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  1. #1

    Moduledb xml files from FG Classic to FGU with pins on images

    I have an xml file that I provide DMs Guild clients for my Waterdeep Fantasy Grounds Classic module that adds pins to the Waterdeep dragons heist DM maps. When I load up a campaign with Waterdeep Dragons Heist and my xml file in the moduledb folder the image associated with the maps that I have added pins do not show up. The pins will show, but it will be on top of a gray background instead of on top of an image.

    Is there anything I can do to get this to work, or is this a Classic to Unity migration issue that FGU will resolve in the future in any campaign that has an xml file in the moduledb directory with pin references on an image?

    DMs Guild Products: Waterdeep primer, Waterdeep Fantasy Grounds Module
    Current GM Games: DnD 5E Forgotten Realms, DnD 5E Tal'Dorei
    Current Projects: Waterdeep Battlemaps
    Systems of Interest: DnD 5E, 7th Sea
    Random Musing: https://www.jasonhardin.com


  2. #2
    LordEntrails's Avatar
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    ninja's, have new controls... I suspect you will have to duplicate the process in FGU and develop a new xml for FGU.

    But let's see what some of the more knowledgeable folks say...

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  3. #3
    Oh I really hope not, there are like 300+ pins across all the maps, that is several hours of manual work if a programmic fix can't be made.

    DMs Guild Products: Waterdeep primer, Waterdeep Fantasy Grounds Module
    Current GM Games: DnD 5E Forgotten Realms, DnD 5E Tal'Dorei
    Current Projects: Waterdeep Battlemaps
    Systems of Interest: DnD 5E, 7th Sea
    Random Musing: https://www.jasonhardin.com


  4. #4
    LordEntrails's Avatar
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    What I suspect is that the xml file you created has a different format. Take a dev campaign in FGU with one map and 5 pins. open the xml and compare it to what you dd in FGC. See what has changed in the xml format. Maybe you can just do a find/replace in the xml.

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  5. #5
    LordEntrails's Avatar
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    Oh, which reminds me, is this an xml file for use with Waterdeep FG module? Can I get a copy please?

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  6. #6
    Zacchaeus's Avatar
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    I don't have an answer for you since I don't know exactly what you have done or how you did it. But if you open a module in Classic and add pins to a map then in the moduledb folder you should get an xml file with the name of the module in it with the map pins noted. You should then be able to add that xml file to any Unity campaign and open the same module and the pins should still be there. It's possibly something to do with the name of the module - I don't know for sure but you can have a look at the xml file and you should be able to work out what's going on.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  7. #7
    I have had a look at the xml generated by a change to a Module in FGU as opposed to classic and the changes in the images and pins are enormous. There are nows several layers and pins are now placed using a matrix coordinate system instead of an x and y coordinate system. I will try creating a file from scratch using FGC and porting it to FGU. It is entirely possible that I messed up the XML in FGC and something is missing that FGU expects to convert the information over.

    What is really weird is that the pins show up, but the image underneath does not.

    DMs Guild Products: Waterdeep primer, Waterdeep Fantasy Grounds Module
    Current GM Games: DnD 5E Forgotten Realms, DnD 5E Tal'Dorei
    Current Projects: Waterdeep Battlemaps
    Systems of Interest: DnD 5E, 7th Sea
    Random Musing: https://www.jasonhardin.com


  8. #8
    It should be in the zip file that you download from DMsGuild. Since it is part of the DMsGuild I am technically not allowed to distribute it other than through someone buying the item or me gifting it to them through Dms Guild.

    DMs Guild Products: Waterdeep primer, Waterdeep Fantasy Grounds Module
    Current GM Games: DnD 5E Forgotten Realms, DnD 5E Tal'Dorei
    Current Projects: Waterdeep Battlemaps
    Systems of Interest: DnD 5E, 7th Sea
    Random Musing: https://www.jasonhardin.com


  9. #9
    Attached is my test campaign folder. I added a pin from the Waterdeep dragon heist stories to the waterdeep-E-DM map and this is what I see:
    blank mapimage.jpg

    I am not sure how much more of a basic test I can make. It seems like there is a problem migrating campaigns with pins in maps for a modules that end up with an xml file in the moduledb folder of the campaign.
    Attached Files Attached Files

    DMs Guild Products: Waterdeep primer, Waterdeep Fantasy Grounds Module
    Current GM Games: DnD 5E Forgotten Realms, DnD 5E Tal'Dorei
    Current Projects: Waterdeep Battlemaps
    Systems of Interest: DnD 5E, 7th Sea
    Random Musing: https://www.jasonhardin.com


  10. #10
    I know the waterdeep module where this is from. As you stated, the XML for these extra pins was provided by the module author. It was not created within FG nor gone thorugh any conversion process I can see. The xml would need to be redone by that author to get the functionality in FGU.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

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