Updated Foundry Basics Part 5 - Adding Lights for Dynamic Line of Sight

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  • Опубликовано: 28 дек 2024

Комментарии • 39

  • @jitchakraborty6844
    @jitchakraborty6844 3 года назад +68

    Just a note to anyone working on the current version of foundry, global illumination is now labelled as Unrestricted Vision Range.

  • @evlgamer
    @evlgamer 4 года назад +52

    As a new DM looking to learn Foundry, this series is a godsend!

  • @kevinhallett608
    @kevinhallett608 10 месяцев назад

    You light up the world like nobody else.

  • @IndustryOfMagic
    @IndustryOfMagic 4 года назад +16

    EL: "Heeeello ev.."
    Me: *thumbs up*

  • @chaogeo5709
    @chaogeo5709 4 года назад +2

    Clear and concise videos 👍

  • @rfc1526
    @rfc1526 3 года назад +4

    My global illumination button isn't there? It is possibly due to any number of mods I have installed and working? For 5e.

    • @TheGungoBlue
      @TheGungoBlue 3 года назад +3

      I'm new to foundry so I got confused by this too. It seems like they renamed Global illumination to Unrestricted Vision Range. old name was more intuitive, confused me for a while.

    • @rfc1526
      @rfc1526 3 года назад

      @@TheGungoBlue Thanks much.

  • @andischipelbaum5338
    @andischipelbaum5338 4 года назад +5

    Loving these updates Sir! Would you consider a more in-depth series for Modules like Trigger Happy, Midi-QOL,innocenti open locks etc?

    • @EncounterLibrary
      @EncounterLibrary  4 года назад +4

      Absolutely! One of my big projects that might take a bit to get ready is to get a good understanding of Active Effects so I can start covering things like Dynamic Active Effects, CUB, Midi etc. I think the APIs for most of them are back on track after the Active Effects update that I can start looking into them all :D.

  • @tb45g
    @tb45g 4 года назад +7

    Is there a way to copy/paste or clone a light source so I don't have to manually update the settings of all the torches in the scene?

    • @EncounterLibrary
      @EncounterLibrary  4 года назад +10

      Yes! If you hover over the light and press CTRL + C (CMD on a Mac), you can copy it and use CTRL + V (CMD on a Mac) to paste it. I should have mentioned that in the video. Maybe next time :D.

    • @stompsgames
      @stompsgames 3 года назад

      Great! Had the same question, thanks!

  • @hectorcornejo1468
    @hectorcornejo1468 2 года назад +2

    This series is great, thank you for this. Im in the midst of learning enough using your videos to transfer over to Foundry from Roll20. I have a quick question regarding light sources...is it possible after setting up your light how you want it to select a light (as in the example you set up of a lantern being hung on the dock) and copy/paste multiples of the same light with set ups being replicated over and over for every lamp post?

  • @tarrynvantonder5004
    @tarrynvantonder5004 2 года назад

    Thank you for the helpful videos! I'm going through all of these before running my debut-as-DM one-shot.
    I have some maps that are crafted with Day and Night. Since there is no need to filter using the Darkness Threshhold, is this solution a good one: I should have two separate scenes (one day, one night) with only torches applied to the night scene?
    Thank you for your information!

  • @ventricality6997
    @ventricality6997 3 года назад +1

    What map maker program did you use? And how do you get the banks of the docks to look right?

  • @shaunhorton5619
    @shaunhorton5619 3 года назад +3

    You might want to consider doing a new update, I don't know what else has change din 0.8.8 but now global lighting is in a new place. x . x sorry! I'm struggling with getting the light to behave properly now...

  • @Adamthegeek70
    @Adamthegeek70 Год назад

    Curious, is there a way to tie the light sources to the sun/moon buttons? these 'Streetlights' light up at night, but don't need to be on during the 'day'.

  • @magnuseriksson1049
    @magnuseriksson1049 4 года назад +1

    Not sure if I missed it, but can you quickly turn all lights in a scene on/off? For example a cellar is dark (no light sources) during the day, but a cult has lit torches during the night.

    • @shroommushington9046
      @shroommushington9046 4 года назад +3

      While I'm by no means proficient in Foundry, using the darkness threshold should do this. A light's darkness threshold will turn it on only when the scene darkness exceeds that level. So have the cellar lights have a high darkness threshold and they should turn on when you increase the scene's darkness level to night.

  • @nanettesage1112
    @nanettesage1112 4 года назад +1

    Out of curiosity. Can lighting be done such that it fades out as it goes further from the center. For example, would a light source that shines up to 10 feet actually be fully lit up to the 10 feet or can it be adjusted such that, as it goes further out, it gets dimmer and dimmer such that at that 10 foot mark it stops and 10.1 is darkness?

    • @Franuka
      @Franuka 3 года назад

      Yes, it actually works like that. Not sure if they added it recently, but every light I add fades out the further it is from the source of light. It's even more noticeable with the torch animation mode.

  • @allmight4752
    @allmight4752 4 года назад

    A small question that is not related to this video. I saw in one of your other videos, can't remember which, that you had macros in your journals for a play session you ran, like rolling dice straigt from the journal by clicking this macro. I have googled and searched everywhere how to set this up without any luck. Sure, i can create a macro in my hotbar and drag it into the journal, and that works as long as i keep the macro in the hotbar, but as soon as i remove it from the bar, the macro in the journal stops working. Could you explain how this is done, or point me in the right direction where to find the info needed. Much apreciated.

    • @allmight4752
      @allmight4752 4 года назад

      Neverming, i found it. For anyone looking for the same answer, here it is.
      [[/roll 4d6 # Tooltip text]]

    • @EncounterLibrary
      @EncounterLibrary  4 года назад +1

      I'm glad you found this! To anyone looking this is called "inline rolling" which might help you find a bit more info about it. It's something I should have covered in the dice rolling video and when I get the chance to rework that video (it's a bit of a bear) I definitely intend to.

  • @Fr0Dawg12345
    @Fr0Dawg12345 2 года назад

    THANK YOU for these, the series has been super helpful! Posting my QUESTION/PROBLEM here in the off chance that some knows the answer/is having the same problem...In short whenever I add "dark vision" to a PC token (e.g. "Dim Radius 60") that token's movement is noticeably laggy. I can move my NPC tokens around lightning quick, but every PC token with "dark vision" moves at a noticeable delay...I even turned on FPS tracker and just clicking on a PC token with "dark vision" drops my FPS from 60+ to sub 30...any help at all would be greatly appreciated! New to Foundry and I can't even find anyone else with this same problem.

  • @schmuckytheraiderbear5043
    @schmuckytheraiderbear5043 3 года назад

    How do you switch from token view to GM view so quickly? Maybe I'm just lost but sure would be nice to have an easy shortcut.
    I'm clearly just learning but, I'll be on a token with restricted visuals and I have to move it around to find another token I want to look through.

    • @EncounterLibrary
      @EncounterLibrary  3 года назад +2

      If you select a token it will give you that token's view so if you deselect (by clicking and dragging on an empty space in the map) you can get back to your normal GM view. If you'd like to be able to just click to release a token then you can go to your settings and turn on the 'Left-Click to Release Objects' setting and then if you click anywhere not on a token you will release it.
      I hope that helps!

    • @schmuckytheraiderbear5043
      @schmuckytheraiderbear5043 3 года назад

      @@EncounterLibrary that helps very much. I kept trying to left click everywhere. Didnt realize I had to click & drag. 🤦‍♂️ Much Appreciated

  • @YpnosGR
    @YpnosGR 3 года назад

    Your videos are incredibly useful, kudos! On this topic, I'd like to know how to create lightning (as I am DMing CoS). I am aware of Blitz Community Lighting, but I can't work out how to use it. Could you please help?

  • @nanettesage1112
    @nanettesage1112 4 года назад +1

    Is it possible to create your OWN Animated Light files?

  • @ramennight
    @ramennight 10 месяцев назад

    Global and universal lights set to dim can be used to simulate a full moon night.

  • @nanettesage1112
    @nanettesage1112 4 года назад

    Is it possible for certain elements like Monsters and other mobile elements to ONLY show up when a light source hits them? For example, the players might be walking around in a town at day time and night such that they get to know the town. So now, logically they should basically be able to SEE the whole map. However, unless they are in a specific spot, they should NOT see elements that might change. Like say, a opponent that came walking out of a bar that was around the corner from where they just were, BUT if they walk back they might see them.

    • @hunteriv4869
      @hunteriv4869 4 года назад +1

      Unless I'm misunderstanding your goal, you can do this by just disabling fog of war. During day you enable global illumination and at night you use lights/darkvision as normal. The background map will be visible as long as it is lit (so everywhere with global illumination, just with lights otherwise). This way line of sight will still be blocked.
      Otherwise, if you still expect them to explore, fog of war should do what you're saying by default, just as he demonstrated with the kobold example.

    • @nanettesage1112
      @nanettesage1112 3 года назад

      @@hunteriv4869 excellent. Thank you. :)

  • @patrickrannou1278
    @patrickrannou1278 3 года назад +1

    What I wanted to see is how to use an illimination effect (say, the wavering of tgorchlight), yet keep a super easy to see " border limit" between "unseen darker parts of the map" and the "bright" parts. With a halfway setting for "dim" lighting.
    Default for Dark unseeen parts should be darker, yes, but not TOO dark, because looking at a dark screen is just NO FUN... DMs should try DMing through the available sights of the PCs and also through the ACTUAL sights of NPCs and monsters too (and also not using combined group sight, mind you!), instead of nearly constantly being in "god mode". They would see how bad the user experience is when you end up having to look at a screen that is always either 90% fully black, or super dark.
    - Default values should NOT be :
    bright light: normal colors that aren't at all beiing all that bright in the first place.
    dim light: much, much darker!
    already explored but unseen: super duper dark to the point of almost not being able to see anything.
    - Default values SHOULD instead be :
    bright light: a little bit brighter than the normal base colors of the source image.
    dim light: visually halfway between bright and 'explored but unseeen' colors.
    already explored but unseen: slightly darker.
    and using up much less "light intensity" differendews, but inserting more actual color gradiant shading added in. Brighter = hotter coloring (more yellow). Darker = colder coloring (bluer).
    A bit like this:
    i.pinimg.com/564x/11/95/8c/11958c4b98ad76a825a6d6903578b09a.jpg
    But with very clear delimitation between the light zones (instead of a gradual thing).
    I'm not saying that the gradual thing "the further away from the light, them ore progressively the "lighting gets lower", should be removed. But it should be a toggle and by default turned off so that we can easily see the actual lighting thresholds.
    Basically only just barely enough to tell the difference between the three shading levels.
    by default full sunlight should also exist too as mechanicallly some creatures are weak against it, and it be slightly extra-bright (again just enough to be able to tell the difference and easily see the limits between it and bright light).
    I find it weak that we get all these cool lighting effects but they are all a bit kind of "progressive" in their intensity, so that their boundaries on the map between their various light levels are hard to determine. I want that flickering torch light effect sure, but STILL easily able to see the light zones boundaries. This means a flickering variance added atop a constant "this is the ligh level for that light zone", right up to the boundary, not a smooth gradual "seems to reduce with distance" making the boundary super "blurry".
    What we effectively see is it ends up with the DM wanting the nicer looking light effect, and then players try to Slealth while interpreting the map theitr way (aka hey we should be able to do some good Stealthing over there!) while the DM interprets it another way (nope, sucks to be you you were in bright light so they easily saw you guys!).
    So by *default* the map lighting settings should prevent such "theater of the mind" issues, over pure "full realistic looking bells and whistles", otherwise using an online tool that doesn't make things look nicer ***AND*** help reduce map confusion is it really too much to ask? Bells and whistles sure, but calibrated for clarity too. Presently the choices are between "mechanically useful but plain and boring" or "looking great but mechanically confusing", with seemingly no middle ground in between.

    • @Vaynish
      @Vaynish 3 года назад

      Did you find what you were looking for? because I'm also interested.

  • @geekdomo
    @geekdomo 3 года назад

    Love the videos, IMHO they would have been significantly better without you in the corner. Main reason is your voice is out of sync in all of them and you being there doesnt really add to it. Just being nitpicky as I really do appreciate the help setting this up. Thanks again and cant wait for updated ones!