Académique Documents
Professionnel Documents
Culture Documents
Toolkit
Version 2.0
User Manual
Table of Contents
Disclaimer........................................................................................................................................ 4
Credits............................................................................................................................................. 4
Special Thanks To:............................................................................................................................ 4
Contacting CHMP ............................................................................................................................. 4
Part One: Introduction............................................................................................................................ 5
Purpose............................................................................................................................................ 5
System Requirements ......................................................................................................................... 5
Features ........................................................................................................................................... 5
Installing and Using the Mappa Hrnica Toolkit...................................................................................... 6
Installation.................................................................................................................................... 6
Aborting Installation....................................................................................................................... 6
Un-installation Instructions .............................................................................................................. 6
Launching the Mappa Hrnica Toolkit................................................................................................ 7
Part Two: Local Map Tutorials ............................................................................................................... 9
Tutorial One: Local Map Linear Conversions.......................................................................................... 9
Creating Palisades, Hedges And Ditches ............................................................................................. 9
Creating Scarps And Cliffs ............................................................................................................. 10
Customizing Scarp, Cliff, Palisade, Ditch And Hedge ......................................................................... 11
Tutorial Two: Local Map Area Conversions ......................................................................................... 11
A Note On Orientations ................................................................................................................. 12
Mappa Hrnica Area Scripts............................................................................................................ 12
Tutorial Three: Local Map Symbols ................................................................................................... 13
Hrnic Symbols ........................................................................................................................... 13
Random Symbols......................................................................................................................... 14
Tutorial Four: Advanced Drawing Tools.............................................................................................. 17
Enhanced Paths And Polygons........................................................................................................ 17
Angled Rectangle ......................................................................................................................... 20
New Editing Tools ....................................................................................................................... 20
Tutorial Five: Adding Text ............................................................................................................... 20
Tutorial Six: Tips For Creating Local Maps......................................................................................... 21
Finishing Touches: The Border Mask.............................................................................................. 21
Part Three: Interior Mapping Tutorials.................................................................................................... 22
Tutorial One: Linear Conversions ....................................................................................................... 22
Tutorial Two: Adding Stairs ............................................................................................................. 22
Tutorial Three: Interior Area Conversions ............................................................................................ 23
Tutorial Four: Interior Symbols ......................................................................................................... 23
Tutorial Five: Advanced Drawing....................................................................................................... 24
Tutorial Six: Adding Text ................................................................................................................ 26
Part Four: Regional And Atlas Mapping ................................................................................................. 26
Regional Maps ................................................................................................................................ 26
Atlas Maps ..................................................................................................................................... 26
Zoom ............................................................................................................................................ 27
Terrain Conversions ......................................................................................................................... 27
Topographical Conversions ............................................................................................................... 27
Road and Track Conversions ............................................................................................................. 27
Border Conversions.......................................................................................................................... 27
Text .............................................................................................................................................. 28
Add Hex Grid ................................................................................................................................. 28
Part Five: Printing Your Map................................................................................................................ 28
Restoring The Map Printing Scale...................................................................................................... 29
Not Using White Paper..................................................................................................................... 29
Paper Choice................................................................................................................................... 29
Getting The Printer To Print Better .................................................................................................... 29
Distributing Mappa Hrnica Maps....................................................................................................... 30
Appendix One: Map Colors .................................................................................................................. 30
Appendix Two: MAPPA HRNICA XP Commands ................................................................................ 31
Mappa Hrnica Tool Kit
Users Manual
Page 2 of 35
MAPCOLORS................................................................................................................................ 31
CLIPPOLY .................................................................................................................................... 32
ROUNDCORNERS ......................................................................................................................... 32
ADDVARIEDNODES ...................................................................................................................... 32
ADDRANDOMSYMS ..................................................................................................................... 32
UPDATESYMDEFS ....................................................................................................................... 33
EPATH/EPOLY.............................................................................................................................. 33
SPLITPOLY/BREAKPOLY ............................................................................................................. 33
PRUNENODES .............................................................................................................................. 33
ARECT ......................................................................................................................................... 33
ISSMOOTH, ISPOLYGON, ISLINE, ISCIRCLE, ISARC, ISELLIPSE, ISELLIPTICALARC .................... 33
TSPECNEWMETRICS ................................................................................................................... 33
Appendix Three: Mappa Hrnica Layers .................................................................................................. 33
Users Manual
Page 3 of 35
Disclaimer
This toolkit is offered as freeware. Neither the CC2/Hrn Mapping Project (CHMP) nor any of its members will
accept liability for any lost or damaged work, hardware or software resulting from the installation or use of this
toolkit. The Mappa Hrnica Toolkit is installed and used at your own risk.
Save your maps often and turn on Auto save. Although CC2 version 6 is much more stable than previous releases,
like all software, it still suffers from the occasional crash. Additionally, some of the commands we've added to CC2
perform extensive surgery and may cause the occasional problem with CC2. Though we have not yet seen any map
corruption problems, such a complication is always possible.
If you do experience crashes that you feel may be caused by our toolkit, feel free to send us email. We are keen to
correct bugs in the toolkit. Regardless, if you forget to save often, you may lose hours of work in an instant; we
draw upon our own painful experiences (with all types of software) when we say this!
Credits
CC2/Hrn Mapping Project members (listed in no particular order) are:
Adrian Maddocks
Keith Mann
Ken Snellings
Rebecca Downey
Andy Staples
Phil Hendry
Sophia Tribad
Mitch Gore
Chris Golden
Jonathan M. Davidson
David Zeeman
Hal Carmer
L. Lee Saunders
Morgan Olden
http://www.profantasy.com
http://www.columbiagames.com
N. Robin Crossby
http://www.crossby.ca/
Contacting CHMP
The CHMP maintains a website at www.thechmp.com
Users of the Mappa Hrnica Toolkit should browse to the Mappa Hrnica Toolkit section and use the supplied link
to join our Mappa Hrnica E-Mail List.
Users Manual
Page 4 of 35
System Requirements
You will need to have Campaign Cartographer 2 in v6.038 or a later version. Campaign Cartographer 2 v6 Pro, also
known as v6.12, is the latest version of Campaign Cartographer 2 as of this writing. This manual assumes you have
Campaign Cartographer 2 v6 Pro installed on your computer. When using version prior to Campaign Cartographer
2 Pro, the images portrayed in this manual regarding menus and buttons may not appear accurate.
Note: This manual assumes you have Campaign Cartographer 2 v6 Pro installed on your computer. When
using versions prior to Campaign Cartographer 2 Pro, the images portrayed in this manual regarding menus and
buttons may not appear accurate.
For detailed information regarding compatibility between the previous versions of CC2 and the Mappa Hrnica
Toolkit, refer to the readme.txt file that came with the Mappa Hrnica Toolkit.
To check the version of CC2 on your computer, perform the following:
1.
Launch CC2.
2.
3.
If you are running an earlier version of CC2 v6, download the free upgrade from Profantasy Softwares website
at: http://www.profantasy.com/.
If you are running v5 or earlier, you must purchase the version 6 upgrade CD from Profantasy in order to use
this toolkit.
Features
In addition to Hrn-style templates and symbols, the toolkit offers several features that greatly speed mapping. Most
are accessed through new icons that appear on CC2 toolbars when different parts of the Mappa Hrnica Toolkit are
invoked.
Enhanced Drawing Tools: Enhanced paths and polygons make it easy to create complex shapes. These are
used as standard paths and polygons, and also allow mapmakers to simulate curves with a series of short,
straight lines, greatly improving redraw times and allowing quick drawing of complex shapes. Angled
Rectangle offers a new, convenient way to draw boxes.
Conversion Scripts: A series of new scripts allow easy conversion of paths and polygons into Hrn-style
hedges, fences, palisades, ploughed fields, meadows, walls, floors and so on.
Random Symbols: Random symbols allow placement of similar, yet individual, symbols at the click of a
mouse. They include trees, shrubs and rocks.
New Editing Commands: Break Poly and Split Poly offer new ways to work with polygons.
XP Commands: For the truly adventurous, the Mappa Hrnica Toolkit has commands to control paths and
polygons in entirely new ways. These add random nodes to existing entities, quickly clip polygons, and give
Mappa Hrnica Tool Kit
Users Manual
Page 5 of 35
rectangles rounded corners to name a few of their many uses. Most of the XP commands are invisible,
controlled through Mappa Hrnica scripts through icons, but all can be accessed through the command line.
Additionally, the Mappa Hrnica Toolkit adds icons for existing CC2 line modifiers, such as: Parallel to
Perpendicular to and Offset One. Normally these are all only available from the drop-down Modifier menu in the
standard interface.
New icons are available to hide all layers except the current and symbol-definition layer and activate the
Thaw/Freeze command.
Caution: Because the toolkit relies heavily on symbol fills, hiding all except the current layer in the standard
layer dialog box can hide more than you anticipated.
Make sure that any anti-virus programs, crash-guard software, etc. is disabled before proceeding.
2.
Unzip the contents of the Mappa Hrnica ZIP file into a temporary directory (for example, if you have a temp
directory on drive C, use c:\temp\MappaHrnica).
Do not use your CC2 installation directory for this purpose, or any of its subdirectories; otherwise, the
installation will not work correctly!
3.
Using Windows Explorer, navigate to the directory you specified when you unzipped the file in step 1. You
should see, amongst other things, an executable named Setup.
4.
Run the Setup program by double-clicking it in the Explorer window, and follow the instructions provided by
the program to complete the installation process.
Be careful to run Setup, not AuxSetup; the latter only partially completes the set up process, and must only
be used directly by the Setup program!
5.
Once you have completed the installation process, you may remove the temporary directory that you created in
step 2.
6.
When starting CC2 for the first time after the Mappa Hrnica Toolkit installation, if one of the Mappa Hrnica
Toolkit menus is being displayed (i.e. the regional, atlas, local, or interior scale menus), then switch to your
standard menu, then switch back to whichever menu you wish to use for your mapping. This ensures that the
latest menus have been loaded into your CC2.
Aborting Installation
Due to circumstances beyond our control, an installation that is stopped before it can complete does not fully clean
up after itself. If you abort an installation while Installshield is running because you have decided not to install
Mappa Hrnica, you will want to follow the un-installation instructions given below, starting from step 2 instead of
1. This will remove the modifications that the aborted install will have made to your CC2 menus, toolbars, and
script file.
Un-installation Instructions
We strongly recommend you un-install Mappa Hrnica before upgrading CC2 or adding an add-on (City Designer,
Dungeon Designer, Character Artist, etc.).
1.
Make sure that any anti-virus programs, crash-guard software, etc. is disabled before proceeding.
Users Manual
Page 6 of 35
2.
Follow the standard procedure for uninstalling a program under Windows. For example, in Windows 2000, go
to the Start menu, select Settings > Control Panel, and double-click the icon marked Add/Remove Programs in
the Control Panel window. When the Add/Remove Programs window pops up, select Mappa Hrnica from
the list of installed programs and remove it. This process may be different on other versions of Windows.
3.
Once the un-installation program from step 2 has run, your CC2 will still be left with Mappa Hrnica menu
items, toolbar buttons, and scripts. To get rid of these, use Windows Explorer to navigate to the Hrn
subdirectory of your CC2 installation directory (for example, if your CC2 installation directory is c:\Program
Files\CC2, then navigate to the directory c:\Program Files\CC2\Hrn). You should see an executable named
CleanCC2.
4.
Run the CleanCC2 program by double-clicking it in the Explorer window. It will ask permission to remove
Mappa Hrnica menu items, buttons, and scripts, and if you tell it to proceed, it will announce when it has
finished.
5.
If there is nothing of value to you in the Hrn subdirectory of your CC2 installation directory, you may
manually remove the subdirectory (not your CC2 installation directory!) and its contents. The latter will
include, at the very least, the CleanCC2 executable, which you no longer need once you have followed the
above un-installation instructions.
They are:
Regional Maps: These are large-scale land maps. They portray geographical locations like islands.
Atlas Maps: These are medium-scale land maps. They show countries and the location of various
settlements (villages, towns, cities) and other significant features (ruins, tribal villages, and GM points of
interest).
Local Maps: These are small-scale land maps. They illustrate villages and towns as well as other local
features.
Interior Maps: These maps show the interiors of castles, keeps and other buildings.
Click on the appropriate one for the map you wish to create.
When you click on any one of these icons, it will disappear and be replaced by the CC2 icon.
For example, if you click on the Mappa Hrnica Interior Maps icon, the CC2 icon replaces it:
Becomes:
Whenever you wish to return to the CC2 menu, simply click on the CC2 icon.
Alternatively, to switch back to the CC2 menu, if any of the Mappa Hrnica maps are in use, you can use Add-Ons
> Standard CC2 Menu if you have CC2 Pro, or File > Add Ons > Standard CC2 Menu if working with an older
version of CC2. Any of these methods may be used to switch between the various Mappa Hrnica Toolkit menus
directly as well.
1.
To switch between any of the Mappa Hrnica Toolkits when one is active, you can either click on one of the
Mappa Hrnica icons or use File > Menu.
In the file dialog box, select the appropriate menu (MNU file). Mappa Hrnica menus are stored in the
Hrn\Menu directory.
2.
To display all the Mappa Hrnica toolbars, make sure that you have all four Right Icon Bars displayed,
preferably all together (e.g. to the right).
The two Left Icon Bars should also be displayed together (e.g. to the left).
Users Manual
Page 7 of 35
3.
To check that these toolbars are being displayed by CC2, open the
Select Screen Tools dialog box by clicking on the hammer icon,
located on CC2's lower status bar.
The CC2 interface below uses the settings shown to the right.
Note: If you are using CC2 Pro, clear the Use large toolbar
buttons check box. The Mappa Hrnica Toolkit was designed to
use the small toolbar icons.
The new menu will change to the name of the Mappa Hrnica
Toolkit you are using. In the example below, the
Local Map
Tools are active.
4.
Next, select one of the template files to create your new map.
If you are using CC2 Pro:
If you are using an older version of CC2, you must select the template you wish to use as the basis of your
map first (File > Select Template...).
Then create a new file (File > New).
Users Manual
Page 8 of 35
If you have not already done so, activate the Mappa Hrnica Local Map Tools by clicking on the Local Map
icon.
Users Manual
Page 9 of 35
3.
4.
Select the path you have just drawn. The toolkit will go through a series of automatic processes, culminating in
a palisade:
2.
3.
The scarp triangles will be drawn on the left-hand (as viewed from the start point) or upper side of the line.
4.
Draw a second smooth path from left to right and click the Scarp icon.
5.
This time, select the new line by clicking close to the end point. The scarp triangles will be drawn on the right
hand (or lower) side of the line.
6.
7.
and select the polygon by clicking just after the start point.
The scarp triangles will be drawn to the left of the line (the outer face with a polygon drawn clockwise):
Mappa Hrnica Tool Kit
Users Manual
Page 10 of 35
8.
Draw a second smooth polygon clockwise and click the scarp icon, but now select the polygon by clicking
close to the end point.
The scarp triangles will be drawn in the right hand side of the line (in this case, the inner face):
Icon
To create a ploughed field, if you have not already done so, activate the Mappa Hrnica Local Map Tools by
clicking on the Local Map icon.
Select one of the Local Map template files as your new map template (File > New).
2.
Users Manual
Page 11 of 35
3.
4.
Enter a number between 0 and 15, and press Enter. You now have an area of ploughed field (the example uses
orientation 8).
A Note On Orientations
Arable
Value
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Degree
0.00
11.25
22.50
33.75
45.00
56.25
67.50
78.75
90.00
101.25
112.50
123.75
135.00
146.25
157.50
168.75
Vegetable
Value
Degree
0
0.00
1
22.50
45.00
67.50
90.00
112.50
135.00
157.50
Cardinal Direction
Runs East to West
Users Manual
Page 12 of 35
Area Script
Light Scrub
Loose Rocks
Gravel Surface
Sandy Surface
Stone Surface
Wooden Surface
Mud/Dirt Road
Deep Water
Shallow Water
Submerged Rocks
Submerged Sand/Mudbar
Icon
Notes
Y
Y
Interior Miscellaneous
Interior Refuse
Interior Rocks
Interior Shrubs
Interior Trees
Interior Vertical Access
Local Buildings
Local Dark Firs
Local Dark Trees
Local Deep Water Rocks
Local Firs
Local Land Rocks
Local Light Firs
Local Light Trees
Local Miscellaneous
Y
Y
Y
Y
Y
Contents
Contains all the symbols for all Atlas maps.
Contains doors, iron bars, latch and lock symbols as well as portcullis,
windows and shutters.
Y
Y
Y
Contains height and pitch markings to help you denote the shape of the
ceiling and/or floor.
Contains chests, beds, chairs and a podium.
Contains hanging items, sacks, barrels, crates, a brazier, an anvil, tools
and a symbol for a broken item.
Contains symbols for storage, secret door, mechanical and magical
devices, fireplace, oven, well, guard post, torch bracket, alcoves, special
feature, winch, lavatory and a lever.
Contains symbols for random refuse piles.
Contains 15 symbols for the random appearance of rocks.
Contains 20 symbols for the random appearance of bushes.
Contains 8 symbols for the random appearance of trees.
Contains symbols for stairs, trap doors, drains, vents and ladders.
Contains a selection of pre-drawn, unfortified wooden buildings.
Contains 20 symbols for the random appearance of dark firs.
Contains 20 symbols for the random appearance of dark trees.
Contains 15 symbols for the random appearance of deep-water rocks.
Contains 80 symbols for the random appearance of firs.
Contains 15 symbols for the random appearance of land rocks.
Contains 20 symbols for the random appearance of light firs.
Contains 20 symbols for the random appearance of local light trees.
Contains wells, gallows and stocks, gates, caves, waterwheels,
windmills and river flow.
Contains 20 symbols for the random appearance of shade firs.
Contains 20 symbols for the random appearance of shade trees.
Contains 15 symbols for the random appearance of shallow water rocks.
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Users Manual
Page 13 of 35
Y
Y
Contents
Contains five different dead trees as well as symbols for an orchard and
a conifer.
Contains all the different symbols necessary for Regional maps.
Several catalogues offer lots of different trees, both firs and deciduous and others show rocks, vegetation and shrubs.
You can use these as ordinary symbols, but their primary purpose is to act as a library for the random symbol
commands.
Note: All the symbols are scaled correctly so think carefully before adjusting the size. Many are also smart symbols,
and in some cases you may want to disable this feature to allow more precise placement.
Random Symbols
Random Symbols allow you to place unique symbols with every click.
The Local Toolkit has 15 different random symbol functions covering trees (deciduous and coniferous), shrubs and
rocks (underwater and surface or land).
You can alter the minimum and maximum sizes of any of the symbols from the Local Map > Command Parameters
menu. The default minimum size is .95 units, and the default maximum size is the minimum size plus 1/10 unit,
so altering the minimum size automatically alters the maximum size. You can alter the maximum size manually if
you want a greater or lesser size spread).
For an insight into how random symbols work and hints on creating your own random symbol commands, see
ADDRANDOMSYMS in Appendix Two (XP Commands).
To have more control over which random symbol will be placed, go to Local Maps > Random Symbols.
The command line will change to show exactly which random symbol will be placed next. If you wish to use it, left
click. To skip over the selected item, right click. To exit the sequence, press escape.
Icon
/
/
/
/
Random Symbol
Light Fir/Deciduous Tree
Medium Fir/Deciduous Tree
Dark Fir/ Deciduous Tree
Random Light, Medium or Dark Fir/Deciduous Tree
Shrub
/
/
Deepwater/Shallow Water/Land Rock
Random Tree/Shrub Fill
Random Tree/Shrub Edging
Random Tree/Shrub Scatter
The last three items are special random symbols that allow more flexibility in where and how trees are randomly
placed.
2.
On your map, click in the starting top-left corner of the area you would like to randomly fill with trees and
shrubs.
3.
Users Manual
Page 14 of 35
You can modify the parameters for this script through the Local Map > Command Parameters > Random
Tree/Shrub Fill menu.
Symbol density: 1 symbol per x square units. (2000): This denotes how thick the trees will appear. The
default value is 2000. The lower the number, the more trees will appear within the defined range. A square unit
is 1 measured unit. By default, Mappa Hrnica uses feet. To find out what unit of measurement is currently
being used by CC2, type UNITS in the command prompt.
Tree Type (1: Tree, 2: Fir, 3: Shrub): These are the three basic tree types available in Mappa Hrnica. They
are:
Trees,
Firs and
Shrubs.
Tree Color (1: Dark, 2: Light, 3: Shade, 4: Mixed): This denotes the coloration of the trees. By default,
Mixed is selected. The colors are:
/
Dark,
/
Medium and
/
Light.
1.
2.
You can modify the parameters for this script through the Local Map > Command Parameters > Random
Tree/Shrub Edging menu.
Spacing (25): This denotes the space between trees. 25 will cause the trees to only just overlap (as depicted
above).
Users Manual
Page 15 of 35
If you choose Yes, the trees will appear scattered around the smooth polygon; but they will not go
beyond the edge of the map.
Tree Type (1: Tree, 2: Fir, 3: Shrub): These are the three basic tree types available in Mappa Hrnica. They
are:
Trees,
Firs and
Shrubs.
Tree Color (1: Dark, 2: Light, 3: Shade, 4: Mixed): This denotes the coloration of the trees. By default,
Mixed is selected. The colors are:
/
Dark,
/
Medium and
/
Light.
2.
Click on the Woodlands scripts button and then click anywhere on your smooth polygon. This will set the
polygon automatically on the vegetation layer and fill it with the woodland fill style.
Users Manual
Page 16 of 35
3.
Then go to the Local Map > Random Symbols > Tree Shrub Scatter.
4.
When the cursor changes to a box, select the smooth polygon you drew previously.
5.
The command line will change and ask: Which side to fill. Use your mouse to position your cursor on the side
of the smooth polygon on which you want the trees to appear.
Additional trees can be added either by hand or repeating the above described process in the smaller, open areas.
Users Manual
Page 17 of 35
1.
Ignore the command line for now and begin drawing a path.
As soon as you have created the first point of your path, the command line changes to read:
Next Point (I = incorporate, A or C = curve, D = delete):
2.
Again, ignore the command line and create a few more points.
Notice how the enhanced path is behaving just like a normal path.
3.
4.
5.
When it looks right, click again, and you have your curve.
The command line again reads:
Next Point (I = incorporate, A or C = curve, D = delete):
Lets assume your curve doesnt look quite right and you want to delete it.
Type d and its gone. The section of the path, drawn earlier, remains.
The command line again reads:
Next Point (I = Incorporate, A Or C = Curve, D = Delete):
8.
9.
10. When youre happy with it, click. The command line changes to read:
Endpoint of arc:
11. Move the cursor along the line of the now-vanished ghost, and click when youre happy with the curve.
12. You can now continue with the line, adding more straight sections or curves as you see fit.
Users Manual
Page 18 of 35
Type i.
The command line changes to read:
Entity to incorporate:
2.
Click the path you want your current path to follow. The command line changes to read:
Starting point of portion:
3.
Click the point where you want your path to start following. The command line changes to read:
Ending point of portion:
4.
Incorporation of Polygons
The incorporation of polygons requires a little pre-planning.
1.
2.
Change your Fill Style to Solid so you can clearly distinguish what happens.
3.
4.
5.
Type i.
The command line changes to read:
Entity to incorporate:
However, before you do this, be aware that the portion of the entity you click will be included in your new
poly, from the start point to the endpoint, both of which you have yet to specify. So you need to plan where
you click in advance.
With a path this distinction doesnt really matter,
but in a closed polygon, it does.
Note: You should have a rough idea of where
youre going to place your start and end points.
If you want to incorporate the bottom right corner
of the rectangle, you should click somewhere
around the bottom right corner.
Clicking in the upper left corner will instead
incorporate that section.
In the case depicted, that is from the Start Point
clockwise around three corners to the End Point.
Users Manual
Page 19 of 35
Experiment with enhanced paths and polygons. Practice makes perfect, and you will quickly learn their advantages
and disadvantages. Sometimes you will find a smooth path or multipoly serves your purpose better.
Angled Rectangle
The Angled Rectangle (ARECT) allows you to place a rectangle with three mouse clicks.
To use Angled Rectangle:
1.
2.
Click in a second place to define the length of the rectangle and its orientation.
3.
2.
Then select the two points along the edges of the polygon where it is to be split.
The split is a straight line in between the two points you have chosen.
Break Poly is similar to Split Poly, except that it breaks the polygon into two new polygons with a gap in
between them.
To use the Break Poly:
1.
2.
3.
The polygon is broken in two with the specified gap in between the two new entities.
Name
Contour
Left Justify
Right Justify
Larger Text
Smaller Text
Definition
This sets the text properties to be suitable for contour labeling, accepts text input, and
then places the text on the contour layer automatically. The text is always centerjustified.
This will set the justification of text added afterward to left-justify.
This will right-justify any text added afterward.
This sets the text properties to be suitable for large general-purpose labels, accepts text
input, and then places the text on the labels layer automatically.
This sets the text properties to be suitable for small general-purpose labels, accepts text
input, and then places the text on the labels layer automatically.
Users Manual
Page 20 of 35
You can create a simple map very quickly with the Mappa Hrnica Toolkit, but the more time and effort you
put into a map, the more detailed and attractive it becomes.
2.
Place contours and watercourses first, since these features largely determine the layout of other components. For
water you may sometimes have to resort to multipolies if you want to create an island surrounded by water as
one unit. You could, of course, draw an island on top of the water, in which case you will probably want to use
color 177 grass as its fill.
3.
At this point you may like to switch to sketching mode and use a variety of garish colors to indicate roughly
what different areas of the map are going to be (e.g. this bright green blob will be meadowland; this red stuff
will be the hedge boundary of the arable; these dark green polygons are woodland, etc). This will help give you
an overall sense of where you want things to go.
4.
Add buildings next, complete with fences, hedges, ditches, etc. If you have already roughly sketched the roads
you will have a good idea of where you want buildings and land partitions.
5.
Miscellaneous terrain features (rocks, etc.), roads and paths are usually the best things to map in detail next.
6.
Now draw in arable strips and meadowland. If you want to map medieval-style selions (ploughing strips), use a
combination of XP commands (CLIPPOLY, ROUNDCORNERS, and ADDVARIEDNODES in that order) to
turn your sketched fields into variable rectangular strips about 66 feet wide and 660 feet long. Hrnic style field
patches vary in size between older and newer published material. Older maps feature patches of arable that are
much smaller and more irregular than medieval selions, while the newer maps usually feature larger, monolithic
blocks of arable. Both types are best drawn with smooth polygons, with a touch or two of fractalisation if
necessary.
7.
Add in the trees and shrubs. Often youll want to place woodland first, then shrubs, which may be annoying
because shrubs should of course go behind trees. A useful trick to get around this problem without putting the
two types of vegetation on different layers is to place a bogus entity (e.g. a red line or something else
noticeable) outside the map border right before placing the woodland polygons and symbols. This way, you
have a marker you can send shrubs behind with the Send Behind button since all the trees are in front of the
marker. If you use an area conversion to create woodland, finish it off with some random trees particularly on
the edge of the wood.
8.
Finally, look the map over and try to catch any entities that aren't in the proper front-to-back order, bring the
Contours layer to front, and youre nearly done.
Do you have a tip that should go here? Send it to our email list and well add it.
2.
Users Manual
Page 21 of 35
Activate the Mappa Hrnica Interior Map Tools by clicking on the Interior Map icon.
2.
Icon
Click the Add Stairs icon. The command line will change to read:
Starting point of staircase:
2.
Click where you want your staircase to start. The command line will change to read:
Endpoint of staircase:
3.
Click where you want your staircase to end. The command line will change to read:
Points relative to staircase (1=left, 2=center, 3=right):
4.
Choose and press Enter. The command line will change to read:
Width of staircase:
5.
Add an arrow to denote the direction of the stairs. You can find such an error in the Interior Floors
and Ceilings catalogue.
Note: You may sometimes find it easier to draw a staircase manually, particularly if you want an irregularly shaped
set of stairs.
Mappa Hrnica Tool Kit
Users Manual
Page 22 of 35
The others also work with boxes and unsmoothed polygons. Interior scripts work in exactly the same way as the
Local Area scripts.
1.
Draw a polygon.
1.
2.
Select the polygon and watch with delight as the toolkit does all the hard work for you.
Most of the area conversion scripts use solid white backgrounds. This means you can lay (for example) earthen paths
over grass. However, this will present a small problem if you want to print on colored paper.
For information on how to change colors in a batch, see MAPCOLORS in Appendix Two (XP Commands) at the
end of this document.
Surface conversions are intended to represent the ground, be it grass, or wooden floors. Wall conversions represent,
well, walls. Low walls are gray, rather than black.
Area Script
Hay/Crude Bedding
Paved Surface
Wooden Surface
Earth/Mud Surface
Packed Earth Surface
Sandy Surface
Grass/Lawn Surface
Water Surface
Rubble Surface
Rubble Wall
Stone Wall
Low Stone Wall
Wattle & Daub Wall
Low Wattle & Daub Wall
Wooden Wall
Low Wooden Wall
Rubble Wall
Rammed Earth Wall
Hole in Floor
Hole in Ceiling
Hole in Floor and Ceiling
Unstable floor
Unstable ceiling
Furniture
Reservoir/Water tank
Sump
Flow Stone
Limestone
Icon
Notes
This works on smooth polygons ONLY.
Insert plank orientation (0 to 3)
Users Manual
Page 23 of 35
Contents
Contains height and pitch markings to help you denote the shape of the ceiling
and/or floor.
Interior Furniture
Contains chests, beds, chairs and a podium.
Interior Goods and Tools
Contains hanging items, sacks, barrels, crates, a brazier, an anvil, tools and a
symbol for a broken item.
Interior Miscellaneous
Contains symbols for storage, secret door, mechanical and magical devices,
fireplace, oven, well, guard post, torch bracket, alcoves, special feature, winch,
lavatory and a lever.
Interior Refuse
Contains symbols for the random refuse pile.
Interior Rocks
Contains 15 symbols for the random appearance of rocks.
Interior Shrubs
Contains 20 symbols for the random appearance of bushes and smaller plants.
Interior Trees
Contains 8 symbols for the random appearance of trees.
Interior Vertical Access
Contains symbols for stairs, trap doors, drains, vents and ladders.
All the Interior symbols of Mappa Hrnica are scaled correctly for the template and most work exactly like ordinary
symbols.
Some, however, will ask for additional input.
Ceiling shape symbols, for example, will always ask you to input a ceiling height (in feet). Similarly floor
height symbols require the input of the actual height in feet.
The guard post symbol will ask you first how many guards should be present, then the percentage chance they
will be at the post.
In all such cases a dialog box will ask you exactly what information the symbol expects and you can ignore the
request by pressing Cancel.
Mappa Hrnicas Interior Map Tools also include three random symbol sets: Random Trees, Random Refuse
Piles and Random Shrubs.
You can alter the parameters of these random symbols just as you can the Local Random Symbols. You can, of
course, place them manually by loading the relevant symbol catalogues (Interior Trees, Interior Shrubs and Interior
Refuse).
2.
Users Manual
Page 24 of 35
Distance
4.
5.
The command line asks you to pick an entity, but before you do so you should turn Snap off (
=on,
=off).
6.
Once Snap is off, select the ground plan and the command line will ask you to pick a side.
7.
Click one side of the ground plan, and CC2 will draw a new ground plan one foot inside the old one:
8.
9.
.
Users Manual
Page 25 of 35
Regional Maps
There are two Regional Map templates available with the Mappa Hrnica Toolkit: the kingdom map and the
regional map. The former is designed for large landmasses while the latter is designed for drawing coastal regions.
When dealing with regional maps, you must select the Regional Map icon from the CC2 interface.
The CC2 interface will also display a menu called Regional Maps. The contents of this menu are described below.
Any item with an R in the include? column in the tables that follow is available for use with Regional Maps.
Note: For simplicity, the Regional Maps menu will hereafter referred to as the Maps menu.
Atlas Maps
There are two Atlas Map templates available with the Mappa Hrnica Toolkit: Atlas Template (Rotated) and
Atlas Template. The rotated template has a map compass that points to the right as being north. The other template
has north pointing to the top.
When dealing with atlas maps, you must select the Atlas Map icon from the CC2 interface.
The CC2 interface will also display a menu called Atlas Maps. The contents of this menu are described below. Any
item with an A in the include? column in the tables that follow is available for use with Atlas Maps.
Mappa Hrnica Tool Kit
Users Manual
Page 26 of 35
Note: For simplicity, the Atlas Maps menu will hereafter referred to as the Maps menu.
Zoom
Atlas and Regional maps have four special zoom settings. These settings can be invoked by either clicking on the
icon, detailed below, or by selecting the zoom type from the Maps > Zoom menus.
Zoom Type
Text
Icon
Kingdom Level
Atlas Level
Locale
Include?
AR
Notes
Performs a search for the text entered in the Zoom to Text dialog box. If
multiple positive matches are found, you will be asked to select from a list.
Zooms to a level where any Nation text is easily readable.
Zooms to a level where any Province or Shire text is easily readable.
Zooms to a level where any Hundred or Moot text is easily readable.
AR
AR
AR
Terrain Conversions
These commands work on both fractal and smooth polygons. To use these commands, either select the icon or use
the Maps > Terrain Conversions menu.
Each command either fills (Y) or changes the outline (N) of the selected poly with the color specified below. In
addition the selected poly is automatically moved to a layer.
Terrain Conversions
Mixed Forest
Needle leaf Forest
Cropland and Pasture
Woodland
Alpine Vegetation
Ice/Snow/Rock field
Water
Heath
Stream
Coastline
Land Contour
Water Contour
Icon
Color
Green
Dark Green
Yellow
Light Green
Brown
White
Blue
Orange
Blue
Blue
Brown
Blue
Include?
AR
AR
AR
AR
AR
AR
AR
AR
AR
AR
AR
AR
Fill
Y
Y
Y
Y
Y
Y
Y
Y
N
N
N
N
Layer
Vegetation
Vegetation
Vegetation
Vegetation
Vegetation
Vegetation
Water
Vegetation
Water
Coast
Contour
Contour
Topographical Conversions
These scripts add a pattern to your maps.
Terrain Conversions
Marsh
Hills
Mountains
Reef
Icon
Include?
AR
AR
AR
AR
Layer
Topology
Topology
Topology
Topology
Icon
Include?
AR
AR
AR
AR
Border Conversions
These scripts change a path to one of the following and move them to the political layer.
Border Conversion
National
Mappa Hrnica Tool Kit
Icon
Include?
A
Users Manual
Page 27 of 35
Border Conversion
Shire/Province
Hundred/District
Icon
Include?
A
A
Text
Text plays a very important role in Atlas maps. Each type of settlement, feature and path has a different script that
assures the appropriately sized text is used for the scale of the map. In each case, the text is moved to a labels layer.
Text can be added by using any one of the following icons or through one of the three submenus in the Atlas Maps
menu.
Text Conversions
National
Shire/Province
Large Nation
Small Nation
Hundred/District
Justify Text Left
Justify Text Right
Town
Moot Town
Castle
Moot Castle
Keep
Keep/Point of Interest
Moot Keep
Manor
Moot Manor
Hamlet/Mine
Road
Extra Large
Large
Medium
Small
Contour
River
Icon
Include
?
A
A
R
R
R
A
A
R
A
A
A
A
A
A
R
R
R
R
A
A
A
A
A
A
A
A
A
A
R
R
R
R
R
R
R
Layer
Labels - Political
Labels - Political
Labels - Political
Labels - Political
Labels - Political
This will set the justification of any text added afterward to
left-justify.
This will right-justify any text added afterward.
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Settlement
Labels - Feature
Labels - Feature
Labels - Feature
Labels - Feature
Labels - Feature
Labels -Feature
Scale
1 mm=10 feet
1 mm=1 foot
8 cm=12.5 miles
1 cm=12.5 miles
Maps will print on both A4 and US Letter sized paper at this scale.
All Mappa Hrnica templates come with the appropriate scale set as the default. If, however, you change it, this will
be lost.
Mappa Hrnica Tool Kit
Users Manual
Page 28 of 35
Note: The template supplied for regional maps will print across multiple pages. Use CC2s tiled printing feature
(with or without overlap between pages) to print such a map. Refer to the CC2 Online Help for more
information
2.
Select Scale Factor in the Print dialog box, and input the following parameters, depending on your map type:
Map Type
Local Map
Interior Map
Atlas
Regional
Paper Choice
The better your printer, and the better the paper you use, the more stunning the printed results. For the best result
use high-quality glossy photo paper and set your printer to its maximum resolution.
You can see if the printed results are any better with one of the alternative palettes included in the toolkit.
1.
2.
3.
4.
5.
2.
Close CC2.
Go to the CC2 root directory (by default this should be C:\Program Files\CC2).
Rename the existing fcw32.pal to chmp-default.pal.
Then copy any one of the .pal files from the C:\Program Files\CC2\Hrn\Alternate Palettes directory to
the CC2 root.
Rename this new .pal to fcw32.pal.
Try tinkering with your printer settings until you get a good result.
For ex ample, with an HP 970C, the shrubs will be all but invisible at standard settings. But if you select the
Advanced tab from Printer Properties, and slide the brightness bar all the way to the left, the contrast between
the greens increases and the shrubs show up properly.
You can use a similar technique with an Epson Stylus 660: choose custom settings, click the Advanced
button, click Color Controls and move the Brightness slider all the way left and the Contrast slider all the
way right. For the best results use superfine (1440dpi) output, and set half toning to fine dithering.
Remember to save your printer settings.
3.
Use your own custom palette (see the CC2 help file for details).
An appendix at the end of this manual gives the colors used in the Local Map Tools; a useful reference if you
want to create your own palette, or if you want to select objects by color.
Users Manual
Page 29 of 35
Users Manual
Page 30 of 35
196
197
198
199
200
201
202
203
204
205
206
207
MAPCOLORS
This command allows you to change, or "map", all references to one or more colors found in a CC2 file to one or
more other colors. This may be of use if, for example, you decide that all entities that are color 40 should actually
be color 50.
In order to change colors of simple entities (i.e. not grouped, not symbol definitions, etc.), you may simply use the
standard CC2 CHANGEC command. However, if you wish to actually change *all* references to a color to another
color, i.e. if you wish to change entities that make up symbol definitions as well, this command is the one to use.
First create a text (.txt) file to control the color changes you want to perform. Such a file may have any name, and
must consist of one or more lines, each line holding two items separated by white space (tabs, spaces, etc.). The
first item is the color index to be changed; the second is the color index to which all entities of the first color should
be changed. Thus, if you wish to simply change all entities that are color 40 to color 50, you must provide a file
with the contents:
40 50
You may provide more than one line to specify multiple color mappings. For example, a file with the contents:
40 50
1
60
13 70
would change all color 40 entities to color 50, all color 1 entities to color 60, and all color 13 entities to color 70.
Run the MAPCOLOR command (by typing mapcolor on the command line), and it will open a dialog box asking
you to browse for the text file you have just created. Select it, and the command will make the specified changes.
Mappa Hrnica Tool Kit
Users Manual
Page 31 of 35
CLIPPOLY
This command provides you with a tool with which you may specify a rectangular border to which all selected
polygons are to be clipped. It does not work with circles, smooth polygons, paths, etc. just polygons.
The command asks first for a rectangular region to which to clip, then the amount of allowable overlap beyond the
region (which you will usually want to set to 0, since you don't want the polygons to extend beyond the rectangular
area that you specified). Finally, you must select the polygons to be clipped.
Note that this command occasionally produces some strange clippings of polygons, as it has not been fully
debugged as of this time.
ROUNDCORNERS
This command allows you to round off the corners of paths and of polygons. A smooth path or polygon is created
to replace the original, with extra nodes that ensure that the originals overall shape is maintained. Only the corners
of the original path/polygon will appear rounded.
You must first input the maximum distance from each original node at which to insert the rounding nodes. The
value you provide here determines how much smoothing is done upon the entities' corners.
You must then select the entities to be rounded off.
ADDVARIEDNODES
This command is an alternative to the standard CC2 FRX (fractal) command. Like FRX, it allows you to insert
semi-random nodes in paths and polygons. Unlike FRX, it can add a variable number of new nodes between each
adjacent pair of nodes, the number of nodes added depending upon the distance between the two original nodes in
each case.
This command asks for several parameters. First, it requires that you input the minimum aperture required for node
placement; this is the minimum distance that must exist between a pair of original nodes in the entity in order for
the command to insert a new node. Next, it asks for the maximum aperture allowed for the placement of a single
node; this is the maximum distance for which a single new node will be inserted. If the distance between two
original nodes is between this distance and twice this distance, two nodes will be inserted; if it is between two and
three times the distance, three nodes will be inserted; and so on. Next, the command asks for the minimum and
then the maximum variance allowed for node placement; these two values define the range between which the new
nodes may be placed in terms of two distances from a line drawn between the two original nodes. Thus, specifying
2 and 5 for these parameters tells the command that all added nodes must be at least 2 units from a line drawn
between the adjacent nodes, but no more than 5 units from this line. Finally, you must tell the entity which paths
and polygons are to be altered.
An example of a use for this command is to take a rectangle and change it to look like the outline of a thatched roof,
with many small perturbations along each of its edges.
ADDRANDOMSYMS
This command provides you with the ability to add randomly selected, sized and rotated symbols from a chosen
symbol catalogue to your CC2 map.
The command asks you for the minimum and maximum scale of the symbols that are to be added. By providing
these, you tell it what range of scales is acceptable.
Example: If you provide it with a range of 0.9 to 1.1, all the added symbols will be scaled somewhere between
these two values. You may, of course, provide two identical values if you wish the scaling to be locked to a
particular value.
The command asks if the symbols should be randomly rotated. If you answer yes, each symbol will be given a
random starting rotation. If you answer no, the symbols will all have the default rotation.
The command then asks you for a symbol catalogue from which it should choose the random symbols; you may
either specify the catalogue name on the command line (generally, you must give it the full path), or else right-click
in order to bring up the Windows common open dialog to select the file this way.
The command will begin to select random symbols for you to place in your drawing. Each time, your CC2 cursor
will change to look like the symbol that has been selected. Left-click on your drawing to place the symbol, or rightMappa Hrnica Tool Kit
Users Manual
Page 32 of 35
click to skip this symbol and choose another one. Whether you place a symbol or right-click, the command will
then choose another symbol for you to place, at which point you may again either left- or right-click, and so on. To
quit the symbol placement process, hit the Escape key.
While placing symbols using this command, you may use the standard CC2 symbol-placement hotkeys to rotate or
scale the chosen symbol, just as if you were placing a symbol manually.
This command is used by the Mappa Hrnica Toolkit to implement the various random tree, random rock, and
similar scripts.
UPDATESYMDEFS
This command allows you to replace one or more symbol definitions in a CC2 file with new definitions. Thus, if
you wish to change all instances of a symbol called "Bridge 1" to look like a new version of this symbol, this
command provides the means to do so.
The command requires that you tell it within which symbol catalogue your new symbol definitions reside. As with
ADDRANDOMSYMS, you may either type in the catalogue's name on the command line, or else you may rightclick to bring up the Windows common open dialog and select the catalogue in this manner.
Once you have done this, the command goes through your CC2 file and replaces each symbol definition found that
has a name of a symbol that is also found in the selected catalogue with the catalogue's symbol definition.
This command may be of use if you have altered one or more symbol definitions, and wish to replace the old
versions of these symbols in maps that you have already drawn with the new versions.
EPATH/EPOLY
(These have already been discussed in the MAPPA HRNICA tutorial document.)
SPLITPOLY/BREAKPOLY
(These have already been discussed in the MAPPA HRNICA tutorial document.)
PRUNENODES
This command allows you to prune duplicate adjacent nodes from a path or polygon. A node is considered a
duplicate if it has the same coordinates as the node immediately preceding it.
To use this command, you simply select the paths and polygons to be pruned.
ARECT
This command allows you to draw angled rectangles with just three mouse clicks. The first two points define a
single side of the rectangle, and the third indicates how long the two sides perpendicular to the first are to be.
TSPECNEWMETRICS
This command is useful for cases in which the text properties are being changed within a script, but the Use New
Metrics property needs to be restored (as many CC2 text property altering commands change the state of this flag).
Each asks whether or not new text metrics are to be used; a y indicates they should be, an n indicates they
should not.
OVERLAND
Background
Users Manual
Page 33 of 35
REGIONAL / ATLAS
Coastline
Contours
Game Master Only
Grid
Hotspots
Labels - Features
Labels - Political
Labels - Settlements
Map Border
MERGE
Political
Roads
Settlements
STANDARD
SYMBOL DEFINITION
Topography
Vegetation
Water
LOCAL MAPS
Agriculture
Background
Contours
Docks
Fortifications
Game Master Only
Labels
Map Border
MERGE
Roads and Paths
STANDARD
Structures
SYMBOL DEFINITION
Terrain Features
Vegetation
Water
OVERLAND
Coast / Sea
Relief / Contours
Game Master Only
Hex/Square Grid
Map Border
MERGE
Borders / Political
Structures
STANDARD
SYMBOL DEFINITION
Natural Features
Vegetation
Water / Rivers
Text Labels
TEMPORARY
Dungeons / Lairs
Economy
Minerals / Mountains
CITY
Background
Relief / Contours
Secret
Text (Labels)
Map Border
MERGE
Roads
STANDARD
SYMBOL DEFINITION
Vegetation
Water / Rivers
Background (Map)
Background (Other)
Bldng (Criminal)
Bldng (Custom 1)
Bldng (Custom 2)
Bldng (GM)
Bldng (Government)
Bldng (Guild)
Bldng (House1)
Bldng (House2)
Bldng (House3)
Bldng (Inn)
Users Manual
Page 34 of 35
LOCAL MAPS
CITY
Bldng (Merchant)
Bldng (Religious)
Coast / Sea
Hex / Square Grid
Links
Roads 1
Roads 2
Roads 3
Sewers
Street Furniture
Buildings
Subways
Structures (Colors)
Structures (Outline)
Structures (Shading)
Text (Roads)
INTERIOR PLANS
Background
Ceilings
Doors and Windows
Floors
Furniture
Game Master Only
Labels
Map Border
MERGE
Objects
Outdoors
STANDARD
SYMBOL DEFINITION
Vertical Access
Wall Adornments
Walls / Structural
DUNGEONS
Background
Furniture
Secret
Labels
Map Border
MERGE
STANDARD
SYMBOL DEFINITION
Up and Down
Walls
Background (Floor 1)
Background (Floor 2)
Background (Map)
Caves
Containers and Treasures
Debris
Elemental and Magic
Hex / Square Grid
Temple & Statues
Weapons
Text Labels
Traps
Users Manual
Page 35 of 35