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Ken L
May 28th, 2017, 04:23
So I have a custom theme that blackens out the image frame as I have a B/W map I wish to use.
https://i.imgur.com/5Rxp6cn.png

Here's the following test map:
https://i.imgur.com/kWgrqJz.png

In GM view everything is fine:
https://i.imgur.com/kVpAKAD.png

In Player view, if they zoom in/out the grid gives away the outline of the map..... even with nothing revealed.
https://i.imgur.com/zpYOYU9.png

Trenloe
May 28th, 2017, 04:29
Known issue. Info here: https://www.fantasygrounds.com/forums/showthread.php?36052-Masked-Maps-visible-to-player

Bidmaron
May 28th, 2017, 04:39
Nickademus mentions this problem here (https://www.fantasygrounds.com/forums/showthread.php?35770-Image-quality-after-grid-and-demasking&p=310243&highlight=%2Bgrid+%2Bmask#post310243), but I couldn't find the original discussion. I do know that in the discussion they said it would be fixed in FGU because it made no sense to invest effort into overhauling the FG engine to fix the problem.
Oops, ninja'd by Trenloe. ***edit***

Ken L
May 28th, 2017, 04:49
Well this is massively annoying, I was aiming for a retro style game. Now I worked around it by replacing black with a medium grey to fuzz out the grid and it looks awful now.

Nickademus
May 28th, 2017, 04:53
Just add rooms (shapes) to the map that don't exist and don't fully connect to the other rooms/corridors. If your players are gonna metagame, lead them on a wild-goose chase.

Ken L
May 28th, 2017, 04:56
That's such an 'ignore the man behind the curtain' quasi-solution. Man, the option for a solid grid color would negate this completely. Either way, I'm sticking to the gray pallet, the whole point was so that the mask and the negative space on the map are indiscernible to aid in hiding secret areas.