I can’t say how excited I am for JSON exports. I’ve had to make map builders for my sideprojects from scratch and they always felt worse than your procgen arcana.
It would be great to have a way to undo or a way to see what changes will completely change the map. I really like the idea of this, but after loosing 30min work becasue I didn't know a setting would majorly change things (hex type) it feels like I'm juggling live grenades!
this is the best generator on the planet, hands down, can i put in a request for dungeon icons? if not that is way ok, this thing is the best, am disabled but as soon as i have some extra cash i am going to throw you some to donate towards your work
Hey, I love your work! Can you perhaps share the brushes you are using for trees and mountains (just like the cities and dangers in "perilous icons") please, so that I can modify the maps generated by Perilous Shores in GIMP? I would love to do some further customization and tweaking.
Is it possible to somehow export in layers, in order to have land apart from trees apart from towns apart from labels, etc.? This would help a lot in editing & adding details to the maps later in a drawing app.
It is not exactly exporting in layers, but if you export as SVG, you can (relatively) easily separate different types of objects within an export file.
You can switch to the "scattered" mode by checking "Details > Individual trees" in the context menu or by pressing the i key. When individual trees are enabled, the "Tree density" and "Tree regularity" parameters in the Style dialog affect their look. Cheers!
I love the maps i already generated with this tool. I would like to develope a browser game using a map generated via this tool, but for it to work I need higher resolutions map, such as 16000x16000 pixels, is it possible? eventually i can generate them offline. Of course I will give you credits and support you via patreon. let me know. :)
I managed to export it as SVG, and modify it in illustrator and scaled it to 16000x16000. But doing so mountains and trees are 16 times bigger than they should be, so i should make a grid of 4x4 maps, but it is almost impossible to join them perfectly
I'm not sure I get what your goal is. I thought you just needed your "normal" map in high resolution (256K) and that's what you can achieve by exporting it as SVG, scaling up etc. Of course in this case individual objects become large (in pixels). If you need a map made of a large number of hexes, you can request one in the Region parameters dialogs by entering large numbers in the Size fields, but it can't be larger than 4000x4000 or something like that. And you can do both - generate a large map (4000x4000 for example) and scale it up. It is also possible to make a map look larger by using smaller values as Clutter scale and Town scale in the Style dialog.
The "Permalink..." item is the second from the bottom in the context menu. It works exactly the same as the link in the address bar of the Arcana version, i.e. it doesn't include modification made to a generated map. I am working on the JSON export feature and maybe it will become possible to import the files back making it possible to save and load (modified) maps normally.
Maybe I'm doing it wrong but I can only rarely get the settlement icons to delete. Is there a setting that will leave them off or a better way to delete them?
This is not the first report of problems with settlement deletion, but unfortunately I cannot reproduce this. If you don't need settlements at all, you can hide them instead of deleting: choose Details > Towns > Hidden in the context menu.
Foundry VTT user here. I do not know about Roll20, but it must be similar.
I see 2 problems with importing generated map.
1. The hexes do not start "flush" at the edge. In Foundry, that means that I need to manually offset the map to fit the hex grid. This is a manual process; Foundry has a tool that helps quite a lot, but it's time consuming and imperfect. Ideally, the exported map from PS would have hexes starting flush at the edges. Here are the 2 ways "flat top" hexes cap be flush:
2. The "grid size" is not specified. In Foundry, maps are defined by how many pixels fit in a single grid square (the devs suggest at least 100 px, and that is what I use). For maps using a grid (like the ones generated by OPDG), it makes things super easy: export at 100 px, use the same size in Foundry and boom, everything lines up. In the best world, exporting a map from PS would be just as easy. Ideally, PS would scale their hexes to pixels per square so that exporting at say 100 px per square would fit easily and perfectly on a VTT. I read a reddit post where someone describe how to calculate it; maybe that could be useful to you: https://www.reddit.com/r/FoundryVTT/comments/t8anvc/hex_grids_in_foundry/
Thanks for taking the time to read and answer the comments! Also, thanks for everything you do :D
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I can’t say how excited I am for JSON exports. I’ve had to make map builders for my sideprojects from scratch and they always felt worse than your procgen arcana.
It would be great to have a way to undo or a way to see what changes will completely change the map. I really like the idea of this, but after loosing 30min work becasue I didn't know a setting would majorly change things (hex type) it feels like I'm juggling live grenades!
I'll probably move these options somewhere else so they don't look purely visual or non-destructive...
this is the best generator on the planet, hands down, can i put in a request for dungeon icons? if not that is way ok, this thing is the best, am disabled but as soon as i have some extra cash i am going to throw you some to donate towards your work
I'm not sure I understand your request :)
Hey, I love your work! Can you perhaps share the brushes you are using for trees and mountains (just like the cities and dangers in "perilous icons") please, so that I can modify the maps generated by Perilous Shores in GIMP? I would love to do some further customization and tweaking.
Thanks!
I'll consider this 👍
Is it possible to somehow export in layers, in order to have land apart from trees apart from towns apart from labels, etc.? This would help a lot in editing & adding details to the maps later in a drawing app.
It is not exactly exporting in layers, but if you export as SVG, you can (relatively) easily separate different types of objects within an export file.
Thanks!
I just love this generator. It's amazing to see it improve and improve. Thanks for sharing your wonderful work!
You can switch to the "scattered" mode by checking "Details > Individual trees" in the context menu or by pressing the i key. When individual trees are enabled, the "Tree density" and "Tree regularity" parameters in the Style dialog affect their look. Cheers!
Sorry I deleted the question on trees, I found out and wanted to save people time :)
Thanks for standing up!
I love the maps i already generated with this tool. I would like to develope a browser game using a map generated via this tool, but for it to work I need higher resolutions map, such as 16000x16000 pixels, is it possible? eventually i can generate them offline. Of course I will give you credits and support you via patreon. let me know. :)
It is not possible to export a map as a 256M bitmap image, but you can export it as SVG and convert to anything you need (and your tools allow).
I managed to export it as SVG, and modify it in illustrator and scaled it to 16000x16000. But doing so mountains and trees are 16 times bigger than they should be, so i should make a grid of 4x4 maps, but it is almost impossible to join them perfectly
I'm not sure I get what your goal is. I thought you just needed your "normal" map in high resolution (256K) and that's what you can achieve by exporting it as SVG, scaling up etc. Of course in this case individual objects become large (in pixels). If you need a map made of a large number of hexes, you can request one in the Region parameters dialogs by entering large numbers in the Size fields, but it can't be larger than 4000x4000 or something like that. And you can do both - generate a large map (4000x4000 for example) and scale it up. It is also possible to make a map look larger by using smaller values as Clutter scale and Town scale in the Style dialog.
How does one save the map?
You can either save a permalink to a map ("Permalink..." in the context menu) or export a map as SVG or PNG image ("Export as>" in the context menu).
Hello Watabou,
First of all, your tool is amazing 😍
I can't find the permalink option in the context menu, is it temporary disabled ?
the URL of the page does not contain the modifications I made on my map so I can't use that as a way of saving it for later edit ^^'
In any case keep up the good work and have a nice day 😁
Thank you!
The "Permalink..." item is the second from the bottom in the context menu. It works exactly the same as the link in the address bar of the Arcana version, i.e. it doesn't include modification made to a generated map. I am working on the JSON export feature and maybe it will become possible to import the files back making it possible to save and load (modified) maps normally.
Maybe I'm doing it wrong but I can only rarely get the settlement icons to delete. Is there a setting that will leave them off or a better way to delete them?
This is not the first report of problems with settlement deletion, but unfortunately I cannot reproduce this. If you don't need settlements at all, you can hide them instead of deleting: choose Details > Towns > Hidden in the context menu.
I have question I'm trying to import the map to roll 20 to use HEX grid but I cannot for the life of me get them to line up.
I'm not familiar enough roll20, sorry. I guess you checked that the hexes mode in the generator is set to "Pointy topped" or "Flat topped"?
Foundry VTT user here. I do not know about Roll20, but it must be similar.
I see 2 problems with importing generated map.
1. The hexes do not start "flush" at the edge. In Foundry, that means that I need to manually offset the map to fit the hex grid. This is a manual process; Foundry has a tool that helps quite a lot, but it's time consuming and imperfect. Ideally, the exported map from PS would have hexes starting flush at the edges. Here are the 2 ways "flat top" hexes cap be flush:
2. The "grid size" is not specified. In Foundry, maps are defined by how many pixels fit in a single grid square (the devs suggest at least 100 px, and that is what I use). For maps using a grid (like the ones generated by OPDG), it makes things super easy: export at 100 px, use the same size in Foundry and boom, everything lines up. In the best world, exporting a map from PS would be just as easy. Ideally, PS would scale their hexes to pixels per square so that exporting at say 100 px per square would fit easily and perfectly on a VTT. I read a reddit post where someone describe how to calculate it; maybe that could be useful to you: https://www.reddit.com/r/FoundryVTT/comments/t8anvc/hex_grids_in_foundry/
Thanks for taking the time to read and answer the comments! Also, thanks for everything you do :D
Thanks for the explanation!
Thank you for taking the time to read and answer!