
  Click one of the symbol s on the DD Pro  bar: 
   
   
   
   
   
   
   
   
   
   
   
  Select a new symbol catalog without 
  changing the current layer. 
  Click Catalog button, and locate the desired 
  symbol catalog. 
  Change the currently selected symbol. 
  Click on another symbol in the Catalog 
  Window. 
  Change the currently selected symbol to 
  one already within the drawing. 
  Press the Drawing button, and select the 
  desired symbol. 
  Rotate to N, S, E, or W. 
  Press the 
  , 
  , 
  , or 
  keys. 
  Dynamically rotate a symbol by eye. 
  Hold down 
   and 
  , and move the 
  mouse. 
  Dynamically scale by eye. 
  Hold down 
  , and move the mouse. 
  Rotate or resize precisely. 
  Right-click to display the Symbol Parameters 
  dialog box, then type the new settings desired. 
  Reset symbol scale and rotation to normal. 
  Right-click to display the Symbol Parameters 
  dialog box, then press the Set Normal button. 
  Continue placing symbols from the Symbol 
  Parameters dialog box. 
  Press the More button. 
  Stop placing symbols. 
  Click a button or menu entry, or press the 
   
  key 
   
  Non-wall symbols 
  To decide which symbols to place in which 
  rooms, the specific purpose of each room needs 
  to be determined. Here are the purposes to 
  which I’ve put them.  
  To use our version, do File menu >> Open, then 
  select DD Pro Tutorial 16.FCW from CC2 Pro’s 
  Tutorials\Dungeons folder. 
  14 Cellar contents. 
  The crates, sacks, urns, barrels, and buckets are in the Containers and Treasure 
   
  catalog.  The well is in Elemental and Magic 
    catalog. 
  15 Torture Chamber Contents. 
  The lab table is in Furniture 
  . The brazier is in Elemental and Magic 
  . 
  The rack is in Weapons 
  . The pit is in Traps 
  . 
  16 Cell contents. 
  The bed is in Furniture 
  . The bucket is in Containers and Treasure 
  . 
  
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  17 Jailor’s Room contents 
  The table and stools are in Furniture 
  . The crate, barrel, bucket, and cauldron are in 
  Containers and Treasures 
  . The axe on the table is in Weapons 
  . 
  18 Crypt contents. 
  The coffins and altar are in Temples and Statues 
  . 
  To get the half-size coffin, right-click and set X and Y scale to 0.5. 
  Text Labels 
  You can insert text labels into a map to provide information, keys, etc. Different fonts can 
  be used to give a map a particular feel. If you don’t have the specific fonts used in this 
  example, don’t worry. It doesn’t matter; use any fonts you wish. To give my map an olde 
  worlde feel, I’m going to use an Old English font. 
  To keep with the default DD Pro layers, text should be placed on the TEXT LABELS layer. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 17.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  1 
  Set the current color to black. 
  2 
  Click Text Specs  
   
  You see the Text Specs dialog box.  
  3 
  Change the Height to 3’0”. 
  4 
  Press the More Fonts button. 
  You see the Add New Font Properties dialog box. 
  5 
  Scroll down the list of available fonts, and click the one desired. 
  6 
  Click OK to add the selected font to the drawing. 
  You see the Text Specs dialog box again, but this time the font 
  we wish to use is available. 
  7 
  Click the desired font. 
  8 
  Click OK. 
  You are returned to the drawing. The height that will be used for text has been set to 
  3’0”, and the font to Old English or whichever font you selected. 
  9 
  Click the Layer indicator 
  . 
  You see the Select Layer dialog box. 
  10 Scroll down to the TEXT LABELS layer, then click on its leftmost button to make it the 
  current layer, and click OK. 
  11 Click Text  
   
  You see the Edit Text dialog box. 
  12 Type in Cellar, then press OK. 
  You are returned to the drawing, and the text Cellar is attached to the cursor. 
  13 Click to place the text near to the cellar. 
  14 Right-click to repeat the last command, and add text labels for the remaining rooms and 
  any other items. 
  15 Click Text Specs 
  , and change Height to 4’8”. 
  Text Labels
  Text Labels
  Text Labels
  Text Labels    
  For more information on text 
  labeling, see The Art of Labeling on 
  page 44  
  Add New Font
  Add New Font
  Add New Font
  Add New Font    
  Because the font I wish to use is 
  not yet available to the drawing, I 
  need to use this dialog to add it in. 
   
  Other Items
  Other Items
  Other Items
  Other Items    
  Because the stairs lead 
  somewhere, we can add labels to 
  indicate precisely where. Add a 
  text label reading To Temple
  To Temple
  To Temple
  To Temple 
  above the stairs to the crypt, and 
  one reading To Courtyard
  To Courtyard
  To Courtyard
  To Courtyard above 
  the one leading to the cellar and 
  jail cells. 
   
  
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  16 Add Underneath Castle Dumour as a title to the map. 
   
   
  Arrows 
  Sometimes, the nature of a map, and the symbols placed within it, prevent text labels being 
  placed so it is absolutely clear what they are indicating. In this case, arrows can be used to 
  make things clearer. 
  Arrows have other uses too. We have already used three symbols (stairs and a trap) that use 
  arrows to show direction, to name but one further example. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 12.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  17 Click the Line Width indicator 
   and type 0 to set the line width to 0. 
  18 Right click Smooth Path 
  , click Curve with Arrow. 
  The command line reads 1st point:.  
  Notice that there are other arrow options available on the menu: lines, paths, and arcs. 
  19 Click to place the first point within the cellar, then draw the remainder of the smooth 
  path so that it approaches the Cellar text label. 
  You only need to place a few points between the cellar and its label. Right-click to 
  end the command. At this point, you’ll notice that the arrowhead is too small to be 
  seen. 
  20 Click Tools menu >> Set Properties >> Arrow Style. 
  You see the Arrowhead Style dialog box. 
  21 In the Length box, type 2’. 
  22 In the Height box, type 1’. 
  23 Press OK. 
  The arrowhead can now be seen. 
  24 Right-click to repeat the last command, and add the remaining arrows. 
   
  Number Labels 
  Number labels are most often used in 
  conjunction with a written description or key 
  which describes the location. 
  We will use CC2 Pro’s Number Label 
  command to add labels to each room in the 
  dungeon. The command is quick to use and, 
  Command Prompt
  Command Prompt
  Command Prompt
  Command Prompt    
  CC2 Pro is waiting for you to place 
  the first point of the arrow, which 
  is where the arrowhead will 
  appear. 
  Arrowhead Style
  Arrowhead Style
  Arrowhead Style
  Arrowhead Style    
  Changing the style options for 
  arrowheads will affect all arrows in 
  the map, except those that form 
  part of symbols etc. The settings 
  will remain for all subsequently 
  drawn arrowheads, until 
  arrowhead style is changed again. 
  Sometimes, especially in complex 
  maps containing many arrows, it is 
  best to leave editing the arrow 
  style until all arrows have been 
  drawn. This allows you to see how 
  selected arrow styles look across 
  the whole map, to make sure the 
  arrowhead size chosen doesn’t 
  cause arrows to obscure important 
  parts of the map, etc. 
  
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  because it automatically increments the number label, it helps prevent duplication. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 13.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  25 Click Text Specs 
   to set current text height to 3’. 
  The Number Label command uses the current text specifications. Make any other 
  changes you wish to use (font, etc.), then press OK. 
  26 Set the current color to black. 
  27 Set the current layer to TEXT LABELS. 
  28 Click Number Label 
   
  The Command Prompt reads Number [1]: 
  29 Right-click to accept the suggested value (1). 
  The Command Prompt reads Text Position: 
  30 Click just below the staircase heading up to the courtyard. 
  The number 1 is placed. Notice that the text attached to the cursor has now changed 
  to 2. 
  31 Continue to click to place each desired number label. 
  32 Press 
   to finish the command. 
  Entering your details into the Drawing Title box 
  Maps based on DD Pro’s drawing templates have a scale bar and title box 
  in the bottom right hand corner. You can edit the information contained 
  within the box to reflect your map. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 
  20.FCW from CC2 Pro’s Tutorials\Dungeons folder. 
  33 Zoom in to the Drawing Title box.. 
  34 Click the Layer indicator 
  . 
  35 Find the MAP BORDER layer, and click in the rightmost of the three 
  boxes to clear the F. Press OK to accept the change. 
  The MAP BORDER layer is now thawed, ready for editing. 
  36 Click Edit 
  , then select the baseline of the text 250’ x 200’. 
  37 Type Underneath over the old text, and press OK. 
  38 Right-click to repeat the Edit command, and change the other text 
  lines. 
  39 Click the Layer indicator 
  , then freeze the MAP BORDER layer. 
   
   
   
   
   
   
   
   
   
  Finish the Command
  Finish the Command
  Finish the Command
  Finish the Command    
  Do not finish the command using a 
  right-click, because DD Pro will 
  automatically place another text 
  label below the last one you 
  placed. 
  Number Label
  Number Label
  Number Label
  Number Label    
  If you use Number Label
  Number Label
  Number Label
  Number Label again in 
  the same mapping session, the 
  suggested start number will be the 
  next one in sequence from the last 
  number label placed. 
  To use a different start number, 
  type in a value instead of right-
  clicking to accept the suggested 
  one 
  Drawing Title Box
  Drawing Title Box
  Drawing Title Box
  Drawing Title Box    
  The title box is on the MAP 
  MAP 
  MAP 
  MAP 
  BORDER
  BORDER
  BORDER
  BORDER layer. This is normally 
  frozen to protect it from accidental 
  editing. 
  Before we can change the 
  information in the box, we need to 
  thaw the MAP BORDER layer
  MAP BORDER layer
  MAP BORDER layer
  MAP BORDER layer. 
   
  
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  Adventurer’s Guild by Grimur 
  Adventurer’s Guild by Grimur 
  Adventurer’s Guild by Grimur 
  Adventurer’s Guild by Grimur 
  Fjeldsted*
  Fjeldsted*
  Fjeldsted*
  Fjeldsted*    
  Adventurer’s Guild
  Adventurer’s Guild
  Adventurer’s Guild
  Adventurer’s Guild is a 
  Perspectives Pro drawing using 
  basic Per drawing functions and 
  standard symbols.  The 
  Adventurer’s Guild
  Adventurer’s Guild
  Adventurer’s Guild
  Adventurer’s Guild can be viewed 
  in the Examples>Tome
  Examples>Tome
  Examples>Tome
  Examples>Tome folder. 
   
  
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  330 
  Special Effects 
  Dungeon maps can be enhanced by adding in various things beyond walls, doors, and other 
  symbols. In this and subsequent chapters, we’ll discuss how you might: 
  � 
  Add solid-filled backgrounds 
  � 
  Add backgrounds using a fill style 
  � 
  Create complex walls 
  � 
  Make custom staircases 
  � 
  Link maps to other maps 
  � 
  Move up and down dungeon levels 
  � 
  Link maps to information 
  � 
  Customize symbols 
  When you reach the end of this manual, you still will not have explored every single feature 
  of DD Pro, for that would require something much larger than the document you are 
  currently holding. However, you should know enough to begin exploring and experimenting 
  on your own. More techniques and commands are discussed in the help system, and there 
  are regular tips and tricks postings at our website, www.profantasy.com. 
  As we continue… 
  By now, you should be familiar enough with the basic functions of DD Pro. So we’re going to 
  forego basic command instructions from here on. Remember that CC2 Pro’s help system 
  contains details for all CC2 Pro and DD Pro commands. 
  But, above all.... 
  Always keep one eye on the Command Prompt! 
  Solid Backgrounds 
  Adding a background to your rooms can take it from looking perfectly good (as it does 
  now) to being absolutely stunning. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 21.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  Creating floor backgrounds from wall paths 
  1 
  Click Copy 
  , right click, click Copy to Layer.. 
  2 
  Select by layer, then choose the WALLS layer. 
  3 
  Right-click and select Do It. 
  4 
  Right click to bring up the Layers dialog again. This time, click on BACKGROUND 
  (FLOOR 1) and press OK. 
  There are now two copies of each wall selection in the drawing, one on the WALLS 
  layer, and one on the BACKGROUND (FLOOR 1) layer. 
  5 
  Make BACKGROUND (FLOOR 1) the current layer, and hide all other layers. Press OK to 
  return to the drawing. 
  6 
  Delete all of the internal walls, leaving only those that extend around the perimeter of 
  the cavern and dungeon sections. 
  7 
  Zoom in to the tunnel section and the walls to which it connects. 
  8 
  Click Break  
   then select the left-hand dungeon path at a point away from the 
  tunnel. 
  The Break command recognizes the point clicked to be on the section that must be 
  kept. Thus, if we selected the dungeon path at a point between the two tunnel walls, 
  Command Instructions
  Command Instructions
  Command Instructions
  Command Instructions    
  Instead of leading you through 
  common processes one click at a 
  time, we shall say things like 
  “bring the WALLS
  WALLS
  WALLS
  WALLS layer to the 
  front”, or “change the color of the 
  polygon to black”. 
  Also, we will rarely tell you to 
  zoom in and out. It is assumed that 
  if you need a better view of an 
  object being drawn or an area of 
  the map being worked on, you 
  know that you can change zoom at 
  any time. 
  If you forget how a command 
  works, or what to do next, 
  remember to look at the Command 
  Prompt. It will be saying what CC2 
  Pro needs next. 
  Background
  Background
  Background
  Background    
  This only applies if you’ve been 
  creating a freehand dungeon; if 
  you’ve used Add Room
  Add Room
  Add Room
  Add Room, Add 
  Add 
  Add 
  Add 
  Corridor
  Corridor
  Corridor
  Corridor or geomorphs, your 
  rooms will already have decent-
  looking floors. 
  
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  we would be left with just that section after performing the Break command, which is 
  not what we need! 
  Click Intersection 
   to select the modifier, then click point where one of the tunnel walls 
  meets the selected dungeon wall.. 
  9 
  Repeat steps 8 to 11 for the other tunnel wall. 
  The regular dungeon wall will break across the section where it intersects with the 
  tunnel. 
  10 Repeat the process to break the right-hand dungeon wall 
  across the tunnel. 
  You should end up with something like shown here. 
  11 Click Edit menu >> Transform >> Combine Paths.  
  12 Click one of the wall paths, and then another that intersects 
  it with which you want to combine paths. 
  13 Press the 
   and/or 
   keys until the join between the two selected paths is free from 
  strange connecting lines. 
  14 Click to complete the command. 
  15 Repeat the Combine command until all paths in the dungeon section have been 
  connected. 
  Where there are gaps in the paths (e.g., in the 
  northernmost portion of the left-hand 
  section), the Combine command will 
  automatically create a connection across the 
  gap. 
  You should end up with something like 
  shown here. 
  16 Click Edit  
   
  17 Select the dungeon section. 
  The Edit 2D Path dialog will appear. 
  18 Check the Closed box, then press OK. 
  This will convert our path entity into a closed 
  polygon. 
  19 Click Change Line Width  
  , and change the line 
  width of the polygon to 0. 
  The line width of the floor polygon will be set to 
  zero, giving a solid filled entity like shown here. 
  20 Click Change Color  
  , then change the color of 
  the polygon to a light gray (color 252). 
   
  Floors from combined entities 
  The above process works if only paths are used, since the Combine command cannot join 
  together entities that are not paths. To create floors from a combination of entities requires 
  use of the Multipoly command. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 22.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  Modifier
  Modifier
  Modifier
  Modifier    
  We could use the Endpoint
  Endpoint
  Endpoint
  Endpoint 
  modifier 
  , and select the tunnel 
  path to gain our first break point. 
  However, because the tunnel path 
  is irregular, and the Endpoin
  Endpoin
  Endpoin
  Endpoint 
  modifier applies to the nearest 
  point on a path (not the end of the 
  path itself), there is a danger of 
  selecting the wrong point to start 
  our break. If both the tunnel and 
  the wall were regular, then the 
  Endpoint
  Endpoint
  Endpoint
  Endpoint modifier would be a 
  better choice 
  Combine Paths
  Combine Paths
  Combine Paths
  Combine Paths    
  The Combine
  Combine
  Combine
  Combine command is a very 
  useful tool. It is used to join two 
  paths together, resulting in a single 
  path. 
  If the paths to be combined do not 
  meet exactly, CC2 Pro adds in a 
  connection. This is where the 
  strange connecting lines that may 
  appear are coming from. Even 
  when two paths do meet, CC2 Pro 
  may attempt to connect the ends 
  of the selected paths. To solve this 
  problem, the Combine
  Combine
  Combine
  Combine command 
  allows the user to “flip” the ends 
  of the paths involved, forcing CC2 
  Pro to re-calculate the connection. 
  Pressing the 
   key will flip the 
  first path’s ends, and pressing the 
   key will flip the second path. It 
  is often easier to press the 
   and 
   keys in succession until the 
  right connection is achieved, rather 
  than to calculate which specific 
  path needs to be flipped. 
   
  
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  21 Use the following drawing settings: 
  Current layer 
   
  BACKGROUND (FLOOR 1) 
  Fill style 
   
                Solid 
  Line width 
   
  0’0” 
  All layers hidden except the current one. 
  22 Click Line  
  , then use the Endpoint 
   to draw a line from one end of the cavern 
  wall spline to the other. 
  23 Click Multipoly  
   
  24 Select the cavern’s smooth path, and 
  the line just drawn. 
  25 Right-click then select Do It. 
  You should end up with something 
  like shown here. 
  26 Change the color of the multipoly to 
  light gray (color 252). 
  Map backgrounds using simple rectangles 
  Now we can add a colored background to the entire map. 
  Most DD Pro templates have a colored background already — to change the background 
  color, just right click Change Color 
  , click Change Background Color. 
  27 Change to these drawing settings: 
  Current layer 
   
  BACKGROUND 
  Fill style 
   
                Solid 
  Line width 
   
  0’0” 
  Color 
   
   
  Mid-brown (color 42) 
  Show all layers 
  28 Click Box 
  , then draw a box that fills the map border. 
  29 Select Dungeon menu >> Order Dungeon Layers. 
  The whole map now has a brown colored background. 
   
  Symbol Filled Backgrounds 
  Symbol filled backgrounds can be used on their own instead of the solid filled backgrounds 
  discussed above, or in concert with solid backgrounds to give a distinctive effect. 
  To use our version, do File menu >> Open, then select DD Pro Tutorial 23.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  Symbol filled floors 
  1 
  Show all layers. 
  2 
  Select Copy menu >> Copy To Layer, then copy all of the entities from BACKGROUND 
  (FLOOR 1) to BACKGROUND (FLOOR 2). 
  3 
  Change the fill style of the entities on the BACKGROUND (FLOOR 2) layer to Paving 31. 
  4 
  Change the color of the BACKGROUND (FLOOR 2) entities to a darker gray than that 
  used for the solid fill floors (e.g., color 247). 
  5 
  Select Dungeon menu >> Order Dungeon Layers. 
  Change Color
  Change Color
  Change Color
  Change Color    
  If you have used any obscuring 
  mask doors and windows in the 
  map, they will show up against the 
  new floor color. Use the Change 
   Change 
   Change 
   Change 
  Col
  Col
  Col
  Color
  oror
  or 
   to change these 
  symbols to suit the color of the 
  floor. 
   
  Backgrounds
  Backgrounds
  Backgrounds
  Backgrounds    
  Creating symbol filled backgrounds 
  to be used on their own uses a 
  similar process to that described 
  for solid filled backgrounds, except 
  that the desired symbol fill is used 
  in place of solid 
  
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  333 
  Symbol filled map backgrounds 
  6 
  Click Copy 
   right click and select the BACKGROUND layer, Do it, type in 0,0 at the 
  Copy from: prompt and 0,0 at the Copy to: prompt. 
  This copies the BACKGROUND rectangle on top of itself. 
  7 
  Selecting the BACKGROUND copy by Prior, change its fill style to Dust Brown Symbol. 
  8 
  Click Front 
  , select by Prior, bring the symbol filled polygon to the front. 
  9 
  Select Dungeon menu >> Order 
  Dungeon Layers. 
  Underneath Castle Dumour should 
  now look something like shown here. 
  To see the completed example, open 
  DD Pro Tutorial 24.FCW from CC2 
  Pro’s Tutorials\Dungeons folder. 
  These methods can be used to create all 
  manner of effects. The processes are the 
  same, with just a little added imagination. 
   
  Wall Breaks 
  Wall breaks let you break a hole of a 
  specified size in a dungeon wall. There are two kinds, Wall Break End where you select one 
  end of the break then an endpoint, and Wall Break Center where you select the center. This 
  example shows a center justified wall break. 
  1 
  Open the drawing DD Pro Tutorial 25.FCW from CC2 Pro’s Tutorials\Dungeons folder. 
  2 
  Click the Layer indicator and freeze all the BACKGROUND layers. 
  3 
  Erase the door into the Jail area. 
  4 
  Click Redraw  
  . 
  5 
  Click Door Break  
  . 
  The Command Prompt reads Select entity:. 
  6 
  Click the wall at the center of the new door. 
  A 5’ wide hole is made in the wall, centered on the point you 
  clicked. 
  7 
  Click Catalog then open the Wall Features.FSC catalog. 
  8 
  Click a door symbol then place it in the wall break. 
  Change the grid settings or use the Endpoint 
   modifier to help you locate the door 
  accurately. 
  Creating Unusual Doors 
  The Wall Features  
  catalog contains various symbols that combine with doors to say more about their type or 
  nature. 
  1 
  Start a new DD Pro drawing. 
  2 
  Using the grid, draw a horizontal wall of any thickness. 
  3 
  Click Wall Features then click the second wall features catalog. 
  Effects
  Effects
  Effects
  Effects    
  For example, you can add grids 
  (copy the floor backgrounds to the 
  HEX/SQUARE GRID LAYER
  HEX/SQUARE GRID LAYER
  HEX/SQUARE GRID LAYER
  HEX/SQUARE GRID LAYER, and 
  use a grid fill style), to creating 
  parti-shaded floors (e.g., a stone 
  room that gives way to a sandy 
  beach). 
  Catalog
  Catalog
  Catalog
  Catalog    
  The new symbol catalog is loaded 
  in the catalog window. These are 
  straightforward symbols, with no 
  background mask and no breaking 
  capability. 
  
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  334 
  4 
  Set the color to white (for the background masks). 
  5 
  Select any door and place it on the wall. 
  6 
  Zoom Window on the area around the door. 
  7 
  Scroll down the catalog window past the doors. 
  You see some red arrows, a skull and two keys. Applied to doors, these have specific 
  meanings. 
  8 
  Select the Locked (key) symbol. 
  9 
  Place the key on the same grid point that 
  you used for the door. 
  10 Do the same with the skull and red arrow. 
  Each symbol takes up its own slot. The 
  result is a one way, locked and trapped 
  door. 
   
  Adding Peep Holes and Arrow Slits 
  So, you’ve got those pesky, meddling PC’s trapped in the room with no exit. Now all you’ve 
  got to do is teach them a lesson. 
  1 
  Start a new DD Pro drawing. 
  2 
  Click Wall Width  to set the line width to 1’0”. 
  3 
  Using the grid, draw a horizontal wall. 
  4 
  Click Wall Features . 
  5 
  Set the current color to white (or to the current floor color if it isn’t white). 
  6 
  Scroll down the catalog window then click Peep Eye symbol. 
  7 
  Place the Peep Eye in the wall. 
  8 
  Scroll down the Catalog Window then click gray Arrow G 1’ symbol. 
  DD Pro’s arrow slits expand to fit the width of the wall tin which they are placed. This is yet 
  another of those smart symbol functions. 
  9 
  Place the arrow slit on the 
  wall. 
  Rooms at an Angle 
  Everything  we have drawn so far has been nicely aligned to a grid. This has made it easy to 
  draw square corners and parallel walls. 
   Drawing at rooms an angle is slightly harder because we can not make so much use of the 
  grid. A way of avoiding this difficulty is to draw the room square to the grid, then rotate it 
  into position as the last action. If the crypt on our dungeon should have been at an angle, 
  this is what to do: 
  1 
  Open DD Pro Tutorial 25.FCW 
  2 
  Click Rotate  
  . 
  The Command Prompt reads Select entities (0 picked):. 
  3 
  Click two points to form a window around the crypt and passage, then Do It. 
  The Command Prompt reads Rotate by Angle:. 
  4 
  Type in 30 then press
  . 
  The Command Prompt reads Rotate center:. 
  Color
  Color
  Color
  Color    
  If you have created a colored floor 
  background, you’ll need to pick the 
  color used for the floor instead of 
  white. 
  Key
  Key
  Key
  Key    
  A small key is inserted in front of 
  the door. It is offset from the 
  insertion point, so it is positioned 
  correctly in relation to the door. 
  Symbol Meanings
  Symbol Meanings
  Symbol Meanings
  Symbol Meanings    
  One Way (direction shown ) 
   
  Horizontal Sliding (direction 
  shown) 
    
  Vertical Sliding
   
  Locked
   
  Magically Locked
   
  Trapped
   
   
  
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  5 
  Click point A at the left end of the bottom passage wall. 
  Changing the grid setting back to 10’ Grid, 2 Snap makes this easy. 
  The crypt and passage rotate by 30° anti-clockwise. The point you selected as the 
  “rotate center” does not move. 
  A
   
  6 
  Trim 
   the top passage wall where it joins the jail. 
  Symbols aligned to another entity 
  Your Wall Features symbols align to walls automatically; when you want another kind of 
  symbol to line up exactly with another object in the drawing, use Lock Symbol Angle. 
  To use our version, do File menu >> Open >> Angle 2.FCW 
  7 
  Click Lock Symbol Angle 
  . 
  The Command Prompt reads Select straight edge:. 
  8 
  Click left end of the fire blast wall to set symbol angle. 
  9 
  Pick the Sconce symbol from the end of the Wall Features catalog. 
  You see the Sconce symbol attached to the cursor, rotated to the same angle as the 
  wall. 
  10 Right-click Attach button (at the bottom of the screen). 
  You see the Select Attach Mode dialog box. 
  11 Click Nearest point ON then OK. 
  12 Click Attach button to enable attach mode. 
   
  13 Place sconces along the wall. 
  All you have to do is click close to the point you want the sconce on the wall. The 
  Nearest point ON attach mode then locates the sconce precisely aligned to the 
  wall. 
  Text at an Angle 
  When you want to align text to a straight line, use Lock Text Angle to set the angle 
  precisely.  
  To use our version, do File menu >> Open >> Angle 3.FCW 
  14 Click Edit menu >> Edit Text>> Lock Text Angle. 
  The Command Prompt reads Select straight edge:. 
  15 Click the left end of the fire blast wall. 
  The command ends. The new text angle is set. 
  Symbol Angle
  Symbol Angle
  Symbol Angle
  Symbol Angle    
  DD Pro sets the angle for new 
  symbols equal to the angle of the 
  wall, measured from the end you 
  selected. Selecting the other end of 
  the wall would reverse the symbol 
  angle. 
  Attach Mode
  Attach Mode
  Attach Mode
  Attach Mode    
  When enabled, buttons appear 
  depressed. 
  Aligned to the Wall
  Aligned to the Wall
  Aligned to the Wall
  Aligned to the Wall    
  Smart symbols align automatically 
  to walls, but other symbols such as 
  furniture don’t. Lock symbol angle
   Lock symbol angle
   Lock symbol angle
   Lock symbol angle 
  is useful in this case; it lets you 
  align a chest of draws to a wall, for 
  example. 
  
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  16 Click Text 
   and then enter some text. 
  As you place the text, you see it is aligned to the wall. 
  Like Lock Symbol Angle, the angle is measured from the end you select. If you select the 
  other end of the line, the text angle is reversed. 
  The Tiles catalog 
  The Tiles catalog is used to create boundaries of various kinds including walls, fences and 
  hedges. It is used in a very similar way to the Dungeon Geomorphs. 
  Tiles can be used to make houses and exterior floorplans as well as interior dungeon walls. 
  Extra catalogs are released at our web site www.profantasy.com 
  1 
  Start a new DD Pro drawing. 
  2 
  Click Catalog button then load the 
  Tiles.FSC catalog from CC2 Pro’s 
  Symbols\Dungeons\Filled folder. 
  3 
  Right-click Grid, then select the Dungeon 
  Geomorph grid setting. 
  4 
  Select tiles from the catalog window and place them on your map. 
  Use the arrow keys to rotate each tile into position. 
  Complex walls 
   (with lots of practical use of CC2 Pro’s editing 
  tools) 
  Real walls can have varied thickness and can 
  contain passageways, or even rooms. In this 
  example, we will use a wide selection of CC2 
  Pro’s drawing tools to create an unusual and 
  detailed outline for a cathedral wall. Once the 
  wall outline is ready, we will multipoly it to 
  create a single, filled wall.  
  1 
  Start a new DD Pro drawing called Cathedral.FCW 
  2 
  Make sure the following settings are current: 
  Fill style (FS) 
   
  Hollow 
  Line width (W) 
                0’-0” 
  Layer 
   
   
  WALLS 
  Color 
   
   
  Dark Gray 
  Grid 
   
   
  10’ Grid, 2 Snap 
  3 
  Use Path 
   to draw the internal walls for the top half 
  of the three rectangular chambers. 
  We will add the fine detail later. For now, just get the 
  basic shape right. In my example, the east-west 
  range for these walls is 160’. The north-south range is 50’ (that’s for the top half). 
  4 
  Click Arc 
   then draw a curved section at 
  the left end of the wall. 
  5 
  Click Draw menu >> Offsets >> Offset 
  Chain. 
  The Command Prompt reads Distance:. 
  6 
  Enter a value of 15’. 
  The Command Prompt reads Chain entity:. 
  Multipoly
  Multipoly
  Multipoly
  Multipoly    
  When creating multipolys, accuracy 
  is essential. If there are gaps or 
  overlaps in the outline then the fill 
  style will escape from the multipoly 
  and bleed over the screen. 
  Whenever you are trimming or 
  breaking for a multipoly, ensure 
  accuracy by working to the grid or 
  using a modifier (see the Modifiers 
  Modifiers 
  Modifiers 
  Modifiers 
  menu
  menu
  menu
  menu). 
  Arc
  Arc
  Arc
  Arc    
  Arc
  Arc
  Arc
  Arc uses the start point, end point 
  and a third point to create the arc. 
  In this case, place the start point 
  where the straight wall ends; the 
  end point on the building’s 
  centerline; the third point so it 
  gives a smooth curve to continue 
  the wall 
   
  1st point 
   
  2nd point 
   
  3rd point 
   
   
  1st point 
   
  2nd point 
   
  3rd point 
   
  
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  7 
  Pick either the arc or the straight wall. 
   CC2 Pro selects both the arc and path. It has selected the whole chain. The Command 
  Prompt reads Pick a side:. 
  8 
  Click outside of the existing wall. 
   CC2 Pro creates a copy of the wall, offset by 15 feet. 
  9 
  Use Node Edit 
   to move the “notch” in the 
  external wall into the normal corner position 
  (in effect removing the notch). 
  If the walls are black, instead of gray, you might 
  find that they do not display on the white 
  background while you are moving the node.  
  10 Use Path to draw an alcove in the wall (as 
  shown here). 
  Changing the grid setting to 5’ Grid, 2 
  Snap will make this easy. 
  11 Copy 
   the alcove to make a second one 
  next to the first. 
  12 Break 
   holes in the main wall at the entrance of each alcove. 
  13 Use Line to draw a horizontal wall across the end of the curves, 20’ above the 
  centerline. 
  14 Trim to Intersect 
   on the curves and new wall to clean up the wall end.  
  15 Draw a Circle 
   next to the existing alcove. Place the circle’s center at the point 
  where the arc and straight wall meet. 
  16 Use Path to add three sides of a small square at the top of the circle. 
  17 Use Trim to Entity 
   to trim the path ends to the circle. 
  18 Make a Break in the circle to join it with the square walls. 
  Use the Endpoint modifier 
   to select the break’s start and end accurately. 
  19 Right-click Copy 
   then Rotated Copies.  
  The Command Prompt reads Select entities (0 picked):. 
  20  Select both the circle and path, then Do It. 
  The Command Prompt reads Rotate by Angle:. 
  21 Type in 20 then press
  . 
  The Command Prompt reads Rotate center:. We want to put these alcoves along the 
  arced wall, so the center of the arced wall must be the center of rotation. 
  22 Click Center 
   then click the arc. 
  A copy of the circular alcove is created 20 degrees around from the original version. 
  23 Right-click to repeat Rotated Copies command. 
  The Command Prompt reads Select entities (0 picked):. 
  24  Select by Prior, then Do It. 
  The Command Prompt reads Rotate by Angle [20.00000]:. The default value is the last 
  rotation angle you used. 
  
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  25  Right-click to accept the last value. 
  The Command Prompt reads Rotate center []:. The default value is the last center point 
  you used. 
  26 Right-click to accept the last value. 
  A second copy of the alcove is added to the map, 20 degrees further around. 
  27 Click Erase 
   then remove the first 
  circular alcove. 
  28 Click Break 
   then break holes in the 
  main arc to take the circular alcoves. 
  Use the Intersection modifier 
   to 
  select the break points accurately. 
  29 Click Break 
   then remove the 
  alcove arcs where they protrude into the room. 
  30 Click Path 
   then draw the outline of a thinner, buttressed internal wall. 
  Start the wall at the point where the arced and straight wall meet. Work around anti-
  clockwise, so the endpoint is also on the straight wall. 
  31 Click Trim 
   then shorten the straight wall. 
  32 Right-click Copy 
   then click Mirrored Copies.  
  The Command Prompt reads Select entities (0 picked):. 
  33 Click a window around the walls, then Do it. 
  The Command Prompt reads Mirror line start:.  
  34 Click at the bottom end of the rightmost wall. 
  The Command Prompt reads Mirror line end: and 
  you see a rubber band line showing where the 
  mirror line will be. 
  35 Click so the mirror line is horizontal. 
  It doesn’t matter how long the mirror line is; 
  provided it is at the correct angle and distance 
  from the original version, the copy will be positioned correctly. 
   
  36 Set the fill-style to Solid and the color to black. 
  37 Click Multipoly 
  , then combine all the walls into one polygon. 
  The walls fill in black, but there is an error. If you zoom in where the 
  straight and curved wall sections meet, the fill style is escaping. 
  This is a sure indication that there is an inaccurate join. 
  38 Click Undo 
  . 
  The walls return to how they were. 
  39 Zoom very close on where the straight and curved wall sections meet. 
  Sure enough, there is a small gap. This is the result of tiny precision 
  errors which creep in. 
  40 Click Trim 
   and trim the arc to the endpoint of the straight section. 
  You see the gap close. 
  Circular Alcove
  Circular Alcove
  Circular Alcove
  Circular Alcove    
  The first alcove was easy to draw 
  because it was square to the grid. 
  Now that you have created the 
  rotated copies, its purpose has 
  been served . It’s a tough life being 
  an alcove. 
  Precision Errors
  Precision Errors
  Precision Errors
  Precision Errors    
  Anything which involves 
  calculating the intersection point of 
  the line and arc may have the same 
  precision error. Using the endpoint 
  or grid point doesn’t require a 
  calculation, and therefore has no 
  precision error. 
   
  Gap here 
   
   
  Gap here 
   
  Mirror Line 
   
  Mirror Line 
   
  
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  If you trim the line to the arc, you will find that the line is no longer horizontal — it is the arc’s 
  endpoint that is slightly out of place. 
  41 Repeat the Trim on the mirrored version. 
  42 Click Multipoly 
   to combine the walls again. 
  This time the walls should multipoly neatly into solid black walls. 
  43 Click Change Fill Style 
   on the walls then select Wide right hatch from the Brush 
  Patterns tab. 
  If you want a line-only version of the walls again, perhaps to use as the outline to a fill-style, 
  copy the multipoly to the side of the map then explode it. The multipoly will revert to lines, 
  each with their original color and fill-style. 
  Ironically, although drawing complex walls like this is a more involved process than drawing 
  standard walls, creating background floors for complex walls is simplicity itself. All that 
  needs to be done is to copy the wall to the desired BACKGROUND layer, explode this copy, 
  delete the outer section, and multipoly what remains. 
  Custom stairs 
  Multipoly is not only useful for background floors and complex walls. Its ability to combine 
  entities of different types also extends beyond simply combining different types of entities 
  to form a single block. 
  Here, we will create a custom staircase, one which leads around the edge of a circular 
  tower. We will draw it so that its visual style matches the stairs found in DD Pro’s Up and 
  Down symbol catalog. 
  1 
  Start a new drawing. 
  2 
  Click Circle 
  , then draw a black, hollow circle on the UP AND DOWN layer. 
  This circle represents the outer edge of a tower. Had we drawn the tower, you could 
  use Copy menu >> Copy to Layer to create a copy of the tower’s outer wall edge on 
  the UP AND DOWN layer. 
  3 
  Right-click Line 
  , then click Perpendicular at Length to draw three lines, each 5’ 
  long, perpendicular to the circle. Place the outermost lines approximately 15’ away from 
  each other around the circle’s circumference, with the third line somewhere between 
  them. 
  4 
  Click Break 
   to break the circle so that an arc between the two perpendicular lines is 
  all that remains. 
  5 
  Click Arc 
  , then add an arc from the end of one of the outer lines to the 
  end of the other outer line, placing the third point at the end of the middle 
  line. 
  6 
  Click Erase 
   then delete the middle line. 
  This forms the outline of our staircase. 
  7 
  Click Copy 
  , then set the copy of the outline off to one side. 
  Concentrate - here comes the science part! 
  8 
  Right-click Copy 
  , click Rotated Copies, and select the topmost line comprising the 
  outline copy. 
  The Command Prompt reads Rotate By Angle [90]: 
  The angle we need to copy by is equal to 360° multiplied by the fraction of the 
  tower’s circumference 1’ represents, since we are copying the line to create 1’ steps. 
  Wide right hatch
  Wide right hatch
  Wide right hatch
  Wide right hatch    
  This hatch pattern is useful 
  because it doesn’t use too much 
  ink when printed, and is easy on 
  the eye. The authentic look is a 
  solid fill style, but choose any fill 
  style or bitmap texture that you 
  like. 
  
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  Don’t panic - the process is worked out for you below. If you don’t care for 
  mathematics, skip to the last part. If you do, the following shows from where the 
  number crunching comes. 
  Math people start here: We need to calculate the ratio between 1’ and the entire 
  circumference of the tower’s outer wall (against which our staircase is to rest). We 
  know that: 
  π
  ×
  = Diameter
  nce
  Circumfere
   
  We also know that: 
  7
  22
  ≈
  π
   
  And: 
  Radius
  Diameter
  ×
  = 2
   
  And the final value we require is: 
  nce
  Circumfere
  Arc
  ×
  = 360
  α
   
  Where Arc is the required arc distance, in this case 1’. 
  A simple piece of formula substitution, and we get: 
  Radius
  Arc
  ×
  ×
  ×
  =
  44
  7
  360
  α
   
  Non-math people start here: Because CC2 Pro can perform calculations for us, all 
  we need to do is enter the numbers, and let CC2 Pro do the actual work. 
  9 
  Type 360*1*7/(44*radius), substituting radius for the actual radius of the tower’s outer 
  wall. 
  The Command Prompt now reads Rotate center [0,0]: 
  10 Use the Center modifier 
   to select the center of either arc used in the staircase. 
  11 Right-click to repeat the last command, select by Prior, and press 
   twice. 
  This will add another 1’ step line to our staircase. 
   
  12 Repeat step 11 until the next line to be drawn would be outside the 
  staircase’s outline. 
  These lines will form the basis for our steps. 
  13 Click Copy 
  ,then make a copy of the steps off to one side of the 
  template. 
  14 Right-click Line 
  , then click Perpendicular at Length to draw a 5’ long line, 
  perpendicular to the staircase’s outer (long) edge, with an endpoint 9” along the inner 
  (short) arc. 
  We could alternatively use Copy menu >> Rotated Copies, and use the formula 
  discussed in steps 8 and 9 on an arc length of 9”. 
  15 Right-click Copy 
  , then click Rotated Copies, selecting the line just drawn, and 
  pressing 
   to keep the default angle. 
  16 Right-click to repeat the command, select by Prior, and press 
   twice. Repeat until 
  every step line has a paired line 3” away. 
  17 Click Break  
   to break up the arcs between each pair of lines. 
  Pr
  PrPr
  Press 
  ess 
  ess 
  ess 
      
  Pressing 
   twice will keep the 
  default values for rotation angle 
  and center, which we have already 
  set in the above steps. 
   
  Radius
  Radius
  Radius
  Radius    
  You can quickly find out the radius 
  required by using Info menu >> 
  Info menu >> 
  Info menu >> 
  Info menu >> 
  List
  List
  List
  List, or the Edit
  Edit
  Edit
  Edit 
  , on the 
  staircase’s short arc. The 1 used in 
  the formula, representing the arc 
  length desired, is, of course, 
  superfluous. But I’ve left it in so 
  you can see where to put an arc 
  length value in the formula should 
  you wish to use it for another 
  purpose. 
  Default Angle
  Default Angle
  Default Angle
  Default Angle    
  Because we have already 
  performed a Rotated Copies
  Rotated Copies
  Rotated Copies
  Rotated Copies 
  command, CC2 Pro now shows the 
  angle calculated in 9 as its default. 
  Pressing 
   will accept this. 
  If you chose to use Rotated Copies
  Rotated Copies
  Rotated Copies
  Rotated Copies 
  in step 14, you will need to enter 
  the angle again. 
  
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  18 Use Multipoly 
   to multipoly all of the step shading arcs and lines together. 
  19 Click Multipoly 
   to multipoly the copy of the step outline we made in step 7. 
  20 Change the color of the outline multipoly to light gray (color 253). Change the color of 
  the steps multipoly to dark gray (color 248). 
  21 Use fronting to bring the steps multipoly in front of the outline multipoly, and the copy 
  made in step 13 in front of all. 
  22 Move the steps multipoly and the step 13 copy on top of the outline multipoly. This can 
  be accomplished using the Drag  
  , and by using the Center modifier 
   to set From 
  and To points at the center of the various arcs. 
  We now have one custom-built tower staircase. 
  Of course, you can add arrows to the staircase to show direction, 
  or duplicate any of the other effects displayed by DD Pro’s stairs 
  symbols. 
  The principles used above can be applied to many other 
  situations. Tables that sit neatly into arced corners; raised stages 
  and daises; grand staircases.... The possibilities go on and on. 
  Multi-leveled dungeons and buildings 
  In theory we could use different layers for each level, and hide or show layers depending on 
  which dungeon level we want to see. This sounds like a good idea but, in practice, leads to 
  unwieldy maps that are of little use to anyone. 
  The best, easiest and safest way of separating levels is into different map files. These can 
  easily be linked together, and each will be of manageable size. 
  We will save our existing Castle Dumour masterpiece as a new map, then erase everything 
  that isn’t needed above ground. To select the unwanted bits we will use CC2 Pro’s ability to 
  combine selection criteria. We will work with keystrokes instead of mouse-clicks. 
  To use our version, do File menu >> Open >> Tutorials\Dungeons\DD Pro Tutorial 
  26.FCW 
  1 
  Use Save As to save the map as Above Dumour.FCW 
  This will be the basis of the above ground map. We will erase everything except the 
  stairs, grid and external walls. These features may have an effect on what goes on 
  above them.  
  2 
  Click Erase 
  .  
  The Command Prompt reads Select entities (0 picked):. 
  3 
  Press 
   (instead of selecting All from the submenu). 
  The whole map goes gray. Everything that is not on a frozen or hidden layer is 
  selected. The Command Prompt still reads Select entities:. 
  4 
  Press 
   (instead of selecting Not from the submenu). 
  Now anything we pick will be removed from the selection. 
  5 
  Press 
   (instead of selecting Layer from the submenu). 
  The Command Prompt reads Layer name [dialog]:. 
  6 
  Press 
   to accept the suggested option (dialog box). 
  You see the Select Layer dialog box. 
  7 
  Click WALLS then OK. 
  Anything on the WALLS layer is deselected. The Command Prompt still reads Select 
  entities:. 
  Multipoly
  Multipoly
  Multipoly
  Multipoly    
  With all our mutterings on accuracy 
  when it comes to multipolygons, 
  you might think that using 
  Multipoly 
  Multipoly 
  Multipoly 
  Multipoly on a scattered group of 
  entities, such as our steps here, 
  would be asking for problems. 
  Not so! As long as a multipolygon 
  is comprised of wholly enclosed 
  entities, it matters not that the 
  entities are separated. Problems 
  with multipolygons creep in when 
  some leak into the “outside world” 
  exists. 
  Of course, using Multipoly
  Multipoly
  Multipoly
  Multipoly in this 
  way is increasing the scope for 
  possible problems. However, if you 
  take care of your accuracy, the 
  multipolygons will take care of 
  themselves. 
  
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  8 
  Press 
   (instead of selecting Layer from the submenu). 
  9 
  Press 
   to accept the suggested option (dialog box). 
  You see the Select Layer dialog box. 
  10 Click UP/DOWN then OK. 
  Anything on the UP/DOWN layer is deselected (the Not from step 4 is persistent. It 
  will continue until we end the command or change it to And or Or). 
  11 Press 
   (instead of selecting Do It from the submenu). 
  12 Click Redraw 
  . 
  13 Erase the internal walls and cave. 
  Only the grid overlay, stairs and external walls remain. You would use these to locate 
  features above ground. 
  Summary of selection keystrokes 
  Written out step by step, this selection looks more long-winded than it actually is. Think of it 
  as initial letters with an 
   for each dialog. 
  Select            All      Not     Layer     WALLS     Not     Layer     UP/DOWN 
  Keystroke     
        
          
         
         
         
           
   
  (The second 
   is not strictly necessary because And, Or and Not are persistent, but it is 
  included here for illustrative purpose.) 
   
  And, Or, and Not
  And, Or, and Not
  And, Or, and Not
  And, Or, and Not    
  Or
  Or
  Or
  Or (the default)-Entities that meet 
  any of the criteria are selected. For 
  example, select “Color Red OR 
  Type Text” selects entities that are 
  “red or text”. 
  And (Both)
  And (Both)
  And (Both)
  And (Both)-Entities that meet all 
  the criteria are selected. For 
  example, selecting “Color Red AND 
  Type Text” selects entities that are 
  “red and text”. 
  Not
  Not
  Not
  Not-Entities that meet the criteria 
  are deselected. For example, select 
  “Color Red NOT Type Text” selects 
  entities that are “red but not text”. 
  
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  Two Party Dungeon by Linda 
  Two Party Dungeon by Linda 
  Two Party Dungeon by Linda 
  Two Party Dungeon by Linda 
  Kekumu
  Kekumu
  Kekumu
  Kekumu****†    
  Two Party Dungeon
  Two Party Dungeon
  Two Party Dungeon
  Two Party Dungeon uses many 
  symbols from Symbol Set 2-Fantasy 
  Floorplans. Linda also created 
  several symbols for the drawing 
  using the techniques explained in 
  Creating a symbol on page 66. The 
  drawing also contains links to 
  adventure documents as explained 
  on page  117 in Linking maps to 
  other Windows® documents. 
  View Two Party Dungeon
  Two Party Dungeon
  Two Party Dungeon
  Two Party Dungeon in the 
  Examples>Tome>TwoParty
  Examples>Tome>TwoParty
  Examples>Tome>TwoParty
  Examples>Tome>TwoParty 
  folder. The symbol catalog of 
  symbols created for this drawing 
  are also available in the 
  Symbols>Tome>PF symbols.FSC
  Symbols>Tome>PF symbols.FSC
  Symbols>Tome>PF symbols.FSC
  Symbols>Tome>PF symbols.FSC.. 
  
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  Linking Maps and Information 
  Linking dungeon levels and maps 
  Adding clickable links to your maps takes them from being standalone guides to an 
  interwoven Campaign Atlas. At the site of each link we will add buttons to remind us of the 
  locations where we can click. 
  There is no limit to the number of links a map can have. 
  1 
  In CC2 Pro, Open Jaw Peninsular from CC2 Pro’s Examples\Maps folder. 
  If you haven’t got this map, use any other campaign scale map. 
  2 
  Zoom in on the lower left corner of the map. 
  You can see some hills labeled “Dales of Loff”. 
  3 
  Click Symbol Catalog Settings 
  , CC2 
  Filled Structures. Add a Manse symbol 
  next to the hills. 
  4 
  Click Link with Map 
  . 
  You see the Select File dialog box. 
  5 
  Click Elementalist Outdoors from the 
  Examples\Dungeons folder then click 
  OK. 
  The Command Prompt reads Hotspot 
  window:. 
  6 
  Click two corners of a box tightly around the manse. 
  You see a line of very large text appear. This text is CC2 Pro’s internal commands for 
  the link.  
  7 
  Click View menu >> Hide Hyperlinks. 
  The link text is no longer visible. 
  8 
  Click Zoom Extents 
   then save the map. 
  9 
  Open Elementalist Outdoors from the Examples\Dungeons folder. 
  10 Click the layer indicator and set the current layer to LINKS. 
  11 Click the Catalog button and load Links.FSC from CC2 Pro’s Symbols\Other folder. 
  12 Place the Door link symbol next to the 
  main entrance. 
  13 Place the Dungeon link symbol next to 
  the cave entrance. 
  14 Link the door symbol with Elementalist 
  Floorplans in the Examples\Dungeons 
  folder. 
  15 Link the dungeon symbol with Elementalist Caves in the Examples\Dungeons folder. 
  16 Select Info menu >> Hide Hotspots. 
  17 Open Elementalist Floorplans, saving the changes to the current drawing. 
  18 Add link symbols next to the entrance and downwards stairs of the ground floor.  
  19 Link the stairs to Elementalist Underground. 
   
  Internal Commands
  Internal Commands
  Internal Commands
  Internal Commands    
  If you understand CC2 Pro’s script 
  language, you can use Edit
  Edit
  Edit
  Edit 
   to 
  change it, then click on the edge of 
  the box. 
  Link Symbol
  Link Symbol
  Link Symbol
  Link Symbol    
  The link symbol reminds us that a 
  link exists and shows us where to 
  click. It has no actual affect on the 
  way the link operates and is 
  entirely optional. You can hide the 
  link buttons by hiding the LINK
  LINK
  LINK
  LINK 
  layer. 
  Alternatively you can represent 
  links with hollow boXEs of an 
  unusual color or text underling. 
  If you always link doors, stairs and 
  other such areas, you will not need 
  to label the links. 
  Door link 
   
  Dungeon link 
   
  Add a manse 
   
  
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  20 Link the door to Elementalist Outside. 
  21 Select View menu >> Hide Hyperlinks. 
  22 Open Elementalist Underground, saving the changes to the 
  current drawing. 
  23 Add a Dungeon link symbol at the end of the South passageway. 
  24 Link the dungeon symbol to Elementalist Caves. 
  25 Add a Door link symbol next to the stairs in the store room. 
  26 Link the symbol to Elementalist Floorplans. 
  27 Open Elementalist Caves, saving changes to the current drawing. 
  28 Add link symbols at the end of the South passageway and at the sea 
  cave. 
  29 Link the passageway to Elementalist Underground. 
  30 Link the sea cave to Elementalist Outside. 
  31 Click View menu >> Hide Hyperlinks. 
  32 Save the changes. 
  To use a link, just move the mouse pointer over the link then click. 
  Linking with files and information 
  Aside from linking to other drawings, you can link files or documents, too. In this example, 
  we will add two links to the Elementalist Caves map. The first will link a pile of treasure to a 
  text file of the treasure list; the second will link the mage’s desk and her character sheet (in 
  Internet html format, created using TSR’s AD&D® Core Rules 2). 
  Linking to other file types works exactly the same way. 
  1 
  Open Elementalist Caves.FCW 
  2 
  Click Link with File 
  . 
  You see the Select File dialog box. 
  3 
  Click Treasure.txt from the Tutorials folder, then click OK. 
  The Command Prompt reads Hotspot window:. 
  4 
  Click two corners of a box around the pile of gold. 
  You see the large internal commands text appear next to the treasure.  
  5 
  Right-click to repeat Link with File. 
  6 
  Add a link to Zodac.html, also in the Tutorials\Dungeons folder, placing the hotspot 
  around the mage’s desk. 
  7 
  Click View menu >> Hide Hyperlinks. 
  8 
  Click either of the link sites. 
  The linked file loads in the appropriate program.  
  Sharing linked maps with other users 
  Each link created contains the name and full location of a file on your computer. When you 
  share maps with other users, they may well use a different set of folder names than you. If 
  the map is placed on their computer using a different folder, the link will not work.  
  There is an answer. If you keep all of the linked files in the same folder, they will work for 
  other users, as long as they do the same. Link with maps puts in a relative link. 
   
  Link Files or Documents
  Link Files or Documents
  Link Files or Documents
  Link Files or Documents    
  You can link locations on your maps 
  to files or documents from any other 
  Windows® programs on your system. 
  As long as the other program has 
  registered the file types it uses, CC2 
  Pro knows what to do with them 
  
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  346 
  In the following steps we will create a link. We will then edit the link to point to a map 
  “under” the CC2 Pro folder, instead of in one specific place. As long as the other user keeps 
  the linked maps together in a CC2 Pro subfolder, they will work. 
  1 
  Start a new DD Pro map then save it with the name Link Demo. 
  2 
  Use Info menu >> Link with Map to add a link to Tutorial 1 in CC2 Pro’s Tutorials 
  folder. Place the link hotspot near the left border. 
  You see the link box and text appear. 
  3 
  Click Edit 
  . 
  The Command Prompt reads Entity to edit:. 
  4 
  Click edge of the link box. 
  You see the Edit Text dialog box containing the phrase: 
  LOADM C:\Cc2\Tutorials\Tutorial 1.FCW; 
  The first word, LOADM, is CC2 Pro’s text-only command to load a map. The 
  remainder of the phrase is the location of the file on your computer. 
  5 
  Replace C:\Cc2\ with a # character. 
  The text should now read: LOADM #Tutorials\Tutorial 1.FCW; 
  6 
  Click OK to apply the change. 
   
   
   
   
  # Character
  # Character
  # Character
  # Character    
  The # character means “whatever 
  folder CC2 Pro is running from”. 
  With the # replacing the absolute 
  folder name, it doesn’t matter 
  where CC2 Pro is installed on the 
  other system; provided it has a 
  Tutorials subfolder containing 
  Tutorial 1.FCW
  Tutorial 1.FCW
  Tutorial 1.FCW
  Tutorial 1.FCW, the link will work. 
   CC2 Pro also uses the $ character 
  to represent the current folder, for 
  example if the current map was 
  c:c:c:c:\\\\temp
  temp
  temp
  temp\\\\current.fcw, $next.fcw
  current.fcw, $next.fcw
  current.fcw, $next.fcw
  current.fcw, $next.fcw 
  would be c:c:c:c:\\\\temp
  temp
  temp
  temp\\\\next.fcw
  next.fcw
  next.fcw
  next.fcw. 
   
   
   
   
   
   
   
   
   
   
   
  Treasure Map by Mark Warren
  Treasure Map by Mark Warren
  Treasure Map by Mark Warren
  Treasure Map by Mark Warren    
  Treasure Map
  Treasure Map
  Treasure Map
  Treasure Map can be viewed in 
  the Profantasy Download Library. 
  Edit Text
  Edit Text
  Edit Text
  Edit Text    
  To edit normal text, you click the 
  text’s baseline. Link text is a 
  special case. To select link text, 
  click the edge of the hotspot. 
   
  
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  347 
   
  Old Map by Allyn Bowker
  Old Map by Allyn Bowker
  Old Map by Allyn Bowker
  Old Map by Allyn Bowker    
  This map is made with FT Pro 
  exports in CC2 Pro as explained in 
  Exporting to CC2 Pro on page 404. 
  It also uses ornaments converted to 
  symbols as explained in Converting 
  Fonts to Symbol Catalogs on page 
  47. 
   
  
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  348 
  Printing in DD Pro 
   CC2 Pro can print any view of any map at any scale. This chapter describes the printing 
  options relevant to DD Pro. 
  Print part of the map to precise scale 
  7 
  Click Info menu >> Distance to measure the distance between two points.  
  8 
  Zoom in on the part of the map you want to print. 
  The center of your view will be the center of the 
  printed page. 
  9 
  Click File menu >> Print. 
  You see the Print Drawing dialog box. 
  10 In the View to print section click Active Window. 
  11 In the Scaling section, click Scale Factor. 
  12 In the Drawing distance box enter a distance that 
  relates to the units and size of the map. For 
  example, 10’. 
  13 In the Paper distance box, designate how big the Drawing Distance you entered 
  should print on paper. 
  14 Click Print Preview to check that your print will look OK. 
  15 Click OK. 
  The map prints at the exact scale you gave.  
  Printing to scale across many pieces of paper 
  You can print your maps to scale across many pieces of paper; however CC2 Pro does not 
  automatically calculate the number of pieces of paper you need. You can use print preview 
  for this (or a bit of mental arithmetic) 
  1 
  Open Elementalist Caves from the Examples\Dungeons.folder. 
  This map is 250’ across (I used Info >> Distance to discover this). We’ll print the 
  whole thing out at 1” on the paper = 5’ in the 
  drawing. 
  2 
  Click File menu >> Print. then set the options as 
  shown here. 
  I’ve made a guess at the number of sheets 
  across and up (2 and 2), and I’ve set 
  Landscape/Portrait to Landscape (to match the 
  shape of the drawing. 
  3 
  Select Print Preview. 
  You can see an image of how the current settings would print. My printer’s paper size 
  won’t fit the whole drawing on four sheets, it require a lot more paper. 
  4 
  Increase the number of sheets across and up, and Print Preview again. 
  By trial and error, I get 5 sheets horizontally by 6 vertically. 
  You can see now why this doesn’t happen automatically — that’s 30 sheets of paper! You 
  don’t have to print in this example, of course. 
  Measure Distance
  Measure Distance
  Measure Distance
  Measure Distance    
  This tells you the units used in the 
  map, and gives you an idea of its 
  size. If you open Elementalist 
  Elementalist 
  Elementalist 
  Elementalist 
  Floorplans
  Floorplans
  Floorplans
  Floorplans and measure the 
  ground floor, you will find it is 40’ 
  across. 
  Drawing Distance
  Drawing Distance
  Drawing Distance
  Drawing Distance    
  In the illustration, 1” Paper 
  distance = 10‘ Drawing distance. 
  This means that 1” on paper will 
  represent 10’ in the map. The 
  printed ground floor will measure 
  4” across. 
  
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  Scaum Valley by Colin Beaver
  Scaum Valley by Colin Beaver
  Scaum Valley by Colin Beaver
  Scaum Valley by Colin Beaver    
   
  Scaum Valley
  Scaum Valley
  Scaum Valley
  Scaum Valley uses symbols from 
  the Handdrawn catalogs of Symbol 
  Set 1-Fantasy Overland. View 
  Scaum Valley
  Scaum Valley
  Scaum Valley
  Scaum Valley in the Profantasy 
  Download Library. 
  
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  350 
  Customizing Symbols 
  How symbols work with layers 
  The rules 
   A symbol definition is like container. It is one entity, but it can contain any number of other 
  entities. 
  When you define a symbol, the definition capsule is created on the current layer, but the 
  entities within the definition stay on their existing layers. 
  When you click on a symbol in the Catalog Window, CC2 Pro copies the definition to the 
  current drawing. The definition is copied to the same layer that it was originally created on. 
  If that layer does not already exist, it is created. 
  When you place the symbol in the drawing, CC2 Pro adds a reference to the definition (it 
  doesn’t make a whole new copy of the symbol’s entities). The reference is placed on the 
  current layer. 
  If a symbol reference is on a hidden layer, that reference is hidden (but references to the 
  same symbol on visible layers remain visible). 
  If entities within a symbol definition are on a hidden layer, then those entities will be hidden 
  in all references to that symbol. 
  What this means in practice 
  Make sure that all symbols are drawn and defined on the SYMBOL DEFINITION layer, unless 
  specific purpose requires otherwise (e.g., the Dungeon Geomorph symbols make use of the 
  WALLS and BACKGROUND (FLOOR #) layers; this type of thing should be the exception 
  rather than the norm). The visibility of each symbol then only depends on: 
  � 
  Whether the SYMBOL DEFINITION layer is visible, and 
  � 
  Whether the layer on which that the symbol was placed is visible. 
  Symbols and copyright 
  Error! Bookmark not defined.Any symbols that you create from scratch are your own. You 
  are free to do whatever you want with them. 
  Symbols that are derived from or incorporate symbols that come with any of ProFantasy’s 
  products are the copyright of ProFantasy Software Ltd. Making derivative symbols available 
  to other people is a breach of our copyright. 
  If you would like to share derivative symbols with other users, send them to us. Subject to 
  them being good quality, we will try to include them in future releases with a credit to you, 
  but copyright with us. 
  The copyright in any symbols created by ProFantasy Software Ltd that are contained in a 
  map remains with ProFantasy. ProFantasy allows users to distribute maps containing 
  copyright symbols unless the purpose of the map or map set appears to be to distribute 
  copyright symbols, in which case we will assert our rights. 
  Creating Symbols  
  (a marvelous, mechanical mouse organ) 
  Anything you can draw can be converted into a symbol. Here, we will take an existing organ 
  symbol, explode it so that it can be changed, add a mechanism, and then define the 
  modified organ as a new symbol (we won’t bother drawing the rodent). 
  Copyright
  Copyright
  Copyright
  Copyright    
  For more information on maps and 
  copyrights, see Copyright issues on 
  page 11 
  Explode
  Explode
  Explode
  Explode    
  This organ is no longer a symbol; 
  the symbol reference has been 
  replaced by lines, arcs, boXEs, etc. 
  (which can be edited). 
  It is bad practice for one symbol to 
  include another symbol. You can 
  use an existing symbol in a new 
  symbol, but explode it before 
  defining the new symbol. 
   
  
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  351 
  1 
  Start a new DD Pro map. 
  2 
  Click Furniture 
   and insert the Pipe Organ symbol. 
  3 
  Zoom Window on the organ, so it fills the screen. 
  4 
  Click Edit menu >> Explode and explode the Pipe Organ. 
   
  5 
  Click Erase 
   then get rid of the organ seat. 
  6 
  Click Traps 
   then scroll down the Catalog Window to the cogs and winch. 
  7 
  Add a winch and two cogs as shown here. 
  In my version, I right-clicked and set the symbol scale 
  factor to 0.5. 
  8 
  Explode the winch and cogs. 
  9 
  Click Symbols menu >> Define Symbol. 
  The Command Prompt reads Symbol name:. 
  10 Type Mechanical Organ then press 
  . 
  The Command Prompt reads Symbol origin:. The point you choose will be the insertion 
  point of the new symbol. 
  11 Click at the middle of the organ’s left edge. 
  The Command Prompt reads Select entities (0 picked):. 
  12 Click a window around the symbol, then Do It. 
  The drawing disappears. It is now a symbol definition. 
  13 In the File menu, click on Save As then save the map as Organ Symbol.fsc 
  Note you are saving it as a symbol catalog. 
   
  Adding symbols from a drawing to a catalog 
  We will save the drawing that contains the symbols we want to add as a catalog, so it can 
  be opened in the Catalog Window. Then we will load the catalog we want to receive the 
  symbols in the main Drawing Window. Clicking the symbol in the Catalog Window will then 
  copy across the symbol definition. Finally, we save the changes. 
  1 
  Click File >> Open then select Furniture.fsc (file type CC FSC Symbol Catalog) from the 
  Symbols\Dungeons\Filled folder. 
  The catalog has a green background. By convention, we save symbol catalogs with a green 
  background to remind us when we are working on one. 
  2 
  Click the Catalog button then open Organ Symbol.fsc. 
  3 
  Insert the Organ symbol into the drawing window anywhere. Erase it. 
  You’ve added the symbol definition to the current catalog. 
  4 
  Click Symbols >> Symbol Manager, uncheck Display Symbols then scroll down the 
  list. Click on the organ symbol at the bottom of the list. 
  5 
  Click Move Up then move the symbol until it is below the previous organ symbol. 
  6 
  Save the drawing. 
  You’ve added your symbol to an existing catalog. 
  Add a winch
  Add a winch
  Add a winch
  Add a winch    
  Use the On
  On
  On
  On and Midpoint
  Midpoint
  Midpoint
  Midpoint modifier 
  s to help attach the components 
  accurately.  
  Symbol Definition
  Symbol Definition
  Symbol Definition
  Symbol Definition    
  DD Pro symbols are normally 
  defined so that they come away to 
  the right-hand side of a North-
  South wall, with their insertion 
  point on the wall. Feel free to 
  make sensible exceptions. For 
  example, we use the center-point 
  of circular symbols. 
  Symbol Catalog
  Symbol Catalog
  Symbol Catalog
  Symbol Catalog    
  When you create a symbol, its 
  definition is saved in the current 
  drawing, not the current symbol 
  catalog. For example, at this time 
  the Mechanical Organ has only 
  been defined in the Organ Symbol 
  drawing. It has not yet been 
  defined in any symbol catalogs. 
  You can see which symbols have 
  been defined within a drawing by 
  clicking on the Drawing button to 
  the top of the Catalog Window. 
  You can make the symbols in a 
  drawing available as a symbol 
  catalog by using Save As to save 
  the drawing as a catalog file. 
  
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  352 
  Creating Smart Symbols 
  Smart symbols are created in exactly the same way as other symbols, with the addition of 
  control points. Control points are a special CC2 Pro entity type that shows a symbol how to 
  behave when inserted. This section shows you how to make an existing symbol smart. 
  1 
  Select File menu >> Open, pull down Files of Type, choose Campaign Cartographer 2 
  Symbol Catalog. 
  2 
  Choose blank.fsc from the Symbols\Dungeons folder. 
  3 
  Click Furniture 
  . 
   We are going to create a bench that aligns with walls. 
  4 
  Insert a Bench symbol. 
  5 
  Select the Drawing button (next to the Catalog button) 
  You can see the Bench symbol in the Catalog Window. 
  6 
  Click Symbols menu >>Symbol Manager. Click the bench then select Clone. Type 
  Bench 2. 
   The Command Prompt reads New Window Corner 
  7 
  Select a point in the lower left of the screen, 
  The Command Prompt reads Opposite Corner. 
  8 
  Select a point above and to the right of the first 
  corner. 
  The bench is now ready to be edited. 
  9 
  Right click the Grid button, click Standard 
  Rectangular. Select Symbols menu >> Add Control 
  Points. 
  The Command Prompt reads 1st point 
  10 Select a point at the top and to the left of the symbol. 
  The Command Prompt reads 2nd point 
  11 Select a point at the bottom and to the left of the symbol. 
  The Control Point Effects dialog box appears. 
  12 In this case, we’ll have the bench Align On Insertion and 
  Keep Dyn Trak Scale. 
  You can see the control points in your symbol. 
  13 Close the window and keep the changes. 
  14 Draw a 1’ wide wall across the drawing. Select the Bench 2 symbol from the Catalog 
  Window. Move it over the wall. 
  The symbol aligns to the wall. 
  If you want to change the behavior of the smart symbol, use Symbols menu >> Edit 
  Symbol, then select the Bench 2 symbol. You can change the control points properties using 
  Edit  
  . 
  Drawing Button
  Drawing Button
  Drawing Button
  Drawing Button    
  The Drawing
  Drawing
  Drawing
  Drawing button shows you 
  what symbol definitions are in the 
  current drawing, not those in the 
  current symbol catalog. 
   
  Clone
  Clone
  Clone
  Clone    
  Clone Symbol
  Clone Symbol
  Clone Symbol
  Clone Symbol adds a copy of an 
  existing symbol definition with a 
  new name then lets you edit it in a 
  new drawing window. The 0,0 
  point of the new window is the 
  origin of the symbol 
   
  Control Points
  Control Points
  Control Points
  Control Points    
  The placement of the control points 
  shows the symbol which way to 
  align. The bench needs to align 
  along a wall, and by default, the 
  symbol goes on the right side of a 
  wall. 
  For more information on Control 
  Points, see Adding control points 
  on page 68 
  
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  353 
   
   
  Lady’s Best Friend and Spike’s 
  Lady’s Best Friend and Spike’s 
  Lady’s Best Friend and Spike’s 
  Lady’s Best Friend and Spike’s 
  House by Sheila J. Lester
  House by Sheila J. Lester
  House by Sheila J. Lester
  House by Sheila J. Lester    
  These drawings are available in the 
  Profantasy Download Library 
   
  
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  354 
  Macro Example 
  DD Pro presents a unique opportunity to macro writers. With dungeon floorplans, the 
  mapping scale is comparatively larger than overland or city maps, and therefore DD Pro 
  maps can contain much more 'real world' detail. Just look at the symbols provided for 
  dressing your dungeons: tables and chairs, weapons and treasure, even bits of trash for the 
  floor.  The expectations for detail within the dungeon are high, and so too are the 
  expectations for detail in the dungeons themselves. The depiction of walls, caves and the 
  other physical elements of a dungeon design can be given the same attention to detail as 
  the dungeon dressings. This is where macros can play a part. 
  CliffFace Macro Deconstruction 
  The CliffFace macro is an example of this kind of attention. Instead of using a jagged line to 
  depict a cliff drop-off, or the wall of a natural cave, this macro will create an 'artistic' 
  rendering of a broken, stone cliff face. The macro uses a 'guide' entity to trace the cliff along; 
  a line, curve or smooth path will do. There are a few advanced macro features at work here: 
  the user can configure the macro, accepting customized settings for the colors used, and the 
  general dimensions of the drawing. These settings are even remembered from session to 
  session. This macro also demonstrates two important uses of the RANDOM macro 
  command: modifying the position of points to obtain a random placement, and using 
  random variables to make decisions. 
  Presented below is a section by section breakdown of the inner workings of the CliffFace 
  macro.  
  MACRO CliffFace 
  ecoff 
  rdoff 
  point 10001,10001; 
  golayer MacroConstruction 
  Standard beginning to a macro: turn off the command line 
  echo and the screen redraw. Drop a point in an out-of-the-
  way place; we will use this at the end for restoring the 
  user's drawing settings by way of the KEEP command. Last, 
  go to the 'MacroConstruction' layer; we'll move the finish 
  drawing to the current layer once we're done, using that 
  point we dropped and the LIKE command. 
  scriptm #vars-
  CliffFace.scr 
  ifdef mcoCliffFaceVarsOK 
  mcoDoneVarCheck 
  :mcoDefineVars 
  gv mcoCol1 250 
  gv mcoCol2 251 
  gv mcoCol3 252 
  gv mcoCOut 0 
  gcol mcoCol1 ^DColor 1: 
  (250) 
  gcol mcoCol2 ^DColor 2: 
  (251) 
  gcol mcoCol3 ^DColor 3: 
  (252) 
  gcol mcoCOut ^DOutline 
  color: (0) 
  gv mcoCW 6 
  gv mcoCW ^DCliff Width: 
  (6) 
  gv mcoCW mcoCW/2 
  This section sets up the variables we will need during the 
  execution of the macro. First we load a script which holds 
  the values that were used last time the macro ran. If this 
  script file exists, it will load, amongst others, a variable 
  called 'mcoCliffFaceVarsOK'. After attempting to load the 
  script file, we check to see if this 'mcoCliffFaceVarsOK' 
  variable exists (IFDEF command), which indicates whether 
  we have our set of predefined variables in memory or not. 
  If we do, then the macro asks the user if they would like to 
  use the saved values. If so, the macro skips the rest of this 
  section and continues. If the user does not want to use the 
  saved setting, or if the settings are not in memory at all, 
  then the macro proceeds to prompt the user for all the 
  necessary variable values. Note that we first set a default 
  value before asking the user. This is not only good 
  manners, but it also saves us from potential problems if the 
  user chooses not to enter any values at the prompts. 
  Macro Writing
  Macro Writing
  Macro Writing
  Macro Writing    
  This chapter assumes a certain 
  degree of familiarity with CC2Pro 
  macros. If you are new to macro 
  writing, start by reviewing the 
  chapter on macros in the CC2 Pro 
  section Menus and Macros on page 
  122. 
   
  
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  355 
  gv mcoVA .5 
  gv mcoVA ^DWidth 
  variance: (.5) 
  gv mcoSL 10 
  gv mcoSL ^DSegment 
  length: (10) 
  gw mcoCliffFaceVarsOK OK 
  savevars #vars-CliffFace 
  go mcoStart 
  :mcoDoneVarCheck 
  gv mcoUseDefault 1 
  gv mcoUseDefault ^DUse 
  saved settings? (1=yes - 
  default - click) (0=no) 
  ifz mcoUseDefault 
  mcoDefineVars 
  :mcoStart 
  ge mcoentity ^DSelect 
  object to draw a 
  cliff/cave wall along: 
  iferr mcodone 
  gdist mcoentitylen % 0 
  mcoentity % .1 mcoentity 
  gv mcoentitylen 
  mcoentitylen*1000 
  gv mcounit 
  100/mcoentitylen 
  gv mcoCur 0 
  gp mcoP1 % 0 mcoentity 
  gbrng mcoB1 mcoP1 % .01 
  mcoentity 
  RANDOM mcoR1 
  RANDOM mcoR2 
  gp mcoPa ref mcoP1 
  <mcoB1+90,((mcoR1-
  .5)*(mcoCW*mcoVA))+mcoCW 
  gp mcoPa2 mcoPa 
  gp mcoPb ref mcoP1 
  <mcoB1-90,((mcoR2-
  .5)*(mcoCW*mcoVA))+mcoCW 
  gp mcoPb2 mcoPb 
  color 0 
  lwidth 0 
  fstyle solid 
  selbyp 
   
   
   
    
  Here's where the real work begins. Since the macro is 
  going to 'crawl' alone a guide entity, we are going to have 
  to use a loop. But first, there are a few things we have to 
  do. That is what this sections does. 
   
  To start with, we need to get the guide entity. We prompt 
  the user for the object to use as a guide, checking 
  afterward (with the IFERR statement) if they really clicked 
  on something. If they did not, the script jumps to the end 
  (see below). If they did select something, then we need to 
  get a few bits of information before we proceed with the 
  loop. 
   
  We need the overall length of the entity. We could use the 
  GLEN command to determine this, but for various reasons 
  that I won't go into here, there is a less accurate, but more 
  stable way of getting this value, even on curvy entities. We 
  can approximate the length of an entity by measuring a 
  very small part of it, then extrapolating that distance alone 
  the entire entity. We get two points: one at the 0% mark, 
  and the second at the .1% mark. Even very curvy entities 
  will probably have very little curving if you look a small 
  segment, only 1/1000th of the total length.  
   
   
  GLEN command
  GLEN command
  GLEN command
  GLEN command    
  Get Length. Stores the length of an 
  object. 
  
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  356 
  Since we will be crawling along this entity using the '% Along' modifier, we now need to 
  know how to express our linear distances as a percentage of the entities total length. We'll 
  do this by determining the percentage for 1 unit (by dividing 100% by the overall length), 
  then later we can use this value ('mcoUnit') to multiply with other distances to calculate their 
  relative percentage. 
  Next we set up our first 4 reference points, ready for entering into the loop. mcoPa and 
  mcoPb are two corners of the poly that makes up a segment of the drawing. mcoPa2 and 
  mcoPb2 are used for the 'chip' polys that can be added to the drawing. More on that later. 
  Note that we are using two random values to set these points up. This means that the exact 
  position of these points will be different each time the macro is run, even it is run on the 
  exact same guide entity. Random values are the best way to add some variation to macro 
  generated drawings. 
  Last, we set up our starting drawing settings: color, line width and style, and select mode 
  'Previous'. 
  :mcoLOOP1 
  Now, we start the loop. 
   
   
  Each time through the loop (or 'iteration'), the macro draws one segment of the cliff wall. As 
  you can see by the macro deconstruction diagram, each segment consists of a 4 sided 
  polygon, randomly colored, and the possibility of a second 'chip' poly on the edge of the 
  segment, simulating a broken corner. 
  Figuring out where are all the points of these polys will go is not a simple task. 
  RANDOM mcoR1 
  RANDOM mcoR2 
  RANDOM mcoR3 
  RANDOM mcoR4 
  RANDOM mcoR5 
  Grab some random values; we will 
  use these from modifying the 
  position of points, and for making 
  random decisions. 
  gv mcoCur 
  mcoCur+(((mcoR1*mcoSL)+(mcoSL*.3))*mcoUnit) 
  ifn 100-mcoCur mcoDONELOOP1 
  As we crawl along the guide entity, 
  we use a marker to keep track of 
  where we are. The variable 'mcoCur' 
  holds this position, expressed as a 
  percentage of the total length.  
  At the beginning of the loop, we advance this marker by adding a calculated value to itself. 
  The amount to advance the marker is based on the user setting for the Segment Length. This 
  value is varied by up to 30% more, or up to 70% less by multiplying the 'mcoSL' variable 
  with a random value (from 0 to 1), then adding a fixed 30% of the Segment Length. Finally, 
  we convert the value to a percentage of the total guide entity length by multiplying with 
  'mcoUnit', calculated earlier. As the macro continues, you will notice this technique for 
  modifying values used often. 
   
  After advancing the counter, we check to see if it is now larger than 100. (remember, this 
  part of the macro will be executed over and over again) If so, then we have reached then 
  end of the guide entity (over 100% along the guide), then we quit the loop by jumping to the 
  end of it. See the section 'DONELOOP1' below. 
  gbrng mcoB1 mcoP1 
  % mcoCur+.01 
  mcoentity 
  gp mcoP1 % mcoCur 
  mcoentity 
  Using our newly advanced position marker, we calculate the bearing 
  (mcoB1) of the guide entity at the position of the marker. We also 
  establish two points on the guide, 'mcoP1' and 'mcoP2', slightly offset 
  from each other. Again, we use a random value to calculate these 
  points.  
  Loop
  Loop
  Loop
  Loop    
  Once we start the loop, these 
  points will be recalculated each 
  time we repeat, but for the first 
  time though we must set them up 
  manually. 
  
  TMAH-4028-9636-6051
   
   
  357 
  gp mcoP2 ref 
  mcoP1 <mcoB1-
  180,(mcoR2*3) 
  ifn mcoR3-.5 
  mcoControl1 
  gp mcoP2 % mcoCur 
  mcoentity 
  gp mcoP1 ref 
  mcoP2 <mcoB1-
  180,(mcoR2*3) 
   
  We also make a 'random' decision here: after setting P1 and P2, 50% chance we leave them 
  alone, 50% chance we swap the two points. We occasionally swap the points so that P1 is 
  not always further along than P2, thus preventing the end of the segment from slanting the 
  same way every time. 
  :mcoControl1 
  gp mcoPc ref mcoP1 <mcoB1-90,((mcoR4-
  .5)*(mcoCW*mcoVA))+mcoCW 
  gp mcoPd ref mcoP2 <mcoB1+90,((mcoR5-
  .5)*(mcoCW*mcoVA))+mcoCW 
  Here we get the segment 
  endpoints (Pc and Pd). We 
  use P1 and P2 as 
  references, obtaining points 
  at an angle perpendicular 
  to the guide (at that point, 
  using the bearing B1 we 
  calculated earlier), and a 
  distance based on the user 
  preferences for the cliff 
  width, modified by random 
  values. 
  poly mcoPa mcoPb mcoPc mcoPd; 
  Finally, we draw the poly. 
  Points mcoPa and mcoPb 
  are left over from the last 
  iteration of the loop (or set 
  manually before the loop 
  begins, depending on if this 
  the first time through). Pa 
  and Pb are set at the end of 
  the loop, and are 
  essentially points Pc and Pd 
  from the previous iteration. 
  This way, each segment 
  joins with the preceding 
  one. 
  RANDOM mcoR1 
  changec2 mcoCol1 
  ifn mcoR1-.3 mcoColBreak1 
  changec2 mcoCol2 
  ifn mcoR1-.6 mcoColBreak1 
  changec2 mcoCol3 
  :mcoColBreak1 
  Another random decision. 
  This time, we are setting 
  the color of the poly we 
  just created. We change it 
  to Color 1, then test a 
  random variable to see if it 
  is less than .3 (mcoR1-.3). If 
  so (30% chance), then jump 
  to the end of this section 
  (ColBreak1). If not, we 
  continue, changing the 
  Swap the Two Points
  Swap the Two Points
  Swap the Two Points
  Swap the Two Points    
  Why do we do this? We need these 
  two points to later establish the 
  two end points of the segment 
  poly. By offsetting these points, we 
  create a segment end that is not 
  necessarily perpendicular to the 
  guide entity. 
  
  TMAH-4028-9636-6051
   
   
  358 
  color again, this time to 
  Color 2. And again, we test: 
  if the same random 
  variable is less than .6 
  (30% chance, since we 
  know that it is more then 
  .3), then we jump to 
  ColBreak1. If we are still 
  here (40% chance) then we 
  change the color one final 
  time to Color 3. By testing a 
  single random variable for 
  different value ranges, we 
  cause the macro to perform 
  any number of possible 
  outcomes. 
  RANDOM mcoRTEST 
  ifn mcoRTEST-.8 mcoBreak2 
   
  gbrng mcoBbc mcoPb mcoPc 
  gdist mcoDbc mcoPb mcoPc 
  gbrng mcoBba mcoPb mcoPa 
  gdist mcoDba mcoPb mcoPa 
  RANDOM mcoR1 
  RANDOM mcoR2 
  poly ref mcoPb 
  <mcoBba,(mcoDba*mcoR1*.5)+(mcoDba*.3) mcoPb2 mcoPb 
  ref mcoPb 
  <mcoBbc,((mcoDbc*mcoR2*.3)+(mcoDbc*.1))*(mcoCW/10); 
   
  RANDOM mcoR1 
  changec2 mcoCol1 
  ifn mcoR1-.3 mcoColBreak2 
  changec2 mcoCol2 
  ifn mcoR1-.6 mcoColBreak2 
  changec2 mcoCol3 
  :mcoColBreak2 
  go mcoBreak3 
  Random decision: do we 
  draw a 'chip' on one side of 
  this segment (20%), on the 
  other side (20%), or no chip 
  at all (60%) for this 
  segment. 
   
  If the first test fails (20%), 
  we draw the 'chip' here. We 
  get points around the left 
  end of the segment, and 
  draw a poly to represent 
  the 'chip'. Then we set the 
  color of that poly using the 
  same random method 
  described above. Last, we 
  jump to the end of the 
  'chip' drawing section 
  (Break3, below). 
   
  If the test is true (80%) 
  then we jump to the next 
  section. 
  :mcoBreak2 
  ifn mcoRTEST-.6 mcoBreak3 
  gbrng mcoBad mcoPa mcoPd 
  gdist mcoDad mcoPa mcoPd 
  gbrng mcoBab mcoPa mcoPb 
  gdist mcoDab mcoPa mcoPb 
  RANDOM mcoR1 
  RANDOM mcoR2 
  poly ref mcoPa 
  <mcoBab,(mcoDab*mcoR1*.5)+(mcoDab*.3) mcoPa2 mcoPa 
  Just like the section above, 
  we test the random 
  variable. If the test passes 
  (60%), then jump to the 
  end of the section. If not 
  (20%), then draw the chip 
  as above, only on the right 
  end of the segment. Then 
  set the color, as before. 
  
  TMAH-4028-9636-6051
   
   
  359 
  ref mcoPa 
  <mcoBad,((mcoDad*mcoR2*.3)+(mcoDad*.1))*(mcoCW/10); 
  RANDOM mcoR1 
  changec2 mcoCol1 
  ifn mcoR1-.3 mcoBreak3 
  changec2 mcoCol2 
  ifn mcoR1-.6 mcoBreak3 
  changec2 mcoCol3 
  :mcoBreak3 
  gbrng mcoBda mcoPd mcoPa 
  gdist mcoDda mcoPd mcoPa 
  gbrng mcoBcb mcoPc mcoPb 
  gdist mcoDcb mcoPc mcoPb 
  RANDOM mcoR1 
  gp mcoPa2 ref mcoPd 
  <mcoBda,((mcoDda*mcoR1*.3)+(mcoDda*.1))*(mcoCW/10) 
  gp mcoPb2 ref mcoPc 
  <mcoBcb,((mcoDcb*mcoR1*.3)+(mcoDcb*.1))*(mcoCW/10) 
  This section is tricky. Here 
  we are preparing for the 
  next time through the loop. 
  You may have noticed that 
  in the 'chip' drawing 
  sections above, we make 
  reference to some points: 
  mcoPa2 and mcoPb2. 
  These points are based on 
  the previous segment of 
  the drawing, so here we set 
  up the points in case the 
  next segment needs them 
  for drawing 'chips'. 
   
  When you create loops like 
  this one, often your macro 
  will need information from 
  the previous iterations of 
  the loop. In those cases, 
  you need to plan ahead, 
  and set up variables like 
  these to carry those values 
  into the next loop. 
  gp mcoPa mcoPd 
  gp mcoPb mcoPc 
  go mcoLOOP1 
  Our loop is almost done. 
  We want the ends of the 
  drawing segments to 
  match each other, so we 
  set up the first two points 
  of the next segment poly 
  (Pa and Pb) to be the same 
  as the last two points from 
  this segment. 
   
  Now, we go back to the 
  beginning of the loop. 
  :mcoDONELOOP1 
   
   
  gp mcoP1 % 100 mcoentity 
  gp mcoPc ref mcoP1 <mcoB1-90,((mcoR4-
  .5)*(mcoCW*mcoVA))+mcoCW 
  Here is where we go when 
  the loop is done. But the 
  macro is not over; there is 
  still work to be done. Just 
  because our guide marker 
  has advanced beyond the 
  end of the guide entity, it 
  
  TMAH-4028-9636-6051
   
   
  360 
  gp mcoPd ref mcoP1 <mcoB1+90,((mcoR5-
  .5)*(mcoCW*mcoVA))+mcoCW 
  poly mcoPa mcoPb mcoPc mcoPd; 
   
  RANDOM mcoR1 
  changec2 mcoCol1 
  ifn mcoR1-.3 mcodone 
  changec2 mcoCol2 
  ifn mcoR1-.6 mcodone 
  changec2 mcoCol3 
  doesn't mean that the last 
  segment reaches to the 
  end of the guide. The last 
  segment is still short. We 
  have to now draw a single 
  segment to complete the 
  gap between the end of the 
  last segment from the 
  loops, and the end of the 
  guide. 
   
  We calculate the two end 
  points Pc and Pd using the 
  end of the guide as a 
  reference, and draw the 
  poly. The color is set in the 
  same way as all the other 
  times. 
  :mcodone 
  selby1 
  keep 10001,10001 
  selbyl 
  changel MacroConstruction 
  like 
  10001,10001 
  selbyp 
  group 
  selby1 
  erase 10001,10001 
  selrest 
  rdon 
  econ 
  ENDM 
  Now, all that is left to do is 
  clean up. 
   
  The KEEP command sets 
  CC2 Pro's drawing settings 
  to the same as the point we 
  dropped  at the beginning 
  of the macro. Next, we 
  move everything  on the 
  'MacroConstruction' layer 
  to the same layer as the 
  point (the same layer that 
  the user was on when the 
  macro began). Then we 
  group everything that we 
  just moved. 
   
  Finally, delete the point, 
  restore the 'select by' 
  method that  was set 
  before the macro started, 
  and turn on screen redraw 
  and command line echo. 
  And that's it. 
   
  
  TMAH-4028-9636-6051
   
   
  361 
   
   
   
   
   
  Grenia by Steven Kohler
  Grenia by Steven Kohler
  Grenia by Steven Kohler
  Grenia by Steven Kohler    
  Grenia
  Grenia
  Grenia
  Grenia is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  362 
  DD Pro Command Reference 
  This table gives you a list of all DD Pro’s commands except those used specifically in macros.  
  � 
  Command gives you the command name found on the CD Pro’s menus, the name that appears when you hover 
  the mouse over a button (tool tip text) or on a right click popup menu. Type the command into DD Pro’s Help 
  Index or Find list to get more details on the command. 
  � 
  Where? Lets you know which menu, popup menu or toolbar to find the command. DD Pro’s toolbar layout is 
  shown on page 304. Right click on the button to access a popup menu 
  � 
  The Text Equivalent is what you type at the Command prompt to use the command. 
  � 
  Use In Macro If the command is useable in a macro, then Yes, otherwise No. Note that all commands are 
  useable as the last line in a macro. The next section lists macro commands with parameters. 
   
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Add Corridor 
  Draws a corridor in a choice 
  of styles 
  Dungeon toolbar 
  CORRIDOR 
  No 
  Add Corridor (current) 
  Draws a corridor with the 
  current settings 
  Dungeon toolbar, Add 
  Corridor right click 
  CORRIDORM 
  Yes 
  Add DD Pro Definitions 
  Makes a template into a DD 
  Pro template 
  Dungeon menu 
  PARTM #system\walldefs;1;0;-1000,-
  1000;;RDOFF;UNDO;RDON; 
  Yes 
  Add Room 
  Draws a room in a choice of 
  styles and shapes 
  Dungeon toolbar 
  ROOM 
  No 
  Add Room (Circular) 
  Add circular room 
  Dungeon toolbar, Add Room 
  popup 
  ROOMM;3 
  Yes 
  Add Room (macro version) 
  Add room macro command 
  Text only 
  ROOMM 
  Yes 
  Add Room (Polygonal) 
  Add polygonal room 
  Dungeon toolbar, Add Room 
  popup 
  ROOMM;4 
  Yes 
  Add Room (Rectangular) 
  Add rectangular room 
  Dungeon toolbar, Add Room 
  popup 
  ROOMM;2 
  Yes 
  Add Room (Square) 
  Add square room 
  Dungeon toolbar, Add Room 
  popup 
  ROOMM;1 
  Yes 
  All dungeon drawing tools 
  Displays all dungeon drawing 
  tools 
  Dungeon toolbar 
  DRAWTOOLSM;=Dungeon* 
  No 
  Cave 
  Opens the cave symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Cave*; 
  No 
  Containers and Treasure 
  Opens the Container and 
  Treasure symbol setting in 
  current symbol style 
  Symbol toolbar 
  SYMICONM;Containers and Treasure*; No 
  Debris 
  Opens the Debris symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Debris*; 
  No 
  Dungeon Geomorph 
  Opens the geomorph symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Geomorphs*; 
  No 
  Dust 
  Display Dust drawing tools 
  Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Dust*; 
  No 
  Elemental and magic 
  Opens the Elemental and 
  Magic symbol setting in 
  current symbol style 
  Symbol toolbar 
  SYMICONM;Elemental and Magic*; 
  No 
  Floors 
  Display Floor drawing tools 
  Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Floor*; 
  No 
  
  TMAH-4028-9636-6051
   
   
  363 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  Furniture 
  Opens the furniture symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Furniture*; 
  No 
  Grass 
  Display Grass drawing tools 
  Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Grass*; 
  No 
  Lava 
  Display Lava drawing tools 
  Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Lava*; 
  No 
  Lock symbol angle 
  Sets the current symbol angle Dungeon toolbar 
  LOCKANG 
  Yes, no 
  parameters 
  Mud, Hot 
  Display Mud, Hot drawing 
  tools 
  Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Mud, Hot*; 
  No 
  Order Dungeon Layers 
  Reorders all entities by layer Dungeon menu 
  ORDERDL 
  Yes 
  Pebbles 
  Display Pebbles drawing tools Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Pebbles*; 
  No 
  Secret layer 
  Sets the Secret layer current Dungeon toolbar 
  GOLAYER Secret 
  Yes 
  Simple 
  Opens the simple symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Simple*; 
  No 
  Temples and Statues 
  Opens the Temples and 
  Statues symbol setting in 
  current symbol style 
  Symbol toolbar 
  SYMICONM;Temples and Statues*; 
  No 
  Toggle fill style 
  Toggle between solid and 
  hollow fill style 
  Dungeon toolbar 
  FILLTOG 
  Yes, no 
  parameters 
  Traps 
  Opens the traps symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Traps*; 
  No 
  Up and Down 
  Opens the up and down 
  symbol setting in current 
  symbol style 
  Symbol toolbar 
  SYMICONM;Up and Down*; 
  No 
  Wall 
  Displays dungeon wall 
  drawing tools 
  Dungeon toolbar, Wall right 
  click 
  DRAWTOOLSM;Dungeon Wall*; 
  No 
  Wall (Default) 
  Draws the default dungeon 
  wall 
  Dungeon toolbar 
  DRAWTOOLSM;Dungeon Wall, Default* No 
  Wall Features 
  Opens the wall features 
  symbol setting in current 
  symbol style 
  Symbol toolbar 
  SYMICONM;Wall Features*; 
  No 
  Wallbreak 
  Breaks a hole in a wall, 5' 
  center 
  Dungeon toolbar 
  GV wd 5';WBCW 
  Yes, no 
  parameters 
  Wallbreaks, Center, 10' 
  wide 
  Breaks a hole in a wall, 
  centered on insertion point, 
  10' wide 
  Dungeon menu >> 
  Wallbreaks, center 
  GV wd 10;WBCW 
  Yes, no 
  parameters 
  Wallbreaks, Center, 3' wide Breaks a hole in a wall, 
  centered on insertion point, 
  3' wide 
  Dungeon menu >> 
  Wallbreaks, center 
  GV wd 3;WBCW 
  Yes, no 
  parameters 
  Wallbreaks, Center, 5' wide Breaks a hole in a wall, 
  centered on insertion point, 
  5' wide 
  Dungeon menu >> 
  Wallbreaks, center 
  GV wd 5;WBCW 
  Yes, no 
  parameters 
  Wallbreaks, Center, User 
  width 
  Breaks a hole in a wall, 
  centered on insertion point, 
  user defined width 
  Dungeon menu >> 
  Wallbreaks, center 
  WBC 
  Yes, no 
  parameters 
  Wallbreaks, End, 10' wide 
  Breaks a hole in a wall, 
  insertion point at end, 10' 
  Dungeon menu >> 
  Wallbreaks, End 
  GV wd 10;WBEW 
  Yes, no 
  parameters 
  
  TMAH-4028-9636-6051
   
   
  364 
  Command 
  Description 
  Where? 
  Text Equivalent 
  Use in Macro 
  wide 
  Wallbreaks, End, 3' wide 
  Breaks a hole in a wall, 
  insertion point at end, 3' wide 
  Dungeon menu >> 
  Wallbreaks, End 
  GV wd 3;WBEW 
  Yes, no 
  parameters 
  Wallbreaks, End, 5' wide 
  Breaks a hole in a wall, 
  insertion point at end, 5' wide 
  Dungeon menu >> 
  Wallbreaks, End 
  GV wd 5;WBEW 
  Yes, no 
  parameters 
  Wallbreaks, End, User 
  width 
  Breaks a hole in a wall, 
  insertion point at end, user 
  defined width 
  Dungeon menu >> 
  Wallbreaks, End 
  WBE 
  Yes, no 
  parameters 
  Walls 
  Opens the walls symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Walls*; 
  No 
  Water 
  Display Water drawing tools 
  drawing tools 
  Dungeon menu >> Area fills 
  DRAWTOOLSM;Dungeon Water*; 
  No 
  Weapons 
  Opens the weapons symbol 
  setting in current symbol 
  style 
  Symbol toolbar 
  SYMICONM;Weapons*; 
  No 
   
   
   
  Ardraena by Mike Schmitz
  Ardraena by Mike Schmitz
  Ardraena by Mike Schmitz
  Ardraena by Mike Schmitz    
  Ardraena
  Ardraena
  Ardraena
  Ardraena can be viewed in 
  theProfantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  365 
  The Estrella d’Oro by Peter 
  The Estrella d’Oro by Peter 
  The Estrella d’Oro by Peter 
  The Estrella d’Oro by Peter 
  Laubender
  Laubender
  Laubender
  Laubender    
  The Estrella d’Oro is available in 
  the Profantasy Download Library 
   
  
  TMAH-4028-9636-6051
   
   
  366 
  DD Pro Macro Command Reference 
  This table includes DD Pro commands useable in macros that have one or more macro parameters. Macro-friendly 
  commands that work straight off are not included; see the table above for those commands. For example, in the 
  previous table, Thatched/Gothic has a text equivalent of CATICON6. You could put this in a macro and it would 
  function with no parameters. The macro version of the House command has many variations of syntax and is detailed 
  here. 
  For more information on macros, and you how might use this table, see page 152. 
  Command 
  Description 
  Text Equivalent Syntax 
  Add Room (Square) 
  Add a square room with the current settings 
  ROOMM;1 
  1;xy1stCnr1;xy2ndCnr1;…; 
  xy1stCnrN;xy2ndCnrN; 
  Add Room (Rectangular) 
  Add rectangular room with the current settings 
  ROOMM;2 
  2;xy1stCnr1;xy2ndCnr1;xy3rdCnr1;…;xy1s
  tCnrN;xy2ndCnrN;xy3rdCnrN 
  Add Room (Circular) 
  Add circular room with the current settings 
  ROOMM;3 
  3;xyCenter1;xyEdge1;…; 
  xyCenterN;xyEdgeN; 
  Add Room (Polygonal) 
  Add polygonal room with the current settings 
  ROOMM;4 
  4;xy1stCnr1;xy2ndCnr1;…; xyNthCnr1;…;; 
  xy1stCnrN;xy2ndCnrN;…;xyNthCnrN 
  Add Room (macro version) Add room with the current settings macro command ROOMM 
  ROOMM;nRoomType; 
  (see Add Room (*) entries for individual 
  syntax) 
  Add Corridor (current) 
  Draws a corridor with the current settings 
  CORRIDORM 
  xy1;xy2;…;xyN; 
   
   
   
  Division of Berlin, July 1945 by 
  Division of Berlin, July 1945 by 
  Division of Berlin, July 1945 by 
  Division of Berlin, July 1945 by 
  Ian Malcomson
  Ian Malcomson
  Ian Malcomson
  Ian Malcomson    
  Division of Berlin
  Division of Berlin
  Division of Berlin
  Division of Berlin is a map out of 
  the World War II Interactive Atlas. 
  For more information on the 
  WWIA, see page  490. 
  
  TMAH-4028-9636-6051
   
   
  367 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ADDITIONAL FT PRO CREDITS
  ADDITIONAL FT PRO CREDITS
  ADDITIONAL FT PRO CREDITS
  ADDITIONAL FT PRO CREDITS    
  Software Development:
  Software Development:
  Software Development:
  Software Development: Joseph R. Slayton, Simon Rogers 
  Programming:
  Programming:
  Programming:
  Programming: Joseph R. Slayton 
   Example Maps:
   Example Maps:
   Example Maps:
   Example Maps: Joseph R. Slayton 
  Users’ Guide:
  Users’ Guide:
  Users’ Guide:
  Users’ Guide: Ian R. Malcomson, Joseph R. Slayton, Simon Rogers, Dr Erin D Smale 
  Help System:
  Help System:
  Help System:
  Help System: Simon Rogers 
   Thanks To:
   Thanks To:
   Thanks To:
   Thanks To: FT-Beta list 
   
  
  TMAH-4028-9636-6051
   
   
  368 
  Fractal Terrains Pro Introduction 
  Welcome to Fractal Terrains Pro (FT Pro). This book contains step-by-step examples that 
  show you how to create pseudo-realistic worlds, quickly and easily, that can be exported for 
  further enhancement into CC2 Pro. While CC2 Pro is not required to make use of FT Pro, the 
  two when used together, can produce some startling results. Complete the tutorials, and you 
  will be creating your own worlds in minutes. 
  Other Sources of Information 
  FT Pro’s Help System. When you are using FT Pro you can get in-depth information by 
  pressing
  , or by selecting Help from FT Pro’s Help menu.  
  Web Based Tech Support. ProFantasy’s web site www.profantasy.com has a comprehensive 
  technical support section and details about e-mailing for help. 
  The CC2 mail-list. This is a very active e-mail discussion group to help new users and 
  discuss all things map related. To subscribe follow the instructions at the ProFantasy 
  Software web site, www.profantasy.com 
  Installing FT Pro 
  Place the FT Pro compact disc into your CD-ROM drive. On most computers there will be a 
  few seconds of whirring, then you will see a window showing the contents of the CD. If this 
  doesn’t happen, double-click on “My Computer”, then on the  for your CD-ROM drive. 
  To install FT Pro, double-click on Setup 
  , then follow the on-screen instructions. 
  Starting FT Pro 
  Once you have completed the installation, start FT Pro. You can do this by double-clicking 
  on the FT Pro icon on your computer’s desktop, or by locating FT Pro within your Windows® 
  Start menu. 
  FT Pro will attempt to load the file you were working on when it was last closed. If you did 
  not manage to close FT Pro down cleanly when last used (e.g., your system crashed, or FT 
  Pro stopped responding due to errors in a binary file you were attempting to import), you 
  may experience problems starting FT Pro as it might be attempting to read data from a 
  corrupt file. 
  If you do experience such problems, it is recommended that you start FT Pro by double-
  clicking on a FT Pro file that is known to function normally (either one of your own files, or 
  one of the example files provided on your FT Pro CD will suffice) from Windows® Explorer. 
  Holding down the Shift key while starting FT Pro will prevent it from loading the last saved 
  file and from reloading the window position information. 
  Latest Information 
  To find out about any additions to FT Pro since this manual was written, double-click the 
  Readme  on the CD. 
  The FT Pro CD 
  It is worthwhile exploring your FT Pro CD beyond the installation setup files. You will 
  discover examples of worlds created with the software, as well as real-world data that can 
  be used with FT Pro to produce realistic maps based the geography of Earth and Mars. Also 
  included is the latest version of Wilbur, a fairly comprehensive fractal world generation tool 
  that possesses a less advanced CC2 Pro export capability. While FT Pro is ideal for quick 
  generation of worlds, shielding you somewhat from the fractal theory the software uses, 
  Wilbur is an excellent tool for those wishing to explore this theory to greater depth. 
   
  Install
  Install
  Install
  Install    
  During the installation you will be 
  asked to give your name, company 
  and FT Pro Serial number. Your 
  unique serial number is in the back 
  of the manual or it was emailed to 
  you. If the company box is blank, 
  you will have to enter something, 
  even if it is only one character! 
  Wilbur
  Wilbur
  Wilbur
  Wilbur    
  For more information about Wilbur 
  and real-world data, please refer to 
  the “Readme” and “Credits and 
  Thanks” text files on the CD, 
  respectively. Documentation for 
  Wilbur is also provided. 
  
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  Great Britain by Colin Beav
  Great Britain by Colin Beav
  Great Britain by Colin Beav
  Great Britain by Colin Beaverererer    
  Great Britain
  Great Britain
  Great Britain
  Great Britain is a detailed relief 
  map of Britain exported from the 
  real world data included with 
  Fractal Terrains. Using real world 
  data is explained in Creating 
  Worlds from Real World Data on 
  page 410. 
  Great Britain
  Great Britain
  Great Britain
  Great Britain is available in the 
  Profantasy Download Library. 
  
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  Your First World 
  FT Pro can be as simple or as complex as you wish it to be. For 
  your first world, we shall explore only the important points. The 
  reference section forming the bulk of this section explains some of 
  the more complex capabilities of the software. 
  The first step in creating a world is, obviously, to start FT Pro. Double-
  click the FT Pro icon on your computer’s desktop. You will be presented 
  with several windows that comprise FT Pro’s main screen. 
  To create a new world: 
  On the File menu, click New. 
  You see the Select World Type dialog box. 
   
  For now, we shall create a synthetic (random) world. Tutorials covering 
  flat worlds and those created using binary files can be found later in this 
  section. 
  1 
  Ensure that the Synthetic World radio button is checked, and click 
  Next. 
  You see the Synthetic World dialog box. 
  This dialog contains the basic settings used to generate a world. 
  These parameters are similar to those found in the World Settings 
  property page on the Map menu. 
  2 
  Click Next. 
  You see a dialog box summarizing the world settings you have 
  chosen and providing some reminders as to where the main world 
  and coloring settings can be changed. 
  3 
  Click Finish to complete your world. 
  FT Pro will spend a few moments calculating, and will then draw the world into the main 
  screen. 
  Congratulations!  You have just created your first world. 
   
  FT Pro icon
  FT Pro icon
  FT Pro icon
  FT Pro icon    
  Throughout these tutorials, 
  reference is made to icons that 
  access FT Pro’s various functions. If 
  you cannot locate an icon, it will be 
  because the toolbar to which the 
  belongs is not currently shown. 
  In order to display a required 
  toolbar, go to the View menu
  View menu
  View menu
  View menu and 
  click name of the toolbar desired. 
  toolbars that are currently 
  displayed appear on the menu with 
  a tick next to them. If no tick 
  appears, that toolbar is currently 
  hidden. 
  
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  Ulder by Chris Heismann
  Ulder by Chris Heismann
  Ulder by Chris Heismann
  Ulder by Chris Heismann    
  Ulder
  Ulder
  Ulder
  Ulder uses many hand drawn 
  symbols from Symbol Set 1-Fantasy 
  Overland. Chris also made symbols 
  for the drawing using the 
  techniques explained in Creating a 
  symbol on page 66. 
  Ulber
  Ulber
  Ulber
  Ulber is available in the Profantasy 
  Download Library. 
   
  
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  Navigating the World 
  FT Pro possesses functionality allowing you to move about your world, and to zoom into and 
  out of areas within it. It is a good idea to become familiar with these various functions, as 
  they will be useful when you come to edit and otherwise play with your new creation. 
  Zooming In and Out 
  To change the zoomed view of your world: 
  � 
  Click Zoom In 
   to change the view so that it is zoomed in by a factor of two. 
  � 
  Click Zoom Out 
   to change the view so that it is zoomed out by a factor of two. 
  � 
  Click Zoom Extents 
   to change the view so that the entire world fits within the 
  display window. 
  � 
  Click Zoom Window 
  , then click a point, move the mouse, click another point 
  forming a box. The view will change to show a zoomed view of the area within that 
  box. 
  Moving around on the main map 
  You can change the viewed world area at the current zoom level by either panning, or by 
  rotating the small globe in the upper right hand corner of the main FT Pro window. 
  To pan the current view: 
  Click Pan 
  . 
  The mouse pointer will change to show a hand. 
  1 
  Click and hold the mouse button down within the world view. 
  The mouse pointer will appear to “grab”. 
  2 
  Move the mouse in the desired pan direction. 
  The world view will move with the mouse. Notice that, as you move the mouse 
  around, the small globe will appear to rotate in the desired direction. 
  3 
  When the desired view appears, release the mouse button. 
  FT Pro will re-draw the world to show the new view. 
  Holding down 
   while using the pan tool will change the map center of projection 
  rather than the offset parameters.  
  Moving around using the Globe. 
  The small globe may also be rotated directly to achieve the view you desire.  
  Click and hold the mouse button down within the world view. 
  The mouse pointer will appear to “grab”. 
  4 
  Move the mouse in the desired pan direction. 
  The world view will move with the mouse. Notice that, as you move the mouse 
  around, the small globe will appear to rotate in the desired direction. 
  5 
  When the desired view appears, release the mouse button. 
  FT will re-draw the world to show the new view. 
   
  Named Views 
  You can create named views for your world. When a named view is created, map projection, 
  scale, and position are stored within it. Named views can be used for world navigation and 
  to export sections of worlds. They are especially useful for outputting consistent images of 
  the same portions of a world using different settings and during different FT Pro sessions. 
  Projection
  Projection
  Projection
  Projection    
  For more information on 
  projections see Map Projections on 
  page 439.  
  Globe
  Globe
  Globe
  Globe    
  Using the globe can be useful at 
  times, especially when editing. 
  Note that if the map center has 
  been offset from 0,0 using the pan 
  tool or the Map Projection dialog, 
  moving the globe may not exactly 
  position the central part of the 
  main map at the same part as the 
  center of the globe. 
  
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  Creating named views 
  1 
  Right-click within FT Pro’s main screen. 
  You see the Context menu. 
  2 
  Click Add View.  
  You see the Enter View Name dialog box.  
  3 
  Enter a view name for your view, then click OK. 
   The View management commands are available from the View menu as well as from the 
  context menu. 
  Using named views 
  Once you have created named views for 
  your world, you can access them via the 
  Context menu. The Show View Window 
  command opens the View Management 
  dialog box. 
  Multiple named views can be selected by holding down 
   while clicking to select, and 
  selecting names individually, or holding down 
   to select a range of view names. 
  � 
  Show will change the current world view to reflect the settings stored within the 
  selected named view. Double-clicking on a named view’s list entry has the same 
  effect. 
  � 
  Add Current View will add the 
  current world view as a named view. 
  This function works in the same way 
  as the Context menu >> Add View 
  command. 
  � 
  Delete will remove the selected 
  named views. 
  � 
  Export As CC2 exports the currently selected named views as CC2 Pro and/or JPEG 
  files: 
   
  � 
  Checking the Generate CC2 Files box will export the selected named views as CC2 
  Pro maps. When checked, FT Pro will prompt for selection of an existing CC2 Pro 
  export file. 
  � 
  Checking the Generate JPEG Files box will export the selected named views as JPEG 
  images. The JPEG Size entry is used to determine the width of the exported JPEG 
  images. 
  � 
  Output Directory allows selection of the directory in which the exported files will be 
  saved. If no directory is specified, then the current one will be used. 
  � 
  Exported named views carry file names that reflect their view names. If you wish to 
  use named views for export, you should take care to use only names that are valid 
  Windows® file names, and back up or change the names of existing images and 
  maps that may be affected. 
  Export File
  Export File
  Export File
  Export File    
  For more information, see 
  Exporting to CC2 Pro on page 404. 
  View Management Dialog Box
  View Management Dialog Box
  View Management Dialog Box
  View Management Dialog Box    
  All named views created for the 
  current world will be listed within 
  the dialog, along with the stored 
  parameters for each. To make use 
  of the View Management 
  functions, click one of the listed 
  views. 
  View Name
  View Name
  View Name
  View Name    
  View names are case sensitive, and 
  can have a maximum of 60 
  characters. If you intend to export 
  saved views (see Using named 
  views), it is advisable to use legal 
  Windows® file names. 
   
  Context Menu
  Context Menu
  Context Menu
  Context Menu    
  The Context menu provides a quick 
  mouse shortcut to some of the 
  more commonly used commands. 
  You can use it, by right-clicking, 
  instead of using the standard menu 
  and buttons to access these 
  commands. 
  
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  Selections settings
  Selections settings
  Selections settings
  Selections settings    
  • The ...
  ......
  ... button will change the 
  directory where the definition 
  files are stored. The current 
  directory is shown to the left of 
  this button. 
  • The list area shows the 
  settings available in this 
  directory. 
  • Delete
  Delete
  Delete
  Delete removed the currently-
  selected color scheme. 
  • Save
  Save
  Save
  Save saves the current world 
  settings data from the property 
  sheet to disk. You will be 
  presented with a dialog asking 
  for the name of the settings. 
  This name may contain any 
  characters allowable for a file 
  name. 
  • Load
  Load
  Load
  Load loads the currently-
  selected world settings file into 
  the property sheet. These 
  settings will not be applied to 
  your world until the Apply 
  button is clicked. 
  • Update
  Update
  Update
  Update will save the current 
  data in the property sheet into 
  a file with the same name as 
  the currently-selected settings 
  file in the list. 
   
  World Settings 
  The World Settings property sheet replaces the World Settings dialog as well as the 
  Advanced World Settings dialog from FT1. This property sheet has the advantage that it will 
  remain open while you change settings and apply them to your worlds. 
  Selection 
  World Setting definitions may be stored on disk and recalled later from the Selections 
  property page. Loading a world setting will not apply the setting to your world until the 
  Apply button is clicked. 
      
   
  Primary 
  The Primary settings page contains the main settings that control the appearance of your 
  world. As with all pages on this property sheet, changes will not take effect on your world 
  until you click the Apply button. 
  Highest Peak sets the maximum altitude for the world. Sometimes the generated world 
  may exceed this value by a small percentage, but it usually keeps within bounds. 
  Lowest Depth sets the lowest point in the ocean. Sometimes the generated world may 
  exceed this value by a small percentage, but it usually keeps within bounds. 
  Circumference (or Diameter) sets the size of the world. If circumference is selected, the 
  value is the distance around the world at the equator. If it’s diameter, the value is the 
  distance through the north and south poles. All worlds are assumed to be perfectly spherical, 
  not an oblate spheroid like the earth. 
  World Seed is the world number to generate. It sets the random number seed for the 
  internal generators. Values for this seed can range from negative 2,147,483,648 to positive 
  2,147,483,647. The button next to the seed with a die on it selects a random see value 
  when pressed. 
  The Roughness slider controls the level of roughness in a surface. This value is roughly the 
  fractal dimension of the surface. The sequence below shows how Roughness affects the 
  surface from high (0.01) to low (1.49). 
   
  0.01 
   
  0.38 
   
  0.75 
   
  1.13 
   
  1.49 
   
   
  
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  Secondary Settings
  Secondary Settings
  Secondary Settings
  Secondary Settings    
  • Raw Height Field
  Raw Height Field
  Raw Height Field
  Raw Height Field indicates if the 
  surface should be treated as a raw 
  height field rather than a fractal 
  function. 
  • Metric Units
  Metric Units
  Metric Units
  Metric Units, if checked, changes 
  all measurements to metric 
  (kilometers, meters, centimeters, 
  and degrees Celsius). If unchecked, 
  measurements will be in English 
  units (miles, feet, inches, and 
  degrees Fahrenheit). 
  • If checked, Continental Shelves
  Continental Shelves
  Continental Shelves
  Continental Shelves 
  indicates that the continental 
  margins will be computed.  
  • The North Pole Position
  North Pole Position
  North Pole Position
  North Pole Position group 
  controls the location of the north 
  pole. Changing this value will 
  rotate the map around in its 
  coordinate system. The change will 
  not be applied to any terrain 
  editing changes, however. 
  Latitude
  Latitude
  Latitude
  Latitude and Longitude
  Longitude
  Longitude
  Longitude specify 
  the new location on the sphere 
  through which the pole will pass. 
  The Percent Sea slider sets the rough amount of sea that will be found on the map. While 
  the system may not always generate exactly the right amount of ocean, it will often be fairly 
  close. 
  The Land Size slider sets the size of the land masses. The sequence below shows how 
  changing the setting changes the landmass size. 
   
  1.00 
   
  2.14 
   
  3.25 
   
  5.50 
   
  10.00 
   
   
  If checked, Apply to Current World will apply any changes in the world parameters to the 
  current world, preserving any terrain editing. If unchecked, all editing will be lost. 
  Secondary 
  The Secondary settings page contains minor settings that 
  control the appearance of your world. As with all pages on this 
  property sheet, changes will not take effect on your world 
  until you click the Apply button. 
  Raw height Field 
  A raw height field gets its data only from a linear interpolation 
  of the offset channel; it ignores any fractal data or scaling. 
  Using this option and an equirectangular projection makes FT 
  Pro perform like a traditional height field tool. 
  Continental Shelves 
  The pair of images below shows how a world appears with 
  and without continental shelves. Note how turning on 
  Continental Shelves can reduce the relative altitudes of some 
  parts of the map. 
  With Continental Shelves 
   
  Without Continental Shelves 
   
   
  Raw Height Fields 
  FT Pro usually operates with editing data being used to adjust a preexisting fractal function. 
  The offset and roughness editing values are interpolated using a cubic spline and 
  composited with the fractal function to yield a final result. Using the Burn Into Surface tool 
  in version 1 would allow the fractal function to be placed evaluated and placed into the 
  offset channel, resulting in an effect similar to a raw height field. However, the fractal 
  function could be added back into the surface by using the roughness tools. The Raw Height 
  Field option always ignores the roughness data and fractal function, performing a simple 
  linear interpolation of the offset channel. This option gives a result closer in appearance to 
  
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  376 
  traditional height field editing tools while retaining many of the features of FT Pro such as 
  map projections. 
   
  Basic FT Pro result 
  After Burn Into Surface 
  After Raw Height Field 
  checked 
   
   
   
   
  Using the raw height field option prevents creation of excessive detail and prevents 
  excessive smoothing due to the cubic interpolation. These features can be useful for output 
  to external programs such as ray tracers. 
  
  TMAH-4028-9636-6051
   
   
  377 
  Llannaid by Ralf Schemmann
  Llannaid by Ralf Schemmann
  Llannaid by Ralf Schemmann
  Llannaid by Ralf Schemmann    
  Llannaid is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
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  Color to Altitude Options
  Color to Altitude Options
  Color to Altitude Options
  Color to Altitude Options    
  • Load
  Load
  Load
  Load will load a saved set of 
  conversion data from disk. 
  • Save
  Save
  Save
  Save will save the current set of 
  conversion data to a file on disk. 
  • Generate
  Generate
  Generate
  Generate will perform the listed 
  color to altitude conversions on 
  the displayed image overlays. 
  continued on next page 
  Viewing World Information 
  From what we have explored thus far, we know that FT Pro can calculate and show height 
  contours for a world. The clever little beastie does not stop at that, however.  
  When a world is created, FT Pro will automatically determine its climate, temperature, and 
  rainfall, as well as its general geography. While these calculations are based more on theory 
  than any “true to life” scenario (for example, viewing the climate for your world will very 
  likely reveal huge expanses of forestland - such factors as deforestation and axe-wielding 
  settlers are not figured in the climate calculations), they can be very useful when it comes to 
  adding the finishing touches. As we shall see later, any of these factors that do not suit your 
  concept can easily be changed. 
  � 
  Click Show Altitudes  
   to show your world’s height contours and general 
  geography (this is the default view). 
  � 
  Click Show Climate 
   to show the climate zones FT Pro has calculated for your 
  world. 
  � 
  Click Show Temperature  
   to show the temperature zones FT Pro has calculated for 
  your world. 
  � 
  Click Show Rainfall  
   to show precipitation levels FT Pro has calculated for your 
  world. 
  For each of these views, different colors are used to indicate the different values FT Pro has 
  calculated. The colors and their associated values are shown within the Color Key window. 
  When you change the view mode, the Color Key window will change accordingly. 
   
   
   
   
  You can also measure linear distances across a world. Click Distance  
  , and then click 
  both ends of the linear distance you wish to measure. FT Pro will report the measurement. 
  Color to Altitude Conversion 
  Many data sets are available on the Internet that provide color-coded altitudes. In addition, 
  many CC2 Pro files are created with colors representing contours. To make it easier to 
  import that data into FT Pro, the color to altitude conversion tool was created. This tool 
  allows you to define colors, associate 
  altitudes with those colors, and then 
  convert the colors in the displayed 
  overlays into altitudes in the offset 
  channel. 
  The first step is to create a set of colors 
  and assign altitudes to those colors. To 
  ease this task, FT Pro provides the 
  Color to Altitude window shown here. 
  The main portion of this dialog shows 
  the list of color items. Double-clicking 
  on an item has the same effect as selecting that item and clicking the Edit button. 
  Editing color items 
  Clicking on the Color area brings up the color picker dialog to 
  select a color. 
  
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  379 
  Altitude specifies the altitude of the color selected above. 
  Type is the operation that will be performed on this color. 
  Roughness is the value that will be placed in the roughness channel for the color operation. 
  Exponent is the amount of non-linearity introduced into the peaks and basins. Values less 
  than 1 will lead to rounded tops, while values greater than 1 will lead to more pointed tops. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  continued from previous page 
  • Help
  Help
  Help
  Help shows the help topic for 
  this dialog. 
  • Add
  Add
  Add
  Add adds a color to altitude 
  correspondence using the Color 
  to Altitude Correspondence 
  dialog (see below). 
  • Pick
  Pick
  Pick
  Pick adds a color to altitude 
  correspondence by changing the 
  tool to a dropper and allowing a 
  color on the main display 
  window to be picked. After  you 
  have clicked on the main image 
  to pick a color, the Color to 
  Altitude Correspondence dialog 
  will appear to finish the add 
  operation (see below). 
  • Edit
  Edit
  Edit
  Edit brings up the Color to 
  Altitude Correspondence dialog, 
  loaded with data for the 
  currently-selected item. 
  • Delete
  Delete
  Delete
  Delete removes the currently-
  selected item from the list. 
  • Close
  Close
  Close
  Close dismisses this window. 
   
   
   
   
   
   
   
   
   
   
   
   
  Cartouche by Linda Kekumu*
  Cartouche by Linda Kekumu*
  Cartouche by Linda Kekumu*
  Cartouche by Linda Kekumu*    
  Linda’s cartouche is available in 
  the Example
  Example
  Example
  Examples>
  s>
  s>
  s>Tome
  Tome
  Tome
  Tome folder. 
   
  
  TMAH-4028-9636-6051
   
   
  380 
  Select Color Scheme settings
  Select Color Scheme settings
  Select Color Scheme settings
  Select Color Scheme settings    
  • The ...
  ......
  ... button will change the 
  directory where the definition files 
  are stored. The current directory is 
  shown to the left of this button. 
  • The list
  list
  list
  list area shows the settings 
  available in this directory. 
  • The color
  color
  color
  color area to the right of the 
  list shows a preview of the altitude 
  data from the currently selected 
  color scheme. 
  • Delete
  Delete
  Delete
  Delete removes the currently 
  selected color scheme. 
  • Save
  Save
  Save
  Save saves the current color data 
  from the property sheet to disk. 
  You will be presented with a 
  dialog asking for the name of the 
  scheme. This name may contain 
  any characters allowable for a file 
  name. 
  • Load loads the currently selected 
  color scheme into the property 
  sheet. This color scheme will not 
  be applied to your world until the 
  Apply
  Apply
  Apply
  Apply button is clicked. 
  • Update
  Update
  Update
  Update will save the current data 
  in the property sheet into a file 
  with the same name as the 
  currently-selected scheme in the 
  list. 
  Intensity se
  Intensity se
  Intensity se
  Intensity settings
  ttings
  ttings
  ttings    
  • The Light Direction group controls 
  the direction of the lighting.  
  • Azimuth is the compass direction 
  of the lighting in degrees clockwise 
  from up. It may also be controlled 
  via the horizontal slider in the 
  Light Direction group. 
  • Elevation is the altitude direction 
  of the lighting in degrees above 
  the horizon. 0 is horizontal, while 
  90 is straight down from above. 
  This value may also be controlled 
  via the vertical slider in the Light 
  Direction group. 
  • Vertical Exaggeration is a measure 
  of the intensity of the lighting 
  effect. Smaller values will yield a 
  less pronounced shading effect, 
  while larger values will yield a 
  much darker and dramatic image. 
  • The Shadows slider controls the 
  amount of the lighting effect 
  applied to the world display. 
  Setting the slider all the way to 
  None will turn off the shading 
  effect. 
  Lighting and Color 
  In FT 1.X, the Lighting and Color information was stored on a set of dialog boxes, as was the 
  World Settings information. These dialogs had the unfortunate feature that they would 
  need to be dismissed before the changes made could be observed. In FT Pro, this information 
  is stored in a pair of property sheets, so you can make lots of changes, then see the effect in 
  one go. 
  The Lighting and Color property sheet replaces the Color and Lighting dialog as well as the 
  Advanced color and lighting dialog from FT. This property sheet has the advantage that it 
  will remain open while you change color settings and apply them to your worlds. 
  Select Coloring Scheme 
  Coloring schemes may be stored on disk and recalled later. FT Pro offers a preview of the 
  coloring schemes before loading. Selecting a coloring scheme from the list will display a 
  quick preview on the right-hand side of the property page. This scheme is not loaded into 
  the rest of the property sheet until the Load button is clicked. 
  Intensity 
  The intensity property page controls the appearance of the shading that is modulated with 
  the coloring data. The data on this property page will not be applied to the world until the 
  Apply button is checked. 
   
  
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  381 
  Altitude settings
  Altitude settings
  Altitude settings
  Altitude settings    
  • The Land
  Land
  Land
  Land group controls the land 
  coloration (altitude above water 
  level). Colors
  Colors
  Colors
  Colors is the number of 
  colors between altitude zero and 
  the world maximum altitude. The 
  colors in the color list will be 
  interpolated between the Sea 
  Level and Highest Peak colors, 
  subject to the available CC2 
  palette. If the high and low colors 
  are fairly close together the 
  number of visible colors may be 
  less than that specified. This 
  apparent color reduction occurs 
  because the CC2 palette has only 
  256 colors. 
  • Highest Peak
  Highest Peak
  Highest Peak
  Highest Peak is a color picker 
  that sets the coloring for the 
  highest altitude in the world and 
  above. Changing this color will 
  redo the color list to smoothly 
  interpolate the CC2 colors 
  between Highest Peak and Sea 
  level. 
  • Sea Level
  Sea Level
  Sea Level
  Sea Level is a color picker that 
  sets the coloring for land at or 
  below sea level. Changing this 
  color will redo the color list to 
  smoothly interpolate the CC2 
  colors between Highest Peak and 
  Sea level. 
  • The color list 
  color list 
  color list 
  color list between Highest 
  Peak and Sea Level can be used 
  to change individual colors. 
  Moving the mouse cursor over 
  this area causes the cursor to 
  change to a dropper. Clicking the 
  left mouse buttons brings up the 
  CC2 color picker and allows the 
  color under the cursor to be 
  changed. Changing the Sea level 
  or Highest Peak color will lose 
  any edits to the color list.    
  • Blended
  Blended
  Blended
  Blended indicates if the color 
  should smoothly blend from one 
  color to another on the main map 
  display. If checked, the colors will 
  smoothly flow from one to 
  another. If not checked, the colors 
  will abruptly transition from one 
  to the next. 
  • Shaded
  Shaded
  Shaded
  Shaded indicates if light/dark 
  shading should be applied to the 
  world. 
  • The Default
  Default
  Default
  Default button loads the 
  program default values back into 
  the property page. 
  Altitude 
  The Altitude property page controls the coloring of the 
  surface when the Show Altitude display option is checked 
  in the Map menu. As with all pages on this property sheet, 
  changes made will not be applied to the world until the 
  Apply button is clicked. 
  Temperature 
  The Temperature property page controls the coloring of the 
  surface when the Show Temperature display option is 
  checked in the Map menu. As with all pages on this 
  property sheet, changes made will not be applied to the 
  world until the Apply button is clicked. 
  The Load button will load a 
  coloring file into the list. 
  The Save button will save 
  the current coloring 
  definition to a coloring file. 
  The Default button loads the program default color list back 
  into the property page. 
  Highest Temperature is a color picker that sets the coloring 
  for the highest defined temperature and above. Changing 
  this color will redo the color list to smoothly interpolate the 
  CC2 Pro colors between Highest Temperature and Lowest 
  Temperature. 
  Lowest Temperature is a color picker that sets the coloring 
  for the lowest defined temperature and below. Changing 
  this color will redo the color list to smoothly interpolate the 
  CC2 Pro colors between Highest Temperature and Lowest 
  Temperature. 
  Individual colors may be set on the color list by moving the cursor over that color and 
  clicking the left mouse button. Select a color from the color picker that appears and click 
  OK. The color will now be set. 
  
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  Rainfall Settings
  Rainfall Settings
  Rainfall Settings
  Rainfall Settings    
  • The Load button will load a 
  coloring file into the list. 
  • The Save button will save the 
  current coloring definition to a 
  coloring file. 
  • The Default button loads the 
  program default color list back into 
  the property page. 
  • Highest Rain
  Highest Rain
  Highest Rain
  Highest Rain is a color picker that 
  sets the coloring for the highest 
  defined rainfall and above. 
  Changing this color will redo the 
  color list to smoothly interpolate 
  the CC2 colors between Highest 
  Rain
  Rain
  Rain
  Rain and Lowest Rain
  Lowest Rain
  Lowest Rain
  Lowest Rain. 
  • Low
  Low
  Low
  Lowest Rain
  est Rain
  est Rain
  est Rain is a color picker that 
  sets the coloring for the lowest 
  defined rainfall and below. 
  Changing this color will redo the 
  color list to smoothly interpolate 
  the CC2 colors between Highest 
  Rain
  Rain
  Rain
  Rain and Lowest Rain
  Lowest Rain
  Lowest Rain
  Lowest Rain. 
  • Individual colors may be set on the 
  color list by moving the cursor over 
  that color and clicking the left 
  mouse button. Select a color from 
  the color picker that appears and 
  click OK. The color will now be set. 
  Climate settings
  Climate settings
  Climate settings
  Climate settings    
  • The main portion of the page is 
  occupied by the data list. This list 
  contains the names of climates and 
  the RGB values of their associated 
  colors. 
  • The Load
  Load
  Load
  Load button will load a 
  coloring file into the list. 
  • The Save
  Save
  Save
  Save button will save the 
  current coloring definition to a 
  coloring file. 
  • The Default
  Default
  Default
  Default button loads the 
  program default color list back into 
  the property page. 
  • The Edit
  Edit
  Edit
  Edit button will bring up the 
  color picker for the currently-
  selected climate type. Double-
  clicking on a list element will have 
  the same effect. 
  Rainfall 
  The Rainfall property page controls the coloring of the surface when the Show Rainfall 
  display option is checked in the Map menu. As with all pages on this property sheet, 
  changes made will not be applied to the world until the Apply button is clicked. 
   
  Climate 
  The Climate property page controls the coloring of the surface when the Show Climate 
  display option is checked in the Map menu. As with all pages on this property sheet, 
  changes made will not be applied to the world until the Apply button is clicked.  
   
  
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  Concentric Castle by Ralf 
  Concentric Castle by Ralf 
  Concentric Castle by Ralf 
  Concentric Castle by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
  This castle floorplan and many 
  more are included in Sourcemaps: 
  Castles! 
  For more information on Castles!, 
  see page  480. 
  
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  World Projections 
   Displaying a globe on a flat surface poses a problem. Over the years, several different 
  methods of achieving this have been devised. Such methods produce flat-map views, or 
  projections, of the globe. FT Pro has the capability to display your world using many of these. 
  To change the projection used to display your world: 
  Click Change Projection 
  . 
  You see the Map Projection dialog box. 
  1 
  Click one of the listed map projections. 
  The preview of the world will change to reflect 
  the selected projection. 
  2 
  Keep cycling through the available map projections 
  until you find one that you like. 
  3 
  Press OK. 
  The view of your world will be updated to reflect 
  the new projection. 
  The Map Projection dialog has three basic sets of parameters:  
  � 
  Projection Center, represented by the values Lat (latitude) and Lon (longitude), 
  defines the central point for the projection display; 
  � 
  View Offset (represented by XOfs and YOfs) defines the offset from the projection 
  center to the center of the area of interest. View Offsets can be used to center a view 
  to a particular latitude and longitude co-ordinate. To calculate the values required to 
  do this when showing the Equirectangular projection, use the following formulae: 
                              
  180
  longitude
  XOfs
  −
  =
                                
  180
  latitude
  YOfs
  −
  =
   
  For example, to center the view to longitude -117, latitude 35 the values used would 
  be 0.65 (XOfs) and -0.19444 (YOfs). This trick works only for the equirectangular 
  projection. Other projections have more complex formulae. 
  � 
  Scale, expressed as a zoom ratio (e.g., a Scale of 1 will display the entire world, 0.5 
  will zoom in by a factor of ×2, 4 will zoom out by a factor of ×1/4, and so on). 
  � 
  Conic Parameters, represented by Conic Lat0 and Conic Lat1, give the two standard 
  parallels for conic projections. Most projections (that is, the non-conic ones) do not 
  use these parameters. 
  Map Projections
  Map Projections
  Map Projections
  Map Projections    
  Further discussion regarding map 
  projections appears within the FT 
  Pro reference to the rear of this 
  section. 
   
  
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  Gwynnin by Ralf Schemmann
  Gwynnin by Ralf Schemmann
  Gwynnin by Ralf Schemmann
  Gwynnin by Ralf Schemmann    
  Gwynnin
  Gwynnin
  Gwynnin
  Gwynnin is available in the 
  Profantasy Download Library.  
  
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  Grid Options
  Grid Options
  Grid Options
  Grid Options    
  • Add
  Add
  Add
  Add brings up the Grid Settings 
  dialog (see below) to allow a 
  new grid to be created. 
  • Edit
  Edit
  Edit
  Edit brings up the Grid Settings 
  dialog with the currently-
  selected grid info shown in the 
  dialog. 
  • Delete
  Delete
  Delete
  Delete removes the currently-
  selected grid. 
  • Load
  Load
  Load
  Load loads a grid definition file 
  from disk. 
  • Save
  Save
  Save
  Save saved a grid definition file 
  to disk. 
  • Show
  Show
  Show
  Show shows the currently-
  selected grid on the displayed 
  image. 
  • Hide
  Hide
  Hide
  Hide hides the currently-
  selected grid on the displayed 
  image. 
  • Up
  Up
  Up
  Up moves the grid up in the 
  drawing order. 
  • Down
  Down
  Down
  Down moves the grid down in 
  the drawing order. 
  • Latitude Polar Endcaps
  Latitude Polar Endcaps
  Latitude Polar Endcaps
  Latitude Polar Endcaps is a 
  global setting that will prevent 
  grids from approaching to 
  within the inidcated number of 
  degrees of the poles. This 
  setting is a holdover from 
  version 1.X. It can be simulated 
  by setting each grid to a smaller 
  display area. 
  • Subdivision
  Subdivision
  Subdivision
  Subdivision level is the basic 
  subdivision level. This setting is 
  a holdover from version 1.X. 
  Enabling Adaptive Grid 
  Resolution is usually a better 
  solution than increasing this 
  value. 
  • Adaptive Grid Resolution
  Adaptive Grid Resolution
  Adaptive Grid Resolution
  Adaptive Grid Resolution 
  enables the adaptive grid 
  resolution setting. This 
  operation will use as many 
  subdivisions as are required to 
  yield a smoothly-curving 
  gridline. 
  Grids 
  FT Pro supports as many grids as you would like to define, as opposed to version 1.x, which 
  supported only a maximum of two grids.  
   
  The main area shows any defined grids. The columns in this area are: 
  Column 
  Description 
  # 
  shows the grid number. Grids are drawn with the highest number at the top of the 
  drawn grids (drawn from lowest number to highest). 
  Show 
  indicates if the grid is visible. This value may be changed by selecting the grid 
  record and using the Show and Hide buttons or by editing the grid record and using 
  the Visible checkbox. 
  Lat 
  The latitude spacing of the grid 
  Lon 
  The longitude spacing of the grid 
  Color 
  The color of the grid being displayed. The color is represented as a hex RGB value. 
  Line 
  The thickness of the line. This value ranges from 0 to 2.54 mm (1 to 10 pixels 
  onscreen). 
  Altitude 
  The altitude at which the grid will be displayed. This value is only relevant for CC2 
  Pro output, when it will indicate at what altitude the grid should be drawn. 
  Top 
  The top edge (largest latitude) at which the grid is defined. 
  Left 
  The left edge (smallest longitude) at which the grid is defined. 
  Right 
  The right edge (largest longitude) at which the grid is defined. 
  Bottom 
  The bottom edge (smallest latitude) at which the grid is defined. 
   
   
  
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  Edit Grid Settings
  Edit Grid Settings
  Edit Grid Settings
  Edit Grid Settings    
  • Enable Grid indicates if the grid is 
  visible. 
  • Color is the color of the grid being 
  displayed. Click on the color spot 
  to bring up the color picker. 
  • Altitude is the altitude at which the 
  grid will be displayed. This value is 
  only relevant for CC2 output, when 
  it will indicate at what altitude the 
  grid should be drawn. 
  • Latitude Spacing is the latitude 
  spacing of the grid 
  • Longitude Spacing is the longitude 
  spacing of the grid 
  • Top is the top edge (largest 
  latitude) at which the grid is 
  defined. 
  • Left is the left edge (smallest 
  longitude) at which the grid is 
  defined. 
  • Right is the right edge (largest 
  longitude) at which the grid is 
  defined. 
  • Bottom is the bottom edge 
  (smallest latitude) at which the 
  grid is defined. 
  • Line Thickness is the thickness of 
  the line. This value ranges from 0 
  to 2.54 mm (1 to 10 pixels 
  onscreen). 
  Editing Grid Settings 
  Click on any grid setting then click Edit to change that setting. 
  To add a grid to your world: 
  1 
  Click Grid Settings  
  . 
  You will see the Grid Settings dialog box.  
  2 
  Click the Add button to bring up the Grid Edit 
  dialog. It is named Grid Settings like the main 
  dialog, but don’t let that confuse you. 
  3 
  Click the Color box. 
  You will see the CC2 Pro Color Picker 
  dialog box. 
  4 
  Click red (color 2) picker box then press OK. 
  The Color box will change to reflect your choice. 
  5 
  Check the Enable Grid box the press OK. 
  The main Grid Settings dialog will show your 
  new grid. 
  6 
  Click OK. 
  The world will re-draw to reflect your grid 
  settings. 
   
  
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  Simple Create Settings
  Simple Create Settings
  Simple Create Settings
  Simple Create Settings    
  • Mountain Peak Height
  Mountain Peak Height
  Mountain Peak Height
  Mountain Peak Height is the 
  value of the highest mountain 
  peak in the world. 
  • Mountain Base Height 
  Mountain Base Height 
  Mountain Base Height 
  Mountain Base Height is the 
  height of the base of all 
  mountains. Mountains start at the 
  base and grow upward to the peak 
  value. 
  • Hill Peak Height
  Hill Peak Height
  Hill Peak Height
  Hill Peak Height is the value of 
  the highest Hill peak in the world. 
  • Hill Base Height
  Hill Base Height
  Hill Base Height
  Hill Base Height is the height of 
  the base of all Hills. Hills start at 
  the base and grow upward to the 
  peak value. 
  • Sea Level
  Sea Level
  Sea Level
  Sea Level is always fiXEd at 0 
  altitude. 
  • Shallow sea depth
  Shallow sea depth
  Shallow sea depth
  Shallow sea depth is the depth of 
  areas marked as Shallow Ocean. 
  This area is approximately the 
  continental depth. 
  • Abyssal Plain Depth
  Abyssal Plain Depth
  Abyssal Plain Depth
  Abyssal Plain Depth is the depth 
  of the average low parts of the 
  ocean. 
  • Trench depth
  Trench depth
  Trench depth
  Trench depth is the depth of the 
  lowest parts of the ocean. The 
  trench extends from just below the 
  abyssal plain depth to the trench 
  depth in a manner similar to 
  mountains extending from the 
  maintain base height to the 
  mountain peak height. 
  • Quality s
  Quality s
  Quality s
  Quality settings
  ettings
  ettings
  ettings brings up the 
  Simple Create Quality Settings
  Simple Create Quality Settings
  Simple Create Quality Settings
  Simple Create Quality Settings 
  dialog, which allows control over 
  the quality of the output image vs. 
  the time it takes to compute the 
  world. 
  Quality Settings
  Quality Settings
  Quality Settings
  Quality Settings    
  • Image resolution is the resolution 
  of the world computation. Smaller 
  values go faster, but yield a much 
  chunkier result. 
  • Per-Sample Quality is the number 
  of samples taken per point during 
  the deterracing operation. Larger 
  values yield slower computations, 
  but can result in fewer artifacts. 
   
  Simple Create Mode 
  Simple Create Mode is a simplified way to create a world with the exact contours that you 
  define. The process is to paint areas you want on your world (land, sea, mountains, hills) and 
  then using the Simple Create Settings, tell FT Pro to go to work. It’s that simple. The 
  operation has three major phases: setup (FT Pro makes a workspace for you to do your 
  drawing), drawing (you draw the land you’re interested in), and Execution (FT Pro does the 
  works of setting up the surface. 
  Setup 
  Use Tools>Actions>Set Up Simple 
  Create Mode. That’s it. FT Pro will give 
  you a message telling you what to do 
  at that point and to remind you what to 
  do next. 
  When you click OK, FT Pro will create 
  your layer and make certain that the 
  climates toolbar is visible. 
  Drawing 
  Use Image Overlays>>Overlay Paint Tool to load the paint tool. When painting, it is often 
  easiest to paint in the following order: 
  1. 
  Abyssal Plain to lay down the basic lowest sea level 
  2. 
  Shallow Ocean and Deep Ocean to bound the lowest and highest sea areas. 
  3. 
  Climate types other than mountains and hills. 
  4. 
  Mountains and Hills. 
  It is very important that at least some of each category above is painted on the map. 
  An example painted world map is shown below: 
   
  Execution 
  After painting the areas of your world map, you must tell FT Pro a little about the height 
  values that you would like to use to create the elevations. The dialog you use to tell FT Pro 
  about 
  
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  389 
   the setup is shown here. 
  Quality Settings 
  Quality settings brings up the Simple Create 
  Quality Settings dialog, which allows control 
  over the quality of the output image vs. the time 
  it takes to compute the world. 
   
   
   
  The results for the map example above is shown here (the vertical exaggeration  has been 
  increased to 12 in the lighting for this image to show more details): 
   
  Compute
  Compute
  Compute
  Compute    
  Setting both of these sliders to 
  slower can result in worlds that 
  take 10 minutes or more to 
  compute – but it is more likely to 
  be worth the wait! 
  
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  390 
  Editing Settings
  Editing Settings
  Editing Settings
  Editing Settings    
  • The Editing Size
  Editing Size
  Editing Size
  Editing Size group sets 
  the resolution at which editing 
  will be accomplished. 
  • Small
  Small
  Small
  Small, Medium
  Medium
  Medium
  Medium, and Large
  Large
  Large
  Large set 
  256, 512, and 1024 samples 
  horizontally, respectively. 
  • Resolution and Memory
  Resolution and Memory
  Resolution and Memory
  Resolution and Memory 
  indicate how big each sample 
  will be at the equator and how 
  much memory the editing 
  surface will require. Specifying 
  an editing resolution that takes 
  much more than a sixth of the 
  machine’s physical memory 
  size can result in poor 
  performance during editing. 
  • Custom
  Custom
  Custom
  Custom sets a custom editing 
  size in case one of the preset 
  size settings isn’t to your 
  liking. It has a maximum value 
  of 8190, giving a maximum 
  editing detail of roughly 5 
  miles at a cost of potentially 
  900 MB of memory. 
  • Allow Prescale Offset
  Allow Prescale Offset
  Allow Prescale Offset
  Allow Prescale Offset allows 
  for better control over editing 
  continental shelves at the cost 
  of additional memory and the 
  use of irregular values for 
  editing. 
  Fractal Function settings
  Fractal Function settings
  Fractal Function settings
  Fractal Function settings    
  • The Parms
  Parms
  Parms
  Parms button controls the 
  fractal-specific settings. These 
  provide a little extra fine 
  control over certain aspects of 
  the fractal functions. 
  • The Flip Fractal
  Flip Fractal
  Flip Fractal
  Flip Fractal Function
  Function
  Function
  Function 
  checkboXEs allow the function 
  to be inverted vertically and/or 
  horizontally. 
  • If Automatically Compute 
  Automatically Compute 
  Automatically Compute 
  Automatically Compute 
  Parms
  Parms
  Parms
  Parms is checked (the default), 
  then FT Pro will automatically 
  place the center of your world 
  and the radii of your world in 
  accordance with its internal 
  algorithm. If unchecked, you 
  have direct control over these 
  values. However, taking 
  control of the radii values 
  means that the Land Size slider 
  on the Primary page will no 
  longer work. There is no 
  reason for most users to edit 
  these values directly, but 
  editing them gives you an 
  extra few hundred trillion 
  worlds.    
  Editing Your World 
  The Editing settings page controls how detailed user editing can be. As with all pages on 
  this property sheet, changes will not take effect on your world until you click the Apply 
  button. 
       
   
  Fractal Function 
  The Fractal Function page controls the basic function used to create worlds. Different 
  functions have different properties and appearance. As with all pages on this property sheet, 
  changes will not take effect on your world until you click the Apply button.  
  Method 
  The method drop list selects the basic computation method used for FT Pro. FT2 includes two 
  new fractal types compatible with the program Wilbur. These new types do not suffer from 
  an unfortunate optimization in FT1 that caused strange stripes to appear in certain areas of a 
  world. 
  Ridged Multifractal 
  Brownian Noise 
   
   
   
   
  Wilbur fBm 
  Wilbur Ridged Multifractal 
   
   
  
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  Temperature
  Temperature
  Temperature
  Temperature    
  • Axis Tilt
  Axis Tilt
  Axis Tilt
  Axis Tilt specifies the axial tilt of 
  the planet, which affects the 
  temperature distribution of the 
  world. A planet with an axis tilt of 
  0 will have no seasonal 
  temperature variations, while a 
  planet with an axial tilt of 90 will 
  have average yearly temperatures 
  at the pole greater than at the 
  equator. 
  • Albedo
  Albedo
  Albedo
  Albedo is the amount of 
  reflectance that the world has 
  (sum of all factors including 
  clouds, land, and sea); an earthlike 
  world will have a value near 0.3. 
  • Light
  Light
  Light
  Light indicates the amount of 
  sunlight at all wavelengths 
  reaching the planet in terms of 
  solar radiation units (the Sun = 1). 
  • Greenhouse
  Greenhouse
  Greenhouse
  Greenhouse indicates the 
  greenhouse warming effect due to 
  atmospheric effects; Earth has a 
  value of approximately 1.1 (warms 
  the planet). Values less than 1 
  have a cooling effect, values 
  greater than 1.0 have a warming 
  effect. 
  • Variance
  Variance
  Variance
  Variance is a factor that 
  determines how much the 
  temperature varies from the 
  equator to the poles. Earth has 
  roughly a 90 degree Fahrenheit 
  variance value. 
  • Random
  Random
  Random
  Random is the amount that a 
  random field will be scaled by to 
  give local temperature 
  disturbances. 
  Rainfall Settings
  Rainfall Settings
  Rainfall Settings
  Rainfall Settings 
  • Base
  Base
  Base
  Base is the global amount of 
  rainfall 
  • Random
  Random
  Random
  Random is a scaling factor that 
  adjusts a fractal field that adds to 
  the Base value to give the final 
  result. 
   
  Temperature 
  The Temperature settings page controls the temperature climate model operations. As with 
  all pages on this property sheet, changes will not take effect on your world until you click 
  the Apply button. 
     
   
  Rainfall 
  The Rainfall settings page controls the rainfall climate model operations. As with all pages 
  on this property sheet, changes will not take effect on your world until you click the Apply 
  button. 
   
  The Editing Tools 
  FT Pro possesses ten editing tools, all of which are available via the View>Tool Palette. The 
  tools are: 
  � 
  Raise 
   increases the altitude of the painted area. 
  � 
  Lower 
   decreases the altitude of the painted area.  
  � 
  Rougher 
   increases the height variation (roughness) of the painted area.  
  � 
  Smoother 
   decreases the height variation (roughness) of the painted area. 
  � 
  Wetter 
   increases the level of rainfall within the painted area. 
  � 
  Drier 
   decreases the level of rainfall within the painted area. 
  � 
  Warmer 
   increases the temperature of the painted area. 
  � 
  Colder 
   decreases the temperature of the painted area. 
  � 
  Water Level 
   will adjust the painted area so that its water level is set at a given 
  altitude. All terrain of an altitude lower than that set for the Water Level tool will be 
  adjusted to depict water. Higher altitude terrain will not be affected. You can 
  dynamically select the altitude to be used by this tool by holding 
   down while 
  Clicking within the world map on an area of the desired altitude. 
  � 
  Paint Climate 
   will replace the current climate of the area painted with that 
  chosen from the Climate Selector toolbar. 
  The area of effect of the tools may be modified using other s shown on the tool palette: 
  
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  392 
  � 
  Extra-Large Tool, 
  , will change the size of the paint area to that set for the Extra-
  Large (XL) brush size in the Tool Settings dialog. 
  � 
  Large Tool, 
  , will change the size of the paint area to that set for the Large (LG) 
  brush size. 
  � 
  Small Tool, 
  , will change the size of the paint area to that set for the Small (SM) 
  brush size. 
  � 
  Extra-Small Tool, 
  , will change the size of the paint area to that set for the Extra-
  Small (XS) brush size. 
  Using the Editing Tools 
  FT Pro’s editing functions are all performed in basically the same way. To edit your world: 
  1 
  Click the button representing the editing function you wish to use. 
  The mouse cursor will change to show a paintbrush surrounded by a dashed circle. 
  The circle indicates the area that will be affected by your edit. 
  2 
  Move the mouse to the region you wish to edit within your world. 
  3 
  Click and hold the mouse button down. 
  4 
  Move the mouse across the area you wish to edit. 
  5 
  Once you have painted all of the desired area, 
  release the mouse button. 
  Changing the Editing Tools 
  You can set the extent to which edits are applied by 
  clicking on the Tool Options 
  . The Tool Settings 
  dialog box will appear, in which you can specifically set 
  values used by the editing functions. 
   
  Note that the editing tools may have no discernable effect when using low tool settings 
  values at high zoom levels. 
  Also note that there is a peculiarity in the way brush sizes are set in FT Pro. The software 
  requires that sizes, internally, should be odd values. As a result, it adjusts user-entered 
  values, as per: 
  Entered Value 
  Actual Size of Brush 
  0-1 
  0 
  2-3 
  1 
  4-5 
  3 
  6-7 
  5 
  8-9 
  7 
  10-11 
  9 
  32-33 
  31 
  64-65 
  63 
  Climate Painting 
  The Paint Climate 
   is used to change the climate settings for an area painted. To use this 
  tool, you must first select the type of climate you wish to paint from the Climate Selector 
  toolbar. Fifteen climate types are available 
  Global Painting 
  The Raise, Lower, Rougher, Smoother, Warmer, Colder, Wetter, and Drier tools may be 
  applied globally (i.e., so that they affect the entire world (or current selection) in one fell 
  swoop) by holding 
   down, and clicking on the desired tool. 
  Edit
  Edit
  Edit
  Edit    
  Editing tools only affect the current 
  selection. If you haven’t selected 
  any particular region of your map, 
  then the tool will affect any area it 
  touches. For more on selection, see 
  Selection Functions on page 393. 
  Your edit will be “painted” onto 
  the world as you move the cursor. 
  Since FT Pro needs to calculate 
  edits in order to apply them, it is a 
  good idea to move the mouse 
  slowly to ensure that the edit is 
  applied to the whole region 
  desired. 
  Climate Types
  Climate Types
  Climate Types
  Climate Types    
   Mountains 
   Hills 
   Bare Rock 
   Ice 
   Tropical Deciduous Forest 
   Tropical Evergreen Forest 
   Tropical Shrublands 
   Savannah 
   Temperate Forest 
   Desert 
   Chaparral 
   Temperate Grassland 
   Boreal or Alpine Forest 
   Tundra 
   No Climate 
  
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  Selection Functions 
  FT Pro provides a number of selection tools that can be used to mask portions of a world. 
  When a selection mask is applied, all edits will only affect currently selected portions of a 
  world. For example, if you paint a climate to the world, areas outside the current selection 
  will not have their climates changed, even if the climate-painting tool overlaps the selection 
  border. 
  When global painting, edits will be applied to all areas within the selection, and areas 
  outside the selection will remain untouched. 
  Basic Selection Functions 
  Three basic functions are accessed from the Select menu. These are: 
  � 
  All selects the entire world 
  � 
  Deselect deselects all current selections 
  � 
  Inverse inverts the current selection, so that everything currently selected is now de-
  selected, and everything that was outside the current selection becomes selected 
  Selection Tools 
  Four tools are provided which allow selection by shape. These tools can be found on the 
  Selection Tools toolbar. Use View menu >> Selection Tools to display this toolbar. 
  � 
  Click Select Rectangle  
   to create a rectangular selection. Click in the main 
  window to place the rectangle’s first corner, move the mouse, then Click again to 
  place the opposite corner when the preview displays the rectangle desired 
  � 
  Click Select Ellipse 
    to create an elliptical selection. Click in the main window to 
  start the selection, move the mouse, then click again to complete when the preview 
  displays the ellipse required 
  � 
  Click Select Freehand 
   to manually draw a selection mask. Click in the main 
  window to start the selection. Draw the required selection by moving the mouse. 
  Once the desired selection has been outlined, click to complete 
  � 
  Click Select Polygon 
   to create a polygonal selection. Click in the main window to 
  start the selection, then click to place further points as desired. To complete the 
  selection, either triple-click (effectively clicking once to place the final point, then 
  double-clicking in the same location to complete), or press 
  . 
  Range Selection Functions 
  The Select menu  
  provides four functions that are used to select portions of the world that conform to given 
  parameters. With the exception of the Climate Range function, these tools prompt for the 
  range required via a dialog box. The Altitude Range Selection dialog is shown to serve as 
  an example. 
   
  � 
  Low and High form the range to be processed by the selection. For example, entering 
  0 in the Low box, and 500 in the High box when selecting by Altitude Range will 
  consider all portions of the map that fall between 0’ and 500’ in altitude. Units differ 
  for each range selection function differ (e.g., Temperature Range expects values in 
  °F). 
  � 
  The first drop-list determines how the selection relates to the given range:  Between 
  considers all portions between the Low and High values; Not Between considers 
  those outside (either lower or higher) the given range; Above considers those portions 
  of the world that are higher in respective value than the provided High value; and 
  Below considers those portions that fall below the Low value. 
  � 
  The lower drop-list determines how the selection is to be used: Replace Selection 
  will clear the current selection, creating a new one based on the parameters given; 
  Add to Selection will retain the current selection, adding to it according to the given 
  parameters; Subtract from Selection will remove those portions conforming to the 
  given parameters from the current selection. 
  Selection Tools
  Selection Tools
  Selection Tools
  Selection Tools    
  These selection tools can also be 
  used to add to or subtract from the 
  current selection. Holding down 
   when completing the 
  selection will add the area to the 
  current selection, and holding 
  down 
   will remove the area 
  drawn from the current selection. 
   
  
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  The four range selection functions are: 
  � 
  Altitude Range selects by altitude, in feet (or meters) 
  � 
  Temperature Range selects by temperature, in °F (°C) 
  � 
  Rainfall Range selects by rainfall, in inches per year (or cm) 
  � 
  Climate Range selects by climate. This opens a dialog box (shown below) which lists 
  all of the climates FT Pro recognizes. Click boxes to the left of the listed climates to 
  place or clear tick marks. A tick indicates that all regions conforming to that climate 
  will be selected. Selecting by Climate Range always replaces the current selection 
   
  Selection Mask Modification 
  The current selection mask can be further modified: 
  � 
  Binarize will “harden” the selection, so that each pixel is either fully selected or fully 
  deselected. You will be prompted for a threshold value which will determine which 
  pixels remain selected, and which will be deselected, depending on their current 
  selection status. The range of this threshold is from 1 to 255. A value of 1 will fully 
  select all pixels in the current selection, regardless of their partially selected state; a 
  value of 255 will only consider those pixels that are already fully selected; a value of 
  127 will consider those pixels that are currently from 50% to 100% selected; and so 
  on. Binarized selections cannot have partially selected pixels. 
  � 
  Feather will “soften” the selection mask, blurring it around the edges. You will be 
  prompted to enter the amount by which the selection is to be smoothed. Feathered 
  selections can have partially selected pixels.  
  � 
  Modify >> Expand will increase the size of the current selection by one pixel in all 
  directions.  
  � 
  Modify >> Contract will decrease the size of the current selection by one pixel in all 
  directions.  
  Selection Mask Files 
  You can save selections for use in the future as selection mask files. A selection mask file is 
  an 8-bit grayscale bitmap image that is the same size as the resolution set in World 
  Settings >> Advanced >> Editing Setup. The grayscale color of each pixel is determined 
  by the amount of the pixel currently selected: fully selected pixels will have an 8-bit 
  grayscale value of 255 (white); fully deselected pixels will have a value of 0 (black); 
  partially selected pixels will be defined by shades of gray, depending on their selection 
  status. 
  � 
  Save Selection will save the current selection as a bitmap file 
  � 
  Load Selection will prompt for the selection mask file to use, and will then apply that 
  to the current world 
  Mound 
  The Mound function takes parameters you provide, then adjusts the altitude values within a 
  selection accordingly. It is useful for creating mountains, plateaus, etc. 
  To use the Mound function: 
  Use the selection functions and tools to select the area you wish 
  to be affected. 
  1 
  Select Tools menu >> Mound. 
  You see the Mound Settings dialog box. 
  2 
  Enter the parameters as required then press OK. 
  The Mound function will be applied to the selection. 
  Deterrace 
  The deterrace tool will smooth out flat areas in the editing surfaces, interpolating between 
  adjacent values. This tools is designed to keep as much information as possible while still 
  Mound Settings
  Mound Settings
  Mound Settings
  Mound Settings    
  Min (ft)
  Min (ft)
  Min (ft)
  Min (ft): is the value that will be 
  applied to the edge of the 
  selection, in feet (or meters). 
  Max (ft):
  Max (ft):
  Max (ft):
  Max (ft): is the value that will be 
  applied to the center of the 
  selection, in feet (or meters). 
  If Replace Offset
  Replace Offset
  Replace Offset
  Replace Offset is checked, the 
  current values of the selection will 
  be replaced by the Mound
  Mound
  Mound
  Mound 
  function. If unchecked, the Mound
  Mound
  Mound
  Mound 
  function will add to the current 
  values. 
  Gamma
  Gamma
  Gamma
  Gamma indicates the linearity of 
  the mound’s slope. A value of 1.0 
  will produce a mound with fairly 
  shallow-sloping sides. Values less 
  than 1.0 will provide flatter tops 
  and steeper sides. Values greater 
  than 1.0 will produce shallower 
  sides and more pointed center 
  ridges. 
   
  
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  Global Noise Options
  Global Noise Options
  Global Noise Options
  Global Noise Options    
  Noise Type
  Noise Type
  Noise Type
  Noise Type is the type of algorithm 
  to use for noise. Uniform noise is 
  distributed evenly between Mean-
  Variance and Mean+Variance
  Mean+Variance
  Mean+Variance
  Mean+Variance 
  while Gaussian noise follows a 
  Gaussian distribution between 
  Mean-Variance and 
  Mean+Variance (values near Mean 
  are more likely than extreme 
  values). 
  Mean
  Mean
  Mean
  Mean is the average value added 
  to the surface. A value of 0 means 
  that values added to the surface 
  are likely to average to 0. 
  Variance
  Variance
  Variance
  Variance is the magnitude of the 
  maximum value that could be 
  added to the surface. 
  Except
  Except
  Except
  Except is a value below which 
  noise will not be added. 
  Seed
  Seed
  Seed
  Seed is the random number that 
  will be used to start the random 
  number generator. Using the same 
  value results in the same noise 
  pattern. For best effect, it is a good 
  idea to use a different number each 
  time noise is applied. 
   
  giving reasonable results. It takes as a parameter the number of samples to compute for 
  each interpolated point. Larger values take longer to calculate but yield better results: 
  Raw terraced data 
  Deterrace, value = 64 
  Deterrace, value = 5 
   
   
   
   
  Global Noise 
  Many operations give a result that is too smooth to look good. The 
  noise tool generates random values and adds them to the surface. 
  Invoking the tool produces the following dialog: 
   
   
  Raw terraced data 
  Uniform Noise 
  Gaussian Noise 
   
   
   
  Basin Fill 
  The algorithms used in FT Pro result in little hollows at all levels of detail. In real worlds, 
  these hollows tend to be filled with sediments deposited by rivers. To offer a first 
  approximation to this process that runs in a reasonable amount of time, the Basin Fill tool is 
  provided. 
  Raw Data 
  BasinFilled Data 
   
   
  Basin Fill Tool
  Basin Fill Tool
  Basin Fill Tool
  Basin Fill Tool    
  The Basin Fill Tool fills all 
  hollows in a surface except 
  those hollows that have water 
  at a deeper point. The 
  differences can be subtle, but 
  they make a serious difference 
  in how rivers are routed. 
  
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  In the following images, note how the rivers routed on unfilled basins tend to have straight 
  segments. These segments are caused by the internal basin-fill process in the river-finding 
  algorithm, which doesn’t impart the same level of roughness as the Basin Fill algorithm. This 
  roughness forces the rivers to wander a bit, giving a more realistic appearance. 
  Rivers routed on raw data 
  Rivers routed on filled data 
   
   
  Expand Land 
  During development of some of the processing algorithms, a small coding mistake resulted 
  in a process that caused the land areas to expand at relatively low altitude. This process 
  conveniently results in low areas at sea level, much like continents here on earth tend to 
  have. The expanded land tends to be a bit rough and probably would benefit from a light 
  application of the global smoothing tool. Also, this action fills in basins in the same manner 
  as the basin fill tool. 
  Raw data 
  Expanded land, value = 16 
   
   
  Fill Basins as Lakes 
  The Fill Basins as Lakes operation fills basins, but it fills them using the water channel 
  rather than the offset channel. This operation therefore gives the effect of filling basins 
  with lakes. Unfortunately, the fractal surfaces have small basins at all levels of detail. Using 
  this operation with a fine editing grid can result in little lakes all over the world. Also, 
  because rivers stop when they hit water, these little lakes can make river routing difficult. 
  Filling basins with lakes
  Filling basins with lakes
  Filling basins with lakes
  Filling basins with lakes    
  Using Fill Basins as Lakes
  Fill Basins as Lakes
  Fill Basins as Lakes
  Fill Basins as Lakes after 
  using the Fill Bas
  Fill Bas
  Fill Bas
  Fill Basins
  ins
  ins
  ins command can 
  result in strange square lakes. 
  
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  Raw Data 
  Lakes in basins 
   
   
   
  Changing Color And Lighting Settings 
  At any time, you can change the current color and lighting settings used for your world. To 
  do so: 
  1 
  Click Lighting and Color  
  . 
  You see the Lighting and Color dialog box. 
  2 
  Alter color and lighting options to those desired. 
  This is performed in the same way as you did when creating your world (see page 
  Error! Bookmark not defined.). 
  3 
  Press OK to apply the changes. 
  FT Pro will re-draw the world to reflect the new color and lighting settings. 
  Changing World Settings 
  You can change the currently used world settings. Note that, for synthetic worlds, changing 
  world settings can alter the world. It is suggested that you save your world before changing 
  its settings. 
  To change world settings: 
  1 
  Click World Settings  
  . 
  You see the World Settings dialog box. 
  2 
  Alter the world settings to those desired. Make sure that Apply to Current World is 
  checked if you don’t want to lose any edits. 
  This is performed in the same way as you did when creating your world (see page 
  374). 
  3 
  Click OK to apply the changes. 
  FT Pro will re-draw the world to reflect the new world-settings if the Apply to 
  Current World box was checked. Otherwise, the settings will be applied in blanket 
  fashion. 
  Crater Tool 
  The crater tool available from Tools>>Paint Crater places a single crater at the cursor 
  position. The outline shown around the cursor shows two circles: the center circle shows the 
  area occupied by the bowl and the area between the inner and outer circle is the outer 
  sloping area. Click the left mouse button to place a crater. 
  Crater
  Crater
  Crater
  Crater    
  The size of the crater can be set 
  using the Crater
  Crater
  Crater
  Crater setting on the 
  Tool>>Settings
  Tool>>Settings
  Tool>>Settings
  Tool>>Settings dialog or by using 
  the mouse wheel on your mouse if 
  it is so equipped. 
   
  
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  Planetary Bombardment Options
  Planetary Bombardment Options
  Planetary Bombardment Options
  Planetary Bombardment Options    
  • Total Craters
  Total Craters
  Total Craters
  Total Craters is the number of 
  craters to be placed. More craters 
  will result in longer eXEcution 
  times. 
  • Largest Crater
  Largest Crater
  Largest Crater
  Largest Crater is the diameter of 
  the largest crater to be placed. 
  • Smallest Crater
  Smallest Crater
  Smallest Crater
  Smallest Crater is the diameter of 
  the smallest crater to be placed. 
  • Smooth
  Smooth
  Smooth
  Smooth by indicates a smoothing 
  value to be applied after the 
  number of craters specified. 
  • Distribution Exponent
  Distribution Exponent
  Distribution Exponent
  Distribution Exponent describes 
  the proportion of smaller craters to 
  larger ones. Values larger than 1 
  will favor smaller craters, while 
  values less than one will favor 
  larger craters. Typical cratered 
  worlds such as Mars display an 
  exponent around 50. 
  • The Draw from largest to 
  Draw from largest to 
  Draw from largest to 
  Draw from largest to 
  smallest
  smallest
  smallest
  smallest checkbox controls which 
  craters will be drawn first. If 
  unchecked, larger craters can be 
  drawn on top of smaller ones, 
  resulting on obliteration of the 
  smaller craters previously drawn in 
  the same area. When using the 
  smoothing option it is best to leave 
  this option unchecked. 
  Equations
  Equations
  Equations
  Equations    
  Prior versions worked according to 
  equation: 
  Altitude = Offset(lat,lon) + 
  Roughness(lat,lon)* 
  Shelf(Scale(Fractal(lat,lon))) 
  Basically, the raw fractal function 
  was scaled by a conversion factor 
  to get the user’s desired altitude 
  range and the adjusted for 
  continental shelf (if required). This 
  result was scaled by the roughness 
  factor and then the offset value 
  was added to it. With FT Pro, a pre-
  scale offset has been added. The 
  equation now has the option to 
  read: 
  Altitude = Offset(lat,lon) + 
  Roughness(lat,lon)* 
  Shelf(Scale(Fractal(lat,lon)+ 
  Prescale(lat,lon))) 
  Planetary Bombardment 
  In contrast to the Crater Tool which only places a 
  single crater at a time, the Planetary Bombardment 
  tool allows multiple craters to be placed. Selecting 
  the Tools>>Actions>>Planetary Bombardment 
  menu item brings up the following dialog to control 
  the bombardment: 
  When used with a selection, this tool will place 
  craters over the entire world surface, but only those 
  parts of the crater that overlap the selection will 
  show. This means that if you select a small area and 
  specify 1000 craters, those 1000 craters will be spread over the entire world, not just over 
  the selected area. 
  Before Bombardment 
  After Bombardment 
   
   
   
  Pre-Scale Offset Editing 
  FT Pro now has a pre-scale offset tool. This has a profound impact on the system operations. 
  — changing the equations by which FT Pro works. When enabled via the Editing page of the 
  World Settings property sheet, surfaces now consume an additional 18% memory above 
  and beyond the prior amounts. Due to this increase in data size, systems with limited 
  memory may experience a significant slowdown. However, the results of the tool can be 
  very nice to see. Continental shelf results can now appear as expected when raising or 
  lowering land. Roughness tools can now work regardless of the initial altitude of the land. 
  The biggest problem with the prescale offset is that many of the more obtuse processing in 
  FT Pro does not work with prescale offsets. In addition, the editing values are applied before 
  initial scaling and so there is not an obvious connection between the editing value and the 
  results. The images below show an example of the difference between the prescale offset 
  editing tool and the regular offset painting tool and how editing the roughness values affects 
  the two types of data differently: 
   
  Original Data 
  Regular Offset Editing 
  Prescale Offset Editing 
   
   
   
   
   
   
  
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  399 
  Roughness editing only 
  Regular Offset + Roughness 
  Editing 
  Prescale Offset + Roughness 
  Editing 
   
   
   
  Roughness images were 
  painted with a 
  roughen/smooth value of 
  0.1 
  Regular Offset images were 
  painted with a raise/lower 
  value of 50 feet. 
  Prescale Offset images were 
  painted with a prescale 
  raise/lower value of 0.002. 
   
  Notice how the Prescale offset editing has raised the continental shelf levels, while the 
  regular offset editing kept the original continental shelf level but raised that edge into a 
  peculiar crusty ridge running around the island. The roughness editing of an area that started 
  below sea level caused the regular offset data to push back below sea level, while the 
  prescale offset data was roughened in a manner that might be expected. However, note that 
  the values used are very different.  
  User Interface Niceties 
  • 
  All tool dialogs now have an option to reset to the default values. 
  • 
  All tools provide a message on the status bar to indicate what they can do. 
  • 
  All tools are now available from menu as well as the toolbars. 
  Quick Commands 
  • 
  Ctrl+arrow moves the map center of projection in the indicated direction.  
  • 
  Arrow keys pan 10% of the projection size in the direction indicated.  
  • 
  + and — Keys zoom in and out.  
  • 
  Mouse wheel resizes tools during operations.  
  • 
  Pan operation available at any time by holding down the Space bar.  
  New Color Option 
  Holding down the 
   key when selecting a color will bring up the Windows color picker 
  instead of the CC2 Pro color picker. 
  
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  Saving and Exporting 
  Once you have edited your world so that everything matches your desires, you may now 
  wish to export it to an image file, a series of image files, or even to a Virtual Reality 
  Modeling Language model. 
  Saving Your World 
  FT Pro can save your world directly to four different file formats, these being: 
  � 
  FT Pro native format (FTW) 
  � 
  Bitmap image format (BMP) 
  � 
  JPEG image format (JPG) 
  � 
  Wilbur format (MDR) 
  � 
  Special MDR (MDR) 
  You should always save your world in FT Pro’s own format, especially if you intend to use FT 
  Pro to further edit and refine it. 
  To save your world: 
  1 
  Select File menu >> Save As, or click Save As  
  . 
  You will see the Save As dialog box. 
  2 
  Type a name for your world in the File Name box. 
  3 
  Select the format you desire from the Save as type 
  drop-list. 
  4 
  Click Save button. 
  Exporting An Icosahedral Projection 
  Icosahedral projections are commonly used to depict 
  worlds within science fiction role-playing games. Basically, an icosahedral projection takes 
  the form of a flat-view exploded 20-sided shape. 
  To save your world as an icosahedral projection: 
  1 
  Select File menu >> Export World >> Icosahedral. 
  You will see the icosahedral Save As dialog box. 
  2 
  Change the Width value if desired. 
  The higher the Width setting, the larger the output 
  file will be. 
  3 
  Click Background Color button. 
  You will see the standard Windows® color palette. 
  4 
  Choose the color you wish to use for the output file’s background and click on OK. 
  The background color is used to fill the rectangular space within the image that is not 
  occupied by the icosahedral projection. 
  5 
  Type a name for the file in the File Name box. 
  6 
  Select the desired file format from the drop-list. 
  Bitmap and JPEG formats are available for icosahedral export. 
  7 
  Click Save button. 
  FT Pro will calculate and create the icosahedral image file. 
  This icosahedral projection is a simple linear transformation of an equirectangular 
  map as shown here. 
  Formats
  Formats
  Formats
  Formats    
  The BMP, JPEG, and Wilbur (MDR) 
  formats all save the current display 
  image as either a color map or as a 
  height field readable by Wilbur. 
  These formats have limits on the 
  size of an image that can be saved. 
  The Special MDR format, on the 
  other hand, has no limit on the size 
  of the output image and always 
  outputs its information using a 
  simple Equirectangular projection. 
  This format is very useful when 
  exporting a high resolution image 
  from FT Pro to use as a binary 
  image within FT Pro or as an input 
  file within Wilbur. 
  
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  Exporting To Multiple Image Files 
  FT Pro can output your world to several image files, each comprising a smaller, tiled section 
  of the map. It is often useful to do this, since attempting to depict a detailed world map 
  within a single image can result in an unmanageably huge file. 
  To export your world to several image files: 
  1 
  Select File menu >> Export World >> Multiple 
  Files. 
  You will see the Multiple Image Export dialog 
  box. 
  2 
  Check the Generate JPEG files box. Ensure that the 
  Generate CC2 Files box is unchecked (this we shall 
  cover later). 
  You can create HTML files linked to the 
  generated JPEG images if you so desire by 
  checking the Generate HTML files box. FT Pro 
  will generate hypertext links and navigation 
  buttons linking the generated HTML files 
  together. 
  3 
  Change the Map Levels and Map Level Info settings to those desired. 
  Map Level Info is set as per: 
  � 
  Map Level: The map level to which the information row pertains. 
  � 
  Files Wide: The number of files used to depict the world’s horizontal axis at this level. 
  � 
  Files High: The number of files used to depict the world’s vertical axis at this level. 
  The total number of maps that will be produced for the level is equal to the Files Wide 
  value multiplied by the Files High value (i.e., a level set to 5 files wide by 2 files high 
  will produce 10 images). 
  � 
  Percentage Overlap: The extent to which each file of a given level overlaps with 
  those adjacent to it. 
  � 
  Image Resolution: The pixel resolution of the resultant images. The higher this value 
  is, the larger the resultant files will be. 
  � 
  Per-Level CC2: When this item is checked, the button at each level can be used set 
  the CC2 Pro settings that are used for export for that image file level. 
  4 
  To choose a location for the output files, Click the directory selection button 
   to select 
  the directory. If a directory name is entered that does not exist, that directory will be 
  created. 
  5 
  Click on OK to start the export. 
  FT Pro will generate the files to the specifications you have set, and an overview file 
  depicting the entire world. This process may take some time, depending on the 
  number and nature of levels you have chosen. 
  Exporting A Spin View 
  A spin view is a series of image files that depict the globe in a period of rotation. These files 
  may be then combined to form a rotating globe animation. 
  To export your world to a spin view: 
  1 
  Select File menu >> Export World >> Spin View. 
  You will see the Spin View Export dialog box. 
  2 
  Set up the export parameters desired. 
  For spin view exports, the parameters are: 
  � 
  Size: The size of each frame in pixels. The higher this 
  value is, the larger the output files will be. 
  Map Levels
  Map Levels
  Map Levels
  Map Levels    
  The Map Levels
  Map Levels
  Map Levels
  Map Levels option is used to 
  determine the number of image 
  sets that will be created. 
  Map Level Info
  Map Level Info
  Map Level Info
  Map Level Info    
  The Map Level Info
  Map Level Info
  Map Level Info
  Map Level Info settings 
  determines the form those levels 
  take. Each map level set will 
  comprise a number of images that 
  tile together to form the whole 
  world. For example, if two map 
  levels are chosen, you will gain two 
  separate depictions of the world, 
  each comprising a set of image 
  files. 
  Files
  Files
  Files
  Files    
  The files will have a filename 
  consisting of a letter and a number. 
  The letter refers to the map level 
  (the overview map will be “A”, 
  level one will be “B”, and so on). 
  The number refers to the row and 
  column of the map’s tile. 
   
  Spin View Export
  Spin View Export
  Spin View Export
  Spin View Export    
  FT does not export directly to a 
  GIF-based spin view animation 
  because of the additional licensing 
  costs involved. There are several 
  software packages that allow 
  individual files, such as those 
  created by FT’s spin view export 
  function, to be tied together in a 
  single animation file, including : 
  Photoshop Elements®, from 
  Adobe® (www.adobe.com) 
  Animation Shop®, from Jasc® 
  (www.jasc.com) 
  Ulead® GIF Animator™, from 
  Ulead® (www.ulead.com) 
  
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  � 
  # Frames: The number of images that will be created. Each image depicts the world at 
  a different stage in its period of rotation. If used for animation, the higher this value is 
  the smoother the resultant animation will be. 
  � 
  Latitude: The degree of latitude that will form the center point of the rotational view. 
  � 
  Appear to be Shaded: Check this box if you wish the views to appear shaded.       
  3 
  Type a name for the file in the File Name box. 
  4 
  Select the desired file format from the drop-list. 
  Bitmap and JPEG formats are available for spin view export. 
  5 
  Click Save button. 
  FT Pro will calculate and create the spin view image files. Each file will consist of the 
  selected filename, plus a numerical suffix indicating where in the rotational sequence 
  the file occurs. 
  Exporting To VRML 
  VRML (Virtual Reality Modeling Language) is a modeling language that can be used to 
  depict interactive 3D objects and environments. To use a VRML file, you will need a viewer 
  capable of understanding the language (there are many such viewers available, including 
  plug-ins for Internet browsers). 
  To export your world to a VRML file: 
  1 
  Select File menu >> Export World >> VRML. 
  You will see the VRML Save As dialog box. 
  2 
  Set the desired width for the output file. 
  The greater the width, the higher the resolution of the 
  resultant model, but also the larger the file size. 
  3 
  Type a name for the file in the File Name box. 
  4 
  Click Save button. 
  FT Pro will calculate and create the VRML file. To view the file, 
  open it with a VRML viewer.  
  Appear Shaded
  Appear Shaded
  Appear Shaded
  Appear Shaded    
   
  Unchecked 
   
   
  Checked 
  
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  Sage’s Tower by Ralf 
  Sage’s Tower by Ralf 
  Sage’s Tower by Ralf 
  Sage’s Tower by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
  Sage’s Tower
  Sage’s Tower
  Sage’s Tower
  Sage’s Tower is a Dioramas 
  drawing modeled after a symbol of 
  the same name in Symbol Set 1-
  Fantasy Overland. Sage’s Tower
  Sage’s Tower
  Sage’s Tower
  Sage’s Tower is 
  available in the Profantasy 
  Download Library. 
  
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  Exporting to CC2 Pro 
  CC2 Pro is a powerful cartographical tool that can be used to further enhance and 
  manipulate your world. Before you can do so, you must first export the world to one or more 
  CC2 Pro map files.  
  FT Pro To CC2 Pro Export Options 
  Whenever you export worlds from FT Pro to CC2 Pro maps, you will be presented with a 
  series of options that will determine what will comprise the 
  resultant CC2 Pro map file. Once you have determined these 
  options, they may be saved for future use. You must create 
  and save options before you can use them to export to CC2 
  Pro files. 
  When you must choose CC2 Pro export options, you will see 
  the CC2 Export dialog box. 
  Available export settings files will appear in the list. Other 
  features of the dialog box are: 
  � 
  Create: Clicking on this button will start the CC2 
  Export Filter wizard (see below). 
  � 
  Edit: This will start the CC2 Export Filter wizard, using the currently selected export 
  options file. Changes you make to the settings during the course of the wizard will be 
  saved to this file. 
  � 
  Delete: Deletes the currently selected export file. 
  � 
  Rename: Allows you to rename the currently selected export file. 
  � 
  Duplicate: This creates a duplicate of the currently selected export file. The duplicate 
  file will default to a “Copy of..” filename. You can then use the Rename function to 
  change this. 
  � 
  Export World: This will export the current world, using the options set within the 
  currently selected export file. 
  To create a new CC2 Pro export file: 
  1 
  Click Create. 
  You will see the CC2 Export Filter wizard’s introductory 
  dialog box. 
  2 
  Check the export options you require. 
    
  3 
  Click Next, and choose the settings you desire for contour 
  output. 
  If you opted for Basic contour options, you will be presented with the Basic Contour 
  Settings dialog box. 
  � 
  Draw Filled Contour: Selecting this option will create solid-filled contour entities. 
  � 
  Draw Contour Outline: Selecting this option will draw 
  an outline around each contour. 
  � 
  Contour Outline Color: Clicking on this color box will 
  bring up the CC2 Pro Color Picker, from which you may 
  select the color to use for contour outlines. 
  � 
  Line Style: Change this option to use a different line 
  style for contour outlines. 
  � 
  Draw Coast Outline: Selecting this option will draw an 
  outline around the world’s coasts. 
  � 
  Coastline Outline Color: Clicking on this color box will 
  bring up the CC2 Pro Color Picker, from which you may select the color to use for 
  coastal outlines. 
  Export Options
  Export Options
  Export Options
  Export Options    
  The checkboXEs indicate which 
  parts of the FT Pro world data you 
  wish to export to CC2. Each 
  information level will be written to 
  a separate CC2 drawing layer. 
  The Basic/Advanced
  Basic/Advanced
  Basic/Advanced
  Basic/Advanced radio button 
  option is used to determine the 
  options you will be presented with 
  respect to contour output. The 
  Basic
  Basic
  Basic
  Basic option will provide a simple 
  set of options. If you need to use 
  non-standard contours, contour 
  labeling, etc., then choose the 
  Advanced
  Advanced
  Advanced
  Advanced option. 
  The Use Custom CC2 File 
  Use Custom CC2 File 
  Use Custom CC2 File 
  Use Custom CC2 File 
  checkbox is used to specify a 
  custom CC2 template. When 
  checked, the CC2 File Name
  CC2 File Name
  CC2 File Name
  CC2 File Name edit 
  box can be used to enter the name 
  of an existing CC2 file or click 
  directory selection button 
   to 
  select a CC2 file. The CC2 file must 
  be saved in non-compressed form 
  
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  � 
  Contour Intervals: This setting will determine how many contours will be drawn, 
  and the altitude represented by each. The lower this is, the higher the number of 
  altitude contours that will be produced. 
  The thumbnail view will provide a simple overview of the options you have selected. 
  If you opted for Advanced contour options, you will be presented with the Advanced 
  Contour Settings dialog box. 
  Contour Attributes > Fill options are: 
  � 
  Filled: Selecting this option will create contours with a solid fill style. 
  � 
  Match Altitude Color: Select this option to use the colors set for this world when 
  creating the CC2 Pro file. Uncheck it to choose another color. 
  � 
  Fill Color: If Match Altitude Color is not selected, then you can click on this color 
  box to choose the contour color you wish to use. 
  Contour Attributes > Outline options are: 
  � 
  Outline: Check this to produce contour outlines in the resultant CC2 Pro map. 
  � 
  Match Altitude Color: Uncheck this box to use a color other than those set for the 
  world when creating contour outlines. 
  � 
  Outline Color: If Match Altitude Color is not selected, you can click on this color 
  box to set outline color. 
  � 
  Line Width: Adjust this slider bar to achieve the line width you wish to use for 
  contour outlines in the CC2 Pro map. 
  � 
  Line Style: Choose a line style for contour outlines from this drop list. 
  Contour Attributes > Contour Label options are: 
  � 
  Show Label: Select this box to produce a text label for each contour. For very rough 
  worlds, this may cause your CC2 Pro output to be smothered in text. 
  � 
  Label Position: Use this drop list to set the desired position for contour labels, in 
  relation to the contours. 
  The List Management section allows you to define which contours will be drawn in 
  the CC2 Pro map. The options here affect the Defined Contours list: 
  � 
  Lowest: This value defines the lowest height for which a contour will be created. 
  Negative values refer to sea depth contours. 
  � 
  Highest: This value defines the highest height for which a contour will be created. 
  � 
  Interval: This value sets the height intervals at which contours will be created 
  between the highest and lowest settings. 
  � 
  Add: Clicking on this button will create a contour list within the Defined Contours 
  section based on your chosen settings. 
  � 
  Remove: Clicking on this button will remove the whole Defined Contours list. 
  The Defined Contours section will display the contours currently set for the export. 
  You can manipulate the list using the List Management section, or by selecting one 
  or more contours from the list and then clicking on Edit or Delete: 
  � 
  Clicking on the Edit button will allow you to individually set Contour Attributes (see 
  above) for the selected contours. 
  � 
  Clicking on the Delete button will remove the selected contours from the list. 
  The Explicit Coastline options are: 
  � 
  Draw: Select this box to include a coastline outline with the map. 
  � 
  Color: Click on this color box to select the color you wish to use for the coastline. 
  � 
  Thickness: Use this slider bar to select the line thickness you wish to use for the 
  coastline. 
  4 
  Click Next, and select the detail level options you wish to use. 
  You will see the Detail Level dialog box. 
   
  How Many Contours
  How Many Contours
  How Many Contours
  How Many Contours    
  A word of advice and warning:
  A word of advice and warning:
  A word of advice and warning:
  A word of advice and warning: 
  The more contours you define, the 
  larger the CC2 Pro output file will 
  be. The potential exists to produce 
  very large output files indeed. The 
  larger a file, the longer CC2 Pro 
  will take to load and redraw the 
  map. Depending on your system’s 
  resources, CC2 Pro may not even 
  be able to open the file in question. 
  We have discovered that a 500MHz 
  machine with 128Mb RAM and a 
  32Mb graphics card takes around 
  half an hour to load and draw a 
  world map exported from FT Pro of 
  around 50Mb. To be reasonably 
  useable, you should aim to produce 
  output files of 10Mb or less. If this 
  does not provide the level of 
  contour detail you require, consider 
  using the Multiple File export 
  function to split your world up 
  across more than one CC2 Pro 
  map. 
  
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  � 
  The slider bar is used to set the level of detail within the resultant CC2 Pro map. 
  Coarse maps may appear blocky when zoomed in, and are suitable for world 
  overviews. Fine maps will appear more realistic, but will create larger sized files and 
  are thus only suitable for local area views (created using the Multiple Files export, see 
  below). 
  � 
  Multipoly Each Contour Level: Selecting this option will multipoly all contours of a 
  given level together into a single entity. This will provide greater accuracy, but will 
  slow down load and re-draw times. 
  � 
  Outlines as Separate Entities: By selecting this option, the solid-fill and outlined 
  contour components will be separated into individual entities. If this is unchecked, 
  contour outlines will be created by using the second color functionality of CC2 Pro - 
  contour and outline will be defined within a single entity. Since entities that use this 
  function are selected by their outline colors, this can cause problems when editing a 
  map (in effect, all contours with the same outline color will be treated as if they were 
  the same overall color). Checking Outlines as Separate Entities will eliminate this 
  problem, but will double the number of contour entities created, thus slowing re-draw 
  and load times down and increasing the output file size. 
  � 
  Altitude Relative to Water Level: By selecting this option, the altitude of exports 
  will be calculated relative to the water level user editing layer. If unchecked, all 
  contours will be computed relative to 0 altitude, not the 
  currently-set sea level. If user-drawn lakes are to 
  appear in the CC2 Pro output, this item must be 
  checked. 
  5 
  Click Next, and select other items you wish to include in 
  your map. 
  You will see the Other Items dialog box. 
  The items selected here will be drawn into the CC2 Pro 
  map. The possible items are:. 
  Contour bars show the meaning of individual colors for a 
  given information set. A separate contour bar will be added for each information level you 
  have chosen to create. 
  Scale bars show actual distances represented by a smaller, scaled distances on a map. 
  If you opt to include a grid, you will be presented with the Grid Settings dialog box. The 
  grid will be drawn to the settings you choose. 
  A compass rose shows in which direction north lies. When outputting multiple, linked maps, 
  the compass rose will include links to other files created. Clicking on one of the compass 
  points will load the map that lies in the selected direction at the current map’s level. Clicking 
  in the center of the rose will load the next lowest level map. 
  Selecting the Border check box will produce a map border in the output file. The Fit border 
  tightly to map checkbox can be used to ensure that there is no white space visible between 
  the exported map and the border. 
  Layer switch buttons allow you to navigate easily between the different information levels 
  you have selected to create, along with their respective scale bars. Click on “A” for Altitude, 
  “T” for Temperature, “C” for Climate, and “R” for Rainfall. 
  The Title check box will produce a cartouche containing text entered into the edit box. 
  6 
  Click Finish. 
  The Finish button may actually appear on the Grid Settings dialog box if you have 
  opted to include a grid. If so, click Next to go to the Grid Settings dialog, choose the 
  options you wish, and then click Finish. 
  7 
  Enter a name for your CC2 Pro export file, and click OK. 
  You will be returned to the CC2 Pro Export dialog box. 
   
   
  
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  8 
  To export your world to CC2 Pro, select the export file you wish to use and click Export 
  World. 
  FT Pro will now calculate and create the CC2 Pro file (or files) to your chosen 
  specifications. Note that this may take some time, depending on the options you have 
  set in the CC2 Pro export file. 
  Exporting To A Single CC2 Pro Map 
  To export your world to a single CC2 Pro file: 
  1 
  Choose File menu >> Save CC2 File. 
  You will see the CC2 Pro Export dialog box. 
  2 
  Select the desired export file, or create a new one, and 
  press Export World. 
  You will see the Save As dialog box. 
  3 
  Give the file a name, and press Save. 
  FT Pro will now create your CC2 Pro file. 
  This command saves the current FT Pro view to CC2 Pro.  
  Exporting To Multiple CC2 Pro Maps 
  Just as you can export worlds to multiple tiled image files, you can export them to multiple 
  CC2 Pro maps. The procedure is virtually the same as that for multiple image exports: 
  1 
  Choose File menu >> Export World >> Multiple Files. 
  The Multiple Image Export dialog box will appear. 
  2 
  Click to check the Generate CC2 Files box. 
  3 
  Set map level options as desired. 
  These are the same as per multiple image file export (see above). However, one 
  further Map Level Info option becomes available. Check the CC2 Links box to 
  compass rose and map links between the generated maps. 
  4 
  Type the name of an existing directory to which the map files will be written in the 
  Output Directory box, or click directory selection button 
   to select the directory 
  from a dialog box. 
  5 
  Click on OK to start the export. 
  Standard CC2 Pro layers for FT Pro exports 
  When FT Pro exports a map to CC2 Pro, it places entities on particular layers: 
  Entities 
  Layer 
  Entities 
  Layer 
  Climate contours 
  CLIMATE 
  Climate contour bar 
  CBAR CLIMATE 
  Rainfall contours 
  RAINFALL 
  Rainfall contour bar 
  CBAR RAINFALL 
  Temp. contours 
  TEMPERATURE 
  Temp. contour bar 
  CBAR TEMPERATURE 
  Altitude contours 
  RELIEF/CONTOURS 
  Climate contour bar 
  CBAR CLIMATE 
  Contour outlines 
  CONTOUR OUTLINES 
  Map title 
  MAP BORDER 
  Altitude labels 
  RELIEF/CONTOURS 
  Map border 
  SCALE BAR 
  Coast outline 
  COAST/SEA 
  Layer buttons 
  MAP BORDER 
  Grid 
  HEX/SQUARE GRID 
  Compass rose 
  MAP BORDER 
  Scale bar 
  SCALE BAR 
  Links 
  MAP LINKS 
   
  Current FT Pro View
  Current FT Pro View
  Current FT Pro View
  Current FT Pro View    
  Thus, to produce a CC2 Pro map 
  covering a small area of your 
  world, just zoom into the area 
  required and follow the steps 
  above. To ensure that the same 
  view can be exported during 
  different FT Pro sessions be certain 
  to use the Named View features 
  available from the View menu. 
  Box
  Box
  Box
  Box    
  You can also check the JPEG and 
  HTML options to simultaneously 
  export your map to all three 
  formats. 
   
  Export
  Export
  Export
  Export    
  FT Pro will generate map files to 
  the specifications you have set, and 
  an overview map depicting the 
  entire world. As with multiple 
  image exports, this process may 
  take some time depending on the 
  CC2 Pro export options set. 
  
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  Importing Field Height from CC2 Pro maps  
  Planning and backing up Your CC2 Pro Map 
  Decide where you want your map to exist on the world. Note that all overlays are imported 
  into FT in the equirectangular projection.  
  Back up your CC2 Pro map before making any changes. 
  CC2 Pro Map Preparation 
  1 
  In CC2 Pro, modify your drawing so that each contour level is a single color with no 
  border. If you used the map contour drawing tools, this requirement is already met. 
  2 
  Remove or hide any items from the map that are not contours. 
  Export from CC2 Pro 
  3 
  In CC2 Pro, Use File>>Save As to export this image as a BMP Bitmap file. 
  Reading an Overlay in FT Pro 
  4 
  In FT Pro, Use Image Overlays>>Show Overlay Window to bring up the overlay 
  window. 
  5 
  Click Add to bring up the Edit Image Overlay Window. 
  6 
  Click Import Color Image and select the BMP file you saved from CC2 Pro. 
  7 
  Enter the top, left, right, and bottom edges of the map. For a whole-world image, use Top 
  = -90, left = -180, right = 180, and bottom = 90 (BMP images are upside-down). 
  8 
  Click OK to show the overlay on the main window. 
  Associating colors and altitudes. 
  9 
  Use Image Overlays>>Color to Altitude conversion to bring up the Color to Altitude 
  window. 
  10 Click the Pick button and select a color on the overlay in the main window. The Color 
  to Altitude Correspondence window will appear. Enter the altitude for this color and 
  click OK. This information will appear in the Color to Altitude window. 
  Generating the altitudes. 
  11 Click the Generate button on the Color to Altitude window to create altitudes at your 
  current editing resolution. 
  12 On the Image Overlays window, select your overlay and click Hide to reveal the 
  altitudes generated.  
  13 Importing maps using Selection Mask Files 
  This process can be used to import continental shapes from existing maps that have been 
  drawn using CC2 Pro or a paint program. It is not as precise, in terms of contours, as the 
  method detailed above, but it is much easier to use. 
  1 
  Create an 8-bit grayscale bitmap of your world. 
  2 
  Start FT Pro. 
  If you have the Reload last world file on startup preference option set, you may 
  wish to start a new synthetic world before proceeding. 
  Equirectanular Projection
  Equirectanular Projection
  Equirectanular Projection
  Equirectanular Projection    
  Because of the equirectangular 
  project, there will be some 
  distortion in the polar regions for 
  whole-world maps. 
  Color
  Color
  Color
  Color    
  Repeat the step 10 for as many 
  colors as you wish to convert. 
   
   
   
  8888----bit Grayscale Bitmap
  bit Grayscale Bitmap
  bit Grayscale Bitmap
  bit Grayscale Bitmap    
  The bitmap should range from 
  black (grayscale color value 0) for 
  regions which are wholly water-
  filled, to white for regions that are 
  wholly inland. Using only black and 
  white is possible, which will result 
  in fairly chunky coastlines which 
  can later be edited within FT Pro 
  for a nicer effect. 
  The image size should be twice as 
  wide as it is high (in pixels), and its 
  dimensions should be divisible by 
  4. As a suggested 
  recommendation, an image size of 
  1024×512 works well.  
  You should also bear in mind that 
  this process uses an 
  equirectangular projection, so land 
  distortions should be accounted 
  for. 
  
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  3 
  Change the World Settings 
   >> Advanced >> Editing Setup so that the size (shown 
  in the Custom edit box) equals the width of your grayscale bitmap. 
  4 
  Uncheck the Continental Shelves box, and press OK. 
  5 
  Enter 5000 in the Highest Peak box, and -20000 for the Lowest Depth, then press OK. 
  6 
  Select Tools menu >> Global Set >> Land Offset, and use a value of -5000 to bring the 
  land below the sea. 
  7 
  Select Select menu >> Load Selection, and choose the grayscale bitmap you have 
  created for your world. 
  8 
  If desired, smooth the edges of the selection by using Select menu >> Feather. 
  A value of 1.0 or less will produce good results. 
  9 
  If additional land roughness is desired, select Tools menu >> Global Set >> Land 
  Roughness with a value of 3 to 8. 
  10 Select Tools menu >> Global Set >> Altitude, with a value of 0. 
  Your continents will now be roughly at sea level. 
  11 Select Tools menu >> Global Smooth, using a value of 5 to eliminate some of the 
  extremes of roughness in the landscape. 
  12 Raise the land to bring most of the continents above sea level. 
  13 Edit the world to place mountain ranges and other features. 
   
   
  Mountain Ranges
  Mountain Ranges
  Mountain Ranges
  Mountain Ranges    
  Using the Tools menu
  Tools menu
  Tools menu
  Tools menu >> Mound
  >> Mound
  >> Mound
  >> Mound 
  function with Min/Max
  Min/Max
  Min/Max
  Min/Max values of 
  0/3000, a Gamma
  Gamma
  Gamma
  Gamma of around 4, 
  and Replace Offset
  Replace Offset
  Replace Offset
  Replace Offset unchecked, 
  with mountain range areas 
  sketched out using the Select 
  Select 
  Select 
  Select 
  Freehand
  Freehand
  Freehand
  Freehand tool 
   can produce 
  some good mountain range effects. 
   
   
   
   
   
   
   
   
   
   
   
  Laxton Abbey by Ross Henton
  Laxton Abbey by Ross Henton
  Laxton Abbey by Ross Henton
  Laxton Abbey by Ross Henton    
  Laxton Abbey
  Laxton Abbey
  Laxton Abbey
  Laxton Abbey is available in the 
  Profantasy Download Library. 
  Edit box
  Edit box
  Edit box
  Edit box    
  If you’re using the recommended 
  1024×512 image size, selecting the 
  Large Editing Setup
  Large Editing Setup
  Large Editing Setup
  Large Editing Setup will provide 
  this. Otherwise, you may have to 
  choose Custom
  Custom
  Custom
  Custom, and manually 
  enter the required value. 
  Bitmap
  Bitmap
  Bitmap
  Bitmap    
  The bitmap will be loaded as a 
  selection mask. You will now see 
  your continents outlined on the 
  world by selection boXEs. 
  
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  Creating Worlds from Real World Data 
  As well as being able to create worlds from scratch, FT Pro has the ability to import binary 
  data files that define sections of terrain. You will find examples of such files from the 
  GTOPO30 real-world data sets that you can import into FT Pro to produce maps based on 
  Earth. 
  To create a world from a binary file: 
  1 
  Select File Menu >> New. 
  You see the Select World Type dialog box. 
   
  2 
  Check the Binary File radio 
  button, then click on Next. 
  You see the first Binary Data 
  Wizard dialog box. 
   
   
   
  3 
  Click the Choose Elevation File button. 
  You see the Binary Data Parameters dialog box. 
  4 
  Click 
   to select the required file from a dialog box. 
  Select the file ETOPO5.bin in the Terrain Data folder. 
  For the most part, the settings on this dialog box 
  will be determined by the binary file selected. 
  5 
  Press OK to return to the Binary Data wizard. 
  6 
  Click Next. 
  A summary of the map to be generated will appear. 
  7 
  Click Finish to start generation. 
  FT Pro will calculate the new map, and display it in the 
  main window. 
   
  Burn In To Surface 
  The Burn in to Surface function takes the 
  current world information and includes the data 
  directly in the current FT Pro drawing. This 
  removes FT Pro’s reliance on binary data files. In 
  effect, the binary data is converted into FT Pro’s 
  native format. 
  As a side effect, the Burn To Surface function 
  removes the contribution of the fractal basis 
  function, resulting in a smoother map. This 
  makes the function useful for worlds that do 
  not use binary files (e.g., when a surface has 
  been roughened, using the Burn To Surface command will set the roughen channel to 1.0 
  (the default), and transfer all altitude adjustment to the land offset channel). 
  To use the Burn In To Surface function, select Tools menu >> Burn In To Surface. Since the 
  function cannot be undone, FT Pro will prompt you to make sure you wish to proceed. 
  Binary Data Files
  Binary Data Files
  Binary Data Files
  Binary Data Files    
  Note that the binary file used must 
  be present for as long as you 
  intend to use the world file. FT Pro 
  does not import the binary data 
  into its own format, but rather uses 
  the binary file for reference. 
  Moving or deleting the binary file 
  after saving a world created with it 
  will result in the world file being 
  unusable. This can be avoided by 
  using the Burn In To Surface 
  Burn In To Surface 
  Burn In To Surface 
  Burn In To Surface 
  function, which is further detailed 
  in this section. 
  Select
  Select
  Select
  Select    
  If the selected file has an 
  associated description, you will be 
  prompted as to whether you wish 
  to use this or not. 
   
  Calculate
  Calculate
  Calculate
  Calculate    
  In most cases it is better to copy 
  data files onto your hard drive 
  before using them to make maps, 
  as this improves the speed of FT 
  Pro. 
  
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  The images below show what can happen with the burn operation at differing editing 
  resolutions. 
   
   
   
  Original 
  Small (256) 
  Notice how the fine details are lost at small resolution. 
  Flat Worlds 
  If you want to manually draw land patterns, rather than allowing FT Pro to randomly 
  generate them for you, you can create a new world that is a flat, featureless terrain. Using a 
  flat world as a starting point, you can then use the editing tools to paint terrain features as 
  you wish. 
  To start a new flat world: 
  1 
  On the File menu, click New. 
  You see the Select World Type dialog box: 
  2 
  Check the Flat World radio button, and click on Next. 
  You see summary of the world you are to produce. 
  3 
  Click on Finish to complete generation setup. 
  FT Pro will calculate and draw the flat world. 
  4 
  On the Tools menu, click Global Set >> Global Raise, type 1000 and press OK. 
  FT has raised the height all over the globe. 
  The world may now be edited as you see fit using FT’s editing tools. See the Editing Your 
  World tutorial on page 390 for guidelines. 
  Planar Worlds 
  If your idea of a flat world is not a featureless spherical world, but one defined on a plane, 
  then FT Pro can work for you, but it takes a couple of extra mouse clicks: 
  1 
  Select Map>>World Settings. 
  You see the World Settings property sheet. 
  2 
  Select the Fractal Function tab. 
  You see the Fractal Function tab of the property sheet. 
  3 
  Check Planar Function Evaluation and then click Apply. 
  FT Pro will calculate and draw the flat world. 
  4 
  On the Tools menu, click Global Set >> Global Raise, type 1000 and press OK. 
  FT Pro has raised the height all over the globe. 
  Height
  Height
  Height
  Height    
  Because of the way the raise and 
  lower tools work, it’s often easier 
  to start with a raised surface and 
  use the lower tools to make seas 
  than vice versa. 
  
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  Image Overlay Options
  Image Overlay Options
  Image Overlay Options
  Image Overlay Options    
  • Add
  Add
  Add
  Add creates a new overlay via 
  the overlay editing dialog (see 
  Creating an Overlay). 
  • Edit
  Edit
  Edit
  Edit edits the currently selected 
  overlay, using the Edit Image 
  Overlay dialog (see Creating an 
  Overlay for more information). 
  • Show
  Show
  Show
  Show shows the currently 
  selected overlay, allowing it to 
  be seen on the main display. 
  • Hide
  Hide
  Hide
  Hide hides the currently selected 
  overlay, preventing it from being 
  seen on the main display. 
  • Set Active
  Set Active
  Set Active
  Set Active sets the currently 
  selected overlay for use with the 
  overlay painting and erasing 
  tools. 
  • Close
  Close
  Close
  Close closes this window. 
  • Help
  Help
  Help
  Help brings up the help topic for 
  this window. 
  • Move Up
  Move Up
  Move Up
  Move Up button moves the 
  currently selected overlay up in 
  the list, moving it down in the 
  drawing order. 
  • Move Down
  Move Down
  Move Down
  Move Down moves the currently 
  selected overlay down in the list, 
  moving it up in the drawing 
  order. 
  • Delete
  Delete
  Delete
  Delete removes the currently 
  selected overlay from the list. 
  • The Active Overlay
  Active Overlay
  Active Overlay
  Active Overlay text shows 
  which overlay is the current 
  active overlay for painting and 
  erasing. To set the overlay, 
  select an overlay entry and click 
  the Set Active
  Set Active
  Set Active
  Set Active button.  
  Image Overlays 
  What are overlays 
  FT Pro provides various physical quantities for your worlds (altitude, temperature, rainfall, 
  climate), but has provided no easy way to work with user-defined quantities such as 
  political areas. Image overlays are user-definable images that can be placed anywhere on 
  the surface and drawn into using simple tools. FT Pro now supports an arbitrary number of 
  image overlays (subject to your machine’s memory limitations). These overlays can be 
  placed on a small area of the world instead of the whole world as with the regular editing 
  tools. Users can paint into these layers using basic drawing tools. 
  Transparency 
  In addition to regular colors, Image Overlays allow you to define transparency on a per-
  overlay basis. This transparency allows for multiple overlay layers to be visible in the same 
  spot at the same time. 
  The Image Overlay Window 
  Image Overlays are created and 
  controlled from the Image Overlays 
  window. The main portion of the 
  window contains a listing of the 
  current-defined overlays and their 
  visibility status. Double-clicking on an 
  overlay entry brings up the Image 
  Overlay edit dialog (see Creating an 
  Overlay). 
  Overlays are drawn in the order shown 
  in the list. The first entry in the list is 
  drawn first, making the last entry 
  shown in the list the topmost overlay 
  drawn on the display. 
  Creating an Overlay 
  Overlays are created and edited using the same dialog box. 
  Visible indicates if the overlay can be seen. 
  Name is the name of the overlay shown in the 
  main overlay window. 
  Show if indicates what parts of the overlay 
  should be shown. The options are Always, 
  which always shows all parts of the overlay; 
  Land, which shows only those portions of the 
  overlay which are above water level; and Sea, 
  which shows only those portions of the overlay 
  which are below water level. Land is useful for 
  drawing political boundaries, because it allows 
  the color to exactly match the  
  The slider controls the transparency of the 
  overlay. 
  The Size group (Width and Height) controls the 
  editing resolution of the overlay, which is the 
  fineness of the details allowed. 
  The Overlay World Edges group controls 
  where on the world the overlay is placed. 
  
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  Import Color Image reads an image file into the overlay. The size of this image will replace 
  the current overlay size. 
  Import Opacity Image will add the intensity of an image into the transparency channel. 
  Unlike the Import Color Image option, this option stretches the image across the currently 
  defined overlay. 
  Creating an overlay from a disk image 
  1 
  Use Image Overlays>>Show Overlay Window to show the Image Overlays window 
  2 
  Click Add to create a new overlay. 
  3 
  Click the Import Color Image button to select a BMP file to use for the overlay. 
  4 
  Adjust the Overlay World Edges to place the image where you’d like it to go. You may 
  adjust the transparency of the image using the transparency slider. 
  5 
  Click OK to show the image. 
  Drawing and Erasing on an Overlay 
  Drawing on an overlay can be accomplished via brush or by filling a selection. Brushes draw 
  using the color set via Image Overlays>>Set Overlay Drawing Color. 
  Filling the current selection operates at the current selection resolution (the system editing 
  resolution for altitude editing). This potential mismatch of 
  resolutions can result in imprecise fills and a coarse 
  appearance to the fill. Selection filling draws using the color 
  set via Image Overlays>>Set Overlay Drawing Color.To 
  create an overlay from a disk image: 
  1 
  On the Image Overlays menu, click Show Overlay 
  Window. 
  You see the Image Overlays window. 
  2 
  Click the Add button. 
  You see the Edit Image Overlay dialog. 
  3 
  Click the Import Color Image button. 
  You see the Open File dialog. 
  4 
  Select a Windows Bitmap image file to use for the overlay then 
  click OK. 
  FT Pro will update the settings in the dialog to match those of 
  the image. 
  5 
  Set the Top, Left, Right, and Bottom data values to indicate where 
  the image overlay should go on your world. You may adjust the 
  transparency of the image using the opacity slider. Click OK. 
  FT Pro will show your overlay on the main world image and the 
  overlay will be listed in the Image Overlays window. 
  Adding a cloud image 
  Image Overlays can have transparency images as well as regular color images. We will use 
  an image as the transparency portion of a solid white overlay to get the effect of clouds 
  partially obscuring the world. Suitable cloud images can be downloaded from 
  http://earthobservatory.nasa.gov/Newsroom/BlueMarble/ for use with FT Pro. 
  1 
  Use Image Overlays>>Show Overlay Window to show the Image Overlays window 
  2 
  Click Add to create a new overlay. Set a size of 1024 width and 512 height. 
  3 
  Click OK to show the overlay. 
  Drawing
  Drawing
  Drawing
  Drawing    
  Both options require that an active 
  overlay be set using the Set Active
  Set Active
  Set Active
  Set Active 
  button before selecting the 
  drawing tool. 
  
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  4 
  Select the newly added overlay and click the Set Active button to select the overlay as 
  the active one for drawing. 
  5 
  Use Image Overlays>>Set Overlay Drawing Color to bring up the color picker. 
  6 
  Pick white (color 15) and click OK. 
  7 
  Use Select>>All to select the whole world. 
  8 
  Use Image Overlays>>Fill Selection With Drawing Color to fill the overlay with solid 
  white. 
  9 
  Double-click the overlay in the Image Overlays window to bring up the Image 
  Overlays edit dialog. 
  10 Click the Import Transparency Image button to select a BMP file to use for the 
  overlay.  
  11 Click OK to accept the new transparency data. 
  The transparency data is added to your overlay. You should see clouds. 
  A Gaia-shaded worlds with clouds as described above. 
   
   
   
   
   
   
   
  BMP File
  BMP File
  BMP File
  BMP File    
  This bitmap will be converted to 
  grayscale and resized to fit the 
  image before being used as the 
  transparency channel of the 
  overlay. 
  
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  Draped Cartouche by Allyn 
  Draped Cartouche by Allyn 
  Draped Cartouche by Allyn 
  Draped Cartouche by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  This is a close-up detail view of a 
  draped cartouche made using basic 
  CC2 Pro drawing techniques and 
  converted into a symbol. 
  A shaded varicolor version of this 
  cartouche is available in 
  Symbols
  Symbols
  Symbols
  Symbols\\\\Tome
  Tome
  Tome
  Tome\\\\AB
  AB
  AB
  AB----
  DrapedCartouche.fsc
  DrapedCartouche.fsc
  DrapedCartouche.fsc
  DrapedCartouche.fsc 
  
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  Adding Rivers 
  The Rivers tool in FT Pro computes the 
  directions and amounts of water flow in the 
  world and then places rivers over the areas of 
  highest flow. 
  Once a set of rivers have been computed, these 
  rivers will be stored internally as vectors. To 
  reduce the processing load during display, FT 
  Pro’s default display operation is to reduce the 
  number of rivers actually shown onscreen 
  depending on the zoom level. Only the rivers 
  with the highest flow will be shown at the 
  highest zoom level. As you zoom in, more 
  rivers will be shown. This behavior can be 
  controlled on the Edit>>Preferences dialog via 
  the Top-Level River Importance value. The 
  default value of 0.001 will show only the rivers 
  with the largest flow at the largest zoom level. 
  Setting this value to 100 will always show all 
  rivers. Always showing all of the rivers may result in a drawing slowdown if many rivers 
  have been computed, however. 
  The vector river overlay may be shown and hidden using the Tools>>Rivers>>Show River 
  Overlay and Tools>>Rivers>>Hide River Overlay commands. 
  The vector river overlay may be removed entirely by using the Tools>>Rivers>>Clear River 
  Overlay. 
  Filling Basins 
  Not all rivers flow to the sea, but the vast majority do. To ensure that rivers will end up 
  flowing to the sea in FT Pro, it is important to fill in the low spots that would prevent those 
  rivers from getting to the ocean (they would get stuck in the low spots because FT Pro will 
  not fill in the low spots with lakes unless you perform that step yourself. 
  Select Tools >> Actions >> Fill Basins in Offset. 
  You see a progress dialog while FT Pro computes the world altitudes and then fills in 
  the low spots that are not already occupied with water. If you would rather fill these 
  low spots with water than land, use Tools>>Actions>>Fill Basins as Lakes instead. 
  Calculation resolution 
   FT Pro runs rivers on a discrete grid at a 
  defined resolution. Although FT Pro can 
  calculate your world altitudes to arbitrary 
  resolution, it cannot run rivers at those same 
  resolutions due to space and time constraints 
  (not everyone has tens of gigabytes of memory 
  and weeks of processing time to spare). The 
  River Definition Resolution allows you to 
  select the desired output resolution of the 
  rivers. 
  Due to the nature of the discrete sampling of 
  the world, rivers will run slightly differently 
  depending on the chosen resolution. The image 
  below shows an example of this difference for 
  each of the default resolutions: 
  Notice how the higher resolution rivers give a 
  better-looking pattern, while the lowest 
  Water Flow
  Water Flow
  Water Flow
  Water Flow    
  Due to the way the process is 
  defined, a river will stop flowing 
  when it hits water, so a small lake 
  can absorb the entire output of a 
  large river. In that case, it’s best to 
  fill in the small lake and rerun the 
  rivers tool. 
  Zoom In
  Zoom In
  Zoom In
  Zoom In    
  This behavior can be controlled on 
  the Edit>>Preferences
  Edit>>Preferences
  Edit>>Preferences
  Edit>>Preferences dialog via 
  the Top
   Top
   Top
   Top----Level River Importance
  Level River Importance
  Level River Importance
  Level River Importance 
  value. The default value of 0.001 
  will show only the rivers with the 
  largest flow at the largest zoom 
  level. Setting this value to 100 will 
  always show all rivers. Always 
  showing all of the rivers may result 
  in a drawing slowdown if many 
  rivers have been computed, 
  however. 
  River
  River
  River
  River    
  FT has a habit of displaying 
  perfectly straight segments of lines 
  from about –180 to –90 longitude 
  on the map when shown in the 
  equirectangular projection. Using a 
  different projection or ensuring 
  that the –180 longitude line is off 
  the display edge will make these 
  lines disappear. 
   
  
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  Vector River settings
  Vector River settings
  Vector River settings
  Vector River settings    
  • The River Length
  River Length
  River Length
  River Length slider controls 
  the length of rivers. This slider 
  actually controls the threshold 
  level of the flow map, so use the 
  slider to give rivers the length 
  you desire while keeping large 
  areas of solid color from 
  appearing on the map. 
  • The Color
  Color
  Color
  Color block controls the 
  color of the inserted rivers. 
  • The Potential River Flow
  Potential River Flow
  Potential River Flow
  Potential River Flow 
  checkbox controls whether to 
  use FT Pro’s rainfall model to 
  compute river flow (if checked) 
  or whether to use a constant 
  rainfall at every world point (if 
  unchecked). Potential river flow 
  can give longer or shorter rivers 
  in various parts of the world 
  depending on local rainfall 
  conditions. 
  • The Keep River Image Overlay
  Keep River Image Overlay
  Keep River Image Overlay
  Keep River Image Overlay 
  checkbox indicates if the 
  onscreen image overlay shown 
  in this stage will be kept as part 
  of the world. The raster image 
  overlay be discarded and only 
  vector information will be kept if 
  this box is unchecked. 
  • The OK
  OK
  OK
  OK button will accept your 
  current river lengths and start 
  computing the vector rivers.  
  resolution rivers don’t look as good. FT Pro extends rivers one sample out into rivers and 
  bodies of water, and the effect coarse rivers is noticeable. Use the highest resolution your 
  patience and machine will allow.  
  Vector Rivers 
  After the initial computations, the system 
  will display the window below to let you 
  finalize the river settings: 
   
  FT Pro has a habit of displaying perfectly 
  straight segments of lines from about —
  180 to —90 longitude on the map when 
  shown in the equirectangular projection. 
  Using a different projection or ensuring 
  that the —180 longitude line is off the 
  display edge will make these lines 
  disappear. 
  River computation can be slow and takes a large amount of memory. If you have a slower 
  computer or very limited memory resources then the process can take a very long time. If 
  the river routing appears to have stopped for a very long time, it is possible that the system 
  slowed down. Press Cancel on the progress dialog will stop the attempts to route rivers. 
  Stopping the computation will reduce the number of river segments computed. Reduce the 
  computation resolution and try again. 
  Adding the rivers 
  1 
  Select Tools >> Rivers >> Find Rivers. 
  You see the River Definition Resolution dialog. 
  2 
  Select the river resolution your desire then click OK. 
  Higher resolutions take longer to compute and create bigger output files, but can look 
  better. FT Pro will show the Operation Progress dialog while computing the flows 
  and then show you the Select River Length dialog. 
  3 
  Move the slider to select the desired river lengths then click OK. 
  FT Pro will show the rivers as you move the slider and will compute the vector rivers 
  and show them on your map when you click OK.
  
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  Creating a World from Scratch 
  This brief tutorial is designed for FT Pro users who wish to create an Earth-like world for use 
  in their campaign. The tutorial is divided into three parts: setting up FT Pro parameters to 
  generate a workable world map, tweaking those results within FT Pro, and, finally, optimizing 
  FT Pro’s export tools to generate suitable maps for further modification within CC2 Pro.  
  Generating the World with Fractal Terrains Pro 
  The purpose of Fractal Terrains Pro is to create entire worlds easily and quickly. However, FT 
  Pro does not always produce output that captures the “look and feel” you may desire for the 
  world you’ve envisioned. Many first-time users expect FT Pro to generate Earth-like worlds 
  right out of the box, and while FT Pro is certainly up to the task, it does require some setting 
  adjustment from you. 
  While no world randomly created with FT Pro can match exactly our own Earth, we can 
  approach earth-like features with Fractal Terrains Pro. The steps below provide a good 
  starting point. 
  1 
  Create a new world as outlined in the section Your First World (see page 370) of this 
  manual. 
  2 
  Depending on your settings, the world thus created may or may not appear very Earth-
  like. To push the world toward a more Earth-like look and feel, click World Settings 
   
  to show the World Settings property sheet. 
  3 
   The three settings you want to concentrate on are located in the Primary tab of the 
  World Settings property sheet. They are Roughness, Percent Sea, and Land Size. I 
  suggest the following values: 
  Roughness: 0.75 
  Percent Sea: 50 
  Land Size: 2.44 
  4 
  With the exception of the World Seed value, the 
  remaining settings in the World Settings dialog may be 
  kept. 
  5 
  Most of the settings on the rest of the property sheet may 
  be left as they are; but depending on the speed and 
  memory capacity of your PC, you may wish to alter the 
  size of your editing setup, which affects the file size of 
  your world and the FT Pro’s rendering time for map 
  redraws. The editing settings can be found on the Editing 
  tab of the World Settings property sheet. I recommend 
  the following: 
   
  PC Processor Speed 
  PC RAM (in megabytes) 
  Editing Setup Setting 
  Less than 1GHz 
  Less than 256 
  Small 
  Between 1GHz and 2GHz 
  Between 256 and 512 
  Medium 
  2GHz or more 
  512 or more 
  Large 
  6 
  After you’ve made your Editing Setup choice, click OK to return to the World Settings 
  dialog box. 
  7 
  In the World Settings dialog box, click Apply to set the world parameters. This will 
  redraw the world using the settings you’ve just entered. 
   
  Tutorial
  Tutorial
  Tutorial
  Tutorial    
  While the tutorial contains some 
  specific guidelines, your exact 
  results will vary in accord with FT 
  Pro’s randomizing factors and 
  climate model. However, the 
  material herein should be 
  sufficiently informative to help you 
  create relatively detailed, passably 
  realistic, and ultimately satisfying 
  worlds with Fractal Terrains Pro. 
  This tutorial assumes that you 
  possess familiarity with FT Pro’s 
  basics, though instructions are 
  provided for particular menu 
  commands and dialog boXEs 
  where necessary. 
   
  Earth
  Earth
  Earth
  Earth----like World
  like World
  like World
  like World    
  By Earth-like, I refer to the general 
  topology of our own planet: spread 
  out a global map to see what I 
  mean. Our planet features clearly 
  distinguishable continents, 
  separated generally by significantly 
  larger bodies of water. Within 
  some landmasses are lakes or large 
  seas that eventually connect to 
  larger oceans. Various elevations 
  and plateaus reach from low 
  coastal areas to high mountain 
  peaks; these peaks are themselves 
  parts of coherent mountain ranges. 
  Editing Setup
  Editing Setup
  Editing Setup
  Editing Setup    
  The setting you choose affects the 
  file size and detail of the FT Pro 
  map created, and, while file sizes 
  can be significant (e.g., 12MB at 
  the Large
  Large
  Large
  Large setting), the extra detail 
  is worth it. Therefore, I recommend 
  selecting the largest Editing Setup
  Editing Setup
  Editing Setup
  Editing Setup 
  option you’re comfortable with – if 
  you have a slow PC but you don’t 
  mind waiting, by all means go for 
  the Medium
  Medium
  Medium
  Medium or Large
  Large
  Large
  Large settings. 
  
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  8 
  With these settings in place, click Next World 
   a few times to cycle through various 
  world layouts.  
  Using the parameters above (with a world seed of 198623990, the Miller Cylindrical 
  projection, and the Jhendor color scheme), I’ve chosen the following world: 
  There are a few landmasses I want to edit and a few islands I want to raise, but this world 
  has a good look and feel–plenty of well defined continents, large seas, inland bodies of 
  water, and even a good spot for an island archipelago. 
  9 
  When FT Pro has created the right world for 
  your campaign, save the file.  
  You’re now ready to use FT Pro’s editing commands 
  to customize the world. 
  Tweaking the FT Pro Output 
  There are two phases to tweaking the output that FT 
  Pro creates: altering the landmasses, and then the 
  climate. The former is accomplished by raising or 
  lowering elevation; the latter by adjusting climate 
  factors like rainfall and temperature. We’ll start by 
  making a few changes to the existing landmasses. 
  The first thing I want to do is break apart some of the landmasses to establish clearly 
  separated continents. To do so, I’ll use Lower 
   to sink some of the land bridges into the 
  sea. I’d also like to create a small island archipelago in a tropical region–this area will serve 
  as a setting for a future pirate campaign. Raising islands requires the Raise tool (p. 391), 
  which I’ll use to “paint” over a shallow sea area. 
  Before painting new elevations with the Raise and Lower tools, verify the current Tool 
  Settings via the Tools|Settings menu command. Note the value in the Raise/Lower field; 
  this is the increment by which elevation is 
  changed every time you apply the Raise or 
  Lower tool. I recommend adjusting this to a 
  small and irregular number, which allows you 
  to add or subtract altitude a little at a time 
  and also ensures that the resulting land 
  heights do not appear too artificial. In my 
  Tool Settings dialog box, I entered a 
  Raise/Lower value of 164.042 feet. 
   After my altitude adjustments, my world 
  map looks like this: 
   
  The next task in our world tweaking is to 
  check the climate settings to verify that the 
  output contains the climate types desired (for 
  example, if you have a desert-based 
  campaign in mind, you need to make sure 
  your world contains a desert). The climate 
  view is accessed via the Map|Show Climate 
  menu command. Here is the climate view of 
  the our world (if you’ve adjusted the climate 
  colors on your system (p.374), the colors you 
  see may not match the colors shown here): 
   
   
  The predominant climate types appear to be 
  Tundra, Alpine forests, Temperate forests, and 
  a scattering of Tropical Deciduous forest. I’d 
  World Layouts
  World Layouts
  World Layouts
  World Layouts    
  Continue cycling through worlds 
  until you find one that you like. 
  What makes a world layout 
  interesting depends on your tastes, 
  and what you envision going on in 
  the campaign you’re designing. 
  This is entirely subjective, and for 
  most, it may be a simple matter of 
  knowing what you want only after 
  you see it. Personally, I evaluate 
  the map in anticipation of where I 
  want to base my campaign, and 
  where I want my adventurers to 
  travel, all the while viewing the 
  terrain in terms of what societies 
  and cultures might be located at 
  any given locale. Remember that 
  the world FT Pro generates doesn’t 
  have to be “perfect”—you can edit 
  the map later to create sub-
  continents, bridge landmasses, or 
  create island archipelagos. 
  Adjustments
  Adjustments
  Adjustments
  Adjustments    
  One last recommendation: use the 
  Raise/Lower tools conservatively, 
  especially if you have a slow PC 
  that takes time to redraw. This is 
  especially true when lowering 
  elevations along coastal areas—if 
  you gouge too deeply, you’ll 
  remove continental shelves, and 
  your world’s beaches will abut 
  deep ocean depths with no realistic 
  gradient or slope. You can always 
  “fix” elevation mistakes with the 
  Raise/Lower 
  Raise/Lower 
  Raise/Lower 
  Raise/Lower tools, but after too 
  many attempts, the world may 
  begin to take a very different shape 
  from what FT Pro originally 
  created. The sensible practice is to 
  raise or lower elevation bit by bit, 
  waiting for results to appear before 
  continuing. 
  
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  like to add some desert and grassland areas, and, if there’s room, add some more tropical 
  jungle. 
  While FT Pro provides a climate painting tool (p. 392) for changing climate, you may wish to 
  apply the more natural method of climate change of adjusting an area’s rainfall or 
  temperature. This makes use of FT Pro’s built-in climate modeling rules and also “blends” 
  different climates with realistic borders and gradations. With this in mind, we’ll alter rainfall 
  (leaving temperature ranges as FT Pro originally created them) by applying the Wetter/Drier 
  tools (p. 391) to specific areas of the map. The anticipated result is that regional climate will 
  change as rainfall levels fluctuate. 
  Climate depends largely on temperature and rainfall, both of which are affected by altitude. 
  Low elevations are generally warmer and better suited to retaining moisture than high 
  elevations, which are colder and hold very little moisture. Wind circulation keeps weather 
  moving by pushing pressure cells across land and water. For the most part, these cells 
  circulate in a clockwise direction north of the equator; south of the equator, the opposite is 
  true, and they circulate in an anti-clockwise direction.  
  Winds that travel over water tend to pick up moisture, while winds that travel over land 
  eventually lose any moisture they were carrying. Thus, a coastal area in the path of a wind 
  current is likely to receive more rainfall than an area further inland, though an inland area 
  adjacent to a large lake could conceivably receive a large amount of rain. Lacking large 
  inland bodies of water, however, deep inland areas are likely to be drier than coastal regions, 
  especially if land elevations increase.  
  In this respect, high hills and mountains affect rainfall. When the paths of moisture-laden 
  currents intersect with high-elevation landforms, those currents drop their moisture in the 
  form of precipitation–the colder air causes latent moisture to condense and fall as rain (or 
  snow, depending on temperature). On the leeward side of the mountain, however, is found a 
  “rain shadow,” an arid region that receives little or no annual precipitation. 
  Reflecting the patterns of prevailing wind currents on the FT Pro world map helps determine 
  where landforms like deserts, grasslands, tropical forests, deciduous forests, etc. are likely to 
  occur. To simplify the process, imagine a single, predominant current for each large body of 
  water and each large landmass. Imagine further that the path of each current 
  circumnavigates the rough outline of its respective body of water or landmass. Recalling 
  that currents over water carry moisture and deliver rain while currents over land lose 
  moisture and supply little or no precipitation, you can get a rough idea of where to place 
  certain climate types on 
  the FT Pro map.  
  To illustrate this, the FT Pro 
  map below shows the 
  paths of my predominant 
  currents. Arrows indicate 
  the direction of flow 
  (clockwise in the north and 
  anti-clockwise in the 
  south); red shows land 
  currents and blue shows 
  water currents; the black 
  line represents the 
  equator. 
  Applying these rules to the 
  world I’ve created might 
  generate something 
  resembling this model. 
  Rainfall
  Rainfall
  Rainfall
  Rainfall    
  Before adjusting rainfall levels, 
  however, I need to consider some 
  general weather patterns for my 
  world. To provide earth-like results, 
  these considerations need not 
  involve hard science or exact data, 
  but they should be based on the 
  meteorological trends of our own 
  planet. Fortunately, there are a few 
  rules of thumb we can apply, and, 
  while these rules are hardly 
  without exception in the real 
  world, they form enough of a 
  consistent basis to help you place 
  climate types realistically. 
  
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  From this high-level 
  zoomed out view, the 
  changes may seem slight, 
  but you should note the 
  addition of much desert, 
  chaparral, and grassland 
  area, as well as slightly 
  increased rain forest where 
  appropriate. At this point, 
  you should save your map 
  once more. The next step 
  is to adjust FT Pro’s output 
  settings in preparation for 
  export to CC2 Pro. 
   
   
  Exporting to CC2 Pro 
  With your map tweaked to your satisfaction, it’s time to export your map into CC2 Pro. There 
  are two factors within FT Pro that will affect the quality of output--the current FT Pro view of 
  the map and the detail level of the export. 
  When an FT Pro map is exported to CC2 Pro using the File|Save CC2 Pro File menu 
  command, the output consists of the current view. This is a highly advantageous feature of 
  FT Pro, because it saves you a great deal of work when creating detailed maps of your 
  campaign world. You can use the Save CC2 File command to create a detailed CC2 Pro map 
  of whatever FT Pro view you like. Now, detail maps are better created by zooming in to 
  specific areas of your FT Pro map and then exporting to CC2 Pro. 
  For this portion of the tutorial, we’ll create a CC2 Pro map of a detailed campaign area. 
  Again, depending on what changes you made in the previous steps, your results may not 
  match precisely, but the steps below should get you on 
  track: 
  1 
  Zoom into an area of the FT Pro map that you would 
  like to detail. Once you find a view you like, I suggest 
  that you save the current view with the View|Add 
  View menu command. 
  2 
  Use the File|Save CC2 File menu command to open 
  the CC2 Export dialog box.  
  3 
  Click Create to generate a new export setting. 
  4 
  In the Introduction dialog box, select the Altitude 
  Contours checkbox, and the Basic option radio 
  button to dictate how contours are exported. 
  5 
  Click Next to continue. 
  6 
  In the Basic Contour Settings dialog box, uncheck 
  the Draw Contour Outline checkbox. Leave the Draw 
  Coastline Outline checkbox checked, but click on 
  the black square next to Outline Color to select 
  colour 68 for your coastlines.  
  7 
   Click Next to continue. 
  8 
  In the Detail Level dialog, you may specify the 
  granularity displayed in your output CC2 Pro map. This aspect of the export is noted 
  Detailed Maps
  Detailed Maps
  Detailed Maps
  Detailed Maps    
  Before Fractal Terrains, you had to 
  render your entire world into CC2 
  Pro, then cut out individual pieces 
  of your map to make smaller, detail 
  maps. This often required 
  redrawing coastlines, recreating 
  ocean and landmass polygons and 
  fills, and replacing scale bars. 
  Fractal Terrains Pro, however, 
  automates many of these 
  processes. 
  CC2 Export
  CC2 Export
  CC2 Export
  CC2 Export    
  In the section Exporting
  Exporting
  Exporting
  Exporting    to
  toto
  to    CC2
  CC2
  CC2
  CC2    
  Pro
  Pro
  Pro
  Pro (p.400) contains detailed 
  instructions regarding export 
  instructions. The steps below 
  assume that you have a working 
  knowledge of the CC2 Export 
  CC2 Export 
  CC2 Export 
  CC2 Export 
  options and parameters. 
  Contour Settings
  Contour Settings
  Contour Settings
  Contour Settings    
  Because this is a detail map, you 
  may decrease the Contour 
  Contour 
  Contour 
  Contour 
  Intervals
  Intervals
  Intervals
  Intervals value to show more 
  contours. However, for larger 
  maps, you will want to keep the 
  value high, otherwise your CC2 Pro 
  output will contain more contours 
  than you probably need at the 
  price of an unwieldy file size. 
  
  TMAH-4028-9636-6051
   
   
  422 
  most strongly in the rendering of coastlines and small islands–the higher the detail 
  value, the rougher the coasts and the more tiny islands included in the output.  
   
  9 
   Click Next to continue 
  10 In the Other Items dialog box, you may select 
  additional accessories or features that FT Pro 
  will add to your CC2 Pro map. I suggest these: 
  11 Click Finish to continue. You’ll be prompted to 
  enter a name for this export setting; perhaps 
  “Tutorial” is appropriate (you can always edit 
  or delete it later). 
  12 You are returned to the CC2 Export dialog 
  box. In the Export Settings options, select the 
  “Tutorial” setting you just saved, then click on 
  the Export World button. 
   
  13 You are prompted to select a destination 
  directory and provide a filename for the 
  exported map. Name the map 
  “tutorial.fcw” then click on the Save 
  button. Fractal Terrains Pro begins the 
  export process; depending on your PC’s 
  speed and memory, and the precise level 
  of detail you specified above, this could 
  take up to several minutes to complete. 
  14 When the export is complete, you’re 
  returned to the CC2 Export dialog box. 
  Click on the Close button and launch CC2 
  Pro to open the tutorial.fcw map you 
  saved in Step 13, above. 
  15 By default CC2 Pro saves its files in compressed 
  format. FT Pro uses uncompressed files for easy 
  of writing. If you have this option set (Tools 
  menu >> Options >> FCW, FSC, FCT)  the file 
  size will be reduced when you save the map 
  (my tutorial.fcw map opened at 2,247KB but 
  after a quick save command, the file size was 
  reduced to 1,385KB). 
  For illustrative purposes only, let’s see how adept FT 
  Pro is at creating detail maps by returning to the 
  Fractal Terrains Pro  map and zooming into a detail 
  view of the detail view you saved in Step 1, above. 
  Follow all the steps as put forth above, using the 
  Tutorial export setting to create your CC2 Pro output. 
  Here’s what it looks like on my PC: 
  Be aware that the colours included in the CC2 Pro 
  map match whatever scheme present in the FT Pro 
  view from which the map was exported. Therefore, 
  if you’re using the Jhendor colour scheme for 
  altitude, those colours will manifest in the CC2 Pro 
  output. If you change the climate colours, for 
  Detail
  Detail
  Detail
  Detail    
  As the warning in the manual 
  states, however, higher detail 
  settings can create very large CC2 
  Pro files with very long redraw 
  times. My recommendation is to 
  start at 256 or 512 and gauge your 
  PC’s results from there. If you are 
  satisfied with the combination of 
  detail, file size, and redraw speed, 
  you may wish to try a higher 
  setting (e.g., 640 or 768). I also 
  suggest that you check the 
  Multipoly Each Contour Level and 
  Altitude Relative to Water Level 
  options. 
  Output
  Output
  Output
  Output    
  A tremendously helpful timesaver 
  offered by FT Pro is the automatic 
  creation of a scale bar sized 
  specifically for the map created. 
  For example, the scale bar in the 
  first display is 500 miles long; in 
  the second detail it is only 100 
  miles long.  
  Note also the altitude contour bar 
  on the right has far fewer contours 
  than the first detail view. If you 
  wanted to achieve more 
  granularity, you could reduce the 
  Contour Interval value specified in 
  Ste p 6 above. While this would 
  not produce contour colours 
  beyond those found in FT Pro, it 
  would increase the step increment 
  of the contour bar exported to CC2 
  Pro. 
  
  TMAH-4028-9636-6051
   
   
  423 
  example, and export a Climate Map (check Climate Contours in Step 4, above), your 
  changes will present in your export.  
  Regardless, your CC2 Pro map is ready to edit 
  Conclusion 
  This concludes the FT Pro tutorial on creating earth-like worlds for further development in 
  CC2 Pro. It is hoped that the data above have helped get you on your way to creating your 
  own, quasi-realistic worlds for your own campaigns. Despite anything found above, though, 
  the best advice for getting the most out of FT Pro and CC2 Pro is to experiment, tweak, and 
  explore with the various options available to find the world output perfect for you.  
   
   
   
   
   
   
   
   
   
   
  Ironwulf’s Rustic House by 
  Ironwulf’s Rustic House by 
  Ironwulf’s Rustic House by 
  Ironwulf’s Rustic House by 
  Steve Sorton
  Steve Sorton
  Steve Sorton
  Steve Sorton    
  Rustic House
  Rustic House
  Rustic House
  Rustic House is a Dioramas 
  drawing that is available in the 
  Profantasy Download Library. 
  
  TMAH-4028-9636-6051
   
   
  424 
   FT Pro Reference 
  Within the tutorials, you have been introduced to all of FT Pro’s component parts. In this 
  chapter, we shall discuss the more advanced features of the package, and we’ll explore in 
  detail some of FT Pro’s features to which you have already been introduced. 
  Theory 
  FT Pro does a lot of very peculiar things internally and it may help the understanding of what 
  the tools do if you have an understanding of what the program does. 
  The Elements 
  A map is composed of a number of elements that the user normally doesn’t think about. A 
  user’s view of the world is that it has an altitude, a temperature, a rainfall value, and a 
  climate derived from the two. The program uses a number of other values in its work, 
  however.  
  Fractal basis function 
  The heart of FT Pro is the fractal basis function — fractal(). In essence, this is a mathematical 
  entity evaluated in 3D space (the surface of the sphere). 
  The magnitude of the function is used as the basic altitude. FT Pro includes two different 
  basis functions: Ridged Multifractal and Brownian Noise. They look somewhat different in 
  terms of their final output, but they are treated in the same manner internally. 
  When a new world is generated, FT Pro evaluates the fractal basis function over the sphere. 
  From the results of this calculation, it figures out what the minimum and maximum values 
  are, as well as scale and offset factors required to get the desired percentage of water and 
  min/max values.  
  Because the initial surface evaluation is rather coarse, it is possible that true min/max values 
  won’t be found and the surface can exceed the defined min/max values. The derived 
  scaling and offset values (fsea and fscale) are used to convert the raw basis function value 
  (typically in the range of 0.2 to 1.5 for the Ridged Multi-fractal model) into the user-defined 
  min/max range. 
  Offsets 
  The land Raise/Lower tools work directly on the user-defined offset value. The values are 
  painted directly into the offset map. One simple addition, and that’s all there is to it. 
  Scaling 
  The land Roughen/Smooth tools work on the user-defined scaling value. The values are 
  painted directly into the offset map. One final multiplication is all it contributes. The 
  roughening effect comes about because it is scaling the fractal basis function.  
  Continental Shelves 
  The continental shelves are an exponential post-process applied to the altitude values. The 
  raw altitude gets offset downward by the amount of the continental shelf level, and then an 
  exponent of approximately 2 (or 0.5 in the case of terrain below the shelf level) is applied. 
  After re-scaling to the correct min/max values, the final value is ready for the user-defined 
  offset and scale. 
  Water Level 
  The Water Level tool works together with the altitude calculation to determine where the 
  water is in the world. If the water level at a given point is higher than the altitude, the 
  coloration will use the water rules. Otherwise it will use the land rules. The default water 
  level is 0.0, but it can be locally changed to get lakes or dry areas. The user tools simply 
  paint values into the map. 
  Other
  Other
  Other
  Other Values
   Values
   Values
   Values    
  For instance, the altitude is 
  composed of many different 
  components working together (the 
  fractal basis function, internal 
  scaling and offset factors, user-
  defined scaling and offset factors, 
  and continental shelves) to get the 
  final altitude value at a point. The 
  temperature and rainfall similarly 
  have user-defined scaling factors 
  and offsets, as well as a fractal 
  basis function. 
  Minimum and Maximum Values
  Minimum and Maximum Values
  Minimum and Maximum Values
  Minimum and Maximum Values    
  All the user ever sees of this is the 
  min/max values, percentage sea 
  slider, and choice of basis function. 
  Fractal Basis Function
  Fractal Basis Function
  Fractal Basis Function
  Fractal Basis Function    
  Unfortunately, this can also result 
  in very high altitudes - it can create 
  a world with interesting contours 
  that are just a bit too high. Just set 
  the scaling factor to values less 
  than 1, and the mountains will 
  drop. 
  Exponent
  Exponent
  Exponent
  Exponent    
  The location of the exponent has 
  some consequences. Offsetting the 
  land doesn’t change the presence 
  of the continental shelf or keep it 
  at a constant depth underwater. It 
  would have to come after the user 
  adjustments to do that. It also 
  causes the scaling to be just a hair 
  off, which results in dramatic shifts 
  in the coastlines. Setting the level 
  to 0 will preserve the coastlines at 
  the cost of having very steep ocean 
  drop offs. 
  Paint Values
  Paint Values
  Paint Values
  Paint Values    
  To ensure that painted water levels 
  are properly represented during 
  CC2 Pro export, the Altitudes 
  relative to Water Level checkbox 
  must be set in the CC2 Export 
  Detail Level settings page. 
   
  
  TMAH-4028-9636-6051
   
   
  425 
  Rainfall 
  Rainfall is computed according to the following functions: 
  rbase
  random
  lon
  lat
  fBm
  rain
  +
  ⋅
  =
  )
  ,
  (
   
  60
  30
  )
  ,
  (
  +
  ⋅
  =
  lon
  lat
  e
  temperatur
  rain
  rain
   
  )
  ,
  (
  1000
  )
  ,
  (
  lon
  lat
  uvalue
  lon
  lat
  altitude
  rain
  rain
  +
  +
  =
   
  Temperature 
  Temperature is computed according to the following functions: 
  )
  ,
  (
  *
  )
  ,
  (
  0.006491
  )
  ,
  (
  8.0
  )
  1(
  374
  3
  2
  3
  1
  2
  4
  1
  lon
  lat
  fBm
  random
  temp
  temp
  lon
  lat
  altitude
  temp
  temp
  lat
  axistilt
  insolation
  tscale
  tscale
  temp
  temp
  light
  albedo
  greenhouse
  temp
  +
  =
  ⋅
  −
  =
  ⋅
  +
  ⋅
  −
  =
  ⋅
  −
  ⋅
  ⋅
  =
   
  Climate 
  Climate is computed directly from rainfall and temperature according to the following table: 
   
  Nothing fancy or peculiar, just a straight table lookup. 
  Climate Considerations & Descriptions 
  Bare Rock: This climate type is self-descriptive. Very little in the way of vegetation exists in 
  these regions, other than hardy low-level plants, lichens, and so forth. 
  Boreal: Cold forests, usually of spruce and fir. Standing surface water is common in such 
  regions, and bogs form in areas of saturation. 
  Chaparral: Low, scrubby brush and grassland. Similar to the hilly regions of California, and 
  certain areas of Australia. 
  Desert: Regions which see very little annual precipitation. It is low rainfall, not temperature, 
  that defines desert - desert areas on Earth are as diverse as the frozen wastes of Antarctica 
  to the sandy expanses of the Sahara. Because FT Pro’s rainfall model does not take into 
  account factors such as weather patterns when computing rainfall, deserts will appear rarely 
  within generated worlds. As such, if desert regions are required, they must usually be 
  painted on by the user. 
  Rainfall Functions
  Rainfall Functions
  Rainfall Functions
  Rainfall Functions    
  random
  random
  random
  random is Random from the 
  rainfall model 
  rbase
  rbase
  rbase
  rbase is the Base value 
  uvalue()
  uvalue()
  uvalue()
  uvalue() is the user-defined rainfall 
  value at that point 
  fBm
  fBm
  fBm
  fBm is the basic Brownian Noise 
  fractal type 
   
  Temperature Functions
  Temperature Functions
  Temperature Functions
  Temperature Functions    
  temp
  temp
  temp
  temp is the final temperature in 
  Kelvin 
  greenhouse
  greenhouse
  greenhouse
  greenhouse, albedo
  albedo
  albedo
  albedo, light
  light
  light
  light, and 
  axistilt
  axistilt
  axistilt
  axistilt are the values entered by 
  the user in the temperature model 
  tscale
  tscale
  tscale
  tscale is the same as Variance 
  random
  random
  random
  random is the Random model 
  value 
  fBm
  fBm
  fBm
  fBm is one of those pesky fractal 
  basis functions again 
   
  
  TMAH-4028-9636-6051
   
   
  426 
  Grassland: Similar to the North American Great Plains - expanses of grassland with little in 
  the way of large vegetation except along river courses etc. Annual rainfall is not high 
  enough to support forests and so forth. 
  Hills & Mountains: Regions of altitude variance; self-explanatory. 
  Ice: Ice caps and so forth. Similar to the regional ice coverage of the Arctic and Antarctic. 
  Savannah: Tropical grassland, similar to that found within the African plains. 
  Temperate Forest: Forestland of a type commonly found across North America and Europe. 
  They may be deciduous, evergreen, or of mixed composition. 
  Tropical Deciduous Forest: Similar to the coastal forests of South America, marked by large 
  annual rainfalls interspersed with dry seasons, at a relatively constant temperature. 
  Tropical Evergreen Forest: Similar to the rain forests of equatorial Africa and the Amazon 
  basin. Consistently high rainfall levels and little temperature fluctuation. 
  Tundra: Treeless areas with scattered, low-lying vegetation. Tundra freezes hard during 
  winter, and is subject to permafrost for much of the rest of the year. 
  
  TMAH-4028-9636-6051
   
   
  427 
  Southern March by Allyn 
  Southern March by Allyn 
  Southern March by Allyn 
  Southern March by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  Instructions to duplicate the 
  techniques used to draw Southern 
  Southern 
  Southern 
  Southern 
  March
  March
  March
  March can be found in Forgotten 
  Realms® on page 104.  
  Southern March
  Southern March
  Southern March
  Southern March is available in the 
  Profantasy Download Library. 
   
   
  
  TMAH-4028-9636-6051
   
  Text Files
  Text Files
  Text Files
  Text Files    
  Create your scripts in Notepad, 
  then save them with the fsr
  fsr
  fsr
  fsr suffix.  
  Scripts 
  FT Pro supports limited scripting capability. Scripts are text files that describe a set of 
  operations that FT Pro will perform. These operations are fairly simple, being primarily 
  limited to such operations as selection, adding, subtracting, smoothing, and some simple 
  mound-type operations. The following file describes the operations supported and provides 
  some examples of scripts. Operations are shown in bold. Items in rectangular brackets 
  indicate that only one of the listed options can be specified, while items in italics indicate 
  that a number or text literal should be used.  
  To run a script, select Tools >> Actions >> Run Script. 
  Script Commands 
  Tool Force  [Offset|Scale|Rainfall|Temperature|Prescale] value 
  sets the value of the indicated layer to the value given. 
  Tool Fill_basins 
  fills the basins in the surface in the offset channel at the current editing resolution. 
  Tool Fill_lakes 
  fills the basins in the surface in the water channel at the current editing resolution. 
  Tool Raise  [Offset|Scale|Rainfall|Temperature|Prescale] value min max 
  raises the value of the indicated layer to the value given. only selected areas are affected. 
  min and max are the minimum and maximum values that are allowed in the result. these 
  values are in the native units for the layer. 
  Tool Lower  [Offset|Scale|Rainfall|Temperature|Prescale] value min max 
  lowers the value of the indicated layer to the value given only selected areas are affected. 
  min and max are the minimum and maximum values that are allowed in the result. these 
  values are in the native units for the layer. 
  Tool Smooth [Offset|Scale|Rainfall|Temperature|Prescale] value 
  smooths the values of the indicated layer by the amount given only selected areas are 
  affected. 
  Tool Clip   [Offset|Scale|Rainfall|Temperature|Prescale] low high 
  clips the indicated layer so that all values are between low and high only selected areas are 
  affected. 
  Tool Burn_in_to_surface 
  copies the current altitude value into the offset channel. All areas are affected regardless of 
  selection. 
  Tool Mound min max gamma replace[y|n] 
  creates a mound as per the mound command 
  Select All 
  select all points on the surface 
  Select None 
  select no points on the surface and inactive the selection (cmds affect all). 
  Select Invert 
  invert the selection 
  Select Threshold threshold 
  convert the selection to a binary image at the threshold level given. 
  Select Feather value 
  smooth the selection by the value indicated. 
  Select Expand value 
  expand the selection by the value indicated 
  
  TMAH-4028-9636-6051
   
   
  429 
  Select Contract value  
  contract the selection by the value indicated 
  Select Load path [Replace|Add|Subtract] 
  load a selection from the indicated path (no spaces allowed in the path). the operation 
  indicates what the selection will do with the load action. 
  Select Save path 
  save the current selection as an 8-bit grayscale BMP image. no spaces are allowed in the 
  path name. 
  Select Range [Altitude|Temperature|Rainfall] how what min max 
    how  = [Between|Not_between|Greater_than|Less_than] 
    what = [Replace|Add|Subtract] 
  elect world parts on the indicated layer with the indicated mode values.  
  Sample script to smooth lower altitudes 
  To use these examples, just copy these examples into notepad and save them 
  // Sample script to smooth out lower altitudes. 
  // comment lines start with a '//' digram 
  # or comments can start with a '#' symbol 
  // smooth most of the stuff a little 
  select range altitude between replace 20000 100000 
  select smooth 2.0 // comments can go on the end of lines 
  tool lower scale 0.1 0 100000 
   
  // note that we don't care about the upper bound so use a large value 
   
  // lower altitudes a bit more 
  select range altitude between replace 10000 100000 
  select smooth 2.0 
  tool lower scale 0.1 0 100000 
   
  // even lower get a little more 
  select range altitude between replace 5000 100000 
  select smooth 2.0 
  tool lower scale 0.1 0 100000 
   
  // and so on 
  select range altitude between replace 1000 100000 
  select smooth 2.0 
  tool lower scale 0.1 0 100000 
  Values
  Values
  Values
  Values    
  Note that native units for the layers 
  are: 
  •  K for temperature 
  •  cm/yr for rain 
  •  m for altitude or offset 
  •  no units are defined for scale 
  
  TMAH-4028-9636-6051
   
   
  430 
   
  Before running script 
  After running script 
   
   
   
   
  Sample script to save slices of a world to files 
  // save slices of the world at different elevations to BMP files 
  // this script has no visible effect on the FT Pro world in memory. 
  select range altitude between replace -1000 100000 
  save n1000.bmp 
  select range altitude between replace 0 100000 
  save sealevel.bmp 
  select range altitude between replace 1000 100000 
  save sealevel.bmp 
   
   
   
  
  TMAH-4028-9636-6051
   
   
  431 
   
   
  Kansliet by Jonas Eckerman
  Kansliet by Jonas Eckerman
  Kansliet by Jonas Eckerman
  Kansliet by Jonas Eckerman    
  Kansliet
  Kansliet
  Kansliet
  Kansliet is available in the 
  Profantasy Download Library.  
  
  TMAH-4028-9636-6051
   
   
  432 
  FT Pro’s Interface 
  The FT Pro interface consists of a main window (in which the world will be drawn, and most of your work will be done), 
  and several ancillary toolbars and windows. These latter may be dragged onto and off the main window, just as 
  standard Windows® floating toolbars (holding down 
   while dragging toolbars will prevent them from docking on 
  the main window.. The main window may be resized, maximized, and minimized. World re-draws are affected by the 
  size of the main window, and can be quite slow when maximized. 
  Buttons, Menus and Shortcuts 
  The following summarizes FT Pro’s menus, buttons, and keyboard shortcuts. 
  Item 
   
  Shortcut 
  Function 
  File menu 
   
   
   
  New 
   
   
   
  Start a new world 
  Open 
   
   
   
  Open an existing world 
  Save 
   
   
  Save the current world 
  Save As 
    
  Save the current world to a different file (including image file formats) 
  Save CC2 File 
   
   
   
  Save the current world to a CC2 Pro file 
  Revert to Save 
   
   
  Discard all edits in favor of last saved version of this world 
  Export World >> 
   
   
   
  Icosahedral 
   
   
  Export world to an icosahedral projection 
   
  Multiple Files 
   
   
  Export world to multiple tiled images and/or CC2 Pro files 
  Spin View 
   
   
  Export world to images representing a rotational period 
  VRML 
   
   
  Export world to a VRML model 
  Revert to Saved 
   
   
  Revert to the saved version of the current world 
  Print 
    
  Prints the current view of the world 
  Print Setup 
   
   
  Access the standard print setup for your printer 
  Print Preview 
   
   
  Opens a standard Windows® Print Preview window, showing what 
  the Print command will output 
  1, 2, etc. 
   
   
  Open previously viewed files 
  Exit 
   
   
  Quit FT Pro 
  Edit menu 
   
   
   
  Undo 
    
  Undo the last command 
  Redo 
    
  Redo the last command 
  Preferences 
   
   
  Set FT Pro function preferences 
  Map menu 
   
   
   
  Change Projection 
    
  Change the map projection used to display the world 
  Lighting and Color 
    
  Change the color and lighting settings for the world 
  World Settings 
    
  Change the current world settings 
  Background 
   
   
  Change the color and fill used for the world view window’s 
  background 
  Grid Settings 
    
  Change the grid settings 
  Show Altitude 
   
   
   
  Change view to show altitude contours 
  Show Climate 
   
   
   
  Change view to show climate contours 
  Show Rainfall 
   
   
   
  Change view to show rainfall contours 
  Show Temperature 
   
   
   
  Change view to show temperature contours 
  
  TMAH-4028-9636-6051
   
   
  433 
   
  Next World 
   
   
  Draw world using the next sequential seed number. Current edits will be 
  lost 
  Previous World 
   
   
  Draw world using the previous sequential seed number. Current edits will 
  be lost 
  Overlay Image 
   
   
  Insert an overlay image to guide editing 
  Regenerate 
   
   
  Force FT Pro to regenerate the current world 
  Tools menu 
   
    
  Settings 
   
   Change values and options used for edit tools 
  Paint Values >> 
   
    
  Climate 
   
   Paint currently selected climate type (see Climate Selector) 
  Land Offset 
   
   
  Paint the currently set Raise/Lower value 
  Land Roughness 
   
   
  Paint the currently set Roughness value 
  Rainfall 
   
   
  Paint the currently set Rainfall value 
  Temperature 
   
   
  Paint the currently set Temperature value 
  Water Level 
   
   Paint the currently set Water value. 
   and click to choose an altitude 
  value to use from the world 
  Paint Raise >> 
   
    
  Land Offset 
   
   Raise the painted area by the currently set Raise/Lower value 
  Land Roughness 
   
   
  Increase the roughness of the painted area by the currently set 
  Roughness value 
  Rainfall 
   
   Increase the rainfall of the painted area by the currently set Rainfall value 
  Temperature 
   
   Increase the temperature of the painted area by the current Temperature 
  value 
  Paint Lower >> 
   
    
  Land Offset 
   
   Lower the painted area by the currently set Raise/Lower value 
  Land Roughness 
   
   Decrease the roughness of the painted area by the currently set 
  Roughness value 
  Rainfall 
   
   Decrease the rainfall of the painted area by the currently set Rainfall 
  value 
  Temperature 
   
   Decrease the temperature of the painted area by the currently set 
  Temperature value 
  Global Set >> 
   
    
  Altitude 
   
    
  Land Offset 
   
   
  Set the altitude of the whole world to the currently set Raise/Lower 
  value 
  Land Roughness 
   
   
  Set the roughness of the whole world to the currently set Roughness 
  value 
  Rainfall 
   
   
  Set the rainfall of the whole world to the currently set Rainfall value 
  Temperature 
   
   
  Set the temperature of the whole world to the currently set Temperature 
  value 
  Water Level 
   
   
  Set the water level of the whole world to the currently set Water Level 
  altitude 
  Global Raise >> 
   
    
  Land Offset 
   
   
  Raise the altitude of the whole world by the currently set Raise/Lower 
  value 
  Land Roughness 
   
   
  Increase the roughness of the whole world by the currently set 
  Roughness value 
  
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  Rainfall 
   
   
  Increase the rainfall of the whole world by the currently set Rainfall value 
  Temperature 
   
   
  Increase the temperature of the whole world by the current Temperature 
  value 
  Water Level 
   
   
  Increase the water level of the whole world by the currently set Water 
  Level value 
  Global Lower >> 
   
    
  Land Offset 
   
   
  Lower the altitude of the whole world by the currently set Raise/Lower 
  value 
  Land Roughness 
   
   
  Decrease the roughness of the whole world by the currently set 
  Roughness value 
  Rainfall 
   
   
  Decrease the rainfall of the whole world by the currently set Rainfall 
  value 
  Temperature 
   
   
  Decrease the temperature of the whole world by the currently set 
  Temperature value 
  Water Level 
   
   
  Decrease the water level of the whole world by the currently set Water 
  Level value 
  Global Smooth >> 
   
    
  Land Offset 
   
   
  Blurs the land offset (altitude) editing map 
  Land Roughness 
   
   
  Blurs the land roughness editing map 
  Rainfall 
   
   
  Blurs the rainfall editing map 
  Temperature 
   
   
  Blurs the temperature editing map 
  Extra Large 
   
   Use the extra large (XL) brush size for painting to the world 
  Large 
   
   Use the large (LG) brush size for painting to the world 
  Small 
   
   Use the small (SM) brush size for painting to the world 
  Extra Small 
   
   Use the extra small (XS) brush size for painting to the world 
  Burn Into Surface 
   
   
  Converts the current world into a map in the land offset channel 
  Mound 
   
   
  Fills the current selection with land offset values from the selection’s 
  edge to its center 
  Mountain 
   
   
  Fills the current selection with land offset values from the selection’s 
  edge to its center 
  Select menu 
   
    
  All 
   
   
  Selects the entire world 
  Deselect 
   
   
  Removes the current selection 
  Inverse 
   
   
  Inverts the current selection 
  Altitude Range 
   
   
  Selects portions of the world by altitude 
  Climate Range 
   
   
  Selects portions of the world by climate range 
  Rainfall Range 
   
   
  Selects portions of the world by rainfall range 
  Temperature Range 
   
   
  Selects portions of the world by temperature range 
  Binarize 
   
   
  Removes feathering from the current selection mask 
  Feather 
   
   
  Softens (feathers) current selection mask 
  Modify >> 
   
    
  Expand 
   
   
  Expands the current selection mask by 1 pixel in all directions 
  Contract 
   
   
  Reduces the current selection mask by 1 pixel in all directions 
  Load Selection 
   
   
  Loads a selection mask file 
  Save Selection 
   
   
  Saves the current selection as a selection mask file 
  View menu 
   
   
  View or hide FT Pro’s  bars: 
  World Tools 
   
   
  Toggle the World Tools s 
  
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  Map Tools 
   
   
  Toggle the Map Tools s 
  Globe Tools 
   
   
  Toggle the Globe Tools 
  Status Bar 
   
   
  Toggle the Status Bar 
  Tool Palette 
   
   
  Toggle the Tools Palette s 
  Map Info 
   
   
  Toggle the Map Info window 
  Color Key 
   
   
  Toggle the Color Key window 
  Climate Selector 
   
   
  Toggle the Climate Selector s 
  Selection Tools 
   
   
  Toggle the Selection Tools s 
  Help menu 
   
    
  Help Topics 
   
   
  Open FT Pro’s help file 
  About Fractal Terrains Pro 
   
   
  Display current FT Pro version and program details 
   
  Selection Tools 
   
   
   
  Select Rectangle 
    
  Rectangular selection tool 
  Select Ellipse 
    
  Elliptical selection tool 
  Select Freehand 
    
  Freehand selection tool 
  Select Polygon 
    
  Polygonal selection tool 
  Climate Selector 
   
   
  Used to select the climate type to paint 
  Boreal 
   
   
   
  Chaparral 
   
   
   
  Desert 
   
   
   
  Grassland 
   
   
   
  Hills 
   
   
   
  Ice 
   
   
   
  Mountains 
   
   
   
  None 
   
   
   
  Bare Rock 
   
   
   
  Savannah 
   
   
   
  Temperate Forest 
   
   
   
  Tropical Evergreen Forest. 
   
   
   
  Tropical Deciduous Forest. 
   
   
   
  Tropical Shrubland 
   
   
   
  Tundra 
   
   
   
  Other s 
   
   
   
  Zoom In 
   
   
  Zoom world view in by a factor of two 
  Zoom Out 
   
   
  Zoom world view out by a factor of two 
  Zoom Whole World 
   
   
  Zoom whole world to fit in the current window 
  Zoom Window 
   
   
  Zoom into a selected area (Click opposite corners of the area to be zoomed)  
  Distance 
    
  Measures a linear distance 
  Pan 
    
  Move the current world view (Click and hold to drag the view)  
  Context-Sensitive Help 
    
  Gain help on the selected item 
  
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  Other Keyboard Functions 
  FT Pro supports some additional keyboard features, and these are described below: 
  Function 
  Keyboard/ Shortcut 
  Show next world without losing edits 
   
   
   
  Show previous world without losing edits 
   
   
   
  Cancel offset or projection move 
   when releasing button in map projection 
  dialog 
  Add new selection to current selection 
   when clicking to end use of a selection 
  tool 
  Remove new selection from current 
  selection 
   when clicking to end use of a selection 
  tool 
  Example: To select a rectangular area, click Select Rectangle  
  , click in the main window 
  to place one corner of the desired selection area, then hold 
   or 
   down when 
  clicking to place the opposite corner to add or remove from the current selection, 
  respectively. 
  Reset toolbar positions to default 
  Hold 
   during startup 
  Prevent load of default file 
  Hold 
   during startup 
  Bars 
   FT Pro’s s are contained within standard Windows® floating bars. Each bar and window may 
  be hidden or displayed via the Tools menu.  
  For reference, the bars are as follows. The functions of the buttons are outlined above. 
   Bar 
  Buttons 
  World Tools 
   
  Map Tools 
   
  Tool Palette 
   
  Climate Selector 
   
  Selection Tools 
   
  Information Windows 
  There are three additional floating windows comprising the FT Pro interface, and these can 
  be hidden, dragged, or placed within the main window just as bars. These are summarized 
  here. 
   
   
  Globe 
  Tools 
  This window contains a globe that can be rotated to adjust the current 
  world view. Click and hold on the globe, then move the cursor to rotate 
  it. The world view will pan accordingly. 
  Clicking Quit will exit FT Pro. 
  Clicking Help will open FT Pro’s help file. 
   
   
  Map 
  Info 
  This window contains general information about the current world, or the 
  portion of the world beneath the mouse cursor. 
   
   
  Color 
  Key 
  This window keys the contour colors used for the current world. There 
  are four versions of the color key window, one for each of the 
  information views (Altitude, Climate, Rainfall, and Temperature). 
  Preferences 
  FT Pro allows a certain amount of customization in the way it works. 
   
  Tool menu
  Tool menu
  Tool menu
  Tool menu    
  If the name of a bar appears with a 
  tick beside it in that menu, it is 
  currently shown. Clicking on the 
  name of a tool bar will add or 
  remove this tick, and accordingly 
  show or hide the tool bar. 
  Customization
  Customization
  Customization
  Customization    
  You can alter your preferences by 
  selecting Edit menu >> 
   Edit menu >> 
   Edit menu >> 
   Edit menu >> 
  Preferences
  Preferences
  Preferences
  Preferences, which presents the 
  Preferences
  Preferences
  Preferences
  Preferences dialog box. 
  
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  � 
  Reload last world file on startup will automatically open the last saved world you 
  worked on with FT Pro on startup if it is checked. If it is not checked, FT Pro will 
  generate a new random world on startup. 
  � 
  Reload last settings files on startup will cause FT Pro to automatically use the last 
  saved world generation and color files on startup. If it is not checked, FT Pro will use 
  the default settings. 
  � 
  Remember window position will cause FT Pro to open in its last used window 
  position on startup, otherwise the default position will be used. 
  � 
  Click-Drag-Release zoom window style alters the way the Zoom Window function 
  works. If checked, zoom windows are drawn by clicking at one corner, holding the 
  mouse down, dragging to the opposite corner, and releasing the mouse. If unchecked, 
  zoom windows are drawn by clicking at one corner, and then separately clicking on 
  the opposite corner of the window required. By default, this is unchecked. 
  � 
  Coarse initial drawing pass changes the way FT Pro draws worlds to the screen. If 
  checked, the world view will be initially drawn using coarse pixels, creating a blocky-
  looking view to start with. This view will be subsequently refined by FT Pro as time 
  passes until all generated world data has been drawn. This is useful for quickly seeing 
  the general form of a world before either accepting or rejecting it. If unchecked, FT Pro 
  will fill in the world view’s pixels layer by layer, gradually filling in the detail. This is 
  the default method. 
  � 
  Version 1.23 Compatibility changes the way FT Pro computes worlds. Version 1.23 
  and earlier had an error in the fractal computations that frequently resulted in 
  inconsistent results from machine to machine and from run to run of the program. 
  Version 1.50 and later corrected this flaw, but at the cost of generating different 
  worlds for the same world seeds. Checking this item will force the old-style 
  calculations, as will loading a pre-V1.50 FT Pro W file. It is unchecked by default. 
  � 
  The Display Update Rate slider affects how often FT Pro updates the screen 
  information. Reducing the number of updates per second will reduce the computation 
  load for slower video cards or machines. Increasing it might help with the editing 
  response for very fast machines and video cards. The default value of 4 seems to be a 
  good value for most machines. 
  � 
  Maximum Horizontal Resolution and Maximum Vertical Resolution control the 
  maximum size that FT Pro will use to display onscreen, regardless of the actual 
  physical display resolution. These values can be reduced to speed up calculations for 
  slower machines, but reducing the values will affect the appearance of the lighting 
  effects. The default values of 2048 for both indicate that the software should just use 
  the physical window size for its computation size. 
  World Settings 
  When you create a synthetic or flat world, you 
  will be presented with the World Settings dialog 
  box.  
  � 
  The System group contains world settings 
  file management controls. Click on Save to 
  save the current settings to a file. Select a 
  file from the list and click on Load to load 
  the settings contained within it. Click on 
  Update to save changes to the currently 
  used setting file. Select a file from the list 
  and click on Delete to remove the file from 
  your system. 
  � 
  Highest Peak sets the maximum altitude for the world. Sometimes the generated 
  world may exceed this value, but it usually keeps within bounds.  
  � 
  Lowest Depth sets the lowest point in the ocean. Sometimes the generated world 
  may exceed this value, but it usually keeps within bounds.  
  Last Used Window Position
  Last Used Window Position
  Last Used Window Position
  Last Used Window Position    
  Note that holding 
   during 
  startup has the same effect. 
  Dialog Box
  Dialog Box
  Dialog Box
  Dialog Box    
  You can also access this dialog to 
  edit the currently used settings by 
  clicking on World Settings
  World Settings
  World Settings
  World Settings 
  . 
  
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  � 
  The Circumference or Diameter (depending on the option selected from the drop-
  list) sets the size of the world. If Circumference is selected, the value is the distance 
  around the world at the equator. If Diameter is selected, the value is the distance 
  through the north and south poles. All worlds are assumed to be perfectly spherical, 
  not an oblate spheroid like the earth. 
  � 
  The World Seed is the world number to generate. It sets the random number seed for 
  the internal generators. Values for this seed can range from negative 2,147,483,648 
  to positive 2,147,483,647. Click on 
   to randomly allocate this value. 
  � 
  Method selects the way in which the world altitude will be computed. The two 
  options are available--Ridged Multifractal and Brownian Noise. Ridged Multifractal 
  is composed of many ridges at different scales. Brownian Noise is basically just 
  random noise at different scales without any particular structure.  
  The small button next to the Method drop list will bring up a dialog that can be used to set 
  parameters for each type of computation method. Each computation method has its own set 
  of parameters that can be adjusted. 
   
  The Roughness slider controls the level of roughness in a surface. This value is roughly the 
  fractal dimension of the surface. The sequence below shows how Roughness affects the 
  surface from high (0.01) to low (1.49): 
   
   
   
   
   
  0.01 
  0.38 
  0.75 
  1.13 
  1.49 
  � 
  Percent Sea sets the rough amount of sea that will be found on the map. 
  � 
  Land Size sets the size of the land masses. The sequence below shows how the 
  changing the setting changes the land mass size: 
   
   
   
   
   
  1.00 
  2.14 
  3.25 
  5.50 
  10.00 
  The smaller the land size setting, the more continents (or islands) you will get. A 
  value of around 1.6 usually provides good results. 
  � 
  If checked, Apply to Current World will apply any changes in the world parameters 
  to the current world, preserving any terrain editing. If unchecked, all editing will be 
  lost. 
  � 
  Click Advanced button to access the Advanced World Parameters dialog box (see 
  below). 
  � 
  Click Fractal Globe button to access the Fractal Globe dialog box. This dialog box 
  can be used to change the fractal evaluation size (similar effect to Land Size) as well 
  as the center of evaluation. Each center of evaluation gives a unique world; moving 
  the world center over each possible set of values will result in roughly 2^48 (about 
  281,500,000,000,000) worlds, each differing slightly from the next. 
  � 
  OK accepts any changes made to the world 
  settings and creates a new world with those 
  settings.  
  � 
  Cancel discards any changes and keeps to the 
  current world.  
  � 
  Help gets help for this dialog.  
  Advanced World Parameters 
  These settings allow you to affect the way in which 
  the world is calculated. You may also change climate 
  coloration, the location of the northernmost pole, axial 
  tilt, etc. 
  Ridged Multifractal and 
  Ridged Multifractal and 
  Ridged Multifractal and 
  Ridged Multifractal and 
  Brownian Noise
  Brownian Noise
  Brownian Noise
  Brownian Noise    
   
   
   
   
   
  Ridged Multifractal 
   
   
   
   
   
   
  Brownian Noise 
   
   
   
   
   
   
  
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  � 
  Metric Units, if checked, changes all measurements to metric (kilometers, meters, 
  centimeters, and degrees Celsius). If unchecked, measurements will be in Imperial 
  units (miles, feet, inches, and degrees Fahrenheit).  
  � 
  Flip Horizontal and Flip Vertical allow the world to be flipped around. If checked, 
  Continental Shelves indicates that the continental margins will be computed. The 
  value on this line is the depth at which the shelves will be generated. The pair of 
  images below shows how a world appears with and without continental shelves. 
  Note how turning on Continental Shelves can reduce the relative altitudes of some 
  parts of the map. 
  � 
  The North Pole Position group controls the location of the north pole. Changing this 
  value will rotate the map around in its coordinate system. The change will not be 
  applied to any terrain editing changes. Latitude and Longitude specify the new 
  location on the sphere through which the pole will pass.  
  � 
  The Editing Setup group sets how the resolution at which editing will be 
  accomplished. Small, Medium, and Large set 256, 512, and 1024 samples 
  horizontally respectively. Resolution and Memory indicate how big each sample will 
  be at the equator and how much memory the editing surface will require. Specifying a 
  surface that takes much more than a small fraction of the machine’s physical memory 
  size can result in poor performance during editing. Custom sets a custom editing size 
  in case one of the other settings isn’t to your liking. 
  � 
  Axis Tilt specifies the axial tilt of the planet. This parameter affects the temperature 
  distribution of the world. 
  � 
  The Temperature Calcs group controls the settings for the temperature model. All 
  values are average for an entire year.  
  � 
  The Rainfall group controls the amount of rainfall. Base is the global amount of 
  rainfall. Random is a scaling factor that adjusts a fractal field that adds to the Base 
  value to give the final result. 
  � 
  Clicking on the Climate Colors button brings up the Climate Coloring dialog. 
  Map Projections 
  As noted within the tutorials, displaying a globe across a flat surface 
  provides a unique problem to which there are many solutions. Here, 
  we shall discuss some of those solutions, and explain some of the 
  finer points of the Map Projection dialog box. 
   
  � 
  The Map Projection list holds the types of projections that 
  can be displayed. 
  � 
  Fit fits the projection to a square windows (sets the scale to 
  1.0). 
  � 
  The + button zooms in by a factor of 2. 
  � 
  The — button zooms out by a factor of 2. 
  � 
  Center of Projection functions as a checkbox. When pressed, it will stay in; when 
  pressed again, it will come out. When in, clicking the mouse on the map display and 
  dragging it will change the center of projection (Lat and Lon). When out, clicking the 
  mouse on the map display and dragging it will change the offset (X Ofs and Y Ofs). 
  � 
  Lat and Lon indicate the current latitude and longitude of the center of projection. Lat 
  can never be forced exactly to 90 or —90, but can get very close. 
  � 
  X Ofs and Y Ofs control the current position of the map (0,0 means that the center of 
  the map is directly over the center of projection; values from —1 to +1 move the map 
  around). 
  � 
  Scale sets the zoom level for the map. Values larger than 1 zoom out (make the map 
  appear smaller), while values smaller than 1 zoom in (make the map appear larger). 
  � 
  Name, Type, Conformal, Equal-Area, and Perspective provide feedback about the 
  current map projection. Name is the projection name. Type is the general class of 
  projection (cylindrical, pseudo-cylindrical, etc). Conformal indicates if the projection 
  Continental Shelves
  Continental Shelves
  Continental Shelves
  Continental Shelves    
   
   
   
   
  with continental shelves 
   
   
   
   
  without continental shelves 
  Values
  Values
  Values
  Values    
  Albedo
  Albedo
  Albedo
  Albedo is the amount of 
  reflectance that the world has (sum 
  of all factors including clouds, land, 
  and sea); an Earth-like world will 
  have a value near 0.3.  
  Light
  Light
  Light
  Light indicates the amount of 
  sunlight at all wavelengths 
  reaching the planet in terms of 
  solar radiation units (the Sun = 1).  
  Greenhouse
  Greenhouse
  Greenhouse
  Greenhouse indicates the 
  greenhouse warming effect due to 
  atmospheric effects; Earth has a 
  value of approximately 1.1. Values 
  less than 1 have a cooling effect, 
  values greater than 1.0 have a 
  warming effect.        
  Variance
  Variance
  Variance
  Variance is a factor that 
  determines how much the 
  temperature varies from the 
  equator to the poles. Earth has 
  roughly a 90°F variance value.  
  Random
  Random
  Random
  Random is the amount that a 
  random field will be scaled by to 
  give local temperature 
  disturbances. 
  
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  Conic Projections
  Conic Projections
  Conic Projections
  Conic Projections    
   
  Albers Equal-Area Conic 
   
   
  Equidistant Conic 
   
  Lambert Conformal Conic 
   
  preserves shapes. Equal-Area indicates if the projection preserves areas. 
  Perspective indicates if the map if projected onto a point. 
  � 
  Help gets help for the dialog. 
  � 
  OK accepts the map projection and redraws the map. 
  � 
  Cancel discards any modifications to the projection and returns to the main display. 
  Supported Projections 
  FT Pro supports a number of projections for various purposes. The default projection is 
  Equirectangular. 
  Azimuthal Equidistant 
  An azimuthal projection capable of showing the entire world at 
  once. Scale between any two points along a line passing through the 
  center of the projection is true. Distorts the shapes and areas of 
  places on the world. Examples of maps using this projection are 
  found as early as the 16th century. 
  Conics 
  FT2 provides three new conic projections. 
  Equirectangular 
  This cylindrical projection has the useful property that the scale is 
  constant and true along meridians and the equator. It is by far the 
  simplest projection to construct, being a simple graph of latitude vs. 
  longitude. It distorts both shape and area, with the distortions 
  increasing relative to distance from the equator. 
  The version of the Equirectangular project used by FT Pro is actually 
  a special case called Plate Carree. In this projection, latitude and 
  longitude are equal in size. It may have been originated by Eratosthenes in ancient Greece, 
  and was widely used in the 15th and 16th centuries. 
   
   
  Gnomonic 
  This azimuthal projection has several useful properties, but does not 
  preserve shape or area. It has the useful property that a straight line on 
  the map will give the shortest distance between those two points. It 
  cannot display the full world, being limited to less than a hemisphere. 
  Another of the projections thought to originate in ancient Greece (this 
  time with Thales), its name is derived from the gnomon on a sundial. 
  Hammer 
  This equal-area projection is popular because it reduces 
  distortion in many areas compared to similar projections. It has 
  an elliptical border, which makes it rather decorative as well as 
  functional. Developed in 1892 by H. H. Ernst von Hammer, this 
  projection in widely used where whole-world, equal-area maps 
  are desired. 
  Lambert Azimuthal Equal-Area 
  This projection is commonly used in atlases for maps of polar regions 
  and Northern and Southern hemispheres. The equatorial aspect is 
  commonly used for maps of the Eastern and Western hemispheres. 
  This equal-area projection is classified as azimuthal. 
  
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  441 
  Mercator 
  The Mercator projection is the familiar world map in elementary 
  schools. This is an unfortunate fact, because the map has severe 
  distortions of area in the polar regions (which is why Greenland 
  looks bigger than South America). The Mercator projection, while 
  conformal, is infinite in extent (the North and South Poles lie at + 
  plus infinity and minus infinity respectively).  
  Miller Cylindrical 
  This cylindrical projection is neither 
  conformal nor equal-area. It is closely related to the Mercator 
  projection, but manages to keep the extreme polar distortions a 
  little more under control. 
  Mollweide 
  A pseudocylindrical projection, 
  Mollweide is used in thematic and atlas 
  maps of the world. Distortions are severe 
  at higher latitudes and towards the outer edges, but the scale is 
  true at latitudes 44°40’ north and south. 
  Orthographic 
  This azimuthal projection shows the world as it would appear if 
  viewed from infinity. It cannot show more than a single 
  hemisphere at a time. The small positioning globe on the main FT 
  Pro interface is implemented using the Orthographic projection. 
  Pointy 
  The Pointy projection can be used to create 
  an interrupted projection similar to the 
  icosahedral projection output by FT Pro. 
   
  Sinusoidal 
  This pseudocylindrical projection has the useful feature that it is 
  relatively easy to compute and is equal-area. It does suffer from 
  significant shape distortion, especially at high latitudes and near 
  the outer edges. It was developed in the 16th century and used in 
  some atlases in the 17th century, sometimes appearing in modern 
  articles desiring to show relative areas. 
  Stereographic 
  The stereographic projection is a conformal azimuthal projection 
  commonly used in the polar aspect for topographic maps of the 
  Polar regions. The equatorial aspect was used in the 17th and 18th 
  centuries for maps of the Eastern and Western Hemispheres. While the projection cannot 
  show the whole world, it is quite useful for mapping areas which 
  are roughly circular in extent. Its origins (in polar aspect) may date 
  to the Egyptians and Greeks by the second century B.C. 
  Van Der Grinten 
  The Van Der Grinten projection is a polyconic projection that is 
  neither conformal nor equal-area. It encloses the entire world in a 
  circle, but causes great distortions of area near the poles. The scale 
  is true along the equator, but increases rapidly towards the poles. 
  It was presented by Alphons J. van der Grinten of Chicago in 1898. 
  Mercator Projection
  Mercator Projection
  Mercator Projection
  Mercator Projection    
  This cylindrical map has the useful 
  property that lines of constant true 
  bearing are straight lines. As such, 
  it is useful for navigation. It was 
  presented by Gerardus Mercator of 
  Flanders in 1569. 
   
  Cylindrical Projection
  Cylindrical Projection
  Cylindrical Projection
  Cylindrical Projection    
  Miller Cylindrical was developed in 
  1942 by Osborn Maitland Miller of 
  the American Geographical Society, 
  and was used in many American 
  atlases. 
   
  Mollweide
  Mollweide
  Mollweide
  Mollweide    
  Mollweide was presented by Carl 
  B. Mollweide of Germany in 1805. 
  
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  Wagner IV 
  A pseudocylindrical projection, Wagner IV is equal-area but not 
  conformal. It was developed in 1934 by Putnins in Latvia, but was 
  popularized by Wagner of Germany in 1949. Shape distortion is 
  not as extreme in the polar regions as is that of the pointed equal-
  area projections such as sinusoidal, but is still considerable. 
  Planar worlds 
  All worlds in FT1 were spherical. FT Pro provides an option to evaluate the world on a plane 
  instead. The climate model information such as temperature, rainfall, and climate are always 
  computed on a sphere even in FT2, however. Most tools, such as the ruler tool, also work on 
  spherical worlds.  
  Computing on a plane gives a world that is not distorted near the poles when viewed in the 
  equirectangular projection, but when viewed in other projections. 
   
  Spherical World, equirectangular 
  Planar World, equirectangular 
   
   
   
   
  Spherical World, orthographic over south pole 
  Planar World, orthographic over south pole 
   
   
   
  The spherical world is very distorted at the poles when viewed in the equirectangular 
  projection, while the planar world is not. In contrast, the planar world is puckered and has a 
  vertical discontinuity in the bottom half of the image, while the spherical world looks fine in 
  an orthographic projection. In general, using planar worlds means that you won’t want to 
  use a map projection other than equirectangular. 
  Interrupted Projections 
  Interrupted projections are projections that are composed of more than one part. FT Pro 
  generalizes this to the point where a projection can be defined as a group of pieces of other 
  projection types as well as zones of exclusion to prevent certain parts of a projection from 
  showing. 
  Interrupted projections do not currently support changes in the center of projection. Each 
  segment of the projection is defined with a fixed center of projection. Also, note that 
  Defined
  Defined
  Defined
  Defined    
  Definitions of interrupted 
  projections are stored in the file 
  Projection.txt, found in the FT 
  program directory. Add your 
  projections there. This file is loaded 
  on startup so if any changes are 
  made to this file then FT will need 
  to be restarted for those changes 
  to take effect. 
  
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  443 
  6-way Interrupted Sinusoidal 
  interrupted projections are slower than regular projections, with the slowdown being 
  proportional to the number of projection segments defined (more segments = slower). 
  File Format 
  This is the projection file format. 
  // projection definition file format 
  // 
  // simple text-based file. 
  // 
  // each projection is composed of a number of segments, each having 
  // a number of associated exlusion triangles. Each of these segments 
  // is evaluated in order during a scan. For best performance, the 
  // segments should be listed in the scanning order of the software: 
  // across the columns (increasing X) then down the columns (increasing 
  Y). 
  // 
  // A segment defines a slice of a projection. It has the basic 
  // projection parameters (cenlat, cenlon, ofsx, ofsy, zoom, lat0, lon0). 
  // It also has the offset within the defined image space (image space is 
  // defined as -1 to +1 in X and Y for the image; offset allows moving 
  // segments from the 0,0 point of the world). To limit exclusion checks, 
  // a segment has an area of effect (the edges of a lat/lon bounding box 
  // on the sphere). All lat, lon values are defined in degrees. 
  // Projection IDs must be defined between 64 and 191. Projection IDs 
  // outside this range will be silently rejected by the system even 
  // though the definition is valid. End users should define their 
  // projections on 128 to 191 to avoid collisions with potential 
  // future FT Pro -programmer-defined releases. 
  // 
  // Associated with each projection segment are zero or more exclusion 
  // triangles. These triangles are defined in image space. If a point 
  // lands within an exclusion triangle it is no part of this segment. 
  // Exclusion triangles allow for infinite-extent projections to be 
  // bounded on the image plane (for example, an icosahedral projection 
  // based on the stereographic projection would have 20 segments, each 
  // bounded by 3 triangles to limit the area of extent). Note that the 
  // triangles are defined on the whole plane, not just on the +/- 1 X/Y 
  // image plane. The points should not be too large (maybe +/- 20), but 
  // making them too closely-bounded to the plane will leave parts of 
  // infinite projections exposed to the user's scrutiny. 
  // 
  // Projection ID, "Name" 
  // 
  // Extent    l, t, r, b  // screen-space extents for the projection. 
  // Scale     scalefactor // whole-screen scale factor for the projection 
  // 
  // Segment   "ProjName", cenlat, cenlon, ofsx, ofsy, zoom, lat1, lat2 
  // Rotate    angle                             // rotation angle in (deg 
  counterclockwise) 
  // Scale     xscale, yscale                    // scaling factor (deg) 
  // Offset    imgofsx, imgofsy                  // offset area 
  //   forward projection is computed as Rotate( angle, Forward(lat,lon) * 
  scale)+offset 
  // Effective leftlon, toplat, rightlon, botlat // area of interest 
  // Exclude   type, outside, [data] 
  //   // type == 0, triangle with data as pt1x, pt1y, pt2x, pt2y, pt3x, 
  pt3y 
  //   // type == 1, circle with data as cenx, ceny, radius 
  //   // outside == 1 if data outside the specified zone should be 
  excluded 
  
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  444 
   
  Rotation Demo 
  // // other EXCLUDE definitions go here 
  // EndSegment // segment def 
  // 
  // // other segment definitions go here 
  // 
  // EndProjection 
  // 
   
  //-----------------------------------------------------------------------
  ---- 
   
  Example Projections 
   
  Projection 64, "6-way Interrupted Sinusoidal" 
   
  Extent -3.14159265, 1.57079633, 3.14159265, -1.57079633 
  Scale 1.57079633 
  Description "Demonstration of an interrupted projection. No fancy 
  features, just a basic definition." 
   
  Segment "Sinusoidal", 0, -3*60+30, 0, 0, 1, 0, 0 
  Offset -3*0.33333333, 0 
  Effective -3*60, 90, -3*60+60, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, -2*60+30, 0, 0, 1, 0, 0 
  Offset -2*0.33333333, 0 
  Effective -2*60, 90, -2*60+60, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, -1*60+30, 0, 0, 1, 0, 0 
  Offset -1*0.33333333, 0 
  Effective -1*60, 90, -1*60+60, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, 0*60+30, 0, 0, 1, 0, 0 
  Offset 0*0.33333333, 0 
  Effective 0*60, 90, 0*60+60, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, 1*60+30, 0, 0, 1, 0, 0 
  Offset 1*0.33333333, 0 
  Effective 1*60, 90, 1*60+60, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, 2*60+30, 0, 0, 1, 0, 0 
  Offset 2*0.33333333, 0 
  Effective 2*60, 90, 2*60+60, -90 
  EndSegment 
   
  EndProjection 
   
  //---------------------------------------------------------------- 
  Projection 65, "Rotation Demo" 
   
  Extent -3.14159265, 1.57079633, 3.14159265, -1.57079633 
  Scale 1.57079633 
  Description "Demonstration of interrupted projection with rotations." 
   
  
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  Exclusion Test 
  18-way Stereographic Gore 
  Segment "Sinusoidal", 0, -180+45, 0, 0, 1, 0, 0 
  Rotate -45 
  Offset -0.35345, -0.35345 
  Effective -180, 90, -90, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, -45, 0, 0, 1, 0, 0 
  Rotate 45 
  Offset 0.35345, -0.35345 
  Effective -90, 90, 0, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, 45, 0, 0, 1, 0, 0 
  Rotate 135 
  Offset 0.35345, 0.35345 
  Effective 0, 90, 90, -90 
  EndSegment 
   
  Segment "Sinusoidal", 0, 180-45, 0, 0, 1, 0, 0 
  Rotate -135 
  Offset -0.35345, 0.35345 
  Effective 90, 90, 180, -90 
  EndSegment 
   
  EndProjection 
   
  //----------------------------------------------------------------------- 
   
  Projection 66, "Exclusion Test" 
   
  //Extent -100, 100, 100, -100 
  Scale 1.57079633 
  Description "Demonstration of exclusion zones." 
   
  Segment "Stereographic", 0, 0, 0, 0, 1, 0, 0 
  scale 1, 1 
  Offset 0.0, 0.0 
  Effective -120, 60, 120, -60 
  Rotate 0 
  Exclude   0, 0,  0, 0,  0.5, 0.86602540378443864676372317075294,  1, 0 
  Exclude   1, 0, -1, -1,  0.5 
  EndSegment 
   
  EndProjection 
   
  //---------------------------------------------------------------- 
   
   
  Projection 67, "18-way Stereographic Gores" 
   
  Extent -3.15, 1.57079633, 3.15, -1.57079633 
  Scale 1.57079633 
  Effective -9*20, 90, -9*20+20, -90 
   
  Segment "Stereographic", 0, -9*20+10, 0, 0, 1, 0, 0 
  Offset -9*0.175, 0 
  Effective -9*20, 90, -9*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -8*20+10, 0, 0, 1, 0, 0 
  Offset -8*0.175, 0 
  
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  446 
  Effective -8*20, 90, -8*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -7*20+10, 0, 0, 1, 0, 0 
  Offset -7*0.175, 0 
  Effective -7*20, 90, -7*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -6*20+10, 0, 0, 1, 0, 0 
  Offset -6*0.175, 0 
  Effective -6*20, 90, -6*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -5*20+10, 0, 0, 1, 0, 0 
  Offset -5*0.175, 0 
  Effective -5*20, 90, -5*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -4*20+10, 0, 0, 1, 0, 0 
  Offset -4*0.175, 0 
  Effective -4*20, 90, -4*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -3*20+10, 0, 0, 1, 0, 0 
  Offset -3*0.175, 0 
  Effective -3*20, 90, -3*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -2*20+10, 0, 0, 1, 0, 0 
  Offset -2*0.175, 0 
  Effective -2*20, 90, -2*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, -1*20+10, 0, 0, 1, 0, 0 
  Offset -1*0.175, 0 
  Effective -1*20, 90, -1*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 0*20+10, 0, 0, 1, 0, 0 
  Offset 0*0.175, 0 
  Effective 0*20, 90, 0*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 1*20+10, 0, 0, 1, 0, 0 
  Offset 1*0.175, 0 
  Effective 1*20, 90, 1*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 2*20+10, 0, 0, 1, 0, 0 
  Offset 2*0.175, 0 
  Effective 2*20, 90, 2*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 3*20+10, 0, 0, 1, 0, 0 
  Offset 3*0.175, 0 
  Effective 3*20, 90, 3*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 4*20+10, 0, 0, 1, 0, 0 
  Offset 4*0.175, 0 
  Effective 4*20, 90, 4*20+20, -90 
  
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  Map Projection d
  Map Projection d
  Map Projection d
  Map Projection dialog options
  ialog options
  ialog options
  ialog options    
  • Lat
  Lat
  Lat
  Lat is the latitude of the center of 
  projection, in degrees. 
  • Lon
  Lon
  Lon
  Lon is the longitude of the center 
  of projection, in degrees. 
  • X Ofs
  X Ofs
  X Ofs
  X Ofs is the horizontal offset from 
  0,0 to the center of the current 
  view. 
  • Y Ofs
  Y Ofs
  Y Ofs
  Y Ofs is the vertical offset from 0,0 
  to the center of the current view. 
  • Scale
  Scale
  Scale
  Scale is the scaling factor for the 
  projection. A value of 1.0 should fit 
  the default projection area within 
  the view. Values smaller than 1.0 
  have the effect of zooming into a 
  smaller area of the map, while 
  values larger than 1.0 will fit larger 
  areas into the display. 
  • Conic Lat 0
  Conic Lat 0
  Conic Lat 0
  Conic Lat 0 is the first standard 
  parallel for conic projections. 
  • Conic Lat 1
  Conic Lat 1
  Conic Lat 1
  Conic Lat 1 is the second standard 
  parallel for conic projections. 
  EndSegment 
   
  Segment "Stereographic", 0, 5*20+10, 0, 0, 1, 0, 0 
  Offset 5*0.175, 0 
  Effective 5*20, 90, 5*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 6*20+10, 0, 0, 1, 0, 0 
  Offset 6*0.175, 0 
  Effective 6*20, 90, 6*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 7*20+10, 0, 0, 1, 0, 0 
  Offset 7*0.175, 0 
  Effective 7*20, 90, 7*20+20, -90 
  EndSegment 
   
  Segment "Stereographic", 0, 8*20+10, 0, 0, 1, 0, 0 
  Offset 8*0.175, 0 
  Effective 8*20, 90, 8*20+20, -90 
  EndSegment 
   
  EndProjection 
  New Projection Dialog 
  The Map Projection dialog has been updated 
  to show more information about projection as 
  well as to support the information required for 
  conic projections. 
  Conic Projection Parallels 
  The standard parallels should generally be 
  placed close to the top and bottom of the 
  desired view area to minimize distortion. Conic 
  projections can have very different appearances 
  depending on the values of the standard 
  parallels. The samples below are of a Lambert 
  Conformal Conic projection with various lat0, lat1 value. 
  Lat0=89.999, 
  lat1=0.001 
  Lat0=60, 
  lat1=0.001 
  Lat0=30, 
  lat1=0.001 
  Lat0=0.01, 
  lat1=0.001 
   
   
   
   
   
  More reading about Map Projections 
  Some books that also can help in the understanding of map projections are: 
  An Album of Map Projections (Snyder and Voxland; US Geologic Survey Professional Paper 
  1453) 
  Map Projections — A Reference Manual (Bugayevskiy and Snyder; ISBN 07484 0304 3) 
  Flattening the Earth (Snyder; ISBN 0-226-76747-7) 
  The Album is out of print, but the others are readily available. 
  
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  448 
  Green Lady by Allyn Bowker*
  Green Lady by Allyn Bowker*
  Green Lady by Allyn Bowker*
  Green Lady by Allyn Bowker*    
  The Green Lady
  Green Lady
  Green Lady
  Green Lady was created using 
  Character Artist Pro symbols that 
  were edited using the techniques 
  explained in To Edit an existing 
  symbol on page 71. Her dress was 
  created using basic CC2 Pro 
  drawing commands. Also used 
  were ornamenrts converted from 
  fonts as explained in Converting 
  Fonts to Symbol Catalogs on page 
  47. 
  The Green Lady
  Green Lady
  Green Lady
  Green Lady is available to 
  view in the Examples>
  Examples>
  Examples>
  Examples>Tome
  Tome
  Tome
  Tome 
  folder. 
  
  TMAH-4028-9636-6051
   
   
  449 
   
   
  Perspectives Pro is an add-on for ProFantasy Software’s Campaign 
  Cartographer 2 Pro. Use it to create attractive 3D views of your floor plans and 
  underground areas. We hope you enjoy it. 
   
   
  Credits
  Credits
  Credits
  Credits    
  Perspectives Pro:
  Perspectives Pro:
  Perspectives Pro:
  Perspectives Pro:    Mark Fulford, Simon Rogers    
  Programming:
  Programming:
  Programming:
  Programming:    Peter Olsson    
  The Essentials:
  The Essentials:
  The Essentials:
  The Essentials:    Simon Rogers    
  Trade Dress:
  Trade Dress:
  Trade Dress:
  Trade Dress:    Peter Gifford    
  Symbol Creation:
  Symbol Creation:
  Symbol Creation:
  Symbol Creation: Linda Kekumu    
  Symbol Art:
  Symbol Art:
  Symbol Art:
  Symbol Art:    Ralph Horsely 
  Example Maps:
  Example Maps:
  Example Maps:
  Example Maps: Ralf Schemmann    
  Special Thanks:
  Special Thanks:
  Special Thanks:
  Special Thanks:    Morgan Olden for inspiration, the Perspectives 
  beta testers for necessary annoyance.    
      
  ProFantasy Software Ltd 
  18-20 Bromell’s Road 
  London SW4 0BG 
  Email:inbox@profantasy.com 
  www.profantasy.com 
  
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  450 
  Isometric drawing
  Isometric drawing
  Isometric drawing
  Isometric drawing    
   
  In an isometric drawing, vertical 
  lines are drawn straight up the 
  screen, and the horizontal lines in 
  the width and depth planes are 
  shown at 30 degrees to the 
  horizontal. The lines parallel to 
  these three aXEs are at their true 
  lengths. Lines that are not parallel 
  to these aXEs will not be of their 
  true length.    
  Can’t see the  Perspectives 
  Can’t see the  Perspectives 
  Can’t see the  Perspectives 
  Can’t see the  Perspectives 
  toolbar?
  toolbar?
  toolbar?
  toolbar?    
  The Per Pro toolbar is usually 
  found on the left of the 
  Perspectives Pro screen. If you 
  can’t see them, select Tools 
  Tools 
  Tools 
  Tools 
   
  and ensure that Left toolbar 1
  Left toolbar 1
  Left toolbar 1
  Left toolbar 1 
  and 2222 are ticked.  
  Tutorials
  Tutorials
  Tutorials
  Tutorials    
  Finished examples of the tutorials 
  are found in the 
  Tutorials
  Tutorials
  Tutorials
  Tutorials\\\\Tome
  Tome
  Tome
  Tome\\\\Perspectives
  Perspectives
  Perspectives
  Perspectives 
  folder under CC2 Pro. 
  Perspectives Pro Introduction 
  Perspectives Pro (Per Pro) is an add-on for CC2 Pro that allows you to create 3D dungeons 
  floorplans in a fixed view called isometric. After completing these tutorials, you will be 
  able to create walls, floors and buildings and add symbols to build your designs.  
  • 
  You can draw a top-down 2D view of your floorplan or take an existing 2D 
  drawing, then convert it into a Per Pro view.  
  • 
  You can draw floors, walls and rooms (floors and walls combined) directly in 
  isometric view. 
  • 
  You can add solids and holes using cones, cylinders, 3D boxes and polys. 
  • 
  You can give 2D objects depth by extruding them. 
  • 
  You can control the appearance of surfaces using predefined settings, and create 
  your own. 
  • 
  You can add a wide variety of symbols. 
  • 
  You can create your own Per Pro symbols. 
  Getting to Per Pro 
  You can swap from CC2 Pro or any add-on to Per Pro by 
  clicking the Per Pro button on CC2 Pro’s File toolbar.  
  The Per Pro toolbar 
  The Per Pro toolbar includes almost all the features you need to create your maps.  
   
  Perspectives Pro 
  Settings 
  Rectangular Floor 
  Wall 
  Rectangular Room 
  3D Box 
  House 
  3D Projections 
  Extrude 
  Symbol Catalog 
  Settings 
   
  Symbol Style Toggle 
   
  Left click on a button to choose the most commonly used option, right click on a button to 
  see a context menu of other tools. For example, a right click on 3D Box 
   to see a menu 
  with other solid shape tools such as Cylinders and 3D Polygons.  
  Command overview 
   Perspectives Settings controls the appearance of the 3D entities you add to your map. 
   Rectangular Floor adds a hatched flat area to your map. Right click for more floor 
  options including Polygonal Floor and Make Into Floor. 
   Wall adds a hatched wall in the current thickness. Right click to select walls of a 
  specific width or to choose a thickness. 
   Rectangular Room adds a floor surrounded by a wall with the current thickness. Right 
  click to select options such as Polygonal and Circular Rooms  
   3D Box adds a hatched solid or hole. Right click for other solids. 
   Current 3D House adds a building in the current style. Right click to choose styles or 
  create them. 
   
  
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  451 
  Templates
  Templates
  Templates
  Templates    
  These come in two  varieties, 
  angled and non-angled. The non-
  angled templates match your paper 
  more accurately, the angled ones 
  are better looking.  
   3D Projection takes a top down view and converts it into an isometric one. Right click 
  to add isometric circles and lines. 
   Solid Extrusion takes a projected shape and gives it height and solidity, with hatched 
  sides.  
  Starting a New Map 
  We are ready to start the tutorial.  
  1 
  Click New 
  . 
  Per Pro displays a 
  selection of different sized 
  templates on which you 
  can start your drawing. 
  2 
  Click 160 x120.fct (not the 
  angled version) 
  You now see a new, blank 
  Per Pro map.
  
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  452 
  Isometric Grid Overlay
  Isometric Grid Overlay
  Isometric Grid Overlay
  Isometric Grid Overlay    
   
  This is visible grid on Per Pro 
  templates. CC2 Pro’s Grid and 
  Snap settings let you lock to the 
  center and corner of each overlay 
  square, making it easy for you to 
  draw isometrically. 
  Hatching Styles
  Hatching Styles
  Hatching Styles
  Hatching Styles    
  These repeating patterns created 
  out of CC2 Pro entities. They align 
  to surfaces to give a correct 3D 
  appearance. You can create your 
  own hatching styles. 
   Other floor types
  Other floor types
  Other floor types
  Other floor types    
      
  You can create almost any floor 
  shape using these menu items. 
  Make into floor
  Make into floor
  Make into floor
  Make into floor lets you make 
  any enclosed shape into a floor. 
   
  East
  East
  East
  East    
   
  Our templates, symbols and 
  examples assume that compass 
  directions are as illustrated above. 
   
  Creating a Floorplan from Scratch 
  You can create Per Pro drawings by adding floor surfaces and rooms directly to the 
  isometric grid overlay on your template. We’ll create a simple Inn floorplan for your bar 
  room brawl. 
  Choosing a Look 
  Per Pro lets you create attractive textures for surfaces, and use shaded color schemes as a 
  background. 
  1 
  Click Perspective Settings 
  . 
  Perspective Settings overview 
  Perspectives Settings are pre-defined combinations of 
  color schemes and hatching styles used to create the 
  walls, floors and solid shapes of your floorplan. When 
  you use any of Perspective Pro’s tools, their appearance 
  is controlled by the settings. There are a number of predefined settings, and it’s easy to 
  create your own (see page 465). 
  2 
  Click some settings to see the previews, then click Brick Wall, OK. 
  Adding floors 
  Rectangular Floor 
   lets you add floor surfaces in isometric view. Right click for a menu 
  of other floor types. 
  3 
  Click Rectangular Floor 
  . 
  The prompt reads First corner:. 
  4 
  Click a point in the lower left corner of the screen. 
  The prompt reads Second corner or enter length: 
  5 
  Move the mouse towards the upper right corner (east) of the map, then type 40’ and 
  press 
  . 
  The mouse movement tells CC2 Pro that you want the 40’ length to extend in an 
  easterly direction. The prompt reads Third corner or enter length[square]: 
  6 
   Move the mouse 6 grid squares north, then left-click. (A right click would have made 
  the room square) 
  Each grid square is 5’ wide, so you’ve completed a 40’ by 30’ floor. 
  Adding a wall 
  Although you can use the Room tool to create floors and walls in one, we’re going to 
  explore walls and floors separately just for the experience of using the tools.  
  7 
  Right click Wall, current thickness 
  . From the context menu, click Wall, 1’ thick. 
  The prompt reads First end: 
  8 
  Click on the north-west corner of the room. 
  The prompt reads Next node or enter distance (SHIFT – move 
  handle) [done]: 
  9 
  We’d like the wall edge to run along the edge of the floor. 
  At the moment, if you click, it would be the middle of the 
  wall that aligns to the edge of the floor. Per Pro lets you 
  change this in mid command. 
   
  
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  453 
  Free
  Free
  Free
  Free----standing
  standing
  standing
  standing    
  The free
  free
  free
  free----standing
  standing
  standing
  standing symbols come 
  in four alignments. Basically, you 
  can align your symbol in the four 
  compass directions. For some 
  symbols (an upright barrel for 
  example) this makes no difference. 
  For others, such as a chair, this 
  limits angle at which the chair 
  appears. 
  Wall Features
  Wall Features
  Wall Features
  Wall Features    
  The wall features
  wall features
  wall features
  wall features symbols are 
  depicted front on, and can align 
  automatically to any wall by 
  placing them against the base. 
  Wall
  Wall
  Wall
  Wall    
      
  Right click Wall,current thickness
  Wall,current thickness
  Wall,current thickness
  Wall,current thickness 
   to see all the wall options. 
  Once you’ve chosen a wall 
  thickness from the right click menu 
  and drawn a wall, use Wall to 
  draw walls of the same thickness. 
  Walls can also be used to create 
  balconies (use a wide thickness 
  with a very low height) and stairs 
  (draw a series of walls with 
  increasing height) 
  10 Press and hold down 
  . Move the mouse. 
  You can see a line cursor that attaches to the end of the wall. The cursor has three 
  possible positions.  
  11 Move the mouse until the line cursor is attached to the inner edge of the wall. Lift your 
  finger from 
   then move the mouse again. 
  The first point you clicked aligns so that the 
  wall runs along the floor edge. 
  12 Click on the north-east corner of the room, then 
  click on the south-east corner of the room. Right 
  click. 
  The prompt reads The prompt reads Height [n]: 
  13 Although you can just click a point to let CC2 Pro 
  know what height the wall will be, for accuracy, type 10’ and press
  . 
  You now have the start of a floorplan. You can see our drawing by opening 
  Floorplan01.FCW in the Tutorials>Tome>Perspectives folder. 
   
  Symbols overview 
  Per Pro comes with a wide range of symbols duplicating most of those in DD Pro. 
  Perspectives Pro symbols come in two flavors, free-standing and wall features. 
  Freestanding symbols are those such as furniture and trap doors that can be placed on floors; 
  wall features symbols are those placed against walls such as doors and windows. 
  Choosing your symbol catalog 
   
  You can choose your Per Pro symbol catalog by 
  clicking on one of the buttons on the Symbol toolbar. 
  Sometimes you will be given a choice of catalogs. 
  Click on the one of your choice. You can swap 
  between filled color symbols and mono symbols by 
  clicking Symbol Settings 
  . 
  Choosing your symbols 
  14 Click Furniture 
  . Click Per Filled Furniture. 
  Scroll through the catalog. You can see a variety of Per Pro symbols. 
  15 Click P Fireplace 2 TE. Click the 
   button to un-depress it. This stops the cursor 
  aligning to each snap point. 
  You can see the symbol at the cursor. Choose the symbol’s orientation: 
  • 
  Press 
   to make the symbol face North.  
  • 
  Press 
   to make the symbol face South. 
  • 
  Press 
   for make the symbol face West. 
  • 
  Press 
   for make the symbol face East. 
  • 
  Press the 
   key to cycle between each 
  facing. 
  • 
  Alternatively, click on the  to see all four 
  versions of the symbol and click one directly. 
   
   
  
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  Offset Symbols
  Offset Symbols
  Offset Symbols
  Offset Symbols    
  These are symbols such as 
  windows that displace vertically 
  from the wall base once you have 
  clicked it. 
   
  Color Numbers
  Color Numbers
  Color Numbers
  Color Numbers    
  CC2 Pro’s color scheme is based 
  on a 256-color palette. Each color 
  is assigned a number from 0 to 
  255 reading left to right on the 
  color palette. 
  The first 32 colors are an 
  assortment of useful colors 
  forming a mini-palette, the 
  remaining colors are in shades of 
  16 colors. It is these shades that 
  are usually used with varicolor 
  symbols and Per Pro color 
  schemes. 
  Flat Symbols
  Flat Symbols
  Flat Symbols
  Flat Symbols    
  Some wall features symbols do not 
  change shape to match any wall 
  angle., for example, the flaming 
  torches. Only symbols that lie flat 
  against the wall will work in this 
  fashion. 
  Dynamic Cursor
  Dynamic Cursor
  Dynamic Cursor
  Dynamic Cursor    
  If your wall features symbols are 
  slow and difficult to place, you can 
  hide layers, particularly the 
  HATCHING
  HATCHING
  HATCHING
  HATCHING layer. 
  If they are still too slow, right click 
  at the symbol cursor and deselect 
  Smart Tracking
  Smart Tracking
  Smart Tracking
  Smart Tracking when you are 
  placing a symbol. They’ll still align, 
  but you won’t see the cursor 
  locking to the wall base. 
  Insertion Point
  Insertion Point
  Insertion Point
  Insertion Point    
  For most symbols, the symbol 
  origin is in the center of the base 
  where the symbol would align 
  with a wall. For example, a chest 
  would have its symbol origin in the 
  center of the lower rear edge. This 
  makes it much easier to get the 
  correct insertion point when you 
  place the symbol 
  Where this doesn’t make sense, for 
  example stalagmites, the symbol 
  origin is in the center of the 
  symbol.  
  16 We want the fireplace on the north wall, so press 
   to make the fireplace face south. 
  17 Click an insertion point on the base of the north wall near 
  the center. 
  18 Add a few more symbols from this catalog — remember you 
  can press arrow keys to realign the symbols before you 
  place them. 
  Varicolor Symbols 
  Some symbols have a variable color based around the current 
  color. The main coloration will be the current color, the light and 
  shade areas will be color numbers either side. 
  You can tell these symbols because they have a small square in the upper 
  right corner with the current color in it. To use them, click the color indicator 
  , then choose a color in the color dialog box. You can then add 
  the symbol to the drawing. 
  You can see the progress on our drawing by opening Floorplan02.FCW in the 
  Tutorials>Tome>Perspectives folder. 
  Adding Doors and Windows 
  Wall features are flat symbols that change shape to match 
  the angle of the wall to which they are aligned. They fix to 
  the base of such walls. Doors are placed directly on the wall 
  base, others such as windows will offset upwards after 
  you’ve clicked a wall base. Some wall features symbols are 
  not shearing or offset symbols, for example, the flaming 
  torches. Only symbols that lie flat against the wall will work 
  in this fashion. 
  19 Click Wall Features 
  . 
  20 Click on P Rdoor 5’ — the second door symbol. 
  21 Click Zoom Window 
   then zoom in to the east wall. 
  22 Move the dynamic cursor very close to the wall base.  
  It stretches and aligns to the wall base. 
  23 Click to place it. 
  24 Click P-Window 1’, the first window symbol. Click a point 
  to the left of the door base. 
  The prompt reads offset from place point [40]: 
  25 The offset symbol now moves perpendicular (vertically up) 
  the wall base on a cursor. You could click a point, but 
  instead type 3. 
  The window appears three feet above the floor. 
  26 Click a point on the right of the door base. 
  The prompt reads offset from place point [3] 
  27 Right click to accept the default height above the floor. 
  You could continue placing windows above the 
  floor base at this fixed height.  
  You can see our drawing by opening Floorplan03.FCW in the 
  Tutorials>Tome>Perspectives folder. 
  
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  More To Try 
  Now you’ve got going, here are a few more things to try: 
  • 
  Use the other symbol catalogs and add more wall features. 
  • 
  Add more floors: right click Rectangular Floor 
   and try out Polygonal Floor to 
  make corridors and odd-shaped rooms. 
  • 
  Click the Layer indicator and try hiding or shows the various Walls, Floors and 
  Tops layers. Hide Hatching layers to speeds up drawing time. 
   
   
   
   
   
   
   
   
   
   
  
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  Floor Level
  Floor Level
  Floor Level
  Floor Level    
  If you want to work on a 
  horizontal surface that is not at 
  floor level, you have three choices: 
  • Work by eye, that is, guess. 
  • Work at floor level, then move 
  the entities to the correct height 
  (a move up or down in Per Pro, 
  is a move up or down the 
  screen) 
  • Move the entire snap grid 
  upwards. Right-click the Grid 
  button then edit the current grid 
  settings. Increase or decreasing 
  the Y value of the grid center to 
  change the height. 
  Other Solids
  Other Solids
  Other Solids
  Other Solids    
  Other solids are available, but these 
  are currently beta versions. They do 
  not hatch properly. Type in their text 
  equivalents to use them – but 
  remember they are betas. We 
  recommend that you use them with a 
  Perspective Setting that does not 
  have a hatch pattern (for example, 
  Current Color, Solid) To use them, 
  type the text equivalent at the 
  Command prompt. 
  Solid
  Solid
  Solid
  Solid    
  Text
  Text
  Text
  Text    
  Equivalent
  Equivalent
  Equivalent
  Equivalent    
  Pyramid 
  IPYRAMID 
  Cone 
  ICONE 
  Sphere 
  ISPHERE 
  Spherical 
  section 
  ISPHERA 
  Slope 
  IBOXA 
   
  Making Solid Shapes and Holes 
  Perspectives Pro includes some solid entities to create platforms, stairs, balconies, towers 
  and holes. Cylinders, 3D Boxes and 3D Polys and other solids are all available. 
  After you’ve drawn the base of a solid, you are asked for its height — if you select a point 
  above the base, you will get a solid, if you select a point below the base, a hole. 
  3D Boxes 
  To show the use of solids, we are going to add a raised pool to 
  an existing room using 3D Box. 
  1 
  Open ShapesHoles01.fcw in the 
  Tutorials>Tome>Perspectives folder. This shows a room 
  drawn in the Stone Dwarf style. 
  2 
  Click Perspective Settings 
  . Click Stonewall Grey, 
  Water Floor. 
  Note that the floor area thumbnail looks like a watery 
  surface. 
  3 
  On the Perspectives Pro toolbar click 3D Box 
  . 
  The prompt reads First Corner: 
  4 
  Click the first point for the box about one-and-half grid 
  squares away from the north west corner of the room. 
  The prompt reads Second corner or enter length. 
  5 
  Click a point in the north-east corner of the room. The cursor should be parallel to the 
  north wall. 
  6 
  The prompt reads “Third corner or enter length [square]:” 
  7 
  Click the final point for the room near the south-east corner. 
  The prompt reads Height or Depth[6]: 
  8 
  Type 2’ and press 
   for a 2’ high raised area. 
  (ShapesHoles02.fcw) 
  3D Regular Polygon 
  Now we’ll make an indented area filled with water to go on the raised floor. 
  9 
  Click Zoom Extents 
   and then Zoom Window 
  . Choose an empty area to one 
  side of the floor plan.  
  We are going to draw this hole at floor level, then move the center over the raised 
  area. 
  10 Right click 3D Box 
  . Click 3D Regular Poly. 
  The prompt reads Number of nodes: 
  11 Type 8 for an octagonal hole. Press 
  . 
  The prompt reads Center: 
  12 Click a point on the corner of a grid square. 
  The prompt reads First Corner (or enter distance) 
  13 Click a point two grid squares away. 
  The prompt reads Height or depth: 
  
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  Wall Width
  Wall Width
  Wall Width
  Wall Width    
  Per Pro remembers the current 
  wall width and uses it for Wall and 
  Room commands.  
  When you first use a wall or room 
  command, right click either button 
  and click a Choose Width
  Choose Width
  Choose Width
  Choose Width option. 
  After that, it’s very quick to add 
  walls or rooms of the same width 
  – left click Wall
  Wall
  Wall
  Wall 
   or Room
  Room
  Room
  Room 
   for an entity of the current 
  wall width. 
  14 Type —2 then press 
   for a 2’ gap between the edge and the surface of the water. 
  You’ve drawn the pool. We’ll move it by eye. 
  15 Click Move 
  . Click Snap then select and move the pool 
  across to the surface. (ShapesHoles03.fcw) 
  Adding Rooms 
  Per Pro provides a short cut for adding 
  rooms with walls included to your 
  drawings. If you right click, you can 
  choose between rooms of the current wall width, and setting your 
  own wall thickness. 
   
  • 
  When you add a room, you draw the floor, then type or click a point for the wall 
  height.  
  • 
  You can add a square or rectangular room by clicking Rectangular Room 
   
  • 
  You can add polygonal, circular or regular polygonal rooms by right-clicking 
  Rectangular Room 
   
   
  
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  3D Projection
  3D Projection
  3D Projection
  3D Projection    
  3D Projection takes a flat shape 
  and projects it into isometric view, 
  as if it were viewed from above or 
  from the side. 
  It’s mainly used for converting 
  existing floor plans to isometric 
  view ready to be made into a floor, 
  but you can also use it for creating 
  symbols.  
  Projection Dialog box
  Projection Dialog box
  Projection Dialog box
  Projection Dialog box    
   
   
  • If you are converting a floorplan 
  with North straight up the 
  screen, choose Top CCW
  Top CCW
  Top CCW
  Top CCW 
  (Counter clockwise) 
  • If you are converting a floorplan 
  with North left across the 
  screen, choose Top CW
  Top CW
  Top CW
  Top CW (Clock-
  wise) 
  • If you want to project onto a 
  North or South wall, choose 
  Right
  Right
  Right
  Right 
  • If you want to project onto an 
  East or West wall, choose Left
  Left
  Left
  Left. 
  Polygons
  Polygons
  Polygons
  Polygons    
  You can make floors with “holes” 
  in projecting the hole shape, then 
  change the fill style and color to 
  match the background color 
  (usually Solid and White). 
  Making a Per Pro Map from an Existing Plan View 
  You may find it easier to draw your floor plan from above, and then convert it into a Per Pro 
  map. Per Pro provides tools to convert these plan views into isometric ones. This technique, 
  with a bit of work, can also be used to create your existing CC2 Pro and DD Pro drawings 
  into Per Pro floor plans. The tutorial files referred to here are in the 
  Tutorials/Tome/Perspectives folder. 
  Projecting a Floorplan into Isometric View 
  In this example, we can draw a simple plan view straight onto the Per Pro template. We then 
  use 3D Projection to convert it into an isometric floor. 
  1 
  Click New
  , then click the 160x120.fct template. 
  (PlanView01.FCW) 
  2 
  Right click the Snap button, then select the 5’ Square. 
  When you draw in plan view, you need a square grid. 
  3 
  Use the scroll bars to zoom to an area to one side of the 
  template.  
  4 
  Click Polygon 
  . Click points to form a floor plan.  
  (PlanView02.FCW) 
  5 
  Click 3D Projection 
  .  
  You can see the Isometric Projection dialog box. 
  6 
  Click Top CCW. Select the polygon. 
  In almost every case where you are creating an 
  isometric floorplan, you will use the Top CCW 
  option. 
  The prompt reads “Iso view Origin” 
  7 
  Click a point on a corner of your polygon. 
  You can see a dynamic cursor of the isometric 
  version. The prompt reads To: 
  8 
  Right click the Snap button, then select the 5’ 
  Perspective grid. 
  We want to align the floor plan to the isometric 
  grid. 
  9 
  Click a point on the grid to place your basic floor 
  plan.  
  Converting the Basic Floor Plan 
  You can convert the projected isometric shape into a filled floor. 
  10 Right click Rectangular Floor 
  , then click Make into Floor. Select the polygon. 
  The floor is complete, and you can add walls at this stage. (PlanView03.FCW) 
  Converting DD Pro Floorplans 
  You can convert floor plans created with DD Pro or the cut-down Room and Corridor 
  commands in CC2 Pro into isometric view. It’s fairly straightforward, but you will probably 
  need to refer to this example. 
  
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  And
  And
  And
  And    
  When you are selecting, you can 
  right click at any time to see 
  additional selection options. 
  The Combine submenu gives you 
  the option to restrict your selection 
  to entities that pass two tests, in 
  this case, entities you have 
  selected in the window which are 
  also on the  BACKGROUND 
   BACKGROUND 
   BACKGROUND 
   BACKGROUND 
  (FLOOR 1)
  (FLOOR 1)
  (FLOOR 1)
  (FLOOR 1) layer. 
  Enclosed shape
  Enclosed shape
  Enclosed shape
  Enclosed shape    
  An enclosed shape has an 
  unbroken outline with no overlaps. 
  You can ensure that your ends 
  connect by: 
  • Using Snap
  Snap
  Snap
  Snap as in this example,  
  • Right clicking Attach
  Attach
  Attach
  Attach and 
  choosing Nearest Endpoint
   Nearest Endpoint
   Nearest Endpoint
   Nearest Endpoint, 
  • Using the Endpoint
  Endpoint
  Endpoint
  Endpoint modifier, 
  • Using the various TrTrTrTrim
  im
  im
  im 
  commands to ensure that 
  everything lines up. 
  1 
  Click New
  , then click the 160x120.fct template. On the Edit menu, click Insert File. 
  The Embed in Drawing option should be selected. 
  2 
  Click Dungeon.fcw (~) in the Tutorials\Tome\Perspectives folder. Click a point above 
  the top of the map border. 
  First, we place the dungeon map in a new, blank map. 
  3 
  Click the Layer indicator then Thaw All layers. 
  4 
  Click Erase 
   then erase all of the new image except the rooms, corridors and 
  symbols. 
  5 
  Click 3D Projection 
  . Select the Top CCW option.  
  We want to project only the gray background on BACKGROUND (FLOOR 1) so that 
  Make into Floor has something to work with.  
  6 
  Click two points forming a window around the entire dungeon, And (Both), Layer, 
  BACKGROUND (FLOOR 1). 
  The dungeon is ready to place. 
  7 
  Click a point on the template. 
  8 
  Right click Rectangular Floor 
  , then click Make into Floor. Select the floor plan. 
  You can refer to the dungeon to add symbols. You could even explode then project 
  the symbols onto the isometric version for more precision. 
  Converting Geomorph Floor plans 
  Some DD Pro floor plans are made from plugging geomorph symbols together. You can 
  convert these into Per Pro floorplans as in the example above, but first you need to use 
  Explode 
   to convert the symbols into their constituent parts. Then you can just follow the 
  instructions in the previous example to make a floorplan. 
  Converting More Complex Shapes 
  Make into Floor can only convert polygons or projected circles into filled floors. To deal 
  with this limitation, Per Pro provides you with the tools to make complex shapes into 
  polygons. 
  1 
   Click New 
  , then click the 160x120.fct template. 
  2 
  Right click the Snap button, then select the 5’ Square grid. 
  We’ve turned snap on to ensure that the shape you are 
  about to create is enclosed. 
  3 
  Use Path 
  , Arc 
  , and Smooth Path 
   to create an 
  enclosed shape.  
  4 
  Right-click 3D Projection 
  . Click Convert to Polygon. 
  Select the shape you’ve drawn. 
  5 
  Click 3D Projection 
  . Select the Top CCW option. 
  6 
  Right click Rectangular Floor 
  , then click Make into Floor. Select the floor plan. 
  Adding Walls to Curves 
  You need to add walls to the completed floors. This process was described on page 452. 
  This section shows you how to add walls around a curve. 
  
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  Extrusion
  Extrusion
  Extrusion
  Extrusion    
  Extrusion is the process by which a 
  2D entity is converted into a solid 
  shape. Extrusion adds an extra 
  dimension to 2D entities. Think of 
  this as moving the entities through 
  space, leaving a 3D trail behind 
  them.  
  • Solid Extrusion
  Solid Extrusion
  Solid Extrusion
  Solid Extrusion lets you extrude 
  vertically, creating a solid entity 
  • Wireframe Extrusion
  Wireframe Extrusion
  Wireframe Extrusion
  Wireframe Extrusion lets you 
  extrude in any direction. It is 
  used for making Per Pro 
  symbols. 
  You can extrude shapes that you 
  have drawn straight onto a 
  Perspectives grid. Alternatively, 
  you can extrude shapes created 
  using 3D Projection. 
  Any closed shape can be extruded, 
  whether a single entity like a 
  polygon, or any enclosed chain of 
  entities. 
   
  7 
  Right click the Attach button. Click Nearest Endpoint. Click Attach enabled. 
  8 
  Click Wall, current thickness 
  . Press 
   then move the drawing handle to the 
  inside edge of the wall. 
  9 
  Click the Layer indicator then hide the 
  FLOORS, HATCHING layer.  
  10 Where the wall is curved, click points at 
  regular intervals along the curve. When you 
  reach a straight section, click near its 
  endpoint.  (ComplexShape01.FCW) 
  Creating Solids from Projected Shapes 
  You can create solid shapes from the projected shapes you make. This enables you to create 
  shapes that are hard to make with the usual solids such as 3D Box and 3D Polygon. This 
  process is called extrusion. We’ll use the shape in the previous section as an example. 
  1 
  Open Extrude01.fcw.  
  2 
  Click Solid Extrude 
  . Select the shape on the grid. 
  The prompt reads Extrude from: 
  3 
  Click a point. 
  The prompt reads Extrude to or enter distance [prior]: 
  Type 5 then press 
  . The floor extrudes to give you a solid shape. Unlike with 
  solids, a downward extrude does not give you a hole. 
  Projecting Text 
  You can label your drawings using Text 
  . However, it can look good to make your text 
  appear as if it is on the surface of your map, or vertically on a wall. 
  1 
  Click Text 
  . Add some text outside the border of your drawing. 
  2 
  Right click Text 
  . Click Explode Text. Select the text you’ve just added.  
  The text, when exploded, is converted into polygons and multipolies.  
  3 
  Click 3D Projection 
  . Choose a suitable projection (see p.458) Select the text. Click a 
  location for the text on the map.
  Text, when exploded
  Text, when exploded
  Text, when exploded
  Text, when exploded    
  You can’t zoom to it using the text 
  find features or edit it as text once 
  it has been exploded. You’ll treat 
  the resulting entities as any other 
  polygons or multipolies. 
  
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  Cottage on the Point by Allyn 
  Cottage on the Point by Allyn 
  Cottage on the Point by Allyn 
  Cottage on the Point by Allyn 
  Bowker
  Bowker
  Bowker
  Bowker    
  The cottage uses many symbols 
  from Symbol Set 2-Fantasy 
  Floorplans. It also has symbols 
  edited from their original versions 
  using the techniques described in 
  To Edit an existing symbol on page 
  71.  
   
  
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  Roof Types
  Roof Types
  Roof Types
  Roof Types    
  The roof types are gabled 
   and 
  hip 
  . 
   
   
  Defaults
  Defaults
  Defaults
  Defaults    
  The house command has lots of 
  default options shown at the 
  command prompt. As always, you 
  get the default values by right 
  clicking. This makes is very easy to 
  create many houses with a similar 
  size and shape. 
   
  House Creation 
  Per Pro also lets you create outdoor scenes. There is a small outdoor symbol catalog
  . You 
  can combine these with buildings made with the House command. 
  A Basic House 
  1 
  Click New 
  , then click the 160x120.fct 
  template. 
  2 
  Right-click Current 3D House 
  . 
  The dialog box shows a selection of 
  house settings, a preview of the current 
  house settings and some roof type 
  options. 
  3 
  Click No Hatch. Click the first roof type. 
  Click Insert. 
  The prompt reads First Corner:. You’ll be 
  drawing the edge perpendicular to the gable. 
   
  4 
  Click a point. 
  The prompt reads Second corner or enter length[prior] 
  5 
  Click another point about 40 feet (8 grid 
  squares) away to the east. 
  The prompt reads Third corner or enter length[square]: 
  6 
  Move the mouse to the north a little, then type 30. 
  If you had right clicked, you would have a square based house. 
  The prompt reads Wall height. 
   
  7 
  Click a point about 20 
  feet up. 
  The prompt reads Roof 
  Height[12’]: 
  8 
  Right click to accept the 
  default roof height (12 
  feet) 
  A House with an Extension 
  You can use the Hip Roof option 
   to add an extension to a house. For this to work, you 
  need a house which does not have an overhanging roof.  
  1 
  Depress the Snap button. 
  2 
  Right-click Current 3D House 
  . 
  3 
  Click No Hatch. Make sure the hip roof is selected, then click House Settings. Change 
  the Roof Overhang to 0. Click OK, then click Insert. 
  4 
  Draw a house similar to the one in the previous example. 
  5 
  Right-click Current 3D House 
  . 
  6 
  Click Hip Roof 
   then uncheck Both Ends the same. 
  
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  Hold Down
  Hold Down
  Hold Down
  Hold Down    
  If you press 
   it will let the 
  hip roof overhang the wall so that 
  you can make extensions and 
  connections. Otherwise, Per Pro 
  prevents you from overhanging, as 
  this would make an odd-looking 
  roof under normal circumstances. 
   
  You need to draw the extension away from the house. 
   
  7 
  Click a point on the edge of the house where it meets the ground. Click another point 
  two square to the south. Click a point two squares to the east. 
  You’ve formed the footprint of the extension. 
  8 
  Right click to accept the default wall height. Right click to accept the default roof height. 
  The prompt reads Left distance [10] (SHIFT allow outside): 
  9 
  Click On 
  . Press and hold down 
  . Move the cursor on to the top edge of the 
  roof, keeping 
   down and then click. 
   
  The prompt reads Right distance [symmetric] (SHIFT allow outside) 
  10 Release 
  . Click a point to form the other end of the hip roof. 
  More to Do 
  • 
  Click Outdoor 
   then add some symbols.  
  • 
  Add rivers, grass and other surfaces using appropriate Perspectives Settings. 
  • 
  Create a map of the interior using Floors and Walls. 
  
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  Color Scheme
  Color Scheme
  Color Scheme
  Color Scheme    
  Perspectives Pro entities have a 
  solid filled background color. The 
  actual color used can be a single 
  color, or vary with the angle of the 
  surface from an imaginary light 
  source. This light source assumes 
  is assumed 135º horizontally, 
  about 40º inclination and at a 
  great distance. Perspectives Pro 
  can use a fiXEd color scheme, 
  where each shade is 
  predetermined, or calculate the 
  shades according to the current 
  color when you add an entity. You 
  can choose up to 10 shades of 
  color. Each combination of shades 
  can be saved, and then used in 
  Perspectives Settings. 
  Auto Color
  Auto Color
  Auto Color
  Auto Color    
  This creates a color scheme in the 
  current number of colors, based 
  round a selected color. Choose a 
  color (not in the top two rows) 
  from the color palette. The color 
  scheme will be set. If there is no 
  sufficiently dark color, black will 
  be substituted, if no light color 
  then white will be used. 
  You can instead set colors 
  manually by clicking on the color 
  number concerned. 
  Varicolor hatch styles
  Varicolor hatch styles
  Varicolor hatch styles
  Varicolor hatch styles    
  Varicolor hatch style change color 
  according to the color of the 
  surface to which they are applied. 
  Create a hatch style as described 
  in the next section, but with layer s 
  the same as those for varicolor 
  symbols (see the CC2 Pro manual 
  and Help) 
  Controlling the Appearance of Your Per Pro Maps 
  As we described on p. 452, the color and pattern of Per Pro’s entities are controlled by the 
  current Perspectives Settings. To choose one of the pre-existing settings just click on 
  Perspectives Settings and choose from the list. 
  Creating Your Own Settings 
  1 
  Click New
  , then click the 160x120.fct template. 
  2 
  On the Perspectives Pro menu, click 
  Perspectives Settings. 
  Creating a new setting is just a matter of 
  choosing the options on this dialog box, then 
  saving the results. 
  3 
   Click New to create a new setting then type 
  Dwarven Interior. 
  4 
  Click the Edit button in the Color Scheme 
  section. 
  You could just pull down the list and chose 
  an existing color scheme, but we’ll show you 
  how to make your own. 
  Color Schemes 
  We are going to create a dark gray rock wall, so 
  we’ll make a suitable color scheme. 
  5 
  Click New then type Gray, Dark. 
  6 
  Type 10 into the number of colors, then click Auto Color. 
  We are choosing a base color, which should have at least 
  four colors either side for shading the walls. Auto color 
  calculates the colors on either side. 
  7 
  Click color 244. Click in the floor color indicator and 
  set it to 248. 
  8 
  Click in the outline color indicator then set it to color 
  0 (black). Click Save, then OK. 
  9 
  Set the Outline option to Saved Setting. 
  The outline color will be that you chose for the 
  color scheme — black. 
  Hatch Styles 
  Walls, floors and roofs in PerspectivesError! Bookmark not defined. Pro have intricate 
  hatch styles to give texture to surfaces. They will then look like brick walls, rough-hewn 
  stone or wood paneling. The current Perspectives Settings control the appearance of 
  surfaces, and each setting includes a background color and hatch styles for the top, side, 
  floor and wall ends.  
  Perspectives Pro does not use CC2 Pro’s standard fill styles because they are not versatile 
  enough — they cannot be aligned to vertical, horizontal or even angled surfaces. Instead, 
  each hatch style is a tileable shape stores in a CC2 Pro file.  
  You can create your own hatch styles, including varicolor 
  hatch styles. 
  Each Perspectives Setting has hatch styles. Hatch styles are 
  patterns that are drawn on to the surfaces of solid shapes to 
  
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  465 
  Align to First Edge
  Align to First Edge
  Align to First Edge
  Align to First Edge    
   
  If you set the Align to First Edge
  Align to First Edge
  Align to First Edge
  Align to First Edge 
  option, when you use the Floor or 
  Room tools, the pattern aligns to 
  the first two points you click. This 
  is useful for example if you want 
  floorboards that align with the 
  edge of a room. 
  FiXEd Angle
  FiXEd Angle
  FiXEd Angle
  FiXEd Angle    
   
  If you use the fiXEd angle option, 
  the pattern always aligns to a 
  particular direction. This is useful 
  for hex or square grids with a 
  fiXEd direction. 
  Tileable
  Tileable
  Tileable
  Tileable    
  A tileable shape is one in which 
  the overall appearance is uniform 
  when the image used as a hatch 
  style. The edges of the tiles, when 
  adjacent, mate seamlessly 
  together. 
  • It’s much easier to start with an 
  existing hatch style pattern, or 
  even a fill style symbol than 
  start from scratch. 
  • For a quick hatch style, draw a 
  tile, mirror copy it vertically, 
  then mirror copy both tiles 
  horizontally. 
  • Don’t use too many nodes – 
  hatch styles can grow rapidly 
  and slow down your drawings. 
   
  give them texture. They make your surfaces appear to be brick walls, stone, wood or even 
  lava. You can choose different textures for top surfaces, wall ends floors and vertical 
  surfaces. 
  10 Select the Side hatch style, and choose Per_Rock Wall Grey. 
  We set the side first so that we can get a better look at the change on the preview. 
  11 Set the Top and Wall End hatch styles to Per_Rock Wall Grey. 
  12 Set the Floor hatch style to Per_Paving Gray Floor. 
  Leave the Align to First Edge and Fixed Angle options as they are. 
  13 Click Save. 
  You are now ready to use the new color scheme to add entities to your drawing. 
  Creating Hatch Styles 
  Each hatch style is stored in its own file and contains a rectangular 
  shape that tiles with itself. The files are stored in the 
  Symbols\Perspective\Fill Styles folder. Hatch styles for roofs 
  (created in the same way) are found in the 
  Symbols\Perspective\Roof Styles folder. 
  1 
  Click New 
  . 
  2 
  Click Blank Hatch Style.fct 
  3 
  (Optional) On the Template layer, draw a solid box of the 
  color of a typical background color for the style 
  4 
  Click the layer indicator, then set the Standard layer current 
  5 
  Using CC2 Pro’s drawing tools create a tileable, front-on pattern 
  • Draw using only Polygon 
  , Path 
   or Line
  .. 
  • Use only Hollow or Solid fill styles 
  • You can use entities of any line width or color 
  • Entities on the TEMPLATE layer are ignored 
  • You don’t have to draw in the square provided. 
  6 
  Copy the tile to the left of the template box. Adjust the left-
  hand side of the tile so that it matches. Repeat this for each 
  side. 
  7 
  Delete any copies you have made 
  8 
  On the File menu, click Save As then save the file in the 
  Symbols\Perspectives\Styles folder of CC2 Pro. 
  To Use the Created Hatch Style 
  To save time, CC2 Pro only checks for hatch styles on start-up. You need to let CC2 Pro 
  know that you have changed or added a hatch style. 
  9 
  In an existing drawing, click Perspectives Settings on the Perspectives menu. 
  10 Click Update Hatch Styles. 
  11 Select an existing saved setting, or start a new setting. 
  12 Pull down any hatch style list — your new file will be there. 
  
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  466 
  Compass Direction
  Compass Direction
  Compass Direction
  Compass Direction    
  A reminder of the compass 
  directions. Symbols are labeled 
  according to the way they face, so 
  an east symbol faces east. 
   
  Creating Perspective Symbols 
  Perspectives Pro symbol creation requires a good understanding of CC2 Pro and a grasp of 
  isometric drawing that comes with practice. It is for advanced users. A full tutorial on 
  symbol creation starts on page 469. 
  To Create a Free-Standing Perspectives Pro Symbol 
  You need four views of the symbol, one for each compass direction.  
   
  1 
  Click New 
  . Click blank.fct. 
  2 
  Click the Layer Indicator then set the current layer to 
  SYMBOL DEFINITION. 
  3 
  Draw two views of the symbol, one facing east, the other 
  west. Depending on their symmetry, these may be identical. 
  Use 3D Projection 
  , Wire Frame Extrusion, 3D Line and 
  3D Circle tools to make the symbols. 
  4 
  Right click Copy 
   then click Mirror Copy. 
  5 
  Select both symbols then click two points forming a vertical 
  mirror line. 
  This gives you the four symbols you need. You still need four, even if they are all 
  identical. 
  Defining a Free-Standing Perspectives Pro Symbol 
  6 
  First, you need to determine the symbol origin. 
  Imagine the symbol facing away from the wall. The origin is 
  the bottom center where the symbol aligns with the wall. If 
  the symbol has infinite rotational symmetry (a barrel or 
  column), then use the center of the base for all four symbols. 
  7 
  If necessary, draw some lines with along the lower base of each 
  symbol, then move the symbol from the center of this line to a Snap point to make it 
  easy for you to define the origin. 
  8 
  On the Symbols menu, click Define Symbol. Use the origin for each symbol you 
  determined above. Define each symbol, in the following order: 
  i) The East-facing symbol (the name must have a suffix SPACE then E, eg P-Vanity 
  E), 
  ii) The North-facing symbol (eg P-Vanity N) 
  iii) The West-facing symbol (eg P-Vanity W) 
  
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  467 
  Repeat Symbol Information
  Repeat Symbol Information
  Repeat Symbol Information
  Repeat Symbol Information    
  Add Symbol Information adds an 
  invisible entity to the symbol 
  definition that stores the symbol 
  settings you see displayed in the 
  Symbol Settings window. You can 
  copy this symbol information 
  between each symbol definition via 
  the clipboard. 
  When you are editing the symbol 
  definition and have added the 
  symbol information, click Copy
  Copy
  Copy
  Copy on 
  the Edit
  Edit
  Edit
  Edit menu. Select by type XP 
  XP 
  XP 
  XP 
  entity.
  entity.
  entity.
  entity. This will select the symbol 
  info entity. When you edit the next 
  symbol, right click Undo
  Undo
  Undo
  Undo then click 
  Paste non
  Paste non
  Paste non
  Paste non----visual 
  visual 
  visual 
  visual at 0,0. 
   
  iv) The South-facing symbol (eg P-Vanity 
  S) 
  Adding Free-Standing Symbol Information 
  For CC2 Pro to know that your four symbols are 
  Perspectives Pro symbols, you need add information 
  to each definition.  
  9 
  On the Symbols menu, click Symbol Manager. 
  10 Click the first Perspectives Pro symbol you have 
  defined. 
  11 Click Edit. Click two points to make a symbol 
  window. 
  12 On the Symbols menu, click Add Symbol Info. 
  13 Select Symbol is one of a collection 
  14 Select One letter at the end 
  15 Select Arrow keys select different symbols 
  16 Unselect Perspectives Wall symbol (sheared)  
  17 Close the symbol definition window. 
  18 Repeat for each symbol definition. 
  Creating Wall Features Symbols 
  Wall features symbols are those placed against walls such as doors and 
  windows. These are much easier to draw than free-standing symbols; you 
  just need to create a front-on view. 
  1 
  Click New 
  . Click blank.fct. 
  2 
  Click the Layer Indicator then set the current layer to SYMBOL 
  DEFINITION. 
  3 
  Draw a front-on view of the symbol. 
  4 
  In the Symbols menu, click Define Symbol. 
  5 
  Type a name, then click an origin point in the center 
  of the base of the symbol. 
  6 
  In the Symbols menu, click Add Control Points. 
  7 
  Click one point on the left of the base, one in the 
  middle. 
   
  8 
  Select the control points as in the 
  example shown. 
  Adding Wall Features Symbol 
  Information 
   
  Follow the instructions in Adding Free-Standing Symbol Information on page 467 but 
  with only the Perspectives Wall Symbol (sheared) setting selected on the Add Symbol 
  Information dialog box. 
  Control Points
  Control Points
  Control Points
  Control Points    
  Windows offset up from the wall 
  base after you have placed them, 
  so they have Offset from Place 
  Offset from Place 
  Offset from Place 
  Offset from Place 
  Point
  Point
  Point
  Point selected. 
   
  
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  468 
  Add a Symbol Setting
  Add a Symbol Setting
  Add a Symbol Setting
  Add a Symbol Setting        
  This is covered in the Help index, 
  but here is a reminder. 
  1111 
  Click Symbol Settings 
  Symbol Settings 
  Symbol Settings 
  Symbol Settings 
   
  2222 
  Click Advanced
  Advanced
  Advanced
  Advanced. 
  3333 
  Click an existing symbol 
  setting  
  4444 
  Click New
  New
  New
  New then type a name 
  starting Per Filled. 
  5555 
  Click the Browse
  Browse
  Browse
  Browse button and 
  choose your catalog. 
  6666 
  Click Save
  Save
  Save
  Save. 
  Saving any Perspectives Pro Symbol as a Catalog 
  Now that you’ve created the symbol, you should save it in the 
  Perspectives/Symbols/Filled folder as a Campaign Cartographer 2 Pro FSC Symbol Catalog. 
  You can add more symbols to the catalog at any time. If you want the symbol catalog to 
  appear when you click Symbol Settings 
  , you should add a symbol setting for the 
  catalog. 
  Adding any Perspectives Pro Symbols to an Existing Catalog 
  If you want to add the symbol to an existing catalog, as opposed to starting an entirely new 
  catalog, the process works pretty much as it does for normal CC2 Pro symbols, except you 
  have to include all four versions of the symbol. 
  1 
  Save the symbol drawing in a convenient place. 
  2 
  Click Open 
  . Click files of type CC2 FSC Symbol Catalog. Select the symbol catalog 
  to which you wish to add your symbols. 
  3 
  In the Symbols menu, click Symbol Manager. 
  4 
  Click Import. Select the file from which you wish to import symbols. 
  The symbols appear at the end of the symbol list. 
  5 
  Select each symbol and use Move Up to move them to where you want them to go. 
  Make sure they remain in the same order in the drawing. 
  You may find it easier to uncheck Display Symbols before moving the symbols 
  around. 
  6 
  Close the Symbol Manager then save the catalog. 
  
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  469 
  Modern Cornby and 
  Modern Cornby and 
  Modern Cornby and 
  Modern Cornby and 
  Glenhallow by Ralf 
  Glenhallow by Ralf 
  Glenhallow by Ralf 
  Glenhallow by Ralf 
  Sch
  Sch
  Sch
  Schemmann
  emmann
  emmann
  emmann    
  Modern Cornby and Glenhallow
  Modern Cornby and Glenhallow
  Modern Cornby and Glenhallow
  Modern Cornby and Glenhallow  
  is drawn on a Cosmographer Local 
  Overland template. The drawing 
  can be viewed in the 
  Examples>Modern
  Examples>Modern
  Examples>Modern
  Examples>Modern folder. 
   
   
  
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  470 
  Assumptions
  Assumptions
  Assumptions
  Assumptions    
  This tutorial assumes that you are 
  familiar with Snap and other basic 
  Cc2 Pro features so that you can 
  accurately move and place 
  entities. See Snap in Help. 
  True 
  True 
  True 
  True 3D
  3D
  3D
  3D    
  This tutorial assumes: 
  CC2 Pro does not have a fully-
  fledged 3D viewing engine. 
  Perspectives Pro allows you to 
  create floorplans from a fiXEd 
  viewpoint which you can’t change. 
  It is not a true 3D editing package 
  – in CAD terms it is “2½D.” When 
  you are adding solid entities such 
  as rooms, solids, or walls, 
  Perspectives works with 3D 
  coordinates, hiding areas hidden 
  from view and shading surfaces 
  appropriately. However, once 
  added, the entities do not have 
  real 3D qualities – just imagine 
  them as 2D drawings of 3D 
  objects. 
  • Perspectives symbols are 
  restricted to four views – 
  effectively we’ve had to produce 
  4 symbols for each object. For 
  some symbols with infinite 
  rotational symmetry (an upright 
  barrel) this makes no difference, 
  for others such as beds, you are 
  restricted to four angles when 
  placing them. Just symbols have 
  this particular limitation. Only a 
  true 3D representation of every 
  symbol would overcome this 
  difficultly. 
  The advantage is that Per Pro is 
  fast, inexpensive and easy to use – 
  highly suited for its purpose. 
   
   
   
  Making a Perspectives Pro Symbol - an Example 
  Perspectives Pro isn’t true 3D. It is a specific angled view of our created realms. The 
  challenge of creating a symbol in that specific angled view isn’t as hard as it might seem. 
  The tutorial makes certain assumptions about your abilities with CC2 Pro but the tools 
  provided in Perspectives Pro makes creating that angled view easy. We’re going to make a 
  simple wagon using these Per tools.  
  Our version of the wagon is in the Tutorials/Tome/Perspectives folder.  
  Creating a wagon 
  To create  our wagon symbol, we’re going to use a special template. 
  1 
  Click Open 
   then open the drop down menu 
  in the Files of Type field. Select CC2 FCT 
  Temple, then navigate to the 
  Tutorials/Tome/Perspectives folder. Select 
  PerSymbol.FCT. (Wagon01.FCW) 
  2 
  Click Perspectives Settings 
   then scroll 
  down the Saved Settings to Log Cabin, Board 
  Floor. Click OK. 
  3 
  Click Rectangular Floor 
  . Pick a point on the template to 
  begin. Each square on the template is 1 foot. With Snap 
  enabled, draw a rectangle 5 feet (north to south) by 8 feet (east 
  to west). (Wagon02.FCW) 
  4 
  Right click Wall 
   then select Wall, choose thickness. Type 
  2”
  . Click each corner of our ‘floor’ in turn and then click on 
  the corner that we began with. Right click to end drawing walls 
  and then type 2’ 
   to raise the wall height. (Wagon03.FCW) 
  5 
  Click 3D Box 
   then click 
  the two front corners of our 
  wagon floor (points 1 and 4 in 
  the diagram above). Pull the 
  ‘box’ out 3 feet east and then 
  click again. Right click, then 
  type 2” 
  . This will make 
  the floor for the seating area. (Wagon04.FCW) 
  6 
  Click 3D Box 
   then click the two top front corners of 
  our wagon walls. Pull the ‘box’ 2 feet west and then click 
  again. Right click then type 2” 
  . This will make the 
  seat for the driver of our wagon. (Wagon05.FCW) 
  Making Wheels 
  7 
  Change the settings on the toolbar to match these: 
  Line Width: 3”, Color: #40 (medium brown), Fill Style: Solid 
  8 
  Click Circle 
   then draw a circle 3 feet wide on the template to the 
  side of our wagon body.  
  
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  471 
  Circular Array
  Circular Array
  Circular Array
  Circular Array    
  CIRCULAR ARRAY
  CIRCULAR ARRAY
  CIRCULAR ARRAY
  CIRCULAR ARRAY makes multiple 
  copies arranged in rings. Usually, 
  you create a section of an object 
  forming a “piece of pie” in a 
  circular, then make a circular array 
  with one ring and the default 
  angle (even). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Opposite View
  Opposite View
  Opposite View
  Opposite View    
  For some symbols like columns or 
  barrels, this is easy because all 
  four views are essentially the 
  same. Some symbols are complex 
  and each view will require a 
  separate drawing. Our wagon, 
  however, is in the middle. By 
  drawing the opposite view of the 
  wagon we already have, we can 
  provide all four Perspective views. 
   
   
   
   
  FFFFloor Area
  loor Area
  loor Area
  loor Area    
  The sections of the wagon we 
  drew using the floor and walls 
  tools are grouped entities. The 
  entire section will be selected 
  when we select any part of it. 
      
  9 
  Change the settings on the toolbar to match these: 
  Line Width: 1”, Color: #40 (medium brown), Fill Style: Solid 
  10 Click Path 
   then draw a path across the center of our circle. 
  11 Right click Copy 
   then click Circular Array.  
  Click the path we drew across the center of our circle. Right click, Do it. 
  Now watch the command line. Type 3 
   for the number of spokes. 
  Type 1 
   for the number of rings. Click the center of the 
  circle for the Array center. Click the center of the circle 
  again for the copy origin, then hit 
   to accept the 
  calculated angle of the spokes.  
  12 Change the settings on the toolbar to match these:  
  Line Width: 0”, Color: #40 (medium brown), Fill Style: Solid 
  13 Click Circle 
   then click the center of our wheel. Click to unselect Snap, then draw a 
  smaller circle on the middle of the spokes for the hub. 
  14 Click Bring to Front 
   then select the outer circle of our wheel. Right click, Do it. 
  15 Change the settings on the toolbar to match these:  
  Line Width: .5”, Color: #247 (medium grey), Fill Style: Solid 
  16 Click Circle 
   then click Snap to select it. Click the center of our wheel. Click Snap 
  again to unselect it, then draw a small circle on the hub to designate the axle.  
  17 Click Circle 
   then click Snap to select it. Click the center of our wheel. Draw a grey 
  circle on the outer circle of our wheel that we drew in step 8.  
  18 Click Outline 
   then select all the entities that make up our wheel. Right click, Do it. 
  (Wagon07.FCW) 
  19 Click 3D Projection 
   then select Right. Click OK. Select all the entities that make up 
  our wheel, then right click, Do it. 
  20 In the Tools menu, scroll down to Groups and then in the side menu select Group. 
  Select all the entities that make up our projected wheel. Right click, Do it. 
  21 Click Erase 
   then select all the entities that make up our original wheel. Right click, 
  Do it. (Wagon08.FCW) 
  22 Click Copy 
   then select our projected wheel. Place one wheel at the front of the 
  wagon and one on the back of the wagon. 
  23 Click Erase 
   then select all the entities that make up our projected wheel. Right click, 
  Do it. (Wagon09.FCW) 
  Now we have a wagon.  Since this is Perspectives Pro and all symbols are given in all four 
  views, we’ll need to make the opposite view of our wagon. This will be easy.  
  Opposite View 
  24 Click Copy 
   then select all the entities that make up our wagon. Right click, Do it. Set 
  a copy of the wagon down under the first one. 
  25 Click Move 
   then select the floor section for the seating area. Right click, Do it. Move 
  the section to the far end of the wagon.  
  26 Click Send Behind 
   then select a wall of our wagon. Select the floor area we just 
  moved, then right click, Do it. 
  
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  472 
  27 Click Move 
   then select the seat of the wagon. Right click, Do it. Move the section to 
  the far end of the wagon. (Wagon10.FCW) 
  Because our wagon is not complex, by moving a few sections, we were able to turn our 
  wagon around. From this view, however, we would see both back wheels. Let’s add a wheel 
  to the other side of the wagon. 
  28 Click Copy 
   then select the back wheel. Right click, Do it. Place the copy of the 
  wheel on the far side of the wagon. 
  29 Click Send Behind 
   then select a wall of our wagon. Select thewheel we just placed, 
  then right click, Do it. (Wagon11.FCW) 
  We’re almost done now. We have to make the other two views and do a little clean up. Then 
  we can define them as symbols. 
  Four Views 
  30 Click Ortho to select it. 
  31 Right click Copy 
   then select Mirrored Copies. Select all the entities that make up 
  our wagons. Right click, Do it. Click to the left of the wagons and then draw a straight 
  line down. Click again to end the line. (Wagon12.FCW) 
  Symbol Preparations 
  32 Click the Layers indicator 
  . Click to put 
  an F in the Freeze box for the HEX/SQUARE GRID layer. 
  33 In the Tools menu, scroll down to Groups and then 
  select Ungroup. Select all the entities for all of our 
  wagons. Right click, Do it.  
  34 Click Change Layer 
  . Right click, then select Prior. 
  Right click, Do it. Right click, then select the SYMBOL 
  DEFINITION layer. Click OK. 
  35 Click the Layers indicator 
   then click 
  Purge Unused. 
  Now that we’ve ungrouped all the sections and purged all 
  the extra layers, we’re ready to define our wagons as 
  symbols. Please refer to page 466 for instructions on defining Perspective symbols. 
   
   
   
   
   
   
   
   
  Place the Copy
  Place the Copy
  Place the Copy
  Place the Copy    
  If you need help positioning the 
  wheel on the far side of the 
  wagon, go to the Perspectives
  Perspectives
  Perspectives
  Perspectives 
  menu then select 3D Line
  3D Line
  3D Line
  3D Line. Select a 
  bold color from the color palette 
  and then use 3D Line
  3D Line
  3D Line
  3D Line to draw a 
  line from the near wheel hub 
  center to the far side of the wagon-
  -essentially drawing a ghost axle. 
  Use that guideline to place the 
  center of the wheel hub on the far 
  side of the wagon. 
  Straight Line
  Straight Line
  Straight Line
  Straight Line    
  This line is our reference line for 
  the mirrored copies. All the entities 
  we have selected will be mirror 
  copied on the other side of this 
  line. We turned Ortho on to ensure 
  that our line is absolutely straight. 
  Any deviation in the reference line 
  will cause our copied entities to be 
  tilted. 
   
  Extra Layers
  Extra Layers
  Extra Layers
  Extra Layers    
  Where did those extra layers come 
  from? The Perspectives Settings
   Perspectives Settings
   Perspectives Settings
   Perspectives Settings 
  add their entities to specific layers 
  in the drawing. This makes it easier 
  to manipulate the entities when we 
  draw, but in order to define the 
  end result as a symbol, we want to 
  put all those bits and pieces on the 
  Symbol Definition
  Symbol Definition
  Symbol Definition
  Symbol Definition layer. Once 
  moved to the Symbol Definition
  Symbol Definition
  Symbol Definition
  Symbol Definition 
  layer, those extra layers can be 
  purged. 
  
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  473 
   
  Blue Sword Inn by Ralf 
  Blue Sword Inn by Ralf 
  Blue Sword Inn by Ralf 
  Blue Sword Inn by Ralf 
  Schemmann
  Schemmann
  Schemmann
  Schemmann    
  The Blue Sw
  Blue Sw
  Blue Sw
  Blue Sword Inn
  ord Inn
  ord Inn
  ord Inn is a 
  Persepctives Pro drawing. It is 
  available in the 
  Examples>Perspectives folder.  
  
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  474 
   
  Alphabetical List of Perspectives Pro Commands 
  This table gives you a list of all Perspectives Pro commands. 
  • 
  Command gives you the command name found on the CC2 Pro’s menus, the name that appears when you 
  hover the mouse over a button (tool tip text) or on a right click popup menu. Type the command into CC2 
  Pro’s Help Index or Find list to get more details on the command. 
  • 
  Where? Lets you know which menu, popup menu or toolbar to find the command. Right click on the button 
  to access a popup menu. For example, a 2-point circle can be accessed by right clicking the Circle button 
   on the Draw toolbar. Text Only means that the command should be typed at the Command prompt. 
  • 
  The Text Equivalent is what you type at the Command prompt to use the command. 
  • 
  Syntax shows how you should construct your macro commands. If in doubt, type the text equivalent of the 
  command at the keyboard and see what the prompts say. For details of this see the Macro Command 
  Reference in the CC2 Pro manual. 
  • 
  Use In Macro If the command is useable in a macro, then Yes, otherwise No. Note that all commands are 
  useable as the last line in a macro. The next section on page 151 lists macro commands. 
   
  Command 
  Description 
  Where 
  Text 
  Equivale
  nt 
  Syntax 
  Use in 
  Macro 
  3D Box 
  3D box shape 
  Per toolbar 
  IBOX 
  xyCorner1;xyCorner2/dDist2; 
  xyCorner3/dDist3;dHeight 
  (negative makes a hole) 
  Yes 
  3D Circle Left An isometric circle 
  viewed from the left 
  Per toolbar,  
  3D Projection 
  popup 
  CIRL 
  dRadius,xyCen1;xyCen2;...;xyN; 
  Yes 
  3D Circle, 
  Right 
  An isometric circle 
  viewed from the 
  right 
  Per toolbar,  
  3D Projection 
  popup 
  CIRR 
  dRadius,xyCen1;xyCen2;...;xyN; 
  Yes 
  3D Circle, 
  Top 
  An isometric circle 
  viewed from above 
  Per toolbar,  
  3D Projection 
  popup 
  ICIRT 
  dRadius,xyCen1;xyCen2;...;xyN; 
  Yes 
  3D Line 
  Line angled to main 
  isometric directions 
  Per toolbar,  
  3D Projection 
  popup 
  ILINE 
  xy1;xy2;...;xyN; 
  Yes 
  3D Poly 
  Adds a 3D-polygon 
  solid or hole 
  Per toolbar,  
  3D Box popup 
  IPOLY 
  xy1;xy2;...;xyN;dHeight[prior] 
  (negative value makes hole) 
  Yes 
  3D Projection Converts plan or 
  elevation to 
  isometric view 
  Per toolbar 
  IPROJ 
   
  No 
  3D Regular 
  Poly 
  Adds a 3D regular-
  polygon-based solid 
  or hole 
  Per toolbar, 3D 
  Box popup 
  IRPOLY 
  nNodes[prior];xyCenter[prior];xyCorner;d
  Height[prior] 
  (negative value makes hole) 
  Yes 
  Caves and 
  debris 
  Opens the Caves 
  and debris symbol 
  catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Cave* 
   
  No 
  Circular 
  Room, 
  choose width 
  Adds a circular floor 
  plus walls in a user-
  defined wall 
  thickness 
  Per toolbar, 
  Rectangular 
  Room popup 
  ICYLW 
  dWidth[prior];dRadius[prior];xyCen;dHei
  ght[prior] 
  Yes 
  
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  Command 
  Description 
  Where 
  Text 
  Equivale
  nt 
  Syntax 
  Use in 
  Macro 
  Circular 
  Room, 
  current width 
  Adds a circular floor 
  plus walls in the 
  current wall 
  thickness 
  Per Pro toolbar, 
  Rectangular 
  Room popup 
  ICYLWC 
  dRadius[prior];xyCen;dHeight[prior] 
  Macro 
  Containers 
  and Treasure 
  Opens the 
  Containers and 
  Treasure symbol 
  catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Containers 
  and 
  Treasure* 
   
  No 
  Convert to 
  Polygon 
  Converts a closed 
  chain of entities into 
  a polygon 
  Per Pro toolbar, 
  3D Projection 
  popup 
  LTP2 
   
  No 
  Current 3D 
  House 
  Adds a house in the 
  current house style 
  Per Pro toolbar 
  IHOUSEP 
  Varies with house style. (see below) 
  Yes 
  Current 3D 
  House 
  Gabled roof: 
  Adds a house in the 
  current house style. 
  This is with Gabled 
  roof: in House 
  Settings 
  Per Pro toolbar 
  IHOUSEP 
  xyCorner1;xyCorner2/dDist2; 
  xyCorner3/dDist3[Square]; 
  dWallHeight[Prior];dRoofHeight[Prior];  
  Yes 
  Current 3D 
  House 
  Adds a house in the 
  current house style. 
  This is with Hip 
  Roof (both ends 
  same in House 
  Settings 
  Per Pro toolbar 
  IHOUSEP 
  xyCorner1;xyCorner2/dSide2; 
  xyCorner3/dSide3[Square]; 
  dWallHeight[Prior];dRoofHeight[Prior]; 
  dRoofIns 
  Yes 
  Current 3D 
  House 
  Adds a house in the 
  current house style. 
  This is with Hip 
  Roof (ends 
  different in House 
  Settings 
  Per Pro toolbar 
  IHOUSEP 
  xyCorner1;xyCorner2/dSide2; 
  xyCorner3/dSide3[Square]; 
  dWallHeight[Prior];dRoofHeight[Prior]; 
  dRoofLeft;dRoofRight[same] 
  Yes 
  Cylinder 
  Adds a cylinder or 
  cylindrical hole 
  Per Pro toolbar, 
  3D Box popup 
  ICYL 
  dRadius[prior];xyCen;dHeight[prior] 
  Yes 
  Elemental 
  and magic 
  Opens the 
  Elemental and 
  magic symbol 
  catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Elemental 
  and 
  Magic*; 
   
   
  No 
  Furniture 
  Opens the Furniture 
  symbol catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Furniture* 
   
  No 
  Outdoor 
  Opens the Outdoor 
  symbol catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Outdoor* 
   
  No 
  Perspective 
  Settings 
  Sets current color 
  and hatch scheme 
  Per toolbar 
  PEROPTB 
   
  No 
  Perspective 
  Settings 
  Setsor edits current 
  color and hatch 
  scheme 
  Per toolbar 
  PEROPTB 
   
  No 
  
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  Command 
  Description 
  Where 
  Text 
  Equivale
  nt 
  Syntax 
  Use in 
  Macro 
  Polygonal 
  Room, 
  choose width 
  Adds a polygonal 
  floor plus walls in a 
  user-defined wall 
  thickness 
  Per Pro toolbar, 
  Rectangular 
  Room popup 
  IPOLYW 
  dWidth[prior];xy1;xy2;...; 
  xyN;dHeight[prior] 
  (negative value makes hole) 
  Yes 
  Polygonal 
  Room, 
  current width 
  Adds a polygonal 
  floor plus walls in 
  the current wall 
  thickness 
  Per Pro toolbar, 
  Rectangular 
  Room popup 
  IPOLYWC 
  xy1;xy2;...;xyN;dHeight[prior] 
  (negative value makes hole) 
  Yes 
  Rectangular 
  Floor 
  Rectangular floor 
  Per Pro toolbar 
  IBOXF 
  xyCorner1;xyCorner2/dDist2; 
  xyCorner3/dDist3[Square] 
  Yes 
  Rectangular 
  Room, 
  choose width 
  Adds a rectangular 
  floor plus walls in a 
  user-defined wall 
  thickness 
  Per Pro toolbar, 
  Rectangular 
  Room popup 
  IBOXW 
  dWidth[prior];xyCorner1; 
  xyCorner2/dDist2; 
  xyCorner3/dDist3[Square] 
  Yes 
  Rectangular 
  Room, 
  current wall 
  width 
  Adds a rectangular 
  floor plus walls in 
  the current 
  thickness 
  Per Pro toolbar 
  IBOXWC 
  xyCorner1;xyCorner2/dDist2; 
  xyCorner3/dDist3[Square] 
  Macro 
  Regular Poly 
  Room, 
  choose width 
  Adds a regular poly 
  floor plus walls in a 
  user-defined wall 
  thickness 
  Per Pro toolbar, 
  Rectangular 
  Room popup 
  IRPOLYW 
  dWidth[prior];nNodes[prior]; 
  xyCenter[prior];xyCorner;dHeight[prior] 
  Yes 
  Regular Poly 
  Room, 
  current width 
  Adds a regular poly 
  floor plus walls in 
  the current wall 
  thickness 
  Per Pro toolbar, 
  Rectangular 
  Room popup 
  IRPOLYW
  C 
  nNodes[prior];xyCenter[prior]; 
  xyCorner;dHeight[prior] 
  Macro 
  Solid Extrude Converts a flat 
  isometric shape into 
  a solid 
  Perspectives Pro 
  IEXTRUDE 
  xyFrom;dHeight 
  Yes 
  Temples and 
  Statues 
  Opens the Temples 
  and Statues symbol 
  catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Temples 
  and 
  Statues* 
   
  No 
  Traps 
  Opens the Traps 
  symbol catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Traps* 
   
  No 
  Up and Down Opens the Up and 
  Down symbol 
  catalog 
  Symbols toolbar 
  Up and 
  Down* 
   
  No 
  Wall Features Opens the Wall 
  Features symbol 
  catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Wall 
  Features* 
   
  No 
  Wall, 1' thick 3D Perspectives 
  Wall, 1' thick 
  Per Pro toolbar, 
  Wall popup 
  IWALL1 
  xyFirstEnd;xyNode1/dDist1;...; 
  xyNodeN/dDistN;;dheight[prior] 
  Macro 
  Wall, 2' thick 3D Perspectives 
  Wall, 2' thick 
  Per Pro toolbar, 
  Wall popup 
  IWALL2 
  xyFirstEnd;xyNode1/dDist1;...; 
  xyNodeN/dDistN;;dheight[prior] 
  Macro 
  Wall, choose 
  thickness 
  3D Perspectives 
  Wall choose 
  thickness 
  Per Pro toolbar, 
  Wall popup 
  IWALL 
  dThickness[prior];xyFirstEnd; 
  xyNode1/dDist1;...;xyNodeN/dDistN;; 
  dHeight[prior] 
  Yes 
  
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  Command 
  Description 
  Where 
  Text 
  Equivale
  nt 
  Syntax 
  Use in 
  Macro 
  Wall, current 
  thickness 
  3D Wall, with 
  current thickness 
  Per Pro toolbar 
  IWALLC 
  xyFirstEnd;xyNode1/dDist1;...; 
  xyNodeN/dDistN;;dheight[prior] 
  Macro 
  Wall, 
  wireframe 
  3D Perspectives 
  Wall, outline only 
  Per Pro toolbar, 
  Wall popup 
  IWALLW 
  dThickness[prior];xyFirstEnd; 
  xyNode1/dDist1;...; 
  xyNodeN/dDistN;;dheight[prior] 
  Yes 
  Weapons 
  Opens the Weapons 
  symbol catalog 
  Symbols toolbar 
  SYMICON
  M; 
  Weapons* 
   
  No 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tem
  Tem
  Tem
  Temple of Clangeddin a from 
  ple of Clangeddin a from 
  ple of Clangeddin a from 
  ple of Clangeddin a from 
  Profantasy
  Profantasy
  Profantasy
  Profantasy    
   
  The Temple is a Perspectives Pro 
  drawing available to view in the 
  Examples>Persepctives
  Examples>Persepctives
  Examples>Persepctives
  Examples>Persepctives folder. 
  
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  478 
  The Jaw Peninsular from 
  The Jaw Peninsular from 
  The Jaw Peninsular from 
  The Jaw Peninsular from 
  Profantasy 
  Profantasy 
  Profantasy 
  Profantasy     
  The Jaw Peninsular
  The Jaw Peninsular
  The Jaw Peninsular
  The Jaw Peninsular uses symbols 
  from Symbol Set 1-Fantasy 
  Overland. The drawing is available 
  in the Examples>SymbolSet2
  Examples>SymbolSet2
  Examples>SymbolSet2
  Examples>SymbolSet2 
  folder 
  
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  479 
  License Agreement
  License Agreement
  License Agreement
  License Agreement    
  Use of this software is determined 
  by a license agreement you can 
  view on the CD.  
  Technical Support
  Technical Support
  Technical Support
  Technical Support    
  Support is available from the 
  registered users’ area of the 
  ProFantasy website profantasy.com 
   
   
   
   
   
  
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  480 
  Perspectives Pro
  Perspectives Pro
  Perspectives Pro
  Perspectives Pro    
  Per Pro is an add-on for CC2 Pro 
  which allows you to create 3D 
  isometric floorplans and buildings. 
  We used it to create the 3D castles 
  maps in SMC. See page 452 for 
  more information. 
  Source Maps: Castles! 
  Introduction 
  SMC is a stand-alone product which includes twenty-five castle floorplans, and a powerful 
  viewer to examine them and print them at any scale. SMC includes historical details and 
  images for castraphiles, as well as adventures in 3.5 Edition format. It also adds new symbol 
  sets and drawing tools to CC2 Pro and the Perspectives Pro add-on. 
  The SMC Viewer 
  SMC comes with a built-in viewer. The viewer is described in the first five sections. If you 
  have CC2 Pro, you won’t need to use the SMC Viewer — you can view all the castles and 
  information using the CC2 Pro interface. You should scan the SMC Viwer section to see how 
  to navigate quickly between floors and castles. 
  Creating and Editing Castle Maps 
  All the plan view maps in SMC were created with CC2 Pro and the 3D maps using the 
  Perspectives Pro add-on. If you have either of these products you can edit the castles in the 
  SMC and create your own. 
  • 
  To learn how to create and edit castle plans with CC2 Pro, turn to page 485. 
  • 
  To learn how to create and edit castle plans with Perspectives Pro, turn to page 488  
  Viewer Overview 
  When you’ve finished this 
  chapter, you’ll be able to 
  use 90% of the features of 
  the viewer. If you have 
  CC2 Pro, you can navigate 
  your castles from with the 
  CC2 Pro interface. 
  Interface 
  The Viewing Window is 
  where you see your maps. 
  The affect of any Zoom or 
  Layer changes will be 
  visible here.  
  The toolbar is where you 
  can select the Viewer’s 
  most frequently accessed 
  commands. 
  You can move the Viewing 
  Window over you maps 
  using the Scroll Bars. 
  The position of the cursor is shown on the Tracking Indicator.  As you move the mouse, 
  you will see it change. 
  The Command prompt is where the Viewer asks for information. 
  The Grid button controls the Viewer’s visual grid.  
  The Viewer Toolbar 
  File buttons 
  Open 
   opens any 
  SMC map directly. The maps are found in the Castles folder of your SMC installation.  
  
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  481 
  Information
  Information
  Information
  Information    
  You can also get information by 
  clicking on the compass rose in any 
  map. 
  Swap between floors
  Swap between floors
  Swap between floors
  Swap between floors    
  You can also swap between floors  
  and to the 3D view by clicking on 
  the labels on the map. 
   
      
  Grids
  Grids
  Grids
  Grids    
  If you want a printable grid, click 
  Layers and show the HEX GRID
  HEX GRID
  HEX GRID
  HEX GRID or 
  SQUARE GRID
  SQUARE GRID
  SQUARE GRID
  SQUARE GRID layers by clicking 
  on the small H next to their name. 
   
  Hide and Show
  Hide and Show
  Hide and Show
  Hide and Show    
  You can make layers visible or 
  hidden on every map you open 
  using Global Layer Settings 
  Global Layer Settings 
  Global Layer Settings 
  Global Layer Settings on 
  the View menu. 
  Prompt to Save
  Prompt to Save
  Prompt to Save
  Prompt to Save    
  Unlike most other viewers, the 
  SMC Viewer will allow you to save 
  changes to the appearance of the 
  viewing window and make notes 
  on your map. These changes can 
  be saved with the drawing. 
  However, this has to be a 
  deliberate action on your part. 
  Why? First, imagine navigating 
  through the Atlas if you had to 
  click on the Save changes dialog 
  box every time you opened a map 
  after zooming. Second, the 
  changes you can make are minor 
  and can easily be reproduced. 
  Finally, the default action (don’t 
  save the map) preserves the Atlas 
  in its pristine form. 
   
  Save 
   saves changes to the current view and Map Notes. The Viewer doesn’t prompt 
  you to save. 
  Print 
   opens the Print dialog box. If you click OK, you’ll get the current view printed to fit 
  the page.  
  Bookmark Buttons 
  These allow you to move between SMC maps in the viewer. Bookmarks are lists of files. 
  We’ve included a number of bookmarks to make it easy for you to navigate through the 
  castles. 
  Previous Map 
   opens the map you last looked at. 
  Next Map 
   opens the next map in the file history. 
  Previous Bookmark 
   opens the previous file in the bookmark list. 
  Next Bookmark 
   opens the next file in the bookmark list. 
  View Bookmarks 
   lets you create bookmark files  
  Find In Files 
   finds all maps with particular text in (for example, all English castles) 
  Current Castle buttons 
  These select different maps of the current castle and let you see information. 
  Information 
   lets you view historical and game information about the castle. The 
  information opens in your browser. See the side bar to find information if you have CC2 
  Pro. 
  3D View 
   shows and isometric view of the castle. Surroundings 
   shows the castle in 
  the context of its location. 
  The Level buttons 
   swap between the floors of the castle. If a level isn’t 
  present, the button does nothing. 
  View buttons 
  These control your view of the current map.  
  Zoom Extents 
   shows you the whole map. 
  Zoom Window 
   lets you click two points forming a rectangle, and displays the area you 
  picked at maximum zoom. 
  Zoom In 
    halves the width of amount you see 
  Zoom Out 
    doubles the width of the amount you see. 
  Zoom Last 
   goes back to the previous view of the map. 
  Zoom Text 
   zooms to a selected text string. 
  Layers 
   allows you to hide and show certain features in the current map for example a 
  hex or square grid over the map. 
  Grid Button 
  The SMC viewer can display a grid of dots over the screen to give you an 
  idea of distances on the map without being too intrusive. This grid will not 
  print. The grid is set to an appropriate value for the scale of the map. Use 
  the grid button to toggle this grid between on and off. 
  
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  482 
  Command Prompt
  Command Prompt
  Command Prompt
  Command Prompt    
  For example, if you select Zoom 
  Window, the command prompt 
  changes to “zoom window:” You 
  can now select a point with the 
  cursor, or you can type 0,0
  0,0
  0,0
  0,0 then 
  press 
   to get an exact point. 
  Once the first point is inputted, you 
  will see the prompt change to 
  “opposite corner:” You can enter 
  the opposite corner point using 
  either input method. 
   Coordinates
  Coordinates
  Coordinates
  Coordinates    
  Click on the Tracking Indicator to 
  change the display mode:  
  T: Absolute: 
  T: Absolute: 
  T: Absolute: 
  T: Absolute: displays cursor 
  movement in absolute coordinates 
  as X and Y distances from the 
  lower left corner of the map. 
  T:@ Relative:
  T:@ Relative:
  T:@ Relative:
  T:@ Relative: displays cursor 
  movement in relative coordinates, 
  as X and Y distances from the 
  reference point. 
  T:< Polar: 
  T:< Polar: 
  T:< Polar: 
  T:< Polar: Tells the Atlas to display 
  cursor movement in polar 
  coordinates, as an angle and 
  distance from the reference point. 
   
  3D Bookmark
  3D Bookmark
  3D Bookmark
  3D Bookmark    
  This bookmark contains an 
  alphabetical list of all the 3D views 
  of all the castles. 
  Surrounding.bkm
  Surrounding.bkm
  Surrounding.bkm
  Surrounding.bkm shows all the 
  castle overviews and all.bkm
  all.bkm
  all.bkm
  all.bkm has 
  every map of all the castles in it. 
  There are also bookmark files for 
  the English and Welsh castles. 
  Command prompt 
  The Command Prompt, found at the bottom left of the screen makes 
  requests for information (like locations, angles, numeric values, etc.) it 
  needs to complete a command. Usually, you can click point, type a 
  response, right-click to accept the default value [in square brackets].  ]” If you press either 
  mouse button or 
   the previous command will repeat 
  Tracking Indicator 
   The tracking indicator is found along the 
  bottom of the screen next to the grid button. 
  It displays the coordinates of the cursor 
  location and whenever the Viewer asks you to select a point.  
  Hyperlinks to other views 
  All maps have hyperlinks like those shown here. When you move over 
  these, you will see a finger cursor 
  . Click these hyperlinks to see other 
  maps of the current castle. You can hide the hyperlinks by clicking Layers 
  then hiding the HYPERLINKS layer. 
  Hyperlinks to Information  
  Click on the compass rose on any map to open your browser and see an html file 
  with information on the current map. 
  Navigating the Maps 
  This section gives you a grand tour of the castle maps and shows you how to change the 
  view of your map then print it.  
  Using Open 
  36 Click Open 
  . 
  The step will take a couple of minutes the first time, thereafter it is very quick. 
  37 Click Browse.  
  38 Click one of the castle thumbnails. 
  Bookmarks 
  39 Click Bookmark 
  . Click the Open 
  button then select 3D.bkm from the 
  Castles folder. 
  40 Click Ballymalis3D.fcw — the first on 
  the list — and then click Open 
  Selected Entry. 
  41 Click Next Bookmark 
  . 
  The next castle in the bookmark list (Beaumaris) is now visible in 3D view. You can 
  continue to browse castles by clicking Next Bookmark 
  ., or just left or right click 
  to repeat the Next Bookmark 
   command. 
  Current Castle Buttons 
  Click Surroundings 
  , then the various Level buttons 
   to see different 
  maps of the castle — each one is a new file, or click on the map key hyperlinks. 
  Zoom Windows, Zoom Extents 
  Information Screen
  Information Screen
  Information Screen
  Information Screen    
   
  
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  Pattern Matching
  Pattern Matching
  Pattern Matching
  Pattern Matching    
  Zoom Text recognizes Windows’ 
  wild cards. Type * to match any 
  number of characters and ? to 
  match one character. If the text 
  must match exactly, put = at the 
  start of the search text to match it 
  exactly.   
  Six choices
  Six choices
  Six choices
  Six choices        
  In fact, there are three duplicated 
  choices, as CC2 Pro counts the text 
  outlines as text, too. 
  Layers dialog box
  Layers dialog box
  Layers dialog box
  Layers dialog box    
  Click on the Tracking Indicator to 
  change the display mode:  
  Status Box:
  Status Box:
  Status Box:
  Status Box: The box to the left of 
  the layer name shows the layers 
  status. If the box is blank, the layer 
  is visible. If it has an “H” in it, it is 
  hidden. You can change a layer’s 
  status by left-clicking in this box. 
  Layer Name:
  Layer Name:
  Layer Name:
  Layer Name: Different kinds of 
  maps have different layers. Most of 
  these are self-explanatory. 
  Hide All:
  Hide All:
  Hide All:
  Hide All: Hides all layers. You 
  would normally use this when a 
  map has lots of layers and you only 
  want a few to be visible. In this 
  case, hide all the layers then left 
  click on the status boXEs of the 
  layers you would like to be visible. 
  Show All:
  Show All:
  Show All:
  Show All: Makes all layers visible . 
   
  View to Print
  View to Print
  View to Print
  View to Print    
  Everything
  Everything
  Everything
  Everything: The whole map will 
  print, regardless of the current 
  view. To see what is everything in 
  CC2 Pro, click Zoom Extents 
  Zoom Extents 
  Zoom Extents 
  Zoom Extents 
  . 
  Active Window:
  Active Window:
  Active Window:
  Active Window: The current view 
  will print.  
  Named View: 
  Named View: 
  Named View: 
  Named View: If you have 
  previously saved views of the map 
  (View
  View
  View
  View menu), they will be listed 
  here.  
  Sheet: 
  Sheet: 
  Sheet: 
  Sheet: Sheets are an advanced 
  feature, detailed in CC2 Pro’s help 
  system. The normal value is 
  (Standard drawing – COMMON
  COMMON
  COMMON
  COMMON 
  sheet only). 
   
  Zoom Window and Zoom Extents will get you any view of a map. 
  42 Click Zoom Window 
  . 
  The prompt (at the bottom of the screen) reads zoom window: and the pointer changes 
  to crosshairs. 
  43 Click (don’t drag) from a point within the viewing window. 
  The prompt reads Opposite corner:. Now, when you move the mouse you see a box 
  shrink and grow. This is CC2 Pro showing you the window to which it will zoom. 
  44 Put the opposite corner of the window at the top right of the 
  island then click again. 
  CC2 Pro zooms in to the area.  
  45 Click Zoom Extents 
   to see the whole map again. 
  Zoom Text 
  46 Open Goodrich_surroundings.fcw. 
  47  Click Zoom Text 
  . Type Tower then press 
  . 
  There are six choices. 
  48 Click one of the three options. (No need to double click) 
  The Viewer zooms to your choice. 
  49 Zoom Text can also be used with pattern matching.  
  Using Layers 
  Layers are a way of hiding or showing associated features-- floor 
  detail, numbering, labels or hyperlinks, for example. The layers 
  are also hidden on your print. This can save you ink by hiding 
  extraneous items, or it can hide details you don’t want players in 
  a game to see. 
  50 Click Layers 
  . 
  You can see the Layers dialog box 
  51 Click in the box next to GRID SQUARE to remove the H. Click OK. 
  A square grid is now visible on the map. 
  Global Layer Settings 
  The layers dialog box controls the appearance of the current map. You can also force one or 
  more layers to be visible or hidden, over-riding the layer setting in each map. The Global 
  dialog box works much like the Layers dialog box, except that, as well as Hidden and 
  Visible, the layer status box next to each layer can also be grey — which means use the layer 
  setting in the drawing. 
  52 On the View menu, click Global Layer Settings. Click in the box next to GRID SQUARE 
  until it is no longer grey. 
  This layer will now be visible on every map you 
  open. 
  Printing 
  The viewer can print any view of any map either to fit 
  the page, or to a precise scale factor (e.g. 1:72 for 
  miniatures). You can also tile to create oversize prints by 
  tiling across pages. Remember that hidden layers do not 
  print. 
  
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  Scaling
  Scaling
  Scaling
  Scaling    
  Fit to page:
  Fit to page:
  Fit to page:
  Fit to page: Scales the selected 
  view to best fit your paper size and 
  orientation. 
  Scale factor:
  Scale factor:
  Scale factor:
  Scale factor: Paper distance refers 
  to the printed size on your paper. 
  Drawing distance refers to 
  distances as measured from the 
  drawing. 
  To measure distances in the 
  drawing, click Info menu >> 
  Info menu >> 
  Info menu >> 
  Info menu >> 
  Distance
  Distance
  Distance
  Distance and then pick two points 
  between which to measure. 
   
   Find In Files Options
  Find In Files Options
  Find In Files Options
  Find In Files Options    
  You can use the wildcards 
  mentioned in the Pattern Matching 
  sidebar on page 435. 
  Also
  Also
  Also
  Also: And/Or: You can further 
  refine your search by adding an 
  additional search string. To do so, 
  check the Also box, then specify 
  whether the additional criteria is 
  And or Or. If And is selected, a 
  search will yield results that 
  contain both the first text and the 
  second text. If Or is selected, a 
  search will yield results that 
  contain either the first text or the 
  second text. 
  Bookmark Options
  Bookmark Options
  Bookmark Options
  Bookmark Options    
  Add Current
  Add Current
  Add Current
  Add Current: Adds the current 
  drawing to the end of the list. 
  Add Sele
  Add Sele
  Add Sele
  Add Selectctctct: Adds a map you 
  choose. 
  Add Search
  Add Search
  Add Search
  Add Search: Lets you search and 
  add files to the list. 
  Move Up and Down
  Move Up and Down
  Move Up and Down
  Move Up and Down:: Moves the 
  highlighted file up or down one . 
  Delete
  Delete
  Delete
  Delete: Removes an entry. This 
  does not delete the file. 
  53 On the File toolbar click Print 
  . 
  You see the Print Drawing dialog box, which has five sections — Printer, View to 
  print, Scaling, Tiling and Options.  
  Printing Without Worrying About Options 
  The Print dialog box gives you a great deal of control about how the printed map will look, 
  but with that control comes options. If you want to print the entire map, these are the 
  settings you want: 
  • 
  View to print 
  Everything 
  • 
  Scaling 
  Fit to page 
  • 
  Tiling 
  # Horiz = 1, # Vert = 1 
  • 
  Print White as Black 
  Not checked  
  • 
  Portrait or Landscape 
  As appropriate 
  Then click OK. 
  Printing Using the Options 
  54 Select the View to print. Normally you want either everything or the current view. If 
  you have created named views under the View menu, you can select these as the view 
  to print.  
  55 Select the Scaling you would like. If you set the Paper Distance to 1” and Drawing 
  Distance to 10’, then 1” on your paper will be 10’ on the map. 
  Units in all the maps are in feet. Use the ” symbol to represent inches, and the ‘ 
  symbol (or nothing) to represent feet. 
  56 Select the number of pages for print Tiling. The viewer can create oversized prints by 
  tiling across more than one sheet of paper. When you select print tiling, it’s important to 
  use print preview to check what the drawing will look like. You could find yourself using 
  up loads of paper! Set the Overlap % to around 5% to makes it easier to tape the printed 
  sheets together. 
  Bookmarks, Indexes and Information 
  With the Viewer, you can create and use lists of associated files, search all the maps for a 
  text string, or view information and images of any castle. It’s pretty straightforward. 
  Searching the Files 
  57 Click Find in Files 
  . 
  58 In the Search for this Text box, type Barbican. 
  The Viewer finds all files that contain a phrase with the 
  word “Barbican” in them, and lists the results in the 
  bookmark window. 
  59 On the Bookmark dialog box, click Save As and save the 
  results of the search. 
  60 Click Open Selected Entry to open conwy1.fcw 
  61 Click Next Bookmark 
   and Previous Bookmark 
   to 
  browse the other files. Click Zoom Text 
   to find the 
  word “Barbican” on each map. 
  Reindexing the Maps 
  The Viewer’s Find in Files utility looks in an index file 
  rather than searching the files directly. If you 
  change the maps by adding Map Notes (see below), 
  
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  Other Data
  Other Data
  Other Data
  Other Data    
  The Info
  Info
  Info
  Info menu also lets you find 
  out: 
  -The coordinate
  coordinate
  coordinate
  coordinate of a point. Click 
  Coordinate
  Coordinate
  Coordinate
  Coordinate, click a point. 
  -The length along
  length along
  length along
  length along an entity, or a 
  section of one. On the Info
  Info
  Info
  Info menu, 
  click Length Along
  Length Along
  Length Along
  Length Along Click the edge 
  of an entity in the drawing.  Either 
  right click to find the total length 
  of the entity, or click another point 
  to get the distance between the 
  two points. 
  Save the Drawing
  Save the Drawing
  Save the Drawing
  Save the Drawing    
  Remember to save the drawing 
  after you’ve added notes – the 
  Viewer will not remind you . See 
  the sidebar on page 433 for the 
  reason. 
  or editing the maps in CC2 Pro, you’ll need to reindex the maps. On the Go menu, click 
  Reindex. 
  Getting Information 
  You can find distances, areas and other data in your maps, or read historical descriptions 
  and game information about each castle. 
  Finding Distances 
  62 On the Info menu, click Distance. 
  63 Click two points. 
  The viewer gives you the distance between the points in feet. 
  Finding Areas 
  64 On the Info menu, click Area. 
  The prompt reads 1st Point [select an entity]: 
  65 Click points around the area you want to measure and right click to finish. 
  You can see the area, measured in square feet. 
  66 Click. This repeats the Area command. Right click to accept the option in square 
  brackets (select an entity) 
  67 Click the edge of any area.  
  You can see the area, measured in square feet. 
  Getting Information 
  68 On any map, click Information 
  , or click the compass rose. 
  Your browser opens, and you can view images and information about the castles. You can 
  also open new instances of the Viewer from within the information files, viewing related 
  maps. 
  Adding Map Notes 
  You can add text notes to any drawing. Each note has a name, and more than one note can 
  be contained in any drawing. Each set of named notes is saved with the drawing and can 
  be viewed or edited after the drawing is loaded. These notes can be searched using Find In 
  Files 
  . 
  69 On the Info menu, click Notes. 
  70 Click New. Type a name for your note. 
  Type in (or paste) the information or search 
  terms you want to add. 
  71 To view a note, highlight it, then click OK. 
  72 Now click 
  . You can print or save the 
  note as a text file 
  Using Castle Designer Pro 
  Castle Designer Pro is our name for the editing and map creation facilities that SMC adds to 
  CC2 Pro. First, we’ll give you a quick run down on finding your way around the castles in 
  CC2 Pro, then we’ll move show you how to create and edit maps. 
  Viewing the Castle Maps 
  The castle floorplans are found in the Castles folder of CC2 Pro. You view them using Open, 
  then Browse, or click Bookmark and choose one of the bookmark files in the folder.  
  
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  Can’t see a toolbar?
  Can’t see a toolbar?
  Can’t see a toolbar?
  Can’t see a toolbar?    
  If you can’t see it, select Tools 
   and ensure that File 
  File 
  File 
  File toolbar    is 
  ticked.  
  Castle Symbols
  Castle Symbols
  Castle Symbols
  Castle Symbols    
  The Wall catalog includes new 
  connecting symbols – choose a 
  tower, and you’ll be able to start 
  drawing outer walls straight away. 
  Click points, and it will leave a 
  tower at each corner. 
  The Siege
  Siege
  Siege
  Siege catalog includes 
  connecting siege work trenches, 
  too. The t-junctions and crossroads 
  will align to the connected 
  trenches. 
  Draw
  Draw
  Draw
  Draw    
  This tutorial assumes you have a 
  very good understanding of CC2 
  Pro. 
  Hyperlinks to other views 
  All maps have hyperlinks like those shown here. When you move over these, you can see a 
  finger cursor 
  . Click these hyperlinks to see other maps of the current castle. You can hide  
  the hyperlinks by clicking Layers then hiding the HYPERLINKS layer. 
  Hyperlinks to Information 
  Click on the compass rose on any map to open your browser and see an html file with 
  information on the current map. 
  Getting to Castle Designer Pro 
  1 
  Start CC2 Pro. 
  2 
  Click the SMC 
   on the File toolbar. 
  You can now see the Castle Designer Pro interface. 
  The Castle Designer Pro Toolbar 
   
  Default Water 
  Default Contours 
  Default Wall 
  Default Forest 
  Default Construction lines 
  Default Grass 
  Default Floor 
  Castle drawing tools 
  Castle symbol settings 
   
  Toggle symbol style 
  Left click to choose the most commonly used option; right click to see other tools. For 
  example, right click Default Floor to see a selection of castle floor drawing tools. 
  The Castle Designer Pro Symbol Toolbar 
  The Symbol Toolbar lets you load castle symbols into the 
  catalog window. Click on a button to open a symbol catalog. 
  Drawing a Castle  
  Let’s draw a small castle on a hill. 
  The First Level 
  1 
  Click New 
    
  You will see a selection of templates, including those for surroundings and floorplans. 
  2 
  Open a new drawing based on the template ‘Castle Floorplan 120x160’. 
  3 
  On the layer CONSTRUCTION draw the basic layout of your castle. [See the tutorial 
  CastleE01.fcw in the Tutorials>Essentials>Castles folder.] 
  4 
  Use Offset (OFFSET1) on the inside of the construction lines to create 
  walls of the appropriate thickness. We’ll be using 3’ wide walls 
  throughout this example. [See CastlesE02.fcw] 
  5 
  With the various trim commands (Break, Trim To Entity, etc.) and 
  Combine Paths create closed polygons or multipolies for each of 
  your buildings, towers and wall sections. 
   As an example let us use the two rectangles forming the building adjoining the 
  round tower [See CastlesE03.fcw]: 
  Draw Tools
  Draw Tools
  Draw Tools
  Draw Tools    
  Default Water
  Default Water
  Default Water
  Default Water, Forest
  Forest
  Forest
  Forest, Contours
  Contours
  Contours
  Contours 
  and Grass
  Grass
  Grass
  Grass are used for the castle 
  surroundings. 
  Constructions lines, Floors and 
  Walls are used for floor plans. 
   
  
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   Use Break (BREAK) on each of the rectangles, marking the break points with the 
  help of the Intersection modifier (F6). [See CastlesE04.fcw] 
   Use Combine Paths (CMB) to connect to the remaining parts of the rectangles and 
  close the resulting entity (EDIT). [See CastlesE05.fcw] 
  6 
  Copy all entities to the layer WALLS then hide and freeze the layer CONSTRUCTION. 
  Change all entities to color black (0) and fill style Solid. Draw some interior walls for 
  your castle. [See CastlesE06.fcw] 
  7 
  With the drawing tool Castles Doorstep, (grey) draw the spaces for the exits and 
  entries to your castle over walls. Add door symbols to these doorsteps.  [See 
  CastlesE07.fcw] 
  8 
  Using the drawing tool “Castle Floor, Tiles S Grey” create a floor for your castle 
  buildings. Use Send Behind to bring it behind the walls. 
  Draw a floor for the courtyard with the tool “Castle Floor, Dust Brown”. [See 
  CastlesE08.fcw] 
  9 
  The drawing tool ”Castles Window Sill, Grey” lets you easily add some windows 
  and/or arrow slits to the walls. Do so and also add some stairs to connect the different 
  levels. Add furniture and other symbols to taste.  
  10 Save your drawing. 
  11 Congratulations. The first castle level is done. [See CastlesE09.fcw] 
  The Second Level 
  12 Save the drawing again under a different name (e.g. Level2). This will be our second 
  level. 
  In the tutorial castle, I have removed some parts, added a few windows and 
  doorsteps and replaced the “up” stairs with their “down” counterparts. [See 
  CastlesE10.fcw] 
  13 Add a different floor to the rectangular building to show that it is open to the sky, e.g. 
  with the Castle Paving, Grey tool.  
  14 Change the 2nd color of the rectangular building’s walls and of 
  the connecting walls to the towers to color 248. Add stairs leading 
  to the 3rd Level. [See CastlesE11.fcw] 
  15 Save the drawing. 
  The Third Level 
  16 Save your map again. This time save it under a new name (e.g. 
  Level3). Delete everything but the round tower walls, its windows, its floor and the 
  upward leading stairs. [See CastlesE12.fcw] 
  17 Show the layer CONSTRUCTION and use the outline of the rectangular tower to draw a 
  roof.  
  18 Add windows to the round tower as required. [See CastlesE13.fcw] 
  19 Save the drawing. 
  Congratulations. The floorplans for your castle are complete. We 
  will continue with a map of the castle’s surroundings. 
  The Map of the Surroundings 
  From now on we will often be copying map parts via the clipboard.  
  20 Start a new map based on the template “Castle Surroundings 120x160.” 
  Second Level
  Second Level
  Second Level
  Second Level    
  If your second level will be quite 
  similar to the previous one, simply 
  erase all the stuff that changes and 
  keep the rest.  
  If it is very different, it might better 
  to erase everything but the 
  CONSTRUCTION
  CONSTRUCTION
  CONSTRUCTION
  CONSTRUCTION layer and redo 
  the level starting from step 6 of the 
  First Level. 
  Change Color
  Change Color
  Change Color
  Change Color    
  This way we show that we are 
  looking at the top of the wall and 
  not at its cross-section. 
  Draw
  Draw
  Draw
  Draw    
  The CC2 House Command is handy 
  for this. 
  Exits and Entries
  Exits and Entries
  Exits and Entries
  Exits and Entries    
  In this simple example, we will not 
  create true breaks in the outer 
  walls, but will create “doorsteps” 
  instead. 
  For interior doors you can use 
  cutting doors from the DD2 Wall 
  Features catalog. 
   
  Clipboard
  Clipboard
  Clipboard
  Clipboard    
  For this to work correctly you need 
  to open two instances of CC2. Just 
  start CC2 twice and open different 
  maps each time. You can easily 
  switch between the two 
  applications by clicking on your 
  Windows toolbar or by pressing 
  alt-tab. 
  Copy
  Copy
  Copy
  Copy    
  Use significant points and an 
  appropriate modifiers (e.g. 
  Endpoint or Center) to place the 
  copies exactly on top of the 
  construction lines. 
  
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  21 Open a second instance of CC2 Pro then open the first level of your 
  castle. 
  22 Using the Copy to Clipboard and Paste commands copy all entities 
  on the layer CONSTRUCTION from the floorplan map over to the 
  new one. Place the copies where you want your castle to be on the 
  surroundings map. [See CastlesE14.fcw] 
  23 Open the second level floorplan in your second instance of CC2 Pro. 
  24 Copy the parts visible from above (i.e. the connecting walls and the roof of the 
  rectangular building) to the surroundings map. [See CastlesE15.fcw] 
  25 Open the third and final level floorplan in your second instance of CC2 Pro. 
  26 Copy the roof of the rectangular tower into the surroundings map. 
  [See CastlesE16.fcw] 
  27 Change the layer to CONSTRUCTION and the drawing color to 7. 
  28 Draw an 8-sided regular polygon on top of the round tower so that 
  the tower’s outline is completely covered. [See CastlesE17.fcw] 
  29 Using the regular polygon as a guide, draw a roof for the round 
  tower.  [See CastlesE18.fcw] 
  30 With the drawing tool “Castle Contour 0” draw a green background to your map.  
  Send the green background to the back. 
  31 Using the additional contour drawing tools (Castle Contour x) 
  create a hill underneath your castle. [See CastlesE19.fcw] 
  32 Add a few more details to the surroundings map, e.g. a dirt floor for 
  the courtyard, a path leading up to the castle 
  and some trees. [See CastlesE20.fcw] 
  That is our surroundings map of the castle. Let’s 
  move on to the 3d view now.  
  3d View 
  33 Start a new map based on the template “Castle 
  Isometric 120x160”. 
  34 Open a second instance of CC2 Pro then load 
  the 
  surroundings map. 
  35 Copy the layer RELIEF/CONTOUR over to the new isometric map. Use 0,0 both as 
  reference and insertion point.  
  36 Activate the Perspectives Pro menu and use “3d Projection” (IPROJ) 
  to project the contours onto the isometric map. 
  37 Erase the unprojected contours. [See CastlesE21.fcw] 
  38 Move all contours except the lowest one 10 feet in y direction  
  Do the same again, (select by Prior) but leave out the second lowest contour (the 
  lowest one of those you have moved).  Repeat until you have 
  moved the highest contour on its own. Your contours should now 
  look like the approximation of a hill. [See CastlesE22.fcw] 
  39 Use “Smooth To Straight” on all contours. This makes further work 
  with them much easier. [See CastlesE24.fcw] 
  40 Copy the layer CONSTRUCTION from the surroundings map into the 
  isometric one. Use 0,0 for both reference and insertion point. 
  Draw
  Draw
  Draw
  Draw    
  Again the City Designer Pro house 
  command is very useful for this. 
  You can use one of the Castle 
  house styles that are added to that 
  command with “Castles!” 
  3d View
  3d View
  3d View
  3d View    
  Note that you need Perspectives 
  Pro to follow this tutorial. 
  Copy
  Copy
  Copy
  Copy    
  Use significant points and an 
  appropriate modifiers (e.g. 
  Endpoint or Center) to place the 
  copies exactly on top of the 
  construction lines. 
  Move
  Move
  Move
  Move    
  You can use the grid or type in the 
  coordinates “@0,10”.  
  Note how many times we moved 
  the highest contour. In this 
  example it was four times or 40 
  feet in total. We will need this 
  number later. 
  Further Work
  Further Work
  Further Work
  Further Work    
  You can make the illusion of an 
  actual hill much more convincing 
  by inserting nodes into the contour 
  polygons at the left and right edges 
  of the hill and connecting these 
  nodes to the next higher contour. 
  You can use Endpoint, Attach 
  mode to make this easier. [See 
  CastlesE23.fcw] 
  
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  41 Use 3d Projection (IPROJ) to project the construction lines. Use 0,0 for both Iso view 
  origin and insertion point. 
  42 Erase the unprojected construction lines. 
  43 Move the construction entities 40 feet in y direction to bring them 
  on top of the hill (remember that we moved the topmost contour by 
  that distance.) [See CastlesE25.fcw] 
  44 Hide the layers RELIEF/CONTOUR and MAP BORDER. They will just get in the way for 
  the following.  
  45 Set the CONSTRUCTION layer as current. 
  Explode any multipolies on the construction layer, set the Perspective 
  settings to “Castle, Simple Grey” then Extrude the outer construction 
  circle of the round tower. Give it a height of 45’.  [See CastlesE26.fcw] 
  46 Change the Perspective Settings to “Castle, Simple Grey Paving top” 
  and draw a 3D Polygon along the outline of the rectangular building. 
  Give it a height of 15’. 
  47 Move the construction lines for the rectangular building 15’ vertically 
  upwards. 
  48 Change the Perspective settings back to “Castle, Simple Grey” then draw 
  battlements (a low 3d polygon) along the top of the building using the 
  construction lines as a guide. Do not draw “behind” the round tower. [See 
  CastlesE28.fcw] 
  49 Extrude the connecting walls by 20’ and the square tower by 30’. [See 
  CastlesE29.fcw] 
  50 From the “Walls” catalog in the Symbols>Perspectives>Castles folder, place an 
  octagonal roof on top of the round tower and a square one on the square tower. 
  51  Add windows and doors from the Perspectives Pro or Castles! “Wall Features” 
  catalogs to the castle. 
  52 Show all layers then erase everything on the layer CONSTRUCTION. [See 
  CastlesE30.fcw] 
  53 Add the road leading up to the castle and some trees and then you are 
  finished. Well, except for labeling and linking the maps, but that is not 
  covered in this tutorial. [See CastlesE31.fcw] 
   
   
  Draw
  Draw
  Draw
  Draw    
  Be sure NOT to draw “behind” the 
  round tower or the whole thing will 
  look wrong. You can use the 
  Intersection modifier (
  ) to 
  accurately draw the polygon up to 
  the round tower walls. [See 
  CastlesE27.fcw] 
  
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  490 
   Source Maps: World War 2 Interactive Atlas 
  The WW2IA Viewer 
  If you are using WW2IA as a stand-alon product, see The SMC Viewer on page 480. This 
  covers most of the viewer features. The only button not covered in the SMC Viewer section 
  is Parent 
  , which takes you from a detailed map to the next largest map. For example, if 
  you were viewing Dieppe, Parent would take you to Eastern Europe. 
  Take a look at the WW2IA manual in the Documents folder of your WW2IA installation 
  folder for more information. 
  The World War 2 Add-on 
  The WW2IA adds new capabilities to CC2 Pro. These additions are covered here. 
  Documentation for the viewing features is covered in the documentation included with the 
  Atlas, CC2 Pro includes all.  If you have CC2 Pro, you can edit Atlas maps, create your own 
  unit counters and create maps from scratch.  
  Starting the WW2 Add-on 
  54 Start CC2 Pro. 
  55 From the top toolbar, click World War 2 
  . 
  WW2 Add-on features 
  WW2 specialized mapping commands are found on 
  the WWII menu and on the left toolbars.  
  A click on a toolbar button gives you the default 
  value, a right click gives other choices.  
  Unit Arrows 
  Current Arrow (left click): Adds a unit movement 
  arrow to your drawing, with the current settings. Click a start point (the base of the arrow), 
  click more points, then right click. You can add arrows to existing arrows.   
  Arrow dialog box (right click) opens the Unit Arrow settings dialog. 
  The Unit Arrow settings dialog allows you to 
  configure parameters for drawing arrows: 
  • 
  Width is the width, in drawing units, of the 
  arrow’s base 
  • 
  Angle is the angle of the arrow’s sweep, if 
  Swept styles are selected 
  • 
  Color is the color the arrow will be drawn 
  with.  Click this box to open CC2 Pro’s color 
  dialog 
  • 
  Fill Style lists all available fill styles existing 
  within the current template.  Arrows will be 
  drawn using the selected fill style 
  • 
  Layer is the layer to which the arrow will be 
  drawn.  *current settings* indicates the arrow will be drawn to the current working layer 
  • 
  Check the Outline box to draw arrows which have outlines.  The outline colour box 
  indicates the color with which the outline will be drawn—. Click the box to open CC2 Pro’s 
  color dialog 
  • 
  The Arrow Head settings allow you to set the length and width of the arrow’s head in 
  relation to the width of its base 
  • 
  The Style options allow you to specify flat or swept styles for the arrow’s base and head 
  Toolbar
  Toolbar
  Toolbar
  Toolbar    
  If you can’t see this button, on the 
  View
  View
  View
  View menu, click Screen Tools
  Screen Tools
  Screen Tools
  Screen Tools, 
  then click File toolbar
   File toolbar
   File toolbar
   File toolbar. 
   
  Buttons
  Buttons
  Buttons
  Buttons    
  Most of these buttons you have 
  encountered in the CC2 Pro 
  manual. The others are described 
  here. 
   
  Add Arrows
  Add Arrows
  Add Arrows
  Add Arrows    
  Press 
   then choose a start point 
  on an existing arrow to do this. 
   
  Parameters
  Parameters
  Parameters
  Parameters    
  By default, unit movement arrows 
  in the Atlas are not outlined, have 
  a color matching the national 
  origin of the units to which  the 
  arrow pertain, and have both head 
  and base swept to 45°. 
  
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  491 
  Symbol Catalogs 
  The buttons 
   indicate the three catalogs available with the Atlas--flags, WWII 
  units and NATO APP-6 counters. Click on a button to open its corresponding catalog. You 
  can also access these by clicking on the symbol toolbar.  
   
  Creating APP-6 NATO counters 
  56 Click New 
   
  57 Click the Unit Counter Maker template. 
  58 Click Nato App 6 Unit symbols 
  . 
  59 Add symbols from the catalog. Place them in the center of the template. They will be 
  positioned around the center according to NATO App-6 specs. 
  60 You may be asked to supply text info; for example, unit names; type it in. 
  61 When you have finished, copy the counter to the clipboard, and paste it into another 
  map, or add it to a symbol catalog. 
   
   
   
  
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  492 
  Symbol Set 1: Fantasy Overland 
  The overland symbol set contains two new symbol styles: “Fantasy” and “Hand Drawn”. The 
  Hand Drawn style comes in three subtypes: varicolor line only, color filled and varicolor 
  filled (parts of varicolor symbols adopt the current color). Add these new styles to CC2 Pro’s 
  existing overland style and you’ve got five styles to use. 
  Click CC2 Pro 
   to load the Overland menu system. Click Symbol Style Toggle 
   on the 
  left toolbar to cycle between each symbol style. Each time you click you will see the next 
  style of symbol load in the symbol catalog window. 
  Click the symbol buttons to select an appropriate symbol catalog from the currently selected 
  style. Right click Symbol Style Toggle 
    to choose one of the new symbol styles from a 
  menu. 
  Symbol Set 1 Example 1 
  Master Mapper Ralf Schemmann has created a set of drawing tools which match the color 
  scheme of the Symbol Set 1 symbols. To create a map using these drawing tools, take the 
  following steps. This example assumes you know how to use CC2 Pro.  
  1 
  Start a new map based on the template RS 800x600.fct. You 
  can resize this template and change the appearance of the 
  border, but be sure to read the Map Border sidebar on page 60  
  first. You'll be completely covering up the background with 
  contours, so the template has no background. 
  Note that there is an area - a style palette - marked 
  Drawing Tools. You can click on any of the colored boxes 
  on this key to use the custom drawing tools. You can also 
  access these drawing tools by clicking All Map Drawing 
  Tools 
  , or right clicking on any of the overland drawing 
  tools buttons. You may find it easier to uncheck the "Display 
  Sample" tick box when doing this. The drawing tools are 
  include "RS" at the end, eg Map Contour, RS 00. 
  Adding Sea 
  2 
  Click the Sea Contours area in the style palette.  
  You can see a bunch of new contour settings, for example Map Contour, RS -7.  
  3 
  Draw the contours, by zooming in and clicking points. Starting with the lowest level of 
  sea and working up til you are ready to add the land. 
  These drawing tools have a weak fractalization, and Ralf does many clicks by hand when 
  creating his maps, as he finds it gives the most pleasing result. It combines a slight 
  randomness with a human eye. Obviously, this is more time consuming, but the results are 
  worth it.  
  Adding Land 
  4 
  Click Land on the style palette. Zoom in close and start clicking points for the land, If 
  your whole map is land, then you can miss this step out, and just draw contours. 
  This tool adds a dark green area representing the lowest land contour on the 
  RELIEF/CONTOURS layer, and a blue outline on the COAST/SEA layer. 
  Cycle
  Cycle
  Cycle
  Cycle    
  The sequence is: 
  Normal Filled 
  Fantasy 
  Hand Drawn Line Only 
  Hand Drawn Filled  
  Hand Drawn Varicolor 
  Style Palette
  Style Palette
  Style Palette
  Style Palette    
  The style palette has hotspots 
  which activate drawing tools. Click 
  in a box to start a drawing tool. 
  • Hotpsots are only active when 
  there is no current command, so 
  you  can't cancel a current 
  command when using a style 
  palette. If youmove over a box 
  and don't see the hand cursor 
  when you move over the area, 
  it's probably because you are in 
  the middle of another command. 
  Right click until the command is 
  cancelled, then select the 
  drawing tool. 
  • If you use the drawing tools on a 
  style palette frequently, you 
  might find it easier to add new 
  buttons to the toolbars, 
  activating your styles. 
  • Click Show Hyperlinks
  Show Hyperlinks
  Show Hyperlinks
  Show Hyperlinks on the 
  Draw 
  Draw 
  Draw 
  Draw menu to see how these 
  work. Click Edit and click a box 
  edge to edit the hotspot text. 
  Weak Fractalization
  Weak Fractalization
  Weak Fractalization
  Weak Fractalization    
  By this we mean a depth of 1 or 2, 
  and a strength of less than 30% 
  You can experiment by select All 
  All 
  All 
  All 
  Map Drawing Tools
  Map Drawing Tools
  Map Drawing Tools
  Map Drawing Tools, clicking 
  Advanced and selecting a drawing 
  tool. Click the Options button to 
  see and change the fractal settings. 
  Increase these setting if you want 
  to draw maps more quickly, but 
  have less control. 
  
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  493 
  5 
  Click Land Contours, on the style palette and carefully add the land contours. They tan 
  colored areas will later by used as a background to mountain symbols. 
  Filling up the Land 
  6 
  Click Inland Water on the style palette to add lakes, then add Desert. 
  7 
  Add the backgrounds for your large forested areas using Confierous and Deciduous 
  tools. Don't do this where you are going to put just a few free standing trees — only 
  larger areas should have a background. 
  8 
  Next, add Rivers, large and small, then Roads. You could leave roads until you've added 
  structures symbols, later.  
  Your map might now look like this: 
   
  Symbols 
  Use a symbol scale of 1/1000 of the greatest dimension of the template. In this case, that's 
  0.8. This is just a guideline — it's designed to make the symbols the right size on a standard 
  print out. You can vary it up or down by a factor of two depending on the final paper size 
  and the use to which you put your map. 
  
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  494 
  9 
  Add the mountains and foothills symbols within the color 
  45 (tan) border.  
  10 Add the coniferous and deciduous forests within the areas 
  you draw earlier, perhaps allowing a little of the color to 
  show through. 
  You can add other symbols just as you would on any other 
  overland map. Ralf has created a Dark Fantasy symbol set to 
  supplement Symbol Set 2 which fits in nicely with maps like 
  these. See his mapsandmore.com website for more information. 
  Thain 
  Thain 
  Thain 
  Thain     
  This example was created using  
  Symbol Set 1 and the drawing tools 
  described on page 492 
  Cartography by Ralf Schemmann, 
  based on design by the Thain 
  Bulider Team. 
  
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  Symbol Set 2: Fantasy Floorplans 
  Symbol set 2 is designed for use with floorplans, so we’ve integrated it into the DD Pro 
  interface. 
  If you have DD Pro 
  1 
  Click 
   DD Pro to load the DD Pro menu system, 
  2 
  Right-click Symbol Style Toggle 
   to see the new symbol styles.  
  The new styles start Fantasy and Handdrawn. 
  3 
  Select one from the menu. 
  4 
  Choose your symbol catalogs by selecting from the DD Pro symbol toolbar, or clicking 
  Symbol Settings. 
   
  If you don’t have DD Pro 
  Click the 
   button above the symbol catalog window and then navigate to the 
  appropriate CC2 Pro subfolder. For example, with CC2 Pro in C:\CC2: 
  C:\CC2\Symbols\Skirmish            
   
  The new skirmish symbols 
  C:\CC2\Symbols\Dungeons\Fantasy    
  The new fantasy style 
  C:\CC2\Symbols\Dungeons\Handdrawn  
  The new hand drawn style 
  C:\CC2\Symbols\Dungeons\HDMono     
  Mono version of hand drawn style 
  C:\CC2\Symbols\Dungeons\HDVari     
  Varicolor version of hand drawn style 
  
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  Symbol Set 3: Modern 
  Symbol Set3 does a lot more than provide 
  symbols; it gives you new drawing tools and 
  templates on which to put them. If you know 
  how to use drawing tools (see page 25) and start new maps, these new features are very 
  straightforward to use.  
  To use Symbol Set 3, start CC2 Pro as normal then click the new SS3 button. 
  Modern Overland maps 
  1 
  To start a modern overland map, click New 
   then select Modern Overland. Choose a 
  suitably sized template  
  2 
  Click Modern Overland Tools 
   to see the modern overland tools.  
  The mapping buttons in SS3’s menu have modern features and styles, such as 
  highways and railways. These tools only work with Modern Overland templates, 
  which are configured with the necessary styles. 
  3 
  Click Overland Mapping 
   from the Symbol toolbar to select the overland mapping 
  symbols. 
  Modern Floorplans 
  1 
  To start a modern floorplan map, click New 
   then select Modern Floorplan. 
  2 
  Click Modern Floorplan Tools 
   to use the floorplan drawing tools. You can also use 
  tools from DD Pro and CD Pro to create building outlines.  CD Pro and to a lesser extent 
  DD Pro have symbols useful for including on moden maps. 
  3 
  Choose symbol catalogs using these buttons on the Symbol toolbar. 
  All but the far right one are for floorplans.
   
  
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  * indicates the drawing is available in the Examples>Tome folder      † indicates that a symbol catalog is available in the Symbols>Tome folder 
   
  497 
  Appendix A- Illustrations
  A Map of Thain by Ralf Schemmann 6 
  Analorn Prison by Matthew Lynn*† 11 
  Wall Test by Morgan Olden* 14 
  Toll-Gate Cottage by Allyn Bowker 15 
  The Northland by Allyn Bowker 23 
  Earth Lodge by Allyn Bowker* 29 
  Tower Bridge by Steve Davies* 49 
  Caer Bruin by Ralf Schemmann* 49 
  Edewin’s Hut by Grimur Fjeldsted* 54 
  Kuslik (city view)by Ralf Schemmann 55 
  Elements by Ralf Schemmann* 59 
  Deacon Light by Morgan Olden 63 
  Church of the Holy Redeemer by Allyn Bowker 96 
  The Known Oceans by Allyn Bowker 97 
  Cornwall by Allyn Bowker 110 
  The River Gwenfrew by Allyn Bowker 111 
  Kuslik (borough view) by Ralf Schemmann 120 
  Jian Tei by Ralf Schemmann 121 
  Jhendor, Topographical by Ralf Schemmann* 160 
  Bronze Age Stone Circle by Ralf Schemmann 161 
  Gaia Looking World by Dr Erin Smale* 161 
  Shield by Linda Kekumu* 165 
  Kuslik (building function view) by Ralf Schemmann 167 
  The Keep of Lord Rufus by Morgan Olden 169 
  The Highlands by Ralf Schemmann* 172 
  Point Est by S. Domas 173 
  World Map from Profantasy 176 
  Herebin’s Neighborhood by Ken Snellings* 177 
  Tower Castle by Ralf Schemmann 179 
  Buzzard’s Cove by Allyn Bowker 188 
  Nora’s Tower by Tony Marker 189 
  Wona’Lee by Allyn Bowker 193 
  Ancestharrow by Grimur Fjeldsted* 194 
  Settlement of Llyr by Allyn Bowker 197 
  Mindarth Theatre by Matthew Lynn* 201 
  Wolf Ship by Ralf Schemmann* 211 
  Wizard’s Lair by Matthew Lynn 215 
  Gypsy Vardo by Allyn Bowker 217 
  The Grist Mill by Linda Kekumu† 219 
  Griffinton by Tony Marker 231 
  Light Fixture symbol by Allyn Bowker 236 
  Boston 1842 by Allyn Bowker 237 
  Darkdown by Allyn Bowker 243 
  Cold Iron by Linda Kekumu† 245 
  Waleska by Ralf Schemmann 253 
  Ari’s Neighborhood by Allyn Bowker 256 
  SS Brilliant by Kevin Thomas 257 
  Row of Shops by Peter Vernon* 259 
  Malvin by Ralf Schemmann* 261 
  Community Law Centre by Stuart Hunter 263 
  The Rock in Greenbryr by Tony Marker 265 
  Ruins of the Hidden Temple by Allyn Bowker 270 
  Earlsdale by Grimur Fjeldsted 273 
  Cave Workshop by Mark Warreb 275 
  Kasserine Pass by Ian Malcomson 291 
  Little Ursted by Leo Sutherland 301 
  Hermach by Colin Beaver 302 
  Tol Aphadrim-Nedi Gal  by Francois Gervais 311 
  Sword & Vine cartouche by Allyn Bowker 314 
  Serlby by Christopher Golden 315 
  Rauxes by Douglas J. Behringer 319 
  Adventurer’s Guild by Grimur Fjeldsted* 329 
  Two Party Dungeon by Linda Kekumu*† 343 
  Treasure Map by Mark Warren 346 
  Old Map by Allyn Bowker 347 
  Scaum Valley by Colin Beaver 349 
  Lady’s Best Friend and Spike’s House by Sheila J. Lester 353 
  Grenia by Steven Kohler 361 
  Ardraena by Mike Schmitz 364 
  The Estrella d’Oro by Peter Laubender 365 
  Division of Berlin, July 1945 by Ian Malcomson 366 
  Great Britain by Colin Beaver 369 
  Ulder by Chris Heismann 371 
  Llannaid by Ralf Schemmann 377 
  Cartouche by Linda Kekumu* 379 
  Concentric Castle by Ralf Schemmann 383 
  Gwynnin by Ralf Schemmann 385 
  Sage’s Tower by Ralf Schemmann 403 
  Laxton Abbey by Ross Henton 409 
  Draped Cartouche by Allyn Bowker 415 
  Ironwulf’s Rustic House by Steve Sorton 423 
  Southern March by Allyn Bowker 427 
  Kansliet by Jonas Eckerman 431 
  Green Lady by Allyn Bowker* 448 
  Cottage on the Point by Allyn Bowker 461 
  Modern Cornby and Glenhallow by Ralf Schemmann 469 
  Blue Sword Inn by Ralf Schemmann 473 
  Temple of Clangeddin a from Profantasy 477 
  The Jaw Peninsular from Profantasy 478 
  Thain 494 
  
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  Appendix B – Material Included with the Tome 
  The Tome includes many support files including symbols, bitmaps, templates, example maps and a command 
  reference. These are detailed here.  
  Getting the material 
  If you have purchased a printed copy of the Tome from a store, go to the ProFantasy Software website at 
  http://www.profantasy.com and register  your copy. You canthen download this material and the latest PDF for free. If 
  the download is too large, or you don’t have internet access, please write to the address on the first page of the 
  manual. Include your serial number, name and address, and we’ll send you a CD. 
  Bitmaps 
  Several new parchment and paper bitmaps are included in the CC2/Bitmaps/Tiles and the 
  CC2/Bitmaps/Tiles/Tome folders. These are new, never before released bitmaps to use as backgrounds for your 
  maps. 
  Command Reference 
  Available in the CC2/Documents folder, this reference comes in three versions--PDF , comma delimted and Excel® 
  spreadsheet. The reference is a complete list of all supported commands in CC2 Pro, its add-ons and accessories. If you 
  have Excel® or a spreadsheet viewer, you can sort the list as you require. You could also import the data into a 
  database from the csv file, as well. 
   
  Mini Style Pack - Sudbury 
  This is a preview of the upcoming Style Packs. The Style Packs will give you all the components necessary to create a 
  map in the featured style. The Sudbury Mini Pack is a preview version and includes: 
  • 
  7 drawing tools found in the CC2/System/Drawing Tools folder. These tools are accessed through a clickable 
  link on the Sudbury Templates. 
  • 
  1 Sudbury Hints and Tips PDF found in the CC2/Documents folder and accessed through a clickable link on 
  the Sudbury Templates. 
  • 
  1 Sudbury symbol catalog found in the CC2/Symbols/Tome/Tome Sudbury.FSC. These symbols are loaded 
  into the Sudbury Templates and are ready to use by clicking the Symbols Drawing icon. 
  • 
  1 Sudbury Example map in PDF form found in the CC2/Documents folder and accessed through a clickable 
  link on the Sudbury Templates. 
  • 
  9 Templates found in the CC2/Templates/Map folder. These templates are named Tome Sudbury to 
  designate them as part of the Sudbury Mini Pack included with the Tome.  With the CC2 menu open, click 
  New then scroll down to the Tome Sudury templates to select one. 
   
  Symbol Catalogs 
  Several new symbol catalogs are included in the Tome material.  
  • 
  Catalogs of line symbols can be found in the CC2/Symbols/Maps/Tome folder. These symbols are derived 
  from CC2’s basic line symbols. They have been edited to be in a style frequently seen in the hand drawn maps 
  by Master Mapper Allyn Bowker.  
  • 
  There is a catalog of draped shield cartouches in CC2/Symbols/Tome/AB-Draped Cartouche.FSC. These 
  symbols are in SVC. 
  • 
  There are 3 catalogs of symbols in the CC2/Symbols/Tome folder collected from example drawings. Linda 
  Kekumu compiled a catalog of new symbols, symbols_lmk.FSC, from 2 of her example drawings--Cold Iron 
  and The Grist Mill. She also compiled a catalog of new symbols, PF_symbols.FSC, from Two Party Dungeon 
  seen on page ~. Matthew Lynn compiled a catalog of symbols, Analorn Prison.FSC, used in his Analorn Prison 
  drawing. 
  
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  • 
  The  symbol catalog Tome Sudbury.FSC in CC2/Symbols/Tome folder is compiled from the Sudbury Mini 
  Pack. This is the catalog loaded into the Sudbury templates.  
  • 
  The symbol catalog Tome Cartouches & Scalebars.FSC in CC2/Symbols/Tome folder is a catalog of 
  cartouches, scalebars and directional pointers used in the Tome parchment templates. 
  Templates 
  There are 15 new parchment templates in the CC2/Templates/Maps folder. These templates use the new bitmaps 
  and are accessed by clicking New from the CC2 menu, then scrolling down to the Tome Parchment templates. 
  Two Party Dungeon Adventure 
  Two Party Dungeon by Linda Kekumu is a never before released, mid-level, light-hearted conflict intended for two sets 
  of players with two GM's. The adventure is in the CC2/Examples/Tome/Two Party folder. Open General.txt to read 
  the description and GM notes for the adventure. Open Two Party.FCW to begin. 
   
   
   
   
   
  
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  Index 
  Using the Index 
  Index entries in Title Case are buttons, screen components or dialog box text. With the exception of FT Pro, entries do 
  not mention the add-on to which they refer unless there is an ambiguity. For example, CC2 Pro has cut down versions 
  of DD Pro and CD Pro commands — eg houses (CC2 Pro). 
  If you are looking for something in the index and can’t find it, please let us know what you were looking for and what 
  you searched under — this will help us update the Tome.
  @ (relative coordinates), 89 
  + sign (in symbol catalogs), 453 
  15mm miniatures, 286 
  20mm miniatures, 286 
  25mm miniatures, 286 
  2D to 3D, 460 
  2D to 3D conversion, 458 
  30mm miniatures, 286 
  3D, 470 
  3D Box, 450, 456 
  3D Box (Per Pro), 456 
  3D Projection, 451, 458 
  isometric projection, 458 
  3D Regular Polygon, 456 
  About FT Pro button (FT Pro), 435 
  absolute coordinates, 89 
  Add Control Points, 68, 241, 467 
  Add Corridor, 306, 307, 308, 
  309, 318 
  Add Grid Overlay, 216 
  Add Room, 306, 307, 308, 318 
  Add Tab, 272, 278, 279, 281, 
  282, 283 
  Advanced World Parameters (FT 
  Pro), 438 
  Align on Insertion, 68 
  Align to First Edge, 465 
  All (selection option), 57 
  All BLDNGs with color, 239 
  All BLDNGs with Color, 218 
  All BLDNGS with Color, 218 
  All BLDNGs with shading, 239 
  All Map Drawing Tools, 18, See 
  also drawing tools 
  alphabetical list of commands 
  CA Pro, 190 
  CC2 Pro, 134 
  CD Pro, 246 
  DD Pro, 362 
  Dio Pro, 300 
  Per Pro, 474 
  altitude view (FT Pro), 378 
  Altitude View button (FT Pro), 432 
  And (Both) (selection option), 58 
  angular grid, 239 
  Arc, 89, 336 
  arms (CA Pro), 163 
  arrow keys, 65, 77, 85, 312, 336, 
  454 
  symbol direction (Per Pro), 453 
  arrow slits, 334 
  arrows, 327 
  styles, 327 
  atlas, campaign, 344 
  Attach button, 10, 17, 32, 335 
  attach mode, 22, 30, 88, 280 
  example, 90 
  attributes, 67 
  CA Pro, 184 
  extract information, 68 
  autorepeat, 16 
  Back, 164 
  background 
  city example, 223 
  background fill style, 98, 100 
  backgrounds 
  DD Pro, 330 
  floor, 331, 332 
  BattleSystem™, 286 
  binary data (FT Pro), 368 
  binary files (FT Pro), 370, 410 
  bitmaps 
  example, 112 
  inserting, 112 
  preparing for internet, 115 
  resolution, 115 
  tracing over, 112—13 
  black dots on screen, 87 
  BLDNG (RELIGIOUS) layer, 218 
  BLDNG layers, 238 
  BMP files, 114 
  bookmarks, 43 
  Break, 94 
  breaking a gap, 94 
  Breaking Walls, 337 
  bridges, 33 
  Bring in Front of, 21, 27 
  Bring In Front Of, 165 
  Bring to Front, 21, 27, 98, 104, 
  110, 323, 471 
  buildings, 86, 214, 215, See also 
  houses, House Settings 
  adding frills, 214 
  CC2 Pro, 86 
  drawing (Dio Pro), 281 
  extending, 209 
  prominent (CD Pro), 228 
  roofs (Dio Pro), 283 
  swapping colors, 205 
  symbols, 200 
  symbols, aligning, 86 
  buildings shading, 205 
  Burn In To Surface (FT Pro), 410 
  CA toolbar, 158 
  Campaign Cartographer (FT Pro), 
  368 
  
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  cancel commands 
  one command cancels the 
  next, 51 
  card stand-up figures (CA Pro), 
  174 
  assembling, 175 
  printing, 175 
  summary, 178 
  cartouches, 54 
  Castles symbol catalog 
  Dio Pro, 272 
  catalog features (CA Pro), 180—
  84 
  Catalog menu (CA Pro), 159 
  catalogs. See symbol catalogs 
  caves 
  CC2 Pro, 84 
  CC2 Pro export options (FT Pro), 
  406 
  CC2 Pro vs. CC2, 8 
  CC2 Viewer, 480 
  Center, 32, 337 
  Central Point roof type, 204 
  change 
  color, 41 
  one entity to be like another, 
  61 
  width, 31 
  Change Color, 41, 56 
  Change Fill Style, 56 
  Change house layer, 218, 238 
  Change House Layer, 206 
  Change Layer, 41, 56 
  Change Line Style, 19 
  Change Line Width, 31, 56 
  Change Panel Fill Style, 272, 274, 
  283 
  Change Projection button (FT Pro), 
  384, 432 
  Change Text Specs, 20, 41 
  Change Text Specs, 56 
  Changing Fill Styles, 309, 310 
  changing lighting effects (FT Pro), 
  397 
  Changing World Projection (FT 
  Pro), 439 
  Character Artist, 158 
  character sheets 
  adding portraits, 178 
  characters 
  card stand-up (CA Pro), 174 
  charges, heralidic, 62 
  chimneys 
  CD Pro, 242 
  circles 
  Dio Pro, 279 
  Circular  Array, 56 
  city design 
  buildings (CD Pro), 228 
  business, 222 
  calendar, 222 
  CC2 Pro, 85—87 
  cliffs, 224 
  climate, 221 
  contours, 224 
  customs, 221 
  elevation, 224 
  geography, 221 
  history, 220 
  inhabitants, 220 
  landmarks, 228 
  magic, 221 
  preparation, 220 
  purpose, 220 
  roads, 225 
  services, 222 
  transport, 222 
  tutorial, 223—31 
  vegetation, 225 
  walled, 228 
  water, 225 
  City Designer Pro, 196 
  City toolbar, 197 
  cliffs 
  CD Pro, 224 
  climate (FT Pro), 425, 435 
  Climate (FT Pro), 392 
  Bare Rock, 425 
  Boreal, 425 
  Chaparral, 425 
  Descriptions, 425 
  Desert, 425 
  Grassland, 426 
  Hills, 426 
  Ice, 426 
  Mountains, 426 
  Savannah, 426 
  Temperate Forest, 426 
  Tropical Deciduous Forest, 426 
  Tropical Evergreen Forest, 426 
  Tundra, 426 
  Climate Selector (FT Pro), 436 
  Climate Selector toolbar (FT Pro), 
  435 
  Climate Types (FT Pro), 392 
  climate view (FT Pro), 378 
  Climate View button (FT Pro), 432 
  clipboard, 115 
  options, 115 
  pasting into other apps, 115 
  closing an entity, 94 
  coastline. See  landmass 
  coat of arms, 60—62 
  Colder button (FT Pro), 391, 433, 
  434 
  color 
  selecting for new entities, 20 
  Color (selection option), 57, 60 
  Color Bar, 9, See also Color 
  Indicator, Color Palette 
  Color buildings, 218 
  dialog box, 218 
  Color Buildings, 218 
  Add, 218 
  Add All, 218 
  Change Now, 219 
  Color boxes, 219 
  example, 218 
  Exclude Text, 219 
  Include Layer check box, 219 
  Keep Settings, 219 
  Only symbols and groups, 219 
  Remove, 218 
  Color Indicator, 9, See also Color 
  Bar, Color Palette 
  Color Key (FT Pro), 378, 436 
  color scheme (Per Pro), 464 
  Color Schemes, 464 
  color schemes (Per Pro), 452 
  Combine Paths, 57, 106, 108, 
  109, 110, 137, 148, 331 
  
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  502 
  Command Prompt, 9, 16, 22, 482 
  typing at, 31 
  command reference 
  CA Pro, 190 
  CC2 Pro, 151—56 
  CD Pro, 246 
  DD Pro, 362 
  Dio Pro, 300 
  Per Pro, 474 
  command reference (FT Pro) 
  FT Pro, 432 
  commands 
  typing. See keyboard 
  compass directions, 452 
  compass rose, 50—51 
  compass rose symbol, 19 
  Cone (Per Pro), 456 
  Connect, 56 
  connecting symbols. See symbols, 
  connecting 
  connections (CD Pro), 209 
  connections (houses) 
  adding, 210 
  constrution lines, 95 
  Continental Shelves (FT Pro), 424, 
  439 
  contours 
  CD Pro, 224 
  default (CC2 Pro), 16 
  contours (CC2 Pro), 16 
  control points, 68, See also Add 
  Control Points 
  Align on Insertion, 68 
  control vector, 69 
  Cut on Insertion, 68 
  dialog box, 68 
  Keep DynTrack Scale, 68 
  Offset from Place Point, 68 
  Scale Y to Fit, 68 
  Convert To Panel, 272 
  coordinates, 482 
  absolute, 89, 277 
  relative, 89, 277, 283 
  copy, 61 
  clipboard, 115 
  mirrored copies, 278, 338 
  rotated copy, 337 
  Copy, 59, 61 
  Copy in Drawing, 56 
  Copy to Layer, 56 
  copyright, 11, 350 
  corridors 
  adding, 306 
  breaking into walls, 307 
  connecting, 307 
  Cosmographer toolbar, 252 
  Count All, 47, 48, 137 
  counters (CA Pro), 175 
  craft knife. See dioramas, 
  constructing 
  Creating a map 
  from scratch, 452—55 
  creating worlds (FT Pro), 370 
  binary files, 410 
  Creating Worlds (FT Pro) 
  Flat Worlds, 411 
  cropping maps, 93—95 
  Current 3D House, 450, 462 
  Current Castle, 481 
  cursor, 17, 19 
  snapping or jumping, 51 
  cursor snap, 88 
  Cursor Snap (grid dialog box), 51 
  cut lines, 282 
  cut lines (Dio Pro), 289 
  Cut on Insertion, 68 
  cutting board. See dioramas, 
  constructing 
  cutting borders, 93—95 
  Cylinder (Per Pro), 456 
  cylinders 
  Dio Pro, 279 
  Per Pro, 450, 456 
  DD Pro button, 304 
  DD Pro to Per Pro, 458—61 
  DD Pro, converting maps to Per 
  Pro, 458 
  decoration 
  building, 215 
  decorations, 54, 214 
  coat of arms, 60—62 
  Default Contours, 16 
  Default Landmass, 16, 24 
  Default River, 30 
  Default Road, 19 
  Define Symbol, 69 
  delete. See Erase 
  Delete Node, 33 
  demographic information, 218—
  19 
  Dio Pro button, 272 
  Dioramas Options, 272, 277, 
  278, 282 
  Dioramas toolbar, 272 
  Dioramas Wall Features, 281 
  dioramas, constructing 
  avoiding smudges, 289 
  cutting out, 289 
  glue, 288 
  glue tabs, 290 
  mounting, 290 
  paper & card, 288 
  Printer Ink, 289 
  scoring, 289 
  distance 
  along a river or road, 33 
  as the crow flies, 33 
  typing, 32 
  Distance button (FT Pro), 435 
  Distance from center of road, 213 
  Do it (selection menu), 19 
  Door Break, 333 
  doors, 85 
  doors (DD Pro) 
  one-way, 333 
  doors and windows (Per Pro), 454 
  doors(DD Pro) 
  locked, 333 
  sliding, 333 
  trapped, 333 
  unusual, 333 
  dormers( CD Pro), 214 
  dots on screen, 87 
  Draw Like, 40, 56 
  Draw Like Options, 56 
  Draw toolbar, 25 
  drawing order, 21 
  symbols, 27 
  
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  503 
  drawing tools, 29 
  creating, 28 
  customize, 18 
  default, change settings, 30 
  dungeon (CC2 Pro), 84 
  fractal, using, 24 
  introduction, 25 
  macro, 127 
  options, creation, 28 
  overland, 18 
  tool name filter, 28 
  Drier button (FT Pro), 391, 433, 
  434 
  Dungeon 
  Random Generator, 310 
  Dungeon Geomorphs, 318 
  dungeon levels, 341 
  dungeons 
  freehand, 316 
  multi-leveled, 341 
  plug together. See geomorph 
  symbols 
  DWG files, 115 
  DXF files, 115 
  Edit, 42, 59 
  Edit Menu (FT Pro), 432 
  Edit Single Entities toolbar, 33 
  editing 
  adding to the selection, 58 
  all in drawing, 57 
  basic, 19 
  combining selections, 57 
  concept, 10 
  example, 58 
  highlight color, 58 
  logical operators, 57 
  multiple times on same entity, 
  57 
  removing from the selection, 
  58 
  selecting indivdual entities, 59 
  selection basics, 19 
  selection details, 57 
  selection, adding to, 26 
  selection, removing from, 26 
  text, 42 
  editing worlds (FT Pro), 391 
  EMF files, 115 
  Endpoint, 32 
  Entity Order toolbar, 21 
  Entity Type (selection option), 57 
  Erase, 10, 56, 341 
  Erasing Objects, 341 
  explode. See also text, explode, 
  See also symbols, explode 
  Explode, 48, 56, 57, 140, 143, 
  146, 171, 180, 186, 187, 242, 
  313, 351 
  Per Pro, 459 
  Explode Text, 44 
  export, 114 
  JPEG, 178 
  PNG, 178 
  portability, 119 
  via the clipboard, 178 
  export (FT Pro), 407 
  Bitmap File (BMP), 400 
  CC2, 404 
  CC2 Pro, 373 
  CC2 Pro (from FT Pro), 404 
  CC2 Pro Options (FT Pro), 404 
  Fractal Terrains File (FTW), 400 
  HTML, 401 
  Icosahedral Projection, 400 
  JPEG Files, 373, 401 
  Multiple Image Files, 401 
  Named Views, 373 
  Spin View, 401 
  VRML, 402 
  Wilbur File (MDR), 400 
  extensions (CD Pro), 462 
  extensions (CD Pro), 209 
  Extra Large Tool button (FT Pro), 
  392, 434 
  Extra Small Tool button (FT Pro), 
  392, 434 
  extrusion (Per Pro), 460 
  FCT files, 114 
  figures 
  card (CA Pro), 174 
  Fill Style (selection option), 57 
  fill styles 
  changing (Dio Pro), 283 
  Dio Pro, 275 
  selecting, 37 
  symbols. See symbol fill styles 
  Fillet, 90 
  Filter 
  Tool Name, 28 
  Find in Files, 42 
  Flat roof type, 205 
  Flat Worlds (FT Pro), 411 
  Flip, 56 
  floor level, 456 
  floor types, 452 
  floorplan example (CC2 Pro), 88—
  90 
  Fold Line, 272 
  Fold Line Command, 278, 280 
  Fold Lines, 278, 280, 282 
  fold lines (Dio Pro), 289 
  font, 38 
  fonts, 43, 326 
  symbol catalogs, convert to, 47 
  forests, 17—18 
  background color, 34 
  CD Pro, 224, 225 
  Forgotten Realms style, 34 
  fractalising, 34 
  made with symbols, 35 
  outline in black, 35 
  outlines (CC2 Pro), 34 
  selecting the symbol catalog, 
  35 
  forests (CC2 Pro). See also 
  vegetation 
  Forgotten Realms, 104, 427 
  four sided irregular building, 204 
  Fractal Basis Function (FT Pro), 
  424 
  fractal polygon, 16, 17 
  Fractal Terrains (FT Pro), 368 
  Fractal Terrains Theory (FT Pro), 
  424 
  fractalization, 25 
  forests, 34 
  Fractalize, 25, 56 
  Fractional Denominator (attach 
  mode), 88 
  frills, 215, 241 
  creating, 241 
  
  TMAH-4028-9636-6051
   
   
  504 
  Front, 21, 164 
  FSC files, 114 
  FT Pro Interface (FT Pro), 370 
  Gabled roof type, 204 
  gardens (CD Pro), 213 
  gazetteer. See index 
  geomorph symbols, 314 
  techniques, 313 
  geomorph symbols (DD Pro), 
  312—14 
  Geomorph Tab, 272 
  geomorphs 
  walls, 336 
  Geomorphs, 318 
  geomorphs (Dio Pro) 
  changing fill styles, 274 
  general, 274 
  symbols, 274 
  tips, 275 
  geomorphs (Dior Pro) 
  creating, 274 
  GIF files, 112, 115 
  Global Layer Settings, 483 
  Globe Tools Window (FT Pro), 436 
  Globe View (FT Pro), 372, 436 
  glue. See Dioramas,Constructing 
  Glue Tabs, 282, 283 
  Gluing, 290 
  increasing number, 278 
  Width, 278 
  grid, 87, 452 
  selecting, 88, 89 
  Grid, 87, 481 
  hex, 51 
  Grid angle 
  creating and angular grid, 239 
  Grid Angle, 206 
  Grid button, 10 
  Grid overlay, 216 
  adding, 216, 217 
  dialog box, 216 
  Grid Overlay Dialog box, 216 
  grid overlays, 51—52 
  hex, 51 
  square, 51 
  Grid Settings button (FT Pro), 387, 
  432 
  gtopo30 (FT Pro), 410 
  GTOPO30 (FT Pro), 368 
  hand drawn maps, 98 
  hatch styles, 452, 464 
  Align to First Edge, 465 
  FiXEd Angle, 465 
  Hatch Styles 
  creating, 465 
  tiling, 465 
  Update Hatch Styles, 465 
  heigth, adjusting, 456 
  Help, 272, 304 
  Help (FT Pro), 368 
  Help button (FT Pro), 435 
  Help Menu (FT Pro), 435 
  heraldry, 60—62 
  Heraldry 
  catalog, 61 
  Hex Grid, 52 
  hex grids. See grid overlays 
  HEX/SQUARE layer, 51 
  Hide all BLDNGs, 239 
  Hiding Secrets, 322 
  highlight color, 58 
  Hip roof type, 204 
  Holes in Walls, 337 
  hotkeys 
  aligning symbols (arrow keys), 
  85 
  resizing symbols (CTRL + 
  mouse), 62 
  resizing text (CTRL + mouse), 
  39 
  rotating text (SHIFT + CTRL +  
  mouse), 39 
  rotating text 15° 
  increments(SHIFT + mouse), 
  39 
  hotspots. See Linking, See linking 
  Hotter button (FT Pro), 433, 434 
  House, 202, 205 
  adding a house, 205 
  Current 3D, 462 
  roof type, 462 
  Settings, 462 
  House builder, 201—11 
  adding a house, 205 
  house shapes, 202—4 
  roof types, 204 
  House Settings, 206—9, 462 
  features, 207 
  House Settings, 207 
  house shapes, 202—4 
  house styles, 244 
  houses, 200 
  aligning to the road, 205 
  CC2 Pro, 86 
  changing layer, 218 
  changing roof shading, 205 
  connecting, 210 
  connections, 209 
  converting into symbols, 242 
  extending, 209 
  extensions, 209 
  house styles, 244 
  layer,changing, 206 
  layers, 238 
  Per Pro, 462—63 
  random, 212 
  settings, 207 
  shading, 210 
  HTML Files (FT Pro), 401 
  humanoids 
  CA Pro, 168 
  hyperlinks. See linking, See 
  linking 
  Icons (FT Pro), 436 
  Icosahedral Projections (FT Pro), 
  400 
  Imperial units (FT Pro), 439 
  importing (FT Pro) 
  binary files, 410 
  In each cell, 216 
  inches, 85 
  index, 216 
  adding, 217 
  requires grid overlay, 216 
  tips, 217 
  information 
  CD Pro, 215—17 
  Information, 485 
  
  TMAH-4028-9636-6051
   
   
  505 
  Information Windows (FT Pro), 
  436 
  ink. See printing 
  Insert building. See House Builder 
  Insert File 
  bitmap, 113 
  Insert Node, 33, 95 
  Insert picture, 112 
  installation, 9, 196, 272, 304 
  order of installation, 9 
  Installation, 158 
  installation (FT Pro), 368 
  Installing (FT Pro), 368 
  Instant Print Buttons, 288 
  interface, 9—10 
  Intersection, 32 
  isometric drawing, 450 
  isometric grid overlay, 452 
  JPEG files, 114 
  JPG files, 115 
  Keep, 39, 56 
  Keep DynTrack Scale, 68 
  key. See index 
  CD Pro, 230 
  keyboard 
  selection hotkeys, 57 
  typing commands, 31 
  typing coordinates, 89 
  keyboard shortcuts (FT Pro), 432, 
  436 
  knife. See dioramas, constructing 
  labels 
  CD Pro, 230 
  land. See landmass 
  landmass 
  default, 16 
  drawing tools, 24 
  fractal settings, 24 
  reshaping, 25 
  landmasses 
  cutting to a border, 93—95 
  Large Tool button (FT Pro), 392, 
  434 
  Layer (selection option), 57 
  layers, 13, 12—13, 12—13 
  All BLDNGs with color, 239 
  All BLDNGs with Color, 218 
  All BLDNGs with shading, 239 
  controlling, 239 
  Hide all BLDNGs, 239 
  houses, 238 
  introduction, 13 
  Secret, 305 
  symbols, 65 
  Layers 
  Secret, 322 
  legend 
  CD Pro, 230 
  Length along, 33 
  lengthening entities, 94 
  Level (SMC), 481 
  light and shade (Per Pro), 464 
  lighting and color (FT Pro), 397 
  Lighting and Color button (FT Pro), 
  432 
  shading, 397 
  Like, 56 
  LIKE, 61 
  limitations, 470 
  Line Style (selection option), 57 
  Line Width indicator, 88 
  linking, 116—18 
  dungeon Levels, 344 
  maps, 344 
  maps to maps, 93, 116 
  other hotspots, 117 
  with information, 345 
  links 
  dungeon levels, 341 
  List, 90, 265 
  Lock Symbol Angle, 201, 335 
  Lock Text Angle, 335 
  locking the cursor, 88 
  Lower button (FT Pro), 391, 433, 
  434 
  L-shaped building, 202 
  macro drawing tools, 127 
  macro example (walls), 232 
  Macro Tools, 128 
  macros 
  basics, 122—23 
  CC2 Pro, 151—56 
  example, 127 
  list 
  Per Pro, 474 
  sources online, 127 
  Magic, 159 
  many sided building, 204 
  MAP BORDER layer, 53 
  Map Menu (FT Pro), 432 
  Map Projections. See World 
  Projections 
  Map Tools button Bar (FT Pro), 
  436 
  maps 
  Forgotten Realms, 104, 427 
  hand drawn, 98 
  history and value, 10 
  sharing, 345 
  markets (CD Pro), 227 
  marsh. See vegetation 
  matching roof types, 205 
  menu 
  creation, 128 
  menus (FT Pro), 432 
  metric, 85 
  Metric units (FT Pro), 439 
  Midpoint, 32 
  miniature scales, 286 
  Mirror, 56 
  Mirror Silhouette, 175 
  Mirrored Copies, 278, 338 
  modifiers, 32 
  toolbar, 32 
  Monster, 168 
  monsters 
  CA Pro, 168 
  Monsters, 159 
  monsters (CA Pro) 
  summary, 175 
  monsters (CAP Pro) 
  scaling, 169 
  Mound (FT Pro), 394 
  mountains, 16—17 
  add a background (CC2 Pro), 
  27 
  symbols, placement tips (CC2 
  Pro), 26 
  mounting models, 290 
  
  TMAH-4028-9636-6051
   
   
  506 
  Move, Scale, Rotate, 56 
  multi-page objects (Dio Pro), 281 
  Multiple Image Files (FT Pro), 401 
  multipolies, 90—93 
  Dio Pro, 336 
  explode, 91 
  from text, 91 
  leaking, 338 
  properties, 91 
  tips, 92 
  multipoly 
  text, 91 
  Multi-Wall  Net, 272 
  mutipolies 
  editing, 91 
  Named Views (FT Pro), 372 
  Creating named views, 373 
  exporting, 373 
  using named views, 373 
  navigation lines, 52—54 
  pre-designed, 52 
  New, 16, 451 
  New button (FT Pro), 432 
  New Window, 217 
  Next World button (FT Pro), 433 
  Node Edit, 33 
  Not (selection option), 58 
  Number Labels, 327 
  object snap. See modifiers, attach 
  mode 
  Offset from Place Point, 68 
  Offsets (FT Pro), 391 
  On, 32 
  Open, 12 
  Open button (FT Pro), 432 
  opening a map, 12 
  opening an entity, 94 
  Or (selection option), 58 
  Order Dungeon Layers, 324 
  origin, 51, See symbols 
  ortho, 88 
  Ortho, 51, 88 
  Ortho button, 10 
  outline text. See text 
  overland map 
  basic tutorial, 16 
  Overland toolbar, 16, 26, 32, 
  138, 143 
  page buttons (Dio Pro), 276 
  Paint Climate button (FT Pro), 391, 
  392, 433 
  paint programs, 8 
  painting  (FT Pro) 
  climates, 435 
  painting (FT Pro), 392 
  Pan button (FT Pro), 372, 435 
  Panel Multipoly, 272 
  Panels 
  Polygonal, 277, 282 
  Polygonal Panels, 280, 283 
  Rectangular, 277 
  Rectangular Panels, 280, 283 
  panels (Dio Pro) 
  change fill style, 274, 283 
  drawing, 276 
  Polygonal Panels, 283 
  rectangular, 281 
  Rectangular Panels, 283 
  roof calculations, 284 
  panning the globe (FT Pro), 372 
  panning world views (FT Pro), 
  372 
  Paperclips. See Constructing 
  paste, 115 
  path, 22 
  Path, 17 
  Path to Poly, 48, 57, 106, 108, 
  109, 110, 146 
  path to polygon, 94 
  pattern, draw from. See Draw Like 
  patterns. See Hatch Styles 
  paved areas (CD Pro), 227 
  peep holes, 334 
  Per Pro toolbar, 450 
  Perpendicular, 32 
  Perspectives, 456 
  Perspectives Settings, 450, 464—
  65 
  Color Scheme, 464 
  creating your own, 464 
  Hatch Styles, 464, See also 
  Hatch Styles 
  overview, 452 
  pick cursor, 17, 19 
  placing symbols, 201 
  PNG files. See 
  polish. See printing 
  polygon, 17, 22 
  fractal, 16, 17 
  polygon to path, 94 
  polygonal building, 204 
  Polygonal Panel, 272, 277, 280, 
  282, 283 
  portability, 119 
  Portolan maps, 98 
  portraits 
  customizing, 171, 178 
  monsters, 168 
  proportions, changing, 166 
  reshaping, 166 
  precision drawing, 61, 87—90, 
  See also modifiers, attach 
  mode 
  attach mode, 88 
  attaching rivers to coastlines, 
  30 
  Preferences, 217 
  Preferences (FT Pro), 436 
  preventing toolbars from docking 
  (FT Pro), 432 
  Previous World button (FT Pro), 
  433 
  Print, 13 
  Active Window, 14 
  Named View, 14 
  Scaling, 14 
  Print button (FT Pro), 432 
  print scaling, 14 
  Print Tiling, 14 
  printing 
  Active Window, 13 
  basics, 13—14 
  DD Pro, 348 
  Dio Pro, 288 
  entire map, 13 
  Everything, 13 
  Fit to Page, 14 
  Instant Print Buttons, 288 
  instant print buttons (Dio Pro), 
  276 
  
  TMAH-4028-9636-6051
   
   
  507 
  macro commands (Dio Pro), 
  300 
  Named View, 13 
  options, 13 
  overlap, 14 
  Paper Distance, 14 
  Precise Scale, 348 
  printer ink (Dio Pro), 289 
  Scale Factor, 14 
  sheets, 13 
  Tiled, 348 
  Tiling, 14 
  what you see, 13 
  Prior 
  selection method, 21 
  Prior (selection option), 57 
  projection (Per Pro), 458 
  Projections (FT Pro), 384, 439 
  properties, 9 
  color, change existing, 41 
  extracting from an entity, 39 
  layer, change existing, 41 
  line width, setting, 88 
  multipoly, 91 
  select entities, 57 
  set by symbol setting, 72 
  template, saved with, 60 
  Pyramid (Per Pro), 456 
  race (CA Pro) 
  choosing, 162 
  Rainfall (FT Pro), 425 
  rainfall view (FT Pro), 378 
  Rainfall View button (FT Pro), 432 
  Raise button (FT Pro), 391, 433 
  Random Dungeon. See Dungeon 
  symbols, creating, 82 
  Random Street, 212 
  random street (CD Pro) 
  example, 213 
  Random Street Options, 212, 
  213, 214 
  Rectangular Array, 56 
  rectangular building, 202 
  Rectangular Floor, 450 
  Rectangular Panel, 272, 277, 
  280, 281, 283 
  Rectangular Room, 450 
  Redo, 56 
  Redo button (FT Pro), 432 
  Redraw, 12 
  relative angular. coordinates, 89 
  relative coordinates, 89 
  relative polar coordinates, 89 
  relative. coordinates, 89 
  Reordering Layers, 323 
  reordering portraits, 164 
  right angles, 88 
  Right Arm, 163 
  rivers, 30—32 
  attaching to coastlines, 30 
  basic rivers, 30 
  CC2 Pro, 30 
  cropping to a border(CC2 Pro), 
  95 
  labelling, 46 
  reshaping, 33 
  tributary, 30 
  width, variable, 31—32 
  width., variable, 31—32 
  roads, 198—99, 200 
  aligning houses to roads, 205 
  CC2 Pro, 86 
  CD Pro, 225 
  city (CC2 Pro), 86 
  cropping to a border (CC2 Pro), 
  95 
  distance along a road, 33 
  labelling, 46 
  main (CD Pro), 226 
  paths (CD Pro), 227 
  reshaping, 33 
  secondary (CD Pro), 227 
  roof edge, 244 
  roof external, 244 
  roof hatching, 245 
  roof options. See House Settings 
  roof shading, 210 
  roof type, 204, 462 
  Central Point (type3), 204 
  Flat (type 4), 205 
  Gabled (type 1), 204 
  Hip (type 2), 204 
  matching symbols, 205 
  selecting, 205 
  roofs 
  calculations(Dio Pro), 284 
  Dio Pro, 283 
  Room(CC2 Pro version), 85 
  rooms 
  adding, 306 
  angled, 334 
  Rooms, 457 
  Rotate, 56, 334 
  Rotate Align, 56 
  Rotated Copies, 56, 337 
  Rotating Symbols, 312, 335 
  Rougher button (FT Pro), 391, 433 
  Ruler. See Constructing 
  Save As button (FT Pro), 400, 432 
  saving (FT Pro), 400 
  Bitmap File (BMP), 400 
  CC2, 404 
  CC2 Pro Options (FT Pro), 404 
  CC2 Pro(FT Pro), 404 
  Fractal Terrains File (FTW), 400 
  HTML, 401 
  Icosahedral Projection, 400 
  JPEG Files, 401 
  Multiple Image Files, 401 
  Special MDR (MDR), 400 
  Spin View, 401 
  VRML, 402 
  Wilbur File (MDR), 400 
  scale, 85 
  miniatures (Dio Pro), 286 
  wargaming (Dio Pro), 286 
  Scale, 56 
  Rescale non-Visually, 166 
  Rescale Visually, 166 
  scale bar, 50—51 
  scale bar symbol, 19 
  Scale Symbols In Map, 71, 95 
  Scale XY, 166 
  Scale Y to Fit, 68 
  scaling symbols. See symbols, 
  scale 
  scalpel. See dioramas, 
  constructing 
  
  TMAH-4028-9636-6051
   
   
  508 
  scanned images, 112 
  scans 
  tracing over, 112—13 
  Screen Tools, 10 
  scripts, 128 
  Secret Layer, 305, 322 
  Select Ellipse button (FT Pro), 393, 
  435 
  Select Freehand button (FT Pro), 
  393, 435 
  Select menu (FT Pro), 393 
  Select Menu (FT Pro), 434 
  Select Polygon button (FT Pro), 
  393, 435 
  Select Rectangle button (FT Pro), 
  393, 435 
  selecting entities 
  by their tag number, 57 
  keystrokes, 342 
  selection functions (FT Pro), 393 
  altitude range, 393 
  climate range, 393 
  rainfall range, 393 
  temperature range, 393 
  Selection Functions (FT Pro) 
  All, 393 
  Binarize, 394 
  Deselect, 393 
  Feather, 394 
  Inverse, 393 
  Modify 
  Contract, 394 
  Expand, 394 
  Select Ellipse, 393 
  Select Freehand, 393 
  Select Polygon, 393 
  Select Rectangle, 393 
  Selection Mask Files, 394, 409 
  selection menu, 57 
  Selection Tools (FT Pro), 436 
  Send Behind, 21, 27 
  Send to Back, 21 
  Set Varicolor, 164 
  settings 
  width, 88 
  Settings Toggles, 304 
  settlements 
  suggested locations, 30 
  Setup, 158 
  sex (CA Pro) 
  choosing, 162 
  shading, 210 
  shading (FT Pro), 397 
  Shadows, 176 
  shields, 60, 62 
  shortcuts (FT Pro), 432 
  Show Altitudes button (FT Pro), 
  378 
  Show Climate button (FT Pro), 378 
  Show Rainfall button (FT Pro), 378 
  Show Temperature button (FT 
  Pro), 378 
  silhouette, 170 
  Silhouette, 170 
  Slope, 456 
  Small Tool button (FT Pro), 392, 
  434 
  smart symbols, 200, 320 
  Smart Symbols, 352 
  SMC, 480 
  SMC Viewer, 480 
  Smoother button (FT Pro), 391, 
  433, 434 
  smudging. See printing 
  snap, 61, 87 
  Snap, 87 
  Snap button, 10 
  snapping an entity. See Split 
  Solid Extrude, 460 
  Solid Extrusion, 451 
  Solid/Hollow Fill Style, 305 
  solids and holes, 456—57 
  Sort Symbols in Map, 26, 27 
  Source Maps: Castles. See SMC 
  Sphere, 456 
  Spherical Section, 456 
  Spin View (FT Pro), 401 
  Split, 31 
  Square Grid, 51 
  square grids. See grid overlays 
  squares, 198 
  stairs, 323 
  custom, 339 
  starting CC2 Pro, 12 
  starting CD Pro, 197 
  Starting FT (FT Pro), 368 
  Status Bar, 9, 19, 39 
  setting values, 20 
  Structures, 32 
  structures (CC2 Pro), 32—33 
  STRUCTURES (COLOR) layer, 238 
  STRUCTURES (FILL STYLE) layer, 
  238 
  STRUCTURES (OUTLINE) layer, 
  238 
  STRUCTURES (SHADING layer, 
  238 
  STRUCTURES layers, 238 
  Structures symbol catalog, 32 
  Surroundings, 482 
  swamp. See vegetation 
  swapping colors, 210 
  Symbol Catalog Settings, 17, 18, 
  19, 20, 26, 50, 64, 72, 73, 118, 
  131, 150, 344, 450 
  Symbol Catalog Settings (CC2 
  Pro), 18 
  symbol catalogs, 64 
  Castles (Dio Pro), 281 
  converting into sheets, 183 
  Dio Pro, 272 
  Dungeon Geomorph (DD Pro), 
  312 
  Per Pro, 453 
  renaming (CA Pro), 182 
  Wall Features (DD Pro), 333 
  Wall Features (Dio Pro), 274, 
  281 
  Symbol Catalogs 
  Customizing, 351 
  symbol definition, 65 
  symbol fill styles, 37, 60, 69, 71, 
  308, 332 
  Symbol Manager, 69 
  save as catalog, 47 
  Symbol Style Toggle, 50, 64, 72, 
  150, 450, 492, 495 
  symbols, 64, 214, 215, 240, 241, 
  242 
  fill styles. See symbol fill 
  styles 
  adding control points, 241 
  
  TMAH-4028-9636-6051
   
   
  509 
  adding information, 467 
  advanced, 69 
  align automatically, 200 
  aligning up, down, left, right, 85 
  attaching information, 67 
  attributes, 67 
  building decorations, 214 
  buildings (CC2 Pro), 86 
  catalogs, selecting, 64 
  changing layer, 218 
  City, 78—82 
  clone, 71 
  cloning, 70 
  collection, 76 
  collections (Per Pro), 453 
  color matches current color, 61 
  color,current, 67 
  compass rose, 19, 50 
  connecting, creating, 78 
  control points, 241, 467, See 
  also control points 
  corridor. See geomorph 
  symbols 
  creating, 66, 465—68 
  creating (CD Pro), 240 
  creating city, 240 
  creating frills, 241 
  creating, example, 468—69 
  creation example (CC Pro), 350 
  custom (CA Pro), 180 
  customizing, 350 
  cutting, 321 
  DD Pro, 305, 320 
  defining, 69, 466 
  definition, 22 
  defintion, 65 
  delete defintion, 71 
  Dio Pro, 272 
  Dio Pro, 281 
  doors and windows (Per Pro), 
  454 
  drawing order, 27 
  dungeon, 305 
  dungeon (CC2 Pro), 85 
  dungeon geomorph, 312 
  dynamic rotate, 20, 22 
  dynamic scale, 22 
  edit definition, 15, 29, 71, 96, 
  448, 461 
  explode on placement, 78 
  exploding, 313 
  exporting, 47 
  flat (Per Pro), 454 
  floorplan (CC2 Pro), 85 
  fonts, creating from, 47 
  free-standing (Per Pro), 453 
  free-standing, creation, 466 
  frills, 214 
  furniture (Per Pro), 453 
  geomorph. See geomorph 
  symbols 
  heraldry, 61 
  hex symbols, creating, 82 
  houses, layers, 206 
  houses,converting from, 242 
  howthey work, 65 
  import from drawing, 72 
  in drawing, 65 
  insertion, 65 
  layers, 65, 238 
  list, 71 
  Lock Symbol Angle, 201 
  matching with roof types, 205 
  mountains, placement tips 
  (CC2 Pro), 26 
  offset (Per Pro), 454 
  options, 76 
  orientation (Per Pro), 453 
  origin, 69 
  origin, determining, 466 
  parameters, 62 
  Per Pro, 453—54 
  Perspectives, 77 
  picking, 64 
  placing, 32 
  placing buildings, 201 
  plug together. See geomorph 
  symbols 
  purge unused, 72 
  radndom dungeon, 82 
  random selection, 77 
  random transformation, 77 
  rename, 71 
  replace, 72 
  resizing, 325 
  resizing on the fly using CTRL, 
  62 
  room. See geomorph symbols 
  rotating, 325 
  rotating (SHIFT+CTRL+mouse), 
  85 
  rotation, reset, 62 
  scale, 20, 62 
  scale bar, 19, 50 
  scale defintion, 71 
  scale references, 71 
  scale, default (CC2 Pro), 66 
  scale, reset, 62 
  settings, master filter, 72 
  smart, 68, 76, 320 
  smart symbols, 200 
  smart tracking (Per Pro), 454 
  styles, swapping, 72 
  symbol manager, 69 
  symbol setting, 468 
  technical, 350 
  tiled, 336 
  urban, 86 
  varicolor, 61, 67, 454 
  varicolor, creating, 182 
  varicolor, shaded, 73 
  vegetation, 34, 35 
  wall features (Per Pro), 453 
  wall features, creating, 467 
  Symbols, 69 
  synthetic worlds (FT Pro), 370 
  T shaped building, 203 
  TAB 
  symbol direction, 454 
  Tag # (selection option), 57 
  temperature view (FT Pro), 378 
  Temperature View button (FT Pro), 
  432 
  templates, 16, 24, 238, 451 
  creating and modifying, 60 
  Dio Pro, 276 
  FCT files, 114 
  heraldry, 60 
  monster, 168 
  
  TMAH-4028-9636-6051
   
   
  510 
  with navlines, 52 
  text, 38—48 
  3D (Per Pro), 460 
  accurate, 44 
  adding to your map, 38 
  advanced features, 47 
  aesthetics, 44 
  angled to a straight edge, 335 
  basic insertion, 20 
  blotting, 45 
  change existing properties, 20 
  changing appearance before 
  placing, 39 
  changing existing text, 41 
  changing properties, 42 
  display in CC2 Pro, 43 
  editing, 42 
  essay on, 47 
  explode, 91—92, 460 
  finding, 43 
  justification, 39 
  labels, 326 
  More fonts, 20 
  multi-line, 41 
  multiline to single line, 42 
  mutlpoly, 91—92 
  outline, adding, 6, 46 
  outlined, 40—41 
  placing, 45 
  placing labels, 45 
  portability, 119 
  projected (Per Pro), 460 
  properties, 38, 39, 42 
  properties, extracting, 39 
  searching files, 42—43 
  shaded, 103 
  stretch, 46 
  style choices, 46 
  True Type fonts, 43, 44 
  zoom to text wildcards, 43 
  Text, 20, 38, 326 
  zoom to, 43 
  Text at an Angle, 335 
  TEXT LABELS layer, 38 
  TEXT OUTLINES layer, 40 
  Text Properties. See Text Specs 
  Text Specs, 20, 38, 39 
  Theory (FT Pro), 424 
  TIFF files, 112 
  Tiles symbol catalog, 336 
  title box 
  editing (Cos Pro), 260 
  editing (DD Pro), 328 
  Tool Options button (FT Pro), 392 
  toolbars, 9 
  CA Pro, 158 
  City, 197 
  Cosmographer, 252 
  Dioramas, 272 
  displaying, 64 
  Draw, 25, 66 
  Dungeon symbols, 305 
  Edit, 56 
  Edit Single Entity, 33 
  hide, 10 
  Modifiers, 32 
  Per Pro, 450 
  Per Pro symbols, 453 
  position, 10 
  show, 10 
  summary, 10 
  symbols (CD Pro), 200 
  Zoom, 12 
  toolbars (FT Pro) 
  docking, 432 
  toolbars (FT Pro), 436 
  Tools (FT Pro), 391 
  Tools Menu (FT Pro), 433 
  Tools Palette (FT Pro), 436 
  Tools Palette button (FT Pro), 435 
  Tools Settings button (FT Pro), 
  433 
  towns. See also structures 
  Tracking indicator, 89, 482 
  Traps, 324 
  Treasure, 159 
  Trim to Entities, 53 
  Trim to Intersection, 59 
  pick points, 94 
  trims 
  Break, 94 
  split, 31 
  Trim, 94 
  trim to intersect, 90 
  Troubleshooting (FT Pro) 
  Starting FT, 368 
  U shaped building, 203 
  Undo, 56 
  Undo button (FT Pro), 432 
  ungroup. See also explode 
  units, 85, 88 
  ‘ symbol (feet), 88 
  feet and inches, 88 
  units:, 88 
  Up and Down catalog (DD Pro), 
  323 
  varicolor symbols, 454, See 
  symbols:varicolor 
  varnish. See printing 
  vectors vs raster, 8 
  vegetation 
  CD Pro, 225 
  fens, 18 
  filled color background, 37 
  made with symbols, 35 
  marsh, swamp and wasteland, 
  36 
  meadow, 18 
  selecting the symbol catalog, 
  35 
  Vegetation, 34, 35 
  vegetation (CC2 Pro), 34—37 
  VEGETATION layer, 34 
  View Menu (FT Pro), 434 
  View Window, 9 
  viewing 
  basics, 12 
  zooms, 12 
  Views, Named (FT Pro). See 
  Named Views 
  VRML (FT Pro), 402 
  V-shaped building, 203 
  Wall (Per Pro), 450 
  Wall Break, 333 
  Wall button (DD Pro), 318 
  Wall Features (DD Pro), 320, 333 
  Wall Features (Dio Pro), 281 
  Wall Net, 272 
  wall width, 457 
  
  TMAH-4028-9636-6051
   
   
  511 
  Wall, current thickness, 452 
  walls, 336, 452 
  changing handle, 452 
  city (CD Pro), 228 
  complex (DD Pro), 336 
  drawing walls, 317 
  factalise, 318 
  irregular, 317 
  macro, 232 
  Wall, 1' thick, 452 
  Walls, 318 
  wargame scale (Dio Pro), 286 
  Warmer button (FT Pro), 391 
  wasteland. See vegetation 
  water 
  CD Pro, 225 
  Water Level (FT Pro), 424 
  Water Level button (FT Pro), 391, 
  433 
  weapons (CA Pro), 163 
  Wetter button (FT Pro), 391, 433, 
  434 
  width of entities, 88 
  Wilbur (FT Pro), 368, 400 
  windows 
  Per Pro, 453 
  Windows (FT Pro), 436 
  world projections (FT Pro), 384 
  World Projections (FT Pro), 439 
  world settings (FT Pro), 437 
  World Settings (FT Pro), 397 
  World Settings button (FT Pro), 
  397, 432, 437 
  World Tools button Bar (FT Pro), 
  436 
  world type (FT Pro), 370 
  worlds (FT Pro) 
  Altitude, 378 
  changing world settings, 437 
  climate, 378, 425, 435 
  flat, 370, 411 
  from binary files, 370 
  information views, 378 
  projections, 384 
  rainfall, 378, 425 
  shading, 397 
  synthetic, 370 
  temperature, 378 
  type, 370 
  world projection, changing, 
  384 
  Worlds (FT Pro) 
  Changing World Projection, 
  439 
  Changing World Settings, 397 
  editing, 391 
  Projections, 439 
  worlds (FT Pro) (FT Pro) 
  world settings, 437 
  XY coordinates, 216 
  Zoom Extents, 12, 483 
  Zoom Extents button (FT Pro), 
  372, 435 
  Zoom In, 12, 306 
  Zoom In button (FT Pro), 372, 435 
  Zoom Last, 12 
  Zoom Out, 12 
  Zoom Out button (FT Pro), 372, 
  435 
  Zoom to Text, 43 
  Zoom Window, 12, 483 
  Zoom Window button (FT Pro), 
  372, 435 
  zooms 
  summary, 12 
  
  TMAH-4028-9636-6051
   
   
  512 
   
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Mapmaking/Quick Guides/ProFantasy - Tome of Ultimate Mapping (ocr).pdf