Renders your Hex Samples art, one painted tile per cell.
Recommended. Point at Hex Samples (or a parent folder). Loading this way also enables PNG export — art loaded straight off file:// taints the canvas and blocks saving.
file://
Turn an existing map picture into hexes. Each hex takes the terrain whose colour covers most of the picture beneath it.
Not close? Every map uses its own colours, so show it yours: pick 🎯, choose a terrain swatch under Paint, and click a hex of that terrain on the map. Teach each kind once or twice (sea, land, forest, mountains…); the whole map re-matches on every click. Alt-click removes an example.
Raises or lowers only the selected tile type (% of hex height). Use it when a pack draws mountains or towers above the hex face. Negative = up.
Drag to paint · hold Space or right-drag to pan · Ctrl+Z undo · [ ] brush size.
Pick ✒, then click hexes to lay a route. Each click routes through the cheapest hexes from the last point — mountains and water cost more. Drag to trace by hand. Enter or double-click finishes, Backspace takes back a point, Esc cancels.
Pick T, then click any region label or settlement name on the map. Drag it to reposition. An edited name is kept when you re-generate the same world.
Name any set of hexes. Areas may overlap and nest. They are saved with the map and are never regenerated from the seed.
Pick ◈ to brush an area, ❖ to grab a whole forest/desert/mountain region in one click. Hold Alt to remove.
Live tiling preview — drag Row step until the black gaps close.