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The Mappa Hrnica

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
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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

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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

Special Thanks To:


Profantasy Software, Ltd:

http://www.profantasy.com

Columbia Games, Inc:

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.

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Part One: Introduction


Purpose
This toolkit is intended as an add-on to Campaign Cartographer 2 (CC2).
CC2 is copyright Profantasy Software, Ltd. Visit the Profantasy website at http://www.profantasy.com/ for more
information.
The toolkit may be used to assist in the drawing of color regional maps (paper scale 1 cm = 12.5 miles), atlas maps
(paper scale 8 cm = 12.5 miles), and local maps (paper scale 1 mm = 10 feet), as well as black and white interior
maps (paper scale 1 mm = 1 foot) in a style similar to that used for the Hrn roleplaying world. Hrn is copyright
N. Robin Crossby and Columbia Games, Inc. Visit the Columbia Games website at
http://www.columbiagames.com/ for more information.
It is our hope that this toolkit will encourage Hrn fans to look into Campaign Cartographer 2, one of the most
versatile and affordable commercial home mapping kits available. We also hope it will encourage CC2 users to find
out more about Hrn, the most detailed and consistent medieval fantasy world in print, which sets a mapmaking
standard as yet unequalled in FRP.

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.

Click the Help drop-down menu and select About CC2.

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
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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.

Installing and Using the Mappa Hrnica Toolkit


Installation
NOTE: If you have a previously installed version of Mappa Hrnica, you may simply install a new version of
the software over it. You do not have to uninstall old versions first. This is true even if you have the manually
installed Mappa Hrnica beta 1.0 on your system.
We strongly recommend you uninstall Mappa Hrnica before upgrading CC2 or adding an add-on (City
Designer, Dungeon Designer, Character Artist, etc.).
To Install the Mappa Hrnica Toolkit, perform the following steps:
1.

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.

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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.

Launching the Mappa Hrnica Toolkit


Start CC2.
There are four new icons in CC2.

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).

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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:

Go to the File menu and click on New


In the Browse Templates window, select the Interior
Template (New Style) template.

If you are using an older version of CC2,

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).

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You are now ready to create Hrnic-style maps.


Your screen should then resemble the following using CC2 Pro. The menu bar may be somewhat different
using an older version of CC2:

Part Two: Local Map Tutorials


WARNING! Local map scripts work only on the Local Map templates and will crash if tried on the
Interior Template or any other CC2 template. You have been warned.

Tutorial One: Local Map Linear Conversions


Mappa Hrnica has five conversion scripts to help you create scarps, cliff, ditches, palisades and hedges.
The Hedge conversion script works only on smooth paths and polygons.
The other four (Scarp, Cliff, Ditch, and Palisade) work only with smooth paths, smooth polygons and straight
lines (not unsmoothed paths).
The toolkit will automatically check to ensure you are applying the scripts to an appropriate entity.
WARNING! We strongly suggest you save your map before using these scripts.
Troubleshooting:
If you find that converting an entity to a hedge using the hedge toolbar button causes a crash, restart CC2.
Reload your map and try redrawing the entity that you want to convert into a hedge as a series of shorter
smooth paths instead of one long one. Then apply the hedge conversion to each.

Creating Palisades, Hedges And Ditches


1.

If you have not already done so, activate the Mappa Hrnica Local Map Tools by clicking on the Local Map
icon.

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Create a new map based on a local map template.


2.

Draw a smooth path as follows:

3.

Click the Palisade icon

4.

Select the path you have just drawn. The toolkit will go through a series of automatic processes, culminating in
a palisade:

. This will activate the palisade conversion script.

Creating Scarps And Cliffs


Palisade conversions are easy because the circles are placed centrally on the line you draw. Scarp and Cliff
conversions can place their symbols on either side of the line, depending on where you click the line. This allows
you to create either a mound or a depression using the Scarp or Cliff Conversion Script.
1.

Draw a smooth path from left to right.

2.

Click the Scarp icon

3.

Click the line close to its starting point.

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.

Try it with a smooth polygon drawn clockwise:

7.

Now click the Scarp icon

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):
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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):

The Cliff conversion operates in the same way.


Whatever layer you draw the initial path or polygon on the end result will be automatically placed on the
appropriate layer.

Customizing Scarp, Cliff, Palisade, Ditch And Hedge


You can customize certain settings (Local Map > Command Parameters) for the Scarp, Cliff, Palisade, Ditch and
Hedge.
This allows you to enter values in the CC2 command line. Enter a new value to change the setting or right click on
the mouse to accept the default, as shown in the table below:
Script
Scarp
Cliff
Palisade
Ditch
Hedge

Icon

Command Parameter Modifications


Length of scarp triangle base (default 10); triangle spacing (default 8)
Length of cliff triangle base (default 10); triangle spacing (default 8)
Diameter of palisade circles (default 8); circle spacing (default 3)
Length of ditch lines (default 16); line spacing (default 8)
Average hedge width (default 8); line width (default 3)

Tutorial Two: Local Map Area Conversions


Area conversions allow you to transform closed polygons (either smooth or straight) into gardens, ploughed fields,
woodlands, meadows, water, sandbars, submerged rocks and a variety of other forms.
Two of these scripts require additional input via the CC2 command line.
1.

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.

Create a smooth polygon:

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3.

Click the Arable icon:

4.

Select the smooth polygon. Nothing will happen.


Look down to the command line and you will see it is waiting for input from you. In this case it is asking you
to choose the orientation of the plough lines, and offers sixteen choices from 0 to 15 (0 is East, 8 is North).

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

Runs North-East to South-West

Orientation is not based on a


cardinal system. Instead it is
based on a series of angles. The
exact size of the angle depends on
the number of values available.
With the value used for Arable
lands, each 11.25 degrees apart. In
the case of the vegetable plot, each
is 22.5 degrees apart.

Runs North to South

Runs North-West to South-East

Mappa Hrnica Area Scripts


The following is a list of area scripts installed by Mappa Hrnica.
Area Script
Icon Notes
Stone Building
Wooden Building
Vegetable Plot (Garden)
Input plot orientation (0 to 7)
Arable (Ploughed Field)
Input furrow orientation (0 to 15)
Meadow
Marsh
Woodland
Dense Scrub
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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

Tutorial Three: Local Map Symbols


Hrnic Symbols
To access the Hrnic symbols, click the Catalog button above the symbol window. Then, using the file dialog box,
navigate to the CC2\Hrn\Symbols folder.
There are several symbol files designed for use in local mapping. All symbol files end with the extension .FSC.
Mappa Hrnica symbol files are designed to work only with specific types of maps. The first word in the name of the
catalog corresponds to the type of map with which the catalog works.
Symbol Catalog Name
Atlas
Interior Entryways and
Locks

Y
Y

Interior Floors and


Ceilings
Interior Furniture
Interior Goods and Tools

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

Local Shade Firs


Local Shade Trees
Local Shallow Water
Rocks
Local Shrubs
Local Trees
Mappa Hrnica Tool Kit

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

Contains 20 symbols for the random appearance of bushes.


Contains 80 symbols for the random appearance of trees.

Y
Y

Y
Y
Y
Y
Y
Y
Y
Y
Y

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Symbol Catalog Name


Local Vegetation
Regional

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.

Random Tree/Shrub Fill


This script fills a defined smooth polygon with random tree symbols.
1.

Click the Random Tree/Shrub Fill icon.

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.

Then click the lower-right corner of the area.


The rectangular area will randomly fill with trees and shrubs.

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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.

Random Tree/Shrub Edging


This script traces the edge of a smooth polygon with random tree symbols. It can be used with the Woodland and
Scrub scripts, as described on page 12.
1.

Create a smooth polygon where you want the trees to appear.

1.

Click the Random Tree/Shrub Edging icon.

2.

On your map, select the smooth polygon.


The path of the polygon will randomly fill with trees and shrubs.

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).

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Use Mask (Yes/No):

If you choose Yes, the command line changes to read:


Use the standard Local template border as the mask? (1=yes, default, 0=no):

If you choose Yes, the trees will appear scattered around the smooth polygon; but they will not go
beyond the edge of the map.

If you choose No, you will be asked to draw a mask.


After drawing the mask and the other settings are chosen, select the smooth polygon.
The trees will only fill the area within the mask.

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.

Random Tree/Shrub Scatter


This script can perform the effects of both the Random Tree/Shrub Fill and the Random Tree/Scrub Edge
simultaneously. It also allows you to choose the side of the smooth polygon, which will have the scattering of
trees. The effect is most striking when used to delineate a copse of trees from grassland. It can be used with the
Woodland and Scrub scripts, as described on page 12.
1.

On your map draw a smooth polygon.

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.

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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.

Tutorial Four: Advanced Drawing Tools


The Mappa Hrnica Toolkit offers a variety of advanced drawing tools in two main categories: enhanced paths and
polygons and new editing tools.
Note: This tutorial is designed for use with the Local Toolkit, but the functions described within are
equally useful for Interior maps.

Enhanced Paths And Polygons


Enhanced paths and polygons allow you to draw complicated shapes without
resorting to multiple polygons or to curved paths; both of which slow down
the amount of time it takes the screen to redraw.
You do not have to use these enhanced functions unless you want to. The new
paths and polygons work exactly like normal paths and polygons until you
enter commands through the command line.
Enhanced paths and polygons have four useful functions. They can:

Incorporate parts of an existing path or polygon into their length.


Simulate circle arcs in two ways (Arc and Curve).
Delete a section that was just drawn.

Draw ing A Curve


You can apply these effects on each new section to a line.
1.

Click on the Enhanced Path icon

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The command line at the bottom should read:


1st point (I = incorporate):

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.

Lets start with an A curve.


Type a. The command line is not case sensitive.
The command line then reads:
Endpoint of arc:

4.

Click where you feel like it.


The command line changes to:
Bulge of arc:
As you move your cursor, you should see an arc oscillating.

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):

Deleting The Arc


6.

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):

Draw ing An Arc


7.

This time, try a different method. Type c.

8.

The command line reads:


Clockwise arc[Y/n]?

9.

Type y if you do want a clockwise arc.


The command line changes to read:
Centerpoint of arc:
A ghost circle appears on the screen. Wiggle your cursor about, and notice how the size and position of the
circle alter but its always attached to the last node of the line you drew. Its similar to CC2s standard
Circle command, but keeps a point on the circumference of the circle a constant, rather than the center point.
This ghost circle will form the basis of the curve youre about to draw.

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.

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How Do These Curves Work?


Without going into the mathematical functions used to create them, zoom in close enough to one of the curves and
youll see they arent curves at all: theyre a series of very short lines forming the paths.
This takes up less processing power, therefore making redraw times much faster. Note that the enhanced drawing
tools arent really intended to replace smooth lines and polygons, but to replace multipolies.

Incorporate Com m and


The Incorporate command works very simply when incorporating a path entity.
Note: This piece of the tutorial continues from the previous three, refer to Drawing a Curve for the start.
1.

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.

Then click where you want it to stop following.


Enhanced polygons work in exactly the same way as enhanced paths when incorporating a path. Incorporating
polygons is a different process and is explained below.

Incorporation of Polygons
The incorporation of polygons requires a little pre-planning.
1.

Draw a hollow rectangle so that you have something to incorporate.

2.

Change your Fill Style to Solid so you can clearly distinguish what happens.

3.

Click the Enhanced Polygon icon:

4.

Begin drawing your enhanced poly.


Put some arcs and curves in. Bring the line close to your hollow rectangle.

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.

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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.

Click once on your map.

2.

Click in a second place to define the length of the rectangle and its orientation.

3.

Click a third time to define the width of the rectangle.

New Editing Tools


Mappa Hrnica adds two new editing tools.
Split Poly and
Break Poly are new commands that allow you to
divide an existing polygon into two new polygons.
Split Poly allows you to split a polygon into two new polygons that together cover the area of the old single
polygon.
To use Split Polly:
1.

You must first select a single polygon to be split.

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.

Select a single polygon to break.

2.

Select four points along the edges of the polygon.


The first and second points define the gap at one end of the break; the third and fourth points define the gap at
the other end.

3.

The polygon is broken in two with the specified gap in between the two new entities.

Tutorial Five: Adding Text


Adding text to your map is easy. Text is used to define roadway destinations, points of interest and provide map
numbering where necessary. Text can be provided either by using the CC2 default text button ( ), or through the
Mappa Hrnica buttons.
Local Map Tools include five buttons relating to adding text to your map. These are also available from the Local
Map > Add Text menu.
Icon

Name
Contour

Left Justify
Right Justify
Larger Text
Smaller Text

Mappa Hrnica Tool Kit

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.

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Tutorial Six: Tips For Creating Local Maps


Creative mapmaking is more of an art form than a science, and this tutorial is not intended to tell you how to do it,
but to pass on some useful tips and advice from the Mappa Hrnica team.
1.

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.

Finishing Touches: The Border Mask


What if a tree or another symbol has crossed over the line of the map border?
Exploding the symbol and manually trimming it to the borderline is a long and involved process. The Mappa
Hrnica Toolkit offers a useful cheat called Mask Map Border.
This command will place a series of thin white boxes round the edge of the border box, masking most entities that
cross it. The boxes are narrow, so will not mask anything overlapping too far. If you want to see these boxes,
simply change your background to a non-white color.
1.

Go to Local Map > Mask Map Border.


The command line change to read:
Map lower left corner [0,0]

2.

If you have not customized the template, just press enter.


The default options are Origin Point 0,0, Width 1800, and Height 2400, which are the dimensions of the
border on the standard Mappa Hrnica local map template.
If you have customized the template select the lower left-most corner of the map, using the cross hairs.

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Enter the width and height as prompted by the command line.

Part Three: Interior Mapping Tutorials


The Interior Map Tools allow you to create black and white maps with a printed scale of 1cm = 10 feet. If you
want to create color maps you should use Profantasy Softwares Dungeon Designer 2 add-on for Campaign
Cartographer 2, which is ideally suited for producing building interiors as well as natural caves and constructed
dungeons.
Most commands in the Interior Map Tools operate very much like the ones in the Local Map Tools, and this
section assumes you have gained some familiarity with the latter by working through the local map tutorials. It is
worthwhile spending some time practicing with the enhanced drawing commands and editing tools. Although these
are a refinement for local mapping, they are the backbone of interior mapping, particularly when creating complex
buildings.
Warning! Save your map before applying conversion scripts.
1.

Activate the Mappa Hrnica Interior Map Tools by clicking on the Interior Map icon.

2.

Create a new Interior Map.

Tutorial One: Linear Conversions


There are eight linear conversion scripts in the Interior Toolkit. Like the local linear conversions, these are
designed to be used with smooth paths (splines) or single line, and should not be used with straight paths.
Command
Iron Bars
Railings
Fence
Lattice
Curtain
Sudden Drop
Ore Cart Rails
Crenellations

Icon

Customizable Command Parameters


Circle diameter (default 0.8); circle spacing (default 0.5)
Circle diameter (default 0.65); circle spacing (default 0.35)
Line length (default 1.8); line spacing (default 3)
Line length (default 1.5); line spacing (default 3)
Arc base length (default 1); arc apex (default 0.5)
Perpendicular line length (default 2.5); line spacing (default 2)
Perpendicular line length (default 2.5)
Width (default 2); segment length (default 2)

Tutorial Two: Adding Stairs


The Add Stairs command does not operate like anything else in the Local Toolkit. It is a little like the House
command in City Designer 2.
1.

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.

Type your desired width (in feet), and press Enter.


CC2 will now add a set of stairs of the specified width. The line you drew to indicate the start and
endpoints of the stairs acts as the left edge, center or right edge of the new staircase.
6.

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.
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Tutorial Three: Interior Area Conversions


Like the Local Map Tools, the Interior Map Tools include a lot of scripts for converting closed polygons into a
variety of different map objects.
Note: The Hay/Crude Bedding

conversion will only work on smooth polygons.

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.

Click the relevant icon.

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)

Insert grain orientation (0,1)


Insert grain orientation (0,1)

Tutorial Four: Interior Symbols


Interior symbols are found in the various Interior symbols (fsc) files.
FSC file name
Contents
Interior Entryways and Locks
Contains doors, iron bars, latch and lock symbols as well as portcullis, windows
and shutters.
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FSC file name


Interior Floors and Ceilings

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).

Tutorial Five: Advanced Drawing


Theres no getting round the fact that drawing lies at the heart of good interior mapping. The Mappa Hrnica
Toolkits enhanced drawing tools help immensely, but they are not the only solution.
CC2 has a large selection of laborsaving drawing tools and modifiers for which no icon exists on the interface.
The Mappa Hrnica Toolkit adds icons for two CC2 commands we have found particularly useful Parallel to
and Percentage Along. But many more can be found in the drop-down menus, particularly in the Draw and
Modifiers drop-downs. Many of the most useful modifiers have keyboard shortcuts, and it is worth your while to
remember some of these.
Lets practice one of these techniques, Offset One, to draw a ground plan of a simple fortified building made from in
a classic medieval technique; the double-skinned, rubble core wall.
1.

Select the Enhanced Poly command.

2.

Draw something like this:

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In this case, the walls are five feet thick.


To make the corners square, turn on the Grid and Snap commands.
3.

Click the Offset One icon

. The command line will change to read:

Distance
4.

Type 1 at the command line and then press Enter.

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.

Click the Rubble Wall icon.

9.

Select the inner poly.

10. Select the Stone Wall icon


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11. Click the outer poly.


12. CC2 will draw a stone wall behind the rubble wall because the outer (stone) polygon is older than the inner
polygon (therefore behind it).
You can then add a floor, symbols for doors, fireplaces and whatever else you see fit:

Tutorial Six: Adding Text


Adding text is identical for Local Maps as it is for Interior Maps. Refer to Part Two: Local Map Tutorials:
Tutorial Five: Adding Text for more information.
Note: Interior Maps do not have a contour level and therefore you cannot add contour text to these maps.

Part Four: Regional And Atlas Mapping


Regional and Atlas Maps differ primarily in scale. Atlas Maps are designed for drawing kingdom-sized maps.
Regional Maps were designed for drawing multiple kingdoms. Drawing either type of these maps is very similar
to drawing a standard CC2 map. This section will detail the Mappa Hrnica symbols and buttons for these two
types of maps.

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.
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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

Road and Track Conversions


These scripts change a path to one of the following and move them to the roads layer.
Road and Track Conversion
Road and Trail
Ferry Line
Paved Road
Unpaved Road

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
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Include?
A
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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

Add Hex Grid


If you did not use one of the default Mappa Hrnica Atlas templates, you can add a hex grid to your map through
this script via its icon or the menu option of Add Hex Grid. This is the standard draw hex script from CC2. Refer to
the online help for more information.

Part Five: Printing Your Map


Different templates print to different scales:
Map Type
Local Map
Interior Map
Atlas
Regional

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.
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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

Restoring The Map Printing Scale


To restore the map printing scale, perform the following:
1.

Go to File > Print

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

Map Printing Scale


Paper Distance
394
Drawing Distance
1,200,000
Paper Distance
394
Drawing Distance
120,000
Paper Distance,
10,000,000
Drawing Distance
39,473,684
Paper Distance
100
Drawing Distance
3,175

Not Using White Paper


If you are not using white paper, you may want to change the color of the local map border masks to match your
paper.
For interior maps youll want to change all white entities to match your paper. Because some symbols incorporate
white, its best to do this by using the new MAPCOLOR command (see Appendix Two). Select color 15 (white) as
the original color and whatever color matches you paper best as the new color.

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.

Getting The Printer To Print Better


You may find that some of the colors are too similar to print clearly with many printers; for example, shrubs tend
to blend in with the grass background (though they display fine on screen).
1.

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.

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Distributing Mappa Hrnica Maps


Because the Mappa Hrnica Toolkit uses a non-standard color palette, you will need to make sure anyone you want
to read your maps in CC2 has a copy of an appropriate palette.
Other Mappa Hrnica users will already have one.
You will need to supply other CC2 users with a copy of your palette of choice as well as your map.
Remember to add the file fcw32.pal in your root CC2 directory to the disk, e-mail, .zip file or whatever you are
sending.
Warning! If the recipient overwrites his or her existing fcw32.pal s/he will lose any other custom palette
they have. Warn them to change the name of their existing file (to my_fcw32.pal or something similar) before
using the one you have supplied. Users who utilize the free CC2 viewer to view your maps will need to rename
the palette file to vw32.pal and install it in the CC2 viewer's installation directory.
Here Endeth The Tutorials.

Appendix One: Map Colors


There are 28 custom color indices, numbers 176 through 207, excluding 182, 188, 198, and 204 which are reserved
as magentas and purples. In the standard CC2 palette, most of these numbers 176 to 207 are variations on a theme
of purple, which is why Mappa Hrnica maps look psychedelic with the standard palette. We also use colors 0
(black) and 15 (white) fairly extensively throughout our maps.
The fcw32.PAL file that was installed in step 5 above is the default Mappa Hrnica palette. However, CHMP
members have come up with alternatives that may be used in its place if desired. When installed in place of the
default palette, each alternative palette will give Mappa Hrnica maps a different color scheme. As color preferences
are highly subjective, you may find that you prefer one of the alternatives.
To use an alternate palette, rename the fcw32.PAL file in your CC2 base directory so that you will be able to go
back to it later. Then copy whichever alternate palette you wish to try from Hrn\Palettes to the CC2 base directory,
and rename the copy fcw32.PAL. Now restart CC2 and load a Mappa Hrnica map to see how the colors have
changed. If you wish to use the default palette again, delete fcw32.PAL and rename the original file fcw32.PAL, then
restart CC2.
0
15
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195

General Outline, Text, Cliffs, Scarps, etc.


Building Fill (LM)
Ice/Snow/Rock Field (RM)
Terrain Patterns (Various Symbol Fills)
Unworked Land Fill (LM)
Woodland (RM)
Mixed Forest (RM)
Heath (RM)
Arable Solid Fill
Veggie Plot Solid Fill
UNUSED - RESERVED FOR MAGENTA
Marsh/Wetland Solid Fill
Scrub Outlines
Arable Fill Pattern
Dark Tree Solid Fill/Hedges (LM)
Needle Leaf Forest (RM)
Medium Tree Solid Fill
UNUSED -- RESERVED FOR PALE MAGENTA
Light Tree Solid Fill
Tree/Meadow/Marsh Fill Pattern and Outline
Wooden Solid Fill
Earth/Mud/Trail Solid Fill
Paved Stone Surface Solid Fill
Sand/Gravel Solid Fill (LM)
Cropland and Pasture (RM)
Natural Rock Solid Fill

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196

Shallow Water Fill (LM)


Seas, Lakes, Rivers (RM)
Deep Water Solid Fill and Submerged Sand/Mud Bar Pattern Fill
UNUSED -- RESERVED FOR PURPLE
Submerged Rock Pattern Fill and Water Contour (LM)
Coast/Streams/Water Features/Reef Pattern Fill (RM)
Land Contour
Roads/Trails (RM)
Political Boundaries (RM)
Alpine Vegetation (RM)
UNUSED -- RESERVED FOR PALE PURPLE
Settlements (RM)
Vegetable Plot Pattern Fill/Outline
Desert Sand/Rocks (RM)

197
198
199
200
201
202
203
204
205
206
207

LM = local map scale


RM = regional/atlas map scale
Anything not marked as one or the other specifically is for the local map scale.

Appendix Two: MAPPA HRNICA XP Commands


Each of these commands has been created over the course of the Mappa Hrnica Toolkit's development. Some are
used by the Mappa Hrnica scripts, while others were intended only to make the developers' jobs easier in one way
or another, but have been included in the Mappa Hrnica Toolkit in order to allow anyone to access them in case
they might be of use.
You can access the XP commands by entering the name of the command through the command line, but they are
intended for advanced users and for special circumstances. In most situations you will not need to invoke them.
If you wish to use any of these commands, we strongly advise you to experiment with them using a scratch map
file, so that you can get to know their behavior, quirks, etc. before applying them to an important map.

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.
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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

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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.

ISSMOOTH, ISPOLYGON, ISLINE, ISCIRCLE, ISARC, ISELLIPSE, ISELLIPTICALARC


These commands are useful for scripts in which the type of an entity must be checked. Each first requests a variable
name and then the entity to examine. If said entity is judged to fulfill whatever qualifications required by the XP
command (i.e. it is a spline or smooth polygon if ISSMOOTH is being used; a polygon if ISPOLYGON is
utilized; and a line if ISLINE is invoked; etc.), the variable specified is set to 1; otherwise, it is set to 0.

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.

Appendix Three: Mappa Hrnica Layers


The following table compares a list of standard CC2 layers and those used in the Mappa Hrnica Toolkit.
REGIONAL / ATLAS
Background
Mappa Hrnica Tool Kit

OVERLAND
Background
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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

Mappa Hrnica Tool Kit

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)
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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

Mappa Hrnica Tool Kit

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

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