#Lancer Map Creation Tool
1519 messages · Page 2 of 2 (latest)
Oh those are gorgeous! Love the red. It also just adds extra visual variations too!
My next mission is going to be in the mountains....probably not going to use many of these, but a few snow capped rocks will be nice....
Santa's workshop
An icy crack or ravine, kind of like this?
ill get some ice rocks
getting a snowman, yea
Nice.
Like more for terrain or ground level for background?
Ice breaker ship or a ship or mech that it stuck in the ice
GMS snowman don't exist, it can't hurt you.
SNOWMAN WITH A GUN
SNOW GUNMAN
(Not a SNOWGUN MAN)
snowmen: the original Non-Human Persons
does anyone by any chance know the setting for a 40 by 40 on foundry?
This was a setup I've used that seems to work pretty well. Note though that I am not OP and have limited experience with it.
i got a perfect one thats to vine on the vtt thread <:
but thank you anyway m8tty o/
😌
I have maded a new map again. I couldn't find a sitrep for what I have wanted in the corebook so I will have to figure something out but I'm pretty happy about it.
Spoilering so one of my sneaky players won't accidentally look at it.
I have already made an update that adds more cover.
Love the big city vibes
Thank you! I'm rather proud of this. I'm routinely astounded with how simple it is to make nice maps.
Well, I ask myself this: "What is here and why?"
This map is meant to represent a seat of power. So I painted the motif environment, then large pavement for vehicles to come in with dignitaries, representatives etc. Then I experiment with buildings to get the right vibes. The last thing I add are the zones.
I hope it makes sense.
Oh right, I often consult the corebook for appropriate sitreps to figure around.
Love to see some fiction-first design processes for maps, they feel so much more lived-in as a result
I mean, I'm not a wargamer and generally poor at strategy, however I am one hell of a beast as a narrator. So my designs reflect that. And it's not necessary to be balanced either, so the fiction-first makes sense to me.
how does one change the size?
dont tell me with every, single, fricken, image, i will have to guess
The size of what
go into the assets folder an look at the size of existing stuff, such as hex tiles
there is no way to scale imported assets
you can also export an empty map
and then align your assets on that
save them to that size
and then use them
hope that helps
o7
uhm, why are the size icons not where they belong?
i have them right in the metadata :/
the only reason i can think of this is because of the offset, but if thats the case thats
its an easy fix doe~
but i got surprised by it
...and angry
Curious!
not sure how this happened but my map has a row of unerasable cars along one edge...
not objects, not tiles, and even if I shrink the map and save it (which normally erases all assets past the new map boundary) they're still there if I load it again. Manually removing all the size half car entries from the json fixed it though
You set cars as border clear border to clear cars
I'm not sure why this happened, very unusual!
Without looking into it, my guess is that maybe there is no footprint configured? but even then, I don't think it should do this.
If you want me to investigate it, you can send me your asset folder and I'll have a look. Glad you found a workaround for it, sorry it upset you.
thanks for the help! will do in a sec and uhm, im sorry too, like i said before i uh, got too angry for really not too good of a reason 😓😔
This looks amazing.
I saw this image, and thought you were going to have a mech fight in the middle of a Fast and Furious style street race
lmao, good idea for the future
"this lancer fight brought to you by my two year old and his cars. Everybody say 'Thank you' to Jason!"
uhm, are the maps supposed to be exported to the LMCT folder where theres the assets folder the application itself as well as the console application? cuz mine are for some reason
doe when i click open folder, exported maps, it takes me to a whole different place :/ :/ :/
When you export a map, it is saved where you tell the app to save it
The app remembers the last place you told it to save a map and opens the export dialog there the next time you export a map
The "Open Exported Maps Folder" always takes you to the default export location, which may or may not be where you are telling it to save your maps
how do i change the save location?
cuz i have it at..../Users/Owner/Downloads/Lancer Map Creation Tool 1.0_windows
sorry, was a busy since then ^ :p
use the navigation options at the top of the export popup
arrows / disk / path selector, etc.
just like any other file system save dialog
do i have to manually write it?
cuz i believe i tried it before doe i may be wrong??
yeah, just tried it...
so,
?
I'm a little confused about what it is you're having trouble with
if you want the export to have a certain name you have to manually write that
if you mean do you have to manually type the path, the answer is no, that's what the navigation buttons are for
double clicking a directory will take you to that directory
the up arrow by the path selector takes you up a directory
ok, my issue is that my exported maps, are not going into the exported maps folder for the LMCT, its going to the folder that you get when you first install the LMCT.
i would like to change that to the correct folder.
because
if i want to load a previouslt exported map, i am unable to do so
because
the load directory is correct, as u can see here
but the export directory is wrong, as u can see there ^^
gotcha
now, i can obviouslt just manually put the map into the folder
but i rather fix that so its easier for future
LMCT -> Open Folder -> Exported Maps Folder
Copy the path by clicking on the path at the top of the explorer window and hitting Ctrl-C
Go back to the LMCT -> File -> Export Map
Select everything in the path at the top of the Export Map window, delete it, and paste in the path you copied by hitting Ctrl-V, then hit enter
the Export Map window should now show the contents of the export folder, and if you hit Export Image, it will remember that as the folder next time you export a map
👍
wait lol, "exported maps folder" or "load maps folder" XD
ah nvm
lol
im dumb
no worries, glad we got it figured out 😄
yes
You can't load exported images (.png), they don't store the map data
If you want to be able to load a map later, you have to save it using "File -> Save..."
that saves a .json file instead of a .png file
okay, currently trying to figure out how to use this thing, it's real convenient for sure
how does one set up the deployment zone grid or whatever
using the zone tool (keyboard shortcut: e)
pick a zone type and go to town 👍
oh okay thanks
has anyone made like, custom assets for this program already?
i havent really seen anything, I'll be releasing some snow stuff this month
and try to do 1 expansion pack each month for 5 to 8 bucks
I'm very excited for the Arctic Add-on
🥶
Crunchy snow.
missing size 3 and 4 buildings still
and then some ice structures
and then it should be ready
chippin away at the snow terrain
I hope they're getting paid for being on guard duty.
lol
😒 🫸 there's no buildings
😏 👉 there's snow buildings
Is there a good way to designate a cliff? I'm trying to design a map split in half by a 3 deep vally, but i can't seem to find a quick way to do cliff walls that's easy to see
eh, I'll hack something together
Where are you making this?
Like are you using a site or completely doing it on your own using assets?
https://interpoint-station.itch.io/lancer-map-creation-tool
its the Lancer Map Creation Tool
the thing this thread is for
im just throwing together some new assets for it
arctic
brrr
🥶
Sheeesh
Are there asset packs for indoor facilities/machinery?
Poggies
if i wanna load a map back into the lmct, it has to be in the .json file right?
I think so 🙂
gdi, yes it was
arctic expansion pack is now available to interpoint patrons (so they can weed out any bugs before the publi release)
release should be wednesdayish
Oh those are some siiick arboretums and greenhouses!
Yep, can't pull tile info from a png
its funneh
cuz i converted into a json and still didnt work :/
:p
it was even on the right folder too
Unfortunately, renaming files does not magically change the data stored in them 😔
ah
sorry bout that 😓
No worries 👍
If there's any chance you want to edit a map later, I think it's a good practice to save both a png and a json
i c
I don't know about if you were told or not, but I believe it's in the manual 🤷
Either way, now you know
https://interpoint-station.itch.io/lancer-mct-arctic-expansion-pack
arctic expansion is out!
HAPPY CHRISTMAS IN (ALMOST) JULY
It's a Boxing Day -6 Month Miracle
.
,
;
:
.
!
Base map with no zones. Thought was for defending a heavily armored freighter ship but can also be used for say something like boarding from the asteroids.
30x30 map
tfw you import your own background and make epic happen!! Good job!!!!
its in the works
Good, proper meteors to send to my players.
are the settings for alignment the same as in foundry11?
Shoooooould be.
I haven't had an issue with the old alignment in v11.
any chance we could get biodomes like this for the regular buildings as well?
Say, how do people handle terrain destruction in Foundry? Do ya'll load in each terrain piece as its own token?
I have a handful of Crater objects I drop over the tiles to destroy them
Ohhhh that's smart.
I have a janky little macro that generates a perfectly scaled crater tile based on the crater size
crater overlays are the way to do it imo
Also, you know the stats of both the player mechs and the NPCs you deploy. You know if any of them have dedicated terrain destruction.
And if they ask you to track HP for objects caught in area attacks, you go "Oh for fuck's sake",
And I have a house rule for that: attacks don't damage terrain unless you declare, per attack, whether your attack is intended to destroy terrain.
saves you some trouble and puts some responsibility on the player 
this is the way
I use Political map overlay to mark if terrain was damaged or destroyed.
Political Map Overlay?
It's a module for Foundry that allows you to place colored hexes on a map. There's also a macro that covers those hexes into a drawing that can be labeled. Some GMs use it to mark different sized terrain or hazard zones on maps.
Ah, I'll have to pick it up then
The macro that can do the conversions can be found in a thread here #1092876995341328445 message
And other useful GM macros.
*Finally Tries To Put An Interpoint Map Into Foundry*
*Interpoint's Hexes Don't Have Equal Corners*
...oh no...
Is there a Foundry Module that lets me adjust the dimensions of Foundry's Hexes?
Have you saved the map with the rill20 or the normal grid?
So I saved the map straight from the generator, I tried using Roll20 for a bit, but that fell apart once I had to try and do Size 2 Mechs on Roll20's system. So I took the same base map straight from the generator and put it into Foundry with the dimensions according to the map tutorial.
I did some finicking and managed to get the horizontal sides of the hexes to match up just about perfectly, but the hexes from Interpoint's Generator are a bit vertically squashed so the further from the middle of the map it goes, the more distorted the hex placements get.
They’re not talking about something you do in the vtt, it’s part of exporting the map from the map creation tool
Ah, then in that case lemme retrace my steps
I opened the Interpoint Generator, loaded the directory, picked the fall region, sitrep: control, scrambled a couple times, and saved the map directly via the "Save This Map..." option where the only option was to "Save As Type: All Files"
and from there I uploaded it to Foundry via choosing the file for the map directly.
If there was some other form of exporting the map, I am unaware of it.
@proper hamlet When you're saving your maps what hexagon style are you using in the Map Creation Toll? It defaults to Roll20 hexagon style, I switch it to regular when I use it for Foundry and use the community guide for adjusting the grid and map alignment.
There's no Hexagon style that I can see...
Hold up, lemme double check something
Is the current Lancer Map Generator on v1.2.0?
Tbh I'm not sure which version I'm using but hexagon style is located to the top right of the program with the wall config options.
There's nothing on the right side of the screen
This is what I have in front of me
I had my hunches once people started asking what style I exported in
My friend bought me the map generator because I was having trouble making maps for the campaign.
Thoughtful of them, but yeah that's the old program. :p
Why does this keep happening to me? 4th time now I run into issues because it turns out I got the old version of something.
yeah that's not the lmct that's the old random map generator
Where can one find the proper version then? Because when I look up lancer map generator, it just comes up with the itch.io for this version.
https://interpoint-station.itch.io/lancer-map-creation-tool @proper hamlet
Thank
If you still want to continue using the old map maker these were the alignments I found on the itch.io comments.
INTERPOINT MAP SETTINGS FOR FOUNDRY V10 GRID ALLIGNMENT
Grid Type - Hexagonal
Rows Odd
Grid size - 82 Image
Dimensions - 2876w 1525h
Offset Background - 43h 5v
Padding - 0.25
These were Foundry v10 alignments, hopefully they'll work for v11 as well.
Options in foundry. Lemme get on my computer and take a screenshot for you.
Thank you again
When you right click on a scene and go to configure settings go under the grid option and you should find padding. It's a slider.
I see, thank you!
yw! Hope it helps. 🙂
Ohhh, the Padding is the amount of space outside of the actual map.
Unfortunately, doesn't actually help me here, but very good to know. I've been wanting to reduce that.
If you do plan on getting the new map making tool, you can manually import the assets that is from the old program to the new one, but visuals of the assets will clash with the new ones.
So far all I've made were maps that were randomly made in-universe too. The game hasn't officially started yet, and since I'm still relatively new and so are the players, we're doing combat sims to figure out the system.
So these maps are very much replaceable.
You can also look through this thread for maps in this style I've certainly posted a few maps myself for people to use for their games. 🙂
Got it, thanks for what I think is the fifth or sixth time.
ayo can this be pinned? this is super useful
Technically already is, but without a visual.
Hey, where do I find the map I just made? I realized it went into an appdata folder and was wondering if there's a better way to find it than floundering about my documents each time.
The LMCT has a button to open the folder.
and for getting a Background Image for Foundry?
Or was that for getting the map out of the folder and to somewhere more accessible?
Just realized it's probably not that, that feels like it'd make the map uneditable to the LMCT...
Oh wait, I don't think I exported properly
Figured it out!
Think there's a folder that gets generated in your pictures or documents folder on your PC but glad you figured it out.
I am in fact capable of learning every now and then, truly a milestone for me.
It's so beautiful... seeing all the lines match up... QuQ
(they don't actually)
(but if you turn off the Foundry grid it doesn't even matter)
Fun fact:
These questions and more are answered in the LMCT user manual, which comes with the LMCT!
I have 4 questions, how do you make terrain raised if you can? and is there a way to have/make one and done assets overlap and disable the icon for size of the asset and drag and drop size indicators manually
Make things easier on yourself. Terrain hp regenerates at the end of each turn so unless a players deals the terrains full health during one turn it never breaks
Unfortunately, none of those things are possible. You can put one and done terrain pieces next to each other if you want plateaus, but there's no way to make them overlap unless you edit their metadata yourself. The same goes for size markers, there's no way to move them around manually.
If you feel like messing around with the metadata, you can remove size markers and footprints from every object in the metadata editor, and then use an image editing program after exporting to manually add size markers, but that's more work for you.
Yeah, the program sadly can't do layers.
If anything, you could implement it as an image in the background and call it raised terrain.
wonder if you could create custom transparent assets, then just create each layer as its own map
and then layer them
haha
yea
though the map doesnt save transparent
its easier to just modify a map in photoshop i think
hmm, if thats the case, probably a completely blank white asset, so its easier to just, click, change to transparent, in something like clip studio or photoshop or gimp
then taking those and layering them
i think theres ways you could sneakily cheat and use it to make layered maps, its just not made for it
you'd want to use a color that's not really used in any other asset. so like, bright, eye-blinding pink.
Oh hello! I was wondering how the map tool interfaces with Foundry? Is it easy to import maps to it? If most of my assets are horizontal Hex, is it hard to swap?
It can export to foundry, and comes with import instructions that get a near perfect match each time
As for your assets, if they are objects it doesn't matter much, for Hexes you can use something like GIMP to batch rotate and scale them
Hm so you think it's helpful to have as a gm and worth the money?
I use it a lot!
There are some features that I perfer from Heavy Metal Mapper, such as integrated hight support and dynamic building, but these maps look a lot nicer
question, can i remove the height labels from the one and done options?
was looking to paint or assign heights myself after import rather than prelabeled if possible
I've been interested in doing that too. Self-labeling heights and cover styles.
its possible
but not fun
go to the metadata editor and deselect this checkmark for every asset
maybe im overstating the effort required
im sure it could be done in 30 minutes or so
thats not the worst for sure
ty!
its mostly so i can fake several areas as being one object rather than a chunk of a bunch of em
so i can pinpoint the assets im specifically looking for
and uncheck em there
Yeah, I tried figuring out how to do custom shapes, but I'm not smart enough to parse that out from the documentation. Removing the labels seemed like the next thing to try
The main value is speed; if you plan to make lots of maps and value making them fast, this is absolutely worth it. If you want to do lots of highly customized, bespoke maps, it might be worth it but I'd decide if you like the aesthetic of the assets first and foremost.
made a quick one for a weird demolition / distress signal whack a mole
I like the pathways, tbh if I had to run a “Lancer dungeoncrawl” I could see myself using a map like this thanks to its natural loops
My atlas player would love this
I just got this and love all the biomes, do people have customized biome packs? I am trying to build a space combat mission where players need to jump between ships to get to a heavy cruiser
space is, I think, in the works
you can use the old space pack if you want though making it work with the current system is going to be....maybe more effort than it would take to just do this in paint.net or something
How goes the stewing on the next expansion? Anymore teasers?
Given Ralf's not on here anymore, at least for a while, I don't think we'll get much directly
Not here at least
Oh wait, he left?
He was removed for reasons detailed in the server news section.
Oh crap, I didn't even know.
Np, that's why I mentionned it here in the first place
Arctic Expansion is done:
https://interpoint-station.itch.io/lancer-mct-arctic-expansion-pack
Next one is space iirc
we're working on a real space pack at the moment
Work is continuing on more asset packs! I'll probably post LMCT updates and previews here as they happen, if there's no objection from the mod team
The mods don't seem to be actively monitoring this particular thread. Reading the announcement again, only the server is not permitted to be talked about. So it should be fine?
Point 3 and particularly Point 4 on [the announcement](#server-news message) are relevant.
tl;dr it should be perfectly fine.
I'm not here often, but to be clear you're more than fine to talk about the LMCT and its updates.
The intention ain't to dissuade folk from talking about things or treating it like a taboo. The only real thing you'd be asked not to do as per point 2 in the announcement, and this one is pretty obvious, is to not post a link to Interpoint.
Hope that keeps it pretty clear. I am only speaking for myself, but I see literally zero issues with this thread so wouldn't fret about it.
(and now I'll return to lurking ;p. Just wanted to let folk know so they don't have to worry about it.)
https://cdn.discordapp.com/attachments/1210823345839538226/1275489646578761902/image.png?ex=66c613cd&is=66c4c24d&hm=db26c56ae51f34b4e50f1e8d0011ce04bfbda6d504e058fd27558d0cdc9eecc5&
sneak peek for some space assets in the works 🌌
spess 
You can tell it's space because it's cylinders. nods
Space space space


Excited to see the space assets
I have created a new map for my lancer game: Mining town approach.
love the vertical approach
Thank you. I've only done horizontal so far. And it's been months since I did a map.
I might make the right path a little wider.
Because it might not accomodate big mechs
depends. do you have big mechs in play ?
I have nothing in play currently.
And my players are partially new, and I have no idea if they will invest in wide boi lisences.
I mean, both sides can fit size 2s, and size 3s are either Barb (not gonna be moving anyways) or can just. jump
onto the size 2/3 stuff in the middle
at the end of the day, you do whatever you want
love it
Thanks!
my mag clamps/bulwark mods BB would have so much fun on this
I'm certain they would!
The solar system my players are in, made using the program and imported assets.
The assets used were from Dungeon Draft 2 minute tabletop
A little messy map, combat taking place on Taxlon, a temperate planet with burrowing fauna that causes sinkholes to appear on the terrian. Map setup for a Gauntlet style sitrep with an optional objective for a defensive mobile truck.
Oh that's a sick map!
Thank ye
Is there a sprite back anyone knows about that gives me walls built for hexes instead of walls that only do 90 degrees?
I've got all the map packs I can find on itch.io
I think you need to elaborate on what you mean by "hex walls" if the built in walls aren't doing it for you
Like can you show us an example? I remember Ralf and the dev talking about how hard it was to get walls working properly in hex format, but they did a pretty good job of it.
Do you mean like, in this example, you'd want this wall to be connected smoothly without needing to add the connectors?
There are no official packs with six-direction walls. We experimented with them a little but iirc Ralf didn't like how much they obscured other tiles and already had the square assets, so we went that way 🤔 there may have been more problems with them I don't remember.
This but on 3 possible axis vs 2. I don't even need it to be automagic like the built in system, that's why I was asking if there were sprites already made so I can just pick the sprite I need and build the wall manually
I tried making some walls like that for my own hand-drawn maps early on and they never looked good. They always looked very awkward.
I find the solution you guys implemented to be a "stable" compromise: it doesn't look bad at all, even if the hex placement is a bit weird (aka not all lines are strictly straight)
Any update on space expansion?
#1210823345839538226 message Here's the most recent teaser, afaik it's still slowly moving forwards 👍 🌌
(I never know if discord properly embeds message links, so here's the image again 🤔)
Is there a way to point hexes without the randomized color variation? It works well in most situations but i'm going for specific colors in specific areas and would like that kind of control
paint not point
Not easily, but it is possible - you'd have to open the asset folder, find whatever tiles you want to be able to paint individually, and either
A) Copy them to their own folder (e.g. move "Grass Hex 1.png" from Background Grass to some new folder in the Grass Tiles folder) or
B) Copy a bunch of them to an Independent Assets folder (e.g. move "Grass Hex 1/2/3.png" to a new Independent Assets folder within the Grass Tiles folder)
Either way, you'll also have to reconfigure the copied assets in the metadata editor - setting them as paintable tile objects (this might be the default, actually, so maybe this step is unnecessary 🤔)
Once you do that, they should appear as individual tiles within the paint tool, but there won't be an easy way to tell them apart from the randomized versions in the list on the left 😔
Another alternative is to paint and erase and paint and erase with the randomized versions over and over again for each hex until it's the color you want 😬
Sorry there isn't a better option 😦
Thanks for letting me know for sure tho
does anyone have a formula or something for map settings in foundry?
trying to find a better way of inputing the map besides battleshipping the dimentions
see this thread's pins!
Why does it have to be SO infuriating to allign the grid on Roll20? I've genuinely just turned off the grid and manually sized up all my assets when I bring them in.
are you exporting in roll20 mode or regular mode?
Roll20...
FUCKING LIFESAVER
I've been reacted to, wha
These settings are for the old map maker. There's two known Lancer focused map makers Lancer Map Creation Tool (Current) and the Lancer TTRPG Map Generator (Old version old assets) both made by Interpoint. If you want what I use for current you can refer to my image for my map settings later in the conversation. #1170862899418386603 message
Okey dokey
Your scene dimensions may vary for how big of a map you plan on throwing out there.
Guys
Is anyone else having trouble exporting maps
Cause
It is not going where i want it to
It will never go where you want it to, only where it must go.
Such is the way of the world.
(Use the "Open Export Location" button, I think it's called that? I'm on mobile I can't check)
Is there somewhere I can go to make feature requests? I have one or two.
The itch page is probably the best place.
Crashes my computer 😔
Blue screen? Or does it just turn off?
I made a post six days ago and forgot about it immediately. Thanks for the quick reply, I'll ask there.
Turns off
Wow, that's not ideal! If you navigate to Users\[your username]\AppData\Roaming\Godot\app_userdata\Truescale Map Creator\logs, you should be able to get your hands on a log file, and you can send that my way if you'd like me to investigate this. Also, do you happen to know if your computer supports vulkan?
It should? Ive completely since reinstalled the app and it seems to work well enough
Sorry the log file might've been purged
No worries, glad things are working now 👍🙌
Thank you, the tool is fantastic, now i just gotta wrangle my group together
How do I get textures and the like to show up in the correct spots in the application? I can't figure out why I am not seeing things like cars, almost everything from the pixelart assets 1.3 pack, etc.. I'm certainly installing something wrong but I don't know what it is.
also is it possible to get rid of all of these numbers so I may place them myself?
You can remove them but it'scomplicated: You'd need to edit the terrain pieces' metadata yourself.
You cannot add them manually though.
Since the maps get exported as png’s you could just add them in Paint
That's always an option, yes.
when I enter the metadata editor, my map disappears
I figured it out, but it's tedious to manually disable every terrain object 😔
Like I said
Complicated.
Since you're here, do you know how I can get it to separate assets into individual resources to select?
for example, it is currently randomizing every sprite in the "size 1 terrain" folder
I would like to be able to place them independently instead of placing and deleting until I get the one I want
Assets are handled depending on the name of the folder they're in 👍
If the folder is named "Independent Assets" then they are not randomized and you can select them individually
If the folder is named something else, then all the assets in that folder are lumped under one thing and randomized
Hi! How does the Lancer Pixelart Terrain packs and expansions work with the Map Creation tool?
Works perfectly fine, but doesn’t look as pretty. You have to do some minor manual configuration (per the MCT manual).
are there any good places for assets for this just bought it
So far, there's only this pack that officially exists as an add-on for the MCT
https://interpoint-station.itch.io/lancer-mct-arctic-expansion-pack
I guess it's worth mentioning you can also use the other asset packs that were meant to be paired with the old map generator tool, but the visual design isn't as pretty or consistent with the real MCT assets.
how do i get my assets to show up in the metadata editor? i followed the instructions in the manual but theyre not showing up
i made a new folder and that doesnt show up either
nevermind resolved
would anyone be interested in custom/additional height markers? All of these are objects; the 1-4 markers are reproductions of the markers in the tool, and I made the 9 and 6 markers from scratch
I have so far made 40 custom size markers that I can place wherever I want on the map
heres 80 of them
I'd honestly love a Size 5 marker, mostly due to campaign reasons. I haven't seen anything Size 6+ to warrant the other ones but it's still nice to have.
yes
Yeah!👀
It's a shame that it seems like this isn't getting any further love from ralf and company. I have been mish mashing the old and new assets and it's... Okay (i actually prefer the style of the old ones more) but they're fairly limited in themeing
I understand the desire for more assets - limited is a good word 😭
I believe there's plans for more content, but it takes money/time/effort to make things happen 😮💨
Oh I'm sympathetic to that. It's not a criticism. I am willing to say that at least ONE consumer (me) would be willing to pay something for assets. I bought everything i could on itch. But i know time is a resource and I'm sure artists are focused on other things
I just
Finish a map
Go into GIMP to do some post-processing
And voila, new theme(?)
I'm okay with waiting. For new stuff.
My editing skills are passable but not good enough to make custom assets. I can stitch together and recolor mechs, but ask me to make buildings and I'll probably just shut down and cry
ive just started making my own
@true narwhal As shown above, I've actually started making assets for the tool myself. Would you be willing to comission any?
I didn't have any plans to commission any work but if you have a storefront that you sell your work on i would take a look.
and @finite sky & @fading compass , i sent you demos of the more size markers so that yall can help me make sure they work when I give them to others
no storefront yet, as I dont have access to the tax information that itch.io needs from me. I just finished being a university student and am still working on setting comissions up as a full business while also busy with a new job
Definitely understandable. Commissions tend to be just outside of my price range usually - but i am not fully opposed to it
Looks like work on the space-themed expansion is continuing now that other projects have been finished 🙌
Yes. Yes please.
I believe it's up now 👍
new version remembers whether you pick roll20 or regular hexes
also has a font size setting for folks with extreme resolutions
more new space assets in the works 👀
ooooo
what does the little line over the number means?
My guess is it indicates it also blocks LoS but im not sure
It figures it never got explained in the files, huh.
Circle means it's soft cover, Square means hard cover which follows the normal rules for that (blocking LoS and movement). The line above numbers dictates whether that is difficult terrian or not. That stuff is also visible if you go into the metadata editor :3
Tyvm!
It is explained in the LMCT Manual. iirc it's on the first page, even
...oh right there's a manual. not gonna lie I didn't read it LMAO
Does anybody have experince using the map generator in roll20?
the maps are misaligned slightly
did you have it set to r20 mode or standard mode?
how do I check?
there's an actual tool?
I thought you just slapped it together in your system of choice
how do I place chunks/terrain in a more controlled way?
I have a specific idea in mind for my map and random generation wont work
the random generator is the previous version of this tool
this is another program that can do non-random placement
where can I find that?
Where do I find this section of the map generator?
I redownloaded and checked the file, but I cant find the map creator
Did you download this --> https://interpoint-station.itch.io/lancer-map-creation-tool ?
Because it is literally on the left hand side of the interface.
Do note that there's a Map Creation tool, and a Map Generator, the latter can be found here --> https://interpoint-station.itch.io/lancer-ttrpg-superior-pixelart-expansion-1-map-generator
So it turns out I never bought the creation tool, just the packs
I figured out how to make stuff in GIMP, so that's ok
one issue I found though is I need soem custom SITREP things
I want to be able to place deployment zones individually instead of as a whole template
are you using foundry VTT?
no, GIMP
You are running a campaign in GIMP?
oooh youre trying to add stuff to the pack?
tgrying to understand what your goal is here
Kung_fu1015 though they'd bought the LMCT, but instead had bought the previously made resources for the old random generator, so they're making their maps in GIMP instead.
Hey, a question. I can't manage to make the hexes work in foundry
The size simply doesn't match
Any tips?
Here's someone else's guide to foundry, but I have no idea if it's up to date / still works. I'm not a foundry user myself.
whenn i try place walls, i just end up with this :( the wall dropdown in the wall tab is also empty, which may be related
i am running through bottles on linux
anyone know how to fix? thank you!
I've only been running this software through WINE without bottles or anything and that has been working fine for me. Try that?
Wait are you using the walls tab at all?
sorry only seeing this now
the dropdown in the walls tab is empty
so cant really
will try with wine though
Send me screenshot
im going to work now in a min so cant really, will do when im home
All good 👍
i run through proton, just moved the resources to the folder that proton uses and it just works.
running it just through wine worked, thank you! (kinda forgot to say lol sorry)
Great! :D
this does not work for me. Is it possible to have LMCT maps line up with the grid in Foundry?
Very possible
How big is the map and could you show your Foundry Map settings?
Here's the kicker: those instructions work moderately well for the LMCT's default map size. If you change the size, you just have to align them yourself, manually, the way the rest of us do it.
Huh, didn't know that. Have tested out a bunch of bigger maps like a 50x50 or a 45 x 21 one and the grid did align pretty well with those settings.