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LordEntrails
April 24th, 2020, 22:07
If I make changes to the official maps will the updates overwrite the changes?
"Terrain" can be seen into but not through if you are outside of it. Or it can be seen out of if you are in it. (Basically, you can see through one terrain line not two. Though terrain should be closed polygons).

How this can be used is in several way and is up to the map maker/GM and how they wish to use it. Some examples are:
- A ridged roof can be broken into two pieces of 'terrain'. This means that you can see the pitched side of the roof nearest you, but not the roof on the other side.
- The top edge (squares) of a ridge line. So you can see someone standing on the edge from below, but not beyond that. Or from above you can see the whole top, but not what is below unless you are on the edge.
- Trees, you can see into them, but not through them.

All of those things depend upon how you envision it, and is not meant to be a literal interpretation of the rules for any game system, but rather a 'practical' simulation of vision.

AAWGAMES
April 24th, 2020, 23:14
5e Mini-Dungeon #030: The Burning Tree

I used terrain for all of the trees, but it's possible they should have been walls for this map... This should mean that all of the AAW Mini-Dungeons for 5e are complete.

At least all of those that have been released on Fantasy Grounds. The Mini-Dungeon Tome has all of them in one product with high-quality maps!
Thank you for all your hard work. Let's keep rocking these out! :)

hawkwind
April 26th, 2020, 15:27
My first attempt at a LOS file for Pathfinder society Quest ~1 The Sandstone Secret

Elminster the White
April 29th, 2020, 23:21
Did anyone other than FriendBiesto did some LOS work for Out of the Abyss (oota) 5e? I think he is busy an there is no reported progress. Maybe we can split up and do the work parallel. I'm new FGunity DM an master a oota campaign. I did the first two maps (Velkynelve Player Map and Hook Horror Hunt/Lair) at my own. It is not perferct but it worked (I playtested them already). Please help, i really need this maps. It is more fun if you got the los feature on.

arcanjl
April 30th, 2020, 00:18
Did anyone other than FriendBiesto did some LOS work for Out of the Abyss (oota) 5e? I think he is busy an there is no reported progress. Maybe we can split up and do the work parallel. I'm new FGunity DM an master a oota campaign. I did the first two maps (Velkynelve Player Map and Hook Horror Hunt/Lair) at my own. It is not perferct but it worked (I playtested them already). Please help, i really need this maps. It is more fun if you got the los feature on.

I was wondering the same thing, I noticed that it was on the front page, I was just asking if there was partial work maybe done. That way I could use what was done, and help put with what wasn't. But, I just moved back to classic. I know that they are over whelmed with helping out, and asking was a faux pas

AAWGAMES
April 30th, 2020, 04:04
Mini-Dungeon Monthly #6

jmspencer
April 30th, 2020, 04:10
Hi! I recieved the pm from jmspencer and we agreed to work on the pairs floors and the impair floors on each side.
Cheers!

Alas, my pc has died and I won’t be getting a new one soon so I won’t be able to work on this for quite some time.

AAWGAMES
April 30th, 2020, 04:10
@Zacchaeus
Looking for another update on the front page of this forum section for LOS.
Can you please update the list of AAW Games modules?
Thank you for all your hard work on Fantasy Grounds, the world's best virtual tabletop for D&D!

Moriarity
April 30th, 2020, 09:44
Is this tome available on FG?

Zacchaeus
April 30th, 2020, 15:50
@Zacchaeus
Looking for another update on the front page of this forum section for LOS.
Can you please update the list of AAW Games modules?
Thank you for all your hard work on Fantasy Grounds, the world's best virtual tabletop for D&D!

I only update once the LoS is in the module; and I've taken a few days off so haven't gotten around to these yet. I will do soon however.

Zacchaeus
April 30th, 2020, 15:50
Is this tome available on FG?

What tome would that be?

Zacchaeus
April 30th, 2020, 17:47
5E Mini-Dungeon Monthly #3

Done.

Zacchaeus
April 30th, 2020, 17:59
5e Mini-Dungeon #007: The Pententieyrie

Done. I was able to use the file to update the PFRPG version of this module as well.

Zacchaeus
April 30th, 2020, 18:00
5E Mini-Dungeon Monthly #4

Done.

Zacchaeus
April 30th, 2020, 18:08
5e Mini-Dungeon #008: Carrionholme

Done and I was able to use the files to update the PFRPG version too.

Zacchaeus
April 30th, 2020, 18:39
B2 Keep on the Borderlands - Caves of Chaos completed.
AD&D 2E Ruleset and STOREID: WOTC2EB2

Hi Quiikdagger, and thanks for taking part in this project.

Can I ask you just to make a few adjustments. Whilst testing I found a few area where the walls had small gaps in them which is allowing the LoS to leak through in places where it shouldn't. For example the wall just to the bottom of the top door out of Room 62 has a tiny gap (zoom in really close and you'll see it. Similarly just to the north of the door into Room 60 the walls don't quite snap together allowing LoS to spill through (see image). I haven't checked the entire map but could I ask you just to check that there aren't any similar issues. (You'll find it easier to find such situations if you join your own game as a player using localhost and moving a token around).

Zacchaeus
April 30th, 2020, 18:45
5e Mini-Dungeon #009: Tiikeri's Revenge

Done; I was also able to use the file to update the PFRPG version of this module.

Zacchaeus
April 30th, 2020, 18:56
5e Mini-Dungeon #010: Candelabra Towers

Done; although the module name is Ghasterdly Deeds. Also I was able to use the file to update the PFRPG version as well.

Zacchaeus
April 30th, 2020, 19:04
5e Mini-Dungeon #011: Buta No Shiro

Done and the PFRPG module as well.

Zacchaeus
April 30th, 2020, 19:20
New user to Fantasy Grounds as we move our group to digital remote game for obvious reasons. The module we are doing did not have LOS so contributing. :)

Jolly well done, cybix; thanks for taking part. I've added the occluders to the module.

Zacchaeus
April 30th, 2020, 19:26
5e Mini-Dungeon #012: Nekh-ta-Nebi

Done, and was able to use the files for the PFRPG version as well.

Zacchaeus
April 30th, 2020, 19:37
5e Mini-Dungeon #015: Torment at Torni Tower

Done. I wasn't able to use the file for the PFRPG version due to the maps being different sizes.

Zacchaeus
April 30th, 2020, 19:48
5e Mini-Dungeon #014: The Soul of a Prince


5e Mini-Dungeon #016: Halls of Hellfire

Done, and the PFRPG modules as well

Zacchaeus
April 30th, 2020, 20:02
5e Mini-Dungeon #017: Shadows of Madness


5e Mini-Dungeon #019: The Goblin Warren

Done, and the PFRPG versions updated too.

Zacchaeus
April 30th, 2020, 20:25
5e Mini-Dungeon #020: Sepulchre of the Witching Hours Sage


5e Mini-Dungeon #021: Daenyr's Return


5e Mini-Dungeon #022: Pleasure Den

Done and the PFRPG versions also

Zacchaeus
April 30th, 2020, 20:30
PFRPPG Rise of the Runelords Anniversary Edition AP2

Let me know for any adjustments that have to be done (2 or 3 tricky maps their ;)

All good Steve; files added to the module.

Zacchaeus
April 30th, 2020, 20:49
WOTC5EAI - Acquisition Inc Adventures.

Chapter 1 and 2 in attach!

Hi, 4wire thanks for taking part in this project.

I noticed a couple of things. There's a missing door on map 2.2 at the top left. Some of the walls on the same map could do with a little straightening up so that the doors line up with the walls a little better. See my graphic - the wall at the bottom needs to come over to the right a bit so it lines up with the wall. That will also allow the door to be less 'squinty'. On Map 1.2 the wall continues straight through the door.

Zacchaeus
April 30th, 2020, 21:33
Hopefully I did the maps right, let me know if anything needs to be changed!

All good Raithath. Thanks for taking part. The occluders have been added to the module.

4wire
April 30th, 2020, 21:38
Hi, 4wire thanks for taking part in this project.

I noticed a couple of things. There's a missing door on map 2.2 at the top left. Some of the walls on the same map could do with a little straightening up so that the doors line up with the walls a little better. See my graphic - the wall at the bottom needs to come over to the right a bit so it lines up with the wall. That will also allow the door to be less 'squinty'. On Map 1.2 the wall continues straight through the door.

Yeah I discovered that missing door during play as well. Forgot to update and post here.

I'll watch for straighter walls, it may have been a result of fighting with the snap function.

Cheers!

Zacchaeus
April 30th, 2020, 22:11
My first attempt at a LOS file for Pathfinder society Quest ~1 The Sandstone Secret

Hi Hawkwind and thanks for taking part in the project.

Just a couple of things; one or two of the doors don't line up with the walls properly so the Los will by pass them. See my image attached. There is a gap between the top of the door and the adjoining wall. Several other doors on the right hand side of the map have the same issue. Also it would be neater to delete the points on the door which overlap the wall as seen in my image.

Depending on how high up it is (I haven't read the story) the dais in room A2 might benefit from a terrain occluder.

Zacchaeus
April 30th, 2020, 22:14
5e Mini-Dungeon #023: The Aura of Profit


5e Mini-Dungeon #024: The Lapis Maiden


5e Mini-Dungeon #025: The Phase Spider Lair


5e Mini-Dungeon #026: Sanctuary of Exsanguination


5e Mini-Dungeon #027: Kaltenheim


5e Mini-Dungeon #028: Throne of the Dwellers in Dreams


5e Mini-Dungeon #029: Heart of the Sacred Dawn


5e Mini-Dungeon #030: The Burning Tree

I used terrain for all of the trees, but it's possible they should have been walls for this map... This should mean that all of the AAW Mini-Dungeons for 5e are complete.

All done, and I managed to use the same files for the PFRPG versions.

Zacchaeus
April 30th, 2020, 22:24
@Zacchaeus
Looking for another update on the front page of this forum section for LOS.
Can you please update the list of AAW Games modules?
Thank you for all your hard work on Fantasy Grounds, the world's best virtual tabletop for D&D!

All caught up now. Initial posts updated with all modules which have had the treatment.

sstarsslayer
May 1st, 2020, 10:39
I made an occlusion definition for one of the maps of WOTC5ES4 "D&D S4 The Lost Caverns of Tsojcanth".
I'm thinking I'll do the others later and share it but I'm experiencing LOS bugginess when trying to test it so I don't want to submit yet.
Map I did:
000_GnomeLairMap_PC_50px_39W_56H

Maps I did not do (yet):
000_Level1_PC_50px_37W_47
000_Level2_PC_50px_43W_55H
000_MazeMap_PC_50px_28W_35H

AAWGAMES
May 1st, 2020, 21:30
Done; although the module name is Ghasterdly Deeds. Also I was able to use the file to update the PFRPG version as well.

Believe it or not, this was the ONLY Mini-Dungeon in our series that differs. The PFRPG version has a different map and adventure than the 5E version. Please make sure not to use the same LOS as it would make no sense on the other map. Please check and let me know which one needs to be built in LOS and what system that is.

Thanks!
Jonathan

Zacchaeus
May 1st, 2020, 21:41
Believe it or not, this was the ONLY Mini-Dungeon in our series that differs. The PFRPG version has a different map and adventure than the 5E version. Please make sure not to use the same LOS as it would make no sense on the other map. Please check and let me know which one needs to be built in LOS and what system that is.

Thanks!
Jonathan

Haha, right. I never actually checked the map - just the name and dimensions. You are correct of course the map is actually quite different. I'll amend that and revert the module. So the one that still needs updating with LOS will be the PFRPG one.

AAWGAMES
May 1st, 2020, 21:53
Haha, right. I never actually checked the map - just the name and dimensions. You are correct of course the map is actually quite different. I'll amend that and revert the module. So the one that still needs updating with LOS will be the PFRPG one.

Which map is the one that now NEEDS LOS? Is that the PF or 5E version? I just want to be 100% on track when I go to do the LOS on this. Thanks!

Zacchaeus
May 1st, 2020, 22:46
Which map is the one that now NEEDS LOS? Is that the PF or 5E version? I just want to be 100% on track when I go to do the LOS on this. Thanks!
The PF one.

AAWGAMES
May 2nd, 2020, 23:06
The PF one.

Ghasterdly Deeds?

AAWGAMES
May 7th, 2020, 01:03
AAW Modules which now have LOS added

5E
A00: Crow’s Rest Island (AAW5EA00)
A02: Devil of the Dark Wood (AAWFG5EA02)
A03: Champion’s Rest (AAWFG5EA03)
A05: Winterflower (AAWFG5EWFA05)
BASIC01: A Learning Time (AAWFG5EALT)
BASIC02: A Frightful Time (AAWFGPFB02AFT)
BASIC03: A Giving Time (AAWFG5EBASIC03)
U02 Murder in Stoneholme (AAWFG5EFG5EU02)
A00: Crow’s Rest Island (AAW5EA00)
A02: Devil of the Dark Wood (AAWFG5EA02)
A03: Champion’s Rest (AAWFG5EA03)
A05: Winterflower (AAWFG5EWFA05)
BASIC01: A Learning Time (AAWFG5EALT)
BASIC02: A Frightful Time (AAWFGPFB02AFT)
BASIC03: A Giving Time (AAWFG5EBASIC03)
U03: Death Comes to Stoneholme (AAWFG5EFG5EU03)
B02: Happiness in Slavery (AAWFG5EHISB02)
B03: It All falls Down (AAWFG5EIAFDB03)
B04: The Cave Beast Hoard (AAWFG5EB04TCBH)
B06: Cry of Ill Omen (AAWFG5EB06)
B07: Beauty & Blood (AAWFG5EB07)
A01: Crypt of the Sun Lord - Done ravenmaster
C01: Alagoran's Gem (5e) - Done Moriarity
Mini-Dungeon #001: Buried council Chambers (AAWFG5EMD001)
Mini-Dungeon #002: Hobgoblin Lair (AAWFG5EMD002)
Mini-Dungeon #004: Summoner’s Remorse (AAWFG5EMD004)
Mini-Dungeon #005: The Soularium (AAWFG5EMD005)
Mini-Dungeon Monthly #3 (AAWMDM003)
Mini-Dungeon Monthly #4 (AAWFG5EMDM04)
Mini-Dungeon Monthly #6 (AAWFG5EMDM06)
Mini-Dungeon #007: The Pententieyrie (AAWFG5EMD007)
Mini-Dungeon #008: Carrionholme (AAWFG5EMD008)
Mini-Dungeon #009: Tiikeri’s Revenge (AAWFG5EMD009)
Mini-Dungeon #010: Ghastardly Deeds (AAWFG5EMD010)
Mini-Dungeon #011: Buta No Shiro (AAWFG5EMD011)
Mini-Dungeon #012: Nekh-ta-Nebi’s Tomb (AAWFG5EMD012)
Mini-Dungeon #014: The Soul of a Prince (AAWFG5EMD014)
Mini-Dungeon #015: Torment at Torni Tower (AAWFG5EMD015)
Mini-Dungeon #016: The Halls of Hellfire (AAWFG5EMD016)
Mini-Dungeon #017: Shadows of Madness (AAWFG5EMD017)
Mini-Dungeon #019: The Goblin Warren (AAWFG5EMD019)
Mini-Dungeon #020: Sepulchre of the Witching Hour’s Sage (AAWFG5EMD020)
Mini-Dungeon #021: Daenyr’s Return (AAWFG5EMD021)
Mini-Dungeon #022: The Pleasure Den (AAWFG5EMD022)
Mini-Dungeon #023: Aura of Profit (AAWFG5EMD023)
Mini-Dungeon #024: The Lapis Maiden of Serena Hortum (AAWFG5EMD024)
Mini-Dungeon #025: The Phase Spider Lair (AAWFG5EMD025)
Mini-Dungeon #026: Sanctuary of Exsanguination (AAWFG5EMD026)
Mini-Dungeon #027: Kaltenheim (AAWFG5EMD027)
Mini-Dungeon #028: Throne of the Dwellers in Dreams (AAWFG5EMD028)
Mini-Dungeon #029: Heart of the Sacred Dawn (AAWFG5EMD029)
Mini-Dungeon #030: The Burning Tree of Coilltean Grove (AAWFG5EMD030)



Pathfinder
A00: Crow’s Rest Island (AAWFGA00)
A01: Crypt of the Sun Lord (AAWFGA01)
A5: Winter Flower (AAWA05FG2)
U02: Murder in Stoneholme (AAWFGPFFGPFU02)
U03: Death Comes to Stoneholme (AAWFGPFFGPFU03)
B04: The Cave Beast Hoard (AAWFGPFB04TCBH)
C01: Alagoran's Gem (PF) - Done Moriarity
Mini-Dungeon #001: Buried council Chambers (AAWFGPFMD001)
Mini-Dungeon #003: Hobgoblin Lair (AAWFGPFMD002)
Mini-Dungeon #004: Summoner’s Remorse (AAWFGPFMD004)
Mini-Dungeon #7: The Pententieyrie (AAWFGPFMD007)
Mini-Dungeon #008: Carrionholme (AAWFGPFMD008)
Mini-Dungeon #009: Tiikeri’s Revenge (AAWFGPFMD009)
Mini-Dungeon #011: Buta No Shiro (AAWFGPFMD011)
Mini-Dungeon #014: The Soul of a Prince (AAWFGPFMD014)
Mini-Dungeon #016: The Halls of Hellfire (AAWFGPFMD016)
Mini-Dungeon #017: Shadows of Madness (AAWFGPFMD017)
Mini-Dungeon #019: The Goblin Warren (AAWFGPFMD019)
Mini-Dungeon #020: Sepulchre of the Witching Hour’s Sage (AAWFGPFMD020)
Mini-Dungeon #021: Daenyr’s Return (AAWFGPFMD021)
Mini-Dungeon #022: The Pleasure Den (AAWFGPFMD022)
Mini-Dungeon #023: Aura of Profit (AAWFGPFMD023)
Mini-Dungeon #024: The Lapis Maiden of Serena Hortum (AAWFGPFMD024)
Mini-Dungeon #025: The Phase Spider Lair (AAWFGPFMD025)
Mini-Dungeon #026: Sanctuary of Exsanguination (AAWFGPFMD026)
Mini-Dungeon #027: Kaltenheim (AAWFGPFMD027)
Mini-Dungeon #028: Throne of the Dwellers in Dreams (AAWFGPFMD028)
Mini-Dungeon #029: Heart of the Sacred Dawn (AAWFGPFMD029)
Mini-Dungeon #030: The Burning Tree of Coilltean Grove (AAWFGPFMD030)


Savage Worlds
B01: Under His Skin (AAWFGSWB01)
A04: Forest for the Trees (AAWFGSWA04)
A05: Winterflower (AAWFGSWA05)
A06: Bear Trouble (AAWFGSWA06)
A07: Alchemist’s Errand (AAWFGSWA07)
A02 Devil in Darkwood (AAWFGSWA02)
B02 Happiness in Slavery (AAWFWSWB02)
A00: Crow’s Rest Island (AAWFGSWA00)
A01: Crypt of the Sun Lord (AAWFGSWA01)
A03: Champion’s Rest (AAWFGSWA03)
C01 Alagoran’s Gem (AAWFGSWC01)

I noticed there are a number of things wrong with this list.
Firstly, I have completed 5E Mini-Dungeon Monthly #1, 2, 3, 4, 5, 6 but only a few are listed here.
Secondly, the numbers don't match up on some of the Mini-Dungeons, for example: MD002 is Hobgoblin Lair but under the PF1e section here it says #003 Hobgoblin Lair but that should be #002. The number scheme jumps around and in another case is just "#7" but I suggest we stick to the scheme as this will prevent issues later on.
Thirdly, where is Mini-Dungeon #003? I believe we've submitted everything in order but that one is missing from both 5E and PF lists.
Fourthly, A01 is Crypt of the Sun Lord and is listed out of order from the other A-Series titles. I suggest conforming to strict organization going forward to prevent us from going back and redoing work that was already completed.

Finally, if you look at the first 5-6 products listed under "5E', you'll see the same products listed again just below that.

Please let me know if you're actually missing anything and we'll get on it. Otherwise, we'll keep moving forward with new LOS for FGU.

Thank you for all your hard work, I know we have a mess of products! ;)

Jonathan G. Nelson
Owner/Publisher
AAW Games

AAWGAMES
May 7th, 2020, 01:12
Many of the empty spots HAVE BEEN COMPLETED and the XML for the LOS are in messages posted in this very message board. Please let me know how we can get them into FGU store and fixed on this list. I've gone and reorganized/reordered things as it was quite a jumble.

AAW Modules which now have LOS added

5E

A00: Crow’s Rest Island (AAW5EA00)
A01: Crypt of the Sun Lord
A02: Devil of the Dark Wood (AAWFG5EA02)
A03: Champion’s Rest (AAWFG5EA03)
A04?
A05: Winterflower (AAWFG5EWFA05)

BASIC01: A Learning Time (AAWFG5EALT)
BASIC02: A Frightful Time (AAWFGPFB02AFT)
BASIC03: A Giving Time (AAWFG5EBASIC03)
BASIC04?

U01?
U02 Murder in Stoneholme (AAWFG5EFG5EU02)
U03: Death Comes to Stoneholme (AAWFG5EFG5EU03)

B01?
B02: Happiness in Slavery (AAWFG5EHISB02)
B03: It All Falls Down (AAWFG5EIAFDB03)
B04: The Cave Beast Hoard (AAWFG5EB04TCBH)
B05?
B06: Cry of Ill Omen (AAWFG5EB06)
B07: Beauty & Blood (AAWFG5EB07)

C01: Alagoran's Gem (AAWFGC01)

Mini-Dungeon #001: Buried Council Chambers (AAWFG5EMD001)
Mini-Dungeon #002: Hobgoblin Lair (AAWFG5EMD002)
003?
Mini-Dungeon #004: Summoner’s Remorse (AAWFG5EMD004)
Mini-Dungeon #005: The Soularium (AAWFG5EMD005)
006?
Mini-Dungeon #007: The Pententieyrie (AAWFG5EMD007)
Mini-Dungeon #008: Carrionholme (AAWFG5EMD008)
Mini-Dungeon #009: Tiikeri’s Revenge (AAWFG5EMD009)
Mini-Dungeon #010: Ghastardly Deeds (AAWFG5EMD010)
Mini-Dungeon #011: Buta No Shiro (AAWFG5EMD011)
Mini-Dungeon #012: Nekh-ta-Nebi’s Tomb (AAWFG5EMD012)
013?
Mini-Dungeon #014: The Soul of a Prince (AAWFG5EMD014)
Mini-Dungeon #015: Torment at Torni Tower (AAWFG5EMD015)
Mini-Dungeon #016: The Halls of Hellfire (AAWFG5EMD016)
Mini-Dungeon #017: Shadows of Madness (AAWFG5EMD017)
018?
Mini-Dungeon #019: The Goblin Warren (AAWFG5EMD019)
Mini-Dungeon #020: Sepulchre of the Witching Hour’s Sage (AAWFG5EMD020)
Mini-Dungeon #021: Daenyr’s Return (AAWFG5EMD021)
Mini-Dungeon #022: The Pleasure Den (AAWFG5EMD022)
Mini-Dungeon #023: Aura of Profit (AAWFG5EMD023)
Mini-Dungeon #024: The Lapis Maiden of Serena Hortum (AAWFG5EMD024)
Mini-Dungeon #025: The Phase Spider Lair (AAWFG5EMD025)
Mini-Dungeon #026: Sanctuary of Exsanguination (AAWFG5EMD026)
Mini-Dungeon #027: Kaltenheim (AAWFG5EMD027)
Mini-Dungeon #028: Throne of the Dwellers in Dreams (AAWFG5EMD028)
Mini-Dungeon #029: Heart of the Sacred Dawn (AAWFG5EMD029)
Mini-Dungeon #030: The Burning Tree of Coilltean Grove (AAWFG5EMD030)

#1?
#2?
Mini-Dungeon Monthly #3 (AAWMDM003)
Mini-Dungeon Monthly #4 (AAWFG5EMDM04)
#5?
Mini-Dungeon Monthly #6 (AAWFG5EMDM06)


Pathfinder

A00: Crow’s Rest Island (AAWFGA00)
A01: Crypt of the Sun Lord (AAWFGA01)
A02?
A03?
A04?
A05: Winter Flower (AAWA05FG2)

U01?
U02: Murder in Stoneholme (AAWFGPFFGPFU02)
U03: Death Comes to Stoneholme (AAWFGPFFGPFU03)

B01?
B02?
B03?
B04: The Cave Beast Hoard (AAWFGPFB04TCBH)

C01: Alagoran's Gem (PF) - Done Moriarity

Mini-Dungeon #001: Buried Council Chambers (AAWFGPFMD001)
Mini-Dungeon #002: Hobgoblin Lair (AAWFGPFMD002)
003?
Mini-Dungeon #004: Summoner’s Remorse (AAWFGPFMD004)
005?
006?
Mini-Dungeon #007: The Pententieyrie (AAWFGPFMD007)
Mini-Dungeon #008: Carrionholme (AAWFGPFMD008)
Mini-Dungeon #009: Tiikeri’s Revenge (AAWFGPFMD009)
010?
Mini-Dungeon #011: Buta No Shiro (AAWFGPFMD011)
012?
013?
Mini-Dungeon #014: The Soul of a Prince (AAWFGPFMD014)
015?
Mini-Dungeon #016: The Halls of Hellfire (AAWFGPFMD016)
Mini-Dungeon #017: Shadows of Madness (AAWFGPFMD017)
018?
Mini-Dungeon #019: The Goblin Warren (AAWFGPFMD019)
Mini-Dungeon #020: Sepulchre of the Witching Hour’s Sage (AAWFGPFMD020)
Mini-Dungeon #021: Daenyr’s Return (AAWFGPFMD021)
Mini-Dungeon #022: The Pleasure Den (AAWFGPFMD022)
Mini-Dungeon #023: Aura of Profit (AAWFGPFMD023)
Mini-Dungeon #024: The Lapis Maiden of Serena Hortum (AAWFGPFMD024)
Mini-Dungeon #025: The Phase Spider Lair (AAWFGPFMD025)
Mini-Dungeon #026: Sanctuary of Exsanguination (AAWFGPFMD026)
Mini-Dungeon #027: Kaltenheim (AAWFGPFMD027)
Mini-Dungeon #028: Throne of the Dwellers in Dreams (AAWFGPFMD028)
Mini-Dungeon #029: Heart of the Sacred Dawn (AAWFGPFMD029)
Mini-Dungeon #030: The Burning Tree of Coilltean Grove (AAWFGPFMD030)


Savage Worlds

A00: Crow’s Rest Island (AAWFGSWA00)
A01: Crypt of the Sun Lord (AAWFGSWA01)
A02 Devil of Dark Wood (AAWFGSWA02)
A03: Champion’s Rest (AAWFGSWA03)
A04: Forest for the Trees (AAWFGSWA04)
A05: Winterflower (AAWFGSWA05)
A06: Bear Trouble (AAWFGSWA06)
A07: Alchemist’s Errand (AAWFGSWA07)

B01: Under His Skin (AAWFGSWB01)
B02 Happiness in Slavery (AAWFWSWB02)

C01 Alagoran’s Gem (AAWFGSWC01)

4wire
May 7th, 2020, 19:29
Hi, 4wire thanks for taking part in this project.

I noticed a couple of things. There's a missing door on map 2.2 at the top left. Some of the walls on the same map could do with a little straightening up so that the doors line up with the walls a little better. See my graphic - the wall at the bottom needs to come over to the right a bit so it lines up with the wall. That will also allow the door to be less 'squinty'. On Map 1.2 the wall continues straight through the door.

@Zacchaeus : Just to be clear, are you using any of the LOS I did or are you waiting on fixes from my part?

Zacchaeus
May 7th, 2020, 21:56
@Zacchaeus : Just to be clear, are you using any of the LOS I did or are you waiting on fixes from my part?

I am waiting on fixes :)

jbor613
May 11th, 2020, 19:02
Hey everyone!

I started and completed the Player Maps for The Yawning Portal - The Hidden Shrine of Tamoachan. I'm pretty sure it's all correct, but I may have gone overboard with the terrain on the surface-level Temple and the statues in Lower Chambers West.

D&D 5e - The Yawning Portal - The Hidden Shrine of Tamoachan - https://www.fantasygrounds.com/store/product.php?id=WOTC5ETYP

I wasn't sure if this was acceptable, as I didn't do all the maps in the module - with 7 large dungeons in one book I was hopeful that you'd be able to take it in pieces.

Zacchaeus
May 11th, 2020, 19:26
Thanks jbor welcome to FG.

I hate to tell you this but this one has already been done.

jbor613
May 11th, 2020, 20:19
Thanks jbor welcome to FG.

I hate to tell you this but this one has already been done.

Really?? I looked through the first few posts where the in progress and completed were listed and it wasn't there!

Ah well.

I'm starting on the Ravnica maps tonight, beginning with the Selesnya Conclave.

jbor613
May 11th, 2020, 20:49
Really?? I looked through the first few posts where the in progress and completed were listed and it wasn't there!

Ah well.

I'm starting on the Ravnica maps tonight, beginning with the Selesnya Conclave.

I just checked again. I searched for "Yawning" and came up empty, didn't see the TYP tags. My bad!

Zacchaeus
May 11th, 2020, 21:26
I just checked again. I searched for "Yawning" and came up empty, didn't see the TYP tags. My bad!

Sorry, yes. That was me just being lazy.

Is that the Guildmaster's Guide to Ravnica?

jbor613
May 11th, 2020, 21:43
Correct - my table is visiting the Vernadi map Thursday, and I plan on knocking out the rest of the maps this week/weekend because they're small and I adore the Ravnica setting.

Zacchaeus
May 11th, 2020, 21:53
Correct - my table is visiting the Vernadi map Thursday, and I plan on knocking out the rest of the maps this week/weekend because they're small and I adore the Ravnica setting.

OK, I'll add you to the list in the first post.

AAWGAMES
May 12th, 2020, 21:17
We still need our AAW Games list of products updated. Currently, it is jumbled/duplicated and missing some submissions. My team stands idle waiting for confirmation of submitted works on that list before we start new LOS XML files. Thanks!
Jonathan G. Nelson
AAW Games

Zacchaeus
May 12th, 2020, 21:40
We still need our AAW Games list of products updated. Currently, it is jumbled/duplicated and missing some submissions. My team stands idle waiting for confirmation of submitted works on that list before we start new LOS XML files. Thanks!
Jonathan G. Nelson
AAW Games

Oh, sorry. I totally missed your post. I'll have a look tomorrow.

Zacchaeus
May 13th, 2020, 12:59
We still need our AAW Games list of products updated. Currently, it is jumbled/duplicated and missing some submissions. My team stands idle waiting for confirmation of submitted works on that list before we start new LOS XML files. Thanks!
Jonathan G. Nelson
AAW Games

OK, I've updated the list of modules done and put it in the order you wanted.

I've gone through all the posts and discovered that I missed a couple as noted below, and you have my apologies for any inconvenience caused.. If you don't see anything in the list then I can't find where the files were submitted. In many of the PF cases I couldn't use the submitted 5e files since the maps were different sizes in the PF version. Anything like that was noted in my replies to the initial posts submitting the files.

Files which were missed and have now been submitted with the occluders

5E

Mini-Dungeon Monthly #005 (AAWFG5EMDM05)
Mini-Dungeon #003: Shrine of the Earth Barons (AAWFG5EMD003)

Pathfinder

Mini-Dungeon #012: Nekh-ta-Nebi (AAWFGPFMD012)
Mini-Dungeon #003: Shrine of the Earth Barons (AAWFGPFMD003)

estevaobello
May 13th, 2020, 16:21
Hey, thank you for everything! But where can I download those xml file?

Zacchaeus
May 13th, 2020, 16:25
Hey, thank you for everything! But where can I download those xml file?

Welcome to FG

The LoS files have been incorporated into the modules now so all you need do is load the module in Unity and the LoS will be there. You don't need to download the files in this thread.

GKEnialb
May 14th, 2020, 05:05
OK, I've updated the list of modules done and put it in the order you wanted.

I've gone through all the posts and discovered that I missed a couple as noted below, and you have my apologies for any inconvenience caused.. If you don't see anything in the list then I can't find where the files were submitted. In many of the PF cases I couldn't use the submitted 5e files since the maps were different sizes in the PF version. Anything like that was noted in my replies to the initial posts submitting the files.

Thanks, Zacchaeus. I noticed a few things on that post that don't seem right:
- "Mini-Dungeon #010: Ghastardly Deeds" for 5e should be "Mini-Dungeon #010: Candelabra Towers" (that one is different between 5e and PFRPG)
- "Mini-Dungeon #015" isn't listed as complete for PFRPG. Can you double-check that? My understanding is that it's the same for 5e and PFRPG.
- "Mini-Dungeon #013" is misspelled "Mini-Dungeoon #013" for Pathfinder. That causes it to be at the bottom of the list, so somebody looking for it may not find it.

Thanks again!

Draco Oricalcinus
May 17th, 2020, 16:07
Is there a relationship between the LOS xml's and SVG files. I was curious as to the viability of converting an SVG mask to a LOS xml file.

My imagined work flow would be
select the outline of the walls using photoshop filters like Color Selection and increasing contrast with level and curves. Or select a floor plan of a the map (using Select Color) and then converting the selection to a path. (I can create a black line sketch of the walls of most maps in just a few seconds)

Vecortize the resulting black and white image and export the vectors as an SVG file which is itself based on xml. Convert the SVG file to a LOS xml file.

An illustrator work flow might be created that would make quick work of converting maps.

Zacchaeus
May 17th, 2020, 16:28
I've no idea what an SVG file is but I do know that a very early concept was to do something in Photoshop and use the files to create the xml. However so many corrections were required that it wasn't viable.

Zacchaeus
May 17th, 2020, 16:34
Thanks, Zacchaeus. I noticed a few things on that post that don't seem right:
- "Mini-Dungeon #010: Ghastardly Deeds" for 5e should be "Mini-Dungeon #010: Candelabra Towers" (that one is different between 5e and PFRPG)
- "Mini-Dungeon #015" isn't listed as complete for PFRPG. Can you double-check that? My understanding is that it's the same for 5e and PFRPG.
- "Mini-Dungeon #013" is misspelled "Mini-Dungeoon #013" for Pathfinder. That causes it to be at the bottom of the list, so somebody looking for it may not find it.

Thanks again!

The map for MD #015 is a different dimension in the PF module. I've fixed the other two issues.

Draco Oricalcinus
May 17th, 2020, 16:56
Directly doing it with photoshop wouldn't be ideal. You'd need something like illustrator with some photoshop filter to find the paths. Here is some info on a SVGs. Its a WC3 standard for vector graphics.

https://en.wikipedia.org/wiki/Scalable_Vector_Graphics

Jiminimonka
May 18th, 2020, 02:37
Dungeons & Dragons vs Rick and Morty - The Lost Dungeon on Rickedness

GKEnialb
May 18th, 2020, 05:09
The map for MD #015 is a different dimension in the PF module. I've fixed the other two issues.

Thanks, Zacchaeus. I'll look into MD #015 for PFRPG.

maugrim8866
May 19th, 2020, 01:44
Worked out LOS for Dungeons & Dragons vs Rick and Morty - The Lost Dungeon of Rickedness Map 1.1 Player
35705

Jiminimonka
May 19th, 2020, 03:19
Worked out LOS for Dungeons & Dragons vs Rick and Morty - The Lost Dungeon of Rickedness Map 1.1 Player
35705
Seems like I did that 2 posts back. Or was that a quote?

maugrim8866
May 19th, 2020, 14:22
Seems like I did that 2 posts back. Or was that a quote?

Sorry, did not look to see if others had done the work before doing it myself. I just opened the mod and saw that there was no LOS info, so I added it and thought to share the work.
Please ignore if redundant.

Jiminimonka
May 19th, 2020, 14:25
Sorry, did not look to see if others had done the work before doing it myself. I just opened the mod and saw that there was no LOS info, so I added it and thought to share the work.
Please ignore if redundant.

Nah its all good - Smiteworks have 2 to work with now.

Zacchaeus
May 19th, 2020, 15:14
Dungeons & Dragons vs Rick and Morty - The Lost Dungeon on Rickedness


Worked out LOS for Dungeons & Dragons vs Rick and Morty - The Lost Dungeon of Rickedness Map 1.1 Player
35705

Hah, nice. I'll pick the best one :)

Spacebar77
May 21st, 2020, 09:50
This is my first attempt at adding LoS to a module. Please let me know what you think and I will get more to you soon.

Just some notes on this one until I know I am on the right track for thinking about what to add line of sight and not. This is for 5E compatible. There is also pathfinder and D&D3.5 in the store. Don't know if it will transfer as well.

AAW module: A08: Search for the Tri-Stone (5E)
- Cliffs Edge: No combat. Environment map. Map is fully viewable to me. Let me know if you think otherwise.
- Dark Wood: Wall lines used for trunks of trees. This wooded area is trr only and not brush. So I used wall lines for the trunk and not terrain lines.
- Rybalkan Peninsula Overland Map: Not a PC map
- Serpent Lake Map: Not a PC map
- The Thingallor: Complete. Did not terrain the benches since I thought they would be low enough not to cause any sight blockage.

ddavison
May 21st, 2020, 15:28
Just a heads up, but I noticed a peculiar effect when maps have skinny terrain polygons. If you have an ascending or descending hallway and you add a terrain component in the middle at some point, it will block player movement if the player is not able to fully enter the terrain. I personally prefer to use keyboard arrow keys to move square by square and in the Dragon of Icespire Peak map for Gnomengarde - Players, there were a few terrain areas that were too small for me to enter. Since players can't move to any location they can't see, this meant that it essentially acted like a door instead of terrain. Whenever you make terrain, please make sure that it is at a minimum of 1 grid square if you want players to be able to walk through it without the GM having to help.

Neovirtus
May 21st, 2020, 15:33
Just a heads up, but I noticed a peculiar effect when maps have skinny terrain polygons. If you have an ascending or descending hallway and you add a terrain component in the middle at some point, it will block player movement if the player is not able to fully enter the terrain. I personally prefer to use keyboard arrow keys to move square by square and in the Dragon of Icespire Peak map for Gnomengarde - Players, there were a few terrain areas that were too small for me to enter. Since players can't move to any location they can't see, this meant that it essentially acted like a door instead of terrain. Whenever you make terrain, please make sure that it is at a minimum of 1 grid square if you want players to be able to walk through it without the GM having to help.

Why is a terrain polygon ever blocking movement? Good to know there's a workaround, but seems like this is a bug that should be fixed.

ddavison
May 21st, 2020, 15:43
Why is a terrain polygon ever blocking movement? Good to know there's a workaround, but seems like this is a bug that should be fixed.

It's by design. Players are restricted to only move where they can "see". Walls block vision, the back side of doors block vision and the back side of terrain blocks vision. Therefore, all of those block movement. When a player is inside terrain, they can see everything within the terrain and everything outside of the terrain. In order to go from one side of terrain to the other, they have to pass through the terrain first. Players using grid based movement get "blocked" when the terrain is so small that it doesn't allow them to enter the terrain. A player can bypass this by using mouse-drag movement -- but ultimately, the terrain needs to be designed with this in mind.

Neovirtus
May 21st, 2020, 16:25
I get the premise of the design and it makes sense. But it seems like there should be a way to mitigate this issue for terrain blockers and keyboard based movement. Maybe calculate a few interpolated points between the starting grid and the ending grid, recalculate LoS a couple times "on the way" to the destination. I think without mitigating design you'll be getting "bug" reports until the end of time. We can go back and fix all the official modules in this thread, but there will always be people creating their own LoS definitions and this will continue to trip people up long term. Every dungeon map has a 5' hallway with a short step up that will trigger this issue. An alternative design remedy could be to make the terrain tool refuse to draw a shape smaller than 5' sq.

LordEntrails
May 21st, 2020, 16:31
I get the premise of the design and it makes sense. But it seems like there should be a way to mitigate this issue for terrain blockers and keyboard based movement. Maybe calculate a few interpolated points between the starting grid and the ending grid, recalculate LoS a couple times "on the way" to the destination. I think without mitigating design you'll be getting "bug" reports until the end of time. We can go back and fix all the official modules in this thread, but there will always be people creating their own LoS definitions and this will continue to trip people up long term. Every dungeon map has a 5' hallway with a short step up that will trigger this issue. An alternative design remedy could be to make the terrain tool refuse to draw a shape smaller than 5' sq.
Add it to the Wish List :)

As for 5ft hallways with steps up... You do know those steps would have to be pretty darn steep to block LOS right? If you assume LOS blocks at an eye level of 4-5ft high, and you need to put a terrain blocker in with a less than 5ft wide area (or even narrowing given you could put the LOS in the center of the square in the first place and not have this problem at all) you're talking something closer to a cliff than a hallway. Not something at all common in dungeons I've run.

Neovirtus
May 21st, 2020, 16:58
Add it to the Wish List :)

I don't believe this is something that should change based on public opinion. Smiteworks clearly is aware of the limitation. Either they think it needs fixing or they think it's *not worth* fixing. I'm just stating my opinion that this is going to cause headaches. I agree that in a lot of cases these kinds of small terrain features don't need to be there. But in many of the maps already submitted in this thread they have been made. Maybe the answer is to just go through and delete them, and deal with the inevitable forum posts of people making their own maps and reporting this "bug."

sstarsslayer
May 22nd, 2020, 07:19
Just a heads up, but I noticed a peculiar effect when maps have skinny terrain polygons.
Yes, that's what I ran to (and reported here: with this thread (https://www.fantasygrounds.com/forums/showthread.php?57904-Narrow-terrain-blocks-some-movement) ) which is why I didn't submit the LOS definitions I made yet, since I was having trouble testing them, but also because if the LOS behavior changes my definition may need to change with it.

Modu
May 24th, 2020, 18:29
Is there a way to import the new XML files without losing all your old data?

I don't want to lose the exploration my part has done in Dungeon of the Mad Mage. However, when I import the version from here, all the exploration data is lost. Is there a proper way to import so my players don't lose what they have already explored?

Will there be an official update to Dungeon of the Mad Mage to support Unity? Or, will we have to wait until somebody from the community does the LoS definitions?

Zacchaeus
May 24th, 2020, 18:55
DotMM has been updated with all of the LoS data that has been done thus far - so you shouldn't need too import anything.

Various people have said they are doing maps for DotMM but so far not much has come my way. It'll get done eventually either by community members or I'll do them. They are all rather big maps. Of course if you want to join in and do some them do let me know.

Modu
May 24th, 2020, 19:30
DotMM has been updated with all of the LoS data that has been done thus far - so you shouldn't need too import anything.

Various people have said they are doing maps for DotMM but so far not much has come my way. It'll get done eventually either by community members or I'll do them. They are all rather big maps. Of course if you want to join in and do some them do let me know.

Somebody completed level 4, but it's not in the official update - I have to download the XML file attached in this thread to get the level 4 definitions. When I do that, I lose all the exploration data.

sstarsslayer
May 26th, 2020, 08:26
I completed all four maps I listed in this post (https://www.fantasygrounds.com/forums/showthread.php?50591-FGU-Sharing-LOS-Definitions-for-Maps-Crowd-Project&p=503846&viewfull=1#post503846) and have attached the file.

Done: 000_GnomeLairMap_PC_50px_39W_56H

The grid was the wrong size for this map so I changed it from 50x50 to 25x25 (and I might have offset it). This is to match the map legend stating 10 ft per square (for the permanent black squares, not the FG map grid). The new grid should be used with these LOS definitions or there will be movement problems. I don't know if the usual LOS import process includes grids. I think I left all the other grids alone though it wouldn't hurt to include them too.

Done: 000_Level1_PC_50px_37W_47
Done: 000_Level2_PC_50px_43W_55H
Done: 000_MazeMap_PC_50px_28W_35H

The other maps in this module shouldn't need LOS.

Moriarity
May 26th, 2020, 21:19
Is there a way to import the new XML files without losing all your old data?

I don't want to lose the exploration my part has done in Dungeon of the Mad Mage. However, when I import the version from here, all the exploration data is lost. Is there a proper way to import so my players don't lose what they have already explored?

Will there be an official update to Dungeon of the Mad Mage to support Unity? Or, will we have to wait until somebody from the community does the LoS definitions?

I found a (very convoluted way) to save the LOS data. Both the map line data AND all the PC FOV data are maintained in the moduledb folder against the specific module you are running - in my case it was, 'DD Dungeon of the Mad Mage.xml'.

1. Before updating the module, go to the moduledb folder in your campaign and make a copy of the relevant .xml file to keep it safe
2. Edit the original module.xml file and copy the <fowgrid> data from the selected PC that has the LOS you want to use and save it in a safe place somewhere.
3. Update your module and run up FGC
4. Go to the particular map, reset the LOS data and exit FGC
5. Open the module .xml file and paste your saved <fowgrid> into all the characters <fowgrid> data blocks. Save and close.
6. run FGU to check players FOV is OK. Hopefully, all your characters will now have the same LOS data.

I found that Notepad++ helps quite a lot here, search for <fowgrid>; paste; repeat.
You could do this for each player but that's just too much trouble.

Spelledarkonto
May 27th, 2020, 06:42
I can't get LOS to work with DotMM. Worked beautifully with LMoP but try as I might I can't get it working with DotMM. All I do is unlock map, enable LOS but players still see whole map. I'm an FG noob so I might be doing something very wrong here.

Is there something different I need to do? I was under the imperession that I shouldn't have to download any xml and that the official adventure from the store would be updated automatically with the finished definitions?

Edit:
When I download the xml from this forum LOS works as supposed but in those files I get no shotcut pins with encounters which means I have to do more work myself.

But it should get downloaded automatically via the updater no?

Thanks in advance.

Zacchaeus
May 27th, 2020, 09:35
Hi Spelledarkonto, welcome too FG.

No there's no difference in how LoS works in DotMM. Note, however, that only a few maps have been done for DotMM (see the first post) so lots of them don't have LoS added.

Spelledarkonto
May 27th, 2020, 12:57
I see, very weird that it doesn't work for me then. I can see the difference in lighting when I am GM but I don't get any definitions on the walls, doors etc on any level (We just begun adventure on lvl 1).

I guess I'll maybe have to clear everything and download the module again or something.


Update: Got it working looking forward to years of dungeon delving with this adventure alone :P

ddavison
May 27th, 2020, 15:35
I get the premise of the design and it makes sense. But it seems like there should be a way to mitigate this issue for terrain blockers and keyboard based movement. Maybe calculate a few interpolated points between the starting grid and the ending grid, recalculate LoS a couple times "on the way" to the destination. I think without mitigating design you'll be getting "bug" reports until the end of time. We can go back and fix all the official modules in this thread, but there will always be people creating their own LoS definitions and this will continue to trip people up long term. Every dungeon map has a 5' hallway with a short step up that will trigger this issue. An alternative design remedy could be to make the terrain tool refuse to draw a shape smaller than 5' sq.

lavoiejh, you will be happy to know that Carl came up with some way to address that limitation. I didn't want to suggest that it was fixable because I was under the impression that our earlier design choice had put us into a position there which was unchangeable. Evidently that is not the case and there is a new version going to be pushed to our dev channel for testing this week, along with a few other cool new features.

Another big feature that Carl touched on was movement blockers. They are drawn much like terrain but you can see through them completely -- they just block movement. I think this is going to be a great way to handle things like a portcullis, barred windows, etc. It may be a while before we have this fully tested in the UI though, because it also needs new icons and UI hookups. We want to finish testing everything around it too before rolling out a new map feature like this that will begin to be incorporated into data modules.

Neovirtus
May 27th, 2020, 15:40
lavoiejh, you will be happy to know that Carl came up with some way to address that limitation. I didn't want to suggest that it was fixable because I was under the impression that our earlier design choice had put us into a position there which was unchangeable. Evidently that is not the case and there is a new version going to be pushed to our dev channel for testing this week, along with a few other cool new features.

Another big feature that Carl touched on was movement blockers. They are drawn much like terrain but you can see through them completely -- they just block movement. I think this is going to be a great way to handle things like a portcullis, barred windows, etc. It may be a while before we have this fully tested in the UI though, because it also needs new icons and UI hookups. We want to finish testing everything around it too before rolling out a new map feature like this that will begin to be incorporated into data modules.

Glad to hear it! I think it'll prove worth the time investment in the long run. Always excited to explore new features as well! I'm sure you'll have plenty of testers waiting in the wings for the transparent blocker feature, I know I've seen many people clamoring for it.

Praetorian452
May 29th, 2020, 11:01
Here is my first MODULE MAPPING adding FGU Line of Sight (LOS) for:

"Hoard of the Dragon Queen"(D&D 5E).
LOS Player Maps:

27 Players maps - complete, some quite huge.

Please let me know if you notice any shortcomings/oversights, or have any comments, suggestions, or questions.
TY!

I'm running HotDQ and we just moved to Unity. I attempted to use the attached xml and while the size of the file was greater than that of the xml that I had been using for classic (64KB on classic vs the 612KB in your upload) There are no walls present in the maps when I load them. Also the map of skyreach castle seems to be formatted differently as when I drop a token on it the token takes up a Large creature space instead of 1 square.
Any help would be appreciated.

LordEntrails
May 29th, 2020, 20:17
I'm running HotDQ and we just moved to Unity. I attempted to use the attached xml and while the size of the file was greater than that of the xml that I had been using for classic (64KB on classic vs the 612KB in your upload) There are no walls present in the maps when I load them. Also the map of skyreach castle seems to be formatted differently as when I drop a token on it the token takes up a Large creature space instead of 1 square.
Any help would be appreciated.
You should not need to be downloading any xml files from here. Once they are uploaded here, Zacchaeus then verifies them and includes them in the products that download from the FG server. So once it's verified, you will get the LOS data as soon as you run an update.

Zacchaeus
May 29th, 2020, 20:22
I'm running HotDQ and we just moved to Unity. I attempted to use the attached xml and while the size of the file was greater than that of the xml that I had been using for classic (64KB on classic vs the 612KB in your upload) There are no walls present in the maps when I load them. Also the map of skyreach castle seems to be formatted differently as when I drop a token on it the token takes up a Large creature space instead of 1 square.
Any help would be appreciated.

Hoard of the Dragon Queen is still in progress so I wouldn't try to use the xml file from that post. The person who volunteered to do it hasn't reported in, in a while so i don't know what progress has been made on it.

Spacebar77
May 31st, 2020, 19:35
@Zacchaeus I am just checking in about the LoS xml I drafted for AAW Search for the Tri-Stone in message #817. I wanted to make sure this was what smiteworks is looking for before I turned in more drafts.

Thanks.

Spacebar

Zacchaeus
May 31st, 2020, 21:39
@Zacchaeus I am just checking in about the LoS xml I drafted for AAW Search for the Tri-Stone in message #817. I wanted to make sure this was what smiteworks is looking for before I turned in more drafts.

Thanks.

Spacebar

Sorry, been busy with other things. I'll have a look at it tomorrow,

Zacchaeus
June 1st, 2020, 10:41
This is my first attempt at adding LoS to a module. Please let me know what you think and I will get more to you soon.

Just some notes on this one until I know I am on the right track for thinking about what to add line of sight and not. This is for 5E compatible. There is also pathfinder and D&D3.5 in the store. Don't know if it will transfer as well.

AAW module: A08: Search for the Tri-Stone (5E)
- Cliffs Edge: No combat. Environment map. Map is fully viewable to me. Let me know if you think otherwise.
- Dark Wood: Wall lines used for trunks of trees. This wooded area is trr only and not brush. So I used wall lines for the trunk and not terrain lines.
- Rybalkan Peninsula Overland Map: Not a PC map
- Serpent Lake Map: Not a PC map
- The Thingallor: Complete. Did not terrain the benches since I thought they would be low enough not to cause any sight blockage.

Jolly good. I've added this to the 5e module.

Zacchaeus
June 1st, 2020, 10:42
Dungeons & Dragons vs Rick and Morty - The Lost Dungeon on Rickedness


Worked out LOS for Dungeons & Dragons vs Rick and Morty - The Lost Dungeon of Rickedness Map 1.1 Player
35705

Well done. This one has now been added to the module.

GKEnialb
June 3rd, 2020, 00:59
PFRPG Mini-Dungeon #010: Ghastardly Deeds

GKEnialb
June 3rd, 2020, 01:24
PFRPG Mini-Dungeon #015: Torment at Torni Tower

webdove
June 5th, 2020, 21:07
Zacch, Is it true that none of the levels in the current FG store Dungeon of the Mad Mage have LOS, or do the first few levels have it and more will be added with updates?

LordEntrails
June 5th, 2020, 21:18
Zacch, Is it true that none of the levels in the current FG store Dungeon of the Mad Mage have LOS, or do the first few levels have it and more will be added with updates?
Some have been done. See post #1;

Dungeon of the Mad Mage - in progress - Doug (Now taken over by AucaCoyan) Levels 1-8 and 15 are done.

webdove
June 5th, 2020, 21:27
And some of those are in the current module at the FG store? I am confused since some levels that are done do not yet appear to be available for purchasers. All I really need is the first level for tonight's adventure.

Zacchaeus
June 5th, 2020, 21:34
Level 1 certainly has the LoS added. The module which is currently Live also has levels 2-4 and level 15 done. I added LoS to levels 5-8 earlier this week but those are not in the module that is on Live as yet; but will be come next Tuesday's update.

webdove
June 5th, 2020, 21:48
Excellent! I am off to the races!

Moriarity
June 6th, 2020, 00:29
Excellent! I am off to the races!

I've only checked out levels one and two of DotMM and both have LoS but there are a couple of secret doors missing from level 1. Fortunately, they're easily fixed.
See:
36546

Zacchaeus
June 6th, 2020, 11:05
I've only checked out levels one and two of DotMM and both have LoS but there are a couple of secret doors missing from level 1. Fortunately, they're easily fixed.
See:
36546

Well spotted. I've fixed that and it'll be in the next update.

Steve Flammang
June 9th, 2020, 10:54
Finally here is LOS for Rise of the Runelords Chapter 3: The Hook Mountain

1. Fort Rannick-First Floor
2. Fort Rannick-Ground Floor
3. Fort Rannick-Second Floor
4. Fort Rannick-Underneath
5. Hook Mountain Clanhold
6. Hook Mountain region
7. Skull’s crossing
8. SmiteworksBattleMap_Cave03
9. SmiteworksBattleMap_outdoor2 (no)
10. SmiteworksBattleMap_outdoor2-2(no)
11. The Graul Homestead
12. Turtleback Ferry
13. Varisia (no)

Tried my best for map 6 and 12 (seems not too bad for me) but not so sure if they are as needed so just let me know if I have to review something.

Have a nice day you'all
Steve Flammang aka KingGraan

Zacchaeus
June 12th, 2020, 15:52
PFRPG Mini-Dungeon #010: Ghastardly Deeds


PFRPG Mini-Dungeon #015: Torment at Torni Tower

Thanks I'll update these shortly

Zacchaeus
June 12th, 2020, 15:52
Finally here is LOS for Rise of the Runelords Chapter 3: The Hook Mountain


Steve Flammang aka KingGraan

Thanks, Steve, I'll get this updated shortly

sstarsslayer
June 17th, 2020, 05:09
Did anyone other than FriendBiesto did some LOS work for Out of the Abyss (oota) 5e? I think he is busy an there is no reported progress. Maybe we can split up and do the work parallel. I'm new FGunity DM an master a oota campaign. I did the first two maps (Velkynelve Player Map and Hook Horror Hunt/Lair) at my own. It is not perferct but it worked (I playtested them already). Please help, i really need this maps. It is more fun if you got the los feature on.

FriendBesto posted his progress of Abyss back on 20191108:
https://www.fantasygrounds.com/forums/showthread.php?50591-FGU-Sharing-LOS-Definitions-for-Maps-Crowd-Project&p=461618&viewfull=1#post461618
Perhaps you just redid his part, but could you attach your progress also? It's too bad FGU doesn't have a way to accept separate files for each map for easier collaboration.

Zacchaeus
June 17th, 2020, 08:44
FriendBesto posted his progress of Abyss back on 20191108:
https://www.fantasygrounds.com/forums/showthread.php?50591-FGU-Sharing-LOS-Definitions-for-Maps-Crowd-Project&p=461618&viewfull=1#post461618
Perhaps you just redid his part, but could you attach your progress also? It's too bad FGU doesn't have a way to accept separate files for each map for easier collaboration.

It does. I can add in occluders from several files one at a time. So a file for Map1 could be added in and then a file for Map2. The data for Map1 won't get lost when Map 2 is added.

GKEnialb
June 19th, 2020, 06:13
PFRPG AaW U1: Dark Days in Stoneholme. Please let me know if this works for 5E as well.

Spacebar77
June 19th, 2020, 08:36
Has there been any talk about how to add LoS for steep incline or decline in a map? I just added a few terrain sections to restrict the view, but maybe there should (or is) a way to represent this on the map for players...Maybe having the terrain borders in a certain pattern. Something like sharp angles for a more steep incline and larger angles for less. I am attaching two photos to show what I am thinking. There is the original that I made a ran for a couple people. After some discussions the players would have liked to have seen something that indicated the terrain was special (in this case steep). So I thought about the terrain angle layout. In the 'Incline Difference Layout' you see the difference in the three types I was thinking. Thoughts from anyone would be appreciated.

LordEntrails
June 19th, 2020, 09:26
Has there been any talk about how to add LoS for steep incline or decline in a map? I just added a few terrain sections to restrict the view, but maybe there should (or is) a way to represent this on the map for players...Maybe having the terrain borders in a certain pattern. Something like sharp angles for a more steep incline and larger angles for less. I am attaching two photos to show what I am thinking. There is the original that I made a ran for a couple people. After some discussions the players would have liked to have seen something that indicated the terrain was special (in this case steep). So I thought about the terrain angle layout. In the 'Incline Difference Layout' you see the difference in the three types I was thinking. Thoughts from anyone would be appreciated.
Why does incline/decline impact line of sight? If I stand at the bottom of a 50 foot long incline, I can see the top of that incline, regardless of if the ramp is 10 degrees in elevation or 80 degrees.

Now, might there be something on the incline that blocks line of sight? Something like big boulders, vegetation, or obstacles?

IMO, the degree of incline should be depicted in the map via visual indications such as shadows or topographical lines. Not LOS occluders.

Zacchaeus
June 19th, 2020, 10:48
PFRPG AaW U1: Dark Days in Stoneholme. Please let me know if this works for 5E as well.

Thanks, I've added it to my to do list.

Spacebar77
June 19th, 2020, 12:41
Why does incline/decline impact line of sight? If I stand at the bottom of a 50 foot long incline, I can see the top of that incline, regardless of if the ramp is 10 degrees in elevation or 80 degrees.

Now, might there be something on the incline that blocks line of sight? Something like big boulders, vegetation, or obstacles?

IMO, the degree of incline should be depicted in the map via visual indications such as shadows or topographical lines. Not LOS occluders.


It is true that a smaller degree, especially at longer distances, will not block a field of view. But steeper incline at shorter distances, especially in a cave setting can actually block some field of view. I think it is the interpretation of the description that will play a part. After reading it a few times and discussing, we have come to the conclusion that this grade of incline will probably not play a part of the field of view at short distances, but due to lighting and location (a cave) the incline will play a small portion in the LoS. I will probably remove some of the terrain blocks for LoS but leave a few just to keep the mystery of the story a little more accurate.

LordEntrails
June 19th, 2020, 17:31
So you are saying the ceiling blocks LOS? And it may, from a distance, but if the incline is regular (i.e.a tunnel) it will not block LOS for someone in the tunnel (i.e. on the incline or close enough of it).

Regardless though, FG is nice and flexible, you can use it how you best see fir and for what works for your group.

Dire Weasel
June 23rd, 2020, 17:08
One of the curtains in LMoP's Cragmaw Castle is missing a door occluder. It's the one just outside King's Quarters.

37112

Zacchaeus
June 23rd, 2020, 17:22
Thanks for pointing that out; added to my list.

GKEnialb
June 26th, 2020, 05:13
5E Mini-Dungeon Tome - it's a biggie, with about 140 maps

Zacchaeus
June 26th, 2020, 09:22
5E Mini-Dungeon Tome - it's a biggie, with about 140 maps

Thanks, added to the list.

Zacchaeus
June 26th, 2020, 19:29
Finally here is LOS for Rise of the Runelords Chapter 3: The Hook Mountain



This has now been added to the module. Thanks Steve

Zacchaeus
June 26th, 2020, 19:31
PFRPG Mini-Dungeon #010: Ghastardly Deeds


PFRPG Mini-Dungeon #015: Torment at Torni Tower


PFRPG AaW U1: Dark Days in Stoneholme. Please let me know if this works for 5E as well.


5E Mini-Dungeon Tome - it's a biggie, with about 140 maps

All of these have now been included in the modules. Unfortunately the Dark Days in Stoneholme one couldn't be used for the 5e version since the maps are different sizes.

Rivanknight220
June 27th, 2020, 20:36
Here is my first MODULE MAPPING adding FGU Line of Sight (LOS) for:

"Hoard of the Dragon Queen"(D&D 5E).
LOS Player Maps:

27 Players maps - complete, some quite huge.

Please let me know if you notice any shortcomings/oversights, or have any comments, suggestions, or questions.
TY!

Quick question for everyone. Is this the most up to date version of the HotDQ LoS maps? I know on the main page the module still shows as In Progress and the post is from back in 2019. Thanks in advance!

Zacchaeus
June 27th, 2020, 21:08
Yes.

Majestik Moose
June 30th, 2020, 18:42
With respect to the HotDQ xml file, as far as I am aware it has not yet been included in the HotDQ module (I assume it is incomplete), but is there a way of me using what is there in the campaign I am currently running?

Zacchaeus
June 30th, 2020, 21:24
With respect to the HotDQ xml file, as far as I am aware it has not yet been included in the HotDQ module (I assume it is incomplete), but is there a way of me using what is there in the campaign I am currently running?

You can, yes. However I looked at that file the other day and unfortunately there are only a few maps that it is good for. Some of the HotDQ maps were changed a couple of months ago and their sizes changed which makes the LoS useless. If you want to use it download the file and place it in the moduledb folder inside your campaign folder. But be warned that it won't do for many of the maps.

I've started work on this one myself now that I finished DotMM, but it could be a while before I'm done depending on other projects.

Dire Weasel
June 30th, 2020, 21:49
There's an odd occluder intersection in LMoP Wave Echo Cave, which leads to strange LoS.

This is just SE of P4-02.19. Temple of Dumathoin.

37297

Zacchaeus
June 30th, 2020, 21:52
There's an odd occluder intersection in LMoP Wave Echo Cave, which leads to strange LoS.

This is just SE of P4-02.19. Temple of Dumathoin.

37297

Thanks, I'll get that fixed next time I update LMoP.

GKEnialb
July 1st, 2020, 03:13
5E AaW U01: Dark Days in Stoneholme

Majestik Moose
July 1st, 2020, 09:53
You can, yes. However I looked at that file the other day and unfortunately there are only a few maps that it is good for. Some of the HotDQ maps were changed a couple of months ago and their sizes changed which makes the LoS useless. If you want to use it download the file and place it in the moduledb folder inside your campaign folder. But be warned that it won't do for many of the maps.

I've started work on this one myself now that I finished DotMM, but it could be a while before I'm done depending on other projects.


Thanks.

GKEnialb
July 2nd, 2020, 04:56
Zacchaeus, can you replace the Mini-Dungeon Tome I posted earlier with this one? I've confirmed that it works for both PFRPG and 5E. Thanks!

Zacchaeus
July 2nd, 2020, 10:43
5E AaW U01: Dark Days in Stoneholme


Zacchaeus, can you replace the Mini-Dungeon Tome I posted earlier with this one? I've confirmed that it works for both PFRPG and 5E. Thanks!

Both of these have now been included in the modules.

GKEnialb
July 4th, 2020, 23:50
Both of these have now been included in the modules.

Great. Thanks!

blacksorn
July 5th, 2020, 12:50
I've started work on this one myself now that I finished DotMM, but it could be a while before I'm done depending on other projects.

Has the latest update on LOS for DotMM already been released? When I look at the Player Maps LOS is included up to Map #17. Still missing LOS for Maps #18 - #23

Zacchaeus
July 5th, 2020, 13:56
Has the latest update on LOS for DotMM already been released? When I look at the Player Maps LOS is included up to Map #17. Still missing LOS for Maps #18 - #23

Hi, Blacksorn, welcome to FG.

I only finished the final final few maps earlier this week and they haven't been released yet but should be in Tuesday's update.

Ludd_G
July 5th, 2020, 15:50
Hi,

any idea when LOS will be available in Mini Dungeon Tome?

I'm assuming we can't add the xml ourselves at the moment, if you don't know when it will be updated?

Cheers,

Simon

Zacchaeus
July 5th, 2020, 16:19
Hi,

any idea when LOS will be available in Mini Dungeon Tome?

I'm assuming we can't add the xml ourselves at the moment, if you don't know when it will be updated?

Cheers,

Simon

Both the 5e and PF versions of that have already been done (see pots #2). If they aren't released already then they'll be in Tuesday's update.

blacksorn
July 5th, 2020, 16:48
Hi, Blacksorn, welcome to FG.

I only finished the final final few maps earlier this week and they haven't been released yet but should be in Tuesday's update.

Thanks for clarification & the good work. Keep going!

Ludd_G
July 7th, 2020, 12:17
Hi,

sorry to be a pain, and thanks for all your work in this, but after updating on weds 07/07 (12.16 GMT) I'm still not getting any LOS for AAW's Mini Dungeon Tome, should I be?

Cheers,

Simon

Zacchaeus
July 7th, 2020, 12:27
Hi,

sorry to be a pain, and thanks for all your work in this, but after updating on weds 07/07 (12.16 GMT) I'm still not getting any LOS for AAW's Mini Dungeon Tome, should I be?

Cheers,

Simon

I submitted the files last Thursday so they should make it into today's update - which hasn't appeared yet as far as I can see.

https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall

Ludd_G
July 7th, 2020, 12:31
No worries. I thought the update had been pushed out, as the update button was flashing red (and I'd been running FG last night so was already up to date as of then), but it hasn't actually registered as a new build date, so maybe that was for something small with the full update coming later? I shall patiently wait and see. Thank you!

Rivanknight220
July 8th, 2020, 16:17
You can, yes. However I looked at that file the other day and unfortunately there are only a few maps that it is good for. Some of the HotDQ maps were changed a couple of months ago and their sizes changed which makes the LoS useless. If you want to use it download the file and place it in the moduledb folder inside your campaign folder. But be warned that it won't do for many of the maps.

I've started work on this one myself now that I finished DotMM, but it could be a while before I'm done depending on other projects.

Oh snap, I see HotDQ made it to the completed list. Thanks for that!

Ascalon
July 10th, 2020, 00:11
I am currently preparing Tomb Of Annihilation for my group and it looks like the nine shrines are all missing LOS.

EDIT: It looks like some of the LOS are lost. I checked the Jahaka Anchorage, and I remember that it was defined a few weeks ago. Now it's gone.

Zacchaeus
July 10th, 2020, 09:45
I am currently preparing Tomb Of Annihilation for my group and it looks like the nine shrines are all missing LOS.

EDIT: It looks like some of the LOS are lost. I checked the Jahaka Anchorage, and I remember that it was defined a few weeks ago. Now it's gone.

I'm not seeing this. All of the ToA maps have LoS as far as I can see.

Test in a new campaign and if you still have a problem then find the file WOTC5ETOA.dat in your vault folder; delete it and update FG. If there isn't an issue in a new campaign then I'm guessing that you have overwritten or amended the maps in some way in the campaign. If so try right clicking over the map in the images list and select revert changes. (You can do the same for the module in the activation window - but that will revert all the changes you made to anything in the module which you may not want).

mdrichey
July 11th, 2020, 18:04
Completed Projects

Dungeon of the Mad Mage - Done - Doug and Zacchaeus


Says DotMM is done, but will there be LOS for Lower, Middle and Upper Skullport? I do see it for Skull Island.

mdrichey
July 11th, 2020, 18:14
Pretty sure this is a longshot, but are there any plans to release LOS definitions for the Zacchaeus Dragon Heist map pack?

Zacchaeus
July 11th, 2020, 19:22
Pretty sure this is a longshot, but are there any plans to release LOS definitions for the Zacchaeus Dragon Heist map pack?

I've thought about it on and off. But it depends on what time I have available and my desire to work on more LoS. It's kinda tedious :)

Ascalon
July 13th, 2020, 19:32
I'm not seeing this. All of the ToA maps have LoS as far as I can see.

Test in a new campaign and if you still have a problem then find the file WOTC5ETOA.dat in your vault folder; delete it and update FG. If there isn't an issue in a new campaign then I'm guessing that you have overwritten or amended the maps in some way in the campaign. If so try right clicking over the map in the images list and select revert changes. (You can do the same for the module in the activation window - but that will revert all the changes you made to anything in the module which you may not want).

I tried all three, errors occured in the new campaign as well. There are two different Map-Folders from this module: "Battlemaps - D&D Tomb Of Annihilation" and "Battlemaps - DD Tomb Of Annihilation". I surely did not create these! The maps in the First folder are fine, the maps on the second are lacking the LOS.

Zacchaeus
July 13th, 2020, 22:13
I tried all three, errors occured in the new campaign as well. There are two different Map-Folders from this module: "Battlemaps - D&D Tomb Of Annihilation" and "Battlemaps - DD Tomb Of Annihilation". I surely did not create these! The maps in the First folder are fine, the maps on the second are lacking the LOS.

I'm not sure what is going on here. There should only be one group called Battlemaps - D&D Tomb of Annihilation. Originally it may well have been DD but that was changed a very long time ago. If your campaign has been going for a long time it could be that it was DD when you started it and any maps that you played or amended would be in the moduldb folder and so overwrite the maps in the actual module. This might explain why you are seeing two folders. However reverting changes on the module or testing in a new campaign would remove any such maps as would deleting the module and updating FG to force it to download.

Spacebar77
July 22nd, 2020, 18:50
Here are a few modules to add for AAW:

I do have a question about one of the maps: A24 - Return to Crypt of the Sun Lord map FG5EA24 topdown.

I had an interesting staircase going over a tunnel. I added a four way secret door intersections thinking the DM could turn on or off the doors depending on which direction the players were moving through the map. Let me know if you have any thoughts.

A10 - Icecrag Monastery is only DD5e
Please check the PF1e and 3.5 for A17: Haunting at Rybalka Lodge and A24: Return to Crypt of the Sun Lord

Thank you.

Spacebar77
July 23rd, 2020, 14:17
Gentlemen,

I have watched the videos for the basic use of creating the LoS for the maps. Would it also be possible to add a small library of screen shots (I have seen some really good ones throughout this thread) that can be used as good examples of LoS setup? Maybe include a link in the video post#1.

Examples may be:
Stairs in buildings
Cliff faces
Forests
Example rooms with items such as chairs, shelves, coffins, etc
Multi levels in a room or site
Magic barriers producing walls/obstruction for players

Among others that can be used so people can see what may be considered correct. This way we can also have a little more continuity across all maps.

Just a thought. Thank you.

LordEntrails
July 23rd, 2020, 18:47
Gentlemen,

I have watched the videos for the basic use of creating the LoS for the maps. Would it also be possible to add a small library of screen shots (I have seen some really good ones throughout this thread) that can be used as good examples of LoS setup? Maybe include a link in the video post#1.

Examples may be:
Stairs in buildings
Cliff faces
Forests
Example rooms with items such as chairs, shelves, coffins, etc
Multi levels in a room or site
Magic barriers producing walls/obstruction for players

Among others that can be used so people can see what may be considered correct. This way we can also have a little more continuity across all maps.

Just a thought. Thank you.
I like this idea. I think some of this is captured in the Wiki, but not all of it? At least I thought it was, but not finding it at the moment... :(

mozmonar
July 24th, 2020, 00:36
Finally here is LOS for Rise of the Runelords Chapter 3: The Hook Mountain

1. Fort Rannick-First Floor
2. Fort Rannick-Ground Floor
3. Fort Rannick-Second Floor
4. Fort Rannick-Underneath
5. Hook Mountain Clanhold
6. Hook Mountain region
7. Skull’s crossing
8. SmiteworksBattleMap_Cave03
9. SmiteworksBattleMap_outdoor2 (no)
10. SmiteworksBattleMap_outdoor2-2(no)
11. The Graul Homestead
12. Turtleback Ferry
13. Varisia (no)

Tried my best for map 6 and 12 (seems not too bad for me) but not so sure if they are as needed so just let me know if I have to review something.

Have a nice day you'all
Steve Flammang aka KingGraan
Is it possible to manually add this into your campaign? If so, how?

Zacchaeus
July 24th, 2020, 01:38
Is it possible to manually add this into your campaign? If so, how?
The LOS has already been included in the module.

Zacchaeus
July 24th, 2020, 01:39
Says DotMM is done, but will there be LOS for Lower, Middle and Upper Skullport? I do see it for Skull Island.
No, I didn’t add occluders for those areas.

Zacchaeus
July 24th, 2020, 01:40
Here are a few modules to add for AAW:

I do have a question about one of the maps: A24 - Return to Crypt of the Sun Lord map FG5EA24 topdown.

I had an interesting staircase going over a tunnel. I added a four way secret door intersections thinking the DM could turn on or off the doors depending on which direction the players were moving through the map. Let me know if you have any thoughts.

A10 - Icecrag Monastery is only DD5e
Please check the PF1e and 3.5 for A17: Haunting at Rybalka Lodge and A24: Return to Crypt of the Sun Lord

Thank you.
Thanks Spacebar I’ll deal with these soon.

mozmonar
July 24th, 2020, 01:44
The LOS has already been included in the module.

This doesn't appear to be the case for me.

Zacchaeus
July 24th, 2020, 02:36
This doesn't appear to be the case for me.
I certainly amended the module a few weeks back but I don’t see it mentioned in any of the weekly releases. I’ve asked James to check.

Steve Flammang
July 26th, 2020, 10:54
Hi Zacch

Just finished the LOS on Rise of the Runelords AP4: Fortress of the Stone Giants

*not sure if my terrain solutions are all good :) also thinking about doing terrain includers for each square (i.ex.when in dense forest or collapsed tunnels) or will this be overdoing it?

Like to hear others opinion too

Zacchaeus
July 26th, 2020, 15:44
I think that might be overdoing it a bit. Can you point to which maps you think aren't 'good' and I'll have a look.

Steve Flammang
July 27th, 2020, 12:42
Sandpoint-Raid: Looting Scarnetti Manor and Mill Pond.

Zacchaeus
July 27th, 2020, 17:48
Sandpoint-Raid: Looting Scarnetti Manor and Mill Pond.

That all looks jolly good, Steve. I've included your files in the module.

Steve Flammang
July 27th, 2020, 19:06
That all looks jolly good, Steve. I've included your files in the module.

Thanks!

GKEnialb
July 28th, 2020, 05:12
5e AaW Games Map Pack Volume 1

Zacchaeus
July 28th, 2020, 10:34
5e AaW Games Map Pack Volume 1

Thanks GK, added to my list.

jakemtl
July 29th, 2020, 02:38
This is not an issue with LoS using Unity, rather a feature request, and first I have to say, after testing with my players, I am really loving the way LoS is integrated. Likely there is a more proper place to place this, but I could not find it in the forums, and this was the closest place I could find. Would it be possible to have the LoS feature integrated with token facing, so that the facing of the token impact the LoS?

LordEntrails
July 29th, 2020, 03:36
This is not an issue with LoS using Unity, rather a feature request, and first I have to say, after testing with my players, I am really loving the way LoS is integrated. Likely there is a more proper place to place this, but I could not find it in the forums, and this was the closest place I could find. Would it be possible to have the LoS feature integrated with token facing, so that the facing of the token impact the LoS?
The Wish List is here;
https://fg2app.idea.informer.com/

jakemtl
July 29th, 2020, 03:44
OK, thank you! - I was not sure if that site was an official submission site for SmiteWorks, or a fan based project. Will go through that site and vote as well.

LordEntrails
July 29th, 2020, 04:57
OK, thank you! - I was not sure if that site was an official submission site for SmiteWorks, or a fan based project. Will go through that site and vote as well.
Official, managed by the lead developer.

Zacchaeus
July 30th, 2020, 09:49
Here are a few modules to add for AAW:

I do have a question about one of the maps: A24 - Return to Crypt of the Sun Lord map FG5EA24 topdown.

I had an interesting staircase going over a tunnel. I added a four way secret door intersections thinking the DM could turn on or off the doors depending on which direction the players were moving through the map. Let me know if you have any thoughts.

A10 - Icecrag Monastery is only DD5e
Please check the PF1e and 3.5 for A17: Haunting at Rybalka Lodge and A24: Return to Crypt of the Sun Lord

Thank you.

Thanks Spacebar - these files are now included in the modules and should get released soon. I was unable to use the files for the PF modules since the maps are different sizes unfortunately.

And, yes, that's exactly how I'd do the intersection as well since we can now draw single line walls which are toggleable (previously these were closed polygons which made it harder to do that).

Zacchaeus
July 30th, 2020, 10:12
5e AaW Games Map Pack Volume 1

The files for this one have now been included in the module.

Curuthanir
August 12th, 2020, 02:32
I did the LOS for Starfinder: Dead Suns Part 3 - Splintered Worlds. It's my first one, so let me know if I messed anything up.

Zacchaeus
August 12th, 2020, 10:15
Hey Curuthanir, thanks for taking part in this project. Here's some things for you to think about:

Map: Skullcap Gorge - The terrain blocker you have drawn on the right of this map serves no useful purpose since it covers the entire area. So a token standing on the left of the map will see all the way to the right - which isn't your intention. You'll need to draw the occluder as a double row along the front edge - see the last video in this series to see what I mean https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112
Map: The Splice - I think the fence and walls around the building in the north east need occluders and also there a need for one at the back of the building on the top left. I can't really make out what thge buildings on the bottom row are and whether they have rooms inside them or what they are supposed to be. I think though that the outer wall should probably run parallel to the door otherwise it's going to stick out when the players see it. See Image below for what I mean. I don't know if there should be occluders inside the building as well - I just can't get what the map is showing me.

Curuthanir
August 12th, 2020, 18:27
Hey Curuthanir, thanks for taking part in this project. Here's some things for you to think about:

Map: Skullcap Gorge - The terrain blocker you have drawn on the right of this map serves no useful purpose since it covers the entire area. So a token standing on the left of the map will see all the way to the right - which isn't your intention. You'll need to draw the occluder as a double row along the front edge - see the last video in this series to see what I mean https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112
Map: The Splice - I think the fence and walls around the building in the north east need occluders and also there a need for one at the back of the building on the top left. I can't really make out what thge buildings on the bottom row are and whether they have rooms inside them or what they are supposed to be. I think though that the outer wall should probably run parallel to the door otherwise it's going to stick out when the players see it. See Image below for what I mean. I don't know if there should be occluders inside the building as well - I just can't get what the map is showing me.

I'll look at the video for the double row you mention in the Gorge map.
For the Slice map, I wasn't sure if I should do occluders for the chain fence, because I was letting the characters see inside. I'll look at that left building, the way they did the map is just... odd. As for the buildings in the bottom row, I was trying to let the characters see the outside of the building, but the map is again... odd... the way it depicts the rooms inside of the building.

Zacchaeus
August 12th, 2020, 19:01
For the fence you can make it a terrain occluder if you want. If you do then probably make the door terrain as well. Mind you i didn't read the text that much so if the door is locked then walls and door would be the only way to go I think. And I agree I just can't make out what the rooms inside those houses are supposed to be at all.

Curuthanir
August 13th, 2020, 07:27
Made the changes to the Gorge map and the Splice map. Used a double line for the terrain at the top of the Gorge, and redid the boundaries of the walls in the Splice. Let me know if it's better now.

Zacchaeus
August 14th, 2020, 11:39
Good stuff, Curuthanir; I've updated the module to include your files.

Curuthanir
August 16th, 2020, 23:18
I did the LOS for Starfinder: Dead Suns Part 4 - The Ruined Clouds.

Also, I realized I didn't do LOS for the spaceship in Part 3 (it's on the back cover of the module, I forgot about it), so I will work on that and get it up here.

Curuthanir
August 18th, 2020, 04:00
Updated LOS for Starfinder : Dead Suns Part 3 - Splintered Worlds. Now includes LOS for the Nebulor Outfitters Starhopper spaceship on the back cover.

BaneTBC
August 19th, 2020, 16:12
There's an issue on the Dragon of Icespire Peak module for the Manse-One-Players map where the Kitchen door is supposed to be, there is a wall occluder instead of a terrain (or even nothing since the door is broken in and it wouldn't really be blocking any LoS into the building there).
(If this is the wrong place to post the issue, my apologies)

Zacchaeus
August 19th, 2020, 18:37
Haha, yeah that's not helpful. I'll get that fix ASAP.

GKEnialb
August 20th, 2020, 03:57
AaW Games Map Pack Volume 2 (confirmed for both 5E and PFRPG)



Also realized there was a mistake in Map Pack Volume 1, so fixed that.

Zacchaeus
August 20th, 2020, 09:15
I did the LOS for Starfinder: Dead Suns Part 4 - The Ruined Clouds.

Also, I realized I didn't do LOS for the spaceship in Part 3 (it's on the back cover of the module, I forgot about it), so I will work on that and get it up here.


Updated LOS for Starfinder : Dead Suns Part 3 - Splintered Worlds. Now includes LOS for the Nebulor Outfitters Starhopper spaceship on the back cover.

Thank you; both modules have now been updated

Zacchaeus
August 20th, 2020, 09:15
AaW Games Map Pack Volume 2 (confirmed for both 5E and PFRPG)



Also realized there was a mistake in Map Pack Volume 1, so fixed that.

Thank you; both modules have now been updated.

Oscarus
August 24th, 2020, 19:17
...

Steve Flammang
August 28th, 2020, 09:55
Just finished AP5 from Rise of the Runelords

...also the entry in the Done-list needs to be changed, so people don´t risk to work on something that has been done already;)

Zacchaeus
August 28th, 2020, 10:52
Just finished AP5 from Rise of the Runelords

...also the entry in the Done-list needs to be changed, so people don´t risk to work on something that has been done already;)

Thanks Steve, I've updated the module to include your files as well as the done list in post #1.

alistaircg
August 29th, 2020, 10:36
Slow clap... well done, I just bought a Unity upgrade and migrated my Storm King game and the clipping you have done is excellent, thank you

skj310
September 7th, 2020, 10:02
Soooooo any of the LOS gurus worked out how to get some machine learning working on adding LOS to a tonne of battlemaps? You know ... automate the lot of it?!? :) You know ... so i don't have to do this as prep ... ... ... puh-lease! :)

Jiminimonka
September 7th, 2020, 10:18
Soooooo any of the LOS gurus worked out how to get some machine learning working on adding LOS to a tonne of battlemaps? You know ... automate the lot of it?!? :) You know ... so i don't have to do this as prep ... ... ... puh-lease! :)

I'm working on an extension for this DMsGuild for $25000 5 use restricted licence. Should be ready for 2027.

Zacchaeus
September 7th, 2020, 13:32
Soooooo any of the LOS gurus worked out how to get some machine learning working on adding LOS to a tonne of battlemaps? You know ... automate the lot of it?!? :) You know ... so i don't have to do this as prep ... ... ... puh-lease! :)

Not an easy task. There was some experimentation done using Photoshop or some such to add lines but the result needed so many corrections that it took longer to fix this that it would have done just adding the LoS.

Jiminimonka
September 7th, 2020, 14:25
Not an easy task. There was some experimentation done using Photoshop or some such to add lines but the result needed so many corrections that it took longer to fix this that it would have done just adding the LoS.

What format is the LOS, maybe its something that could be done with Inkscape or Illustrator?

skj310
September 7th, 2020, 15:16
I'm working on an extension for this DMsGuild for $25000 5 use restricted licence. Should be ready for 2027.

LMAO! You got me!

skj310
September 7th, 2020, 15:19
Not an easy task. There was some experimentation done using Photoshop or some such to add lines but the result needed so many corrections that it took longer to fix this that it would have done just adding the LoS.

Yes I remember Mr.DD mentioned that early on. Now that LX has been issued, I did some playing with a couple maps ... and this was my attempt at wit via text and a couple emojis ... cheers and hey thanks for taking a moment to reply.

Zacchaeus
September 7th, 2020, 18:02
What format is the LOS, maybe its something that could be done with Inkscape or Illustrator?

It's an xml file.

Curuthanir
September 8th, 2020, 04:32
Here is the LOS for Starfinder: Dead Suns Part 5 - The Thirteenth Gate.

sciencephile
September 8th, 2020, 16:24
Just a FYI...

I am the one that developed the Curse of the Crimson Throne adventure path for Fantasy Grounds. I just wanted to post that I have started creating the Unity occluders for this adventure path. I am hoping to get them finished for Tuesday update for 9/15 but if I miss the deadline, I will definitely get the occluders done for the whole AP by the 9/22 update.

I just wanted to post a heads up in case someone else was thinking of doing it. I didn't want you to finish it, come to post it here, and then find out it was already completed after you did all the work.

Thanks,
Danny

UPDATE: Definitely wont be done for the 9/15 update. I am doing more than creating the occluders. I am going in and doing some cleanup and fixing to get it to newer standards. This was one of the first ones I developed so I am freshening it up a bit to be more like the most recent ones. I'm also adding non-id names to creatures' images and NPC records and reorienting maps to have north facing up. Will have all of this done for the 9/22 update.

schwai
September 11th, 2020, 01:34
I made an xml for B2 - The Keep on the Borderlands, specifically The Caves of Chaos - PC. This was my first attempt, so bear with me if it doesn't meet the gold standard. The xml has a bunch of my custom campaign info that I did not parse out. For some reason I have two layers of LOS data, but they can be easily combined. If anyone is interested I can send it, but I'm not seeing a way to upload the file.39253

hammer58
September 11th, 2020, 01:53
Has anyone done LOS maps for Temple of elemental evil yet? If so where can I find them?

LordEntrails
September 11th, 2020, 02:00
Has anyone done LOS maps for Temple of elemental evil yet? If so where can I find them?
If a map has been done it will be listed on one of the first 3 posts of this thread and then it will be updated in the FG Update system and the following Tuesday it will go out with updates that you get when you update FGU. It will also get a "LOS" icon on the product page.

If someone has stated they are working on something, then the first post will be updated so work is not duplicated.

GKEnialb
September 15th, 2020, 04:44
AaW Games Map Pack Volume 3 (confirmed for both 5E and PFRPG)

Zacchaeus
September 15th, 2020, 11:31
Here is the LOS for Starfinder: Dead Suns Part 5 - The Thirteenth Gate.


AaW Games Map Pack Volume 3 (confirmed for both 5E and PFRPG)

These have now been incorporated into the modules

Zacchaeus
September 15th, 2020, 11:50
I made an xml for B2 - The Keep on the Borderlands, specifically The Caves of Chaos - PC. This was my first attempt, so bear with me if it doesn't meet the gold standard. The xml has a bunch of my custom campaign info that I did not parse out. For some reason I have two layers of LOS data, but they can be easily combined. If anyone is interested I can send it, but I'm not seeing a way to upload the file.39253

Hi schwaii, thanks for taking part in this project.

There's a couple of things that you will want to do here. First you want to trim off the excess walls at any doors. See the image below for what I mean. Just select the point and press the delete key will do the trick. There are also a number of secret doors in the northern part of the map and these should be represented by toggleable walls rather than just walls otherwise the players are never going to be able to enter those rooms. See the last three videos in this series for details on how to create secret doors and how to edit your walls to include such things. https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

schwai
September 15th, 2020, 21:08
Hi schwaii, thanks for taking part in this project.

There's a couple of things that you will want to do here. First you want to trim off the excess walls at any doors. See the image below for what I mean. Just select the point and press the delete key will do the trick. There are also a number of secret doors in the northern part of the map and these should be represented by toggleable walls rather than just walls otherwise the players are never going to be able to enter those rooms. See the last three videos in this series for details on how to create secret doors and how to edit your walls to include such things. https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

Thanks for the feedback. I thought I had trimmed all the walls, but I will go over them again. I have join the module as a player to see what else wasn't working, but the secret doors looked ok for the group. I will take another pass at cleaning them up.

Zacchaeus
September 15th, 2020, 21:28
Thanks for the feedback. I thought I had trimmed all the walls, but I will go over them again. I have join the module as a player to see what else wasn't working, but the secret doors looked ok for the group. I will take another pass at cleaning them up.

Walls and toggleable walls will look the same from a player point of view. However only toggleable walls can be 'opened' by the DM when or if the players discover the secret door. If it's just a wall then the DM won't be able to open that door and so the players won't be able to move into through it.

SmackDaddy
September 15th, 2020, 23:06
A couple of questions:
1. Is there a specific post on what we should do with the XML file? I saw some post about breaking it out into sub-xml files or something and eventually a tool may be released for that?
2. I did a search for the Descent into Avernus file, but although I did an internal search just for this post, I can't seem to find the xml file - can someone assist? It says Zacchaeous completed it.

Thank you in advance for your time.

Sulimo
September 15th, 2020, 23:19
A couple of questions:
1. Is there a specific post on what we should do with the XML file? I saw some post about breaking it out into sub-xml files or something and eventually a tool may be released for that?
2. I did a search for the Descent into Avernus file, but although I did an internal search just for this post, I can't seem to find the xml file - can someone assist? It says Zacchaeous completed it.

Thank you in advance for your time.

If you purchased from the FG Store, just do an update to FGU and it will download the new version of the module that has the XML file in it already.

If you see the LoS icon on an item in the store, it means it includes the necessary XML files, you don't have to do anything special.

SmackDaddy
September 15th, 2020, 23:41
Sulimo, that is awesome, thank you! I would assume since I purchased it in August of this year, I *should* already have it in place. Will double check -- if it's not there, I guess I will have to see about doing a reinstall of it! Cheers!

LordEntrails
September 16th, 2020, 00:05
Sulimo, that is awesome, thank you! I would assume since I purchased it in August of this year, I *should* already have it in place. Will double check -- if it's not there, I guess I will have to see about doing a reinstall of it! Cheers!
Reinstall not needed, just do an Update and FG will update it with the latest version.

But as Sulimo said, check the product page on teh store to make sure it has an LOS symbol, then you know the update will have it.

spoonhead
September 16th, 2020, 09:02
Question?

Should ruined walls that are outside be mapped as terrain or walls? For instance, a ruined tower that still stands 80 ft in height.

Zacchaeus
September 16th, 2020, 09:19
Question?

Should ruined walls that are outside be mapped as terrain or walls? For instance, a ruined tower that still stands 80 ft in height.

That's a tricky one. It probably depends if you think (or if the text says) that it can be climbed. If it can then terrain; if not then a wall. Something 80 feet high is definitely blocking LoS in some way.

Zacchaeus
September 16th, 2020, 09:21
A couple of questions:
1. Is there a specific post on what we should do with the XML file? I saw some post about breaking it out into sub-xml files or something and eventually a tool may be released for that?
2. I did a search for the Descent into Avernus file, but although I did an internal search just for this post, I can't seem to find the xml file - can someone assist? It says Zacchaeous completed it.

Thank you in advance for your time.

You won't find any xml files for Descent into Avernus since I did that myself. As others have said it is built into the module and you only need to open any player map and the LoS will automatically be applied to that map. This was one of the first modules I did LoS for and so it was done at least a year ago - when Unity was still in alpha.

spoonhead
September 19th, 2020, 09:55
I'm trying to map Empire of the Ghouls maps and everything seemed to be OK on my maps so far. Learning as I go, but currently have this problems, where my player can see through a wall. I can't see any gaps, and he can be away from the wall and it still leaks through.

What the player sees.

39499

How it's seen on the DM side

39498

Close up. Ignore the secret door placement, will sort later. :D

39497

EDIT: Solved it by creating a new wall. Would still like to know why though.

spoonhead
September 20th, 2020, 19:38
Well, I went ahead and finished all the maps in Empire of the Ghouls, a module by Kobold Press. I did try and contact them to ask if they were working on LoS for FGU, but go no reply. Anyway, here's the XML file. I hope all is ok, but if there are any issues or problems, please shout out.

Seems
September 21st, 2020, 03:07
Just a FYI...

I am the one that developed the Curse of the Crimson Throne adventure path for Fantasy Grounds. I just wanted to post that I have started creating the Unity occluders for this adventure path. I am hoping to get them finished for Tuesday update for 9/15 but if I miss the deadline, I will definitely get the occluders done for the whole AP by the 9/22 update.

I just wanted to post a heads up in case someone else was thinking of doing it. I didn't want you to finish it, come to post it here, and then find out it was already completed after you did all the work.

Thanks,
Danny

UPDATE: Definitely wont be done for the 9/15 update. I am doing more than creating the occluders. I am going in and doing some cleanup and fixing to get it to newer standards. This was one of the first ones I developed so I am freshening it up a bit to be more like the most recent ones. I'm also adding non-id names to creatures' images and NPC records and reorienting maps to have north facing up. Will have all of this done for the 9/22 update.

Hey sciencephile! Really looking forward to this, so thanks in advance for all the hard work. My group is just entering Scarwall, and I am looking to use it as our introduction to FGU.

Zacchaeus
September 21st, 2020, 09:55
Well, I went ahead and finished all the maps in Empire of the Ghouls, a module by Kobold Press. I did try and contact them to ask if they were working on LoS for FGU, but go no reply. Anyway, here's the XML file. I hope all is ok, but if there are any issues or problems, please shout out.

Thanks spoonhead; I've updated the module to include your work,

mhossom
September 22nd, 2020, 16:04
Quick request. Can we get the completed list updated to include what ruleset the maps are for?

Zacchaeus
September 22nd, 2020, 17:45
Quick request. Can we get the completed list updated to include what ruleset the maps are for?

The easiest way to find out if a module has LoS added is to look in the store. I don't remember what ruleset all of the modules are for but if you are familiar with it then you'll know which modules are available for that ruleset (I imagine). Note that there are more modules with LoS added than are listed in the completed list. That list just details the modules that have been done via this thread.

schwai
September 23rd, 2020, 02:35
I cleaned up the caves a lot following Zacchaeus' suggestions. Here is my latest version. I did consider adding terrain to the stairwells not shown on the maps, but that needs to wait until I get more time.

Zacchaeus
September 23rd, 2020, 08:45
Thanks, schwai, I've updated the module with your files.

brochr
September 24th, 2020, 15:50
Here is PFRPG The Mummys Mask AP2 Empty Graves

Finally got around to the last couple of maps

Zacchaeus
September 24th, 2020, 17:32
Here is PFRPG The Mummys Mask AP2 Empty Graves

Finally got around to the last couple of maps

Jolly Good. I've updated the module with your files.

Xion
September 24th, 2020, 19:51
ToA has been done - some time ago and the occluders are there. Make sure you are testing in a new campaign. If you have changed any maps in an existing campaign then the occluders probably won't show. If you still can't see the occluders find the file WOTC5ETOA.dat and delete it and update FGU.

I tried all the tips about the missing LoS information on Tomb on Annihilation (ToA).
I deleted WOTC5ETOA.dat in the Vault folder and updated (it redownloaded that file). I created a new campaign and tried again.
I know that it worked in the past, but didnt change anything since it was on an other pc

Zacchaeus
September 24th, 2020, 22:07
What do you mean by 'created a new map?'. All of the maps in ToA have the LoS built in so you would open the maps and images folder and open one of the player maps and the LoS is there ready for you. Can you show me a screenshot of one of the maps from ToA; unlock it and then click on the wall icon at the top menu and take a screenshot - including the name of the map.

Xion
September 25th, 2020, 07:22
What do you mean by 'created a new map?'. All of the maps in ToA have the LoS built in so you would open the maps and images folder and open one of the player maps and the LoS is there ready for you. Can you show me a screenshot of one of the maps from ToA; unlock it and then click on the wall icon at the top menu and take a screenshot - including the name of the map.
39658

I just opened the map, enabled LoS through that d20 Icon and the eye

Jiminimonka
September 25th, 2020, 07:51
39658

I just opened the map, enabled LoS through that d20 Icon and the eye

On the map list that map shows a little quill on the map which means it's been altered. Right click with the mouse on the list and click on the Revert icon (2 curved arrows twisted around each other).

Xion
September 25th, 2020, 08:27
On the map list that map shows a little quill on the map which means it's been altered. Right click with the mouse on the list and click on the Revert icon (2 curved arrows twisted around each other).

I reverted the map before opening it. As soon as I open it and go to that menu the map is marked as altered and that little quill is visible

Zacchaeus
September 25th, 2020, 09:13
I'm not sure what is going on here at all. The quill icon indicates that Unity is finding the correct file and is trying to add the LoS layer onto the map. When you open the map it should default to LoS on, so if the icon isn't selected then something is stopping that process. I have checked every map in ToA and the LoS is on all of them. Also I did this one ages ago and if there was an issue I'm sure that I would have had a number of reports but it's only you that seems to have the issue. If you've re-downloaded the module then it points to something in your client but then I would think you would see this issue in other modules as well. The only thing I can suggest is that you delete the two rulesets 5e.pak and CoreRPG.pak files from your rulesets folder and do another update. If that doesn't work then try deleting the fantasygrounds.exe file from the installation folder and then update FG from the updater in the same location. One other possibility is that an extension you are using is the problem but since you've tried in a new campaign that's unlikely - unless you also enabled the same extensions as in your main campaign. But just to be sure try in a new campaign with nothing - not even a theme selected (if you haven't already).

Xion
September 25th, 2020, 09:53
I'm not sure what is going on here at all. The quill icon indicates that Unity is finding the correct file and is trying to add the LoS layer onto the map. When you open the map it should default to LoS on, so if the icon isn't selected then something is stopping that process. I have checked every map in ToA and the LoS is on all of them. Also I did this one ages ago and if there was an issue I'm sure that I would have had a number of reports but it's only you that seems to have the issue. If you've re-downloaded the module then it points to something in your client but then I would think you would see this issue in other modules as well. The only thing I can suggest is that you delete the two rulesets 5e.pak and CoreRPG.pak files from your rulesets folder and do another update. If that doesn't work then try deleting the fantasygrounds.exe file from the installation folder and then update FG from the updater in the same location. One other possibility is that an extension you are using is the problem but since you've tried in a new campaign that's unlikely - unless you also enabled the same extensions as in your main campaign. But just to be sure try in a new campaign with nothing - not even a theme selected (if you haven't already).

I did a new clean install on an other pc. Loaded the module and it works!
So its a problem on my end and from there I should be able to fix it.
Sorry for all the fuss and thanks for all the work y'all do :)

LordEntrails
September 25th, 2020, 17:12
Did you try it in a clean/new campaign?

Xion
September 25th, 2020, 20:55
Did you try it in a clean/new campaign?

yes but didnt solve the problem.
I uninstalled everything and started new.
Luckily there werent much data lost, since we only started using FG

spoonhead
September 27th, 2020, 20:02
Thanks spoonhead; I've updated the module to include your work,

Has this been pushed through the weekly update yet as I loaded a new campaign with the module, and the LoS info isn't there yet?

Zacchaeus
September 27th, 2020, 22:18
Has this been pushed through the weekly update yet as I loaded a new campaign with the module, and the LoS info isn't there yet?

Looking at the dates I'd expect that it'll be in this Tuesday's update.

GKEnialb
September 29th, 2020, 04:45
I started working on Rise of the Drow. I imagine it'll take 2-3 weeks to finish, but wanted to give anyone who was wondering about it a heads up...

spoonhead
September 29th, 2020, 05:02
I started working on Rise of the Drow. I imagine it'll take 2-3 weeks to finish, but wanted to give anyone who was wondering about it a heads up...

I know AAW mentioned it on their Discord channel. Cool.

Zacchaeus
September 29th, 2020, 09:41
I started working on Rise of the Drow. I imagine it'll take 2-3 weeks to finish, but wanted to give anyone who was wondering about it a heads up...

Added to the first Post.

Curuthanir
September 30th, 2020, 04:48
Here is the LOS for Starfinder: Dead Suns Part 6 - Empire of Bones

Smoltok
September 30th, 2020, 23:05
I don't find the The Sunless Citadel in order to test it ! Anyone can help ?

Zacchaeus
October 1st, 2020, 00:15
The LOS has already been done for the Sunless Citadel. You just need to load the module and open any player map.

Smoltok
October 1st, 2020, 07:54
The LOS has already been done for the Sunless Citadel. You just need to load the module and open any player map.

Hi Zacchaeus,

I loaded the Sunless Citadel module in FGU but no map with LOS.

Zacchaeus
October 1st, 2020, 11:12
Hi Zacchaeus,

I loaded the Sunless Citadel module in FGU but no map with LOS.

Try deleting the module WOTC6ETYP.dat from your vault folder and update FG. Sunless Citadel was done a long time ago and I've had a look and the LoS is certainly there. Make sure that you are looking at the player's maps - the DM maps don't have LoS.

Zacchaeus
October 1st, 2020, 11:17
Here is the LOS for Starfinder: Dead Suns Part 6 - Empire of Bones

Thanks, Curuthhanir; I've added the occluders to the module.

GKEnialb
October 10th, 2020, 04:00
I've completed Rise of the Drow for 5e, including the fancy new wall types from the latest build (windows and pits, at least).

Zacchaeus
October 10th, 2020, 12:28
I've completed Rise of the Drow for 5e, including the fancy new wall types from the latest build (windows and pits, at least).

Jolly Good. I've updated the module to include your files.

Curuthanir
October 11th, 2020, 05:58
I went back and updated Dead Suns 3-6 to use the new windows. I've also did Dead Suns 2 - Temple of The Twelve. And because I was doing windows, I went and cleaned up/updated Dead Suns 1 - Incident on Absalom Station.

So, in a nutshell, 1 through 6 of the Dead Suns modules.

Curuthanir
October 11th, 2020, 05:58
And here is 6.

Zacchaeus
October 11th, 2020, 10:42
I went back and updated Dead Suns 3-6 to use the new windows. I've also did Dead Suns 2 - Temple of The Twelve. And because I was doing windows, I went and cleaned up/updated Dead Suns 1 - Incident on Absalom Station.

So, in a nutshell, 1 through 6 of the Dead Suns modules.


And here is 6.

Beautiful. I've updated all of the modules.

LordEntrails
October 12th, 2020, 03:58
Starting on Divine Contention (5E)

LordEntrails
October 13th, 2020, 01:54
Starting on Divine Contention (5E)
Divine Contention completed.

Curuthanir
October 13th, 2020, 03:40
Beautiful. I've updated all of the modules.

Ugh. I'm so sorry, I forgot to change a section of doors into windows (barred cells in the brig.) Now fixed.

Zacchaeus
October 14th, 2020, 08:39
Divine Contention completed.


Ugh. I'm so sorry, I forgot to change a section of doors into windows (barred cells in the brig.) Now fixed.

All modules updated to include the files submitted.

ddavison
October 16th, 2020, 21:01
There is a new version of the LOS Extract tool available on the website. It replaced the old link, so you can just redownload and reinstall.

Changes:

It includes grid info if you have that set for the campaign image record (mostly useful for tiles, decorations, and brushes)
Closes doors by default but allows you to override it and bring over the open/closed status as you have it set in your campaign or mod
It allows you to build grid info XML files for an entire folder if you just want to set an entire folder the same way without defining them inside FGU first


Instructions and download link are available here:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/260440084/Developer+Guide+-+Extracting+LOS+Data+for+Modules

Jiminimonka
October 20th, 2020, 11:39
Dungeons & Dragons vs Rick and Morty - The Lost Dungeon on Rickedness

I have updated this - got rid of some glitches I put in that don't play nice in game time.

Jiminimonka
October 20th, 2020, 11:51
I edited the Castle Wall from Tactical Maps Reincarnated - those doors need to have somewhere to go - it caused some issues in combat when played.

Only .xml file I could find was this one - so hopefully its been updated.

Zacchaeus
October 20th, 2020, 18:18
I have updated this - got rid of some glitches I put in that don't play nice in game time.


I edited the Castle Wall from Tactical Maps Reincarnated - those doors need to have somewhere to go - it caused some issues in combat when played.

Only .xml file I could find was this one - so hopefully its been updated.

The tactical maps one isn't an occluder file and I don't know what you've done in the Morty one so I'm not willing to risk updating and causing issues. If you tell me what the glitches are I can fix them.