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Laerun
September 26th, 2023, 03:03
In Fantasy Grounds Unity, I've encountered a rather perplexing issue while working with Dynamic Line of Sight (LoS) layers. I was diligently setting up my map, making sure to lock the image layer to prevent accidental alterations. I then proceeded to add LoS occluders, only to realize later that these were created on a separate metadata layer. This is particularly confusing and problematic for those of us who are creating custom content or converting existing adventures. This is user error, my own. However, someone new or working on a large conversion project might get rather discouraged.

Update:
The developer guide has been recently updated to help with the clarity of this process.

For more context, you can refer to the Fantasy Grounds Unity documentation on Working with Images as the GM: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640166/Working+with+Images+as+the+GM#Using-the-Image-Control

Using Dynamic Line of Sight for Maps: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640166/Working+with+Images+as+the+GM#Using-Dynamic-Line-of-Sight-for-Maps

And Adding Walls: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640584#Add-Walls

While I understand that having separate LoS metadata layers can be useful for gameplay tiles and such, it becomes a hindrance if and when you need to export map layer metadata for custom creations and then to discover you did not apply your work or edits prior to creating the line of sight and lighting occluders. Specifically, one cannot just export a LoS layer without it being attached to a specific image layer. Is there a specific reason for this layering behavior, and are there any workarounds or settings that can make this process more intuitive?

Moon Wizard
September 26th, 2023, 19:44
If you use the export to file option, then the combined image and combined XML data are exported; and can then be re-imported. This may be a useful approach when creating content.

Regards,
JPG