Commit adfc343a authored by Andrew's avatar Andrew

Add lighting and measurement articles

parent 80650497
<p>Foundry Virtual Tabletop has a powerful engine for Lighting and Fog of War which interacts with placed @Article[walls] and Ambient Light sources to define the visibility and exploration progress of a Scene in a way that allows players to explore an environment through their character's perspective, seeing only what their Token would see in a certain position.</p>
<figure>
@Image[50]
<figcaption>Ambient Light sources add visibility to areas of your Scene as well as allowing for beautiful shading effects.</figcaption>
</figure>
<h3>Creating and Editing Light Sources</h3>
<p>To work with Ambient Light sources, activate the Lighting Layer using the Canvas controls palette (the icon looks like a lightbulb). When enabled you can viewing, create, and modify Ambient Light sources. Ambient Light sources can be easily created on any scene by selecting the Create Light tool from the control palette and using a drag-and-drop workflow to paint the light location.</p>
<p>Lights that are created will be blocked by any type of Wall which blocks perception (such as Walls, Terrain Walls, and Ethereal Walls.) The outer edges of the Ambient Light source will shape to conform to any vision restrictions, updating for the GM in real time so they can see where the light will be drawn. A centre ring approximates where the default division between Bright and Dim light will be for that light source.</p>
<p>After a light has been placed, it can be moved at any time by accessing the Lighting Layer to show light sources and then clicking and dragging the light to a new location. An Ambient Light source may be edited via the Light Source Configuration Menu, which can be opened at any time by double clicking on the Light Source you wish to edit. This menu provides the following options:</p>
<dl>
<dt>Light Type</dt>
<dd>This setting controls whether the Light Source is Local or Global. Local Lights adhere to vision restrictions and are blocked by walls, while Global Lights provide vision of a location whether a token has line-of-sight to see it or not.</dd>
<dt>X-Position (Pixels)</dt>
<dd>The current x-coordinate of the Light Source in a Scene. It can be changed to reposition the light.</dd>
<dt>Y-Position (Pixels)</dt>
<dd>The current y-coordinate of the Light Source in a Scene. It can be changed to reposition the light.</dd>
<dt>Dim Radius (Grid Units)</dt>
<dd>A radius of dim light emitted by this Light Source.</dd>
<dt>Bright Radius (Grid Units)</dt>
<dd>A radius of bright light emitted by this Light Source.</dd>
<dt>Emission Angle (Degrees)</dt>
<dd>An angle of Light between zero and 360 degrees (the default) which represents the allowed radius of light for this Light Source.</dd>
<dt>Rotation (Degrees)</dt>
<dd>The current direction the light is facing in degrees. Rotation of zero (the default) corresponds to a southward facing.</dd>
<dt>Light Color</dt>
<dd>Set the color of light that the Light Source in Hex (#000000).</dd>
<dt>Light Opacity</dt>
<dd>Set the level of transparency that the Light Source emits.</dd>
<dt>Darkness Threshold</dt>
<dd>When the Scene's Darkness Level transitions from 0(bright) to 1(dark), the value of this setting determines when the light will be switched on.</dd>
</dl>
<hr/>
<h3>Additional Lighting Tools</h3>
<p>The Lighting Layer controls also provides access to some tools which change the overall view of the Scene, as well as controls for the Fog of War for that scene.</p>
<h4>Transition to Daylight</h4>
<p>If your scene presently has a Darkness Level configured, pressing this button will smoothly slide the Darkness Level toward 0 (Bright) transitioning the scene to daylight. This effect is synchronized for all connected Users.</p>
<h4>Transition to Darkness</h4>
<p>If your scene presently has a Darkness Level configured, pressing this button will smoothly slide the Darkness Level toward 0 (Bright) transitioning the scene to daylight. This effect is synchronized for all connected Users.</p>
<h4>Reset Fog of War</h4>
<p>This button resets the recorded Fog of War exploration for that scene for all players regardless of their level of connection.</p>
<h4>Clear Lights</h4>
<p>This button deletes all lights presently placed on the canvas for this Scene.</p>
<hr/>
<h3>API References</h3>
<p>To interact with AmbientLights programmatically, consider using the following API concepts:</p>
<ul>
<li>The @API[AmbientLight,The AmbientLight Object] Object</li>
<li>The @API[LightingLayer,The LightingLayer Canvas Layer] Canvas Layer</li>
<li>The @API[LightConfig,The LightConfig Application] Application</li>
</ul>
<hr>
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<figure class="right">
@Image[51]
<figcaption>Measured Template Controls</figcaption>
</figure>
<h3>Measurement Controls</h3>
<p>The Measurement Control toolbar, when enabled, provides access to tools for accessing and controlling the placement of measured templates. This tool allows you to determine the shape of a spell, or area effect, and determine what spaces will be affected.</p>
<p>These tools all function roughly in the same way: click a point in the scene, and drag out the selected measurement shape to the desired size. Once you release your mouse button it will show you all the spaces affected if your Scene is set to use a Grid. Gridless maps will not show highlighted spaces, though it will still show the area of the effect.</p>
<p>You can hover your mouse over an existing template’s origin point and use Shift + your mouse scroll wheel to rotate a cone or ray template around its starting point. Control + scroll wheel allows you to make smaller fine adjustments to the cone or ray angle.</p>
<p>These templates can be repositioned by clicking and dragging the template by the starburst icon that represents the template’s origin point.</p>
<p>To delete a template, simply hover your mouse over the origin point, and press the delete key. Gamemasters can use the trash can icon to remove all measurement templates from a scene.</p>
<hr/>
<h3>Types of Templates</h3>
<p>There are four types of measurement templates to choose from: circle, cone, rectangle, and ray, each one denoting a different shape and style of measurement.</p>
<dl>
<dt>Circle</dt>
<dd>Circular templates create a radius around the starting point to the distance you select.</dd>
<dt>Cone</dt>
<dd>Cones create an effect in the shape of a triangle or pizza slice from the starting point. These cones default to about 53 degrees, but can be customized in the templates settings.</dd>
<dt>Rectangle</dt>
<dd>A rectangle uses the origin point as one of the corners, treating the origin as being inside of the rectangle's area.</dd>
<dt>Ray</dt>
<dd>A ray creates a single line that is one square in width and as long as you drag it to. Rays can have their width increased as required in its template settings.</dd>
</dl>
<hr/>
<h3>Customizing Templates</h3>
<p>The measurement template configuration screen can be accessed by double clicking any existing template in a scene. From there you can change the type of template to any of the types noted above, and directly manipulate various qualities of the drawn template.</p>
<figure class="right">
@Image[52]
<figcaption>Measured Template Configuration Sheet</figcaption>
</figure>
<dl>
<dt>Template Type</dt>
<dd>You may alter the shape type of the Measured Template after it is placed using this dropdown field.</dd>
<dt>X-Position</dt>
<dd>The x-coordinate location of the Template origin. This can also be changed via drag-and-drop on the control icon.</dd>
<dt>Y-Position</dt>
<dd>The y-coordinate location of the Template origin. This can also be changed via drag-and-drop on the control icon.</dd>
<dt>Direction</dt>
<dd>The Template direction determines which angle which the template is facing. For some template types (like circle) this may not have an effect, but for templates like Cone, or Ray this configures the direction in which the template points.</dd>
<dt>Angle</dt>
<dd>This field only applies to conical templates and can be any value from 1 to 360 degrees.</dd>
<dt>Width</dt>
<dd>This field only applies to Ray type templates to configure the width of the ray or beam.</dd>
<dt>Distance</dt>
<dd>This configures how far the Measured Template reaches from its origin point. For a circle template, this sets the radius of the, while in all other templates it can affect the length of a ray or cone, or the width of a rectangle. Note: Once a template has been drawn in a scene, the only way to change the distance is by directly manipulating it from the configuration window.</dd>
<dt>Border Color</dt>
<dd>This determines the color of the template’s outline, and defaults to black, but can be changed after the fact to whatever color desired.</dd>
<dt>Fill Color</dt>
<dd>This determines the internal color and grid highlight color when a cone is drawn. The fill color defaults to the color of the user creating the template. This color can be changed to whatever color desired from this menu.</dd>
<dt>Template Texture</dt>
<dd>This allows for a tiling image to be applied to the interior of the Measured Template. The texture will be repeated to fill the entirety of the shape, which looks best when a tileable, seamless texture is used. Tiling textures must be image files only and are recommended to be power-of-2 in their dimensions (ie. 128, 256, 512, etc...).</dd>
</dl>
<hr/>
<h3>Cone Template Type</h3>
<p>The Game Settings menu can be used to change the style of cone templates: Cone Template Type. This determines the appearance of the edge of the Cone template shape and whether it is rounded (default) or more triangular and flat. A visual comparison of a 20 foot cone with round (left) and flat (right) settings is shown below.</p>
<figure>
@Image[53]
<figcaption>A visual comparison of rounded (left) vs flat-bottomed (right) cones.</figcaption>
</figure>
<p>This directly affects how many squares are affected at the farthest edge of a cone. The rounded setting makes the cones taper slightly at the edge, while the flat setting makes sure the widest part of the cone and most affected squares is always the furthest point from the origin.</p>
<hr/>
<h3>API References</h3>
<p>To interact with AmbientLights programmatically, consider using the following API concepts:</p>
<ul>
<li>The @API[MeasuredTemplate,The MeasuredTemplate Object] Object</li>
<li>The @API[TemplatesLayer,The TemplatesLayer Canvas Layer] Canvas Layer</li>
<li>The @API[TemplateConfig,The TemplateConfig Application] Application</li>
<li>The @API[Ruler,The Ruler Utility] Utility</li>
</ul>
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<h3>Viewing Notes</h3>
<p>The visibility of Map Notes are determined by its corresponding Journal Entry - if a player has "Limited" permissions to the Journal Entry, they will be able to view the Map Note. If a Map Note has no Journal Entry associated with it, the note will be visible to all users currently viewing the scene. Note that if a player only has Limited permission to a Journal Entry, they will still be able to see the position of the Map Note pin and it's assigned tooltip, but not any details of the Journal Entry itself.</p>
<p class="note info">If you right click on a Journal Entry in the sidebar, you can conveniently "Jump to Pin" to pand the canvas to it's placed Note location.</p>
<p class="note info">If you right click on a Journal Entry in the sidebar, you can conveniently "Jump to Pin" to pan the canvas to it's placed Note location.</p>
<p>Map Notes are not always seen straight away - depending on the user's settings, they may only appear while the Journal Notes button is selected in the scene control toolbar. If you wish to see available map notes on the scene at all times, simply click on the Journal Notes button (bookmark icon) in the scene control toolbar, and click "Toggle Notes Display" (magnifying glass icon). Once enabled, notes will always be visible. This setting is <em>per user</em> - each player is able to turn on and off Map Note visibility.</p>
<hr>
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<dt>Send to Back</dt>
<dd>Send the Tile to the back of the Tiles Layer, displaying it below other nearby Tiles.</dd>
</dl>
<hr/>
<h3>API References</h3>
<p>To interact with Tiles programmatically, consider using the following API concepts:</p>
<ul>
<li>The @API[Tile,The Tile Object] Object</li>
<li>The @API[TilesLayer,The TilesLayer Canvas Layer] Canvas Layer</li>
<li>The @API[TileConfig,The TileConfig Application] Application</li>
</ul>
<hr>
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