Thread: LoS issue
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May 4th, 2020, 03:25 #1
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- Apr 2020
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- Camas, WA
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LoS issue
It looks like toggling LoS on and off "breaks" LoS. If LoS is currently on, then turning it off and on again won't re-enable it.
The only way I've found to "fix" the issue is to quit and relaunch.
Further, the state of the button isn't clear. Sometimes it will be blue for on, and other times black for on.
Running FGU v4.0.0 ULTIMATE (2020-04-29) on macOS.
Screen Shot 2020-05-03 at 7.17.42 PM.png
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May 5th, 2020, 02:54 #2
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- Jun 2018
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Yes, turning LOS off and on again won't enable it in the GM's view but unsharing and resharing the map does allow continued toggling of the player's view. Closing and reopening the map allows toggling of the GM's view.
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June 3rd, 2020, 16:03 #3
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June 4th, 2020, 15:06 #4
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- Apr 2020
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- Devon, England
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Not really a fault, but LOS mapping for a cave system is a nightmare. I am thinking very few players will run homebrew cave levels on FGU, except maybe really small levels. (5 rooms or less).
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June 4th, 2020, 16:40 #5
A few helpful tips for creating LOS for cave systems. 1) Don't be precious about the fidelity of the occluders. The important part is what the players see, or more specifically, what they do not see. 2) When adding lots of freeform points, I tend to use the space bar to add points rather than mouse clicks. 3) When editing tight spaces, I turn off magnetic snapping. (You can toggle it off temporarily by holding down the CTRL key.
As a bit of dogfooding, I grabbed a map of the Crystal Cave in Wisconsin and wanted to see how much I could accomplish in half-an-hour. While I didn't get to all of the internal structures, I was able to map out the entire exterior of the caves.
crystal cave Player view.JPG crystal cave occluders CU.JPG crystal cave occluders.JPG
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June 4th, 2020, 16:54 #6
To elaborate on Carl's comments regarding fidelity. Remember, we really don't need more than 2-3 points per 5 foot square at any time. And often times you can go for many fewer than that, especially with terrain occluders since in general tokens are going to be on one of the snap points. In short, I try to allow the graphics to show the details of the cave irregularity, not the LOS occluders.
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June 4th, 2020, 18:12 #7
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It might be worth considering adding circles and arc segment occluders. It would require calculating the tangent points for the vision rays but it might? be cheaper than a using a lot of points.
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June 4th, 2020, 23:37 #8
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I have made Level 2 of the Cult in Against the Cult of the Reptile God using Dungeonfog, and was dreading having to do the LOS work on it. However, following your advice on not being to precious about following each and every nook and cranny of the caves, but instead in many areas drawing an almost straight line. It was finished in a fraction of the time. Also testing it with a character token it looked fine. In fact it actually looked better than the caves that I had been more meticulous with. Many thanks.
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June 5th, 2020, 06:43 #9
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- Jun 2018
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Well, if by homebrew you mean draw the map yourself using the paint tools, you can lay the LOS over the entire thing with a single click.
https://fantasygroundsunity.atlassia...the+Brush+Tool
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June 5th, 2020, 08:04 #10
I notice "crystal cave occluders CU.JPG" is using polygon and not grid shading on previously seen areas. That defiantly looks better. Is a soft edge to the polygon LOS in the works?
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