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February 4th, 2021, 19:40 #11
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I'm a bit late to the party, but I've got experience doing this with tokens, but in reverse. I added black hex-shaped tokens over the unmarked map and removed the tokens as the PCs explored. In its fully masked form, it would take 25 to 30 min to load, freezing the program in the process. Once loaded, moving and deleting tokens usually had about a 1s delay. The tokens appear to slow the load speed exponentially because I have since removed less than a quarter of the tokens and it now only takes ~10 min to initially load the map and it functions without delay. So just a warning as you add more tokens, you'll likely start seeing things slowing down towards the end of the campaign.
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September 7th, 2024, 17:10 #12
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i know this is an old thread but im trying to replicate what you described here. I have the two map layers, but im not sure how to unmask the bottom layer from the top (essentially deleting the top layer hex by hex as we go), am i missing something?
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September 7th, 2024, 17:25 #13Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 7th, 2024, 17:39 #14
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Sorry i am referring to what Zacharrius said on the thread.
"I don’t have further insight for you other than what I said on Discord. Use the mask and reveal hex by hex. You don’t have to be super accurate. Use the player map with no text - not the one that’s blank in the middle - the full colour one. Superimpose the one that’s blank over it and mask it then unmask the bits the players see initially using that map as your template. Use the provided pins to track the players location and where they think they are or use the provided tokens.
I would hesitate to use hundreds of tokens since I think that will eventually slow things to a crawl."
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September 7th, 2024, 18:22 #15
So this isn't using layers, it's applying a Global Mask to the whole image, and then manually revealing the appropriate parts of it. See:
Working with Images as the GM - Fantasy Grounds Customer Portal - Fantasy Grounds (atlassian.net)
Toggleable Toolbar Functions - Fantasy Grounds Customer Portal - Fantasy Grounds (atlassian.net)
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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September 7th, 2024, 18:24 #16
Ah, OK. The mask is not a new layer, it is simply a mask over the whole image that you remove to display areas in the whole overall image.
Some info on the controls for using the mask is available in the Wiki here: https://fantasygroundsunity.atlassia...lobal-LOS-MaskPrivate Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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September 7th, 2024, 22:37 #17
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The way I resolve this issue on my hexcrawl maps is to make an NPC and give PCs access to that NPC (party view needs to be allowed). Have the map set with no light. Give the NPC a light that only covers up to 3 hexes/squares around it. I also add a light (size depends) to any major points of interest that are known or have been discovered. The players can then move the NPC around and LOS takes over (make sure token lock is on so you have to confirm movement). You can mark some areas with LOS blockers for more control.
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