View Full Version : LOS moving on it's own.
Sharprider8
September 7th, 2022, 17:02
I will set up some terrain to help simulate a 2nd floor to the establishment I'm making. I added a pair of stairs and that's when I noticed the terrain was moving slightly and melding with the stair wall nodes. I assumed it to be the magnetic snap feature, so I turned it off and went on with my day. I noticed after doing some environmental work that all the walls and terrain nodes moved. It's like someone selected all of them and just dragged them away. I've never had this problem before, but it's very frustrating. I'm unsure if this is a bug or I'm hitting some new hotkey or what.
I added the image of what it should look like; sadly I did not think to take a picture of it actually moving away at the time. Any insight on what the problem might be is appreciated.
LordEntrails
September 7th, 2022, 17:24
Hmm, I don't think I have seen that myself. But I could imagine the LOS nodes moving to the closest pixel. But not sure if they do that or not. Can you provide reproducible steps?
But I will say that you have way too many wall nodes. Those stairs should have something like 5 nodes total, not the dozens or hundreds that you have. It also looks like you are using terrain as lines. They need to be closed polygonal areas, otherwise they don't serve a purpose. For elevation, I usually make the terrain areas 1 square wide on the upper level, to indicate that people on the edge square can be seen by anyone below. But depends on what you want.
Sharprider8
September 7th, 2022, 18:40
The problem with reproducing the steps is there was a gap of roughly 10 minutes between me adding additional assets to the map, things like candles, table decorations, etc. I tried having a wall torch to the stairs and that's when I noticed there was something wrong with the LOS nodes. That's when I saw they moved.
The reason why there are so many nodes to the stairway is that it was one of those assets that had wall LOS built into it. The image is also somewhat misleading to the number of nodes, but it is more than I would personally put in lol.
For the terrain line, I tried boxing the whole "2nd-floor" area, but when I did that, my test token could see through the Terrain whether it was open or closed. It's been a while since I sat down and made a map so Idk if this is how it always functioned but how I recall it is that you cannot look through it or see into it until standing in the field, I haven't been able to make that work. I like how you utilize the terrain for indicating people near the edge that would be seen.
Zacchaeus
September 7th, 2022, 18:58
I'm not quite sure what's happening. Your image doesn't really help explain the issue. Can you post a bigger image so that we can see the problem in more detail.
You are correct in that terrain will block line of sight if you are outside it but not if you are in it. Clearly if you draw the whole thing as terrain then the token will always be in it, so you need to draw it in such a way that it does what it's supposed to do. It's also very difficult to get multiple floors on top of one another and retain Los and other features. You are best drawing the second floor on a different portion of the map or on another map altogether. The issue might be something to do with using snap to grid. Maybe if you draw line of sight on a part made map and then add assets it could move the snap. I'm not sure.
LordEntrails
September 7th, 2022, 19:11
There is a right mouse option to reduce the number of nodes. I forget exactly how, but it's there, somewhere. You don't have to live with the number of nodes the art assets come with :)
Sharprider8
September 7th, 2022, 19:43
I'm not quite sure what's happening. Your image doesn't really help explain the issue. Can you post a bigger image so that we can see the problem in more detail.
You are correct in that terrain will block line of sight if you are outside it but not if you are in it. Clearly if you draw the whole thing as terrain then the token will always be in it, so you need to draw it in such a way that it does what it's supposed to do. It's also very difficult to get multiple floors on top of one another and retain Los and other features. You are best drawing the second floor on a different portion of the map or on another map altogether. The issue might be something to do with using snap to grid. Maybe if you draw line of sight on a part made map and then add assets it could move the snap. I'm not sure.
Yeah, apologies for the picture. Since I already dragged the LOS back to its proper location the image doesn't help with what exactly happened. It was a hail-mary attempt of someone being able to point out something really obvious I missed or some functionality issue.
The intent for the Terrain LOS was to have it where half my encounter can "look down" on the party while the party struggles to see them back until they go up the stairs. I outlined the Balcony area in Terrain LOS but my Player Token that was not in the Terrain area was still able to actively see into the Terrain and see my NPCs, I also double-checked to see if the Terrain was open and I just missed it, this wasn't the case. The Terrain being a straight line came after all this, it was me being frustrated and just setting it like that so I could just work on something else.
I've been keeping an eye on the LOS and experimenting with it somewhat while trying to still be productive but I haven't been able to reproduce what happened. I will come back to this thread if this does happen again or if I figure out what that was.
Sharprider8
September 7th, 2022, 19:51
There is a right mouse option to reduce the number of nodes. I forget exactly how, but it's there, somewhere. You don't have to live with the number of nodes the art assets come with :)
I found "Simplify Selected Occluders" which seems to do what you're describing. I'm just able to select the area in question and use that to thin out the amount of nodes being used.
Zacchaeus
September 7th, 2022, 20:11
There isn't really a one way type occluder where one token can see 'down' whilst the down token can't see 'up'. There isn't really a satisfactory way to achieve that or to create true multi level LoS. The images are all 2d so it can't distinguish up from down.
If you want to outline an area with terrain so that the token can't see into it from 'down' then don't enclose it in a single box but rather draw the LoS something like in the image below. Neither token can see the other unless one or the other moves over the edge of the enclosed space.
Sharprider8
September 7th, 2022, 21:06
There isn't really a one way type occluder where one token can see 'down' whilst the down token can't see 'up'. There isn't really a satisfactory way to achieve that or to create true multi level LoS. The images are all 2d so it can't distinguish up from down.
If you want to outline an area with terrain so that the token can't see into it from 'down' then don't enclose it in a single box but rather draw the LoS something like in the image below. Neither token can see the other unless one or the other moves over the edge of the enclosed space.
I see, I understand what you're saying now. The image helped there. I got my understanding of the terrain LOS all backwards there. Thank you for clarifying
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