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View Full Version : FGU map alpha generation



hagrid70
May 21st, 2021, 11:27
so i have some crazy big jpeg maps and also the associated png format alphas for the walls.
is there any concievable way that i can get that wall geometry data into fgu so that it can be used for LOS and occlusion and lighting?
im aware that some programs like dungeoncrafter MIGHT output path information that can be used to generate LOS wall info inside fgu. ima whiz with photoshop, is there any way i can get path geometry from pshop, to fgu?
has anyone experimented with this?
i can load a png over the top of a jpeg, but i cannot convince fgu that the png layer is actually walls.
pls help me figure this out hivemind :)

LordEntrails
May 21st, 2021, 15:50
Somehow you are going to have to convert the wall data into vectors. All of the LOS elements are coordinate points. Is there a way you can do that?

hagrid70
May 21st, 2021, 21:59
Somehow you are going to have to convert the wall data into vectors. All of the LOS elements are coordinate points. Is there a way you can do that?

i reckon so. i can absolutely do that. i can do the whole map in seconds..... question is: will the format be correct?

LordEntrails
May 21st, 2021, 22:42
Have you pulled apart one of the FGU xml files? The format (when I looked months ago) was pretty simple. As you noted, others have done it, so it should be possible once you can get the "walls" into a vector format. Also note you don't want lots of nodes, imo probably no more than 2 nodes per square (5 feet).