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Range Finding Tool on a Hex Grid inaccuracy

I'm wondering if others are having an issue with the Range Finding Tool on hex grids.  Whenever I use it, no matter the Hex setting, The range finder miscalculates and within a few hexs you can not even just round off as you end up adding a hex. Example using 5 foot hexes and going straight out: Hex      Distance shown       Distance should be 1                  5.7                               5 2                  11.4                            10 3                  17.1                            15 4                  22.8                             20 5                  28.5                             25 6                  34.2                             30 On the square grid  it calculates correctly.
1365361253
Gauss
Forum Champion
At this time the measurement tool is designed with squares in mind. However, you can get a close approximation by doing the following.  5/5.7 = X/5 and solve for X.  This gives you 5/5.7 * 5 = X = 4.38596....... Put that in Scale setting for your map.  Distances measured diagonally will be a bit more off than distances measured either horizontally or vertically.  - Gauss
TY Gauss i really appreciate it.  I tested that out and its far more accurate though as you noted starts to go off at diagonal measurements.  If its not already on the requests list could you add fixing this to said list? Again my thanks!
1365365834
Konrad J.
Pro
API Scripter
I don't think much works with Hexes.  In my testing the pixels of a hex didn't even seem symetrical.
1365368821
Gauss
Forum Champion
Konrad, if you have difficulty aligning a hex map let me know. I can help you align them.  - Gauss
Thus far I've had no issues with with the hex grid itself not being symetrical nor with alignment.  Just the Range Finder Tool which Gauss's work around helps out a lot in mitigating the issue if not resolving it.
1365387949
Konrad J.
Pro
API Scripter
Cahnwyr said: Thus far I've had no issues with with the hex grid itself not being symetrical nor with alignment.  Just the Range Finder Tool which Gauss's work around helps out a lot in mitigating the issue if not resolving it. Strange I did some test and posted them in another thread.  Hex grid seemed very strange to me.  Luckily I don't have anything that needs a hex grid right now.  Here is what I found during my test. ------- There is definitely something strange with the Hex grid.  I set the grid to Hex (H) and put a Hex token I had created on the map.  Then changed it to "Is Drawing" so it wouldn't try to snap anywhere.  Then resized it to fit just about perfectly in one hex on the grid.  I then changed the grid to Hex (V).  I rotated the token to orient with the grid and it was a different size. One way an individual Hex is about 75 pixels and with the other orientation of the grid a hex is about 80 pixels.  I would have thought both should be exactly the same.  Even the squares should be the same number of pixels as the Hexes.  So when you design a map and you make it 70pixels per inch then it will align perfectly if you are using 1 inch squares or 1 inch hexes.  Even a map with hexes printed on it should align on a square Roll20 grid in one direction.  And the opposite should be true as well. Also when using a hex grid and you size a token by units (1 unit x 1 unit) it is using the 70 pixels x 70 pixels definition from the square grid.  So of course none of your tokens will line up in the hex grid properly, they all get sized a little smaller. -------- I can do some screen captures another day when I get a chance.
1365388111
Gauss
Forum Champion
Konrad, you are correct that there are some issues regarding the Hex grid system we currently have. That is why I am here to help. :)  If you or anyone ever need help aligning a hex grid let me know and I will do my best to give you a hand.  - Gauss
Not sure if this will help you Konrad but what I do for tokens is set them to snap to grid then resize it and it will likewise snap to the correct size.  So far all of the Tokens in my game work well doing this.  Also not sure if it makes a difference but I use circular image tokens I make using a stand  alone token tool for the map tools vtt.  That Token Tool is very useful for making circular and square tokens.
1365404354
Konrad J.
Pro
API Scripter
I had a bit of misinformation in there, after retesting I've got it better. The hex grid is not built on the 70 pixel standard for some reason.  Its 80pixels.  If you put a hex token onto the hex grid it will automatically resize the token to 1unitx1unit which is 70x70 pixels for a square grid.  This squishes the hex and makes it smaller than the actual grid.   I made a hex token in the H and V orientation at 80x93 pixels.  You change it to IsDrawing and then set the dimensions to 80x93pixels and it fits perfectly.  (technically I'm guessing on the 93, I can find out what it should be exactly by using CC3 I think in a bit) So it should be easy to line up a Hex grid as long as you resize you map in one direction on multiples of 80 pixels (like you would do on a square map on multiples of 70 pixels.  If you keep your aspect ratio correct then the other direction to sort itself out.  I'll test it in a bit. Strange they had to go and use a different number of pixels on the hex grid vs the square grid.
1365406576
Konrad J.
Pro
API Scripter
Cahnwyr said: I'm wondering if others are having an issue with the Range Finding Tool on hex grids.  Whenever I use it, no matter the Hex setting, The range finder miscalculates and within a few hexs you can not even just round off as you end up adding a hex. Example using 5 foot hexes and going straight out: Hex      Distance shown       Distance should be 1                  5.7                               5 2                  11.4                            10 3                  17.1                            15 4                  22.8                             20 5                  28.5                             25 6                  34.2                             30 On the square grid  it calculates correctly. Its off because of what I found doing some tests.  A hex is 80pixels by 92? pixels.  A square is 70x70.  The measuring tool is measuring a unit=5' which equals 70pixels.  So when you measure a hex it is 80pixels which comes out to 80/70*5=5.7.  Or 1.14 units. :) So if I measure six hexes (not diagonal) you would get 34.2' from the measuring tool.  34.2*70/80=30'. And you do get slightly higher numbers when measuring at the diagonal.  Don't know why on that one. :) Anyways enough confusing people, well a little more.  A more exact number to put in your scale is 70/80*5=4.375 With that number the measuring tool is fairly accurate even at diagonals is looks like.  It starts to drift the farther you get, but it works fairly well.  I measured 10 hexes at a diagonal and it comes out to 50.1'  Good enough for me. :)
1365406942
Gauss
Forum Champion
Interesting Konrad, I will have to try that out. Which hex direction is this? (V or H?) - Gauss
1365411016
Konrad J.
Pro
API Scripter
Good question, since I just found out that the H grid is a different pixel size than the V grid.  I gotta go to bed now, but I'll do some more playing around Monday night. This was all on the H grid.  I changed to the V grid and my 80x93 pixel hex I made is now too large.  Just a rough guess we are talking about 76x88 now.  If the Square and two Hex grids were all based of the 70 pixel size I think things would work a lot better! :)
I tested the 4.375 on a H grid and though is also reduces the inaccuracy it still brakes down heavily and quickly when you don't take a straight up/down or diagonal path.  For example if someone were 3 to the right and two down what should count as 25 brakes to 21.8.  None the less the options are a big fix and I thank you both.  I also do hope when the opportunity arises, amongst all the other player wishes, that the Devs can look more into the issue.  Its not a big deal at short easily counted ranges but one of my players almost always plays a longbowman...... Thanks Gauss, thanks Konrad!
1365462738
Konrad J.
Pro
API Scripter
Cahnwyr said: I tested the 4.375 on a H grid and though is also reduces the inaccuracy it still brakes down heavily and quickly when you don't take a straight up/down or diagonal path.  For example if someone were 3 to the right and two down what should count as 25 brakes to 21.8.  None the less the options are a big fix and I thank you both.  I also do hope when the opportunity arises, amongst all the other player wishes, that the Devs can look more into the issue.  Its not a big deal at short easily counted ranges but one of my players almost always plays a longbowman...... Thanks Gauss, thanks Konrad! I'm assuming you have it set to Euclidean?  Then the scaling works properly, but the measuring tool is "As the Crow Flies" so to speak.  It doesn't measure hexes moved nicely like it does squares for D&D or Pathfinder.
Yes, I had figured it was a direct and hence technically more accurate measure.  However for the game the number of Hexes is more important.  Now that is not more than a simple division equation away it would still be nice to see it function as  the square grid does or to have an option toggle.  In the end the scaling work around helps a lot and again my thanks to  you both.
Did you ever find out the exact pixel size of a Hex(V) vs a Hex(H)???
1366335232
Konrad J.
Pro
API Scripter
I think Hex (H) is 80 and Hex (V) is 75, but I haven't confirmed this with further experimentation.  
What about the other dimension.  You were talking 80x93(92), what is the other dimension for the 75?
1366340949
Konrad J.
Pro
API Scripter
The Hex (H) seems to behave most like a hex from my tests.  I would say its 80x92 in Roll20. Hex (H) 80 92.4 Hex (V) 75 86.6 Hex (V) from my experiments just doesn't seem like a proper hex though.  I take a capture of (H) and then a capture of (V) and rotate (V) 180deg and then size it up and it doesn't have the same angles a Hex should have and just doesn't match the (H) grid?