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  1. #1

    Emergent hex crawl in FG

    In my first pass searching the forum, I did not have luck, so will ask directly here...

    Had anyone ran a hex crawl in FG where the map is generated "as you go along" (that likely means the hex map is edited, then reshared?) My thinking is that the FG editing tools can now allow for such a thing through stamps and maybe layers. For example, use paint stamps to draw in the next hex on the map, leaving small portions blank because these areas are simply unknown to anyone yet. I'm not finding many image resources (like said stamps) for such a thing in the FG Store.

    I am aware I could generate a map in a separate utility and then export the whole map via JPG and use fog-of-war and whatnot.

    Can anything be done all self-contained in FG to draw the hex map as we go? If you've been down this road before, what tools did you end up using? How about what image resources did you use? What things did you run in to in your own experiments?

  2. #2
    pindercarl's Avatar
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    Quote Originally Posted by paladinlee View Post
    In my first pass searching the forum, I did not have luck, so will ask directly here...

    Had anyone ran a hex crawl in FG where the map is generated "as you go along" (that likely means the hex map is edited, then reshared?) My thinking is that the FG editing tools can now allow for such a thing through stamps and maybe layers. For example, use paint stamps to draw in the next hex on the map, leaving small portions blank because these areas are simply unknown to anyone yet. I'm not finding many image resources (like said stamps) for such a thing in the FG Store.

    I am aware I could generate a map in a separate utility and then export the whole map via JPG and use fog-of-war and whatnot.

    Can anything be done all self-contained in FG to draw the hex map as we go? If you've been down this road before, what tools did you end up using? How about what image resources did you use? What things did you run in to in your own experiments?
    I don't have any experience with this Hexplorer Map Tiles from Headless Hydra Press, but you might take a look at their products: https://preview.drivethrurpg.com/en/...-bundle-bundle

    According to the description, the map tiles are provided as individual PNG files with a resolution of 524x452. If I were to use them, I would consider batch converting them in Photoshop or Gimp to maybe half the resolution and save them as Webp to reduce the file sizes. As is, you should be able to use paint stamps with grid snapping on and a grid size of 452x452 and they should snap right into place.

  3. #3

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    Quote Originally Posted by paladinlee View Post
    In my first pass searching the forum, I did not have luck, so will ask directly here...

    Had anyone ran a hex crawl in FG where the map is generated "as you go along" (that likely means the hex map is edited, then reshared?) My thinking is that the FG editing tools can now allow for such a thing through stamps and maybe layers. For example, use paint stamps to draw in the next hex on the map, leaving small portions blank because these areas are simply unknown to anyone yet. I'm not finding many image resources (like said stamps) for such a thing in the FG Store.

    I am aware I could generate a map in a separate utility and then export the whole map via JPG and use fog-of-war and whatnot.

    Can anything be done all self-contained in FG to draw the hex map as we go? If you've been down this road before, what tools did you end up using? How about what image resources did you use? What things did you run in to in your own experiments?
    I don't think there is a way to do exactly what you are asking. FOr my hexcrawls, I use lighting to hide the areas the PCs cannot see. I use a separate NPC for them to use on that map (a horse) and add lighting to it to show what the party can see in their immediate vicinity. I also add a light to each location they have searched (I preemptively put lighting on any major populated areas the party would already know about).

  4. #4
    Trenloe's Avatar
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    The info, and hexes, provided by Carl in post #2 works very well.

    Here's an example using the hexes from the "Hexplorer: Digital Hex Map Tiles" product (included in the bundle Carl links) and the setup he mentions - I'd add my vote to Carl's recommendation of reducing the resolution of the hex images by half.

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  5. #5

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    I've used that and they look good. But, after about 3 or so hexes out, the FGU get unaligned from the images. It gets worse progressively as you go out from there. If you're making a big map, it can bog down the controls, but I think that's pretty common with any big image files in FGU. I found making the map in one campaign and then exporting the map as an image makes it run better on the campaign you actually run for the players.

  6. #6
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    Quote Originally Posted by claedawg View Post
    I've used that and they look good. But, after about 3 or so hexes out, the FGU get unaligned from the images. It gets worse progressively as you go out from there.
    Sounds like the images weren't quite the right size for the hex grid (or vice versa), and as a result the grid snap (if that was on) wasn't able to snap the images accurately. Using the settings mentioned previously I've made a test image with over 50 hexes and all of them are aligned correctly.

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  7. #7
    You all are the best! Thanks, I'll give it a try.

    I also tried Inkwell Worldographer to create a whole map to output and align. Alignment was tricky but I'm sure if I keep tweaking, over time I'll get it to line up. I also want to see if those images are hiding somewhere in the code that I can use them in FG instead, but perhaps not possible the way the images work in the WG app. Anywho, thanks for the suggestions!

  8. #8

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    Quote Originally Posted by Trenloe View Post
    The info, and hexes, provided by Carl in post #2 works very well.

    Here's an example using the hexes from the "Hexplorer: Digital Hex Map Tiles" product (included in the bundle Carl links) and the setup he mentions - I'd add my vote to Carl's recommendation of reducing the resolution of the hex images by half.

    Is this what you're talking about?
    "If I were to use them, I would consider batch converting them in Photoshop or Gimp to maybe half the resolution and save them as Webp to reduce the file sizes. As is, you should be able to use paint stamps with grid snapping on and a grid size of 452x452 and they should snap right into place."

    Wish I knew how to do that. The only thing I've been able to figure out in GIMP is to export images from websites to png format. I've attempted resizing and stuff, but I can't seem to understand how to use it properly. I think my brain is decaying or something. In my 20s I picked up a CD of Campaign Cartographer and had no problems learning how to use it (except the most advanced stuff and typical artistic things that must be learned). Now, I can barely wrap my head around placing an image, lol. At least the image stamps for CC2 can be used directly in FGU.

  9. #9
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    GIMP has a plug-in called Batch Image Manipulation. http://www.alessandrofrancesconi.it/projects/bimp Once you install that you have a new menu option under File > Batch Image Manipulation.

    You can then Add a Manipulation set of 'Resize' and set the specific percentage or in this case pixel (px) size. Then add a second manipulation set to Change Format and compression. Set your output folder and then Add images, either individually or by folder. The Apply (or run it)

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  10. #10

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    If you find Gimp hard to use (it is very different from most paint programs). The free for noncommercial use IrfanView has a batch processor as well. I've used IrfanView for years for simple image modifications: resizing, de-rezzing, lower the bit rate, file type conversions ie anything but creation. It does *NOT* handle transparency though.
    Last edited by Griogre; April 29th, 2024 at 18:41.

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