Just adapt the PRNG system from something like and use the hex tile coordinates from Hmm… It seems to be way too complicate for me…Come on, you can work this out… define Draw Visible Map (cx) (cy) pixel offset (px) (py) set to repeat (12) set to repeat (16) select costume ((x) + (cx)) ((y) + (cy)) :: custom go to x: (((x) * (32)) - (px)) y: (((y) * (32)) - (py)) stamp change by (1) end change by (1) end define select costume (x) (y) f x,y: (x) (y) orientation: (0) range: 0. With a seed and a pseudo random number based on grid position.
Great work and very much appreciated.WolfieTundra wrote:Well, I'm planning on making a game that has a hex tiled base map, but I've got no idea on how to make it infinite help would be greatsame way you make any map infinite. They look not bad, but if you try to slap the Gimp grid over it (which I think is more mathematically correct), it won’t line up. Your nice gimp grid won’t line up because the ‘hexagons’ (and I use that loosely) on the original hex paper. Of course, if you have maps drawn on the old D&D mapping paper from a long time ago, you’ll discover the hexagons aren’t as hexagonal as you’d want. Select by colour the hex grid on that Hex layer Make sure your base image is square (height = weight)ģ.
One way to fix that I think might work is:ġ. One of the problems I wish there was a solution to is that Gimp gives you hexes with faces to the top of page (vs a point to the top of page). I’m gonna give you +1 Internets for this great explanation. Author Yora Posted on Categories game design, gamemastering, worldbuilding Tags maps
The only issue I noticed is that with hexes of sizes below 20-30, the hexes tend to get a bit squashed as a result of the image consisting of pixels, but I think you’d get this with any other method to get a hex map as well, unless it uses vector images (which I doubt any map software does). (The “Preview” box has to be checked to see how the grid would look like with the current settings.) But if the map has scale markings on it, move the view of the image to that corner of the map and try out different sizes in the Mosaic dialog until the hexes line up with it. The tricky part is to find the right value for “Tile Height” to get the tile size that matches the scale of your map.
Set Tile Neatness to 1 (to make orderly hexes).Set Tile Height to 1 (to remove reflection effect).Set Tile Size to your preferred size of tiles.Make sure Tile Geometry is set to “Hexagons”.Open the Mosaic dialog: Filters > Distortions > Mosaic.Make sure the new layer is above the layer with the map. Add a new layer: Layer > New Layer > Press “Okay”.But at least for GIMP I found a great solution to add a grid on top of any image. Make a best guess which terrain on the background image dominates, and when you don’t stay consistent between different occasions the players are passing through it nobody will notice.įinding an image of a hex grid on a transparent background to simply slap on top of a map you have in Photoshop or GIMP has been a huge pain in the butt for most of this afternoon. The terrain type of each hex won’t always be completely clear, but that’s not really an actual issue. You can also overlay a hex grid on top of the GM version of the map along with the hidden sites and other notes. In most situations you want to have separate maps for the players and the GM anyway, so you can keep track of where hidden and unknown sites are located without giving it away to the players. As a setting creator, I see even myself getting affected by that and it significantly hampers my work on the world.īut hexes are very useful as tools to keep track of the party’s position as it is moving through the wilderness. I feel it creates too much abstraction in the minds of players that works against them mentally visualizing the setting of the game as an actual world. However, I am not a fan of these maps, at least not as something to put into the hands of the players. I used one of them to make this map of the Savage Frontier five years back. There are a number of programms out there that allow you to make a hex map out of hex tiles.