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

Shuttered windows - behave exactly like doors - but with a window icon

Score + 13
Simply add a choice to use a window icon instead of a door icon, so the players know there is a window - that is shuttered or has a curtain.
1738558291
Gauss
Forum Champion
Hi John S.,  I apologize for being confused by this suggestion. How is this different from the current window option? 
1738598699

Edited 1738598733
Currently windows are either open or closed, but in both cases they are transparent. I believe that the request is asking for an additional condition (shuttered/curtained) that would make the window opaque, like a closed door. Gauss said: Hi John S.,  I apologize for being confused by this suggestion. How is this different from the current window option? 
Yes - when players come upon a building that is shuttered, or curtained from the inside. It is a window - and should be shown to be such, but not transparent. The same as a door - but marked as a window for identification.
Why not go further with this idea? Let's implement the ability to hue the windows so that, if they are closed, a token's vision would be coloured similair to a coloured light source. Then add some more options like oppacity, cleanliness and blur that would Opaccity - Lower/Increase how much the window is painted. Blur - Lower how far a token can see through the window (wich could then simulate closed shutters). Though for a ready-now solution you could put a wall behind the window, colour it to easily distinguish it from the (propable) surrounding wall lines and shift it through the gm and light layer when needed.
The M said: Why not go further with this idea? Let's implement the ability to hue the windows so that, if they are closed, a token's vision would be coloured similair to a coloured light source. Then add some more options like oppacity, cleanliness and blur that would Opaccity - Lower/Increase how much the window is painted. Blur - Lower how far a token can see through the window (wich could then simulate closed shutters). That's a  lot  of complexity added to what is currently a pretty simple function, although it would be very useful for anyone wanting that level of detail inn their maps. The M said: Though for a ready-now solution you could put a wall behind the window, colour it to easily distinguish it from the (propable) surrounding wall lines and shift it through the gm and light layer when needed. Currently, I simulate curtains with a one-way DL barrier on the "interior" side of a window. This simulates someone inside a room to be able to "peak out the curtains" while blocking visibility into the room from the outside.
Personally, I think a more complex solution is beyond what I'd want to deal with. The ability to change the icon from door to window would suffice. This way, when a character enters a room, they know right away whic are windows and which are doors. Same from the outside.