I'm fully aware that this is kind of unhinged and not especially civil, but well, dealing with his has me posting while unhinged :( It can't honestly be the case that you have to do manual adjusts for hours to get a approximation of accurate hex sizes if you're lucky. I have a 4200x4200 hex map that is 30 complete hexes tall. Therefore, setting the page to 4200x4200, a grid to Hex (H), and a cell height of 1/30th the height (140px) should be all that is needed. But, The grid draws 25 hexes and a partial hex vertically. Apparently, some of these numbers are just named wrong and there's something else going on. So what is actually being done with these numbers to determine the hex drawing? I'm willing to just do the math myself but I don't feel like reverse engineering or using guesswork and tweaking to solve what is a math problem. (Later after attempting "just manually tweak it") Even trying to just dial "Cell Height" to fractional numbers, I get pretty close to the 30 complete hexes tall, but then I discover a horrific horizontal drift, the roll20 hexes are too wide! How does, say, the Tomb of Annihilation travel module handle getting a pre-hexed map with a proper grid? Or does it do something different? I don't really want to buy it just to see how they math it out. I know I can't threaten to unsubscribe and get anything, can I offer like a bounty for "functional hex grids"? It's not like there's a lack of interest, there's 7+ years of posts about it. Maybe I shouldn't hold my breath, dynamic lighting+advanced fog of war are still broken. On the off chance that somebody else using Campaign Cartographer to generate hex maps has already solved this, is there some tweak you've done with your map to get it to align with Roll20 hexes?