
Scott R. said:
Posting a bump and putting a vote on this, as I ran into a scenario where this would be really helpful for immersion. In the campaign the players are going into a military sci fi base and the power is going to cut out. When the power cuts out the "emergency" lights kick on, and it would be nice to replicate that low red light ambience on the game map.
As mentioned in another thread, we are developing a version of the Lighting System built on WebGL, which now has enough support to be viable for our supported browsers.
This feature will be possible once that implementation is rolled out.
just to add - searched how to approximate daytime blizzard conditions (and wanted use dynamic lighting with white) but yeah green for fungus, blue/green/red for other illuminations would be dope. so plus 1
Kenton said:
The conversion I mentioned in the last post is progressing, but not yet complete.
So, with the updates to A New Light, is this no longer obstructed?
My guess is that once A New Light is out of beta and the default Roll20 lighting system, the status for this suggestion will be updated.
I had also created a post to suggest this but was notified about this. Thanks Rabulias! Would love to see all Emits Light to have an option to choose a tint, same with FOW.
in multi height environments it would be awesome to have a dynamic lighting barrier than only blockled vision one way. eg: from uphill you can see over the crest, from downhill you cannot look up and into the reverse slope of same.
David G. (Tigrannosaurus) said:
in multi height environments it would be awesome to have a dynamic lighting barrier than only blockled vision one way. eg: from uphill you can see over the crest, from downhill you cannot look up and into the reverse slope of same.
Oh yes. One way vision blockers would be wonderful.
David G. (Tigrannosaurus) said:
in multi height environments it would be awesome to have a dynamic lighting barrier than only blockled vision one way. eg: from uphill you can see over the crest, from downhill you cannot look up and into the reverse slope of same.
Holy heck yes. This is a HUGE limitation with dynamic lighting.
I think this belongs here as well - but perhaps not:
The ability to change the intensity of a light source. Even using dim light (which is really just feathering), the light sources that are used are either BLAZING at 100%, fully illuminating the designated radius, or pitch black. Atmospheric lighting, like say, from a candle, should be able to essentially be a semi-opaque version of a normal light.
GM Joe said:
Has this feature been added yet? +1
No, my understanding is that this is one of the suggestions waiting for the dynamic lighting to be totally migrated from canvas (legacy lighting) to webgl (updated lighting). If you scroll up, you can find that in the Dev posts in this thread. I don't expect to be seeing any movement on this until UDL is stable and they have removed legacy lighting.
You can to a simulation of this effect though,
Make a token and give it night vision using the new dynamic lighting. This will give you an option of putting a color on the vision effect. make the area of effect whatever you want. and make the tokens effect visible to everyone. It will then light up the area in the color you want. If you don't want the token to be seen by the players though, I think you can move it to the dynamic lighting layer to keep it hidden and still have the lighting effect visible.
We have a version of this on the Dev Server. Pro users can experiment, and anyone can see a mockup here.