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Shadow Casting - Map remain visible?

Discussion in 'General Discussion' started by pjrichert, Jul 9, 2016.

  1. pjrichert

    pjrichert New Member

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    When using shadowcasting is there any way to make portions of the map which have been revealed through PC travels to remain visible in a greyed out status, or will they go back to being "blacked out" once a light source is passed? I'd like for the PCs to still be able to view map elements that the party has already discovered, but only have "active" areas under the lights to be bright. SYNCRPG has this type of feature, and I find it very useful.
     
  2. Bloodwolf

    Bloodwolf Member

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    Not currently but that has been suggested before. So hopefully they are working on it.

    The only way to kind of do that is through lights and making them visible when the party has passed by. But this isn't exactly accurate for what you're looking for and you would have to create several lights.
     
  3. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    The way to do this is; once the area is set to revealed and the PCs have explored it and you wish it to remain clear and no longer use shadow-casting is to toggle the region mask to Passive from Interactive..
     

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  4. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Lights are still an extremely resource intensive task, I'd highly suggest keeping lights down to only those required for the scene.. I'd even go so far as to suggest perhaps removing lights that are not actively effecting play at the time, depending on your computer specs..
     
  5. Tay-Dor

    Tay-Dor Active Member

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    Awesome. Been trying to figure out how to do that too.
     
  6. Bloodwolf

    Bloodwolf Member

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    I know they are a resource hog. And if you had the beta and went to 3.6.6 any preexisting lights are potential crashers. I ran into that during play last night. So starting tomorrow I will go back through all my maps and rework all my lights. And I reduced all my party lights down to 1.

    Quick question, do inactive lights still attempt to render in the background?
     
  7. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    As far as I know yes, but I can get a hard answer in our team meeting on Monday.
     
  8. Bloodwolf

    Bloodwolf Member

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    Got you. So if not in active use or soon to be in active use it is best to delete them. Thanks.

    P. S. That is one great reason for a light library. :D
     
  9. owlbear

    owlbear Administrator
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    Lights. The Light system is a lot more resilient than before. Depending on map size, you should be able to host a lot more lights per map simultaneously.

    Rather than deleting the lights, you can disable them. It's the first icon in the light panel list. Clicking that removed the light from any processing passes other than to check if it's enabled.

    Another thing you can do is create a light "map". Basically a map with a few common light configurations on it. Then when you need a light, just duplicate it on that map and attached it to an creature or item.

    We are working on adding a light library -- but it's low priority to the rules engine at this point.
     
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