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  1. #1

    Feathering line of sight.

    I know this is nit-picky, but would it be hard to make an option for the line of sight for walls to rapidly fade-out the background image rather than cut it off in an abrupt line? (eg, fade the background image between 10 and 2 feet of grid line dimension)
    Why I think this would be helpful is it would show the walls themselves if you're trying to section off a thin wall with players on both sides, or help show the hint of a further passage if the players are climbing levels in a tunnel system etc.
    I'd be interested in your thoughts.
    Cheers,
    DM de Brus.

  2. #2
    Zacchaeus's Avatar
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    You can set a peek value in the line of sight dialog. This defaults to I think 5% or so of the grid size but you can set it higher or lower. This determines how far you can see through the occluder into the artwork beyond.
    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

  3. #3
    So that's not quite my intention, It was more to lose the hard edges of the shadow or line of sight and make it a little more blurry/fade into black. As I said, nit-picky, but visually a little less "computer-gamey".

    The other LOS question is would it be hard to add a moving LOS range limiter for heavy fog, rain, smoke or snow?
    Last edited by DeBrus; Today at 01:57.

  4. #4
    It's a per-image setting. If you unlock an image; you can change the peek-through value in the image data panel.

    Regards,
    JPG

  5. #5

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    Use VISMAX to limit sight range in blizzards, jungles, rain, fog, underwater, etc. This works well in the new global effect settings.

  6. #6
    Zacchaeus's Avatar
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    Quote Originally Posted by DeBrus View Post
    So that's not quite my intention, It was more to lose the hard edges of the shadow or line of sight and make it a little more blurry/fade into black. As I said, nit-picky, but visually a little less "computer-gamey".

    The other LOS question is would it be hard to add a moving LOS range limiter for heavy fog, rain, smoke or snow?
    Right, I misunderstood what you wanted, I thought you wanted to see through the walls a little beyond the occluder. I'm not sure I really get it though since a wall blocks line of sight and you can't see through it; it doesn't fade to the block light lighting fades as you get further away from the source. The peek was introduced so that you could determine how far beyond the occluder you could see since people were complaining that drawing the occluder right at the base of the wall prevented players from seeing some of the artwork of the map.
    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

  7. #7
    I find the occluders a bit tricky to setup for this reason...

    If I have dungeon walls for example, I lose the artwork of the stone walls if I place the occluder line on the interior side of the wall. I use peek, then the players get glimpses beyond where they should be able to see in some cases, revealing hidden pathways for example. If I run the occluder line down the center of the wall, I get the texture of the wall into the players view, but again I have to be careful around hidden paths. I've tried both ways and they both have pros and cons.

    It would be nice if I could assign certain walls as peekable and others as non peekable as the peek function I believe is global for the entire map. Even if peek was locked to a LOS layer I could create a peek layer and a non-peek layer. This would be handy for maps that have both interior worked stone walls and natural curving caverns and tunnels.

    I'd also love it if the black section beyond the LOS was customizable or looked like true Fog of War.

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