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bakerjw
September 26th, 2018, 17:54
I've been using Roll20 for a bit in order to reconnect with my D&D friends that do not live nearby. I've gotten accustomed to the way that they do layers. i.e. map layer, token layer, DM layer, etc... Over there I picked up some dungeon square and dressing packs as well as the PHB there for use with their "Charactermancer" which really works great. Roll20 has the dynamic lighting which I do like but it is supposed to be there when Unity releases.

I've not played with FG much yet as I didn't want to pull the trigger on another monthly sub to play with the map creation tools. And I'm here kind of as a result of the ongoing reddit fiasco.

So...
Maps. What is the limit on the size of maps? Can you tag one to the next? If you bring in external image tiles, is there a snap to grid?
Layers. I like in Roll20, that I can stage mobs off on the DM layer and shift them over to the token layer when ready to be used.
Character creation. Does FG have a character generating sheet based off of the PHB?

This is already answered somewhere I am sure but I wanted to jump in and get a feel for the community as well.
Thanks

AlphaDecay
September 26th, 2018, 18:28
Maps can be linked to content in various ways (notes, story entries, pins on other maps, minimized to the desktop, etc..). By default there is only one layer per-se. So selecting tokens can be an interesting affair by default if you have a lot and there is overlap. Yet, there is an extension (Advanced Kombat) that has 3 layers that can be used like you describe. I've been using it in my campaign with no issues so far. I'll put spell area effects on a layer, it does blood splatters (which the group likes because it shows their path through the dungeon), and so forth. FG has what is called a combat tracker along with encounter grouping/management - you have a number of staging options for creatures (even more with the Advanced Kombat extension). Yes, player character sheets are highly automated as long as you have access to the PHB in FG. If you don't, content has to be manually entered to create the same automation. For example, with the PHB you can just drag and drop a class onto a character sheet and it leads you through the options, sets skills, adds feats and abilities, etc..

Trenloe
September 26th, 2018, 19:21
The stand alone layers extension is available here: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-%28layers%29-for-FG-3-0-CoreRPG-%28and-rulesets-based-on-CoreRPG%29

Be aware of the gotchas - there are limitations to it in the current FG architecture.

Zacchaeus
September 26th, 2018, 19:26
Hi bakerjw welcome to the forums.

You need to have a different midset to operate FG as opposed to how Roll20 does things (At least as far as I understand it - since I've never used Roll20).

At any rate combat in FG is handled by a combat tracker. Tokens are just an object on a map which represents a character or an NPC. It's just a token; it doesn't have anything attached to it. From my understanding Roll20 uses tokens somewhat differently. So if you want to add more NPCs to a map then this is done by means of an encouinter. You prepare the NPCs in advance adding them to the map where you want them etc and then you close the encounter and pin it to either the map or a story which itself can be pinned to a map.

When you are ready to introduce the NPCs you open the encounter, push a button, and the NPCs are placed (invisibly) on the Combat Tracker and on the map. You can then control when these NPCs pop up into existance for the players to see.

Map sizes at the moment are recommended to be no bigger than 2048x2048 and less than 1Mb in size. That isn't a hard limit but going over that too many times can lead to memory issues. However with careful management it isn't a problem.

You probably want to have a look at some videos so that you can get a handle on how FG works in this respect.

Currently any maps used in FG are imported into FG and work as an image. You can't paint, draw or add anything to a map in FG itself. All that would need to be done in an external paint package of some kind. Map tiles for example would just be an image of the tile if you added it to FG; you would not be able to create a map in FG using map tiles. This may be something that becomes available in the future however.

You can chain maps by pinning one map to another. Pins are used for a number of things and the same goes for links. You can create a story with links to encounters, treasure parcels, npcs, tables and other stories. Those stories can then be pinned to maps.

Characters are created by dragging and dropping background, race, class and equipment into the character sheet. The process will automatically update ability scores, hit points, saving throws, spell slots and a number of other things but FG is not a character generator such as HeroLab or PCGen.

lostsanityreturned
September 26th, 2018, 19:28
I've been using Roll20 for a bit in order to reconnect with my D&D friends that do not live nearby. I've gotten accustomed to the way that they do layers. i.e. map layer, token layer, DM layer, etc... Over there I picked up some dungeon square and dressing packs as well as the PHB there for use with their "Charactermancer" which really works great. Roll20 has the dynamic lighting which I do like but it is supposed to be there when Unity releases.
Yeah I read and commented on that myself on reddit. I knew NolanT was bad when it came to stuff like this but not THIS bad. Glad I moved away from it years ago.


I've not played with FG much yet as I didn't want to pull the trigger on another monthly sub to play with the map creation tools. And I'm here kind of as a result of the ongoing reddit fiasco.
Just incase you aren't aware, you can buy stand alone licenses and dodge the monthly fee entirely. I believe they have a 30 day money back policy if you purchase a license.




So...
Maps. What is the limit on the size of maps? Can you tag one to the next? If you bring in external image tiles, is there a snap to grid?
Layers. I like in Roll20, that I can stage mobs off on the DM layer and shift them over to the token layer when ready to be used.
Character creation. Does FG have a character generating sheet based off of the PHB?

Map Size: They recommend you stick to 2000x2000 I believe, but I am happily going way over that limit. Which reminds me I need to go make a video next session to show to people who said it was impossible in another thread. And by way over I mean 12k x 9k.
You can tag all sorts of things to maps with the link system, it is different but better and more versatile than roll20's options by a long shot.
With large images, until we get more stable x64 support you will want to unshare them from the players intermittently (it is a simple right click unshare) I tend to do it every 10 or so large battlemaps. (15-20MB jpgs)

Square grids are easy in FG compared to R20, just draw it to the pixels and nudge it with the controls. I tend to favour 50px or 100px grids personally.
Hex grid scaling is difficult if you are matching an existing grid.


Layers: FG doesn't have layers built in sadly (FGU will) however there are extensions that let you have layers. As for monsters, monsters can be hidden in a number of ways and default to hidden when brought onto the combat tracker. You can also create "encounters" where you can preplace the monsters on the map and when you click add to combat tracker or generate the the monsters will be added to all the locations you put them on before as well as populating the combat tracker rolling initiatives and such.

Character creation: I am not entirely sure what you are asking here, but FG has drag and drop character creation that when you get a handle on it is exceptionally fast. I can create a level 10 to 20 spellcaster in a matter of about 15 minutes easily.
Because it isn't web based you don't have any latency delay and searching is very fast.




This is already answered somewhere I am sure but I wanted to jump in and get a feel for the community as well.
Thanks
I suggest you check out FG college as I hear good things, I just kinda brute forced myself into learning the system but that is the kinda guy I am.
https://fantasygroundscollege.net/

For 5e or Pathfinder there is no current equal when it comes to VTT software, it is very flawed and unity will go a long way to fixing some of those flaws but the benefits are huge as a DM when you learn it.

Some of the flaws to be aware of.
- Map drawing tools suck, the pencil tool is awful and incredibly rudimentary.
- RAM management, I have never run into issues with RAM for me or my players. But I have heard that others have and know that the program does mismanage RAM.
- Poor network code, on slow internet connections you want your players to connect a good half hour to hour before the first session starts or after major content updates. By slow I am talking 100KBps upload speeds and under. Being an Australian who was stuck with ADSL2+ until the last year it sucked. Mind you I also had 5-6 players connecting and all of them leeching content from my ultimate license.
- No dynamic lighting, you know this, I just miss it for LoS.
- Terrible documentation, the community picks up a bunch of the slack and some wiki pages are well maintained. But others are not.

If you run 5e I suggest looking over this page to get a feel of how much automation is possible when playing around with the program.
All the SRD content is freely available too so it is easy to test 5e content, but the paid content is much better.
https://www.fantasygrounds.com/wiki/index.php/5E_Effects

epithet
September 27th, 2018, 04:54
Here's what you need to know to get started using Fantasy Grounds if you're used to Roll20.



You don't create a blank map, then add an image to it. Instead, click on the Maps tab on the right of the Fantasy Grounds window, then the folder button on the top left of the Maps window that pops up. Add your map image to the folder, and FG will then have a link to it on the maps tab pop-up. Clicking the link will open that image in Fantasy Grounds. To do do stuff with it, you'll need to make sure that it is unlocked, which is a little icon on the top right of the image window.
Right click the image to add a grid to it. Unlike Roll20 where you adjust the image to fit the grid, here you set the grid to fit the image. There will be a toolbar at the top of the map for adjustments. This is one of the few areas where I think Roll20 has an advantage, because getting the grid just right can be fiddly. I generally use Gimp to make sure the image is grid-ready before putting into FG. There is no "map layer," there is just the image, that is the map.
You know those tools Roll20 has to draw on the map with colors and shapes, and add text? Well, sorry... Fantasy Grounds has a pen. That's it. Again, Roll20 does maps well, but Fantasy Grounds beats it in other areas. You'll see.
Once you have a map and a grid, you want to add some PCs and NPCs to it, right? No! Never add a character or creature directly to the map, it'll just sit there useless. Add the character to the combat tracker, then drag it to the map from the combat tracker. Once you get used to it, it is a much, much more elegant way to handle things. Want to change the token for Strahd when he turns into a dire wolf? No problem, just drag a wolf token to Strahd on the combat tracker, and it will update the token on the map. You don't have to set everything up all over again to associate a new token with a character, you just drag the new picture and drop it on the old picture, and the links and associations are handled for you.
To make a token disappear, you don't move it to the GM layer. Instead, you'll see a little eye next to it on the combat tracker. Clicking that will make the token invisible or visible to players. There is an eye on the top of the combat tracker that will set all the NPCs to visible/invisible. Unless you use the extension, there is only one layer for tokens on the image. To be honest, the extension is great when you really need it but it is a pain the rest of the time. For example, if you set up an encounter ahead of time and then hit the button to drop the npcs into the tracker, it will put their tokens on the bottom layer when you want them on the top layer (so that your players can interact with them.) It is a function that needs to be built into the base program, and probably will be, but isn't yet.


Anyway, that should get you started.

Trenloe
September 27th, 2018, 16:04
For example, if you set up an encounter ahead of time and then hit the button to drop the npcs into the tracker, it will put their tokens on the bottom layer when you want them on the top layer...
This should not happen with the CoreRPG based layers extension. There’s been code in the extension for a number of years that place pre-placed tokens in an encounter on the top (play) layer, even if they were from an encounter created without the extension. If this is not working, then please provide further details (ruleset, versions, etc.) so I can track down the issue and fix it if necessary. Thanks.

GarthGiantbane
September 27th, 2018, 16:15
Here's what you need to know to get started using Fantasy Grounds if you're used to Roll20.

....

Anyway, that should get you started.

Excellent synopsis of the process!

Well done :D

Nylanfs
September 27th, 2018, 17:06
Maybe we need a focused group of pre-Roll20 users (either here or in FGC) to help people with the transition and deal with specific questions on how to achieve a equivalent action?

damned
September 28th, 2018, 00:18
The way to handle pre-placement in FG is via Encounters
https://www.fantasygrounds.com/wiki/index.php/Encounters

Ken L
September 28th, 2018, 02:48
I've not played with FG much yet as I didn't want to pull the trigger on another monthly sub to play with the map creation tools.

I don't think anyone has mentioned that FG has 0 map creation tools. The drawing tool is more of a joke. FG is more designed for loading in your pre-created maps from say GIMP or Photoshop or an export from Dungeon Fog or other map editor.

Ken L
September 28th, 2018, 02:57
Unless you use the extension, there is only one layer for tokens on the image. To be honest, the extension is great when you really need it but it is a pain the rest of the time. For example, if you set up an encounter ahead of time and then hit the button to drop the npcs into the tracker, it will put their tokens on the bottom layer when you want them on the top layer (so that your players can interact with them.) It is a function that needs to be built into the base program, and probably will be, but isn't yet.



IIRC, both Enhanced Layers and AK which integrates it have backward compatibility for the encounters tool. If the 'battle' as FG calls it internally is added to the CT with tokens on the lowest background/image layer, it instead adds them to the top play layer. AK does this and so did the version of Enhanced Layers that was integrated, it was an add on by Trenloe from Zeus' base extension.

damned
September 28th, 2018, 03:02
I don't think anyone has mentioned that FG has 0 map creation tools. The drawing tool is more of a joke. FG is more designed for loading in your pre-created maps from say GIMP or Photoshop or an export from Dungeon Fog or other map editor.

This is important - if you are looking for a map editor this is not your product.
Hopefully by Christmas this might be different... but until then...

epithet
September 28th, 2018, 16:34
This should not happen with the CoreRPG based layers extension. There’s been code in the extension for a number of years that place pre-placed tokens in an encounter on the top (play) layer, even if they were from an encounter created without the extension. If this is not working, then please provide further details (ruleset, versions, etc.) so I can track down the issue and fix it if necessary. Thanks.
My experience was using the "Enhanced Images CoreRPG+" extension, the version was current as of 4/20/18 (which was also the time frame when I was using it.) I prepared maps and encounters in Campaign1, exported them to a module, then opened the module in Campaign2. When opening the map and hitting the button on the bottom of the encounter to add it to the combat tracker and place the tokens as assigned on the map, the tokens were added to the bottom layer. I corrected this by dragging them back to the map (on the top layer) from the combat tracker.

I cannot remember now whether I used the extension in campaign1 while creating the module. Both campaigns were D&D 5e.

Edit: Hahahaha. I just went to update the extension (because when you need it, it is indispensable) and saw this:

v2.1.1a April 21st, 2018. Update for encounter token placement on bottom layer.
So, yeah... if I had waited a day (or checked back, I dunno... ever) I would have had the issue sorted.

robert4818
September 28th, 2018, 16:41
Maps can be linked to content in various ways (notes, story entries, pins on other maps, minimized to the desktop, etc..). By default there is only one layer per-se. So selecting tokens can be an interesting affair by default if you have a lot and there is overlap. Yet, there is an extension (Advanced Kombat) that has 3 layers that can be used like you describe. I've been using it in my campaign with no issues so far. I'll put spell area effects on a layer, it does blood splatters (which the group likes because it shows their path through the dungeon), and so forth. FG has what is called a combat tracker along with encounter grouping/management - you have a number of staging options for creatures (even more with the Advanced Kombat extension). Yes, player character sheets are highly automated as long as you have access to the PHB in FG. If you don't, content has to be manually entered to create the same automation. For example, with the PHB you can just drag and drop a class onto a character sheet and it leads you through the options, sets skills, adds feats and abilities, etc..

That's a shame.

I've just started playing with FG, and it would be really cool to have a "layer" for each player. By default most things exist on multiple layers, but you can choose to selectively place things on one player's layer only. This would work well for special senses, hallucinations, etc.

Imagine replacing all the character tokens on a player's sheet with "goblin" tokens, because a wizard hit them with a spell...

Trenloe
September 28th, 2018, 16:44
My experience was using the "Enhanced Images CoreRPG+" extension, the version was current as of 4/20/18 (which was also the time frame when I was using it.) I prepared maps and encounters in Campaign1, exported them to a module, then opened the module in Campaign2. When opening the map and hitting the button on the bottom of the encounter to add it to the combat tracker and place the tokens as assigned on the map, the tokens were added to the bottom layer. I corrected this by dragging them back to the map (on the top layer) from the combat tracker.

I cannot remember now whether I used the extension in campaign1 while creating the module. Both campaigns were D&D 5e.
From the extension thread, post #1: "v2.1.1a April 21st, 2018. Update for encounter token placement on bottom layer." - this was something that was fixed very quickly. Seems like you were very unlucky to be using it on the one day in 3 years when this didn't work.

As you can see from this post: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG)&p=386489&viewfull=1#post386489 This particular issue was fixed within 25 minutes of being reported.

I'd really recommend that you give feedback to the extension developer if there are any issues with community developed extensions, rather than publicly letting everyone know that something isn't very good because a certain piece of functionality doesn't work. Give the developer a chance to address the issue or, as in this case, get some feedback that your issue has already been reported and fixed. Thanks.

Patou
March 16th, 2019, 22:45
Hi all,

I am looking at how I can best use the layers ext and was wondering if it was possible to have the npcs, characters on the middle layer, and the fog of war on the top layer? Was that something that was looked at? Just curious..

Thanks:)

Zacchaeus
March 17th, 2019, 00:11
The masking is done on the bottom layer, player and NPC tokens go on the top layer. So it does that now - just not on the layers you specified.

LordEntrails
March 17th, 2019, 00:20
My understanding is that the mask must be on the bottom layer. It's not accessible to the extension.

Patou
March 17th, 2019, 01:48
Awesome! Thanks guys. I also just noticed that it has been updated since. The version I had still worked but the layers weren't set-up the same.. original:)

For droping damage upon a creature I presume you must be on the bottom layer before you drop damage dice on the npc... correct?

Trenloe
March 17th, 2019, 03:14
For droping damage upon a creature I presume you must be on the bottom layer before you drop damage dice on the npc... correct?
No. The PC and NPC tokens have to go on the top layer - so that the players can interact with them. Only the GM can interact with tokens on the middle or bottom layer.

The PC/NPC token "shadows" on the middle and bottom layer are just to help the GM place other tokens or mask/reveal more accurately. They don't have any link to the combat tracker.

Patou
March 17th, 2019, 03:30
No. The PC and NPC tokens have to go on the top layer - so that the players can interact with them. Only the GM can interact with tokens on the middle or bottom layer.

The PC/NPC token "shadows" on the middle and bottom layer are just to help the GM place other tokens or mask/reveal more accurately. They don't have any link to the combat tracker.

Thus the FoW doesn't cover the tokens on that top layer, hence the hide/reveal use of the token correct?

Trenloe
March 17th, 2019, 03:39
Thus the FoW doesn't cover the tokens on that top layer, hence the hide/reveal use of the token correct?
Masking can only work on a layer with a base image file - hence masking only works on the bottom layer. As PC/NPC tokens have to be on the top layer, they aren't affected by masking, so you have to manually change the visibility of those tokens (via the combat tracker or via the right-click menu of each token).

This is all explained in the first post here: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG)

Patou
March 17th, 2019, 04:07
Masking can only work on a layer with a base image file - hence masking only works on the bottom layer. As PC/NPC tokens have to be on the top layer, they aren't affected by masking, so you have to manually change the visibility of those tokens (via the combat tracker or via the right-click menu of each token).

This is all explained in the first post here: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-(layers)-for-FG-3-0-CoreRPG-(and-rulesets-based-on-CoreRPG)

Thanks Trenloe:)

DeDiceManCometh
March 20th, 2019, 04:14
New to FG. How do you cleanly reveal new portions of the dungeon map without giving obvious hints of what lies beyond? In particular, if you have a straight edge along an orthogonal room's wall, wouldn't that give away that there is a directly adjacent room?

Loosely connected caverns seem easiest to mask and reveal, but a lot of adjacent rooms that don't necessarily have a door between them seems a pain.

I'm sure I not envisioning something correctly, or that there is a plugin that addresses this. How do folks handle "room reveals" like this?

damned
March 20th, 2019, 04:41
Hi DeDiceManCometh and welcome

Experiment with holding alt or ctrl or shift as you do the masking.

Zacchaeus
March 20th, 2019, 10:31
New to FG. How do you cleanly reveal new portions of the dungeon map without giving obvious hints of what lies beyond? In particular, if you have a straight edge along an orthogonal room's wall, wouldn't that give away that there is a directly adjacent room?

Loosely connected caverns seem easiest to mask and reveal, but a lot of adjacent rooms that don't necessarily have a door between them seems a pain.

I'm sure I not envisioning something correctly, or that there is a plugin that addresses this. How do folks handle "room reveals" like this?

I'm not sure what the question is to be honest. To reveal the contents of a square room left click and hold and drag a square or rectangle or whatever until you reveal enough of the room that you want revealed. That would usually be to the walls of the room. For something that isn't square hold down CTRL+left button and drag. This latter is less precise and does need a steady hand.

Perhaps if you posted a screenshot of the room that you have an issue with we could help more.

And welcome to FG.

Trenloe
March 20th, 2019, 16:36
New to FG. How do you cleanly reveal new portions of the dungeon map without giving obvious hints of what lies beyond? In particular, if you have a straight edge along an orthogonal room's wall, wouldn't that give away that there is a directly adjacent room?

Loosely connected caverns seem easiest to mask and reveal, but a lot of adjacent rooms that don't necessarily have a door between them seems a pain.

I'm sure I not envisioning something correctly, or that there is a plugin that addresses this. How do folks handle "room reveals" like this?
Just be very careful how you reveal areas where (thin) walls separate rooms. You may find it easier to do a rough reveal within the rooms boundaries then do a fine reveal.

If you don't want to give away that there might be another room on the other side of a wall, then always reveal with only a thin portion of the room edge visible - then the players won't know if that wall is only a foot thick or many feet thick.

darrenan
March 20th, 2019, 17:43
Zoom in for more precision while masking/unmasking.

GavinRuneblade
March 21st, 2019, 07:26
Zoom in for more precision while masking/unmasking.

This is solid advice.

SkyWill
July 26th, 2021, 02:12
I am just trying to add a map from an image, so that my players can see it. Then I can probably figure out the tokens they way you all have discussed here.

I just bought Fantasy Grounds, but I'm about to do a refund for my ultimate license. It's not as good as the free Roll20 app. Nothing works, it's impossible to get games started, there's just a lot of buttons that don't do anything. I've been at this for two days, watching tutorial videos and reading forums, and I'm just so furious. I thought 'You get what you pay for', but this is such a garbage UI.

How can I get the damn map from Images to the main screen?

damned
July 26th, 2021, 03:30
Welcome SkyWill

I dont know where you are starting from so here is one example -

Click on Images
Click on Import Files
Navigate to your map and select it

The map is available to use.

To play on it I suggest you enable a grid, then hit play and then hit lock this will set the map up.
When ready to share it with your players right click on it and choose sharing and share record.

Primo
July 26th, 2021, 03:48
I am just trying to add a map from an image, so that my players can see it. Then I can probably figure out the tokens they way you all have discussed here.

I just bought Fantasy Grounds, but I'm about to do a refund for my ultimate license. It's not as good as the free Roll20 app. Nothing works, it's impossible to get games started, there's just a lot of buttons that don't do anything. I've been at this for two days, watching tutorial videos and reading forums, and I'm just so furious. I thought 'You get what you pay for', but this is such a garbage UI.

How can I get the damn map from Images to the main screen?




Welcome SkyWill

I dont know where you are starting from so here is one example -

Click on Images
Click on Import Files
Navigate to your map and select it

The map is available to use.

To play on it I suggest you enable a grid, then hit play and then hit lock this will set the map up.
When ready to share it with your players right click on it and choose sharing and share record.

Just to visually increment on what damned said, i've made this quick .gif with less than 15 secs so you can see the process. (https://imgur.com/KDGO4Ni)

Hope it helps.

Trenloe
July 26th, 2021, 13:58
I am just trying to add a map from an image, so that my players can see it. Then I can probably figure out the tokens they way you all have discussed here.

I just bought Fantasy Grounds, but I'm about to do a refund for my ultimate license. It's not as good as the free Roll20 app. Nothing works, it's impossible to get games started, there's just a lot of buttons that don't do anything. I've been at this for two days, watching tutorial videos and reading forums, and I'm just so furious. I thought 'You get what you pay for', but this is such a garbage UI.

How can I get the damn map from Images to the main screen?
Sorry you’re getting frustrated. The first step is not to think that Fantasy Grounds does things the same way as Roll20. Fantasy Grounds is data driven - so you need to have some data to do something. If you’re working on an image, then you need to import an image. If you’re looking for library data then you need to open a library module. Otherwise, yes, clicking buttons won’t show you much because there’s nothing there to show…

Another difference from Roll20 - FG can have multiple images open at once, there’s not really the concept of a main screen image like there is in Roll20 (although you can send an open image to the desktop using the arrow buttons in the top right of the image frame).

Zacchaeus
July 26th, 2021, 14:56
I am just trying to add a map from an image, so that my players can see it. Then I can probably figure out the tokens they way you all have discussed here.

I just bought Fantasy Grounds, but I'm about to do a refund for my ultimate license. It's not as good as the free Roll20 app. Nothing works, it's impossible to get games started, there's just a lot of buttons that don't do anything. I've been at this for two days, watching tutorial videos and reading forums, and I'm just so furious. I thought 'You get what you pay for', but this is such a garbage UI.

How can I get the damn map from Images to the main screen?

The first video here will get you started on images https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity

And some of the following ones might be useful as well.

Lots more information on the wiki https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/overview?homepageId=996704381

SkyWill
July 26th, 2021, 15:15
Thank you all. The right clicking and "Share record" was the thing that was missing from the videos so far. Primo, that gif was fantastic. Instead of dozens of 18 minute videos, they should have hired you for making concise and effective tutorials! My self-hate for buying this is subsiding a little. If I post on here again, I promise I will be more calm.

Primo
July 26th, 2021, 16:00
Thank you all. The right clicking and "Share record" was the thing that was missing from the videos so far. Primo, that gif was fantastic. Instead of dozens of 18 minute videos, they should have hired you for making concise and effective tutorials! My self-hate for buying this is subsiding a little. If I post on here again, I promise I will be more calm.

Glad it helped! If you need any further assistance, we're all here to help. Enjoy!

YAKO SOMEDAKY
July 27th, 2021, 12:17
I don't know if it would be possible to insert the tokens or better determine in which layer the tokens would be when editing the map, but when in "game" mode that first dice icon, allow control of the token by the GM and the players who have possession of it.
Example: I'm in a forest and the composition of the layers is as follows:
1 - Lighting: Moonlight
2 - Effect: Mist
3 - LoS
4 - Token
5 - Image
So with this arrangement the Lighting would affect the whole, the fog and LoS above the Token would make it difficult to see and would generate the boundaries and the image would determine the scene.
I believe it would bring a difference and a greater immersion to the games....