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#WHY DO MY PROFANTASY BITMAPS LOOK WEIRD UPDATE#
Then, after read your instructions above, I re-installed update 13a (but this was after everything was pixelated and I came here and found this post). Installed CD3 update for random city command Installed DD3 update for Shessar's fireplaces Since CC3+ was an independent install, I didn't remove CC3, but installed CC3+ and it's components as follows: The current machine I'm working on has CC3. This was part of a re-install of CC3 (to CC3+). I just can't seem to find the right setting to "fix" this. I can click the videos and it takes me to a screen where it shows the video I clicked at the top and other videos below it in the same list as before on the left side. All the videos are in a list to the left side of the screen.
#WHY DO MY PROFANTASY BITMAPS LOOK WEIRD PRO#
Nothing has changed from before to after (all work was done in DD3 Pro for the CC3+ software, made a castle with multiple levels, first floor is fine, 2nd and 3rd floors are pixelated). All the videos are in a list to the left side of the screen. That map just won't let go of the pixelated floors and background, and even after running the command (and even rebooting to make sure changes are taking place) the new fills are still pixelated. But once you render it out, it looks like it's supposed to. The fcw can't handle the higher sizing, so it looks like it's pixelated. So what most of us do, is we enlarge the width, and height of the tile, so that when we render it out (changing the fcw to jpeg, png or bitmap) it looks natural. C:Program filesProfantas圜C3BitmapsTilesDioramaKROM DioramaRoof3 0 VH.png. it becomes too redundant, meaning you get a lot of little tiles and the pattern doesn't look natural. All the features of this article are the same regardless of your. but on things like grass, floor patterns, stone bitmaps. Now, on something like your cobblestone, that might not be a big deal. The problem is, every tile has a pattern on it, and depending on how many tiles you need to fill a space you are working on, that pattern repeats. The smaller the number, the smaller the tile. This is how he did it: Well, I knew I wanted to do a floorplan and so my first thought was to fire up DD3 but I’m really lazy so loading the other textures and symbols sounded like a drag and I knew I wanted to use symbols and textures from Cosmo3. If you were to look at the bitmap fills for cc3+, cd3, dd3 or any of the other profantasy programs, you may notice that some bitmap fills have preset scaling (looking at the bitmap fills window in cd3 it's down at the bottom and will have a check mark in it). Simon Rogers Novem map of the month NLP138 from the ProFantasy forum produced this excellent floorplan using Cosmographer.
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Your map will look different because each time the program is ran. However, if you were to turn your fcw into a bitmap, jpeg or png, you would see the detail that you are looking for. Below you will find a step-by-step tutorial to create your custom random maps for. I don't know if I can explain this correctly, and if I do this wrong, I know Monsen or someone will set us both straight! But what you are seeing on the right, is what happens in the fcw when you enlarge the tile size of the bitmap fills.