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August 28th, 2023, 19:48 #11
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August 28th, 2023, 23:40 #12
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Hi again.
Looks like I have another question related to this. The occlusions I've placed have been working properly everywhere on my map except for one section of wall where a large square box pops up instead of within the defined area of the occlusion. I've tried deleting and remaking all nearby occlusions and reloading the map. Big square blob persists. Anyone seen this problem?OcclusionBlob.pngLast edited by Darkforger; August 28th, 2023 at 23:44.
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August 29th, 2023, 01:16 #13
Can you screen shot your image panel with LOS selected?
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August 29th, 2023, 16:24 #14
The hover area for toggleable occluders (e.g. doors, windows, etc.) is defined by the closed shape of the occluder. In the case of secret doors, the rectangular bounds of the occluder are used. It looks like you are using a long diagonal secret door. There are probably better ways to handle this case and I'll take a look for the next release.
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August 29th, 2023, 17:17 #15
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August 29th, 2023, 23:11 #16
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Hi.. the affected portion of wall is about the middle of the image. I might ditch this map. It's a lag-fest. I hadn't realized how badly LOS info affects gameplay on a very large map. I need another solution that eats less data maybe. With that aim, I started LOS detail on another map using only lines centered about the middle of each castle wall. A lot less laggy but covered with occlusion blobs, so I'm definitely using the tool wrong.. ?
OcclusionBlobLOS.png
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August 29th, 2023, 23:24 #17
Honestly? Don't get caught up in trying to make a perfect LOS solution. Yes I know, on the computer we can do a lot more than in person on a table top. But are you really worried about a player moving on top of a wall when they shouldn't? Aren't you playing with people who have the attitude that they only want to do what they should be doing? Personally I would never worry about a player moving where they shouldn't. Just use terrain for the tops of the walls. Yes it means the players can see the top of the wall when they are down below, but *eh* doesn't bother me. Or use an illusionary wall so they can't see but can move there. Keep it simple.
But whatever you chose, reduce the number of nodes. See all that junk in the top right corner? All those tiny segments? Get rid of them. They will cause lag.
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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August 29th, 2023, 23:31 #18
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Yeah, I hear ya... if some dufus wants to walk through trees, let him
Yeah on top of all the occlusions the map is very large, so I think it's a complete redo... maybe I'll trim down the occlusions and use it as an area map and create smaller maps for the "action" at specific areas. Still mystified by the occlusion blobs but probably not serious... just something I was bewildered by. Thx all
D
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