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These look great but on Foundry v12 the only way they tile correctly is if the vertical axis of the tile is stretched (from 384px to 448px).  Otherwise the hexes are vertically squashed and will not line up with the hex grid at all.  Not sure if this is some kind of flaw with my foundry install or if it's intended behavior, but nobody else seems to be commenting about it.

Well... the deal is basically that I've drawn the hex tiles to fit onto a staggered rectangular grid - imagine a staggered grid made of 256x256 cells where the top and bottom 64px of those cells overlaps the row above and below. This is easy to implement in a modified square tile arrangement - this is not, however, a grid made of "true" hexagons where each side of the hex cell is an equal length, and all the corner angles are the same. In short, I drew this to fit neatly into a square pixel raster format and into a square pixel grid so it wouldn't require any more than basic math.

So (as you've found) the problem arises when implementations use true hex grids and we try to put not-actually-hexagonal tiles into them. My best advice would be to alter the Y scale of the grid cells so they fit the tiles without distortion rather than scaling the tiles, but I'm unfamiliar with Foundry so I can't advise on how to do that. Most programs I've used have been pretty open to changing grid scale, but, yeah, I don't know that one. 

In conclusion: not a flaw on either side, just different working assumptions leading to a mismatch in appearance.

Hopefully it's easy enough to fix?

Thanks for the reply!  I don't know of any way to adjust grid scale axes independently of one another in Foundry, but I'll see how it looks if I stick them in a square grid.  If that's untenable, stretching is extra work but not that big a deal. Thanks!