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<html><head><title>A.M.P. Instructions</title><meta content="text/html; charset=UTF-8" http-equiv="content-type"><style type="text/css">.lst-kix_wptbakjddtua-4>li:before{content:"" counter(lst-ctn-kix_wptbakjddtua-0,decimal) "." counter(lst-ctn-kix_wptbakjddtua-1,decimal) "." counter(lst-ctn-kix_wptbakjddtua-2,decimal) "." counter(lst-ctn-kix_wptbakjddtua-3,decimal) "." counter(lst-ctn-kix_wptbakjddtua-4,decimal) ". "}ol.lst-kix_wptbakjddtua-8{list-style-type:none}.lst-kix_wptbakjddtua-0>li:before{content:"" counter(lst-ctn-kix_wptbakjddtua-0,decimal) ". 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"}ol{margin:0;padding:0}.c5{max-width:468pt;background-color:#ffffff;padding:72pt 72pt 72pt 72pt}.c0{widows:2;orphans:2;direction:ltr}.c1{color:#b7b7b7;font-size:9pt;font-style:italic}.c3{font-size:18pt}.c4{text-align:center}.c2{height:11pt}.title{widows:2;padding-top:0pt;line-height:1.15;orphans:2;text-align:left;color:#000000;font-size:21pt;font-family:"Trebuchet MS";padding-bottom:0pt;page-break-after:avoid}.subtitle{widows:2;padding-top:0pt;line-height:1.15;orphans:2;text-align:left;color:#666666;font-style:italic;font-size:13pt;font-family:"Trebuchet MS";padding-bottom:10pt;page-break-after:avoid}li{color:#000000;font-size:11pt;font-family:"Arial"}p{color:#000000;font-size:11pt;margin:0;font-family:"Arial"}h1{widows:2;padding-top:10pt;line-height:1.15;orphans:2;text-align:left;color:#000000;font-size:16pt;font-family:"Trebuchet MS";padding-bottom:0pt;page-break-after:avoid}h2{widows:2;padding-top:10pt;line-height:1.15;orphans:2;text-align:left;color:#000000;font-size:13pt;font-family:"Trebuchet MS";font-weight:bold;padding-bottom:0pt;page-break-after:avoid}h3{widows:2;padding-top:8pt;line-height:1.15;orphans:2;text-align:left;color:#666666;font-size:12pt;font-family:"Trebuchet MS";font-weight:bold;padding-bottom:0pt;page-break-after:avoid}h4{widows:2;padding-top:8pt;line-height:1.15;orphans:2;text-align:left;color:#666666;font-size:11pt;text-decoration:underline;font-family:"Trebuchet MS";padding-bottom:0pt;page-break-after:avoid}h5{widows:2;padding-top:8pt;line-height:1.15;orphans:2;text-align:left;color:#666666;font-size:11pt;font-family:"Trebuchet MS";padding-bottom:0pt;page-break-after:avoid}h6{widows:2;padding-top:8pt;line-height:1.15;orphans:2;text-align:left;color:#666666;font-style:italic;font-size:11pt;font-family:"Trebuchet MS";padding-bottom:0pt;page-break-after:avoid}</style></head><body class="c5"><p class="c0 c4"><span class="c3">Advanced Mapping Procedurals</span></p><p class="c0 c2"><span></span></p><p class="c0"><span class="c1">Copyright (c) 2014 esampson</span></p><p class="c0 c2"><span class="c1"></span></p><p class="c0"><span class="c1">Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:</span></p><p class="c0 c2"><span class="c1"></span></p><p class="c0"><span class="c1">The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.</span></p><p class="c0 c2"><span class="c1"></span></p><p class="c0"><span class="c1">THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>Purpose: A.M.P. are a couple of quick procedurals designed to assist in the creation of maps through the use of complex modular components. While the components are complex (meaning that they are composed of multiple components) the system for using them should be as simple as possible.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>Function: A.M.P. works through the predefining of modular components such as a house (which can be viewed as a module of a village). These components can consist of a base asset which is used for the purposes of positioning and scaling and multiple components such as graphic objects, shapes, text, and dynamic lighting lines. Data for each module is stored as a character object which will allow a GM to move modules between various maps via the Vault or Transmogrifier. The base asset is placed into position, the conversion routine is called, and the additional components are placed onto the existing map in the correct positions and layers.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>Tutorial:</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>In order to utilize A.M.P. the first thing that must me done is that a module must be created. In this example we will create a module which we are going to name "Small_House" and then place it onto a new map.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>1: Create a new map. The process of creating a module uses everything that exists on the current player map. Create a new map so it will be clean (A.M.P. will pull any objects on the map including objects that are hidden. This is by design), make it the current player map, and open it.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 624.00px; height: 390.67px;"><img alt="" src="images/image01.jpg" style="width: 624.00px; height: 390.67px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title=""></span></p><p class="c0 c2"><span></span></p><p class="c0"><span>2: Add the base art asset: Select an art asset from your library and drag it onto the map. This asset should give you a good footprint for the module since it will be used in the placement of the module. Because of the restrictions of the API you may only use assets that exist in your library. Assets that are listed under your purchases cannot be used (though if you tag such an asset a copy of it will be made available in your library for use).</span></p><p class="c0 c2"><span></span></p><p class="c0"><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 624.00px; height: 390.67px;"><img alt="" src="images/image00.jpg" style="width: 624.00px; height: 390.67px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title=""></span></p><p class="c0 c2"><span></span></p><p class="c0"><span>3: Position and name the base asset: The name of the asset is important as this will allow A.M.P. to know which object in the scene is meant to function as the base asset. It will need to be the same name as the eventual name of the module.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 624.00px; height: 390.67px;"><img alt="" src="images/image03.jpg" style="width: 624.00px; height: 390.67px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title=""></span></p><p class="c0 c2"><span></span></p><p class="c0"><span>4: Add components to the module: Just like you would do with any other map you will add any drawings, text, or tokens to your map. In this case I have added 4 light sources and drawn lines on the dynamic lighting layer. Again, it is critical that any art objects that are added be taken from your library.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span style="overflow: hidden; display: inline-block; margin: 0.00px 0.00px; border: 0.00px solid #000000; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px); width: 624.00px; height: 390.67px;"><img alt="" src="images/image02.jpg" style="width: 624.00px; height: 390.67px; margin-left: 0.00px; margin-top: 0.00px; transform: rotate(0.00rad) translateZ(0px); -webkit-transform: rotate(0.00rad) translateZ(0px);" title=""></span></p><p class="c0 c2"><span></span></p><p class="c0"><span>4: Run the command '!Create Conversion <name>': In this case the command would be '!Create Conversion Small_House'. This will create a new character object with that name that stores the data for all objects in the scene (except for certain unneeded information about the base object) as attributes on the object. You may wish to select the base asset and use that as a token for the new character object but that is not required. You can now delete the map page that you have been working on as it is no longer necessary.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>To use the newly created module go to whatever map you want to work on and make it the current player map. Place a copy of the base asset on the map and change is name to the name of the module (if you made the token of the character object the base art asset you can quickly do this just by dragging and dropping the character onto the map). This will allow A.M.P. to know which asset you are referring to when you call the conversion procedural.</span></p><p class="c0 c2"><span></span></p><p class="c0"><span>Put the asset in the correct position and adjust its rotation and scale. When you are happy with the position run the command '!Convert <name>'. You should get a message that the object has been converted. At this point you will probably want to change the name of the base asset (A.M.P. is designed to only convert one base asset at a time to prevent assets from being converted multiple times). I usually just add a number to the end of the name so Small_House would go to Small_House1.</span></p></body></html>