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View Full Version : A Way to Stamp Tiles on Images and have the Tile's own Line of Sight preserved?



kronovan
November 29th, 2025, 04:52
I could have sworn I once viewed a tutorial in which the Presenter set the Line of Sight on tiles they imported and then stamped them on an image. I've tried it, but the LOS -and any lighting- is gone after the tile has after been stamped on an image. If there's a way to do it, I'm certainly missing it.

Does anyone know if this is possible?
And if so, how is it done?

Zacchaeus
November 29th, 2025, 08:55
Create the image and add line of sight in one campaign and then save the image to the images folder in FG Data. Open a new campaign create a new image and select the layers tool. Find the images that you created and drag one into the Tile section and then click on the image where you want to place it. Select another tile and place that etc.

Griogre
November 29th, 2025, 17:22
As an alternative, it may be easier for you to just create a campaign to hold all your tiles. In that campaign create all your tiles with LOS and then just export them into a module. If you do it this way I would suggest you make the campaign a Core RPG type and then when exporting - check the box to make the module to work with any ruleset.

In short to the idea is to make the map tiles with LOS into assets which can then be used with any ruleset and campaign. You won't need to open the module campaign or anything, you only exported to make the tiles assets and assets are always available. This does exactly the same thing as Zacchaeus described, but allows you to group your tiles in a single folder in Assets instead of being mixed in with the other assets in the data (image) folder in alphabetical order.

kronovan
November 29th, 2025, 22:52
Many thanks for the replies Zacchaeus and Griorge.


Create the image and add line of sight in one campaign and then save the image to the images folder in FG Data. Open a new campaign create a new image and select the layers tool. Find the images that you created and drag one into the Tile section and then click on the image where you want to place it. Select another tile and place that etc.

Other than using the same campaign, what you descrbe is what I've been doing. As well, my image tiles are 12x12 JPEGs I created in CC3. This is what I've been doing:


Copy my 12x12 JPG tile into the Campaigns\images folder
Access [Assets] > [Images] and open the tile in Campaigns\images
Click [Create a Map Record]
Edit in Lights, walls, doors, secret doors, etc on the tile
Lock the tile image and close it.
Create a new image for the base map.
Select [Layers] > [Tile]
Click in the 'Tile box', then select my tile I added LOS and Light on and place it on the new image.


My tile can be successfully placed, but the LOS and Lights I edited in are missing?


As an alternative, it may be easier for you to just create a campaign to hold all your tiles. In that campaign create all your tiles with LOS and then just export them into a module. If you do it this way I would suggest you make the campaign a Core RPG type and then when exporting - check the box to make the module to work with any ruleset.

In short to the idea is to make the map tiles with LOS into assets which can then be used with any ruleset and campaign. You won't need to open the module campaign or anything, you only exported to make the tiles assets and assets are always available. This does exactly the same thing as Zacchaeus described, but allows you to group your tiles in a single folder in Assets instead of being mixed in with the other assets in the data (image) folder in alphabetical order.

I'm very familiar with making modules and did plan to eventually do what you describe. What I was doing was just a quick, proofing test, but I'll probably make a module sooner than later. I like the idea of using Core RPG for the tile editing and module generation - nice & clean. The only thing different from what you both describe, is that my tiles are being edited in the same campaign. So I'm quessing there's maybe entries in 1 of the campaigns XMLs, that disallows tiles being made into map images with LOS and Light, in the same campaign?

If I open up my tile from images and drop a PC token on it, the LOS and Lights are certainly there. Just not when I place in on another image.

[Edit] Awesome, editing the tiles in another campaign worked! I did do the editing in a new Core RPG campaign and saved them as a module.

Zacchaeus
November 30th, 2025, 00:30
One way or another you need to save out the image once you have added the lighting and LOS. From your description above you are using the image as a tile in the same campaign you are creating it in. That image won’t have any LOS attached to it since you haven’t created the necessary xml file containing the data which happens when you save or export the image.

kronovan
November 30th, 2025, 01:00
One way or another you need to save out the image once you have added the lighting and LOS. From your description above you are using the image as a tile in the same campaign you are creating it in. That image won’t have any LOS attached to it since you haven’t created the necessary xml file containing the data which happens when you save or export the image.

Ahah! Yeah, that's what I was guessing was happening. It all makes sense now, but didn't before. ;)
Thanks again for the help.