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Inkwell Ideas
Приєднався 1 сер 2017
Worldographer 2025 Export to UVTT Feature
A walkthrough of Worldographer 2025's new Export to UVTT format functionality. This is new in the 1.14 version of the 2025 preview. Download the update here: worldographer.com/2025-preview-release/
Переглядів: 124
Відео
Worldographer 2025 v1 12 Updates
Переглядів 307Місяць тому
What's new in the latest Worldographer Update? (v1.12) See the list of changes & download the demo here: worldographer.com/2025-preview-release/ Make a late pledge here: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube
Elemental Fire Isometric World Kingdom Map Icons
Переглядів 107Місяць тому
Each month Inkwell Ideas makes a set of 100 map icons fitting a theme voted on by our Patreon patrons. This month's theme is "Elemental Fire". Here is a video showing the isometric style world/kingdom icons. We make them for Worldographer, but they are just transparent PNGs so most image & map editors can use them. Our Patreon we'll release them to paid backers at no extra cost at the end of th...
Worldographer Switching Between Hex & Square Grids
Переглядів 137Місяць тому
How to toggle on a square grid to Worldographer's hex-based world/kingdom, cosmic (star/sector) & settlement (city/village) maps as well as put a hex-grid on Worldographer's square-based battlemats. This applies to Worldographer 2025 and pre-2025. Download Worldographer, read instructions, and more at worldographer.com
Summary of Worldographer 2025 Changes So Far
Переглядів 670Місяць тому
Try the Demo/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube A video touching on most of the changes in Worldographer 2025 so far! We've got a few more planned before the release in a few weeks, plus many more will be added in regular updates. Things we missed completely in the video above start with 3 stars. Here are more detailed videos on most o...
Worldographer 2025 New Color Matching Color Pickers
Переглядів 169Місяць тому
Try the Demo/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube Our BackerKit supporters voted for improvements to Worldographer's color picker. The new color picker has a medicine dropper icon than you can click and then click a spot on the map to easily color match it.
Worldographer 2025 World Map Generation Improvements
Переглядів 2802 місяці тому
Try the Demo/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube Our BackerKit supporters voted for improvements to Worldographer's world generation algorithm. Here are 3 specific changes: longer lines of mountains, deserts near 30-degrees N&S latitudes, and forests are less likely to be "downwind" of mountains.
Worldographer 2025 Setting a Layer's Opacity
Переглядів 1572 місяці тому
Try the Demo/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube Just a quick video today showing the next new feature as voted on by our BackerKit supporters! Setting opacity for each map layer.
Worldographer 2025 Using Ring Lord Icons in An Earth Map
Переглядів 5592 місяці тому
Showing you how to take our World map and convert the icons to the Ring Lord style and a few other Worldographer 2025 features as well! Try the Demo/Follow us/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube Get the Worldographer map file with the link under the 2nd map on this page: worldographer.com/examples/examples-world-kingdom-maps/ Get the Ri...
Worldographer 2025 Setting Up and Using Other Icon Sets
Переглядів 2412 місяці тому
We review some brand new changes to make it easier to import, set up, & use other icon sets. We take two different sets and configure them to work with Worldographer and put them to use! Try the Demo/Follow us/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube The 2 Minute Tabletop icons we used are here: 2minutetabletop.com/product/world-map-hex-tile...
Worldographer 2025 Creating a Modern or Near Future City Block
Переглядів 1262 місяці тому
Make a city block in about 5 minutes! Pick your buildings & streets and add them to the map! This does use our August 2024 Modern Cities icon pack for the streets and our Futuristic Settlements icon pack for the buildings. But the program does have about 25 gritty future buildings built in & you can make streets as shapes (polygons) without an icon pack. Try the Demo/Follow us/Back it with this...
Worldographer 2025 Configuring Terrain, Features, Labels, World Data, City Data, Grid, & More
Переглядів 2072 місяці тому
An overview of configuring Worldographer change the terrain size & backgrounds, tweak the features/icons, set up a new label style, play with the grid & grid numbering settings, control city/village building placement & details, and more! Try the Demo/Follow us/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube
Worldographer 2025 Placing Terrain on Other Layers
Переглядів 1972 місяці тому
All about placing terrain in Worldographer (single, fills, wide area, randomness, & similarly named options). Plus the new Worldographer 2025 feature: putting terrain on other layers! (For example make un underground kingdom or an inner world.) Try the Demo/Follow us/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube
Worldographer 2025 Swapping Icons Into The World Generator
Переглядів 1482 місяці тому
How to swap in different icons for Worldographer's world generation. Maybe you like a different map style or perhaps you want to make an unusual world with strange terrain. Note: This only needs to be done if you want the generator to use your icons. If you're hand-placing icons, you can just import them and you don't need these extra steps. Try the Demo/Follow us/Back it with this link: www.ba...
Worldographer 2025 Map Levels aka Child Maps Improvements
Переглядів 4002 місяці тому
Another short-ish video on just one of the new/improved things in Worldographer 2025: Better terrain generation in new map levels (aka child maps). Try the Demo/Follow us/Back it with this link: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2?ref=youtube
Worldographer 2025 Auto generated Rivers and Coasts
Переглядів 3172 місяці тому
Worldographer 2025 Auto generated Rivers and Coasts
Worldographer 2025 Special Line Options
Переглядів 2432 місяці тому
Worldographer 2025 Special Line Options
Worldographer 2025 City Village Map Generation and Editing Changes
Переглядів 4652 місяці тому
Worldographer 2025 City Village Map Generation and Editing Changes
Worldographer 2025 Battlemat Room Generator
Переглядів 3073 місяці тому
Worldographer 2025 Battlemat Room Generator
Worldographer 2025 Preview - World Kingdom functionality
Переглядів 1,5 тис.4 місяці тому
Worldographer 2025 Preview - World Kingdom functionality
Creating Prettier Rivers in Worldographer
Переглядів 4385 місяців тому
Creating Prettier Rivers in Worldographer
Cutting the Free Worldographer World Map
Переглядів 1,3 тис.7 місяців тому
Cutting the Free Worldographer World Map
3 Ways to Make Coastlines in Worldographer
Переглядів 3817 місяців тому
3 Ways to Make Coastlines in Worldographer
Making a Guard Tower Map in Worldographer
Переглядів 1247 місяців тому
Making a Guard Tower Map in Worldographer
Creating a Magic in Space Ship in Woldographer
Переглядів 568 місяців тому
Creating a Magic in Space Ship in Woldographer
Creating a Spaceship Map in Worldographer
Переглядів 1658 місяців тому
Creating a Spaceship Map in Worldographer
Worldbuilding 101: Do What Is Essential and Inspiring
Переглядів 6949 місяців тому
Worldbuilding 101: Do What Is Essential and Inspiring
How to Convert a donjon fantasy world map into Worldographer
Переглядів 4649 місяців тому
How to Convert a donjon fantasy world map into Worldographer
Working with it now, converting over from a long-term large project. Lots of tools but some BIG BIG sticking out issues I have. Primarily, huge issues with importing terrain that isn't solely designed for the program, just flat out doesn't work. To get around that I have imported all of the tiles that I'm working with as features, but unfortunately am having major issues working with those features properly. System is so good but definitely needs some work in terms of putting features above the terrain layer and importing terrain tiles.
I am still going through the many videos. Can you add color to what you just showed?
This was a super needed update. So appreciate!!!
Wow, is that standard to import a uvtt into Roll20? Seems complicated. I created a quick battlemat, exported it, and imported into Foundry. Worked well but did have some strange walls in it. Looked like some areas duplicated in the file lower in the map as well. Nothing I could delete quickly, though.
So i haven't found a place to submit bugs and my googlefu is failing me. But when i go to import zeshio's roads and transparent transition tiles as Features, IT is ignoring the y offset im giving it no matter what. But when i import them as regular terrain they work perfectly. I'm not sure if im doing something wrong or if that's just a bug.
Cant wait for UTT exporter! Hope I will be able to export stuff to FoundryVTT
When’s it anticipated to officially release ?
Sometime in the next month or so... it depends on how long some of the new features take to write.
one issue i can see is there is some serious contast issues with this set. they are all so simular in color it makes for a very hard to see map.
I actually like this icon set colors a lot 😅
I am increasing the contrast on the basalt pillars.. But yeah, it is tough to differentiate the various burnt forests (heavy, light, hills, mountains).
wow this is amazing video. Super cool. we subscribed so we can keep the support going. see you soon.
So basically it is just a preview option. When I found it I was expecting it to be more like a toggle of a whole system, how things are portrayed. And tbh I wanted to change Horizontal hexes into Vertical ones (the tip of hexagon). Would be great to have such toggle functionality, where it actually changes hexes into squares. And I am talking about world map. BTW I found that only in generation of the map I can change what hexes (vertical or Horizontal) map should be using, so had to redo a map :)
Well, I'm going to add true squares as another new feature option folks will be able to vote on after the initial Worldographer 2025 release. I also think doing staggered squares would be interesting.
Yes, a set of square tiles would be awesome!
In my current campaign, we're making extensive use of Obsidian. I'd be very interested in anything that can generate or work with markdown. Towns, NPCs, buildings, mountains, and so on.
I second this, I have been using obsidian as well for my campaign. Some type of integration would be sweet
I bought the Worldographer 2 years ago, can I simply update to gain the new features?
Yes... while we're giving further discounts to folks who bought earlier this year (all the way to Jan 1 2024)... the Crowdfunding price is discounted from the regular price. There is a little more info on the crowdfunding FAQ page (first question under Project FAQs): www.backerkit.com/c/projects/inkwell-ideas/worldographer-2/faqs
Nice
Nice! For clarity, can I suggest having the mouse pointer turn into the shape of the color picker when it's selected and over the hexmap?
Awesome! The last point was where I was really looking for the picker tool. Had to copy colour codes from photoshop before. Great update!
Yesss! Awesome :) Thank you
Another awesome update! Can't wait for the full release!
19:25 "It's more complicated when you think about the staggered nature of the hexes..." I've never seen or used the mapping program in this video, but if it has the ability to alter hex orientation between scale levels you can easily fix the staggering issue between scales. As a ADB Starfleet Battles player (which also uses hex grids), I came up with a way to create scaling hex maps that nested within each other simply by rotating the hex orientation 90 degrees between each scale. To give you an example of what I am talking about, the large hexes on your Continent-Scale correspond to the hexes on the World-Scale above it while the smaller hexes represent the Kingdom-Scale below it. If you were to turn the Kingdom-Scale hexes 90 degrees you could probably fit 61 of them perfectly in line (5 hexes along each leg) with the border of the World-Scale hex and 9 of the the Kingdom-Scale hexes would run straight across from left-most corner to the right-most corner of the World-Scale hex. Ideally, you would reverse this and keep the Kingdom-scale hexes as they are and rotate the World-scale hexes 90 degrees so that you an easily have a straight row of hexes that can be used as the equator. By simply alternating the hex layout 90 degrees between layers the straight row/column of one level becomes the borderline of the larger hex as you go up in scale.
Joe! What an incredible update! Thank you so much. I was the one who originally suggested this on both YT and Discord, and sent more suggestions on discord. All I can say is you've really nailed it! I wasn't sure how much of a coding challenge it would be, but you did it, and well, and quickly! This is a HUGE improvement to terrain generation!
Yeah, at first I thought the changes were going to be much more intensive or much longer (20 changes instead of 3). But once you listed just 3 (and 1 was something we were trying to do but just had a bug) I felt much better. I'd even be curious to know what are the next 3 things to get it 10% better (for example). Although one thing I'd like to do is play a bit more with the wind patterns.
@@inkwellideas6624 I'd say another easy change would be adding %northern forest at 60N and 60S (same code you already used for %jungle and %desert, I think). These are the coniferous forests of the Pacific Northwest in America and Siberia in Eurasia. Did you see my post about trimming the edges of flat maps to approximate various map projections? I'm not sure how hard that would be to implement. I also sent a PDF with my original suggestion on discord. I'm not sure if you've read it but that source has incredible detail on realistic biome and world generation Great work!
Maybe a toggle-able layer for wind directions to be able to show across rows or on individual tiles could be something to consider, akin to a underdark layer
Well, you can make a new custom layer and draw those on to remind yourself. Are you looking for the program to do that for you? Would you want the program to let you change them and then update how it generates the vegetation based on that?
@inkwellideas6624 i didn't even think about doing one myself. I really need to spend more time learning what I can do with the program, like layering
@inkwellideas6624 I was just tossing and idea out.
This will be very helpful!
Great video, lots of things I wasnt aware. Is there a reason why Features Y-Ordered isnt default behavior for Features layer? Feels like super good thing, but hidden.
I'll have to weigh that idea... letting the user control the ordering by matching how they place them seems like it has its uses too.
@@inkwellideas6624 true, but again maybe it should be a checkbox in the feature tool menu then?
Great stuff. I would like clarity on Worldographer 2025 Did those of us who have already purchased worldographer licenses in the past need to make additional purchases to get this when it reeases, or is this considered an 'update' covered by existing licenses?
In short, it is a major rewrite/lots of new functionality (like Civilization 4->5->6, etc.) But folks who bought since Jan 1. 2024 & folks who have supported our Patreon since then get it free/discounted. Full details are the first "Project FAQ" answer here: www.backerkit.com/c/projects/inkwell-ideas/worldographer-2/faqs#top
If you purchased the license in or after January 2024, you will have received a discount voucher for use in the Worldographer 2025 crowdfunding campaign (if by some mischance you didn't, you should contact the creator). If you purchased the license before January 2024, you will have to purchase Worldographer 2025 at the full price on the crowdfunder. It is NOT an update under the old license, but a completely revised and reworked version of the software. There are more details on what the main changes are to this new version on the Backerkit page for the campaign, and other information. The older version will continue to be supported in a limited, occasional way once Worldographer 2025 releases, and of course you can continue to use it after then as well, but the current regular updates for this previous software will no longer happen after then.
Wow! I'm amazed at all the upgrades made since my initial purchase!
Love this update. But it seems for new Terrain when I add new elements Similar Terrain feature doesn't work. Box indicates ALL the hexes are listed as similar terrain, but I am not getting same functionality as with Classic hex terrain. I mean when I keep on pressing icon, I keep on placing same image (no randomization).
So I think I may need some better naming. I think the issue is that you need to have "Add Randomness..." checked on (the Options menu). "Similar Terrain" on the Terrain tab (just above all the terrain buttons will have it pick Grassland A or Grassland B or Grassland C (for example) if you have that toggled on and are placing any of those. I likely need to change the column name on the Configure Terrain Dialog to match "Add Randomness" somehow.
@@inkwellideas6624 yep "Add Randomness" sounds much better than the whole specific button, that has to be active. And is there a way to adjust what is in the Similar Terrain box when Configure Terrain dialog box is open? Or it can be done somewhere else?
If you had added a 'race' of Mutants to the Races tab and 'Save Configuration' - does that save within the info for buildings and such or is that Config specifically for races which is separate from Configs for buildings you showed previously in the video? I'm pledged for the software and just looking thru your new videos to learn the basics!
Those are separate, but you do need to define name data in order to use that name/language for the city/village generation.
This scaled for Battletech?
The icons are quite large--we scale them so you can the map as 1" hexes... and even then, that is 300 dpi 1" hexes... so if you wanted to increase a building size by 20-30% or maybe even 50% it won't look pixelated yet. If you go to 200%+ it likely will.
This portion looks close in ways to the 20/20 design software I use for designing kitchens. During the laying of the intersections and roads, I found myself looking for you to click the "snap function" button.
In the main image, there's a bold red line following the hex outlines - what is that line and how is it put on the map? Is it used for nation/kingdom boundaries?
Right, that is a country border. Which is just a shape, so you can edit it via the Shapes drawer/tab.
Nice and functional. 👍
Exciting stuff here.
Kidding aside, at the World level a number of Kingdoms can be created and in those Kingdoms there are cities and settlements and such. What I am noticing is that if one goes from the Kingdom level and then creates a Continent level maps, there are things I'd like to see happen that are not happening in the demo. First, those cities and such at the Kingdom level are placed in the center, and only the center, of the super hex at the continent level. Would like to see some variation in their placement. Second, upon going to the Continent level, there is still only the one city/settlement per super hex that comes over from the Kingdom level. I'd like to see it where once I zoom into the Continent level, more settlements, and villages, and cities, and ruins, or whatever would reveal themselves too. Just suggestions. Good luck with the campaign!
Sorry I keep saying Kingdom to Continent. I mean World to Continent. Basically zooming in..
Or it could show at least only the biggest city if too many icons look bad. Option to choose the presentation would be most welcomed. Another thing I have noticed, that labels (those yellow boxes) dont follow in every level of zoom. Would be great to have it, so I can reach them no matter at what level I am (of course if the icon is visible).
Look, you. I already decided to *not* upgrade to W '25. Stop trying to change my mind with awesome new features and enticing demos. ;)
Very good
hi I want to build a web application with my map, how can I access my maps XML file?
I think we've found each other in our discord, which is better/more interactive that youtube comments. But again, my ability to answer detailed questions is limited at the moment.
Needs an Arch Linux build! Linux is 4% of the desktop market!
Sadly I don't know enough about linux... we do have a debian build. What is the largest linux distribution? or which build can I publish that's easiest for the most people to install?
@@inkwellideas6624 Ubuntu is the most common distro. But, SteamDeck, which is growing in popularity, runs on Arch.
I love this feature.
Love this feature, cause I want to use my own hexes, but it feels this feature needs more love. I was playing, with no success, with my own custom hex size (I was using wholy painted isometric one) and how it works in this application. I wish there would be some better way of adjusting hex size and its placement point (not just a middle - I have hexes that overlap other hexes a bit (think mountain tops). Another thing that bothered me that default Worldogrpaher hexes are hard coded and I couldnt find them anywhere among the files (usually this is how I learn how big and at what angle hex (if I want to mimic it) should be. And please please make so that tables can be resized and display whole info that is in the column, even in your video when you use custom Ring textures it is impossible to read path they are in (the same problem is with the names etc.) Love the program. Giving feedback only because I care it to be better.
We gave importing icons some more love here: ua-cam.com/video/olp4wRP4rMs/v-deo.html in a new release (1.07) of the preview yesterday. Also note that once set up, you can "Save Configuration" on the Configure menu and re-load it.
@@inkwellideas6624 oh yes! That offset option in X and Y axis is what I really needed! Tool is getting better and better!
How well do the notes transfer outside of Worldographer? IE to VTT platforms?
Exporting is something we're working on improving (in fact UVTT support is currently in the lead of the voting for new features) - but right now the File menu has an "Export Notes to HTML" option.
This is a great update! So much more realistic as you drill down. Thank you.
Are there any plans to add realistic terrain generation? IE rainforests at 0 latitude, deserts at 30... mountain ranges in the middle of landmasses, sloping down to coasts, etc? The current system in both Hexographer 2 and the demo for 2025 seems to just be random-number based. I've used Hexographer 2 for years, and it is certainly the best mapping software available but not the best generation software unfortunately.
The audio is super quiet.
Yeah... I tend to move away from the mic as I record... :( I increased the volume on the next video by 25%.
@@inkwellideas6624 Thank you!
looks great!
Any plans to add UVTT export support for created battlemaps?
I've added it to the list for backers to vote on. Butt honestly this was seems really important that we'll get to it sooner than later one way or another.
Looks like some awesome upgrades!
There's a rule of thumb in land navigation that if you measured your walking speed in flat easily traversable terrain, while you're fresh; then every factor that's complicating your travel slows you by about10%. Heavily loaded? Tired? Uphill? Dark? You're walking through trees? Uneven ground? (Wind too, probably.) All roughly 10%. (Though truly difficult terrain like swamps, heavily brush-covered forest floor or piles of boulders would have a larger impact.) To get that fidelity in modeling the daily marching distance, it would make sense if a "normal amount" of walking took you through roughly 10 tiles. (Or a low multiple of 10 tiles.) A quick google seems to suggest that up to 20 miles (32km) is about typical for a day of (backpacked) marching that doesn't wear the troops out. This would lead to at most a *cell size of 2 miles (3km).*
Also, those 3 miles distance to the horizon in perfectly flat terrain; that's not relevant very often. How often are you in perfectly _Kansas-flat_ terrain, with no obstructions all the way to the horizon? If you want to quote a fact about how far humans can see, then that should start with us defining *in which way* viewing distance would define a cell. The above implies that a cell is how far you can see _the terrain._ How far you can see the terrain would in a hexcrawl simply define how many hexes around you get revealed as you go. Setting that rule to "3 miles" would then make most sense. I think a better type of vision distance might be the distance at which you can _reliably_ spot one person or a handful of people. That seems like a good definition for what being "in the same hex" would imply. (Although I don't have any argument if you think that being in the same hex and not seeing each other should be possible.) And it would apply to all relatively open terrain, even hills and with other occasional obstructions. If at a certain distance you can spot someone only by luck and not reliably, then that should be reflected in that distance putting the two parties in separate hexes. And a perception check would be required to notice someone in an adjacent hex. A bit of googling suggests that seeing a person _as a dot_ is possible from 2km (low contrast) to 3km=2miles (fair contrast) and another source claims up to 8km=5miles (which I think would then be full black-to-white contrast). But that's only _seeing_ them, which probably assumes you know where to look. _Noticing_ someone would more often than not happen at much shorter distances. From that point of view (and the "fraction of 2 miles" requirement), we could make *hexes on the order of half a mile across.* Noticing someone from a quarter mile (400m) shouldn't be too difficult to assume it's a given (unless you're distracted or it's dark). And it would take a check to notice someone between the distances of "on a neighboring hex" and "2 miles"(=4 hexes), terrain permitting. (Which means you'd walk 40 hexes in a day, 6 hexes around you revealed, and noticing someone is possible 4 hexes away.) On the other hand, it might make for a better scale if a *hex was 1 mile* (1.6km) across, with 20 hexes per day traversed (30 in an exhausting forced march, and 40 being the absolute daily limit), 3 hexes of terrain around you revealed, noticing a person or animal up to 2 hexes away being possible with a check. Or hexes - as implied at the top - could be *2 miles* (3km) across, with 10 hexes per day traversed, noticing someone being possible only in a neighboring hex, and 2 hexes of terrain around you revealed.
Obviously, this is the *smallest scale* which governs interactions between groups. (Which makes it seem sensible to call it the *'A'* scale.) A map of this scale could only really cover the area for a single day of travel. That fact and the scale might be useful for when you're trying to locate or meet a person or creature. Let's for the sake of argument assume you want with the 1-mile hexes. (reminder: 20/30/40 traveled per day, 2 hexes spotting, 3 hexes terrain reveal). For the next scale up (call that *'B'* scale), it would make then sense to have hexes that are a multiple of 5 larger; so that you can track travel distances in 0.4 (or 0.2 on an exhausting march) of those 'B' scale hexes. (That's your 5-mile=8km hexes; 4/6/8 'B' hexes traveled per day, terrain of 1 'B' scale hex revealed around you.) That last point makes this scale useful for exploring of an area that you have no map (or no detailed map) for. The *'C'* scale could then be 4 'B' hexes, as that gives a nice round 20 mile=32km hex size. You'd travel about 1/1½/2 'C' hexes on a good day and keep track of distances in multiples of 0.10 hexes (or 0.05 on an exhausting march). The former fact seems to make this a good map for travel along known routes. This could be a map of a Kingdom (of the size of a larger European nation or a larger US state). The *'D'* scale could then again be 5 'C' hexes for another nice round 100 mile=160km size. This could be an "Empire" map, where that Empire is of the size of an Australian state (700x700 miles, mathematically), Canadian province/territory (540x540 miles, mathematically) or if it encompasses a few US states (250x250 miles, mathematically) or modern European nations (240x240 miles, mathematically, though in reality varying wildly in size). And each of the 160km cells would be about the size of a medieval (central) European princedom. At this point the maps kind of loose their purpose for travel. And then the *'E'* scale - if you went with each being 5 'D' hexes - would be a continent scale map with it's 500mi=800km hexes. 12.5 hexes from pole to equator for an earth-sized planet. And finally the *'F'* scale - assuming each being 4 'E' hexes - I don't think would make sense for this to be a hex map. But if it was, then it would be a planet scale map with (for earth) 3 hexes from pole to equator, 6 hexes pole to pole and 12(.5) hexes equatorial circumference. But if you made this a hex map, then the planetary curvature would probably require inclusion of pentagons; or in other words, earth would pretty exactly be a soccer ball (60 faces). In the other direction, you'd be dividing by /4/4/4/4/4 (5 divisions by 4) or by /6/6/6/5 (4-ish divisions by 6) to arrive at the DnD-typical 5-foot hex. If you started labeling those scales from 'Z' backwards, it would put a hex battle map at the 'V' or 'W' scale.
I do my combats with hexes. Can worldographer change squares to hexes?
Yes, although battlemats are square based in the data model (helps with keeping things lined up) you can look for the configure button next to "grid" on the bottom of the window. The dialog that opens lets you turn off the square grid and use a hex grid (the right column on that configure dialog).
Dropdown menus are still buggy on Linux, or at least on my distro. Slackware.
Linux user complains about UI, lol.
@@nightowl9519 Yeah, but you know what's worse than a freetart? Someone who is team proprietary and still messes up programming for a completely open source system that anyone can read into, no need to eat the rear end of Ballmer or Jobs to learn the secrets of the machine for more performance or whatever. Looking at you here, Nvidia and many other hardware vendors. >hurr sorry we cannot provide drivers for you cause uhh I dunno how to do it for linux lol Awful. Anyway. This is an actual bug, not an UI design grievance.
@@dorklymorkly3290 Cool, well, no one cares, this is a great product and if you had a genuine concern you would have voiced it politely. I hope your life is as joyous as your comments.
@@nightowl9519 If you can't stand heat, don't go into kitchens. You could have kept your virtual text mouth shut and walked away but you had to be antagonistic via mockery. People who dish out but can't take it are the worst, and I bet you're gay irl.
(and you're probably an ashkenazi too)
I like to generate icosahedral worlds at the Continent level for extra detail and then create the World level from that. However, doing it that way, the World level does not show the real icosahedral view like when generating worlds from the World level. Will this get fixed in the 2025 update?