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March 14th, 2021, 19:20 #21
Yes a little brighter I think. I totally missed them.
Yes, I see exactly what you mean but inside the occluder I don't think it casts a shadow. So a compromise and yes mess all you like with the occluder.
Jolly Good, and yes just pop them up as you do them.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 14th, 2021, 20:52 #22
Here are updates to both maps. I adjusted the brightness of the smoldering fires and the color of all the other fires. I also changed the torches so they add drama to the room rather than just wash the whole thing with light. I think Room 50 came out pretty good. The grove around the tree had an ambient mask that wasn't there when I opened the map this time, so I re-added that.
In all, I'm quite happy with these now.--
I'm so bassic
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March 15th, 2021, 04:22 #23
- Join Date
- Sep 2020
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- 26
Ok, I can go back and give the upstairs some more love, and I can do the 1st floor unless you want to keep the changes you've made I'm happy with either. I didn't want to assume where windows were without them expressly on the map so I erred on the side of caution for that. Sorry about the renaming thing. I'll do the zip file next time. I also have access to S&S AP 1 & 2 that I can work on this next week as well.
Last edited by Horus1216; March 15th, 2021 at 04:25.
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March 15th, 2021, 10:39 #24If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 15th, 2021, 12:18 #25
Great stuff lavoiejhh and thanks for taking part. Would you consider perhaps that the Burgomaster's Mansion and the Wachherhaus would have more lighting? There's nothing specific in the text but since there are people living in both locations (and since they don't have darkvision) I think maybe they'd be more well lit. I'd agree that storerooms, cellars and attic locations would be dark but I think that the living areas, kitchens and bedrooms would have lights.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 15th, 2021, 12:38 #26If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 15th, 2021, 14:36 #27
I agree they would, but wasn't sure what the preference was (hence my previous questions about whether we should take artistic license or not). I figured I'd start with doing it nearly completely "by the book." I can go back through and make them a bit more realistic, as I would for my own game.
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March 16th, 2021, 03:12 #28
Here are the two maps from Curse of Strahd which you had proposed changes to. Let me know if you have any other suggestions.
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March 16th, 2021, 05:48 #29
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- Sep 2020
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- 26
Pathfinder 1 Skull & Shackles 2 Raiders of the Fever Sea
Here are the maps for the 2nd S&S AP. Let me know if you would like any touch ups done, I may have rushed my own QC as it is getting late. The S&S ones take longer because LOS isn't defined in the module. I'll do AP 1 later this week, and then I do all my touch ups on Sunday.
Just curious, how can I use these XMLs to update the modules currently on my PC since I made a new campaign just for editing the lighting definitions?
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March 16th, 2021, 11:24 #30If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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