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Dynamic Lighting behaving strangely.

Hello, I am creating a large dungeon with dynamic lighting.  I created quite a few walls that worked fine, but suddenly they started behaving oddly.  I have daylight mode on, and those red lines are the lines drawn as the walls.  The token has vision and had that vision seemingly blocked by nothing, while being able to see through some walls but not others.  Afterward I circled him entirely with that red circle and it still didn't block vision.   The places with vision blocking walls I created earlier seem to still work. If it matters, all the walls were created by the  Walls Script .  I have multiple map assets on the same page.  The first one worked, the second one didn't.   I have tried: -Refreshing -deleting one of the walls and replacing it -turning vision off and on for the token -dragging in a new token with vision None of these worked.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Ian! Regardless of how the walls were actually constructed, they look and behave as if made with the freehand tool, which produces far too many points and too many acute angles to render light blocking accurately. My suggestion would be to delete those walls altogether and draw them much more simply using the polygon tool. You really don't have to be nearly so slavish to the map. Players will never notice.
keithcurtis said: Hi Ian! Regardless of how the walls were actually constructed, they look and behave as if made with the freehand tool, which produces far too many points and too many acute angles to render light blocking accurately. My suggestion would be to delete those walls altogether and draw them much more simply using the polygon tool. You really don't have to be nearly so slavish to the map. Players will never notice. Why doesn't the freehand tool simplify the points? If it allows a user to create "far too many points", then simplify the polygon. Or, better yet, get rid of the freehand tool, so only the polygon tool is available for drawing walls. Seems a bit silly to have a tool that doesn't work by design. 
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
This has been brought up many times. It has been occasionally removed, but with the evolving interface, it seems to be inadvertently creeping back in. Believe me, I have lobbied hard to have it removed from the DL layer. I am on your side here.
I believe the Walls script actually uses polygons to make the lines?  the circle i drew around the figure is using the freehand tool but that was only afterward.  The map is quite large with a lot of walls so I would prefer not to manually polygon out all of them without the use of the script.   Is there a max number of points on a single map where it all totally breaks down even with using the polygons?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
My understanding is that it is partially the number of vertices and partially odd hyper-acute angle joins that the freehand tool can produce. You are unlikely to have that accidentally happen with manual drawing using the polygon tool. I don't think this is precisely what is going on, but I think it is something similar to this: I don't think the drawn lines display the infinite miter, but they probably handle that way mathematically? It's a theory based on observed behavior.
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David M.
Pro
API Scripter
If you have several maps like this, it might be worthwhile to look at the PathEditor script. Among other things, it has an option to simplify paths (reducing the number of vertices). To use, you would call up the PathEditor menu,  select a given path drawn freehand, then click Simplify. I'd start with the default Tolerance in the query prompt. 
Looks like going through all the paths created by the Walls script with the PathEditor simplify worked!  thanks guys