Sorontar advice is also good – just paint out the lines in the rooms by deleting the floor and filling. Screen of me doing using the "trace map technique" in a game: Even though the grids won't match up a little slop is OK and this method is *much* more forgiving of mistakes than unmasking (and you can make changes to the map as you draw). When I do have to use one because it would take a ton of time to make an alternative instead of revealing it I will just mask the map and lay down an FG grid on it and trace the dungeon using the FG pen tool. Personally, I try pretty hard to avoid using maps with a grid already on them. You can fix the first issue by resizing the map to put the grid on integer values the math is straight forward - though you may introduce the second problem doing this. This means the grid on the map is no longer truly square. 2) Many maps after be scanned, resized or derezzed have "pixel drift" as a result. Many maps after resizing or originally do not have a grid that is a whole number. There are two issues with getting grids to line up.
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