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Since I would like to keep the arrangement like that I would recommend that you save the tiles with a relevant name to your chest so you can easily find them there with a quick search.
http://cloud-3.steamusercontent.com/ugc/2028354235003404729/443FC4581F56B3B43A1F4F5422686D387C241F09/
and the cave opening
http://cloud-3.steamusercontent.com/ugc/2028354235003469720/07F828A98AFFAE8700D5934E7E2EDE45CBF16022/
hope it helps
However hex tiles are a bit different, since they need a special collider to fit together, otherwise the game will put a square there instead of a hex shape.
So if your tiles are custom models, try putting a model of a basic tile without anything on into the collider space of the import window.
I tried moving one of the tiles on your table just to see if I could get some ideas and I was having the same issue trying to put it back into place. So is there some kind of secret that I'm missing?
I hope you can fix this and keep up with the awesome work. (=
Or is there a way to set the foliage so that the grid lines don't go over them? I am basically just wanting to remove it so that I can hid them from gridlines.
These tiles are quite amazing.
But at the moment this is not my priority, so I can't say when I will get to it. Also, I am confused how you want to replace a hex system with these, since my tiles are obviously not hexagons.
On the whole it's looking pretty good as an overview map that can be zoomed in.
The "Sudan" towns are nice and it would be helpful if the forest and snow had them as well.
I know I'm asking a lot but many people use Hex Crawl maps and could use your tiles for that instead so, it would not be for just me.
With that, you can lay streets very quickly and you can plop any seamless texture from the web onto them.