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Doors only need 2 points

Discussion in 'Feature Requests' started by ncassella, Dec 5, 2016.

  1. ncassella

    ncassella Member

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    I'm sure this has to do with the shadowcasting being polygon based. but for the love of god look at what I have to do tonight.
    Too many points on a door.JPG
    And that's just the first level of Crove's Asylum from Carrion Hill, the second level has almost 60 doors.

    Is there a better way to do this that i'm missing or can there be a way to make doors only require 2 points?
     
  2. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    I'd use the Door shape.. it's square and you just plunnk it down..
     
  3. Tay-Dor

    Tay-Dor Active Member

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    Go to the paint tab and you'll see a vertical and horizontal door shape you can put down on your map. Once placed, you can resize it however you want.
    Paintdoor.png doorss.png
     
  4. ncassella

    ncassella Member

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    The point is the resizing takes time. In a lot of cases the doors on preprinted maps fall between grid squares making it super easy to drop a single line down and be done. I do the triangle and "close" it to a solid line after I drop them all in.

    If I were to use the paint feature I would need to edit 2 additional points, with the method I use I only edit one point. It's still bothersome, especially when doing something like this.
     
  5. Tay-Dor

    Tay-Dor Active Member

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    Once you place and resize one of the doors, you can duplicate it (in the manipulate tab) as many times as you need and place the copies.
    duplicate.png

    Functionally works just like the "clone" option for map tiles and tokens.
     
  6. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    It has more to do with being able to click on it, to change it's state. For that to work, it has to have volume, hence a min of 3 points. If you make the volume too small, you'll find it is a pain to actually select and manipulate the doors state. 4 point squares are the easiest and most uniform for the most people, but you are of course free to do it however best suits you.
     
  7. Tay-Dor

    Tay-Dor Active Member

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    You can also make the painted doors pretty thin...and still clickable.
    thindoors.png
     
  8. owlbear

    owlbear Administrator
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    For a map like that I tend to make a palette of doors of the sizes I think I need then use the 'D' hot key to duplicate them. This lets me just drag them into place rather than have to redraw them each time.

    Also if there's 5 types of doors, I only have to draw 5 doors.

    I also use hourglass shapes for door sometimes, this has the advantage that I've got some chunky bits to click on and thin bits for the players to see things through.

    I really wish our inverted door system had worked as intended -- then light would pass into the object illuminating the art but stopping vision from passing through.

    well, eventually we'll have that when this KS is done.
     
    Bloodwolf likes this.
  9. owlbear

    owlbear Administrator
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    Oh, and in an ideal world, we'd have made doors a tool which had a "thickness" and you clicked two points and it drew a thick object between those points with the specified thickness.

    One of the UI pass chances we have planned is to move into a tool system which and away from the crazy panels. When this happens we'll have the UI required to do this kind of cool optimization!
     
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  10. ncassella

    ncassella Member

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    Thanks for suggestions and pointers (because clearly I didn't read anything in the directions)

    The UI switch would be rad and I can't wait to see it.

    Going forward I'll try the "D" when I have a ton of doors.
     

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