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Dynamic Lighting - mixing daylight areas with interior lighting

HI - I'm still learning about dynamic lighting, but I like what I have found so far... however, I have a question for the more experienced users of the tool. I loaded a map (the Paizo Flip-Mat Ancient Dungeon one, for those that know it) and quite happily drew walls/doors and added torches but then I hit the issue. The entrance to the dungeon is an open space with a couple of corridors leading in and a door. So, the question is this... how can I mark/light this open space as 'daylight' so they can see the starting space then move into the dynamically lit interior? One brute force method would be to put point sources of light around the space so they can see it, but that seemed clumsy and I doubt it'd look good. Any ideas / answers? Thanks!!
Hello Steven, When I build maps where lighting will be "mixed" I put a border around it; a border of "fog of war." Then for the outside areas I put lights in the fog of war area. Enough of them to kill any shadows or dark patches.  A quick example. Two characters are in rooms without light while in the top right the ranger has a torch and can see. No windows are open but you can see the ranger's light leaking into the hallway through the open door. The rest of the map is brightly illuminated. I also use the areas of Fog of War as storage closets to hide things for use later in the session or even construction leftovers. Hope this helps.
Hi Steven! I usually do just as you suggest - place tokens with light and player-sight in the outdoors area. You can use bushes, trees, wagons or whatever fits the setting and then lock them into place using the Maplock - script so that the players can't move them. It's not perfect but it actually looks really nice when put together.
Tokens casting light can be moved onto the dynamic lighting layer as well, and they still cast their light. I like to use bright lights and dim lights outside to create shadows, but it only makes sense for tall buildings that would cast long shadows.
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Wes
Pro
Sheet Author
You can also place light source tokens on the dynamic lighting layer itself. I will post an example when I get back to my computer.
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Edited 1460577427
Taz
Pro
Wes said: You can also place light source tokens on the dynamic lighting layer itself. I will post an example when I get back to my computer. That would seem to be the ideal solution - if it can provide the light and yet be 'invisible' to the players... I have put in 5 point sources so far to give the right level of 'natural' light and to show just a little of what's ahead... ;-)