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Extremely jagged, poor edges of dynamic lighting lines

1589579416

Edited 1589582425
I'm figuring out the dynamic lighting system for the first time, and unfortunately whenever I draw lines to obscure areas with walls and whatnot, I'm getting ridiculous jagged edges for line of sight that simply aren't functional. When I look up the issue, the only solutions I can find are "snap the lines to gridlines" (which isn't really a solution), or "increase advanced fog of war cell size". How exactly do you increase the cell size? Because I feel like all the threads I'm finding on this issue are for the legacy dynamic lighting system years ago. I cannot find any sort of setting for advanced fog of war cell size, and also I was under the impression that using the dynamic lighting system means I don't have to have advanced fog of war toggled at all? How can I make the line of sight edges smoother and fix this issue? Example: EDIT: Using the legacy version of dynamic lighting, I'm getting cleaner edges, but the actual concealed portions aren't functioning properly at all for me. The concealment is still super jagged, and portions that are obscured are inexplicably visible in grayscale. What in the world am I doing wrong here? Example: EDIT 2: Legacy seems to be working to some extent, but I still don't understand the bizarre, patchy nature of the concealed areas in the example picture above, and when I test it on other maps and rejoin as a player, concealed areas are still visible, just shaded and grayscale, which makes no sense to me. Hopefully someone can help me out here, cuz I'm banging my head against the wall trying to figure this out.
1589714444
Oosh
Sheet Author
API Scripter
I'm not sure what the issue with the second picture is. It looks like your DL lines are pretty closely following the artwork on the map. If you mean the triangular shape extending out to the right, that's because the DL lines block line of sight. If you're trying to completely black out that level of the ship, you will need to use the manual reveal/hide Fog of War tool, and yes it will be blocky. Another option would be to draw a DL line horizontally between the two decks, then use the Reveal Tool to hide whichever half the players are not on. I'm assuming this is two decks on the same boat, and not two boats side by side?
1589772193

Edited 1589772265
Yeah, it seems that using advanced fog of war along with DL creates some weird issues for me. In the second pic you can see that there are odd concealed squares within the ship that very poorly coincide with dynamic lighting lines, and inexplicably some of them just show up as grey and aren't concealed at all. It seems that when using advanced fog of war and DL together, it's common for areas to be shown as greyscale that should be concealed according to how things are laid out. I've resorted to purely using dynamic lighting for the moment, which may not be ideal for every map, but it seems to be working properly for now. That said, the wiki did say that you could adjust advanced fog of war cell size to create cleaner edges, but that doesn't really explain the grayscale sections, and I see no way to change that cell size anywhere (outside of standard map cell size, which isn't the same thing). As for the first pic... I'm just guessing that the new incarnation of DL is just horrible right now, because I did find a few similar complaints.
1589774527
Oosh
Sheet Author
API Scripter
Riley said: As for the first pic... I'm just guessing that the new incarnation of DL is just horrible right now, because I did find a few similar complaints. Yep, from the number of people trying to get things to work in it, I'd say the "this is still in active development" note on the UDL tab should be changed to red text! But yes, for using AFoW and manual hide, you will get per-cell blackness. And yes, changing this probably means you have to change the actual map cell size - so to double the resolution of the hidden areas, your "normal" cells would have to take up 4 squares each. Another option could be to draw a black-filled polygon in the silhouette of the ship, and plonk it on top of the unused deck and Bring to Front on the Token Layer until that deck is explored. It should obscure everything and look much cleaner than the FoW lines, which can only go from cell corner to cell corner I believe.
Got it, and good idea. Thanks for the info!