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Transparent Highlighting on grid layer

Posted: Tue Feb 04, 2014 4:34 pm
by Dark Lord Galen
Just some off the wall thoughts... Based on what I think I now (yea dangerous there lol) The Grid (whether hex or square) is layered "above" the imported map. Is there or could it be made to have a square or hex change color from clear to some other color (with a transparency value to allow map to still be seen) to mark that square do to a changing condition? Right now I am using the Draw tool, and its pretty cumbersome. would be simpler of you could "highlight" a square with a couple clicks, ie select square, "change properties", color palette pop up, select color.
Thoughts?

Re: Transparent Highlighting on grid layer

Posted: Tue Feb 04, 2014 11:27 pm
by heruca
In both BGE and BRPG, there is a folder called "Generic Cell Indicators" in the Objects/Components folder. Place one of those, duplicate it as many times as needed.

Re: Transparent Highlighting on grid layer

Posted: Tue Feb 04, 2014 11:28 pm
by heruca
You could also edit the graphics I provided to make a set of semi-transparent ones.

Re: Transparent Highlighting on grid layer

Posted: Fri Feb 07, 2014 12:18 pm
by markuwp
It would be handy to have draw tools (or a draw option) to have the drawn object lines/shapes conform to the grid. In other words, if you drew a circle instead of being perfectly round it would draw around or over the hexes or squares best approximating that shape. I'd say that 95% of the time I draw in BRPG I'm either making a wall or trying to visually show an area of effect of some sort, so players know where it is and whether or not their characters/enemies are in it.

Last night I drew a couple of black boxes as a masking tools to narrow a hallway on my map. They came onto the map offset from the grid, so I had to try several times to get them the right size, then turn off the Snap to Grid setting, then move them carefully to where I wanted them, then lock them so they wouldn't accidentally get moved back when I put the Snap to Grid back on for the session. Not a big deal and not a high-priority (IMO), but it would have been easier if my rectangle could have matched the underlying grid to start.

If the shape doesn't naturally match the grid (such as a round fireball on a square grid), there is another issue. "That didn't hit me-- only a little bit of it is in my square." "It looks like half to me!" "Can I avoid completely if I make my saving throw?" etc. If the drawn object conformed to the hex or square grid, there wouldn't be any debate or question as to whether a space was in or outside of an effect area.

Again, I don't think this is a high priority because I don't draw that often and can usually make things work, but it would be nice.

Re: Transparent Highlighting on grid layer

Posted: Fri Feb 07, 2014 3:01 pm
by heruca
BRPG includes a folder called AoE Overlays, which contains many grid-aligned shapes in a variety of sizes (both square and hex shaped). Copy the ones you want into the Objects folder to make them placeable as stand-alone elements, where you can drag them around, stack them, rotate them, etc.

Re: Transparent Highlighting on grid layer

Posted: Sat Feb 08, 2014 3:13 pm
by Dark Lord Galen
Perfect... exactly what I needed... didn't realize that it snapped to grid and could transparent the object as well.... Thanks again for the Rapid support... Keep up the good work!

Re: Transparent Highlighting on grid layer

Posted: Sat Feb 08, 2014 3:37 pm
by Dark Lord Galen
Knowing the above now, is there a way to "group" or "create" an object and attach an area effect to it? Like create a torch object. have the area effect for the light source and if the PC removes torch from the wall and travels down the hall, or throws it that the relocated object would take the area effect with it?

Re: Transparent Highlighting on grid layer

Posted: Sat Feb 08, 2014 7:19 pm
by heruca
Place the torch as an object, assign it the appropriate light source (assuming Fog of War is enabled), and move the torch wherever it is needed. You could try using the Group command to attach it to something (like perhaps the Light Glow animation), but it's probably just best to assign the appropriate light source to the character holding the torch.