Commit 306f8468 authored by Andrew's avatar Andrew

Document updates for tiles and hosting

parent e47a4c47
<p>Foundry Virtual Tabletop has two primary ways to set configuration options, <i>command line flags</i> and <i>directives in options.json</i>. In most cases, options set via command line flag will override the corresponding directives in options.json, however, the number of flags available is comparatively limited.</p>
<h2>Command Line Flags</h2>
<h2 id="command-line">Command Line Flags</h2>
<p>Foundry has four command-line flags that can be passed when the application is run at the command line. These work with both the packaged Electron executable as well when starting Foundry via Node.js.</p>
......@@ -17,13 +17,17 @@
<p>Example usage of the command line syntax to launch the application for various environments are:</p>
<h4>Node.js</h4> <pre><code class="language-bash">node main.js --port=30000 --world=myworld --dataPath=/local/data/foundryvtt</code></pre>
<h4>Node.js</h4>
<pre><code class="language-bash">node main.js --port=30000 --world=myworld --dataPath=/local/data/foundryvtt</code></pre>
<h4>Electron (Windows)</h4> <pre><code class="language-bash">FoundryVTT.exe --port=30000 --world=myworld --dataPath=D:\FoundryVTT</code></pre>
<h4>Electron (Windows)</h4>
<pre><code class="language-bash">FoundryVTT.exe --port=30000 --world=myworld --dataPath=D:\FoundryVTT</code></pre>
<h4>Electron (Linux)</h4> <pre><code class="language-bash">foundryvtt --port=30000 --world=myworld --dataPath=/local/data/foundryvtt</code></pre>
<h4>Electron (Linux)</h4>
<pre><code class="language-bash">foundryvtt --port=30000 --world=myworld --dataPath=/local/data/foundryvtt</code></pre>
<hr/>
<h2>Configuration Options</h2>
<h2 id="application-configuration">Configuration Options</h2>
<p>Foundry's behavior can also be customized via editing the options.json file stored in the Config directory located in the user data directory. The directives take one of three data types:</p>
......@@ -33,7 +37,7 @@
<dt>Integer</dt>
<dd>Numbers without decimal points or other punctuation. Example: <code>12345</code>
<dt>Boolean</dt>
<dd>The values <code>true</code> or <code>false</code>, all lower-case, without punctuation. <code>true</code> enables a given option, <false> disables it.
<dd>The values <code>true</code> or <code>false</code>, all lower-case, without punctuation. <code>true</code> enables a given option, <code>false</code> disables it.
</dl>
<p>All options can also be set to <code>null</code>, which disables that option. Do not set a value to null unless you're certain it can be disabled.</p>
......@@ -64,8 +68,9 @@
<dt>proxyPort</dt>
<dd>Boolean -- informs Foundry that the software is running behind a reverse proxy on some other port. This allows the invitation links created to the game to include the correct external port.</dd>
</dl>
<hr/>
<h2>Where Do I Put My Data?</h2>
<h2 id="where-user-data">Where Is My Data Stored?</h2>
<p>In order to comply with operating system expectations (most notably on Windows and MacOS), it is important not to store actively updated user data inside the application directory itself. Therefore Foundry Virtual Tabletop relies upon the concept of a <strong>user data path</strong> which defines the location that user data is saved. There are four ways that the user data location can be set.</p>
<ol>
<li><strong>Command Line Flag</strong>. See the Command Line Options above.</li>
......@@ -75,13 +80,19 @@
</ol>
<p>These options are evaluated in the above order, so if multiple options are set, the first valid option will be used. The default application data location for each operating system is the following:</p>
<p><strong>Windows</strong></p> <pre><code class="language-bash">%localappdata%/FoundryVTT</code></pre>
<p>Note that when configuring a custom path in Windows you need to either use forward slashes, for example <code>D:/path/to/appdata</code> or escaped backwards slashes, <code>D:\\path\\to\\appdata</code>.</p>
<p><strong>MacOS</strong></p> <pre><code class="language-bash">~/Library/Application Support/FoundryVTT</code></pre>
<p><strong>Linux (in order of availability)</strong></p> <pre><code class="language-bash">/home/$USER/.local/share/FoundryVTT
<p><strong>Linux (in order of availability)</strong></p>
<pre><code class="language-bash">/home/$USER/.local/share/FoundryVTT
/home/$USER/FoundryVTT
/local/FoundryVTT
</code></pre>
<p>These default locations may not be ideal for many users, so it is recommended to use one of the above alternative methods to point Foundry VTT to a different data location as suits your preferences. The user data folder contains the following basic directory and file structure.</p>
<ul class="file-structure">
<li><code>Config/</code> - The configuration directory
<ul class="file-structure">
......@@ -97,9 +108,13 @@
</li>
<li><code>Logs/</code> - Server log files</li>
</ul>
<p>When referencing data from within the virtual tabletop application, any content stored inside the Data directory is publicly available to be served directly. This is where you should put your content that you intend to use inside the application. You are free to create any folder or directory structure that you want inside this data directory. For example, if you have the following file in your file system</p> <pre><code class="language-plaintext">&lt;User Data Path&gt;/Data/worlds/my-world/maps/dungeons/deadly-dungeon-01.jpg</code></pre>
<p>When using that map image inside Foundry VTT, you can reference it as a web-accessible URL using the path relative to the Data folder</p> <pre><code class="language-plaintext">worlds/my-world/maps/dungeons/deadly-dungeon-01.jpg</code></pre>
<p>When referencing data from within the virtual tabletop application, any content stored inside the Data directory is publicly available to be served directly. This is where you should put your content that you intend to use inside the application. You are free to create any folder or directory structure that you want inside this data directory. For example, if you have the following file in your file system</p>
<pre><code class="language-plaintext">&lt;User Data Path&gt;/Data/worlds/my-world/maps/dungeons/deadly-dungeon-01.jpg</code></pre>
<p>When using that map image inside Foundry VTT, you can reference it as a web-accessible URL using the path relative to the Data folder</p>
<h3>Regarding File Naming Conventions</h3>
<p>Since Foundry VTT works as a web server, you should be sure to use directory and file names which conform to web file and URL encoding conventions. You should generally avoid using spaces or special characters as these are likely to cause issues when serving your content to other players. See &nbsp;the <a href="https://developers.google.com/maps/documentation/urls/url-encoding" target="_blank" rel="nofollow noopener">Google URL Guidelines</a> for more detail.</p>
<pre><code class="language-plaintext">worlds/my-world/maps/dungeons/deadly-dungeon-01.jpg</code></pre>
<h4>Regarding File Naming Conventions</h4>
<p>Since Foundry VTT works as a web server, you should be sure to use directory and file names which conform to web file and URL encoding conventions. You should generally avoid using spaces or special characters as these are likely to cause issues when serving your content to other players. See &nbsp;the <a href="https://developers.google.com/maps/documentation/urls/url-encoding" target="_blank" rel="nofollow noopener">Google URL Guidelines</a> for more detail.</p>
\ No newline at end of file
This diff is collapsed.
......@@ -12,6 +12,7 @@
<blockquote class="question">What will this cost? What is your business model?</blockquote>
<p>Individual licenses for Foundry Virtual Tabletop are sold for $50 USD. Each individual license will allow a game master to host games for unlimited players (who do not need to purchase the software). There is only one type of license, which includes all of the Foundry Virtual Tabletop core features - there are no premium tiers, special editions, or season passes. Patreon supporters who have contributed towards the project during the testing phases will be offered a single-use discount for one software license based on the amount and duration of their support during the testing process. You can learn more about <a title="Purchasing Foundry Virtual Tabletop" href="../purchasing" target="_blank" rel="nofollow noopener">purchasing Foundry Virtual Tabletop</a> here.</p>
<p>In addition to the sale of licenses, I will keep my Patreon page active for community members who wish to show additional support after launch. Patreon will not be required to access any software features, and instead will only offer some minor additional perks like access to private Discord channels, bonus content that can be imported into Foundry VTT, and collaboration projects with other tabletop RPG artists and creators. Exact details of what post-launch Patreon membership benefits will be are not yet determined and will be announced closer to release.</p>
<blockquote id="whytax" class="question">Why am I being charged sales tax to purchase Foundry Virtual Tabletop?</blockquote>
<p>Foundry Gaming LLC is <a title="Washington State Sales Tax Rules" href="https://dor.wa.gov/get-form-or-publication/publications-subject/tax-topics/digital-products-including-digital-goods" target="_blank" rel="nofollow noopener">required to collect sales tax</a> in the State of Washington, where I have legal physical nexus. Additionally, I collect sales tax for any US states or international countries where the volume of Foundry Virtual Tabletop license sales exceeds an annual threshold that requires collection and remittance.</p>
<p>If you believe you are being charged an incorrect amount of sales tax please feel free to reach out to [email protected] with your concerns and I will do my best to address them.</p>
......@@ -48,6 +49,19 @@
</ul>
<p class="note">Hardware requirements are the same for both players and for the Gamemaster.</p>
<blockquote class="question">Can I use this software to run in-person games with one view for the Gamemaster and another shared view for players?</blockquote>
<p>Yes, Foundry Virtual Tabletop works great for this use case. Running the application or the Node.js server allows you to host the game from the Gamemaster perspective, and you can simply use a web browser to connect to your own game to broadcast a player view for your table.</p>
<blockquote class="question">I have created a Module or System that I would like to share. How can I have it added to this list?</blockquote>
<p>Currently the on-boarding process for Modules and Systems requires a manual review and approval. If you are interested in having your work featured here please reach out to Atropos on Discord or via email to [email protected]</p>
<hr/>
<h2>Older FAQs from Beta</h2>
<p class="note">The following FAQs are no longer relevant for the current state of Foundry VTT, but will be kept on the website for a time.</p>
<blockquote class="question">Will worlds or content created using the Beta build be valid for use once the release is made available?</blockquote>
<p>Yes. All your content or creations will carry forward. I do not anticipate any significant issues with changes that break backwards compatibility. Please feel empowered to begin creating worlds that you plan to use for a long time!</p>
......@@ -57,6 +71,3 @@
<blockquote class="question">Will there be an open beta that is available to anyone, free of charge?</blockquote>
<p>Not at this time. My plans are to only do a closed beta for Patreon supporters until the full software release. There is a publicly accessible software demo which you can reach from the navigation bar at the top of this page.</p>
<blockquote class="question">Can I use this software to run in-person games with one view for the Gamemaster and another shared view for players?</blockquote>
<p>Yes, Foundry Virtual Tabletop works great for this use case. Running the application or the Node.js server allows you to host the game from the Gamemaster perspective, and you can simply use a web browser to connect to your own game to broadcast a player view for your table.</p>
\ No newline at end of file
This diff is collapsed.
......@@ -46,7 +46,7 @@
<p>When an Item is added to an Actor, it becomes an "Embedded Entity" which is called an Owned Item. These Owned Items appear in the Actor sheet and, depending on the system, can be used by the actor. Dragging an item from the directory onto an actor's sheet will create a copy of the item as an "Owned Item". This owned item is separate from the original item - changes in the original item will not affect the owned item, and vice versa. Additionally, this owned item is not accessed from the Items Directory - it can only be viewed through the actor's sheet.</p>
<h3>Importing Items</h3>
<p>When, the Items Directory will initially be empty. Though items can be created fairly quickly from scratch, it may be desirable to import items from elsewhere.</p>
<p>When a new World is first created, the Items Directory will initially be empty. Though items can be created fairly quickly from scratch, it may be desirable to import items from pre-configured sources.</p>
<h4>Importing from Compendium</h4>
<p>An item can be imported from a compendium by either dragging the item from the compendium into the Items Directory, or by right-clicking the item in the compendium and selecting "Import".</p>
<h4>Importing from JSON</h4>
......
This diff is collapsed.
<figure class="right">
@Image[39]
<figcaption>Tile Controls</figcaption>
</figure>
<p>Foundry Virtual Tabletop includes support for placing Tiles, which are individual pieces of artwork which are displayed above the background image of the scene which can add decorations, props, or custom features. Tiles are displayed below Tokens.</p>
<p>A future Foundry Virtual Tabletop version will add support for "overlay tiles" which will support a layer of Tiles that Tokens can pass beneath.</p>
<p>To place or create Tiles, activate the Tiles Layer from the controls palette on the left hand side of the screen. There are two ways to place tiles.</p>
<ol>
<li>Creating a custom tile. To do this use the second tool which looks like a cube and you can left-click drag a box which will form the basic shape for the tile. Once you release your left-mouse button you will be prompted to provide the configuration details for the Tile.</li>
<li>Using the File Browser, by clicking the folder icon in the tool palette you will be shown a File Picker where you can drag and drop image assets onto the Scene to create Tiles.</li>
</ol>
<hr/>
<h3>The Tile Configuration Sheet</h3>
<p>Once a Tile is created, you can configure all the details of the Tile by double-clicking on the Tile. The configuration options are described below:</p>
<figure>
@Image[40]
<figcaption>The Tile configuration sheet is accessed by double-clicking on a Tile and can customize the display and position of the Tile.</figcaption>
</figure>
<dl>
<dt>Tile Sprite</dt>
<dd>The image or video file path of the displayed tile. Note that Tiles can be either static images or videos. If using Video tiles, the <code>.webm</code> format is recommended to support transparency (if needed).</dd>
<dt>X-Position</dt>
<dd>The x-coordinate location of the top-left corner of the Tile.</dd>
<dt>Y-Position</dt>
<dd>The y-coordinate location of the top-left corner of the Tile.</dd>
<dt>Width</dt>
<dd>The horizontal width of the desired Tile display.</dd>
<dt>Height</dt>
<dd>The vertical height of the desired Tile display.</dd>
<dt>Rotation</dt>
<dd>The rotation of the Tile, in degrees.</dd>
</dl>
<p>Once any changes to the Tile have been made, click the "Update Tile" button to confirm your changes.</p>
<p>In addition to configuring the Tile using the sheet, you can also re-position or rotate the Tile using your mouse. Left-click and drag to move the tile, or use CTRL+MouseWheel or SHIFT+MouseWheel to rotate the Tile. This can be a convenient way to configure the Tile location, but using exact coordinates in the Config Sheet is more precise.</p>
<hr/>
<h3>The Tile HUD</h3>
<p>There are additional options for configuring the Tile in the HUD which is accessed on a single right-click.</p>
<figure>
@Image[41]
<figcaption>The Tile HUD is accessed with a single right-click.</figcaption>
</figure>
<p>The buttons in the Tile HUD are, from top-to-bottom:</p>
<dl>
<dt>Toggle Visibility</dt>
<dd>Toggle the visibility state of the Tile, turning it from hidden to visible (or vice-versa).</dd>
<dt>Toggle Locked State</dt>
<dd>Toggle the locked state of the Tile. While locked, the Tile cannot be moved and is non-interactive.</dd>
<dt>Bring to Front</dt>
<dd>Bring the Tile to the front of the rendered Layer, displaying it above other nearby Tiles.</dd>
<dt>Send to Back</dt>
<dd>Send the Tile to the back of the Tiles Layer, displaying it below other nearby Tiles.</dd>
</dl>
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment