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Maps, Grid, And Calibration

errorsallthethings edited this page Jun 25, 2026 · 4 revisions

Maps, grids, and measurement settings define how a scene lines up on the table. This page explains how to import maps, choose a grid mode, align the grid, and configure measurement for square, hex, and gridless play.

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Map Setup

Map Types

Local VTT supports several map types:

  • Static image maps.
  • Animated GIF maps.
  • MP4 video maps.
  • WebM video maps.

Static maps are best for most battle maps and location images.

Animated GIFs and video maps are useful for ambient motion, animated environments, or premium animated battle maps.

Import A Map

To import a map:

  1. Open a campaign.
  2. Select or create a scene.
  3. Open the Map layer or map controls.
  4. Choose Import Map.
  5. Select the map file.
  6. Wait for Local VTT to copy it into the campaign folder.

Imported maps are stored in the campaign's assets/maps/ folder.

Local VTT also creates thumbnails for the scene list when possible.

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Map Fit Modes

Map fit modes control how the imported map is positioned and scaled.

Manual

Use Manual when you want to position or scale the map yourself.

Manual mode is useful when:

  • The map has unusual borders.
  • You are matching a map to an existing grid.
  • You want to crop or offset the visible area.
  • You are using a map as a background image rather than a precise battle grid.

Fit Contain

Use Fit Contain when you want the entire map visible.

This is a good default for maps where seeing every edge matters.

Fit Cover

Use Fit Cover when you want the map to fill the available scene area.

Some map edges may be cropped, but the display will feel fuller.

Actual Size

Use Actual Size when you want the map to use its native pixel size.

This can be useful for precise calibration or when the map was exported at a known pixel scale.

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Grid Setup

Grid Modes

Each scene can use one of three grid modes:

  • Gridless
  • Square
  • Hex

Choose the mode that matches your game system and map.

Gridless Scenes

Use gridless mode when distance and placement are freeform.

Gridless scenes are useful for:

  • Theater-of-the-mind maps.
  • Regional maps.
  • City maps.
  • Abstract encounter spaces.
  • Games that do not use grid-based movement.

In gridless scenes, measurement uses freeform distance rather than square or hex counting.

Square Grid Scenes

Use square grid mode for maps built around square cells.

Square grids are common for:

  • D&D-style battle maps.
  • Dungeon rooms.
  • Tactical encounter maps.
  • Maps exported from many map-making tools.

Square grid scenes support snapping to grid centers, corners, and side centers depending on the active tool.

Hex Grid Scenes

Use hex grid mode for maps built around hex cells.

Hex grids are useful for:

  • Wilderness travel.
  • Overland maps.
  • Tactical systems that use hex movement.
  • Sci-fi or wargame-style maps.

Hex scenes support hex-aware snapping and measurement.

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Grid Visibility

The grid can be shown or hidden depending on how you want the scene to appear.

You may want the grid visible when:

  • Players are counting movement.
  • Minis are placed on a physical display.
  • The map image does not already include grid lines.
  • You are aligning tokens or templates.

You may want the grid hidden when:

  • The map already has a printed grid.
  • You want a cleaner Player View.
  • The scene is atmospheric or non-tactical.
  • You are using gridless play.

Grid visibility can affect the GM View and Player View depending on layer settings.

Grid Opacity And Color

Grid opacity and color help the grid stay readable without overpowering the map.

Use higher opacity when:

  • The map is visually busy.
  • The grid needs to be visible from across the table.
  • Players are using physical minis on a screen.

Use lower opacity when:

  • The map already has strong visual detail.
  • The grid should be subtle.
  • You want the Player View to feel more cinematic.

Color swatches make it easier to reuse common grid colors.

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Known Map Grid Dimensions

Many maps are designed with a known number of grid cells.

For example:

  • 22 columns by 16 rows.
  • 30 columns by 20 rows.
  • 44 columns by 25 rows.
  • 60 columns by 40 rows.

If you know those dimensions, enter them into the map or grid controls so Local VTT can fit the grid to the map.

This is usually the fastest way to align a clean digital battle map.

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Calibration

Map Calibration Assistant

Use the Map Calibration Assistant when a map does not line up cleanly with the scene grid.

The assistant can help align the grid using:

  • Known map grid dimensions.
  • A drawn calibration area.
  • Map bounds and scale adjustments.

Calibration is especially useful when:

  • The map has a visible printed grid.
  • The map image includes margins or labels.
  • The grid starts slightly away from the image edge.
  • The map was exported with padding.
  • The grid spacing is not obvious from the full image size.

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Calibrate With Known Dimensions

If you know the number of grid cells on the map:

  1. Open the Map Calibration Assistant.
  2. Enter the map's grid width and height.
  3. Apply the fit or calibration option.
  4. Check the grid alignment.
  5. Adjust if needed.
  6. Save the scene.

This works best when the map image edges line up with the map's actual grid area.

Calibrate With A Drawn Area

Use a drawn calibration area when only part of the image represents the playable grid.

This is useful when:

  • The map has a decorative border.
  • The image includes title text or margins.
  • The playable grid does not start at the top-left corner.
  • Only a portion of the image should define the grid scale.

A typical workflow is:

  1. Open the Map Calibration Assistant.
  2. Draw or define the area that matches a known number of grid cells.
  3. Enter the grid width and height for that area.
  4. Apply the calibration.
  5. Confirm the grid lines up across the map.
  6. Save the scene.

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Measurement And Snapping

Measurement Settings

Measurement settings control how distance is calculated in a scene.

These settings are especially important for:

  • Ruler measurements.
  • Token movement paths.
  • Area templates.
  • Grid footprint previews.
  • Player-facing distance readouts.

Configure measurement based on the rules of your game system.

Square Measurement

Square scenes can use different distance modes depending on your table rules.

Examples include:

  • Counting every square equally.
  • Diagonal movement rules.
  • Euclidean or straight-line comparisons.

Choose the mode that matches how your group measures movement.

Hex Measurement

Hex scenes use hex-aware measurement.

This is useful for games where movement is counted from hex to hex rather than by freeform distance.

Hex snapping and measurement help keep token movement, ruler paths, and templates consistent.

Gridless Measurement

Gridless scenes use freeform measurement.

Use this for maps where exact grid cells are not important or when your table prefers measuring distance directly.

Snapping

Snapping helps place points and objects cleanly on the map.

Depending on the grid mode and active tool, snapping may target:

  • Square grid centers.
  • Square corners.
  • Square side centers.
  • Hex centers.
  • Hex corners.
  • Freeform points in gridless scenes.

Ctrl or Cmd can be used by many tools to preview or use snapping behavior.

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Ruler And Movement Paths

The ruler uses the scene's grid and measurement settings.

The ruler can show:

  • Total path distance.
  • Waypoints.
  • Crossed squares or hexes.
  • Straight-line comparison when relevant.

Token movement paths also use scene measurement settings and can animate visible movement in Player View.

Templates And Grid Footprints

Area templates use scene grid and measurement settings for previewing affected spaces.

Templates can include:

  • Lines.
  • Radius areas.
  • Cubes.
  • Cones.

Grid footprint previews help show which squares or hexes are affected.

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Player View Scale

If you use a physical display for minis, Player View display scale matters.

Use Player View Setup to calibrate the display so grid squares appear at the intended physical size.

This is especially useful when:

  • A TV lies flat on the table.
  • Physical minis are placed on the display.
  • You want one digital square to match one physical inch.
  • A projector needs size adjustment.

For more details, see Player View Setup.

Common Calibration Problems

If the grid is too large or too small:

  • Check the map fit mode.
  • Confirm the known grid dimensions.
  • Use the Map Calibration Assistant.
  • Make sure the entered grid size matches the actual playable grid, not the full image if the image has borders.

If the grid lines up on one side but drifts on the other:

  • The map image may have perspective distortion.
  • The exported map may not have perfectly even grid spacing.
  • The map may include padding or cropped edges.
  • Try calibrating against the largest clean grid area.

If the Player View scale looks wrong:

  • Check Player View display scale settings.
  • Confirm the Player View is on the intended display.
  • Exit and re-enter fullscreen after moving displays if needed.

Map Setup Checklist

Before using a map in play, confirm:

  • The map is imported into the correct scene.
  • The map fit mode looks right.
  • The grid mode matches the map.
  • The grid is aligned.
  • Measurement settings match your rules.
  • Snapping feels correct for tokens and tools.
  • Player View shows the intended grid visibility.
  • Physical display scale is correct if using minis.
  • The scene has been saved.

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