View Full Version : Light layers not exporting properly
michaelkdawson
August 23rd, 2022, 18:15
I created a custom module for use with my group and I'm having issues with the Light feature on one of the maps (this is my first time using it). The light layers have all been added in my module development campaign and have been tested and working correctly. However, when I export the module and load it in my ongoing campaign, the light layers aren't showing up in one of the maps (they showed up fine on the other map in this module).
I've tried re-exporting several times and even deleted the old .mod file before exporting again and the light layers still aren't showing up.
Screenshots:
54084: Light layers set up and working in module development campaign
54085: Light layers missing when I load the .mod file in my regular campaign
Is this a bug or am I doing something wrong?
LordEntrails
August 23rd, 2022, 20:44
My first concern would be that in your dev campaign you have layers without names. Don't know why that would impact the export of the light layers. But I would try adding unique names to all the layers and try again. I would also count and make sure no other layers are missing as well. If none of that is indicative or no one else comes up with any ideas, I can show you how to look at the xml and evaluate it if it has any errors in that. I had a corrupted file once that caused LOS issues. See post #6 of this thread: https://www.fantasygrounds.com/forums/showthread.php?71376-Corrupt-Image-and-Mouse-Update-Error
Moon Wizard
August 23rd, 2022, 20:55
We'd have to get more information; and probably a copy of the data to see what is going on. We'd need to be able to figure out which step in the process below is the issue in this case.
* Within the module build campaign, verify that the "lights" are set up correctly.
* Within the module export, look to see whether the "lights" tag is getting exported for that module.
* Within a new campaign, verify whether the lights can be seen.
Regards,
JPG
Laerun
August 24th, 2022, 07:00
I have to agree here with the labeling naming convention. I would at least label all the different lights for your map sections and even perhaps drag them into a folder to organize your different lighting layers. Maybe Area 1, Area 2, etc., something like that/this. The fact that the two do not match at all is a bit concerning and confusing. Is it possible that one or all of the light layers have a missing title, and perhaps the lighting data was accidentally added to the test campaign and not the development module>? I have done this sort of thing before. Best of luck.
michaelkdawson
August 29th, 2022, 22:09
Thanks for the replies, everyone! I finally had time to get back to this today and the issue is now resolved.
Steps taken:
1. Added names to all my layers in the dev campaign as suggested and re-exported. However, the updates didn't show in the play campaign.
2. Re-exported the module with a slightly different file name. Loaded it up in the play campaign and we finally have light!
One thing I noticed was that, even after many tweaks and re-exports of the module over the past two weeks, the original .mod file always showed a date of 8/15 in Windows Explorer. Just wanted to mention that in case it's useful to understand what was actually going on.
Zacchaeus
August 29th, 2022, 22:15
The updates probably didn't show originally because the image probably got some amendment in the play campaign. When you re-export a module any changes wont show up if you have edited the thing you exported in any way in the play campaign. So you would need to rever the changes to the image in this case in the play campaign to remove any edits. You may also need to close and re-open the module in the play campaign.
See the last four videos (particularly the last two) here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
michaelkdawson
August 29th, 2022, 22:21
The updates probably didn't show originally because the image probably got some amendment in the play campaign. When you re-export a module any changes wont show up if you have edited the thing you exported in any way in the play campaign. So you would need to rever the changes to the image in this case in the play campaign to remove any edits. You may also need to close and re-open the module in the play campaign.
See the last four videos (particularly the last two) here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
Thanks Zacchaeus, great to know! I'm not sure what I changed on that image in the play campaign this time, but this info should save me some headaches in the future.
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