View Full Version : LOS changing segments from lower layers
anathemort
November 16th, 2022, 19:11
I've got a multi-story map I'm working with and I'd like to have the separate stories stacked on top of one another. I've got wall and image layers in story folders so I can toggle them on and off quickly. When I add LOS segments - walls, doors, windows - to a layer above another, it is impacting the layer below. For example, if I add walls all the way around the first story, then add windows on the second story, it is opening the wall segments on the first story too. It doesn't matter if I lock the wall layer or not.
this is the first floor with the broken walls, you can see it is locked - 55144
this is the second floor and you can see the window openings match the first floor issues - 55145
You can also see on the first floor that there are lots of extra wall points that are added from upper level walls.
Laerun
November 16th, 2022, 19:33
Hello and well met.
I do not believe that you can add LoS for multiple layers independently. The LoS behaves all or nothing regarding toggles. Generally, that's two separate maps and might only work IF the two layers are identical and you don't mind that same detailed functionality between or within your map layers. Your group can only be on one level at a time if you are stacking the floors on top of one another. Simple things like common or shared walls are fine, but doors or anything with a toggle will be problematic. If it is essential to have these independent functions, you will likely need another map and then link the two together. Creating multiple layers of line of sight on a given map will cause issues regarding toggles. Only one LOS layer functions per map, etc. Throwing a roof on the top or covering a trap with a tile is doable, but beyond that, it is not easily or very functional in FGU. I have seen people get by, but not sure if it is going to work the way you intend.
Or, maybe use the "Portals Extension" solution to "warp" between maps as a potential solution, assuming DnD5e.
(DnD5e Only) https://forge.fantasygrounds.com/shop/items/123/view
If this function above is wanted, or if it is something you want to see in FGU implemented, the FG Idea informer is a start.
https://fgapp.idea.informer.com/
Best of luck,
Laerun
Zacchaeus
November 16th, 2022, 19:36
Try re-ordering the layers; you have the fourth floor first and the first floor last and you have the base layer beneath the first floor layer. Your layers I think should be the opposite way around with the ground floor then first, then second and so on. (I don't know if that will make a difference or not).
jharp
November 16th, 2022, 20:27
If you cannot get it to work (don't know if it does), then you can combine the Portals extension and the FoWEnhanced extension to help the experience. Portals will warp you to a new map and FoWEnhanced will allow you to save the FoW between movements of characters between maps.
Jason
rhagelstrom
November 16th, 2022, 20:45
Is this a case of trim interior occulders trimming all layers? If so just do it before that was a thing.
pindercarl
November 17th, 2022, 05:57
The occluders in a hidden layer are not used for calculating the line-of-sight of a token. However, all occluders are considered when performing editing, e.g., splitting occluders when occluders intersect. For multi-level maps, you shouldn't stack the levels. If nothing else, the fog-of-war would be concatenated for all layers and would potentially reveal unexplored parts of the map to the players.
anathemort
November 17th, 2022, 16:52
The occluders in a hidden layer are not used for calculating the line-of-sight of a token. However, all occluders are considered when performing editing, e.g., splitting occluders when occluders intersect. For multi-level maps, you shouldn't stack the levels. If nothing else, the fog-of-war would be concatenated for all layers and would potentially reveal unexplored parts of the map to the players.
Understood, thanks for the very clear info!
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.