Hello Marco,
The 'map-fg' layout command instructs therion to color scraps based on the (I believe) average value of station altitudes in a given scrap. A scrap will have one color, but neighboring scraps will differ if their average altitude differs. Perhaps this functionality will suit your needs.
Best regards,
Jonny
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Please excuse my brevity, I am responding from my phone.
MarcoIs that a crazy idea? ;-)Using a script like that, one could push M around to zero and get a cave filled with something like a color gradient, which could be wonderful.So I'm proposing a solution: is it possible to split scraps offline based on altitude? I'm thinking about a script which takes a (series of) .th2 file as its input, and generates another .th2 file containing no scraps deeper than, say, M meters. Scraps with stations whose vertical distance exceeds M should be split in two or more scraps. Areas, lines and other symbols should be connected (if possible) across scraps.This is quite cumbersome and time consuming. Also, there's no practical way to do such a split when trying to draw on a touch screen while hanging up from a rope..As far as I know, Therion is able to color on scrap basis only. Because I also like to have the same color in the same piece of cave either in elevation and plant map, I usually split scraps at the same borders in both projections.Hello.I like to have cave maps colored by altitude. I think color is an important piece of information, especially in plant layouts.
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