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Add functionality to apply tint to light sources

It occurs to me that being able to apply a tint to a light source would add to the effect of dynamic lighting. For example, a candle or torch could continue to use the standard 'emits light' settings but it would be cool if I could apply red and a level of transparency to a light source representing a dying fire of embers and coals. Or a green tint to a map that represents sunlight filtering under a canopy of trees in a forest. This 'suggestion' was originally posted in the API forum (I was hoping there was a custom script to fulfill this request).
Seconded. I just did a section of dungeon lit by bioluminescent mushrooms, and I reeaaally wish I could've tinted their lighting effects purple and green.
Oh, that would be nice!
I agree with this. Playing and building for years with NWN and its Aurora Toolset, I fell in love with colored lights that can create green swampy mood or set player right in the fiery hell. Futhermore, with the conjuctions of "transparent" dynamic lightning discussed somewhere on this subforum we can create really beautiful maps. Remembering (again) NWN and Toolset, level designer could add some color to the area itself, making it a lot different from "default" terrain. Can we also have some slight tints on the page settings which can, for example, make highlights (bright places with high RGB values) yellow, or all tones red, or shadows (low RGB values) blue. It would be the heaven for anyone who love atmosheric campaings. My last suggestion is not about light, it's about sound. Also represented in Aurora, sound can be played randomly. Map designer placed sound on the location (in Roll 20, add from Soundcloud), set loop property (represented on Roll20) and set up some delay, for example from 30 to 120 seconds. Voila! We have a short sound that plays randomly without constant need of DM to play it or to make an annoying loop. In a big cave or a city you can have dozens of that sound played randomly: bats, dogs, rock falling, zombie moans, city bells, flies, water drips, yelling herald, etc. Additional features can include automatic pitch and volume variations, various effects like echoes and much more. Believe me, I played classic PnP modules with those sweet features alot, it gives huge immersion boost to the players and DMs alike.
+1 all the way, it gives us another tool to really bump up the atmosphere of our games with a little extra work.
I'd love coloured lights, and randomized sounds would be pretty fab, too. Currently I have a myriad of translucent tintable shapes for putting on my maps to fake coloured lights, but I'd love just being able to set a colour outright. I'm currently working on a map that's lit entirely by phosphorescent plants and fungi myself, and the best solution I had was to just tint the map itself purple near where they were growing. I'd also be all for more ways to incorporate sound. As it is, outside of the occasional soft background loop, I hardly use the player at all. It's more convenient for me to try (and sometimes fail,) to just do sound effects with my own voice, at present.