View Full Version : Drawing problems
Engelmann
November 1st, 2022, 17:22
Hi,
I'm trying to draw a dungeon level but at the end I realized that entire areas of what I've drawn are filled with the background I'd setup for drawing.
It fills empty areas (not drawn) and erases some parts of what I've drawn (most of the time when they are surrounded by other dawn elements.
Erasing seems also to be chaotic.
I don't understand why this happens and how to prevent it.
Thanks for your help.
Regards
LordEntrails
November 1st, 2022, 19:07
In the Brush menu/settings, there are options for add, subtract, join and intersect (I think) when you are adding strokes to an existing painting layer. See if you get the desired behavior by adjusting those settings as you add elements. It also might help if you uploaded the campaign so that we could look at the actual layers and how you built the map. I would also suggest annotating your image above so we know exactly what areas are not resulting in the image you desire.
Engelmann
November 2nd, 2022, 08:02
In the Brush menu/settings, there are options for add, subtract, join and intersect (I think) when you are adding strokes to an existing painting layer. See if you get the desired behaviour by adjusting those settings as you add elements. It also might help if you uploaded the campaign so that we could look at the actual layers and how you built the map. I would also suggest annotating your image above so we know exactly what areas are not resulting in the image you desire.
Hi,
Thanks for your answer.
I'm setting up a fill and a stroke from the asset. Selecting "add" for the overlap. Then I start drawing.
Here a quick video to show you what is my problem : https://transfert.free.fr/zstL5U
Zacchaeus
November 2nd, 2022, 10:37
I don't know since I don't really use these tools much; but I'm unable to immediately reproduce the issue. One thing I did notice was that whatever line you were using (the one attached to your cursor) was quite long. Maybe it is filling in more than you think so when you draw the bit at the bottom it's joining it incorrectly because it thinks that's what you want to do. Maybe try a shorter line. I'm not sure but I was able to draw in the corridors in the same map but obviously I don't know exactly what Fill and Stroke you are using.
Engelmann
November 2nd, 2022, 12:27
I don't know since I don't really use these tools much; but I'm unable to immediately reproduce the issue. One thing I did notice was that whatever line you were using (the one attached to your cursor) was quite long. Maybe it is filling in more than you think so when you draw the bit at the bottom it's joining it incorrectly because it thinks that's what you want to do. Maybe try a shorter line. I'm not sure but I was able to draw in the corridors in the same map but obviously I don't know exactly what Fill and Stroke you are using.
I change stroke and fill image but the problem remains.
Engelmann
November 2nd, 2022, 13:19
I change stroke and fill image but the problem remains.
I tried without any extension and some other images as stroke and fill (in different sizes) but it still happens sooner or later.
Zacchaeus
November 2nd, 2022, 14:02
It's unlikely to be an extension. I think we'll need to wait for one of the devs to chip in; as I say I really don't know the drawing tools that well.
onzephyr
November 2nd, 2022, 19:47
I've run into the same issue while mapping. It happens with complex shape addition and subtraction. To FGU's credit, weirdness with complex Boolean operations is not unique. Most apps that do something similar suffer odd edge cases.
One workaround in many cases is to draw an "Add" shape fully inside the existing shape. This seems to make the whole shape reprocess and often corrects the interior glitches. See attachments for examples and demonstration
Glitch example = FGU_Example_subtraction2.gif
Workaround = FGU_Example_subtraction8_workaround.gif
Another solution that avoids the glitch and makes my workflow easier is to separate the map out into dedicated layers. One layer for the floor using fills without strokes. One layer for the outermost walls of the map, strokes without fills. Then one or more layers for internal walls and islands of walls. This makes modification and editing much easier and reliable. This also avoids another glitch when duplicating layers as walls that result in double points and broken shapes.
Engelmann
November 2nd, 2022, 20:20
I've run into the same issue while mapping. It happens with complex shape addition and subtraction. To FGU's credit, weirdness with complex Boolean operations is not unique. Most apps that do something similar suffer odd edge cases.
One workaround in many cases is to draw an "Add" shape fully inside the existing shape. This seems to make the whole shape reprocess and often corrects the interior glitches. See attachments for examples and demonstration
Glitch example = FGU_Example_subtraction2.gif
Workaround = FGU_Example_subtraction8_workaround.gif
Another solution that avoids the glitch and makes my workflow easier is to separate the map out into dedicated layers. One layer for the floor using fills without strokes. One layer for the outermost walls of the map, strokes without fills. Then one or more layers for internal walls and islands of walls. This makes modification and editing much easier and reliable. This also avoids another glitch when duplicating layers as walls that result in double points and broken shapes.
Thanks for the workaround. I'll try it right away.
For the different layers, it could be a workaround for small maps even it's a lot more drawings but impossible on big maps.
Moon Wizard
November 2nd, 2022, 20:39
Thanks for the report and the workaround.
I've filed a ticket with @pindercarl to review, when he gets a chance.
Regards,
JPG
onzephyr
November 3rd, 2022, 19:05
True the workaround is definitely faster for an existing map, I hope it works. Lots of layers and simpler shapes just click for me. Exported an example took a little over an hour. A bad DotMM map remake no ref image just eyeballed the layout. Fingers crossed it loads since I've never exported a mod before.
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