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ddavison
March 12th, 2021, 14:50
Anyone in the community who wants to help us add line of sight definitions and lights to an existing module map can create it in their copy of FGU and then export it out to an XML file. You can post it here and we will review it and integrate it in with the product within our update system.

Important Note: Line of Sight (LOS) changed with version 4.1, so these will not be compatible with earlier versions of the software. Please only post those to this thread because we need to keep them separate from earlier versions of LOS.


Watch all the LOS videos here. (https://www.fantasygrounds.com/forums/showthread.php?52024-LOS-videos)
Adding Lights to a Map (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens)

Finally, refer to this new video. This method replaces the previous extraction tool method. It is now built into FGU.
Extracting XML data for a Map in FGU

https://www.youtube.com/watch?v=GDZ8Kxxgplg

ddavison
March 12th, 2021, 14:51
Completed Modules/Maps

D&D 5E

Dragon of Icespire Peak (D&D Essentials) - done Zacchaeus
Hoard of the Dragon Queen - done Zacchaeus
Rise of Tiamat - done Zacchaeus
Descent into Avernus done Zacchaeus
Curse of Strahd done lavoiejh
Shackles of Blood done Moriarity
Kobold Press: The Raven's Call done Moriarity
Candlekeep Mysteries done Zacchaeus
TYP - The Forge of Fury done wndrngdru
TYP - THe Hidden Shrine done wndrngdru
TYP - The Sunless Citadel done wndrngdru
TYP - White Plume Mountain done wndrngdru
Storm King's Thunder done MassSailor
Waterdeep Dragon Heist done Zacchaeus
Princes of the Apocalypse done Madman across the Water

Pathfinder 1
Skull & Shackles AP1: The Wormwood Mutiny done Horus
Skull & Shackles AP2: Raiders of the Fever Sea done Horus
Mummy's Mask AP1: The Half-Dead City done Horus

Pathfinder 2
PSQ1: The Sandstone Secret done fieldson

Starfinder
Dead Suns AP3: Splintered Worlds done jdelcom

AAW Games
Crypt of the Sun Lord (5E) done Moriarity
Alagoran's Gem (5E) done Moriarity
Mini- Dungeon #026 Sanctuary of Exsanguination done Moriarity
Mini-Dungeon 13 The Unscrupulous Pawnbroker done Moriarity
Mini-Dungeon 006 The Abandoned Shrine done Moriarity

Frog God Games
In Vino Gigantus done Moriarity

Savage Worlds
Lankhmar City of Thieves done Jiminimonka

ddavison
March 12th, 2021, 14:51
Completed Modules/Maps - Placeholder 2

ddavison
March 12th, 2021, 14:51
In Progress Modules - Placeholder 3

5E

The Yawning Portal

ddavison
March 12th, 2021, 14:51
In Progress Modules - Placeholder 4

wndrngdru
March 13th, 2021, 23:40
Players map lighting for The Sunless Citadel portion of TYP.

Horus1216
March 14th, 2021, 01:17
Here are the first set of book 1's maps

Horus1216
March 14th, 2021, 01:18
Here are the rest of Book 1's maps.

Neovirtus
March 14th, 2021, 03:44
Are there any guidelines on how official content should be lit? Is it basically the community member's discretion?

Horus1216
March 14th, 2021, 03:56
Are there any guidelines on how official content should be lit? Is it basically the community member's discretion?

I just followed what it said in the module's text about how areas were lit, or when it said the sun beating down I used the daylight ambient lighting. Empty sconces to me = place torch and turn it off.

wndrngdru
March 14th, 2021, 04:12
Lighting data for The Forge of Fury portion of TYP.
These dungeon crawls that are dark except where specified don't take too long. :)

Neovirtus
March 14th, 2021, 05:11
I'm working on Curse of Strahd. So far I am setting up masking for ambient light on every map, and placing lights where descriptions explicitly call for it (and no where else). There have been a few cases where I as DM probably would have added more lights, but I figure I won't take any artistic license here, unless told otherwise. I have diverged from the specific light type a few times to accommodate the descriptions. For example, places where the description says a lantern is on the table but that the walls are shadowed; If a lantern fully lights the room I might use a torch instead.

Horus1216
March 14th, 2021, 05:43
I'm working on Curse of Strahd. So far I am setting up masking for ambient light on every map, and placing lights where descriptions explicitly call for it (and no where else). There have been a few cases where I as DM probably would have added more lights, but I figure I won't take any artistic license here, unless told otherwise. I have diverged from the specific light type a few times to accommodate the descriptions. For example, places where the description says a lantern is on the table but that the walls are shadowed; If a lantern fully lights the room I might use a torch instead.

In the mummy's mask there is a map with torch sconces in the artwork but it only mentions them in the text for three of the rooms, since they were all empty I saw no harm in following the artwork by adding unlit torches to those points on the map as well. That was my only deviation from the exact text in that module.

Zacchaeus
March 14th, 2021, 10:25
Are there any guidelines on how official content should be lit? Is it basically the community member's discretion?

There isn't. And I'm not sure that there could be. As said elsewhere much will depend on the description in the text for whatever map you are working on. I've also changed light colours - for example the preset for torch (IMHO) should be yellow so I make all the torches that colour. This one isn't in my view an exact science and even where we do add lighting there will be many DMs who will change it out to their preference so I wouldn't sweat it too much.

Zacchaeus
March 14th, 2021, 10:41
Players map lighting for The Sunless Citadel portion of TYP.

Great stuff. I think maybe there should be some light in rooms 16A, 16B and 16C (fortress level) from the small fires in those rooms. In the grove level the light could be a bit bigger and more intense in Room 50 and move it outside the occluder so that it casts a shadow behind the statue as in the room description?

I really like what you've done across these two maps. I notice you've done another TYP one below - are you going to do them all? If so I might just hold off and just update the module once with all of them.

Zacchaeus
March 14th, 2021, 11:30
Here are the first set of book 1's maps

Hi Horus and great stuff on helping out. Can I ask you not to rename the .xml files since they need to be the same name as the maps and whilst I can rename them that offers the possibility of me getting it wrong. In cases like this where there are multiple maps you can put them in a folder and zip up that folder then just attach the zip file to your post.

In the two House of Pentheru maps I think we might want a little more atmosphere I think is the best word. You've added ambient light to both maps but then haven't added a mask to mask out the parts of the house which wouldn't have ambient light (Basically everything that isn't 'outside'). The inside of the house is lit via light coming in through the windows according to the description. So in the image below I've masked the inside rooms and chosen the lantern preset but turned the alpha down to get a greyish light and then scattered those lights around the house. I've placed them close to the walls to simulate light coming in from windows and also around the central courtyard to simulate light coming from there. I think this creates more of a shadowy and less flat image. I also turned up the shadow length of the ambient light and made them a bit darker in colour and turned down the alpha a bit. Have a little play around with these ideas to see if you can add a bit more to those two maps.

I like what you've done with the other maps; great work.

Zacchaeus
March 14th, 2021, 11:35
I'm working on Curse of Strahd. So far I am setting up masking for ambient light on every map, and placing lights where descriptions explicitly call for it (and no where else). There have been a few cases where I as DM probably would have added more lights, but I figure I won't take any artistic license here, unless told otherwise. I have diverged from the specific light type a few times to accommodate the descriptions. For example, places where the description says a lantern is on the table but that the walls are shadowed; If a lantern fully lights the room I might use a torch instead.

Yes, I agree. Be informed by the description but don't necessarily get into too much detail. In CoS I would probably almost always use the moonlight ambient light (maybe adjusted slightly between maps so they don't all look the same) even if it's supposed to be day. I think that might add a more relevant atmosphere to the whole gothic creepy feel.

Zacchaeus
March 14th, 2021, 11:48
Lighting data for The Forge of Fury portion of TYP.
These dungeon crawls that are dark except where specified don't take too long. :)

Perfect, thanks wndrngdru. I'll hold onto this one for now as noted in my other reply.

Neovirtus
March 14th, 2021, 17:35
Here are the definitions for Curse of Strahd. As I mentioned before I didn't take too many liberties with it, mostly used default lighting types, except to use a more orange type of light for hearths.

Edit: I also didn't do the Castle Ravenloft maps, as they are isometric and not really useable as battlemaps any way.

wndrngdru
March 14th, 2021, 18:58
Great stuff. I think maybe there should be some light in rooms 16A, 16B and 16C (fortress level) from the small fires in those rooms.
I do have one in each of the fire pits, but the text says smoldering coals so they're pretty dim and red. Any tokens in close proximity should show up as they would in dim light. I can certainly bring the level up though.


In the grove level the light could be a bit bigger and more intense in Room 50 and move it outside the occluder so that it casts a shadow behind the statue as in the room description?
I kind of struggled with this one. The text says the glow in emanating from inside the eye sockets. Right now, the occluder is just a circle around the base, so if I move it outside the occluder, it's obviously in front of the statue and not coming from it. If you're okay with me messing with the occluder a bit, I think I can make it more aesthetically accurate to the text.


I really like what you've done across these two maps. I notice you've done another TYP one below - are you going to do them all? If so I might just hold off and just update the module once with all of them.
Sure, I'll just keep going with them. Do you want me to continue putting them up one module at a time for feedback?

Zacchaeus
March 14th, 2021, 19:20
I do have one in each of the fire pits, but the text says smoldering coals so they're pretty dim and red. Any tokens in close proximity should show up as they would in dim light. I can certainly bring the level up though.


Yes a little brighter I think. I totally missed them.


I kind of struggled with this one. The text says the glow in emanating from inside the eye sockets. Right now, the occluder is just a circle around the base, so if I move it outside the occluder, it's obviously in front of the statue and not coming from it. If you're okay with me messing with the occluder a bit, I think I can make it more aesthetically accurate to the text.

Yes, I see exactly what you mean but inside the occluder I don't think it casts a shadow. So a compromise and yes mess all you like with the occluder.


Sure, I'll just keep going with them. Do you want me to continue putting them up one module at a time for feedback?

Jolly Good, and yes just pop them up as you do them.

wndrngdru
March 14th, 2021, 20:52
Yes a little brighter I think. I totally missed them.

Yes, I see exactly what you mean but inside the occluder I don't think it casts a shadow. So a compromise and yes mess all you like with the occluder.

Jolly Good, and yes just pop them up as you do them.
Here are updates to both maps. I adjusted the brightness of the smoldering fires and the color of all the other fires. I also changed the torches so they add drama to the room rather than just wash the whole thing with light. I think Room 50 came out pretty good. The grove around the tree had an ambient mask that wasn't there when I opened the map this time, so I re-added that.
In all, I'm quite happy with these now.

Horus1216
March 15th, 2021, 04:22
Hi Horus and great stuff on helping out. Can I ask you not to rename the .xml files since they need to be the same name as the maps and whilst I can rename them that offers the possibility of me getting it wrong. In cases like this where there are multiple maps you can put them in a folder and zip up that folder then just attach the zip file to your post.

In the two House of Pentheru maps I think we might want a little more atmosphere I think is the best word. You've added ambient light to both maps but then haven't added a mask to mask out the parts of the house which wouldn't have ambient light (Basically everything that isn't 'outside'). The inside of the house is lit via light coming in through the windows according to the description. So in the image below I've masked the inside rooms and chosen the lantern preset but turned the alpha down to get a greyish light and then scattered those lights around the house. I've placed them close to the walls to simulate light coming in from windows and also around the central courtyard to simulate light coming from there. I think this creates more of a shadowy and less flat image. I also turned up the shadow length of the ambient light and made them a bit darker in colour and turned down the alpha a bit. Have a little play around with these ideas to see if you can add a bit more to those two maps.

I like what you've done with the other maps; great work.

Ok, I can go back and give the upstairs some more love, and I can do the 1st floor unless you want to keep the changes you've made I'm happy with either. I didn't want to assume where windows were without them expressly on the map so I erred on the side of caution for that. Sorry about the renaming thing. I'll do the zip file next time. I also have access to S&S AP 1 & 2 that I can work on this next week as well.

Zacchaeus
March 15th, 2021, 10:39
Ok, I can go back and give the upstairs some more love, and I can do the 1st floor unless you want to keep the changes you've made I'm happy with either. I didn't want to assume where windows were without them expressly on the map so I erred on the side of caution for that. Sorry about the renaming thing. I'll do the zip file next time. I also have access to S&S AP 1 & 2 that I can work on this next week as well.

Yes, please just you do it. It'll get way too complicated if I do bits and you do bits :)

And yes some poetic license is sometimes required where there are 'discrepancies' between text and map.

Zacchaeus
March 15th, 2021, 12:18
Here are the definitions for Curse of Strahd. As I mentioned before I didn't take too many liberties with it, mostly used default lighting types, except to use a more orange type of light for hearths.

Edit: I also didn't do the Castle Ravenloft maps, as they are isometric and not really useable as battlemaps any way.

Great stuff lavoiejhh and thanks for taking part. Would you consider perhaps that the Burgomaster's Mansion and the Wachherhaus would have more lighting? There's nothing specific in the text but since there are people living in both locations (and since they don't have darkvision) I think maybe they'd be more well lit. I'd agree that storerooms, cellars and attic locations would be dark but I think that the living areas, kitchens and bedrooms would have lights.

Zacchaeus
March 15th, 2021, 12:38
Here are updates to both maps. I adjusted the brightness of the smoldering fires and the color of all the other fires. I also changed the torches so they add drama to the room rather than just wash the whole thing with light. I think Room 50 came out pretty good. The grove around the tree had an ambient mask that wasn't there when I opened the map this time, so I re-added that.
In all, I'm quite happy with these now.

Perfect, I'll hang on to this one and update all the modules at once.

Neovirtus
March 15th, 2021, 14:36
Great stuff lavoiejhh and thanks for taking part. Would you consider perhaps that the Burgomaster's Mansion and the Wachherhaus would have more lighting? There's nothing specific in the text but since there are people living in both locations (and since they don't have darkvision) I think maybe they'd be more well lit. I'd agree that storerooms, cellars and attic locations would be dark but I think that the living areas, kitchens and bedrooms would have lights.

I agree they would, but wasn't sure what the preference was (hence my previous questions about whether we should take artistic license or not). I figured I'd start with doing it nearly completely "by the book." I can go back through and make them a bit more realistic, as I would for my own game.

Neovirtus
March 16th, 2021, 03:12
Here are the two maps from Curse of Strahd which you had proposed changes to. Let me know if you have any other suggestions.

Horus1216
March 16th, 2021, 05:48
Here are the maps for the 2nd S&S AP. Let me know if you would like any touch ups done, I may have rushed my own QC as it is getting late. The S&S ones take longer because LOS isn't defined in the module. I'll do AP 1 later this week, and then I do all my touch ups on Sunday.

Just curious, how can I use these XMLs to update the modules currently on my PC since I made a new campaign just for editing the lighting definitions?

Zacchaeus
March 16th, 2021, 11:24
Here are the two maps from Curse of Strahd which you had proposed changes to. Let me know if you have any other suggestions.

Great stuff; I'll get these into the module.

Zacchaeus
March 16th, 2021, 11:32
Here are the maps for the 2nd S&S AP. Let me know if you would like any touch ups done, I may have rushed my own QC as it is getting late. The S&S ones take longer because LOS isn't defined in the module. I'll do AP 1 later this week, and then I do all my touch ups on Sunday.

Just curious, how can I use these XMLs to update the modules currently on my PC since I made a new campaign just for editing the lighting definitions?

In the campaign that you created the LoS there will be a folder called moduldb and inside that will be an xml file containing the LoS and lighting data. Copy the moduledb folder to another campaign and you should see the LoS and lighting in that one too.

I'll have a look at your files later today.

Noelus
March 16th, 2021, 14:13
Zacchaeus I wonder if you could help, I've placed the updated xml files posted here from CoS in the relevant location in the mod file after unzipping it, rezipped it and checked that the files have light definitions which they do. All good so far but when I open the campaign in fgu there are no lights present even though they're in the xml. Any suggestions as to what I'm doing wrong?

bmos
March 16th, 2021, 14:26
EDIT: posted in the wrong place.

LordEntrails
March 16th, 2021, 15:25
Zacchaeus I wonder if you could help, I've placed the updated xml files posted here from CoS in the relevant location in the mod file after unzipping it, rezipped it and checked that the files have light definitions which they do. All good so far but when I open the campaign in fgu there are no lights present even though they're in the xml. Any suggestions as to what I'm doing wrong?
The CoS module itself is encrypted and you should not be able to unzip it.

The files Zacchaeus is refers to above it to place the xml files in a sub-folder of the campaign folder. No need to zip or unzip.

bmos
March 16th, 2021, 16:43
I'm working on adding definitions to Return of the Runelords.
What is the preferred approach to missing information in the sourcebook?
Specifically: four guards without darkvision in an underground room with no fire and no specifically-described lights.

Should I just add what seems reasonable like a lantern or two?

Obviously creatures with darkvision would be fine in a pitch-black room, but 4 guards are not going to be doing much guarding if they can't see.

Zacchaeus
March 16th, 2021, 16:47
I'm working on adding definitions to Return of the Runelords.
What is the preferred approach to missing information in the sourcebook?
Specifically: four guards without darkvision in an underground room with no fire and no specifically-described lights.

Should I just add what seems reasonable like a lantern or two?

Obviously creatures with darkvision would be fine in a pitch-black room, but 4 guards are not going to be doing much guarding if they can't see.

Yes, I've seen this in a couple of adventures in the 5e ruleset where everything is dark with no light sources yet the main bad guy is human and the description doesn't mention any light sources in the room they are to be found in. I agree that a torch or two would not go amiss in such situations.

Zacchaeus
March 16th, 2021, 17:13
Here are the maps for the 2nd S&S AP. Let me know if you would like any touch ups done, I may have rushed my own QC as it is getting late. The S&S ones take longer because LOS isn't defined in the module. I'll do AP 1 later this week, and then I do all my touch ups on Sunday.

Just curious, how can I use these XMLs to update the modules currently on my PC since I made a new campaign just for editing the lighting definitions?

I've added these into the module - jolly good.

bmos
March 16th, 2021, 17:45
Return of the Runelords book 1: Alaznist's Armory
I did this to practice, but might end up doing the other maps in this module if I have time.

LordEntrails
March 16th, 2021, 20:11
I'm working on adding definitions to Return of the Runelords.
What is the preferred approach to missing information in the sourcebook?
Specifically: four guards without darkvision in an underground room with no fire and no specifically-described lights.

Should I just add what seems reasonable like a lantern or two?

Obviously creatures with darkvision would be fine in a pitch-black room, but 4 guards are not going to be doing much guarding if they can't see.


Yes, I've seen this in a couple of adventures in the 5e ruleset where everything is dark with no light sources yet the main bad guy is human and the description doesn't mention any light sources in the room they are to be found in. I agree that a torch or two would not go amiss in such situations.
Not that this is a democracy, but I would vote with this approach as a GM. It certainly doesn't make sense for them to be in the dark and I would think most GMs would assume they have lanterns or torches.

Neovirtus
March 16th, 2021, 21:25
I agree. I think what I and other people have wondered is whether Smiteworks would prefer to have the module only contain what is directly prescribed by the module, to give all the DM's clean slate to build from? Or, as seems to be the consensus, to apply some level of interpretation to the module. I can see the benefit of both ways. I think left to my own devices I would only put in the light sources that are written into the module with the understanding that each DM is going to customize anyway, but there is certainly value in having them be a bit more logical and playable out of the box.

Ludd_G
March 16th, 2021, 22:26
Personally I think I'd be much happier having to delete a few extra light sources I didn't want, than have to set them up just before a game, or even on the run during a session.

Cheers,

Simon

LordEntrails
March 16th, 2021, 23:04
My experience is that a lot (most?)GMs actually don't customize a module. And, based upon the feedback and questions on the forums, many GMs expect an FG module to be complete and ready to run as is, with no need for them to add anything (even when its missing in the printed product).

Neovirtus
March 16th, 2021, 23:49
... many GMs expect an FG module to be complete and ready to run as is, with no need for them to add anything (even when its missing in the printed product).

I have definitely seen that here, and agree that it is definitely the case.

Moon Wizard
March 18th, 2021, 01:00
However, there is also the counterpoint that people do not like things to be added that are not explicitly defined in a module, just because another person has subjectively decided that it is "better" with their own changes.

We usually err on the side of using what is specifically defined in the material, rather than guessing or "enhancing".

Regards,
JPG

Curuthanir
March 18th, 2021, 01:50
However, there is also the counterpoint that people do not like things to be added that are not explicitly defined in a module, just because another person has subjectively decided that it is "better" with their own changes.

We usually err on the side of using what is specifically defined in the material, rather than guessing or "enhancing".

Regards,
JPG

I've found a number of maps in modules that did not make sense, or worse, the map didn't even match the description in the module. I think a little interpretation is required, and is helpful for the whole reason that DMs buy these modules so that they don't have to spend a huge amount of time in game-prep.

Maybe the modules that have "enhanced" lighting have a note or disclaimer added?

Moon Wizard
March 18th, 2021, 01:53
I'm leaving this up to @ddavison and @Zacchaeus to work out what the best overall solution is; especially while respecting the publisher's wishes.

I just wanted to give a counterpoint that not all users appreciate "interpretation"; and prefer exactness and fidelity to source material.

Regards,
JPG

Horus1216
March 18th, 2021, 03:13
I'm leaving this up to @ddavison and @Zacchaeus to work out what the best overall solution is; especially while respecting the publisher's wishes.

I just wanted to give a counterpoint that not all users appreciate "interpretation"; and prefer exactness and fidelity to source material.

Regards,
JPG

I agree very much in the exactness. But my problem came about when editing the Tidewater Rock map which gave 0 info on lighting, my usual default is no lights. But that made no sense since it was a tower that was inhabited by humans, and humans need light to see where the stairs are. So when doing that map I unfortunately had to slip into interpretation and do what made the most sense for a building that humans lived in on a day to day basis.

Grommit57
March 18th, 2021, 03:14
I think that unless you are the Author of the material or in contact with that person you should stick to the source material as described.

Just my opinion

Horus1216
March 18th, 2021, 03:20
I think that unless you are the Author of the material or in contact with that person you should stick to the source material as described.

Just my opinion

I agree and I try to but if you look at my last example which is a map that I dealt with, what choice did I have?

Make a map with ambient light only through the windows, which wasn't enough for humans to safely navigate after testing that approach.

Or add a sensible amount of lanterns in the areas where people frequent the most, and expect them to carry a lantern in areas that aren't frequented often. I went with this option as it was the most sensible in my opinion and zero guidance was given on lights. No text saying there were lights and no text saying there weren't any.

Moon Wizard
March 18th, 2021, 04:17
One of the questions I always try to consider in these sorts of situations is whether my modern day bias is influencing what I think is "reasonable".

I would theorize that during medieval times that keeping torches lit at every stairwell and junction would require a whole team of full-time servants to be constantly changing out torches every hour. It seems unlikely that would happen; and it would be expected that unless the room is one where humans are sitting and working that there would probably be no light.

Now, we are talking about a fantasy world, not medieval times; but I think the same arguments still hold for lighting. It's just too labor-prohibitive to expect any place people are not working to be lit.

Regards,
JPG

LordEntrails
March 18th, 2021, 04:21
One of the questions I always try to consider in these sorts of situations is whether my modern day bias is influencing what I think is "reasonable".
...
Now, we are talking about a fantasy world, not medieval times; but I think the same arguments still hold for lighting. It's just too labor-prohibitive to expect any place people are not working to be lit.

Regards,
JPG
Absolutely. Therefore how about when not described; rooms where NPCs are should probably have light. Rooms w/o NPCs would have no lights.

:)

Horus1216
March 18th, 2021, 04:41
I can get behind that system of thought

Griogre
March 18th, 2021, 08:11
Yeah, I would say living areas with people in them should have lights if they can't see in the dark. Historically bedrooms were not lit if there were not people in them unless someone was very wealthy.

That said, as an developer that has worked with a fair number of maps, I can tell you the cartographer is not always going to follow the descriptions of the rooms for any number of reasons and if the map has an obvious light source - it that area should have some lighting.

Zacchaeus
March 18th, 2021, 10:51
I think the consensus here can be summarised

1. Stick to the written word wherever possible
2. Understand that there can be discrepancies between what's written and what's on the actual map
3. Add lighting to areas where creatures without special vision are to be found - even if the written word omits mention of light.

As far as 3 is concerned we're not talking about a whole dungeon - we're only talking about a room or rooms where creatures who wouldn't be able to see in the dark without lights should have some light source. We can imagine that a human making their way through a dark area is carrying a light source and when they arrive at their destination in the dungeon they put that source on a table or a sconce or some such.

In suggesting that we follow this idea through I'm accepting that some DMs won't like this but equally a lot will be saying there should be light. So we can't please everyone. I think however it's a reasonable thing to look out for when adding lights to a map.

spoonhead
March 18th, 2021, 14:04
At least it will be easy describing a room to a party full of characters with Darkvision.

"It's grey"

ddavison
March 18th, 2021, 14:50
Zacchaeus is spot on. The only change is that I modified point 3 to say it is okay to add light where lighting information is "omitted". That means that if the module specifically states that there is no light, then don't add light even if humans normally occupy the space. If the module doesn't mention lighting, then we are essentially using our best judgment.

I will also add that there are a lot of maps with ancient dungeons and wall sconces or braziers that may not have been lit for hundreds of years. In some modules, they mention that the area is in complete darkness. I saw one suggestion to still add lights to those areas but then to turn them off. This seems like a reasonable accommodation since players could re-ignite those areas.

EllivasKram
March 18th, 2021, 18:13
Didn’t everyone have Googles of night?

Horus1216
March 19th, 2021, 01:47
Zacchaeus is spot on. The only change is that I modified point 3 to say it is okay to add light where lighting information is "omitted". That means that if the module specifically states that there is no light, then don't add light even if humans normally occupy the space. If the module doesn't mention lighting, then we are essentially using our best judgment.

I will also add that there are a lot of maps with ancient dungeons and wall sconces or braziers that may not have been lit for hundreds of years. In some modules, they mention that the area is in complete darkness. I saw one suggestion to still add lights to those areas but then to turn them off. This seems like a reasonable accommodation since players could re-ignite those areas.

This is exactly what I did for the Mummy's Mask crypts, they mention unlit torches in several spots. So I placed the lights in those areas and then turned them off.

Kelrugem
March 20th, 2021, 01:16
I think (and a quick Google search) that candles and oil lamps were more common for light sources in rooms which last longer. Torches were used rarely for such things (the one hour duration in many PnP games is also very optimistic in that regard seemingly; torches are really bad light fixtures also back then) :) For guards it may have been also better to avoid using too many light sources such that they can accomodate their eyes to the darkness (especially for outside with moonlight etc.; humans can actually see "well" in the dark outside given some time (~1 hour?) for waiting until their eyes got used to the darkness, if I googled that well :D). But that is just guessing, I am by far not an expert in what peoples used back then :D

Horus1216
March 20th, 2021, 03:39
Here are the S&S AP1 Maps. I am still planning to do the Mummy's Mask Touch ups Sunday along with any touch ups to these you would like.

Zacchaeus
March 20th, 2021, 09:38
I'm in the middle of another project right now so I probably won't get a chance to look at anything until next week sometime, but keep them coming and I'll catch up in due course.

Horus1216
March 20th, 2021, 16:32
That's all good, but that was the last module book I have at the moment. As I eventually get the rest of the Mummy's Mask and S&S books I'll continue to add LOS and Lighting.

wndrngdru
March 22nd, 2021, 03:06
Maps for The Hidden Shrine of Tamoachan from Tales from the Yawning Portal. There were a couple that didn't have any lighting at all so I didn't include those, nor did I include the side-map.

wndrngdru
March 24th, 2021, 04:16
White Plume Mountain for Tales from the Yawning Portal.

Moriarity
March 24th, 2021, 18:14
Here's the 4.1 xml file for Alagoran's Gem 5E. Just one map. Includes lighting for outside lights illuminating dungeon entrance ways and lava flows, pits and some corrections to the original walls. At this early stage in lighting development, feedback would be really useful. Thanks

Moriarity
March 24th, 2021, 21:58
Here's the xml files for The Raven's Call 5E. Again, at this early stage in lighting development, feedback would be really useful. Thanks

Moriarity
March 24th, 2021, 22:24
Here's the xml files for Crypt of the Sun Lord 5E. Very simple - Ambient light with a mask and a single light for daylight into the entrance. All encounters checked and all monsters use dark vision. Module specifies that a light source is required for anyone without low-light or dark vision.

fieldson
March 25th, 2021, 02:27
I thought I'd get my feet wet on a simple map. The module's introduction is very clear about light sources, so this was easy to setup

Moriarity
March 25th, 2021, 11:26
D&D AL - Shackles of Blood, 5E

Redplum camp: (sic) Ambient set to moonlight - modify as required. Torch light added to the campfire

Map - Deriel's Ambush: Ambient light set to moonlight - modify as required. Bush fire light layer with 3 lights added. This layer is turned off. If the ambush occurs during the night, turn the Bush fire light layer on at the end of the first round of the encounter. A masked river water layer added.

Map - Bell in the Depths: This is a nightmare for LOS. Originally, two variations using terrain and walls were used; Neither work very well so I've modified them all to be terrain occluders. Does anyone have any suggestions for alternative ways of depicting multiple levels with limited access via ladders? Water effect added; no lights other than ambient set to daylight

Zacchaeus
March 25th, 2021, 11:28
Maps for The Hidden Shrine of Tamoachan from Tales from the Yawning Portal. There were a couple that didn't have any lighting at all so I didn't include those, nor did I include the side-map.


White Plume Mountain for Tales from the Yawning Portal.

Thanks wndrmgdru; I've added these to my list of holding modules for TYP.

Zacchaeus
March 25th, 2021, 11:58
Here's the 4.1 xml file for Alagoran's Gem 5E. Just one map. Includes lighting for outside lights illuminating dungeon entrance ways and lava flows, pits and some corrections to the original walls. At this early stage in lighting development, feedback would be really useful. Thanks

Thanks for taking part Moriarity. I'm not sure about the lighting of the lava. I think maybe you need a few more lights in there to make it a bit more even - see the attached for ideas. Maybe tone down the colour a bit from what I've done. But the idea would be to have a more even distribution of the lighting.

Zacchaeus
March 25th, 2021, 12:09
Here's the xml files for The Raven's Call 5E. Again, at this early stage in lighting development, feedback would be really useful. Thanks

This looks good;I've updated the module.

Moriarity
March 25th, 2021, 12:37
MD 026: Sanctuary of Exsanguination, 5E: *Map: Dungeon (Player)

Added ambient light.with mask.

Corrected entranceway LOS to allow PCs access to stairs leading into the sanctuary and added lights shining down the stairs on a separate layer.

Added torch lights to the portals, extending the middle layer lights to 60ft to allow dim light where there is an encounter with NPCs that have no dark vision ability

.xml saved as 026-player.xml so I assume this is that actual map name in the module rather than "Map: Dungeon (Player)" as shown in the story and map title.

Zacchaeus
March 25th, 2021, 12:40
Here's the xml files for Crypt of the Sun Lord 5E. Very simple - Ambient light with a mask and a single light for daylight into the entrance. All encounters checked and all monsters use dark vision. Module specifies that a light source is required for anyone without low-light or dark vision.

Yep, good stuff. I've updated the module.

Moriarity
March 25th, 2021, 12:50
Thanks for taking part Moriarity. I'm not sure about the lighting of the lava. I think maybe you need a few more lights in there to make it a bit more even - see the attached for ideas. Maybe tone down the colour a bit from what I've done. But the idea would be to have a more even distribution of the lighting.

I agree. Done. I used your colours but reduced the opacity to 192 - seems to work well.

Zacchaeus
March 25th, 2021, 12:51
I thought I'd get my feet wet on a simple map. The module's introduction is very clear about light sources, so this was easy to setup

Thanks for taking part, fieldson. I've updated the module.

Zacchaeus
March 25th, 2021, 13:47
D&D AL - Shackles of Blood, 5E

Redplum camp: (sic) Ambient set to moonlight - modify as required. Torch light added to the campfire

Map - Deriel's Ambush: Ambient light set to moonlight - modify as required. Bush fire light layer with 3 lights added. This layer is turned off. If the ambush occurs during the night, turn the Bush fire light layer on at the end of the first round of the encounter. A masked river water layer added.

Map - Bell in the Depths: This is a nightmare for LOS. Originally, two variations using terrain and walls were used; Neither work very well so I've modified them all to be terrain occluders. Does anyone have any suggestions for alternative ways of depicting multiple levels with limited access via ladders? Water effect added; no lights other than ambient set to daylight

Indeed. I'd agree that the Dell in the Depth's poses a few problems. I think what you've done is as viable a solution as any. It might be possible to play around with illusionary walls or toggleable walls for some of the areas but terrain is as good as anything else I think. I've updated the module.

Zacchaeus
March 25th, 2021, 13:49
I agree. Done. I used your colours but reduced the opacity to 192 - seems to work well.

Thanks, I've updated the module

Zacchaeus
March 25th, 2021, 13:58
MD 026: Sanctuary of Exsanguination, 5E: *Map: Dungeon (Player)

Added ambient light.with mask.

Corrected entranceway LOS to allow PCs access to stairs leading into the sanctuary and added lights shining down the stairs on a separate layer.

Added torch lights to the portals, extending the middle layer lights to 60ft to allow dim light where there is an encounter with NPCs that have no dark vision ability

.xml saved as 026-player.xml so I assume this is that actual map name in the module rather than "Map: Dungeon (Player)" as shown in the story and map title.

Nice work, thanks. I've updated the module.

Moriarity
March 26th, 2021, 13:33
The Case of the Scrupulous Pawnbroker - Dungeon Map (Player)

There are no original notes on lighting so I've assumed that there are double candle-holders on the wall sconces indicated. I've added a player starting area added outside the office with ambient daylight plus a torch (alpha to 160 to match daylight) shining into the office when the door is open. Flickering candle lights added throughout where wall sconces are indicated.- all modified bright:10, dim:20 to double-candle holders and all turned on as the thugs (in the encounter) have left them lit.
The original map probably needs updating to brighten up the unlit areas so 4.1 lighting works properly and to add more detail to show where the traps are - particularly room 5.

Horus1216
March 27th, 2021, 19:30
Here are the two that needed touch ups

Moriarity
March 28th, 2021, 12:45
Abandoned Shrine - Dungeon Map (Player)
I've added a player starting area with a terrain entrance into area 1. Masked ambient daylight and a daylight lamp added outside the to cast steady light into the entranceway.
A campfire image added from DMG (I don't know if this will be included in the .xml but, if it is, it is probably best removed and update the base image with a campfire) with a small flickering light in area 3. Pulsing blue light added in area 9.
As it's an abandoned shrine and all the encounter monsters have dark vision, there are no other lights.

Ludd_G
March 28th, 2021, 13:00
Hi,

I was wondering if there is any way for us to utilise the xml files before they get integrated into the map/module? I would really like to have a play with the Sunless Citadel maps, but do understand you wanting to get the whole lot before you add them. So, in the meantime, is there anywhere the xml can be placed within the file structure, such that it will work with the maps as is?

Cheers,

Simon

Jiminimonka
March 28th, 2021, 13:05
I think (and a quick Google search) that candles and oil lamps were more common for light sources in rooms which last longer. Torches were used rarely for such things (the one hour duration in many PnP games is also very optimistic in that regard seemingly; torches are really bad light fixtures also back then) :) For guards it may have been also better to avoid using too many light sources such that they can accomodate their eyes to the darkness (especially for outside with moonlight etc.; humans can actually see "well" in the dark outside given some time (~1 hour?) for waiting until their eyes got used to the darkness, if I googled that well :D). But that is just guessing, I am by far not an expert in what peoples used back then :D

Totally off topic but I saw an experiment video in a "dungeon", and using real torches (burning flame on a wooden stick) actually makes it harder to see ahead of you, the torch needs to be at the rear of the group to be of good use. :)

Runner
March 31st, 2021, 09:42
When will 4.10 be released for the live channel?

Jiminimonka
March 31st, 2021, 10:15
When will 4.10 be released for the live channel?

When its ready to be released to the live channel.

Runner
March 31st, 2021, 10:31
Thank you for your precise answer

Zacchaeus
March 31st, 2021, 10:50
Hi,

I was wondering if there is any way for us to utilise the xml files before they get integrated into the map/module? I would really like to have a play with the Sunless Citadel maps, but do understand you wanting to get the whole lot before you add them. So, in the meantime, is there anywhere the xml can be placed within the file structure, such that it will work with the maps as is?

Cheers,

Simon

Unfortunately not. I think I'll update the ones we have later this week.

Ludd_G
March 31st, 2021, 11:23
Cheers for the update, it's as I suspected. And thanks for all your work.

LordEntrails
March 31st, 2021, 22:31
Thank you for your precise answer
I know that type of answer can seem less than helpful. But it really is as precise as anyone on the forums can be. Simple put, there is no public schedule. And the devs always take the approach that they won't release a feature just to make a deadline, but rather when the feature is ready. If you watch the Laboratory forum, you can see what issues are being reported and resolved and then take a guess as to how long it might be until the devs think it's ready.

Runner
April 4th, 2021, 13:21
Okay, this was much more helpful and definitely much more friendly than the first answer. Thanks!

rhagelstrom
April 7th, 2021, 19:18
I played around with some maps from CoS that had light added into the maps and my feedback is that the light layer should be its own separate layer from the base image. Any assets dropped onto the map, or additional layers created, will not be light because the light layer needs to be the top layer, something that one can't do if the light layer is on the same layer as the base image. Example below dropping in a spell template from the Smiteworks Spell Template Asset Pack.

45522

I debated if I should post this issue here or in the laboratory

Zacchaeus
April 7th, 2021, 21:05
I'm not seeing that.

rhagelstrom
April 7th, 2021, 21:41
Interesting. When I do the same thing with player view off, mine looks darker than yours. I'm also on a Mac so perhaps this is a Mac issue. I'll move this over the the lab.

45527

Griogre
April 7th, 2021, 21:50
Might be a transparency setting on the spell effect image itself?

rhagelstrom
April 8th, 2021, 03:51
Is there an effort to also support things like 5e monster manual things like flame skulls and nightmares?

Zacchaeus
April 8th, 2021, 09:17
Is there an effort to also support things like 5e monster manual things like flame skulls and nightmares?

You can add light effects to such creatures.

wndrngdru
April 9th, 2021, 04:46
Unfortunately not. I think I'll update the ones we have later this week.

I'm in the process of adjusting the all the falloff values for everything I already did to account for the changes they made a couple weeks ago. I'm hoping to have everything updated this weekend.

MassSailor
April 9th, 2021, 08:19
Started the first few maps for Storm King's Thunder. Will continue working through the module if not already spoken for.

MassSailor
April 9th, 2021, 08:22
Started the first few maps for Storm King's Thunder. Will continue working through the module if not already spoken for.

Continued...

MassSailor
April 10th, 2021, 07:46
Started the first few maps for Storm King's Thunder. Will continue working through the module if not already spoken for.

Continued...

Zacchaeus
April 10th, 2021, 09:08
Jolly Good. You can zip them all up into one folder if you want to avoid having to attach them one file at a time :)

Moriarity
April 10th, 2021, 18:03
In Vino Giganticus has only one player map. LOS walls and lighting added.

Module says "Unless otherwise stated in a locations description, there is no illumination. The characters need to rely on torches, lanterns, or magical sources of light in most cases".

Water fx added to flooded areas.

A start area has been added in front of a lockable door at the top of the stairs,. Light sources (spell light) illuminating the stairs at the start point and at the break in the stove pipe.to depict daylight. Other torch lights for areas 7, 8 & 10, each on a separate layer so they can be switched off as required.

Horus1216
April 11th, 2021, 00:52
I see the completed list hasn't been updated for PF1 S&S AP 1 and PF1 Mummy's Mask AP 1, were there more changes you guys would like to be done?

Zacchaeus
April 11th, 2021, 09:15
No, I haven't updated any more modules as yet. I'm waiting for the lighting to be released before I do so since administratively it will be easier to put the completed modules into the patch system rather than queuing them up waiting for the release. Also once I've updated something with lighting it can't then be updated for another reason and released to the patch system. So possible bug fixes would have to wait for lighting to be released. Also I've been busy with other things so this has taken a back seat.

MassSailor
April 12th, 2021, 07:47
Storm Kings Thunder - Maps A through I attached.

MassSailor
April 17th, 2021, 20:25
The lighting conversion for Storm King's Thunder (5E) is complete and attached for review/QA. Notes included in the zip file and pasted here for convenience.

Lighting Conversion for Module: Storm King's Thunder - 5E
Conversion Date: 4-17-2021

Completed with: 4.1 Test Build: 4-13-2021

Overview: Includes addition of lighting definitions for all playable player maps and updates or adds line of sight occluders for some maps.

Additional Notes: Svardborg Players does not have a grid set - don't know if that is included in the LOS metadata.

LOS Occluders Added:

Airship Lower Deck
Airship Upper Deck
Entombed Greatship
Greatships
Morkoth Players
Svardborg-Players (needs grid set)
Yeti Cave


Significant LOS Occluder Changes:

Beorunna's Battlemap - replaced terrain with pits
Deadstone one - pits added for canyon effect
Eye Players One - fixed missing occluder and replaced terrain with pit on entryway
Eye Players Two - added occluders and adjusted width in spider caves to make traversable with keyboard
Flint Battlemap - added pits for elevation changes
Grand Dame Players - replaced occluders to make easier to navigate & better align with description/map
Ironslag L1 Players - replaced windows with non-toggle versions
Mogur's Mound Players - added pits for elevation changes
One Stone Players - added pits for elevation changes
Shining White Players - added pits for elevation changes
Stone Stand Players - added pits for elevation changes
Worm Cavern Players - added pits for elevation changes


Files Included:

Airship-Lower-Deck.xml
Airship-Upper-Deck.xml
Beorunna's-Battlemap.xml
Deadstone-Five.xml
Deadstone-Four.xml
Deadstone-One.xml
Deadstone-Three.xml
Deadstone-Two.xml
Dripping-Caves-Player.xml
Drydock-Lodge.xml
Entombed-Greatship.xml
Eye-Players-One.xml
Eye-Players-Two.xml
Flint-Battlemap.xml
Giants-Lodge-L1.xml
Giants-Lodge-L2.xml
Grand-Dame-Players.xml
Grandfather-Tree-Players.xml
Greatships.xml
Grudd-Haug-Players-L1.xml
Grudd-Haug-Players-L2.xml
Ironslag-L1-Players.xml
Ironslag-L2-Players.xml
Jarls-Lodge-L1.xml
Jarls-Lodge-L2.xml
Keep.xml
Lair-L2.xml
Lair-Outside-Players.xml
Lyn-Armaal-L1.xml
Lyn-Armaal-L2.xml
Lyn-Armaal-L3.xml
Lyn-Armaal-L4.xml
Lyn-Armaal-L5-6.xml
Maelstrom-L1.xml
Maelstrom-L2.xml
Maelstrom-L3.xml
Morgur's-Mound-Players.xml
Morkoth-Players.xml
Nightstone-Inn.xml
Old-Tower-Players L1.xml
Old-Tower-Players.xml
Old-Tower-Players-L2.xml
One-Stone-Players.xml
Raven-Rock-Players.xml
Shining-White-Players.xml
Stable.xml
Stone-Stand-Players.xml
Svardborg-Players.xml
Teleportation-Circles.xml
Temple.xml
Temple-of-Thrym.xml
Tower-of-Zephyros-Player.xml
Worm-Cavern-Players.xml
Yakfolk-VIllage.xml
Yeti-Cave.xml

Zacchaeus
April 17th, 2021, 21:17
Jolly well done; I'll have a look at this soon.

I'm pretty sure that no encounters take place on the Svardborg players map and that it isn't to any kind of scale. I think it was just there for reference.

MassSailor
April 17th, 2021, 22:22
Jolly well done; I'll have a look at this soon.

I'm pretty sure that no encounters take place on the Svardborg players map and that it isn't to any kind of scale. I think it was just there for reference.

Thanks - running SKT now, so figured it was in my interest if I want to have lighting available when it moves to live. :)

Agree - Svardborg not great as a battlemap but threw in some occluders in case someone wants to use it as such. Only light is ambient so grid scale isn't needed for light sources - just looked funny when my test token plopped on and was gigantic. I could see my group landing in an out of the way spot with their airship and trudging around to sneak up on a structure. Anyway, include or disregard as you see fit. A few other thoughts:

-Went through earlier maps and made some tweaks so use this lot as opposed to the earlier partial drops.

-Non-map maps with occluders (like Teleportation Circles) default to lighting enabled and look dim by default, so just added bright ambient light since it doesn't look like toggling lighting off gets captured in the XML. May want to just remove the border walls instead.

-When reviewing, please, take a closer look at maps called out with occluder changes using pits for elevation changes. Did this on a number of the burial ground maps to simulate mounds and depressions but it may not be everyone's cup of tea. I like that concentric pits allow players to see down multiple levels but not up/out. Drawback was in places where needed to draw a doughnut for things like raised centers - the pit ends up having a dividing line that shouldn't be there. IMHO, I'd rather the odd divider line in place of terrain you can see into from below but others may disagree.

-Performance is already being noted in the laboratory but the bigger giant keeps like, Ironslag and Gruud Haug, had noticeable lags while working on them. I didn't test with a player connected but if those maps run ok on the release version, the rest should perform fine.

Zacchaeus
April 18th, 2021, 10:20
Yes, I've been using pits as well for depressions. The additional toggles for pits is specicically aimed at adding this kind of thing to maps. As you say it still doesn't solve all the issues with height since we are trying to force 3D with a 2D map.

alyxvr
April 19th, 2021, 07:46
Hello, how I can install the FGU test version 4.1? I am looking forward to testing the lights in the game :).
Thank you.

Steenkin Badges
April 19th, 2021, 08:07
This thread explains how to activate the test mode. Just remember to UPDATE whenever you change modes. So if you go back to 'Live' in the settings, do an UPDATE. Otherwise things get really funky.

EDIT: forgot the link... sorry: https://www.fantasygrounds.com/forums/showthread.php?66972-FG-Unity-Beta-Release-v4-1

LordEntrails
April 19th, 2021, 16:41
Please make sure you read and understand the warnings in that post prior to switching to the Test channel.

rjunkin
April 22nd, 2021, 15:23
When is 4.1 going to go live? My group and I have been waiting.

Horus1216
April 22nd, 2021, 16:49
When is 4.1 going to go live? My group and I have been waiting.

As soon as it is ready. There have been bugs reported that smiteworks is cleaning up, and they are not going to release something that isn't a quality product.

mortiferus93
May 10th, 2021, 20:49
How can I add the lighting data zu HotDQ? I bought the module und updated FGU in test mode but no map has any kind of lighting infomation.

Thank you!

EDIT: Yes I reverted all changes in the module menu

ddavison
May 10th, 2021, 20:56
Hoard of the Dragon Queen already has LOS set up for it. It does not have lighting yet. You can load the module in the TEST branch and then add the lights you need there. Then, right click on the map in the layers for the Image and click Export Metadata to create a new XML file that can be shared with the lighting data. This new lighting and LOS data will be combined but won't work with the version of Fantasy Grounds in our LIVE channel.

Refer to the FGU Version 4.1 and Newer Only instructions here:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996645681/Developer+Guide+-+Extracting+LOS+Data+for+Modules

Zacchaeus
May 10th, 2021, 21:16
Actually HotDQ does have lighting added - see image. Are you not seeing this?

You have updated to the Test channel right?

ddavison
May 10th, 2021, 21:20
Actually HotDQ does have lighting added - see image. Are you not seeing this?

You have updated to the Test channel right?

Thanks for correcting me on this Zacchaeus. mortiferus93, yes, listen to Z. He is on top of it.

If you aren't seeing it, make sure you clear out or delete your modules folder and re-run an update to ensure you get a new copy without anything interfering.

mortiferus93
May 10th, 2021, 22:21
Thanks guys, I started a new campaign and now it works like a charm!

Thanks for your great work!

Zacchaeus
May 13th, 2021, 18:38
With lighting now released to Live I have updated all of the modules that files have been submitted for (and weren't previously notified of having been updated). I've also updated the first post. Hopefully the modules can all get into Next Tuesday's update.

If I have missed anything them my apologies in advance - just let me know that I've done so.

MassSailor
May 13th, 2021, 19:09
With lighting now released to Live I have updated all of the modules that files have been submitted for (and weren't previously notified of having been updated). I've also updated the first post. Hopefully the modules can all get into Next Tuesday's update.


Thanks, Zacchaeus! I’ll review the Storm King’s Thunder maps again when they get pushed to see if any updates are needed from the test version I used to add lightning. Any feedback or major updates needed from your review?

Zacchaeus
May 13th, 2021, 19:25
Thanks, Zacchaeus! I’ll review the Storm King’s Thunder maps again when they get pushed to see if any updates are needed from the test version I used to add lightning. Any feedback or major updates needed from your review?

No, everything looked good to me. But that doesn't mean that I didn't miss stuff :)

micael
May 13th, 2021, 23:07
No, everything looked good to me. But that doesn't mean that I didn't miss stuff :)

Hi Zacchaeus,

just for information: Do you plan to add lighning to waterdeeps maps (dragonheist and dungeon of the mad mage)? Because I want to start in 3 month a campaign there?
The feature is breath taking by the way...

Thanks
Micael

lbkoerich
May 14th, 2021, 01:52
Hi everyone,

After this update one of the players was not able to conect to the session anymore. We played two days ago (05/11/2021) normaly. Now, he can't connect. He is using the same computer and same networks as before.. The log is the following:

[5/13/2021 9:30:46 PM] FGU: v4.1.0 FREE (2021-05-12)
[5/13/2021 9:30:46 PM] OS: Windows 10 (10.0.0) 64bit
[5/13/2021 9:30:46 PM] GRAPHICS: Radeon 540X Series : 2030
[5/13/2021 9:30:46 PM] UI SCALE: 1
[5/13/2021 9:30:46 PM] USER: dshima
[5/13/2021 9:30:46 PM] Launcher scene starting.
[5/13/2021 9:31:06 PM] Resolving named connection to server. [lbkoerich]
[5/13/2021 9:31:06 PM] Attempting resolved connection to server. [104.131.11.8:59704, 2604:a880:800:14::7:5000:55695]
[5/13/2021 9:31:24 PM] Network setup cancelled by user.
[5/13/2021 9:31:29 PM] Resolving named connection to server. [lbkoerich]
[5/13/2021 9:31:29 PM] Attempting resolved connection to server. [104.131.11.8:59704, 2604:a880:800:14::7:5000:55695]
[5/13/2021 9:31:47 PM] Network setup cancelled by user.
[5/13/2021 9:31:58 PM] NETWORK STATUS: [Error]
[5/13/2021 9:31:58 PM] Launcher scene exiting.

I'm sorry if this post is in the wrong thread. I posted on the thread about conection issues.

wndrngdru
May 14th, 2021, 01:58
@Zacchaeus It looks like TYP - White Plume Mountain is missing the jpgs for Dungeon-Players, and Dungeon-Players-Two. There's no lighting on those maps, but the module throws an error on load.

LordEntrails
May 14th, 2021, 02:09
Hi Zacchaeus,

just for information: Do you plan to add lighning to waterdeeps maps (dragonheist and dungeon of the mad mage)? Because I want to start in 3 month a campaign there?
The feature is breath taking by the way...

Thanks
Micael
Though I suspect Mr Z is doing some of the module maps, this is really up to us, the community to update. Perhaps you could do the maps and share with all of us per the first post.

Zacchaeus
May 14th, 2021, 09:00
@Zacchaeus It looks like TYP - White Plume Mountain is missing the jpgs for Dungeon-Players, and Dungeon-Players-Two. There's no lighting on those maps, but the module throws an error on load.

Thanks, I'm not sure why they got excluded. I'll get a hot-fix out today sometime.

Neovirtus
May 14th, 2021, 14:12
Hi Zacchaeus,

just for information: Do you plan to add lighning to waterdeeps maps (dragonheist and dungeon of the mad mage)? Because I want to start in 3 month a campaign there?
The feature is breath taking by the way...

Thanks
Micael

I plan to run some of the later levels of DotMM and so I may do the lighting for those (and others as I get the chance). If you or anyone else would like to help just let me know what levels you have done so that we don't duplicate work!

*Neuro*
May 14th, 2021, 16:25
What the other official D&D 5e Mega Adventures such as Princes of Apocalypse and Dungeon of the Mad Mage? Are you working on these or you will be working in this year on these?

Zacchaeus
May 14th, 2021, 16:48
What the other official D&D 5e Mega Adventures such as Princes of Apocalypse and Dungeon of the Mad Mage? Are you working on these or you will be working in this year on these?

I will add lighting to other modules, yes. No time frame.

BeAuMaN
May 15th, 2021, 11:41
Just wanted to make sure of something as my group was thinking of buying Dungeon of the Mad Mage (DotMM): How many of the floors have LOS/occluders done on them? is it all of them or just some of them? It wasn't really clear from the last thread.

Thanks!

The light system is looking pretty great also.

Zacchaeus
May 15th, 2021, 12:23
DotMM is now fully updated with Line of Sight. It has yet to get lighting.

BeAuMaN
May 15th, 2021, 13:21
DotMM is now fully updated with Line of Sight. It has yet to get lighting.
Thanks!

Jiminimonka
May 15th, 2021, 15:27
Savage Worlds - Lankhmar Triple Cross - Slayers Apartment map

46732

DLC package ID: PEGFGSWLANKHMAR

wndrngdru
May 16th, 2021, 03:34
I'm still working on Dead in Thay and Tomb of Horrors for TYP. There's an issue with ambient lighting masks that will need to be fixed before they can be ready.

MassSailor
May 16th, 2021, 03:56
With lighting now released to Live I have updated all of the modules that files have been submitted for (and weren't previously notified of having been updated). I've also updated the first post. Hopefully the modules can all get into Next Tuesday's update.

If I have missed anything them my apologies in advance - just let me know that I've done so.


Hi, @Zacchaeus - looks like the Storm King's Thunder updates were already pushed out. I reviewed and it looks like a number of the ambient light masks lost pieces if they weren't contiguous. Here's a fresh batch of Lighting/LOS definitions. If you prefer just the delta, let me know and I'll strip out the one's that didn't change. Notes included in the zip file and pasted here for convenience.

Lighting Conversion for Module: Storm King's Thunder - 5E
Conversion Version: 5-15-2021

Completed with: 4.1.1 Live Build: 5-14-2021
Author: MassSailor

Overview: This batch updates missing lighting definitions from the original conversion that was completed in test. Only the noted maps were updated from the original upload (or were not included).

Additional Notes: Svardborg-Players needs a grid set. Occluders were added successfully.

Updated Maps:


Beorurunna's-Battlemap: Corrected ambient light mask (removed from center cave opening).
Deadstone-Four: Corrected ambient light mask (removed from warrior's tomb)
Deadstone-Two: Corrected ambient light mask (removed from Thane's Tomb)
Entombed-Greatship: LOS/Ambient lighting wasn't added.
Greatships: LOS/Ambient lighting wasn't added.
Grudd-Haug_Players-L1: Corrected ambient ight mask - light wasn't coming in from southern 2 Feasting Hall windows.
Ironslag-L1-Players: Corrected ambient ight mask - light wasn't coming in from Elevator shaft. Missing occluders on southern mine cart track
Ironslag-L2-Players: Corrected ambient ight mask - light wasn't coming in from Elevator shaft
Jarls-Lodge-L2: Corrected ambient ight mask - light wasn't coming in on top level
Lair-L2: Corrected ambient ight mask - light wasn't coming in from Entrance Chamber
Nightstone-Player-Map: Set amibent value (was coming up with no ambient light)
Stable: Corrected ambient ight mask - light wasn't coming through boulder hole on bottom level
Teleportation-Circles: Removed LOS/Lighting so handout doesn't come up black without tokens added
Tower-of-Zephyros: Corrected ambient Light mask - light wasn't coming in from the center shaft
Yeti-Cave: LOS/Ambient lighting wasn't added.


Original Conversion: https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions-(v-4-1-and-up-only)&p=594789&viewfull=1#post594789

Zacchaeus
May 19th, 2021, 15:41
Savage Worlds - Lankhmar Triple Cross - Slayers Apartment map

46732
I can't find Lankhmar Triple Cross in the store - can you provide me with a link to the product please.

Zacchaeus
May 19th, 2021, 15:49
Great stuff @MassSailor. I've updated the module.

Leprekorn
May 22nd, 2021, 15:27
Is Skullport done now then?

Leprekorn
May 22nd, 2021, 15:28
DotMM is now fully updated with Line of Sight. It has yet to get lighting.

Has Skullport been upadted?

Zacchaeus
May 22nd, 2021, 15:58
No, I didn't add LoS to Skullport at all, apart from the castle I think. The rest weren't really battlemaps so it wasn't needed.

Leprekorn
May 22nd, 2021, 16:01
Do you know if there are any with LoS anywhere. I'm playing in a game atm and not having LoS on those maps was a surprise as every other map has been excellent from a Los perspective

Zacchaeus
May 22nd, 2021, 16:31
You mean in DotMM? Yes all the maps have LoS except the skullport ones (apart from skullport Castle - which I think I did add LoS to).

If you aren't seeing LoS on any of the DotMM maps (and you've been playing that module for some time) then the DM may need to right click on the maps in the images and maps list and select revert changes.

Leprekorn
May 22nd, 2021, 16:34
You mean in DotMM? Yes all the maps have LoS except the skullport ones (apart from skullport Castle - which I think I did add LoS to).

If you aren't seeing LoS on any of the DotMM maps (and you've been playing that module for some time) then the DM may need to right click on the maps in the images and maps list and select revert changes.

Sorry I wasn't been clear we have LoS on all the other maps. I wondered if you were aware of any maps for Skullport with LoS

Zacchaeus
May 22nd, 2021, 17:27
No, as I said I didn't add LoS to them. The only one that does is the map named Skull Island.

Jiminimonka
May 22nd, 2021, 17:53
I can't find Lankhmar Triple Cross in the store - can you provide me with a link to the product please.

DLC package ID: PEGFGSWLANKHMAR is the store code.

Zacchaeus
May 22nd, 2021, 18:31
DLC package ID: PEGFGSWLANKHMAR is the store code.

So Lankhmar - City of Thieves?

Jiminimonka
May 22nd, 2021, 18:35
Yeah

HeWhoKnows
May 22nd, 2021, 20:00
Hey there. Ok, this is probably a stupid question but I just found this thread and saw that the lighting had been updated for a module I purchased. How do I get access to it? Do I just redownload the module? If so, do I have to worry about having to update my current campaign?

Granamere
May 22nd, 2021, 20:22
HewhoKnows just run the updater. Not sure how it works with a module you are currently running but if you start a new campaign are add in the module then put a player token i the map you should then see the LOS stuff.

In something you are currently running I would try the same thing but you might need to go into the LOS info of the map and toggle it on.

OK I am messing around with doing Temple of Elemental Evil but in 5th edition. Not sure if my work is up to standards but here is what I have.47009

So far it is just the Moat house and the top of the temple.

Zacchaeus
May 22nd, 2021, 20:51
Hey there. Ok, this is probably a stupid question but I just found this thread and saw that the lighting had been updated for a module I purchased. How do I get access to it? Do I just redownload the module? If so, do I have to worry about having to update my current campaign?

Welcome to FG.

Yes, you just need to update (the update button should show that an update is required). Note that not all the files on the list in the first post will have gone live yet - so depends on the module you are talking about whether you'll see lighting or not.

HeWhoKnows
May 22nd, 2021, 21:08
Welcome to FG.

Yes, you just need to update (the update button should show that an update is required). Note that not all the files on the list in the first post will have gone live yet - so depends on the module you are talking about whether you'll see lighting or not.

Thanks! I will do that! It's actually one of yours, Decent to Avernus!

Zacchaeus
May 22nd, 2021, 22:55
Thanks! I will do that! It's actually one of yours, Decent to Avernus!
That has gone to live a couple of weeks ago.

spoonhead
May 26th, 2021, 18:56
I posted this in the PF2 section but then realised it might be a generic problem.

Just been getting the map ready, and noticed that a player can move through a small gap in the wall (the arrow slit). Not sure if it's a 'feature'. I decided to add a window to all the arrow slit gaps in the building to solve the problem.

GM View:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47118&stc=1&d=1622051545

Player view (no token lock):

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=47120&stc=1&d=1622051631

LordEntrails
May 26th, 2021, 21:59
I posted this in the PF2 section but then realised it might be a generic problem.

Just been getting the map ready, and noticed that a player can move through a small gap in the wall (the arrow slit). Not sure if it's a 'feature'. I decided to add a window to all the arrow slit gaps in the building to solve the problem.


I don't think that's a bug, but just a natural consequence of LOS. If there is a "hole" in a wall, it is up to the GM to decide if someone can move through it or not. Otherwise FG would have to know squeezing rules and creature size (more than just small, medium, large, etc) and then GMs would still rule differently (Rufus's shoulders are too wide, but Sunflower can get through no problem.)

I think your solution, a window, is ideal for those opening you don't want players to move through :)

Jiminimonka
May 29th, 2021, 11:28
Welcome to FG.

Yes, you just need to update (the update button should show that an update is required). Note that not all the files on the list in the first post will have gone live yet - so depends on the module you are talking about whether you'll see lighting or not.

Remember in FGC when the button went red AND said Update Available... now it just has a red border no text change " Check for updates"

Madman Across the Water
June 2nd, 2021, 09:46
In a fit of poor judgment and time management, I've started trying my hand at the Princes of the Apocalypse maps. I have very little experience in map making in FG, but hopefully just adding lights will prove simple enough that, if nothing else, maybe Zacchaeus can use my files (assuming I do finish) as a starting point rather than having to do it all from scratch.
For reasons that are not entirely clear, I decided to go in page order. This means starting with Feathergale Spire. And so, two questions.

1- There's no way to do a circular mask, is there? (Thankfully I think this is most of the maps where I will want one.)
2- I'd like suggestions for how to best handle "sunlight coming in through a window". I started the maps as having ambient sunlight (which will be its own issue if a party assaults the Spire in the middle of the night, but you can't prepare for everything here), and freehand drew crude circular masks for the inside of the tower. I tried putting light sources just outside the windows and opening the windows, but that puts way too little light into the rooms for how daylight actually behaves, so I just put "lantern" default light sources just inside each window. If someone has a better suggestion, I will happily (try to) implement it.

Finally, a less specific, very n00b feeling question: what happens if I add lights to a map in a module like Princes, and then Zacchaeus updates the lighting himself and hits publish. What happens when I next download updates? Are my changes clobbered, do the maps all wind up with twice as many lights, are the official changes rejected because I've edited the map...?

Thanks!

CaptJack2883
June 2nd, 2021, 14:01
Finally, a less specific, very n00b feeling question: what happens if I add lights to a map in a module like Princes, and then Zacchaeus updates the lighting himself and hits publish. What happens when I next download updates? Are my changes clobbered, do the maps all wind up with twice as many lights, are the official changes rejected because I've edited the map...?

I believe that when modules are updated as such, your personal changes to the mod are not overwritten, unless you right click on the module (or individual map) and click the "revert" menu option. This is happening for several PF2E modules that are being updated with new automation changes.

Of course, if you were to make a copy of the map, the copy would not be overridden either way, just the original.

Zacchaeus
June 2nd, 2021, 21:23
In a fit of poor judgment and time management, I've started trying my hand at the Princes of the Apocalypse maps. I have very little experience in map making in FG, but hopefully just adding lights will prove simple enough that, if nothing else, maybe Zacchaeus can use my files (assuming I do finish) as a starting point rather than having to do it all from scratch.
For reasons that are not entirely clear, I decided to go in page order. This means starting with Feathergale Spire. And so, two questions.

1- There's no way to do a circular mask, is there? (Thankfully I think this is most of the maps where I will want one.)
2- I'd like suggestions for how to best handle "sunlight coming in through a window". I started the maps as having ambient sunlight (which will be its own issue if a party assaults the Spire in the middle of the night, but you can't prepare for everything here), and freehand drew crude circular masks for the inside of the tower. I tried putting light sources just outside the windows and opening the windows, but that puts way too little light into the rooms for how daylight actually behaves, so I just put "lantern" default light sources just inside each window. If someone has a better suggestion, I will happily (try to) implement it.

Finally, a less specific, very n00b feeling question: what happens if I add lights to a map in a module like Princes, and then Zacchaeus updates the lighting himself and hits publish. What happens when I next download updates? Are my changes clobbered, do the maps all wind up with twice as many lights, are the official changes rejected because I've edited the map...?

Thanks!

If you want to add lighting for PotA then I won't do anything until you submit your files - so there's no danger of duplication.

I assume you mean masking of the ambient light? If so then what you do is mask the entire map and then cut out the bits that you don't want to have ambient lighting in. So, yes you can draw a circular mask - use the ALT key and drag the mouse to cut out a freehand area of the mask.

Ambient lighting doesn't bleed into a masked area so to make sunlight shine through either don't mask the areas with sunlight - or and probably easier just add diffuse lights the same colour as you used for the ambient lighting. Make the light have zero bright light and a small radius of dim light and make the falloff 75-100.

Madman Across the Water
June 3rd, 2021, 08:24
I assume you mean masking of the ambient light? If so then what you do is mask the entire map and then cut out the bits that you don't want to have ambient lighting in. So, yes you can draw a circular mask - use the ALT key and drag the mouse to cut out a freehand area of the mask.

I was more wondering if FG would let me automatically generate a circle, rather than having to freehand it. It pretty much only comes up in Feathergale Spire, though, so I don't think I have many more circles to deal with.


Ambient lighting doesn't bleed into a masked area so to make sunlight shine through either don't mask the areas with sunlight - or and probably easier just add diffuse lights the same colour as you used for the ambient lighting. Make the light have zero bright light and a small radius of dim light and make the falloff 75-100.

I decided to run with not masking rooms with enough windows that they would reasonably be fully lit by the light from the windows- putting diffuse lights inside those rooms made them darker than I felt was appropriate. If a room is described as having covered the windows or otherwise has its light described, I'm taking it into account.

Starting in on a section that has no data whatsoever about lighting in most areas, is underground, and is mostly populated by humans and others without darkvision, so I'm improvising. I had another question, though: does the metadata being exported include information about the state of the doors? I realized I'm adding lights to a version of the map my players have run through, so most of the doors that started closed are now open, and I need to know if I should go through the map and close them all or if it's not a concern. I skimmed an XML file but decided I wasn't 100% certain.

I expect I'll probably have something by the end of the weekend, but no promises.

Zacchaeus
June 3rd, 2021, 09:16
Doors are automatically closed when you export the data.

Madman Across the Water
June 5th, 2021, 08:45
Ok, I finished adding lights to Princes of the Apocalypse!

The main ZIP includes a txt file that has notes about any decisions I made that I felt like someone else might choose to do it differently, but I made a version that I would be happy to run.

One note that I wanted to call out: There is one map in the module that doesn't have LOS definitions. ("The Barrow Mound") It's not as big a deal as with most maps (there's not much that you could see through a wall), but I wanted to mention it.

I'm including a second zip file, which is an alternate way to arrange the lighting in Feathergale Spire. I like the way I did it better, but I had tried this other way first and so had versions of them. I include them in case you prefer them. (Main ZIP version lights rooms with windows just with sunlight; alternate version masks the entire tower and puts light sources at the windows.)

I hope this works and is useful. They're yours to do with as you will, now- use, adjust, or discard as best suits the needs of the module.

Zacchaeus
June 5th, 2021, 09:26
Jolly Good, thanks for your work on this. I'll have a look at it all soon.

jdelcom
June 6th, 2021, 22:54
Is this the place to share this?
This is my take on placing lights in the Starfinder AP Dead Suns 3 - Splintered Worlds. Hope it's useful.

*Neuro*
June 7th, 2021, 08:21
Ok, I finished adding lights to Princes of the Apocalypse!

The main ZIP includes a txt file that has notes about any decisions I made that I felt like someone else might choose to do it differently, but I made a version that I would be happy to run.

One note that I wanted to call out: There is one map in the module that doesn't have LOS definitions. ("The Barrow Mound") It's not as big a deal as with most maps (there's not much that you could see through a wall), but I wanted to mention it.

I'm including a second zip file, which is an alternate way to arrange the lighting in Feathergale Spire. I like the way I did it better, but I had tried this other way first and so had versions of them. I include them in case you prefer them. (Main ZIP version lights rooms with windows just with sunlight; alternate version masks the entire tower and puts light sources at the windows.)

I hope this works and is useful. They're yours to do with as you will, now- use, adjust, or discard as best suits the needs of the module.

Are these going to be added automatically in one of the next updates?

Zacchaeus
June 7th, 2021, 09:14
Are these going to be added automatically in one of the next updates?

Yes, I intend to do that today so the update will probably go out next Tuesday

Zacchaeus
June 7th, 2021, 10:03
Ok, I finished adding lights to Princes of the Apocalypse!

The main ZIP includes a txt file that has notes about any decisions I made that I felt like someone else might choose to do it differently, but I made a version that I would be happy to run.

One note that I wanted to call out: There is one map in the module that doesn't have LOS definitions. ("The Barrow Mound") It's not as big a deal as with most maps (there's not much that you could see through a wall), but I wanted to mention it.

I'm including a second zip file, which is an alternate way to arrange the lighting in Feathergale Spire. I like the way I did it better, but I had tried this other way first and so had versions of them. I include them in case you prefer them. (Main ZIP version lights rooms with windows just with sunlight; alternate version masks the entire tower and puts light sources at the windows.)

I hope this works and is useful. They're yours to do with as you will, now- use, adjust, or discard as best suits the needs of the module.

I've updated the module to include your files. Thanks for helping out.

Zacchaeus
June 7th, 2021, 10:11
Is this the place to share this?
This is my take on placing lights in the Starfinder AP Dead Suns 3 - Splintered Worlds. Hope it's useful.

Thank you so much. I've updated the module with your files.

Zacchaeus
June 7th, 2021, 10:20
Savage Worlds - Lankhmar Triple Cross - Slayers Apartment map

46732

DLC package ID: PEGFGSWLANKHMAR

Thanks for taking part. I've added the files to the module.

Lukeass
July 19th, 2021, 00:57
I am doing LOS for dungeon of the mad mage updated maps (not the basic white and black). It has color depth. I'm even adding effects such as water, rain, and fog. If you're interested please let me know I will save them and send them over. I currently just finished level 3.

Zacchaeus
July 19th, 2021, 01:18
Line of sight has already been done for DotMM. Lighting has still to be done though.

Lukeass
July 24th, 2021, 13:49
Line of sight has already been done for DotMM. Lighting has still to be done though.

LOS for the new DotMM maps or the old white and black maps? Below will be a link to the new graphical maps. If there are already graphical maps done then awesome alleviates work for me to do.

https://www.reddit.com/r/DungeonoftheMadMage/comments/b3v2kt/dotmm_graphic_maps_complete/

Zacchaeus
July 24th, 2021, 14:16
LOS for the new DotMM maps or the old white and black maps? Below will be a link to the new graphical maps. If there are already graphical maps done then awesome alleviates work for me to do.

https://www.reddit.com/r/DungeonoftheMadMage/comments/b3v2kt/dotmm_graphic_maps_complete/

I'm talking about the maps in the module (which are coloured to some extent). Obviously we can't include maps in a WotC module made by someone else.

Lukeass
July 24th, 2021, 19:21
I'm talking about the maps in the module (which are coloured to some extent). Obviously we can't include maps in a WotC module made by someone else.

That makes sense I didn't think about that. If anyone does want them they can PM me and I can send them your way.

bmos
August 8th, 2021, 17:33
Return of the Runelords book 1: Alaznist's Armory
I did this to practice, but might end up doing the other maps in this module if I have time.
bumping this in case it was missed.

bmos
August 8th, 2021, 17:53
Also here are both maps from Crypt of the Everflame:

Zacchaeus
August 8th, 2021, 18:11
bumping this in case it was missed.


Also here is both maps from Crypt of the Everflame:

I think I put the first one on the back burner to see if the others would get done rather than updating just one map. I'll take a look at this tomorrow, Cheers.

bmos
August 8th, 2021, 18:48
I think I put the first one on the back burner to see if the others would get done rather than updating just one map. I'll take a look at this tomorrow, Cheers.
Ok, I'll do a couple more from Return of the Runelords: Book 1: Secrets of Roderic's Cove ;)

EDIT: okay that's all I'm doing. the other maps are pretty complex (underflume was bad enough) and my hand is cramping up.
Don't miss the 1 other map from this post: https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions&p=587485&viewfull=1#post587485

EDIT2: underflume had very few lights listed in descriptions so I just used my best judgement, erring on the side of rooms being dark (assuming the humans will bring lanters with them rather than just leaving the around the place).

bmos
August 16th, 2021, 13:56
I'll take a look at this tomorrow, Cheers.
bump :)

Zacchaeus
August 16th, 2021, 16:00
Sorry, sorry. I got distracted with visitors and other stuff. Thanks for the reminder.

Zacchaeus
August 17th, 2021, 09:08
Also here are both maps from Crypt of the Everflame:

Can you just confirm that these files are for the PF1 adventure here https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO9520FG

Neither of the file names are for maps found in that module; so I just want to check. I've renamed them to Players Map - Crypt etc and they seem to work. But I just want to double check that I've got the right module before committing anything.

Zacchaeus
August 17th, 2021, 10:30
Ok, I'll do a couple more from Return of the Runelords: Book 1: Secrets of Roderic's Cove ;)

EDIT: okay that's all I'm doing. the other maps are pretty complex (underflume was bad enough) and my hand is cramping up.
Don't miss the 1 other map from this post: https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions&p=587485&viewfull=1#post587485

EDIT2: underflume had very few lights listed in descriptions so I just used my best judgement, erring on the side of rooms being dark (assuming the humans will bring lanters with them rather than just leaving the around the place).

I have (now finally) updated the module with your files. Thanks for your patience :)

bmos
August 17th, 2021, 11:35
Can you just confirm that these files are for the PF1 adventure here https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO9520FG
Neither of the file names are for maps found in that module; so I just want to check. I've renamed them to Players Map - Crypt etc and they seem to work. But I just want to double check that I've got the right module before committing anything.That's the module, yes. I just omitted that "Players Map - " part of the name when saving the files.


I have (now finally) updated the module with your files. Thanks for your patience :)
Cool! Hopefully someone else will take the torch and finish the module eventually :)

Zacchaeus
August 18th, 2021, 09:06
Thanks bmos; I've updated the files for Crypt of the Everflame.

spoonhead
October 23rd, 2021, 11:24
I have been looking at the maps for the PF1 Adventure path Mummy's Mask, and found them to be a little too loose. So I have started to update them to what I feel is a slightly tighter and cleaner design.

For example:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49600&stc=1&d=1634984237

Updated:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49601&stc=1&d=1634984243

I'm currently converting the modules to 5e, so I'm going through them a little slowly. I seem to have started on AP2: Empty Graves, so will go back and go over AP1 next. Then onto the others.

spoonhead
October 23rd, 2021, 11:25
Part 2: Further maps

Zacchaeus
October 23rd, 2021, 15:02
Jolly good. Let me know when it's complete. I don't know that module so have no reference point.

spoonhead
October 23rd, 2021, 15:33
Jolly good. Let me know when it's complete. I don't know that module so have no reference point.

So the maps uploaded in my 2 posts are for AP2: Empty Graves. These are complete.

I can't upload more than 5 files per post.

Zacchaeus
October 23rd, 2021, 15:34
Indeed. You can zip all of them up into one file however :)

spoonhead
October 23rd, 2021, 15:35
:)

So I could.

spoonhead
October 23rd, 2021, 19:00
Here are the maps for Mummy's Mask AP1: The Half Dead City

Zipped File with 6 maps.

ddavison
October 24th, 2021, 01:35
I have been looking at the maps for the PF1 Adventure path Mummy's Mask, and found them to be a little too loose. So I have started to update them to what I feel is a slightly tighter and cleaner design.

For example:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49600&stc=1&d=1634984237

Updated:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49601&stc=1&d=1634984243

I'm currently converting the modules to 5e, so I'm going through them a little slowly. I seem to have started on AP2: Empty Graves, so will go back and go over AP1 next. Then onto the others.

Your example images didn't come through on the post, but I just wanted to make sure that you didn't tighten it up by adding a lot more points. In some cases, we specifically limit the # of points so that it loosely approximates the shape to improve performance. If that's what you mean by looser, that is actually by design.

Horus1216
October 24th, 2021, 03:54
I think I did the initial lighting submission of Mummy's Mask AP1, but never managed to get around to the others since my game group has stalled.

spoonhead
October 24th, 2021, 04:26
Your example images didn't come through on the post, but I just wanted to make sure that you didn't tighten it up by adding a lot more points. In some cases, we specifically limit the # of points so that it loosely approximates the shape to improve performance. If that's what you mean by looser, that is actually by design.

Odd, as they appear in your quote. I added some extra points, as the maps required the right definition, but in the main, it was to tidy the the maps up, and make them cleaner.

Before:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49624&stc=1&d=1635045846

After:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49625&stc=1&d=1635045906

spoonhead
October 24th, 2021, 04:44
Here are some further examples, from AP2, F - Chains of Silver map - PC

Before:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49626&stc=1&d=1635046847

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49627&stc=1&d=1635046855

After:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49628&stc=1&d=1635046950

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49629&stc=1&d=1635046956

spoonhead
October 24th, 2021, 04:45
I think I did the initial lighting submission of Mummy's Mask AP1, but never managed to get around to the others since my game group has stalled.

I'm going to try and finish AP3 - AP6.

spoonhead
October 24th, 2021, 05:13
Your example images didn't come through on the post, but I just wanted to make sure that you didn't tighten it up by adding a lot more points. In some cases, we specifically limit the # of points so that it loosely approximates the shape to improve performance. If that's what you mean by looser, that is actually by design.

This is what I meant by tighten, which was about following the wall profile.AP2: M - The Ghoul Market - PC map.

Before:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49630&stc=1&d=1635048720

After:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=49631&stc=1&d=1635048726

LordEntrails
October 24th, 2021, 05:22
Ah, those all look like good and appropriate improvements to me :)

I will admit I was a little concerned you were going to put ten or twenty points per grid to get a closer profile match :O

Zacchaeus
October 24th, 2021, 09:42
Here are the maps for Mummy's Mask AP1: The Half Dead City

Zipped File with 6 maps.

Thanks you for this; I've updated the module with your amended files.

spoonhead
October 25th, 2021, 18:04
Here are the maps for Mummy's Mask AP3: Shifting Sands

Zipped File with 7 maps.

spoonhead
October 26th, 2021, 19:22
Here are the maps for Mummy's Mask AP4: Secrets of the Sphinx

Zipped File with 12 maps

Zacchaeus
October 26th, 2021, 22:33
Jolly Good. I'll update those tomorrow.

spoonhead
November 6th, 2021, 10:54
Here are the maps for Mummy's Mask AP5: The Slave Trenches of Hakotep. I'm not sure about the Slave Trenches of Hakotep map itself, so I decided on a pit occluder, but there were 2 areas where that didn't work. Not sure how you would do it, but any help and tips. would be appreciated

spoonhead
November 15th, 2021, 12:41
Here are the maps for Mummy's Mask AP6: Pyramid of the Sky Pharaoh

Zipped File with 5 maps

spoonhead
November 15th, 2021, 12:44
I think I'm done :)

Zacchaeus
November 15th, 2021, 12:48
Jolly Good; I'll get those into the modules soon.

gmdmb3
December 17th, 2021, 18:50
Am i missing something here? I just purchased TYP and it is tagged as having LOS but none of the maps have LOS implemented.

ddavison
December 17th, 2021, 18:59
DM maps typically don't, but the player maps do. From what I can see, they all have LOS. Please post a pic and let us know which map you are seeing this on because I see LOS for every player map that I've checked so far. Also, please make sure you are not running any extensions that may interfere with the maps.

See below as an example and I circled the LOS indicator that you can look for on layers.

50424

gmdmb3
December 17th, 2021, 21:47
DM maps typically don't, but the player maps do. From what I can see, they all have LOS. Please post a pic and let us know which map you are seeing this on because I see LOS for every player map that I've checked so far. Also, please make sure you are not running any extensions that may interfere with the maps.

See below as an example and I circled the LOS indicator that you can look for on layers.

50424

yeah mine does not have the LOS layer.

Jiminimonka
December 17th, 2021, 21:49
yeah mine does not have the LOS layer.

Please post a pic.

EDIT: Disregard, didnt show screenshot on my phone. Too much Witcher watching....

LordEntrails
December 17th, 2021, 21:49
Please tell us exactly which map so we can check.

Zacchaeus
December 17th, 2021, 21:54
yeah mine does not have the LOS layer.

That's a very old version of the module (the title should show D&D The Yawning Portal - The Sunless Citadel). Can you go into your vault folder and delete the file WOTC5ETYP.dat and do an update. If that doesn't work then make sure that you don't have the Yawning Portal module in your modules folder.

ddavison
December 17th, 2021, 22:52
You can try to revert the module from the module activation window. This will revert any changes you have made to the module and return it to the original format. Also, make sure you don't have anything in your modules folder that would override the official version. To be safe, you can try renaming your modules folder and then run an update to pull down a fresh copy. Then close and reopen the module within your campaign.

gmdmb3
December 17th, 2021, 23:14
That's a very old version of the module (the title should show D&D The Yawning Portal - The Sunless Citadel). Can you go into your vault folder and delete the file WOTC5ETYP.dat and do an update. If that doesn't work then make sure that you don't have the Yawning Portal module in your modules folder.

That fixed!!! thank you so much! i was dreading having to do the grove level myself.

Jip
January 9th, 2022, 15:56
So I promise I've tried to find my own answer to what I assume is a simple question. But the number of posts and videos about FGU lighting is overwhelming - and so many of them are out of date.

I'll be brief:

I fully understand how to add lighting effects to tokens manually. It works great. No issues.

I just want to know what this little interface is for and how to use it - I've fiddled with it and it doesn't seem to do anything. If someone can just point me to the place where this has already been answered - because I'm sure that place exists and I'm just too dumb to find it - I would be in your debt.

50866

Thanks!

EDIT: If it matters I'm running Pathfinder 1e/CoreRPG ruleset.

Sulimo
January 9th, 2022, 18:52
So I promise I've tried to find my own answer to what I assume is a simple question. But the number of posts and videos about FGU lighting is overwhelming - and so many of them are out of date.

I'll be brief:

I fully understand how to add lighting effects to tokens manually. It works great. No issues.

I just want to know what this little interface is for and how to use it - I've fiddled with it and it doesn't seem to do anything. If someone can just point me to the place where this has already been answered - because I'm sure that place exists and I'm just too dumb to find it - I would be in your debt.

50866

Thanks!

EDIT: If it matters I'm running Pathfinder 1e/CoreRPG ruleset.

That basically creates a new Token Effect as outlined here. (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens#Adding-a-Token-Light-Using-an-Effect-(Recommended))

When you create a token light there, it will show up under Effects.

https://i.imgur.com/wztxouy.png

Jip
January 9th, 2022, 20:05
Thanks @Sulimo!

I should've figured that one out myself. I tried creating something new but I'm betting I didn't refresh that Effects window properly. I assume you can also edit the parameters of the built-in lights via that Options screen as well.

Cheers!

Madman Across the Water
January 27th, 2022, 02:59
I've been playing through Princes of the Apocalypse, and ran into a real problem with one of the maps. The players wandered into a cavern with 8 light sources around the edge of the room, and the light sources were set to be candles. Once the players' tokens were in the room, none of them could interact with the tokens at all anymore, and they complained that the flicker effect was just making everything freak out- 8 flickering light sources, at full 100 speed as Candles default to, trying to light the place was just a disaster. In the moment, I just dragged the players out of the room myself, and later I just turned off lighting in the map.

I feel like I can complain about this because I'm the one who contributed the light XML for PotA in the first place. :) I was learning the lighting tools as I went, and I didn't know what was or wasn't a good idea. (Also, I noticed when actually playing through the map that there's one room whose description includes there being a green light source in the center that I had missed, in room N18.)

So, I am attaching a new XML file for the Howling Caves Player map, for anyone who wants or for Zacchaeus to include in an update if it suits. It turns off the Flicker on all the lights, and adds the light that I missed. A couple of the lights are braziers, so flicker could be justified, but I feel like better to be safe. But the room that caused the big problems is just some glowing mushrooms, and there's no reason for the flicker there.

Zacchaeus
January 27th, 2022, 09:18
Jolly Good. I#ll take a note to update that when I get the chance.

ghen
January 28th, 2022, 01:54
Do you want data for Kobold Press stuff too? Not sure how/if licensing will mess with that.

Zacchaeus
January 28th, 2022, 09:33
Do you want data for Kobold Press stuff too? Not sure how/if licensing will mess with that.

Yes, any module that doesn't already have line of sight or lighting. Doesn't matter who the publisher is.

ghen
January 29th, 2022, 01:25
Ok, here's Kobold Press 12 Peculiar Towers.

Zacchaeus
January 29th, 2022, 09:37
THanks I'll add this to my list.

ghen
March 7th, 2022, 04:09
Here's Tome of Beasts 2 Lairs by KP

Zacchaeus
March 7th, 2022, 08:37
THanks; added to my list

Zacchaeus
March 14th, 2022, 16:22
Ok, here's Kobold Press 12 Peculiar Towers.


Here's Tome of Beasts 2 Lairs by KP

I've updated both of these modules now to include your files. Thanks again for your efforts and sorry for the delay in getting to this.

Minxdobby69
March 23rd, 2022, 01:57
Respectfully, all Kobold Press products are to be updated by me only as it makes their original files obsolete. I already have several updates in processing that will include LOS and errata edits. If you find other items that need updating please send me a direct email @ [email protected].

M0kkan
May 2nd, 2022, 18:23
Found a LOS error in The Yawning Portal map 'Abyssal-Prisons-Players' from the Dead in Thay module. The prison bars in '02.04.03 14. Demon Cells' should not block line of sight. Maybe making them windows would allow LOS while blocking pc movement?

Zacchaeus
May 2nd, 2022, 20:18
Found a LOS error in The Yawning Portal map 'Abyssal-Prisons-Players' from the Dead in Thay module. The prison bars in '02.04.03 14. Demon Cells' should not block line of sight. Maybe making them windows would allow LOS while blocking pc movement?

The LoS for that one was done before windows were available. I'll take a note to look at it. For future reference (in order that I don't miss things) please report bugs in the 5e bugs thread.

ghen
May 18th, 2022, 02:18
@Minxdobby69 Ok I'll stop

YAKO SOMEDAKY
May 20th, 2022, 15:09
I made a map of a salloon and it contains 3 layers.
On the first layer (Ground floor) I applied ambient light, masked the ambient light, created occluders, effects and lighting and put everything in a folder.
I added the 2nd Floor and applied the same steps.
I added the 3rd Floor and applied the same steps.
The 3rd floor contains only candlesticks and lights, but this made me think that tokens should be treated as layers, but always selectable, because the right and "logical" would be for the token to pass under these candlesticks, of course this is an example simple, but "visible" and I think interesting for immersion in the game.
With that, players should see and respect the physics of their floors, following a "hierarchy" where the lowest tier does not have access to the highest tier, but the highest tier has access to the lowest tier, that is, the second floor sees himself and the first floor.
Here is the link with the 3 images and the .xml files: https://drive.google.com/file/d/1gps0QtHcUO-lmeezH5AcBHoDdJ6vdY_u/view?usp=sharing

Zacchaeus
May 20th, 2022, 15:38
This thread is for people who want to add lighting to official modules. I don't see that your post has anything to do with that? If not maybe you could post it somewhere else - and I don't see a question in your post if you are looking for help.

LordEntrails
May 20th, 2022, 22:56
Yako, the map forum has a few threads you might want to post this in.

1) Here you can start your own thread in the maps sub-forum and then when you have a number of maps to share post here and I will add your thread to the list; https://www.fantasygrounds.com/forums/showthread.php?60070-Community-Maps-Resource-Links

2) If your map is created using only the official map pack resources, you can share the module here; https://www.fantasygrounds.com/forums/showthread.php?61251-FGU-Image-and-Map-Module-Exchange

3) If you have a FG module of maps, then you can share that here; https://www.fantasygrounds.com/forums/showthread.php?24545-Community-map-modules

Croddwyn
November 20th, 2022, 00:02
I actually went custom for a lot of the maps during our campaign (to play with layers and such), particularly in Baba Yaga's hut interiors. But for those maps that I used the module for a base, here are the exports that should contain LOS and Light information.

55176

The Decepticon
May 22nd, 2023, 22:51
I am a bit perturbed...

I think on the purchase page of the DotMM there has to be a separate call out stating that there is NO LOS on the Skullport maps. Looking at the page it states LOS for the module. Not cool. I think that it should also state that there is no lighting and you have to add your own but, that is a fight I have lost.

I am having my party enter the city with several encounters that are vital to their backstories but, there are no walls or anything! Not sure exactly how I am going to accomplish this.....

ddavison
May 22nd, 2023, 23:03
I am a bit perturbed...

I think on the purchase page of the DotMM there has to be a separate call out stating that there is NO LOS on the Skullport maps. Looking at the page it states LOS for the module. Not cool. I think that it should also state that there is no lighting and you have to add your own but, that is a fight I have lost.

I am having my party enter the city with several encounters that are vital to their backstories but, there are no walls or anything! Not sure exactly how I am going to accomplish this.....

I am sorry for the inconvenience. I confirmed this is the case and it is an unreported bug. I logged it and marked it as a High Priority to fix it. All the other maps in the module have LOS defined except for the 3 skullport maps.

We should be able to get this fixed and patched as a hotfix pretty quickly, but if you need to do it for a session, you might try doing the immediate area with walls first and then drop the doors over top. The default setting will cut the doors out of wall areas automatically.

The Decepticon
May 22nd, 2023, 23:24
I am sorry for the inconvenience. I confirmed this is the case and it is an unreported bug. I logged it and marked it as a High Priority to fix it. All the other maps in the module have LOS defined except for the 3 skullport maps.

We should be able to get this fixed and patched as a hotfix pretty quickly, but if you need to do it for a session, you might try doing the immediate area with walls first and then drop the doors over top. The default setting will cut the doors out of wall areas automatically.

Thank you Doug! If it can't be fixed in a reasonable amount of time, I think it is important to put something on the buying page to let others know. Appreciate you looking into this.

Zacchaeus
May 23rd, 2023, 12:44
This isn't a bug. Generally LoS isn't added to town or village maps since it doesn't usually make sense. Those maps aren't generally used for combat. The ones in Skullport aren't really any different from any other town or city map. However I will add LoS in this case.

Edit: LoS has now been added and the revised module should be available soon.

The Decepticon
May 23rd, 2023, 19:22
This isn't a bug. Generally LoS isn't added to town or village maps since it doesn't usually make sense. Those maps aren't generally used for combat. The ones in Skullport aren't really any different from any other town or city map. However I will add LoS in this case.

Edit: LoS has now been added and the revised module should be available soon.

You Sir, are a Scholar, Gentleman and a LOS Wizard. It would have taken me days to do that! I thank you.

gorvidal
September 19th, 2023, 18:51
Was looking at the Maps in the Acquisitions Incorporated Adventure module and noticed that none of the Player maps have LOS added to the maps. not sure if that is an oversite or not but thought I'd let someone know

LordEntrails
September 19th, 2023, 19:42
Was looking at the Maps in the Acquisitions Incorporated Adventure module and noticed that none of the Player maps have LOS added to the maps. not sure if that is an oversite or not but thought I'd let someone know
No one has volunteered to do the LOS for this module. If you would like to do so, please see the OP with instruction on how to do so.