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Dynamic Lighting, Solid Objects, and You (Spoilers for Mirondar; No Peeky, players!)

Hey folks, wondering if anyone has a solution for this: So I'm building a scenario in which the players are walking around inside an area filled with boxes, crates, barrels, etc. I want to use dynamic lighting to restrict their vision. For example, if they're on one side of a stack of boxes, they can't see what's on the other side. The issue is that the dynamic lighting system blocks the view of whatever is on the other side of the line. Which means, if I outline the box with a dynamic lighting line, it works fine... except for the fact they can't see the actual box at all! Without Lighting: With Lighting: Now her vision is blocked, but she can't tell what's blocking it! One solution is to, instead of outlining the entire object, draw a line through the middle. This leaves the item semi-visible, but is unsatisfactory as she moves around it: Another option is to add more lines, but the more that are added, the uglier it gets: using an X shape: Using a T shape: And so on. So, eventually I came up with this idea; if I enclose the item in a DL box, and place a light source inside said box, I get the effect I want, more or less: But then I run into the problem that, whatever I've chosen to do this with shines like a beacon in the night when they're nowhere near it! Ok, so then, what if I use Fog of War to hide the item until they get close to it? Better, but still not perfect. And of course, I have to keep covering and uncovering stuff, which is annoying. Has anybody found a better way of dealing with this? If so, would you like to share it? -Phnord, the Perphectionist!
If you've got an idea of where they're coming from, you can put the lines on the far sides (presumably the bottom and right in your example). Come to think of it, you could draw all four sides as individual lines, and then move the two closest lines to the GM layer (moving them back to the DL layer and moving other lines to the GM layer as they move around). Alternatively, I tend to use static lines a little bit in, bulbing out a little (but usually not all the way) at the corners. This yields a sort of middle ground between the full box, the central line, and the T.
Sadly there isn't really a better way to do it right now. There are several suggestions in the Suggestions & Ideas forum about things that would make this easier and better looking though. The ones with the most votes are: <a href="https://app.roll20.net/forum/post/1241955/foregrou" rel="nofollow">https://app.roll20.net/forum/post/1241955/foregrou</a>... <a href="https://app.roll20.net/forum/post/1242655/dynamic-" rel="nofollow">https://app.roll20.net/forum/post/1242655/dynamic-</a>... <a href="https://app.roll20.net/forum/post/1246470/special-" rel="nofollow">https://app.roll20.net/forum/post/1246470/special-</a>... If you like any of those and have a vote available, you now have somewhere to spend it.
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Edited 1421158877
DXWarlock
Sheet Author
API Scripter
could you do it how I do my walls? make the DL lines/box slightly smaller so they can see the edge of it, and know something is there?