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using picture as background

Hi all! I’m trying to build a HUGE!! Town in roll 20 (700*700 5ft squres) and for that I need a stone background to make it easier to make stuff like roads and such… I saw this video: <a href="https://www.youtube.com/watch?v=YgBgQ9gsEiI" rel="nofollow">https://www.youtube.com/watch?v=YgBgQ9gsEiI</a> where 35 sec in he does what im asking how to do here. My problem is that I don’t see an orange box? I get the resize option even on map layer which is not what I want. With the resize option I get a vary stretch out graphics which looks unrealistic.. with the option he shows it copies the same titel over and over which look WAY more realistic and it’s quick to deploy Any help would be apriciated!
I, too, am most confused by this video. However, by following the link to YouTube, I notice that it was posted in 2012... and there have been a LOT of updates since then. I can only assume that, for some reason, during one of those updates, this 'orange box' fill option was removed, as I've never seen anything like it in the time I've been here. Devs, y'all wanna chime in on why such a useful-seeming tool was removed? I want it back! -Phnord
1423894708
Pat S.
Forum Champion
Sheet Author
My guess would be the server load demand would be the reason for it being removed.
What load demand? Isn't tiling an image essentially free after you load the image once?
1423895375
Pat S.
Forum Champion
Sheet Author
Don't know that is why I say it was a guess.
1423896102
The Aaron
Pro
API Scripter
My guess would be that it was a feature that wasn't used much, was implemented strangely on the old engine, and was never pursued on the new engine. Sounds like a great feature request. =D Honestly, it seems like the kind of thing that would be of limited usefulness. If you're going to go to the trouble of building a huge map, you would probably want to do it in some external editor anyway. A suggestion could be a great way to get indication of it's potential popularity...
Tiled backgrounds have been requested quite a number of times. It would be great for quickly creating a number of outdoor maps (forest, grasslands, ocean, etc) or simply tiling a cave/rocky background and drawing the dungeon with dynamic lighting. Auto-tiling is far easier than copy, paste, and lining them up.
glad to see im not the only one... I don't agree fully with "The Aaron" statement that it would be of limited usefulness.. atleast for me i just need a quick brick background on which i could place the different buildings.. and creating "natural" streets by the way I placed the buildings.. like in those days
1423917055
Gen Kitty
Forum Champion
The Aaron said: Honestly, it seems like the kind of thing that would be of limited usefulness. If you're going to go to the trouble of building a huge map, you would probably want to do it in some external editor anyway. A suggestion could be a great way to get indication of it's potential popularity... I would love to have this back; being able to paint with a background tile would make it so much easier to set up maps. The only advantage in using an external editor is that the map layer becomes a single mega-graphic which may (?) load more quickly than having a few hundreds of tiles load.
1423930352
The Aaron
Pro
API Scripter
GenKitty said: I would love to have this back; being able to paint with a background tile would make it so much easier to set up maps. The only advantage in using an external editor is that the map layer becomes a single mega-graphic which may (?) load more quickly than having a few hundreds of tiles load. Oh.. well if GenKitty wants it... Here's a script to duplicate the functionality: <a href="https://github.com/shdwjk/Roll20API/tree/master/Ti" rel="nofollow">https://github.com/shdwjk/Roll20API/tree/master/Ti</a>... You execute the command: !tile-next-move Then the next thing you move on the map layer will get duplicated in a tiled grid. Will work in any direction, fixes up the position of the final tile (second duplication in the video), respects tiles of non-uniform size. Caveat User: This only works for images that are in a user library. If you want to do it with market place tiles, you'll need to download them and upload them to your library first.
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Edited 1423934529
vÍnce
Pro
Sheet Author
Come on Aaron, you could have at least used a hex grid in your demo...
1423934656
vÍnce
Pro
Sheet Author
I'm going to use this to spread fire...
i see two script files in github.. do i need both or? and do i save them as two different scripts? or include all in one?
when having the two script .json and .js in my api for my adventure I get this error: (I have added both scripts in seperate files in my api "container") API Output Console Your scripts are currently disabled due to an error that was detected. Please make appropriate changes to your scripts and click the "Save Script" button and we'll attempt to start running them again. More info... For reference, the error message generated was: Unexpected token :
1423936513
The Aaron
Pro
API Scripter
Just the Tile.js file. You'll also need my isGM script. Vince: I used that token so the grid layout would be obvious and because I'm lazy... =D Hex based filling would be difficult... I should probably look into it! =D
1423937370

Edited 1423938315
GenKitty said: I would love to have this back; being able to paint with a background tile would make it so much easier to set up maps. The only advantage in using an external editor is that the map layer becomes a single mega-graphic which may (?) load more quickly than having a few hundreds of tiles load. That's one of those things you'd have actually time executing the raw assembly vs. java javascript executing. If the pre-tiled image is compressed right? The compression will recognize the 100+ repeats, and propagate the raw image data "quickly". If it's a single small image tiled by the end utility -Roll20-, dimensions and a offset after for each tile much be calculated after the fact. If it were all done from a precompiled assembly level executable file the difference would likely be measured in micro or nano seconds. It probably wouldn't top a whole second in difference. With Java Javascript having to translate plain text into function calls, link those function calls to whatever native function is on the local machine, and then execute those local functions? It may actually top a second or two in difference. I'd be more worried about the memory or bandwidth used in caching and transmitting a 400-800K jpg vs. one 5-100K jpg linked to a few hundred times.
Sorry Aaron, its not working for me... I have uploaded both the titled.js and you gm.js script to my api container for the adventure.. made a button with the command and tried by just typing it in the chat. im using a pic i found by searching for tokens.. i have also used tokens in my libery which in my world is when you click the star instead of searching for tokens.. none worked.. I don't have the error anymore in my api script container for the adventure.. that went away when i deleted the .json file.. any ideas as to what i can be doing wrong or troubleshoot? does the title and gm script have to be in the same script or two seperate?
1423938916
The Aaron
Pro
API Scripter
PM me a join link and I'll jump in and check it.
done :) but i can't find where i recive pms.. :)
1424019801
The Aaron
Pro
API Scripter
Click your name in the upper right corner of the forum, choose Private Messages.
1424019898
The Aaron
Pro
API Scripter
BTW, I sent you a private message... =D
and i you :) thanks once more!
ok to follow up on Aarons super help.. you need as a GM to write in public chat before the isGM script is working. I need to be told whos the DM after doing that it works like a charm... THANKS THE AARON! and for those who don't know how to add api scripts to you adventure: <a href="https://www.youtube.com/watch?v=o69_BXjPnew" rel="nofollow">https://www.youtube.com/watch?v=o69_BXjPnew</a>
1424364136
The Aaron
Pro
API Scripter
Casper J. said: ok to follow up on Aarons super help.. you need as a GM to write in public chat before the isGM script is working. I need to be told whos the DM after doing that it works like a charm... THANKS THE AARON! No problem. The speaking in chat thing will go away once the Update of Holding is out. =D