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Non-Euclidean Geometry in 4E?
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<blockquote data-quote="Aexalon" data-source="post: 4043756" data-attributes="member: 16283"><p><strong>How to map square rooms with hexes</strong></p><p></p><p>A little course in mapping square rooms with hexes:</p><ol> <li data-xf-list-type="ol"> Do NOT draw lines that bisect hexes, or that are coincide with hex edges. Draw only lines that bisect two hex edges (and only so that the two edges of the hex being intersected are not on opposite sides of the hex)</li> </ol><p>That's it. Easy, no?</p><p></p><p>I suppose it could use a bit of clarification. So, here's a map I threw together following this simple rule.</p><p></p><p><img src="http://www.enworld.org/gallery/files/1/6/2/8/3/HexExample_463989.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>There are two different sets of lines here:</p><ol> <li data-xf-list-type="ol"> Lines that intersect the hex border in two adjacent edges (red in the diagram).</li> <li data-xf-list-type="ol"> Lines that intersect the hex border in two edges that are separated by one other edge (blue in the diagram). Noteworthy: the interline resolution of the blue lines is higher than that of the red lines. This can be seen in the bottom-left square room, which is actually 2.5 "squares" high, and 3 "squares" wide. Also note that this does not cause half-hex determination problems (if one observes a minimum size of at least 1 "square").</li> </ol><p>The system supports 12 direction, so angles of 30, 60, 90, 120 and 150 degrees can be fairly accurately represented, without causing half-"square" troubles.</p><p></p><p>I hope we can hereby end the "but you can't map rectangular buildings with hexes" falacy. You can. Now, think out of the box!</p></blockquote><p></p>
[QUOTE="Aexalon, post: 4043756, member: 16283"] [b]How to map square rooms with hexes[/b] A little course in mapping square rooms with hexes: [list=1] [*] Do NOT draw lines that bisect hexes, or that are coincide with hex edges. Draw only lines that bisect two hex edges (and only so that the two edges of the hex being intersected are not on opposite sides of the hex) [/list] That's it. Easy, no? I suppose it could use a bit of clarification. So, here's a map I threw together following this simple rule. [img]http://www.enworld.org/gallery/files/1/6/2/8/3/HexExample_463989.png[/img] There are two different sets of lines here: [list=1] [*] Lines that intersect the hex border in two adjacent edges (red in the diagram). [*] Lines that intersect the hex border in two edges that are separated by one other edge (blue in the diagram). Noteworthy: the interline resolution of the blue lines is higher than that of the red lines. This can be seen in the bottom-left square room, which is actually 2.5 "squares" high, and 3 "squares" wide. Also note that this does not cause half-hex determination problems (if one observes a minimum size of at least 1 "square"). [/list] The system supports 12 direction, so angles of 30, 60, 90, 120 and 150 degrees can be fairly accurately represented, without causing half-"square" troubles. I hope we can hereby end the "but you can't map rectangular buildings with hexes" falacy. You can. Now, think out of the box! [/QUOTE]
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