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September 30th, 2020, 01:47 #121Free(Forums/Forge) Extension(FGU 5E):
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September 30th, 2020, 06:18 #122Free(Forums/Forge) Extension(FGU 5E):
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September 30th, 2020, 15:06 #123
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Excellent, thanks very much for the quick response.
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September 30th, 2020, 15:31 #124Free(Forums/Forge) Extension(FGU 5E):
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September 30th, 2020, 18:20 #125
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It is still pretty tiny
death indicator v4.12.png
I bumped the setsize multiplier from x2 to x6 and it looks more like the readme.pdf
death indicator dwarf x6 v4.12c.pngdeath indicator spider x6 v4.12c.png
BTW, it would be nice if there was a textual indication of the current extension version on page 1 of the thread and a current copy of the readme.pdf there.
Love the bandaid
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September 30th, 2020, 18:22 #126
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It is still pretty tiny
death indicator v4.12.png
I bumped the setsize multiplier from x2 to x6 and it looks more like the readme.pdf
death indicator dwarf x6 v4.12c.pngdeath indicator spider x6 v4.12c.png
BTW, it would be nice if there was a textual indication of the current extension version on page 1 of the thread and a current copy of the readme.pdf there.
Love the bandaid
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September 30th, 2020, 19:49 #127
That is bizarre - mine now look large enough at 2 multiplier. If you bring up the monster manual Abominable Yeti token on map (from CT) and set him to NPC special (so he does saves), his giant blood splat is very reasonable over large section of him. And if you bring one of the smiteworks portraits its also very reasonable. This all in the D&D Map-4 that I have a grid overlayed in (using things I used in polymorphism video to test).
I'm pretty confused over what governs the size of these widget bitmaps overlayed on a token. If you are seeing a 3X size difference from me I'm totally clueless on why. As you saw in that section of the code it takes the token size (which I would have thought would have been fine) and then I added the fudge factor *2 - and you still had to triple that?
I'd like to know why if anyone knows - then I could actually scale it based on some rule that worked for everyone. Right now 2X is perfect for my stuff - large and medium (so assume for gargantuan also). Tested on tiny stirge but those tokens are same size as medium. Here is that one chunk of code we are talking about....
manager_death_indicator.lua line 1861
Code:local tokenCT = CombatManager.getTokenFromCT(nodeCT); if not tokenCT then Debug.console("DeathIndicatorManager.createDeathIndicator: Invalid combat tracker token"); return nil; end -- If the death indicator widget is not found, then we need to create it local wDeathIndicator = tokenCT.findWidget("deathindicator"); if not wDeathIndicator then local nWidth, nHeight = tokenCT.getSize(); wDeathIndicator = tokenCT.addBitmapWidget(); -- Doubled size of widget as for some reason it always came out too small. wDeathIndicator.setSize(nWidth * 2, nHeight * 2); wDeathIndicator.setName("deathindicator"); end -- Update and display the death indicator widget wDeathIndicator.setBitmap(sBitmap); wDeathIndicator.setVisible(true);
I also notice the tombstones are bigger "I think".
Going to hold off making any more sizing changes until someone can explain to me how this bitmap scaling in the original DeathIndicator is supposed to work. Keep in mind it was originally written in FGC and this may be some FGU thing going on. For sure if I give the widget the same width and height as the token - I would think it would be that scale.Last edited by SilentRuin; September 30th, 2020 at 20:15.
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September 30th, 2020, 20:16 #128
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Here is DMG map-4 using x6 multiplier with MM yeti and Gaustadnes character token dwarf_male_cleric_a_01.png. These splats are roughly 2x too large.
DMG map-4 x6.png so the map scale must matter. I imagine that the option "Token (GM)/Auto-scale to grid" must be magically compensating.
My map was dungeon of the mad mage level-3-players. It has a grid size of 15 x 15 pixels. The DMG map-4 has a grid size of 30 x 30 pixels. The fact that the 6x setsize is too large on the DMG map (which has more pixels per square) and the correct size for the DMM map suggests that the dimension for setsize must be feet rather than pixels.Last edited by webdove; September 30th, 2020 at 20:20.
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September 30th, 2020, 21:35 #129
Solved - or as much as I plan to solve it - done enough for sure. Please give it a try with your stuff.
Code:local tokenCT = CombatManager.getTokenFromCT(nodeCT); if not tokenCT then Debug.console("DeathIndicatorManager.createDeathIndicator: Invalid combat tracker token"); return nil; end -- If the death indicator widget is not found, then we need to create it local wDeathIndicator = tokenCT.findWidget("deathindicator"); if not wDeathIndicator then local nWidth, nHeight = tokenCT.getImageSize(); wDeathIndicator = tokenCT.addBitmapWidget(); -- get true token image size and use 0.7 size of that. wDeathIndicator.setSize(nWidth * 0.7, nHeight * 0.7); wDeathIndicator.setName("deathindicator"); end
Last edited by SilentRuin; September 30th, 2020 at 21:46.
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October 1st, 2020, 03:19 #130
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Looks all better with getimagesize. Thanks very much.
getimagesize version.png
give any thought to putting a version tag and readme.pdf on page one of the thread?
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