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Singular Perpous
January 13th, 2026, 21:25
Hi all,

1st question,
we are playtesting using a square grid with a distance of 1 foot per square. Is there any way to increase the distance displayed on the pointers without increasing the square scale?

Is there a way to increase the speed token move when you use the ALT token movement display?

Chees

LordEntrails
January 13th, 2026, 21:32
You can set the distance per grid and the unit of measure on the image control panel.
66200

The distance multiplier is what shows on the arrows for distance. There also is a Campaign option to show distance rounded to the square size or the raw value.

Token speed is probably due to the number of tokens, LOS occluders, FX, map size, and lights on the map. No way to directly impact this I know of. Though maybe the vsync option might help in terms of limiting the performance impacts.

Singular Perpous
January 13th, 2026, 21:49
The distance multiplier is what shows on the arrows for distance.

This is the problem were having. The number is so small you need to zoom extremely close to make it out. Can we make this bigger somehow? I've looked through the forge and forums but cant find anything recent that is of any help.

LordEntrails
January 13th, 2026, 22:04
The arrow and measurements sizes are based upon the number of pixels/grid size and zoom level. How many pixels are you using per grid? I know at one time anything approaching 10 or less had issues. Very high numbers (over 150?) might cause problems too.

Singular Perpous
January 13th, 2026, 23:28
31 x 31 = 1 foot.

He didn't know how to resize the map to accommodate a larger grid size.
He'll change it for next time we play.

I'll update you on how it works

Thanks

LordEntrails
January 14th, 2026, 01:32
Glad to help. Sounds like if the GM just sets the grid to 155x155 and changes the multiplier to 5 all will be good :)

Singular Perpous
January 14th, 2026, 10:55
This is the problem.

66204

We have to zoom right in to see the distance of any of the pointers. Is there any way to scale the number up?

Zacchaeus
January 14th, 2026, 13:20
What ruleset are you using? What is the resolution of the map being used?

In the images below the resolution of the map 5000x3333. When the grid size is set to 50 (which would be the default size) you can see that the number is invisible. However once we scale up the grid size to 300 the number becomes easier to read. So as LE says above if you have a a map with a huge resolution and a small grid size you'll need to zoom in to see the numbers. So a lot depends on the resolution of the map you are using and the grid size.

Singular Perpous
January 14th, 2026, 14:04
Ruleset is 5E and the map is 7500x3300

No amount of map & grid size combination will do the job.

Because he's wanting to use 1 foot squares/hex's it wont matter how large or small the map/grid is.
unfortunately Its about the map scale, not size. Scaled to 1 foot squares you need to zoom out to see the a decent portion of the map, and the further you zoom out, the number becomes smaller.

I've only just noticed that the numbers scale down after a while of zooming out but they don't get larger the more you zoom in. It looks like this is tied in to the grid size as well as the size of the map window.
Is there a way to maintain the numbers scale while zooming out as well as zooming in, keep it uniform throughout?

LordEntrails
January 14th, 2026, 16:04
No.
An extension might be able to change those sizes, not sure if there is an API for controlling those sizes.

Singular Perpous
January 14th, 2026, 20:30
Guess we'll just have to put up with it :D
I've zero experience creating extensions or even where to start, and by the sounds of it you're not even sure if its possible.

Thank you for all your help... Much appreciated :)

Griogre
January 15th, 2026, 21:18
Using 50 pixels for 5 feet would cause FG to scale things to a better pointer text size. It would also help on image file size with is the number one problem for players with bad or wireless internet connections or older computer and laptops. There is a lot of free software that will scale images to smaller sizes, ie Paint.net, GIMP.

Moon Wizard
January 16th, 2026, 01:44
Font sizes are grid-relative sizes; and set to be best viewed when grid is around 50-100 pixels.

Regards,
JPG

Singular Perpous
January 16th, 2026, 09:45
Just a quick update on this.


Font sizes are grid-relative sizes; and set to be best viewed when grid is around 50-100 pixels.

Regards,
JPG

I've been playing around with grid sized for the past few days to see if there is an optimal way to display the pointer text and I agree.
I also found out that the text begins to shrink when the grid is roughly the same size no matter what it is set to or the pixel size of the image.

66241

After this it begins to get smaller so I'm guessing its hardcoded into FG. Stopping the down scaling would be the only way to overcome it I think, but as LordEntrails said earlier

not sure if there is an API for controlling those sizes.

Using the Free Camera 3D view is a little better because it renders the text on the map as a standard size but that is subject to the Zoom level both in and out. So like I said earlier

Guess we'll just have to put up with it :D

Thanks again everyone :)

Singular Perpous
January 29th, 2026, 09:14
UPDATE: Thought I'd share this incase anyone was trying to do the same. I'll also post this setup in the 5E forum for anyone interested

Turns out he wanted to replicate the movement style of Baldur's Gate 3. Once I knew that sorted the problem by doing the following

- Made the grid Distance multiplier to 5.0 and made the grid size appropriate for the scale (obviously)
- Changed the grid to hexes (important to show the circular radius of reach) and turned off the grid visibility
- Turned on the Show Raw Distance
- In options, changed the 'Map Diagonal Distance' to RAW
- Toggle Grid snap to off.
Then all you need to do when you move a token is to use the ALT key to bring up the token distance display and you're done
Baldur's Gate 3 movement.

Happy Gaming