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Battlegrounds Games Online Virtual Tabletop Software for RPGs & Wargames
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The time now is Fri Sep 10, 2010 2:16 pm
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GMBazUK
Captain

Joined: 07 Jun 2006 Posts: 76
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Posted: Fri Apr 18, 2008 4:30 pm Post subject:
Sections and elevations |
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I think I mentioned earlier that along with the plans of my dungeons, rooms, environments, I like to also show the occasional section or elevation of a space, so I thought of a clever idea (theres always a first time) for using portraits. By associating the Section or Elevation image with an object tile which I happen to label Section or Elevation, the image pops up when the players pass their cursor over it. As its hidden by the FOW the players cant see it until I want them to, and thus they cant get a sneaky preview of things to come if for example it happens to be a particularly looooong section which may cover several rooms.
The problem is (and its a minor one) the object or button which makes this magic happen is effected by the PC's with light sources.
I know there is the visual aid function but it doesnt seem the best way to go.
Answers or thoughts in less than 250 words (unlike me).
Baz
_________________ As Einstein once said... did you let the cat out Mileva?
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heruca
Developer

Joined: 20 Nov 2005 Posts: 7343 Location: Buenos Aires, Argentina
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Posted: Fri Apr 18, 2008 4:51 pm Post subject:
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By section/elevation, do you mean a cross-section view?
Have you tried Hiding or Sideboarding the object that triggers the Portrait feature, until you want the players to have access to it?
You could also use the Fog of War feature in "Manual & Dynamic" mode, to ensure that PC light sources don't prematurely reveal a particular area.
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GMBazUK
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Joined: 07 Jun 2006 Posts: 76
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Posted: Fri Apr 18, 2008 6:43 pm Post subject:
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Yes, a cross or cut section view of a space, as opposed to an uncut view which is effectively an elevation.
I like the idea of sideboarding the trigger object until required, but with FOW enabled, once revealed regardless of the order of objects in the Unit control dialog (and particularly where dynamic is use) you would still need to cut a hole in the FOW for the PCs to see them as they are effectively objects or figures(?)
If they are positioned near the plan view then the shadow effect of light sources with a large spread is cast across them as well, which as I stated before whilst a minor concern detracts from the intention of them being seen as control buttons rather than a part of the action. Hope this is clear.
I think the point Im suggesting is that to have the facility to place buttons, controls, hotspots etc on the gaming table would be desirable, and you probably have it sheduled for a future release. Im just exploring a short term work around.
Baz.
_________________ As Einstein once said... did you let the cat out Mileva?
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heruca
Developer

Joined: 20 Nov 2005 Posts: 7343 Location: Buenos Aires, Argentina
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Posted: Fri Apr 18, 2008 8:09 pm Post subject:
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Would giving your buttons a "Candle" light source help? Or how about making them Free-Floating, so that they reside above the FoW layers?
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GMBazUK
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Joined: 07 Jun 2006 Posts: 76
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Posted: Sat Apr 19, 2008 5:12 am Post subject:
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Wow, the candle light source idea is... excellent.
As to free floating, how do you do that?
Also, I have read that objects cannot be manipulated by the players, but do mouseover events still function? In other words, if a player passes the cursor over the button controls, will the images pop-up, or do I have to use figures?
Im guessing it works.
Baz.
_________________ As Einstein once said... did you let the cat out Mileva?
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heruca
Developer

Joined: 20 Nov 2005 Posts: 7343 Location: Buenos Aires, Argentina
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Posted: Sat Apr 19, 2008 10:37 am Post subject:
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| GMBazUK: |
| As to free floating, how do you do that? |
Right-click an object, select "Free Floating". The object should now reside above the FoW Layers, and be completely unaffected by map scrolling or map zooming.
Mouseovers on objects should work for players. If not, just use a figure without a base.
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