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May 22nd, 2021, 20:22 #151
HewhoKnows just run the updater. Not sure how it works with a module you are currently running but if you start a new campaign are add in the module then put a player token i the map you should then see the LOS stuff.
In something you are currently running I would try the same thing but you might need to go into the LOS info of the map and toggle it on.
OK I am messing around with doing Temple of Elemental Evil but in 5th edition. Not sure if my work is up to standards but here is what I have.Temple of Elemental Evil.xml
So far it is just the Moat house and the top of the temple.Last edited by Granamere; May 22nd, 2021 at 20:29.
If you want a Wishlist in the Fantasy grounds store klick the link and upvote it.
https://fgapp.idea.informer.com/proj/fgapp?ia=135468
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May 22nd, 2021, 20:51 #152
Welcome to FG.
Yes, you just need to update (the update button should show that an update is required). Note that not all the files on the list in the first post will have gone live yet - so depends on the module you are talking about whether you'll see lighting or not.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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May 22nd, 2021, 21:08 #153
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May 22nd, 2021, 22:55 #154If 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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May 26th, 2021, 18:56 #155
I posted this in the PF2 section but then realised it might be a generic problem.
Just been getting the map ready, and noticed that a player can move through a small gap in the wall (the arrow slit). Not sure if it's a 'feature'. I decided to add a window to all the arrow slit gaps in the building to solve the problem.
GM View:
Player view (no token lock):
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May 26th, 2021, 21:59 #156
I don't think that's a bug, but just a natural consequence of LOS. If there is a "hole" in a wall, it is up to the GM to decide if someone can move through it or not. Otherwise FG would have to know squeezing rules and creature size (more than just small, medium, large, etc) and then GMs would still rule differently (Rufus's shoulders are too wide, but Sunflower can get through no problem.)
I think your solution, a window, is ideal for those opening you don't want players to move through
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May 29th, 2021, 11:28 #157Got a Bug - Click & FOLLOW the procedure here, it will save time
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June 2nd, 2021, 09:46 #158
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In a fit of poor judgment and time management, I've started trying my hand at the Princes of the Apocalypse maps. I have very little experience in map making in FG, but hopefully just adding lights will prove simple enough that, if nothing else, maybe Zacchaeus can use my files (assuming I do finish) as a starting point rather than having to do it all from scratch.
For reasons that are not entirely clear, I decided to go in page order. This means starting with Feathergale Spire. And so, two questions.
1- There's no way to do a circular mask, is there? (Thankfully I think this is most of the maps where I will want one.)
2- I'd like suggestions for how to best handle "sunlight coming in through a window". I started the maps as having ambient sunlight (which will be its own issue if a party assaults the Spire in the middle of the night, but you can't prepare for everything here), and freehand drew crude circular masks for the inside of the tower. I tried putting light sources just outside the windows and opening the windows, but that puts way too little light into the rooms for how daylight actually behaves, so I just put "lantern" default light sources just inside each window. If someone has a better suggestion, I will happily (try to) implement it.
Finally, a less specific, very n00b feeling question: what happens if I add lights to a map in a module like Princes, and then Zacchaeus updates the lighting himself and hits publish. What happens when I next download updates? Are my changes clobbered, do the maps all wind up with twice as many lights, are the official changes rejected because I've edited the map...?
Thanks!
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June 2nd, 2021, 14:01 #159
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I believe that when modules are updated as such, your personal changes to the mod are not overwritten, unless you right click on the module (or individual map) and click the "revert" menu option. This is happening for several PF2E modules that are being updated with new automation changes.
Of course, if you were to make a copy of the map, the copy would not be overridden either way, just the original.
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June 2nd, 2021, 21:23 #160
If you want to add lighting for PotA then I won't do anything until you submit your files - so there's no danger of duplication.
I assume you mean masking of the ambient light? If so then what you do is mask the entire map and then cut out the bits that you don't want to have ambient lighting in. So, yes you can draw a circular mask - use the ALT key and drag the mouse to cut out a freehand area of the mask.
Ambient lighting doesn't bleed into a masked area so to make sunlight shine through either don't mask the areas with sunlight - or and probably easier just add diffuse lights the same colour as you used for the ambient lighting. Make the light have zero bright light and a small radius of dim light and make the falloff 75-100.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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