Hi Philippe and Bruce, > Can’t you just define some map in grey and some in colors depending on the > scrap and the connection ?
A nice thought, but sadly not. A single scrap might have 2 or 3 different connection arrows going from it, and there is no way to distinguish between those from the MetaPost, except the order in which they appear in the source. Any approach to fixing that becomes a horrendous hack that quickly becomes unmaintainable for anyone else who tries to work on the project. Bruce, your thought process seems to have gone a long way along the same lines as mine. In our cave, there are a crazy number of overlaps - 10 overlapping passages at one point - and a lot of shifted sections (it's an exploded plan, because the plan is unusable otherwise), so without actual arrows showing the parts a caver can travel through (the same approach we used), it is a minefield of wondering which bit got shifted to where. So yes, those arrows are needed in most cases (replacing the odd couple with letters would not really clear up much confusion). Clearly you ran into the same limitation, where the solution became to create a custom point because Therion fails to pass variables into the MetaPost. I could in fact create a custom point p_u_arrowvariables read the -attr values, save them globally, and pick them up in the MetaPost for the arrows. This is also a cludge, but a more flexible cludge than my current one since I can have different themes. But it means having another point showing up in the legend. Can p_u_foo be hidden from the legend? Cheers, Tarquin _______________________________________________ Therion mailing list [email protected] https://mailman.speleo.sk/listinfo/therion
