fvtt-fria-ligan / twilight2000-foundry-vtt

Official Foundry VTT game system for the Twilight: 2000 (4th Edition) roleplaying game (Free League Publishing)
https://foundryvtt.com/packages/t2k4e
GNU General Public License v3.0
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Core set battle maps grid is off #60

Closed illotum closed 2 years ago

illotum commented 2 years ago

Describe the Bug

Battle maps have their grid at 105px square, which doesn't match the scale nor the underlying hex grid.

Severity

Low

Context

The scenes from the Twilight 2k Core Set Module.

To Reproduce

Version was acquired and downloaded today, Nov 16.

Expected Behavior

Maps' grid settings match the artwork. For example, on Americatown this is achieved by setting the grid to 315px Hexagonal - Odd.

Screenshots

Default scene grid

Additional Context

N/A

kylania commented 2 years ago

I was able to get the Battlemap style maps to match grid with a 0.5 scale and a 250 pixel Hex Column - Odd setting.

Americatown and other Scenarios was 1.0 Scale and 315 pixel Hex Row - Odd.

Sweden map was pretty close with the Hex Column - Odd and 133 pixel, but needed to be bumped to -30 9 to match up better. Poland looked best at -30 10

Stefouch commented 2 years ago

Hi @kylania !

Thank you for the comprehensive report.

Can you send a screenshot of what you obtained after your custom modifications ?

kylania commented 2 years ago

Hi, sorry for the background music, didn't realize it would be recording that! But here's a walk through of the changes from first import:

https://youtu.be/LEMv-SM3AWA

And here are comparison images of before and after for each map type: Sweden: Map_Sweden_Default Map_Sweden_133_Hex_Odd_-30x9 Poland: Map_Poland_Default Map_Poland_133_Hex_Odd_-30x10 Battlemaps and Scenarios defaulted to a square grid, so no comparison but here are closeups of the new settings:

Map_Americatown_315_Hex_Row_74x78 Map_Battlemap1_500_Hex_Odd_124x-14

Also, for the Battlemaps a Scale of 1.0 and 500 Grid size with Hex Col Odd seemed to work well. I think last night when I was testing I'd nudged them too far so it looked like it was missing parts of the map, but in the video and screenshots there it was 1.0 Scale and 500 Pixels.

Hope this helps!

Stefouch commented 2 years ago

Ah! I now see what you are trying to achieve.

Battlemaps have been designed with a smaller grid (smaller than the hexes) on purpose.

As per the rules found on the Player's Manual page 54, hexes on a battlemap are 10-meters wide. But a human character is usually 1 or 2 meters wide. You can have multiple tokens inside the same hex.

If I had set a grid like you did, drag-and-dropping a token will make it as big as a tree or a house.

Also, I used a square grid because horizontal movement on a hex grid is a bit buggy in Foundry at the moment (V0.8.9).

kylania commented 2 years ago

Ahhh, ok that makes sense!

illotum commented 2 years ago

In this case, you still need to adjust the scale. Since each square is set to 10m, the underlying hex total width is ~30m, not 10. See my initial screenshot.

I can also confirm that the overview maps (Poland and Sweden) grid is off by a pixel or so.

Kayne commented 2 years ago

If you are ok with almost correct calculating, setting grid scale to 3,33 m works ok-ish. It's not perfect. Or you could leave as it is and always divide by 3 all calculated distances.

illotum commented 2 years ago

Indeed. I set it to gridless and a 3m unit. Good enough for me.

Stefouch commented 2 years ago

In this case, you still need to adjust the scale. Since each square is set to 10m, the underlying hex total width is ~30m, not 10. See my initial screenshot.

You are correct 👍 I have to fix in this way!

Stefouch commented 2 years ago

I have changed the distances to 3m for hexes in battlemaps (was 10m) and 10km for hexes in travelmaps (was 10m too).

I'll pack the update to the coreset module and send it to Free League.

SerotoninRonin commented 1 year ago

image the current Battlemaps default to 2m hexes which I understand given character occupancy of each 10m hex. The default Grid Size is 108 pixels which means only 4x2m hexes per battlemap hex which makes each battlemap hex 8m not 10m. Is this intentional?