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

Dynamic Lighting Issue

1699750465

Edited 1699751550
Erik
Plus
I am building a dungeon for my upcoming game tomorrow, and I seem to have hit some sort of bug. I drew careful lines along the cave walls to limit sight, added them to the lighting layer, and then added torches. I had my wife join on her account (not a gm acct) and she could see through most of the walls. To help you help me, here is what I have checked: I am using firefox I am only using dynamic lighting, not legacy Her token is controlled by her only, and has vision enabled. There are torches throughout the dungeon emitting 10 feet bright 10 feet low light. She can see them through some walls, but others it is blocking as intended Her token is on the token layer, the lighting is on the lighting layer (as are the walls) It is set to permanent darkness, so as she leaves one part of a cave, the part behind her disappears. Page cell width is 1 Restrict movement is on. There is a door she cannot move through until its open. But she can see through it. I have heard there is some sort of limit to walls, but she can see through almost every wall save for maybe 15%. If that is the case, then the wall limit would have to be terribly small. I didnt draw the entire cave walls zoomed out, I drew them in segments, not too long, not too short. I have tried adding new walls just to see if I can block her vision, and no new walls seem to be working either
1699751456
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
If you had a Pro account, I would recommend the Dynamic Lighting Tool script, which can run forensics on a lot of common problems. In this case, however, screenshots might help (of settings and layers). Also, make sure that she does not also control any additional tokens on the VTT. It sounds like you drew your lines with the pen tool and not the freehand tool (which I don't think is even available on the DL layer, anymore), so that's good. What browser is she using?
keithcurtis said: If you had a Pro account, I would recommend the Dynamic Lighting Tool script, which can run forensics on a lot of common problems. In this case, however, screenshots might help (of settings and layers). Also, make sure that she does not also control any additional tokens on the VTT. It sounds like you drew your lines with the pen tool and not the freehand tool (which I don't think is even available on the DL layer, anymore), so that's good. What browser is she using? She only controls that one token I drew all the lines in the token layer using the freehand paintbrush, then added all of them to the lighting layer. I have checked each individual segment, theyre all on the correct layer. I even tried copy and pasting the walls she cannot see through to see if there is anything different, but she can see through the new walls. She is using chrome. whats maddening is the SOME walls are working as intended. She cannot see anything past the walls and only sees torches when there is line of sight. The rest of the dungeon is a clusterfuck
Here is a picture of the entire dungeon with walls and lights. Its big (60x80) but I didnt think there would be any limit on wall count. would drawing the walls with long continuous lines function better? Or shorter segments?
1699753748
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Sorry to be the bearer of bad news, but the freehand tool is disabled on the DL layer for a reason. It produces far too many points and leads to anomalies like those you are experiencing. You will, unfortunately need to re-do. But let me give you some guidelines: You map has visual wals built into it already. There is absolutely no need to slavishly hug them. You can surround even your largest cavern in 10-15 segments, and the player experience will be just fine. So long as you block them from seeing the next cavern over, the map is doing the work for you. Here's an example. done in a couple of minutes: This could even be done to the extreme, in an even shorter amount of time, just worrying about blocking corners:
keithcurtis said: Sorry to be the bearer of bad news, but the freehand tool is disabled on the DL layer for a reason. It produces far too many points and leads to anomalies like those you are experiencing. You will, unfortunately need to re-do. But let me give you some guidelines: You map has visual wals built into it already. There is absolutely no need to slavishly hug them. You can surround even your largest cavern in 10-15 segments, and the player experience will be just fine. So long as you block them from seeing the next cavern over, the map is doing the work for you. Here's an example. done in a couple of minutes: This could even be done to the extreme, in an even shorter amount of time, just worrying about blocking corners: I will try this, thank you so much. I really mean it. I had to stop dming for a few months as my father came into hospice under my care and quickly passed. This next session is the grand reopening for my players in a campaign that has run for 4 years. So again, thank you so very much!
1699772730
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Sorry for your loss. I hope the new campaign goes smoothly.
i never thought about doing caves like that, i actually free handed them like him, ill try this in my next cave map!
1700208399
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
It's super fast. so long as nothing is hidden behind a wall, blocking corner sight line is all that's really needed. My biggest wall blocking advice however, particularly for caves, is don't religiously hug the walls. Not only is it tedious to draw, it can be a claustrophobic experience for the players. I have found that the experience is smoother, if the players have some indication of exactly what is blocking their sight: Rough stone, masonry, wooden timbers, etc. Pull back a bit.