Foreshadowing Peanuts
October 30th, 2021, 03:46
I am trying to run Strange Aeons in Pathfinder 1e. I have set up the lighting in Briarstone Asylum to look very cool and atmospheric. When in GM mode, it's just perfect.
49725
However, when looking with player vision, the effect is ruined because the dim parts of the map which the pc has already explored just show up as gray. It seems the lighting is too dim to overcome the standard Fog of War, and so instead of looking at an eerily dim building, they're mostly just looking at a boring grayscale map.
49724
I could swear that I've figured out how to fix this before, and retain the atmospheric look for both GM and player, but for now I'm stymied. Any tips?
Edit for clarity:
My problem isn't that the player view cannot see rooms they haven't yet explored. My problem is that the dark and shadowy parts of the map that are considered to be "dimly lit" just show up as gray "explored map", not shadowy. The atmospheric mood of the lighting is ruined by the map trying to helpfully show the player a grayed-out "fog of war" zone that's already been explored.
Effectively, when a player walks into a dimly lit room, instead of seeing shadows, they see lots of grayed out map. Shadowy parts that are not lit at all just show up as solid black shapes in the player view, without any gradual descent from lit, to dimly lit, to dark.
I am looking for some way to alter or turn off the "explored map fog of war" settings, so that the lighting quality in the player view will reflect the lighting quality in the GM view.
49727
49728
Further edit: As the topic title suggests, I am aware that the shadows are being replaced by the fog of war, so I'm seeking any options to eliminate or darken the fog war of display so that I can retain the shadowy/murky look of the GM view, without it washing out to the dull gray of the player view.
Final edit:
I have created a proposal for Fog-of-War to be toggleable here:
https://fgapp.idea.informer.com/proj/?ia=137625
49725
However, when looking with player vision, the effect is ruined because the dim parts of the map which the pc has already explored just show up as gray. It seems the lighting is too dim to overcome the standard Fog of War, and so instead of looking at an eerily dim building, they're mostly just looking at a boring grayscale map.
49724
I could swear that I've figured out how to fix this before, and retain the atmospheric look for both GM and player, but for now I'm stymied. Any tips?
Edit for clarity:
My problem isn't that the player view cannot see rooms they haven't yet explored. My problem is that the dark and shadowy parts of the map that are considered to be "dimly lit" just show up as gray "explored map", not shadowy. The atmospheric mood of the lighting is ruined by the map trying to helpfully show the player a grayed-out "fog of war" zone that's already been explored.
Effectively, when a player walks into a dimly lit room, instead of seeing shadows, they see lots of grayed out map. Shadowy parts that are not lit at all just show up as solid black shapes in the player view, without any gradual descent from lit, to dimly lit, to dark.
I am looking for some way to alter or turn off the "explored map fog of war" settings, so that the lighting quality in the player view will reflect the lighting quality in the GM view.
49727
49728
Further edit: As the topic title suggests, I am aware that the shadows are being replaced by the fog of war, so I'm seeking any options to eliminate or darken the fog war of display so that I can retain the shadowy/murky look of the GM view, without it washing out to the dull gray of the player view.
Final edit:
I have created a proposal for Fog-of-War to be toggleable here:
https://fgapp.idea.informer.com/proj/?ia=137625