will9k
May 12th, 2020, 20:12
I have been fighting with the Traveller deck plans that are published with Mongoose products for some time now. To get them to work well with Fantasy Grounds (Unity or Classic) you either have to find 2d versions of them (the best option) or figure out how to make use of the existing iso version.
For many of the products, there is simply no 2d version anywhere. Examples abound, but for my purposes I will use the Rift Hauler from Deepnight Legacy (part of the forthcoming Deepnight Revelation campaign).
There is no 2d version of these plans anywhere, and I don't have the time to redraw them for Fantasy Grounds Unity.
So to start with we have Example 1, these are the deck plans imported straight into Fantasy Grounds Unity. They are only marginal usable as the grid is iso, not a true grid. You can set the grid to be iso in Fantasy Grounds, but then you find out that the deck plans are a DISTORTED iso.
My solution is to stretch the original image prior to importing it into Fantasy Grounds Unity.
To do this, follow the procedure below.
* * *
With care, measure the distance between the two horizontal points of the grid, then measure the distance between the two points of the vertical grid. Divide the larger number (horizontal) by the smaller number (vertical). This gives you the ratio between horizontal and vertical distortion. Open the image in a program that will permit you to stretch it. From your chosen image program find the number of vertical pixels in the image. Multiply the vertical pixels by the ratio number you got earlier. That is how much you will need to stretch the image too.
For the Rift Hauler I found my horizontal was 58.5, while the vertical was 33. 58.5/33=1.77272.
In my image program, the Rift Hauler is 1100 pixels high. 1.77272 x 1100 = 1950.
I had the program stretch the vertical to 1950 pixels, saved the image, and loaded it into Fantasy Grounds Unity.
Example 1 is the image before stretching, Example 2 is the image after stretching.
Now the iso grid is a true iso rather than a distorted one. Remember that that the accuracy of your measurements will control how close you get to a true iso grid in your final product.
Will9k
For many of the products, there is simply no 2d version anywhere. Examples abound, but for my purposes I will use the Rift Hauler from Deepnight Legacy (part of the forthcoming Deepnight Revelation campaign).
There is no 2d version of these plans anywhere, and I don't have the time to redraw them for Fantasy Grounds Unity.
So to start with we have Example 1, these are the deck plans imported straight into Fantasy Grounds Unity. They are only marginal usable as the grid is iso, not a true grid. You can set the grid to be iso in Fantasy Grounds, but then you find out that the deck plans are a DISTORTED iso.
My solution is to stretch the original image prior to importing it into Fantasy Grounds Unity.
To do this, follow the procedure below.
* * *
With care, measure the distance between the two horizontal points of the grid, then measure the distance between the two points of the vertical grid. Divide the larger number (horizontal) by the smaller number (vertical). This gives you the ratio between horizontal and vertical distortion. Open the image in a program that will permit you to stretch it. From your chosen image program find the number of vertical pixels in the image. Multiply the vertical pixels by the ratio number you got earlier. That is how much you will need to stretch the image too.
For the Rift Hauler I found my horizontal was 58.5, while the vertical was 33. 58.5/33=1.77272.
In my image program, the Rift Hauler is 1100 pixels high. 1.77272 x 1100 = 1950.
I had the program stretch the vertical to 1950 pixels, saved the image, and loaded it into Fantasy Grounds Unity.
Example 1 is the image before stretching, Example 2 is the image after stretching.
Now the iso grid is a true iso rather than a distorted one. Remember that that the accuracy of your measurements will control how close you get to a true iso grid in your final product.
Will9k