Quote Originally Posted by jaerdaph View Post
As a CC3 user, one thing that would make the seamless textures usable in that program would be to get a higher res image - 1000 pixels by 1000 pixels. The way CC3 uses bitmap textures for fills and symbols is to have four versions of the same image:

very high: imagename_VH.png 1000 x 1000 pixels
high: imagename_HI.png 400 x 400 pixels
low: imagename_LO.png 100 x 100 pixels
very low: imagename_VL.png 20 x 20 pixels

If you use this naming convention, the program selects the proper one so the map looks the same based on the template size for zooming, printing etc.
Here's an interesting tidbit from Simon Rogers of Profantasy about this I found while browsing old posts to the CC2 Users Group mailing list (bold emphasis mine):

--- In cc2-l@yahoogroups.com, "Simon Rogers" simonwork@...> wrote:

I think you mean very high (VH) - 100 pixels per foot. HI is the resolution used by Dunjinni, and in most cases it is absolutely fine. VH is overkill - it's to allow people to zoom right into maps, just as they can with vector symbols and to create very high resolution large prints.

If you had a 100x80 dungeon, and you printed it out on one piece of paper, VH would give you 1000dpi, which is generally higher color resolution than most printers can cope with, or at least at the upper end. High resolution would give you 400dpi on such a map. It's when you print at minature scaleit starts to make a difference. At 1"=5', DD3 would give you 500dpi with VH, and 200dpi with HI - still pretty respectable.

For City Designer, we'll be using 40 pixels per foot, and you generally don't want to print super close ups of building symbols.

So, in my opinion, adding the VH symbols is a luxury, one we are happy to provide, but not essential.

Simon Rogers
http://www.profantasy.com
Livejournal - http://sjrlj.notlong.com