![]() Using more common XYZ normal maps would allow the intensity of the normal map to be encoded in the Z (blue) channel, but there wouldn't be a channel left for varicolor use. One of the nice things about PS-style normal maps is that there is still a channel (green) left to do something like varicolor with. It's an old stylistic decision more than a technical one, based on how it was implemented. ![]() As Sue noted, it's horribly overbright, which washes out the shading possibilities that it could have. The intensity of the shading map looks to be an artifact of a desire to keep the pretty symbol artwork visible. Attached are a couple of images straight from FT that shows how a color image and a corresponding _map file work together (I used the Discworld projection to get a circle). CC3 gives you fingertip control of both the big picture and the small details. That's how bitmap symbols are made, and you can put an arbitrary roof-shaded image on the map that way. Campaign Cartographer 3 is the leading map making software for games (RPGs, miniatures and wargaming). Having said that, you can INSERT an image PNG with a corresponding _map file and then use SHADEPICT on it to get a shaded image using a PF normal map. Now, CC3+ doesn't have an obvious way to use a normal map (PF or otherwise) for shading for fills and such. ![]() Because FT can import and color arbitrary height fields, it's possible to generate a normal map for most things without requiring a non-ProFantasy product or weird and unnatural gyrations in an art program. The intended use case for having the PF normal map feature in FT was to allow quick generation of top-down symbols without requiring an external tool.
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