Perhaps a better term might be "aspects", since (like a house) it presents many
different faces, but they are all part of the same structure.
Mike Bourke
----- Original Message -----
From: Andy Gryc
To: AutoREALM@yahoogroups.com
Sent: Tuesday, November 25, 2008 12:09 AM
Subject: Re: [AutoREALM] Allow me to introduce myself . . .
I think CAD layers contain objects, rather than it being like set
membership like AutoREALM. That is, in CAD, the layer to object
relationship is one to many, whereas for AutoREALM, it's many to many:
you can have a single object be a part of multiple layers. That's why
it can be pretty confusing at first: it doesn't use an identical
paradigm used by other software.
--Andy
> AutoREALM overlays sound like layers in a CAD program, would that be a
> good
> analogy?
>
> twh
>
> -----Original Message-----
> From: AutoREALM@yahoogroups.com <mailto:AutoREALM%40yahoogroups.com>
> [mailto:AutoREALM@yahoogroups.com
> <mailto:AutoREALM%40yahoogroups.com>] On Behalf
> Of Andy Gryc
> Sent: Sunday, November 23, 2008 23:29
> To: AutoREALM@yahoogroups.com <mailto:AutoREALM%40yahoogroups.com>
> Subject: Re: [AutoREALM] Allow me to introduce myself . . .
>
> Hi David,
> Thanks for the introduction and welcome!
>
> Question #1:
> AutoREALM treats overlays different than most programs. Instead of
> being physical layers (like transparencies, such as Photoshop), they're
> logical ones. In hind sight, overlay was a poor choice of terminology
> because it is too overloaded, but I didn't really think it through
> clearly (obviously). And there's precious little that explains how best
> to use them.
>
> The best way to think about it is that every object in the map can be
> part of any overlay. So, if you want different "views" of the same map,
> it's easy to do that by creating some sets of objects that belong in
> some view and not others. As an example: you want several DM maps, one
> explicitly for the DM (show everything), one for the players as they
> encounter a region (show the towns and little else), one for the players
> after they discover a map at a tavern (showing location of secret
> stuff). Make four overlays, and place the groups of things in those
> overlays depending on what you want to show for each of those
> "submaps". The overlay control panel gives you control to add/delete
> overlays, place objects in a specific overlay, and hide (or freeze)
> features of each overlay.
>
> Hope that helps.
>
> Question #2:
> Honestly, I've lost track about where you'd be likely to find a horde of
> symbols. Maybe someone else can contribute here. (AR doesn't take up
> but a fraction of my time these days...)
>
> --Andy Gryc
>
> > I have a couple of questions, though.
> >
> > #1 - AR's use of overlays seems to fulfill the role of layers in CC2,
> > but in a completely different way that has me baffled. Can someone
> > give me a sort of overview on overlays?
> >
>
> > #2 - I've found the symbol libraries in the Vault, but is there
> > anywhere else good to check out? Same goes for sample maps.
> >
> >
> >
> >
>
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>
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>
>
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