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1173 votes Vote

Map - Dynamic light sources

moon_wizard, 22.01.2012, 00:07
Idea status: under consideration

Comments

larzz48, 06.03.2013, 10:31
Does this mean that a PC is the center of a light source and that the map reveals as the token moves through?
moon_wizard, 06.03.2013, 14:38
It's just a general idea right now. My first take would be a fog of war concept, with vision rings around tokens; in addition to the current masking.
Heyhogan, 29.12.2013, 15:50
It would be nice to have vision and light control like maptools, making it possible for players to explore a map by moving their token, and the gm just approving moves not messing with masks.
Jwguy, 14.04.2014, 08:17
I agree. Maptools was fantastic for this reason, and it was a lightweight Java program. I hope Fantasy Grounds can do this, too~
CampaignCartographer, 08.02.2014, 02:59
Pretty much the sole reason I came over here. It's the one feature from Roll20 that makes me go "Wow... we really need this in FG". Having to un-mask and re-mask all the time whilst players move is a real pain, to the point where I make most of my encounters in well lit areas now just so I don't have to do this, or make sure they have sunrods to light up most rooms.
Byron, 09.05.2014, 17:56
I am 100% for this but only if it's done well. Most other programs do a decent job of it but it's not pretty and it's never especially smooth. As long as it's easy to generate everything (map tools was honestly a bit of a pain to generate obstacles for larger maps and the tools were just a bit finicky) and can be configured nicely, I'm 100% for this. If it's just an all or nothing feature though I'm not sure how much I'd really use this feature, I;d rather just have players avoid metagaming and use invisibility to keep the important stuff hidden until visible.
Adam, 26.04.2017, 13:25
There's then special use cases associated with effects like fog cloud that would need to be handled as a character moves. As an example, you are in a fog cloud so that everything around you is technically invisible. During your turn, you decide to move deliberately back and forth hunting for the enemy. I could see special reveal and obscurement rules needing to be considered.
Wemo, 27.08.2014, 14:58
What would be nice is to set several "effects" focused on a token.

i.e. a 40ft radius circle light and a 10ft circle for reach.

You could have 3 (or more) options per token that you could set as require. Each option could have the following:

- Name,
- Type (circle/square),
- size,
- colour
- visible to owner (y/n),
- visible to all (y/n),
- show on layer
dr_venture, 24.11.2014, 18:28
I would also suggest, if possible, to try to allow for things like infravision or darkvision, so that certain characters would be able to see around them even without light sources. Obviously, the more options, the more complexity. Perhaps it is a matter of defining types of light, sources of light (if any) and ability to see in such light?
DaveFY, 11.01.2015, 23:14
They could use a similar system that Roll20 uses. For instance in D&D 5E, characters that have Darkvision can see in the dark as if it were dim light. The way I supplement this is to allow their token to see light at a 60 ft. distance, with the "dim light" starting at 0 (their token). So from their view, they see the section of the map very dimly to simulate Darkvision. (Until they take out a torch, in which I set the starting dim light to 30 ft. or w/e it is and allow all players to see it)

Now that method can be used to change for however the rules need to be set. For instance, our current Warlock can see for 120 ft., through darkness -- magical or natural -- as if it were bright light. So I set his total light to 120 and his dim light starting at 120. No dim light at all for him.

But anyways, if this feature becomes created I am very eager to see what their twist on how to implement it is.
felipe, 31.01.2015, 14:10
If you guys get the MapTools mechanic of light vision, darkvision, low-light and other things it will be F&ยจ%(G awesome. :)
If also you guys can place "levels" of blocking vision (like if I draw a wall, my Pc cant see over it, but my raven familiar can fly over it and I can scry him), adding a number to a light/vision barrier (like 9) ignores it if the (N)PC have a "height" level bigger than the barrier level... nah, just maptools light mechanic is enough... xD
Evion, 08.01.2017, 23:58
maptools vision and line of sight, vision block, all this would have to be in this to be awesome, also the dark vision low light and shit like that should be in the game like maptools, sometimes the players want that effect, not be able or be able to see when its night time, or true sight, to be able to see invisible monsters while others cant, the over the wall stuff could be implemented in the layers map thing, also auras that each player and monster have would be nice to be in the game, right now the way it is, i dont like it, having to move my auras when i move my player or monster and all showing on the map, makes it confusion as well, there should also be a color changed on each aura
Fynious, 27.04.2015, 11:57
Dynamic Lightning, is one major feature that is missing in Fantasy Grounds. It really frees up a lot of time for the DM, and makes things much more streamlined. Also, it really helps with the immersion for the players. Roll20, I believe has this down; I have created huge 200x200 maps in Roll20, with complete Dynamic lighting set with secret doors, doors, traps, etc.. and it's not that hard.

This is something that I think would really be a HUGE boost to an already great product, as I think it's the top vote getter makes that pretty obvious.

Fyn
LordEntrails, 19.05.2015, 18:42
By and far this is my highest priority wish for FG.
Even if not initially implemented, setup for multiple types of sensing (visual, darkvision, scent, dim light) would be suggested as well.
Ferghis, 21.06.2015, 07:22
As much as I understand how desirable this sounds, I want to discourage the developers from throwing too many resources at this feature. It's weight in code may or may not be that heavy, but it means that maps have to have an extra layer drawn on to them, and the draw on hardware resources will be huge, which will mean that most will never use this feature, which will make it a waste of developer time.

It's not that I'm against this particular feature. It's that there are other features out there that will be much more useful to more users. And I would rather that the devs prioritize those.
Jwguy, 28.01.2016, 09:01
This feature has been requested for almost seven years (There was a thread on the forums about it dating back to 2008, I believe), and as far as I know, it hasn't been implemented either A) because it would require a major overhaul and other ideas are being prioritized, as you mentioned, or B) because the whims a small group of DMs who don't want it are being considered over the hundreds of votes on this feature because, 'we're the ones who use the program more'.

Honestly, I'd be willing to wait for the big update, at this point. It's just a fantastic feature.
Lillhans, 05.04.2016, 21:40
Agreed: dynamic lighting is the only thing roll20 has going for it. And what does it do? It bogs down game prepping, is what it does.
Tokens that are not in LOS can already be toggled invisible. Problem solved.
Vishera, 11.02.2016, 01:48
Also maybe a transparent "filter" like red or something for dark/infravision that if the player has this listed in their senses, it would give them a radius as well, reflecting that special vision sense?
spiritoffire, 28.10.2016, 13:50
Please! Have an option so that nothing in the rear arc can be seen! (character facing)

If I'm not mistaken, it should be relatively simple to implement some kind of field of vision?
apitch85, 10.01.2017, 08:00
This is plain and simply the ONLY thing keeping me from switching to FG. The only, and I truly mean only, reason I continue to use Roll20 is because they support dynamic lighting, and it is such a hugely valuable and immersive tool for dungeon delving.

If you guys copy-pasted Roll20's dynamic lighting functionality, I would drop the $500+ for the ultimate license and full D&D 5e bundle that same day. Sadly, though, until that functionality exists, I'll be sticking with Roll20.
Amerisun, 28.03.2017, 11:31
I agree with Apitch.. I have a $99 account per year with Roll20 I would drop in a heartbeat if I could get the dynamic lighting. Any idea when this will be rolled out?
Johannes , 17.04.2017, 15:36
I agree, the ONLY reason I use roll20 is for the dynamic lighting. I would switch to Fantasy Grounds in a heartbeat if you had better map support.
skj310, 12.11.2017, 21:37
I wanted to take a moment and iterate what i posted in the forums regarding unity engine, dynamic lighting and fog of war. Here is a breakdown of what i was thinking about, and am hoping is on the list of dev that is going into lighting for the new release of FG.

Why lighting and FoW instead of TotM, because how often do the players stay grouped together when exploring, and i'm not talking about a party split. Let's take a urban setting at night with a dark alley. The character with the lantern stays at the alley entrance because a lantern also means "here i am, shoot at me!" (yes, yes, "hooded lanterns", i know), the darkvision characters venture into the alley to explore.

[QUOTE]You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.[/QUOTE]

So the characters move forward, armed with their darkvision, and the alley splits, so each characted decides to go 10' into each branched alley. It would be ideal if the players were NOT able to see what the other players were seeing and would therefore have to verbally explain what they are seeing. It would add more depth to the RP. Instead they all see the revealed map equally and do their best to pretend that they don't see what they can clearly see.

Yes I know this is Fog of War ... but the dynamic lighting i'm thinking about is the distance revealed that each player sees on the map, and the black&white they see because there's no colour with darkvision.

This is where I was coming from with my 2 bullets earlier. I just felt that this would make the RP that much more intense, because the visual component is now gone and the players must communicate audibly until they can position their characters. Can you imagine the RP that'd happen when a player is blinded and their battlemap goes black (or unconscious). They would be totally reliant on their buddies to get them outta that fix. So in essence my question around the dynamic lighting and fog of war was just about changing the depth of immersion into Roll Play, and increasing the suspension of belief.

I hope I've clarified my point and where I am coming from. Cheers!

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