View Full Version : LOS, Lighting and FX Offset Issue
LordEntrails
January 24th, 2025, 19:53
I thought my issue was the same as reported fixed here, but it's not fixed for me.
https://www.fantasygrounds.com/forums/showthread.php?83874-Map-layers-are-always-misplaced-when-doing-an-encounter-webm-xml
LOS and Lights (and I assume FX) for Assets added to an image as a layer are not in the correct locations.
Situation: D&D 5E created from a development campaign. Maps added to devl campaign via import and then turned into maps via Create Map Record. (Note, many/most of my examples were probably created back in FGC.)
When opening the image/map record, LOS and lights are correct. But when dragging the same record from Assets to an existing image/map record as a layer, or creating using Create Map Record from the asset, the LOS and light coordinates are off set as shown in the image below.
63294
I will send support info (see SUPPORT-28142) on where they can obtain the module and campaign file.
LordEntrails
January 24th, 2025, 20:44
I did some more investigation...
Created New CoreRPG campaign.
Added a map, created LOS, Lights and FX.
Exported Metadata to the campaign images folder
Exited Campaign, relaunched campaign
Create Map Record from Asset and dragged asset to new Image as layer.
Both methods the LOS is now in the correct location
Both methods the lights are in the wrong location
Both methods no FX were created.
63296
So,
1) How do I fix my development campaign so the LOS in my module works correctly? Can I simply re-export Metadata for all ~320 map assets and be ok after I export a new module?
2) Looks like lights still have an xml offset bug
3) Perhaps FX are not exported with the metadata and this is not supported?
pindercarl
January 25th, 2025, 02:33
I did some more investigation...
Created New CoreRPG campaign.
Added a map, created LOS, Lights and FX.
Exported Metadata to the campaign images folder
Exited Campaign, relaunched campaign
Create Map Record from Asset and dragged asset to new Image as layer.
Both methods the LOS is now in the correct location
Both methods the lights are in the wrong location
Both methods no FX were created.
63296
So,
1) How do I fix my development campaign so the LOS in my module works correctly? Can I simply re-export Metadata for all ~320 map assets and be ok after I export a new module?
2) Looks like lights still have an xml offset bug
3) Perhaps FX are not exported with the metadata and this is not supported?
Thanks for providing the files. There is a bug with metadata export of lights that I am looking at now. FX layers are not supported with metadata. Metadata only exports grid, occluders, and lights.
Moon Wizard
January 26th, 2025, 18:31
Thanks for the files sent to the support queue. I've passed them on to Carl.
Regards,
JPG
LordEntrails
February 3rd, 2025, 16:28
Any ETA on when this lighting bug might be fixed? I've been delaying re-exporting the xml for my Undermountain module until lighting was also fixed, but don't want to wait too long to get the LOS fix out to everyone.
Moon Wizard
February 3rd, 2025, 18:30
It's currently in Test; and planning to do another push this week.
Regards,
JPG
LordEntrails
February 4th, 2025, 02:39
It's currently in Test; and planning to do another push this week.
Regards,
JPG
Thanks, I will go check it out. Appreciate it!
Moon Wizard
February 4th, 2025, 20:14
The new version (v4.6.5) has now gone Live. Please run a new Check for Updates, and try again.
Regards,
JPG
LordEntrails
February 7th, 2025, 04:27
The new version (v4.6.5) has now gone Live. Please run a new Check for Updates, and try again.
Regards,
JPG
I'm still seeing the issue. I re-exported the module (which currently has no XML files in the Development campaign images folder) and created a new campaign. Created a New image (00 Test) and then dragged a map from the Asset to the new image window. XML is still offset.
Do I need to do something different?
Moon Wizard
February 7th, 2025, 06:04
It sounds like the XML data associated with the asset is not correct. I don't see any "images" in the campaign you posted; so assume you are adding from your FG Data folder or from a module.
If you made the module; you'll need to check the module in the original development campaign to make sure everything is correct, and re-export.
If you didn't make the module; please let me know where to find it.
Also, please let me know which image file name you are trying to import.
Regards,
JPG
Tempered7
February 7th, 2025, 11:03
Created a New image (00 Test) and then dragged a map from the Asset to the new image window. XML is still offset.
When I did the same, I got the same result. But I can confirm LoS/Light is fixed in the smaller maps if I open them from their links in the overview map.
Light.png (left): Aasi with darkvision.
The other img = Dragged from assets.
LordEntrails
February 7th, 2025, 16:24
It sounds like the XML data associated with the asset is not correct. I don't see any "images" in the campaign you posted; so assume you are adding from your FG Data folder or from a module.
If you made the module; you'll need to check the module in the original development campaign to make sure everything is correct, and re-export.
If you didn't make the module; please let me know where to find it.
Also, please let me know which image file name you are trying to import.
Regards,
JPG
I sent you an email with links to both the development campaign and the exported module.
So remember, this campaign/module has been in development for a long time, but I don't think that is the cause. Here's the full process.
- Images imported into devl campaign images folder (assets).
- Assets turned into Images/maps, LOS and lightning added.
- Campaign exported to module
- New campaign (Test UM01) created
- module (Undermountain aka UM01.mod) loaded
- Create new blank Image/map
- Add Asset such as "Abandoned Sanatorium"
- Verify how LOS elements are not in the correct location.
So, it's probably important to understand the use case.
(Almost) All the Assets already have individual Image/Map. But realize these are all bits and pieces of a larger map ("0 UM-01 Overview" which does not have LOS) to be used as encounters (while party progress is tracked on the big map use global mask).
BUT, of course some folks want to be able to have one map as they explore the Undermountain. The method for doing this is to create a new map, add the asset for the entry point (say the Dry Well) and then keep adding from assets to this party map as they explore. With the Assets not having the correct LOS placement (or lights) this currently doesn't work.
Note, another good map/asset to try is the Prismatic Storm one to see how lights are displaced too.
Perhaps if I export all the metadata in the development campaign and add it to the images folder it will export/work? But as you can see, I've not yet had to do this so...
Thanks Moon!
When I did the same, I got the same result. But I can confirm LoS/Light is fixed in the smaller maps if I open them from their links in the overview map.
Light.png (left): Aasi with darkvision.
The other img = Dragged from assets.
Thanks, yep, this is the problem I'm hoping to solve :)
pindercarl
February 7th, 2025, 17:27
I sent you an email with links to both the development campaign and the exported module.
So remember, this campaign/module has been in development for a long time, but I don't think that is the cause. Here's the full process.
- Images imported into devl campaign images folder (assets).
- Assets turned into Images/maps, LOS and lightning added.
- Campaign exported to module
- New campaign (Test UM01) created
- module (Undermountain aka UM01.mod) loaded
- Create new blank Image/map
- Add Asset such as "Abandoned Sanatorium"
- Verify how LOS elements are not in the correct location.
So, it's probably important to understand the use case.
(Almost) All the Assets already have individual Image/Map. But realize these are all bits and pieces of a larger map ("0 UM-01 Overview" which does not have LOS) to be used as encounters (while party progress is tracked on the big map use global mask).
BUT, of course some folks want to be able to have one map as they explore the Undermountain. The method for doing this is to create a new map, add the asset for the entry point (say the Dry Well) and then keep adding from assets to this party map as they explore. With the Assets not having the correct LOS placement (or lights) this currently doesn't work.
Note, another good map/asset to try is the Prismatic Storm one to see how lights are displaced too.
Perhaps if I export all the metadata in the development campaign and add it to the images folder it will export/work? But as you can see, I've not yet had to do this so...
Thanks Moon!
Thanks, yep, this is the problem I'm hoping to solve :)
Metadata imported from v4.5 or should be fixed. Metadata exported in v4.6 will need to be re-exported.
LordEntrails
February 7th, 2025, 18:22
Metadata imported from v4.5 or should be fixed. Metadata exported in v4.6 will need to be re-exported.
So I never did a manual export of the metadata. This can be seen as their are no xml files in the development campaign. edit: so where is the module getting this info from?
I can do that if needed, I assume the xml files should be saved to the campaign images sub-folder and then on module export they will be included?
pindercarl
February 7th, 2025, 18:46
So I never did a manual export of the metadata. This can be seen as their are no xml files in the development campaign. edit: so where is the module getting this info from?
I can do that if needed, I assume the xml files should be saved to the campaign images sub-folder and then on module export they will be included?
I'll take a look at the files. This thread was about a bug importing metadata when creating new images from assets. I think I misunderstood what you were reporting.
pindercarl
February 9th, 2025, 18:48
I was able to identify an error when exporting some maps. I'll need to verify the fix does not introduce any new issues before I commit. Following that we need to repair the exported data. The maps themselves appear to all be intact. When creating an image from an asset, the occluders and lights are loaded from the exported XML file. Did you author the UM-01 module, or is it from some other source?
LordEntrails
February 10th, 2025, 01:13
I was able to identify an error when exporting some maps. I'll need to verify the fix does not introduce any new issues before I commit. Following that we need to repair the exported data. The maps themselves appear to all be intact. When creating an image from an asset, the occluders and lights are loaded from the exported XML file. Did you author the UM-01 module, or is it from some other source?
It's my module. John should have a link to the campaign I used to develop it. Appreciate you looking deeper into the issue.
pindercarl
February 11th, 2025, 03:25
It's my module. John should have a link to the campaign I used to develop it. Appreciate you looking deeper into the issue.
I was able to commit a fix for the metadata export and it should be available when the next Release update is pushed to Live. I was able to re-export all of the metadata in the UM-01 module except for "Kobold Guard Post." The XML files are in the attached zip file. These XML files replace the ones in /UM01/images/
LordEntrails
February 11th, 2025, 18:05
I was able to commit a fix for the metadata export and it should be available when the next Release update is pushed to Live. I was able to re-export all of the metadata in the UM-01 module except for "Kobold Guard Post." The XML files are in the attached zip file. These XML files replace the ones in /UM01/images/
Thank you Carl!
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