Isometric Map
The isometric maps produced by this release are
not true isometric and are instead a form of map often used in computer games where the height dimension has half the scale of the width. The reason this has been adopted is because it makes it easier to map a square grid onto an isometric grid and for the ease of image conversion.
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When setting the size of an isometric grid, the number you enter is used as the height, which is the shortest dimension. The width will be twice that value.
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The coordinate system used by the isometric grid system, imagines that the grid was a square grid that was rotated and tilted (foreshortened). Therefore X and Y coordinate values are based upon the diagonal position, rather than the horizontal and vertical position.
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Figure Token
Figure tokens are a new type of token designed to be used in conjunction with isometric maps, but will work with all types of map. The Figure token is designed to mimic the behaviour of a table top miniature when placed upon a map. A Figure token differs from other tokens in the way the token image is resized, how the tokens are stacked on top of each other and how the token is displayed when partially obscured by vision and/or fog.
Figure Token Image Boundary
The most obvious way a Figure token differs from other token types in the way the token image is adjusted to fit the map cell. For normal tokens of standard "medium" size, the token image is scaled to fit within the boundary of a single cell. So if the token image was 200 wide by 400 tall, and was dropped onto a 50 by 50 square grid, the image of the token would be resized to 25 wide by 50 tall. However, if the token was changed to a "Figure" token, the image would be immediately resized to 50 wide by 100 tall and would "poke" out the top of the cell.
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If you used a square image as a figure token, you would not notice any difference when placed upon a square grid map, but is placed on an isometric map, it will appear to pop out of it cell.
Figure Tokens Stacking
Another way Figure tokens differ, is that they have their own rules about how they appear in the Z-Order i.e. when they overlap, which should be on top. To attempt to represent a 3D view, Figure tokens will always place the token that is in the foreground, on top of a token in the back. If two tokens are at the same position in the foreground, the largest token will be pushed to the back. If they are both at the same position in the foreground and of the same size, then normal Z-Ordering will apply.
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Figure Tokens and the Vision System
Another important feature of Figure token, is how they behave in the vision system. Figure tokens can extend beyond the bounds of their cell but the rules for whether or not you can see a Figure token are based entirely upon whether or not you can see that cell. In the example below, the top of the figure token stretches into area that is hidden by the vision blocking layer. However, because the player (the character with the staff) can see the cell the figure is standing in, he can see the whole of the figure.
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If a player can only see a small part of Figure token's cell, it will behave like any other token and will be clipped by line of sight, but if the player can see approximately half of the token's base, then all will be displayed. As shown in this example with Fog of War.
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Token Image Tables
Token image tables are a new feature that work with all token types but are designed specifically with Figure tokens in mind. Token Image Tables give you the ability to use different images when the token is facing different directions. This gives you a simple way to give the appearance of 3D.
To use this feature you must first create an appropriate Table. The Roll value for the table needs to match possible values returned by token facing which go from -180 to +180 and so should use "1d360-180". The range values should then match the appropriate arcs (such as 0-90 for facing North East). The images used in the table need to share the same dimensions as each other, and ideally of the token's default image, otherwise there will be a juddering effect as the images are switched.
Some example table range values:
Table Ranges for 4 Directions:
Code: Select all
Range= -180 - -91 Value=SW
Range= -90 - 0 Value=SE
Range= 1 - 90 Value=NE
Range= 91 - 180 Value=NW
Table Ranges for 8 Directions:
Code: Select all
Range= -180 - -158 Value=W
Range= -157 - -113 Value=SW
Range= -112 - -69 Value=S
Range= -68 - -23 Value=SE
Range= -22 - 22 Value=E
Range= 23 - 68 Value=NE
Range= 69 - 112 Value=N
Range= 113 - 157 Value=NW
Range= 158 - 180 Value=W
You will notice that with this table, "West" had to be split, and appears twice.
Once the tables have been created, they can be selected as part of the Token Configuration. One that has been done, when you assign a facing to the token, the default token image will be replaced with one from the table instead. It is important to note, that if you save a token, the Image Table is not saved with it. They can be exported separately though.
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Example tables can be downloaded and imported here
4 Direction Table and
8 Direction Table
Converting Plan Images to Isometric
Example using Bogie's Sorceress Tower map and starting from a square grid for demo purposes:
1. Drag your image onto the Object or Background Layer of your map.
2. In this case since the image is designed for 200 pixel squares, turn on "Snap to grid"
3. Edit the map and change it to Isometric grid.
4. Right click the image and select "Flip" > "Isometric Plane"
5. Position image: