Hex Mapper
Hex Mapper
Version 1.0
1 Introduction
HexMapper is an application for building hex-based maps for RPGs, table-top wargames and other such games. It was written in Java 1.5, and I tried to make it as native feeling in all OSs as possible. The basic idea behind HexMapper is to start with a high level broad scale view of the world to be mapped, and burrow down to finer levels of detail where needed as needed. It's possible to eventually map an entire continent at a tactical map level (although that would require on the order of 10-20Gb of storage). You can at any time decompose a hex into 49 sub-hexes that are 1/7th the size of the parent hex. After a hex is decomposed, the basic attributes of that hex are no longer directly editable. Instead, they are automatically calculated by averaging the sub-hexes. This happens recursively and automatically.
2 Using HexMapper
2.1 Menus 2.1.1 File Menu
This menu contains options for dealing with map files, such as creating new maps or opening maps. About Displays the About dialog (OS X -- in the "HexMapper" Menu). Clicking on the website tag should take you to the HexMapper website. If this doesnt work on your platform, go to: http://www.mentalwasteland.net/HexMapper New Displays the Create Map dialog. This dialog is used to create a new map. You can specify the size and units (feet or meters) of the smallest size hexes, and how many levels of hexes you want. The dialog will automatically calculate the size of the top level hexes and the entire map for you. You can also specify the increment size you want to use for elevation, and the dialog will automatically calculate the possible range of elevations for you.
Create Map Dialog When you initially save a map, you create the main file (which has the extension .hxm), but in addition a whole hierarchy of sub-directories and files will be created as the map is developed. Because of this, it is highly recommended that a new map be placed in a new directory that holds nothing but that map. Note that only one map can be open at a time, so creating a map will cause an already open map to be closed. You will be prompted to save the old map if needed. Open This menu item allows you to open an existing map. You select the main file created when the map is created to open the map. Note that only one map can be open at a time, so opening a map will cause an already open map to be closed. You will be prompted to save the old map if needed. Save This menu item saves all data for the current map. Note that if you work for a long time on the map, an automatic save may occur to conserve memory. Print This menu item allows the user to save an image of the current map view as it is currently rendered. Parts of the map that can be hidden, such as icons and labels on specific layers, and unselected options like contour lines will only be printed if they are currently visible.
child hexes, saving the map, and moving to another hex (which causes edits to be propagated up to parent hexes) cannot be undone. These operations clear the current undo queue, so no edits done before them can be undone. Redo This menu item reverses an immediately previous undo operation. Multiple undoes can be reversed with multiple redoes, and vice versa. Edit Mode This menu item puts the application in Edit Mode, which is the default mode. See the description of the Map Pane (Section 2.2) for more details. Draw Borders Mode This menu item puts the application in Draw Borders mode. Clicking and dragging the mouse in the Map Pane will draw borders. The type of border drawn depends upon the current selection in the Edit Pane. Draw Rivers Mode This menu item puts the application in Draw Rivers mode. Clicking and dragging the mouse in the Map Pane will draw rivers. The type of river drawn depends upon the current selection in the Edit Pane. Draw Roads Mode This menu item puts the application in Draw Roads mode. Clicking and dragging the mouse in the Map Pane will draw rivers. The type of road drawn depends upon the current selection in the Edit Pane. Copy To Children This menu item causes the currently selected hex or hexes to each be decomposed into sub-hexes. Each sub-hex has the same Surface, Terrain, and Elevation attribute as its parent hex. Borders, Rivers and Roads are copied to the sub-hexes to mimic those in the parent hex. Interpolate To Children This menu item causes the currently selected hex or hexes to each be decomposed into sub-hexes. The Surface and Terrain attributes in general match the parent hex, but will be somewhat varied randomly to blend with the surrounding hexes. The elevation will be randomized, but will blend with the elevation of the surround hexes and have an average elevation that matches the parent hexs elevation. Roads and Rivers will also be randomized, but will enter and exit on the same sides. Borders will be simply copied down. Delete Children This menu item causes the child hexes of all selected hexes to be deleted recursively. This operation cannot be undone: the deleted hexes cannot be recovered!
Clear Borders This menu item causes the borders in the currently selected hexes to be erased. Borders in sub-hexes will not be affected. Clear Rivers This menu item causes all rivers in the currently selected hexes to be erased. Rivers in sub-hexes will not be affected. Clear Roads This menu item causes all roads in the currently selected hexes to be erased. Roads in sub-hexes will not be affected. Do Propagate Up This toggle menu item causes changes in the current hexes to be propagated up to their parent hex. It defaults to checked, so propagation occurs by default. Turning upward propagation is useful when changes of scale would cause you to change the way you perceive the map. For example, at a fine enough level of detail, hills become flat hexes and forests become ground with individual trees. Smooth Elevations This menu item causes all roads in the currently selected hexes to be erased. Roads in sub-hexes will not be affected. A dialog allows you to select the randomness of the elevations. Moving the slider all the way to left causes the hexes to be very smooth in their elevation changes. All the way to the right causes the changes to be fairly bumpy.
Smooth Elevations Dialog After the Smooth button is pressed, you must select some of the currently selected hexes again as the anchor hexes. The elevations of the anchor hexes are not changed. The elevations of the other hexes are smoothed relative to the elevations of the anchor hexes and the other hexes distance from each anchor hex. Randomize Elevations This menu item causes the elevations of the currently selected hexes to be randomized. A dialog allows you to specify the minimum possible, maximum possible, and average elevation for the hexes.
Hex Surface Area You can interpret the words Ive used as you wish, but here is what I mean by them: Grassland Scrub Tundra Marsh Swamp Sand Rock Forest Woods Jungle Cultivated Buildings Roads Freshwater Saltwate Plains, savanna, prairie Scrub, chaparral, semi-desert with sparse vegetation Frigid plains, with permafrost Ppen grassy wetlands, everglades Wooded wetlands Sandy desert or dunes, loose arid soil with minimal vegetation Predominantly rocky terrain with little or no vegetation, like lava flows or rocky deserts Heavily wooded area, with mostly thick underbrush Open wooded area with occasional clearings and relatively clear underbrush Dense tropical woodlands or rainforest Farmland, orchards, and grazing land Cities and towns, used mainly in small scale hexes Roads, used mainly in small scale hexes Rvers and lakes Seas and oceans
Terrain The next section of the Edit Pane is used to edit the terrain of the selected hex(es). The terrain is shown on the main map by special symbols in each hex.
You can interpret the words Ive used as you wish, but here is what I mean by them: Flat Hilly Rugged Mountains Gradual, smooth changes of elevation Moderate changes of elevation, rolling hills, etc. Rough terrain, badlands, canyons, cliffs, etc. High elevation with steep slopes
Elevation This section is used to set the elevation of the selected hexes. Elevation can be views by clicking on a hex, or by activating contour lines.
Hex Elevation Area Rivers, Roads, and Borders This section is used to edit the drawing of rivers, roads, and borders. River and roads are depicted as blue and black lines that radiate from the center of a hex to the center of a hex side. Borders are red lines that follow hex edges. To enter the drawing mode for each line type, select the appropriate item in the Edit menu, or check the box in this section of the Edit Pane, or select a new line type and the appropriate line mode will be entered automatically. To draw the lines, click or drag on hexes in the Map Window.
Line Editing Area Layers This area sets the current layer. There are five layers, labels 1 to 5. Any icons or labels that are added are added to the current layer. Different layers can be made visible or invisible as desired with the Edit Menu. Also, if one ore more existing labels or icons are selected, changing the layer will cause those labels or icons to be moved to the selected layer.
Icons This area is used to create new and to edit existing icons. To create an icon, select the desired icon shape and color, add a note if desired, then click on the map to add the icon. You can click repeatedly to add multiple icons. To edit one or more icons, select them while in edit mode (Section 2.2.1), then select the color and/or shape here to change the icons. You can edit the note for an icon if exactly one icon is selected for editing. Select one or more icons then press the delete key to delete them.
Icon Editing Area Labels This area is used to create new labels and to edit existing labels. To create a label, enter the desired label text, click the Add button, then click and drag in the Map Pane to position the label.
Label Editing Area Click the Format button to select the font, font attributes, and font color of a new label, or to set the appearance of any selected labels. Select one or more labels then press the delete key to delete them.