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Dynamic Lighting

Discussion in 'General Discussion' started by bpl2395, May 17, 2017.

  1. bpl2395

    bpl2395 New Member

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    Per facebook convo with D20pro, my map
     

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  2. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    there are few few areas that do not have Masks covering them (6,7,8 & 11), but those that do seem to be working alright.

    upload_2017-5-17_8-42-39.png
     
  3. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  4. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  5. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Maybe there are a couple masks here that are overlapping, so when you reveal the top one, it looks like it should be clear but the underlying mask area is still hidden.. but you are on the right track... you've got the right idea basically..
     
  6. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    gimmie just a bit and I'll redo this map for you, so you have an example to work from in the future.. might take me a short bit..
     
  7. bpl2395

    bpl2395 New Member

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    cool :)
     
  8. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Here's a cleaned copy, complete with Wall tile created from map base to hide the secret doors until they are discover by the players.

    upload_2017-5-17_11-36-18.png
     

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  9. Wesley Gorby

    Wesley Gorby Production/Community Manager
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  10. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    I also took the liberty to remove all the room numbers and such from the base map for you.. :)
     
  11. bpl2395

    bpl2395 New Member

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    thanks! its very much appreciated
     
  12. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Also, I could be wrong.. but I think your original scale is off on this.. I suspect that due to the cross-hatching of the squares.. that those are ment to be 2x2 = 1 (5') square.. which would make all those doors 5' wide.. but I kept your original scaling since I didn't know if you might have done that on purpose...
     
  13. Tay-Dor

    Tay-Dor Active Member

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    I recognize those cross-hatched tiles. You scaled it correctly Kril. Its from the random dungeon generator at http://donjon.bin.sh/5e/dungeon/

    The OP would be better served using the Player map to import into d20pro. It removes all the symbols and room numbers.
     
    #13 Tay-Dor, May 17, 2017
    Last edited: May 17, 2017
  14. Tay-Dor

    Tay-Dor Active Member

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    Tho for secret doors, rather than walling it off, wouldn't it be easier to paint a square door on that tile? Then when they find the secret door, you reveal it.
     
  15. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    This is just creative difference.. you could do it that way.. Though the shadowing along the wall edge, or lack of it when doing it as you describe would give it away to the players that something was jinky threre.
     
  16. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    In retrospect, It'd probable work best doing a combination of both methods. But I was in a hurry when I did that for him, and was mainly trying to show/give example of walls and masks rather than fine detail work /w extras :)
     
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  17. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Also noticed something this morning.. The token images you are using.. Waaaaay bigger than they need to be. This will bog you down in the long run.

    90% of token images can be around 100x100px.. You might go 300x300 for larger tokens such as tokens > 5x5 squares (25x25ft)
    Also, this is picky but also very important to scene, try to ensure your images for tokens are squared off. This will prevent image stretching.

    As you can see (lower right corner) that first token image is 896x959px. Which is fine for a couple tokens on the board, but multiply that by 30-40 and 4-8 connected players and you have Lagfest Stutter-palooza.

    upload_2017-5-18_5-55-33.png
     
  18. bpl2395

    bpl2395 New Member

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    The Op prefers the DM map, but thanks :) as they say to each their own.
    Krilion, as for token sizes, we haven't really noticed any substantial bog down or latency with the tokens. I might trim or rescale them in the future
     
  19. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    right, to each their own.. Just some pointers (rules of thumb) from experience :)
     
  20. bpl2395

    bpl2395 New Member

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    always appreciate learning from someone else. haven't had a chance yet to investigate the adjustments you made to my map, dat work stuff is sucking the fun out of my day haha
     

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