View Full Version : Custom map, how do I make blocked areas completely black?
alloowishus
December 21st, 2021, 20:41
I know it's probably an opacity setting, but when I view in player mode, I notice that the areas that are supposed to black are just dark grey so the player can see the image underneath. How do I make it completely black?
(p.s. that should read "Custom" map, I can't seem to change the title)
Moon Wizard
December 21st, 2021, 20:48
Areas that show as dark grey on a player map mean that those areas are in the fog-of-war for tokens on the map. To see the map from PC perspective with the most recent LoS information; try deleting all tokens; then re-adding from the combat tracker. Alternately, you can use radial menu to clear FoW on each token.
Regards,
JPG
Zacchaeus
December 21st, 2021, 20:49
Do you have Line of set on and lighting on? What settings do you have on the map? Do you have a token on the map?
alloowishus
December 21st, 2021, 21:01
Oh yes, it is line of sight I had to toggle. Thank you.
Also, can I unmask an area while keeping LOS on without having to mess around with removing walls? For example, if they are inside a keep and they are blocked from view the outside, but when they climb up on a parapet I want to unmask the outside.
alloowishus
December 21st, 2021, 21:22
I am also still having problems with area blocked by walls are just grey to the player, they should be black, see images attached.5052950528
Zacchaeus
December 21st, 2021, 21:41
It's hard to tell from your screenshot but it doesn't look like your wall occluders are joined up properly and thus are leaving gaps through which the token can see. Also what happens when you remove that token and then put it back on. Note also that you have no lighting on that map so basically vision is infinite.
As for your first point there isn't really a way for the players to see something from the roof unless you create a separate roof map without any walls. Or at least crenellations or something that they can see through. Or you could use windows.
LordEntrails
December 21st, 2021, 21:48
So, a couple things. When using LOS (not the "mask") there are 4 levels of what is shown. 1) Black, never been seen, 2) Previously seen, not currently in LOS (dark grey, no tokens shown). 3) currently in view of Darkvision (light grey, and shows tokens) 4) Fully revealed, in current LOS (tokens shown).
There is no option or controls in FGU to change what the types 2 & 3 look like. You can mess with your displays contrast and brightness though if you really want. There are a couple of enhancement requests related to this.
https://fgapp.idea.informer.com/proj/?ia=135705
https://fgapp.idea.informer.com/proj/?ia=137001
https://fgapp.idea.informer.com/proj/?ia=137625
https://fgapp.idea.informer.com/proj/?ia=137882
As for turning off LOS elements, you can do this by changing the layer display in the image control panel. But this will effect the vision of all tokens, and effect all LOS elements on that layer. When creating LOS elements, you can put them on different layers if you plan ahead when making them.
alloowishus
December 21st, 2021, 21:56
Ok, I got it, my walls were not joined properly. Still trying to figure out lighting....
Since this is outside, it is ok for lighting to be infinite in the courtyard, however inside I will see what I can do.
Thanks for the help.
Zacchaeus
December 21st, 2021, 22:05
Here's some videos for you which cover Line of Sight and lighting https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
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