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  1. #11
    To convert video to .webm(Codec:VP8), I use ffmpeg_Gui (For the interface) : https://files.videohelp.com/u/292773...ewest_beta.zip + ffmpeg (Required): https://www.videohelp.com/download/f...-full_build.7z

    *On the ffmpeg_Gui, I rezise the video to 1920x1080 and select VP8 in codec and use VBR for bitrates(8000).

    To stream sound to discord, I use Kenku(Free if you input :0$) : https://www.kenku.fm + VB-Audio Cables : https://download.vb-audio.com/Downlo...ver_Pack43.zip + FGU Sound - VLC Support
    : https://forge.fantasygrounds.com/shop/items/1227/view + VLC(2.0.0) *Warning 2.0.0 vlc is a hard requirements, won't work otherwise! : https://download.videolan.org/pub/vi...c/2.0.0/win32/
    *I recommend to pass your way on the sound side of the software, since it need a lot of dedication and organisation to use it. You better of without it for the moment.

    *Note: You have to keep vlc 2.0.0 running in the back for the sound integration to work.
    That's my way of doing things
    Last edited by WaifuChronicles; July 21st, 2023 at 18:43.

  2. #12
    Given that in several threads there was the question on whether Dungeon Alchemist would support exporting to VP8 or FGU would somehow be able to import webm files generated by Dungeon Alchemist, it's worth reporting that the lead developer of Dungeon Alchemist has confirmed that the next version of the mapmaking software will include an option to export to webm VP8 for FGU.

    https://discord.com/channels/8020943...86472102641716

    DungeonAlchemistVP8.png

  3. #13
    Mac from Dungeon Alchemist was on Fantasy Grounds Fridays last Friday and they announced it officially there as well

  4. #14
    That's terrific news!! I have D.A. but have yet to really delve into it. This will be an added bonus.

  5. #15
    Oberoten's Avatar
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    This is amazing news. Especially since I already have Dungeon Alchemist after backing it on Kickstarter.
    For your Ars Magica needs :
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    Atque in perpetuum frater, Ave atque vale.

  6. #16
    It is good news. I hadn't been converting any animated maps from DA, as they'd lose the wall/lighting info, and that tradeoff wasn't worth it for me.

  7. #17
    Quote Originally Posted by Agamon View Post
    It is good news. I hadn't been converting any animated maps from DA, as they'd lose the wall/lighting info, and that tradeoff wasn't worth it for me.
    There's an easy workaround for that:
    First, export your DA map to WEBM: this will make a MyMap.webm file. You'll need to also convert it to VP8 until DungeonAlchemist releases the next version of their program using one of the tools in the first post of this thread
    Then, export it again using Fantasy Grounds Unity format: this will make two files, MyMap.jpg and MyMap.xml
    Finally, grab your MyMap.webm file, and the MyMap.xml file from the second export, and put them together in your campaign's /images folder in FGU: voilà, your animated map has also walls and lights info (as long as the XML file and the WEBM file have the same name.

  8. #18
    Quote Originally Posted by Lo Zeno View Post
    There's an easy workaround for that:
    First, export your DA map to WEBM: this will make a MyMap.webm file. You'll need to also convert it to VP8 until DungeonAlchemist releases the next version of their program using one of the tools in the first post of this thread
    Then, export it again using Fantasy Grounds Unity format: this will make two files, MyMap.jpg and MyMap.xml
    Finally, grab your MyMap.webm file, and the MyMap.xml file from the second export, and put them together in your campaign's /images folder in FGU: voilà, your animated map has also walls and lights info (as long as the XML file and the WEBM file have the same name.
    I thought there was likely a way to make it work, but luckily it'll be much easier and quicker in a couple days.

  9. #19
    Hello. I'm encountering an issue with animated tokens with an alpha channel. I've managed to create them, import them and place them just fine on the map. I can move, select and use them as expected. That is until I rotate or scale them using ctrl/shift+MW. Then the "meat" of the token becomes uninteractable and the only way I can grab or use it after that is to mouse over the indicators on the token. If I drop it onto the map again it's fully responsive again.

    Is this a bug or am I doing something wrong? I feel having the ability to rotate tokens to indicate facing direction is quite important.
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  10. #20
    LordEntrails's Avatar
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    Quote Originally Posted by Zhakathoom View Post
    Hello. I'm encountering an issue with animated tokens with an alpha channel. I've managed to create them, import them and place them just fine on the map. I can move, select and use them as expected. That is until I rotate or scale them using ctrl/shift+MW. Then the "meat" of the token becomes uninteractable and the only way I can grab or use it after that is to mouse over the indicators on the token. If I drop it onto the map again it's fully responsive again.

    Is this a bug or am I doing something wrong? I feel having the ability to rotate tokens to indicate facing direction is quite important.
    Please report bugs in the House of Healing. And unless your issue is the same as an existing thread, please start a new thread.

    This issue has been reported and is being worked on. See;
    https://www.fantasygrounds.com/forum...ust-one-change

    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.

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