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Delbrutis
December 10th, 2017, 11:04
So is anyone else having issues with map's and images being locked in official 5E content or any other modules? The modules I cant unlock are the Sword coast Adventurer’s Guide ' All the modules for the Yawning portal content' And Xanathar's Guide. All the maps and image's are set to "Readonly" and can't be unlocked. I hope this is not some new copy protection by WOTC as this makes a great deal of the content in these packages worthless? I just started trying to set up a new campaign and I have not really used any of these modules yet. So maybe this was always the case? I also have Tomb of Annihilation and the Tortle pack witch are also fairly new and they don't seem to have the same issue.


21698

damned
December 10th, 2017, 12:43
Welcome Delbrutis
For faster attention you shoudl post this in the 5E bugs thread and the good Zacchaeus will work out what is what...

Zacchaeus
December 10th, 2017, 16:39
The maps in SCAG are not battlemaps and therefore not presented as such. They are there for reference only. None of the battlemaps in any of the TYP modules that I have checked are locked. Can you point me to a map that is locked in any of the modules. There are no maps in Xanathar.

All other images are locked and always have been.

Delbrutis
December 11th, 2017, 01:34
Thank's for the quick response. I posted here because I suspected this was default behaviour and not a bug feel free to move this to whatever thread you think appropriate.The good news is TYP modules are OK. Fantasy Grounds seem to have added a extra link that didn’t exist in earlier modules.They seem to have images and images&maps. I believe the older modules just had images. So I hope you can forgive my confusion when nothing under images was unlocked when this used to be the default folder for getting maps and such. why two different links have the exact same content locked and unlocked is rather puzzling? But everything works if you use the right link. 21701 This shows the double standard under the same module in TOH. The reason I was looking quickly through all my new content is I was worried that everything would be locked after trying to use my SCAG maps. SCAG is still broken and they may not be battlemaps but other content certainly presents world and town maps as unlocked and editable/maskable. Example 21702 And yeah your right about Zanathar no maps their I was just checking all of my new content after not being able to use my SCAG maps "My bad" Thanks for the help.

Zacchaeus
December 11th, 2017, 08:45
The different that you are seeing is between a reference manual and an adventure module. Content in reference material is locked unless a special module has been created such as for the Maps in the DMG. Adventure modules do not have locked content so that the DM can do edit and use the content sensibly. I'll look into creating a map module for SCAG.

Delbrutis
December 11th, 2017, 19:11
No problem. Thank's for the help. The friendly people on here really tend to make these forums stand out above the rest. Only community I could compare it to would be the KSP forums. And speaking of KSP I am really looking forward to the Unity update. It's been a while Hope it's going well for everybody?
Thank's again for all the help

Dugahst
December 22nd, 2017, 03:20
The different that you are seeing is between a reference manual and an adventure module. Content in reference material is locked unless a special module has been created such as for the Maps in the DMG. Adventure modules do not have locked content so that the DM can do edit and use the content sensibly. I'll look into creating a map module for SCAG.

Any progress on this? I too would love to be able to use this map with all it's pins as an overland map for my campaign. It's really dumb that it's locked that way and not flagged as a 'map'.

Zacchaeus
December 22nd, 2017, 10:10
Any progress on this? I too would love to be able to use this map with all it's pins as an overland map for my campaign. It's really dumb that it's locked that way and not flagged as a 'map'.

If I create a separate map module all you will get is the map without any pins. Obviously the pins relate to entries in SCAG and if the map is removed from SCAG then the pins will go too. So if all you want to do (and it is all that the maps in SCAG are useful for anyway) is overland then you can do that now by just sharing it with the players.

Dugahst
December 22nd, 2017, 11:15
If I create a separate map module all you will get is the map without any pins. Obviously the pins relate to entries in SCAG and if the map is removed from SCAG then the pins will go too. So if all you want to do (and it is all that the maps in SCAG are useful for anyway) is overland then you can do that now by just sharing it with the players.

Ahh, I did it manually anyways it didn't take long.
I got the map off the interwebs - wasn't too hard to find in super high quality - shrunk it a little in photoshop (from 57mb to 10mb) and added a hex grid (the FG hex grid doesn't show up as well), then just dragged and dropped the pins from the locked SCAG map to my custom map. All in all only took about 25 mins to do (maybe less), and now I can add fog of war and all that.

https://i.imgur.com/Sx4lw4X.jpg (https://imgur.com/Sx4lw4X)

Bidmaron
December 22nd, 2017, 12:26
Nice Dugahst.

Bidmaron
December 22nd, 2017, 12:31
If I create a separate map module all you will get is the map without any pins. Obviously the pins relate to entries in SCAG and if the map is removed from SCAG then the pins will go too. So if all you want to do (and it is all that the maps in SCAG are useful for anyway) is overland then you can do that now by just sharing it with the players.

You can add the pins back in the module after you create the map, right? (just like he did in his alternative solution)

Zacchaeus
December 22nd, 2017, 12:35
You can add the pins back in the module after you create the map, right? (just like he did in his alternative solution)

Pins only work within a module. You can't have a pin that links to another module.

Zacchaeus
December 22nd, 2017, 12:38
Ahh, I did it manually anyways it didn't take long.
I got the map off the interwebs - wasn't too hard to find in super high quality - shrunk it a little in photoshop (from 57mb to 10mb) and added a hex grid (the FG hex grid doesn't show up as well), then just dragged and dropped the pins from the locked SCAG map to my custom map. All in all only took about 25 mins to do (maybe less), and now I can add fog of war and all that.

10Mb is way too big. The recommended size is .5 -1Mb; try also to keep it within 2048x2048 in resolution

Bidmaron
December 22nd, 2017, 12:48
Pins only work within a module. You can't have a pin that links to another module.

You can edit the xml to make it point to another module. Only the author of the module can do that though for a commercial module that is encrypted.

From a commercial product perspective, I would think this should be the standard so that users of the product can use the map features FG provides (like FoW). Since this user wanted to do so, I am not the only guy who thinks that most characters shouldn't have access to a map of this scale (unless they acquired the map by purchase or treasure) but would probably know about the environs of his village of origin or even kingdom, depending upon the background.

JohnD
December 22nd, 2017, 16:03
Best of Luck loading that 10 mb map, and to your players as well. Way too big.

Zacchaeus
December 22nd, 2017, 22:08
You can add the pins back in the module after you create the map, right? (just like he did in his alternative solution)

Actually I just tested this out and map pins can be linked to something in another module by creating the pins and then exporting the map. So I'll add this to my list.

damned
December 22nd, 2017, 23:16
You can run your main recurring maps up to 2mb but you dont want too many of them.
The 10mb will cause issues Im afraid... maybe not straight away but over time it is very likely too.

Dugahst
December 23rd, 2017, 04:04
really 10mb is too big, damn... I used to use 8-10mb maps in roll20 all time with no problem!
10mb really isn't that large of a file.
is it too big simply for network load-- my main group would be playing on lan.

LordEntrails
December 23rd, 2017, 04:24
It's a network issue, but more than that it is a process size issue.

On the network side, FG is single threaded and operates at the slowest of your connections, so if you have 5 players and one of them has 100kb/s download speed, it will take 10000/100 x 5 second ~ 500 second to share with your players. And during that sharing time FG is unresponsive for you and your players.

But on the process size, a 10mb file might be 100MB to several GB in process size. Since FG is a single threaded 32-bit application, it is limited to ~1.5 to ~3.5 GB process size maximum (depending upon operating system). The host side of the application can handle that better than the client side.

Which means if you share that image with a player that is running 32-bit Windows, you will crash FG for them. If you share it with a player on 64-bit Windows, you might crash FG for them, depending on just how big that image is (in process size, not file size) and what else you have shared with them.

That limitation of the current FG architecture is one of the reasons SmiteWorks is working on porting FG to the Unity platform. No ETA on that (but 2018 seems reasonable).

Dugahst
December 23rd, 2017, 04:29
It's a network issue, but more than that it is a process size issue.

On the network side, FG is single threaded and operates at the slowest of your connections, so if you have 5 players and one of them has 100kb/s download speed, it will take 10000/100 x 5 second ~ 500 second to share with your players. And during that sharing time FG is unresponsive for you and your players.

But on the process size, a 10mb file might be 100MB to several GB in process size. Since FG is a single threaded 32-bit application, it is limited to ~1.5 to ~3.5 GB process size maximum (depending upon operating system). The host side of the application can handle that better than the client side.

Which means if you share that image with a player that is running 32-bit Windows, you will crash FG for them. If you share it with a player on 64-bit Windows, you might crash FG for them, depending on just how big that image is (in process size, not file size) and what else you have shared with them.

That limitation of the current FG architecture is one of the reasons SmiteWorks is working on porting FG to the Unity platform. No ETA on that (but 2018 seems reasonable).

I see... well damn, I'm going to have to take a look at all the maps I've setup in this campaign i've been working on :(

damned
December 23rd, 2017, 05:40
Hi LordEntrails I think some of that is inaccurate. I regularly see players complete loading of content at different times - the data doesnt load at the slowest common denominator but the data transfer may well be bigger than the 10mb but more likely its the memory utilisation that is going to kill things. As you point out the 10mb files uses a lot more memory than just the 10mb.

Trenloe
December 23rd, 2017, 06:18
I don’t think the two main issues have been clearly presented here.

1) File size - this effects share time to players. Even on a LAN this can be long if the file size is over 1MB. Use compressed JPG as a minimum, further file size optimizations are possible.
2). Image resolution - width x height in pixels. This directly effects the amount of limited FG memory that will be used to display the image. As such, the recommendation is to keep images at 2048x2048 pixels or less. You can go a bit above this for one or two individual files, but unshare them as soon as you no longer need them. Otherwise you will get crashes or bad allocation errors.