Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Help with Dynamic Lighting/Explorable Darkness

Hi All! Ok, so I'm trying to use dynamic lighting, I really am! It's just so....confusing at times.  I'm trying to set up dynamic lighting for a mixed interior/exterior map. I think I've placed the light tokens successfully. I believe I've successfully done the walls (though I think that was more luck than understanding), but for some reason the walls are throwing shadows outside...where everything should be visible because of sunlight. I've tried every combo of wall to attempt to fix it, but its not working. What could I be doing wrong? See image below.  Also, I've tried to enter the game as a player to just check everything out and a couple of things are going wrong. 1.) While the dark areas are hidden in blackness, all outside area is grey. Is this by design? Or am I supposed to add light tokens to the outside (if so, I have universal brightness on, so should that be happening automatically?). 2.) the character icon seems to be hidden under something. I can select it, but its only viewable when dragging, and disappears when placed.  Also Part 2, If i have light tokens under explorable darkness, will the light still behave normally once the players into the darkness? Or does explorable darkness negate the light tokens?  Thank you! DL seems like a really great tool but it takes some figuring out- I'm thankful for any help! 
1. I strongly suggest you use a  Dummy Account  to check Dynamic Lighting instead of 'Rejoin as Player'.   2. What you are seeing as 'shadows' are the areas that the only token on the page that has vision is able to see.  If you move that token those 'shadows' will move as well.   3. The grey area you see outside is from 'Explorable Darkness', which basically means that your players tokens will retain a 'memory' of any explored areas on the map layer that stay visible in greyscale -- they won't see any tokens on the Object layer in the Explored area. If you turn off Explorable Darkness that will go away.  It appears that you do not have any tokens with vision turned on for that screenshot. Here is my standard vision/lighting troubleshooting checklist: Make sure you are using Chrome or Firefox. Make sure you are set to only use either Updated Dynamic Lighting or Legacy Dynamic Lighting, not both. Token must have vision enabled. Token must be 'controlled' by the player who is checking vision. You should use a 'dummy account' in order to see changes live/instantaneously when you make them as GM. There are other benefits as well (streaming, testing macros and other tricks, resetting the game URL). There needs to be a light source. Tokens always emit light from the center of the token -- in LDL it comes from a small point in the center of the image, and in UDL it comes from a circle that is some small percentage of the image size -- so if you set the map image as a light source, you'll get some funky behavior. Token and light source need to be on the correct layers. Do not use .webm animated tokens. They are currently bugged and often will not work correctly and prevent visibility. If a player cannot see, move their token. There is a bug with UDL that prevents player vision from 'activating' until after one of their tokens is moved on a page. Make sure you don't have a Fog of War/Permanent Darkness layer on Make sure you don't have Advanced Fog of War/Explorable Darkness blocking vision Explorable Darkness and Advanced Fog of War are saved for each token. So if a player has control of a token, they will see all of their 'explored area'. Page 'Cell Width' settings can have an affect on a token's vision, especially if the 'light multiplier' is set to something other than 100%.Switch the Cell Width to '1' and see what happens. Check random other page settings, such as 'Restrict Movement' and 'GM Opacity' Make sure your view is centered on a token that has vision enabled and a light source Make sure you/your players are on the correct page. Double check that they have not been split from the Party ribbon. Clear your browser cache. Clear the game chat archive.
Thanks for your reply! So i made the dummy account and its a big help. But i'm still a little at loss. I've successfully used the one-way light blocking tool so that light (the one that's maybe seeing its letting light in but not letting it out), which has the shadows only applying within the grand hall. But it doesn't look like I can put explorable darkness *inside* the grand hall. Maybe this is because the light tokens make the explorable darkness a moot point?  Or is it at all possible to have the outdoors fully bright, then the grand hall with explorable darkness, PLUS light tokens so that the player doesn't see what the hall looks like as soon as they're on the page? Because that's what I'm running into tnow Jarren said: 1. I strongly suggest you use a  Dummy Account  to check Dynamic Lighting instead of 'Rejoin as Player'.   2. What you are seeing as 'shadows' are the areas that the only token on the page that has vision is able to see.  If you move that token those 'shadows' will move as well.   3. The grey area you see outside is from 'Explorable Darkness', which basically means that your players tokens will retain a 'memory' of any explored areas on the map layer that stay visible in greyscale -- they won't see any tokens on the Object layer in the Explored area. If you turn off Explorable Darkness that will go away.  It appears that you do not have any tokens with vision turned on for that screenshot. Here is my standard vision/lighting troubleshooting checklist: Make sure you are using Chrome or Firefox. Make sure you are set to only use either Updated Dynamic Lighting or Legacy Dynamic Lighting, not both. Token must have vision enabled. Token must be 'controlled' by the player who is checking vision. You should use a 'dummy account' in order to see changes live/instantaneously when you make them as GM. There are other benefits as well (streaming, testing macros and other tricks, resetting the game URL). There needs to be a light source. Tokens always emit light from the center of the token -- in LDL it comes from a small point in the center of the image, and in UDL it comes from a circle that is some small percentage of the image size -- so if you set the map image as a light source, you'll get some funky behavior. Token and light source need to be on the correct layers. Do not use .webm animated tokens. They are currently bugged and often will not work correctly and prevent visibility. If a player cannot see, move their token. There is a bug with UDL that prevents player vision from 'activating' until after one of their tokens is moved on a page. Make sure you don't have a Fog of War/Permanent Darkness layer on Make sure you don't have Advanced Fog of War/Explorable Darkness blocking vision Explorable Darkness and Advanced Fog of War are saved for each token. So if a player has control of a token, they will see all of their 'explored area'. Page 'Cell Width' settings can have an affect on a token's vision, especially if the 'light multiplier' is set to something other than 100%.Switch the Cell Width to '1' and see what happens. Check random other page settings, such as 'Restrict Movement' and 'GM Opacity' Make sure your view is centered on a token that has vision enabled and a light source Make sure you/your players are on the correct page. Double check that they have not been split from the Party ribbon. Clear your browser cache. Clear the game chat archive.
1652945123
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Oliver! Explorable Darkness is generated anywhere a token has "seen". If the token has no light within the hall, there's no Explorable Darkness memory. As for the lighting arrangement, you can't mix light source lighting with daylight mode. It's one or the other. You can place multiple bright light sources outside in a manner to illuminate everything. If you want the entire outside not only visible but "live" (no dependence on Explorable Darkness), you can utilize  Light Crumbs .