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  1. #101
    Quote Originally Posted by Jiminimonka View Post
    The light "leaking" is where the LOS points don't connect.Usually they are less than a pixel apart so its hard to spot. Probably something to do with the data from the Dungeondraft .json file.
    This should be easy to diagnose within FGU. Look at the LoS data and see if in that corner, there are two walls that butt up against each other (ie: whether there are two square ends in that corner, or just one. You might need to attempt to move it to see it as if they are only 1 pixel apart, they may just be drawn on top of each other).

  2. #102
    I've put up a beta version of the script that can write object LoS blockers as terrain. Note that there's a config file option to turn this feature on. Looking to hear if people would prefer it as a default as terrain, or default as a wall. (Please mention on the Github issue instead of here, if possible).

    https://github.com/Imagix/uvtt2fgu/tree/Imagix/issue17

  3. #103
    Quote Originally Posted by Imagix View Post
    I've put up a beta version of the script that can write object LoS blockers as terrain. Note that there's a config file option to turn this feature on. Looking to hear if people would prefer it as a default as terrain, or default as a wall. (Please mention on the Github issue instead of here, if possible).

    https://github.com/Imagix/uvtt2fgu/tree/Imagix/issue17
    My preference is they became terrain, but now you can switch them over in FGU with a couple of clicks anyway.

    Nice one Imagix!

  4. #104
    Gave the new LOS blockers a try and thanks, I appreciate it! I agree with Jiminimonka's take on making them terrain walls.

    Yay!

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