If you put down a token on the Dynamic Lighting layer, select it and then press Ctrl+L you can test the lighting without having to switch to being a player.
I guess im randomly asking but does anybody know of a trick to get back into an Instagram account?? I was stupid forgot my password. I would appreciate any tips you can give me!
Thank you for the video. Switched to DMing my daughter's group in Roll20 and so much is counterintuitive. Thanks to guys like you for helping us make sense of it!
Have you tried the Updated Lighting, or whatever it is called... the kind that is in active development? I tried it, and I'm super happy, and I'm definitely new using roll20.
A useful video for introducing the dynamic lighting concepts and sample of how to apply it. Look forward to seeing more. I'm still trying to decide if Roll20 of Fantasy Grounds is my cup of tea. Thanks.
Thank you so much! I couldn't figure out why my players couldn't see the map in our new campaign; we had previously done a one shot. On the one shot we used premade character and I realize now the tokens have a preset amount of light they emit, because they made custom characters for the new campaign their custom tokens were not emitting light. I've only being using roll 20 for a week now, there is so much to learn!
Was scratching my head why my character's tokens were going through a cave that revealed too much. Turns out, I checked the global illumination box. So, thank you for helping me with that. XD
As I just found out last night, yes and no! Dynamic lighting is not set up for custom made characters and their tokens to emit light. We previously played the stranger things one shot and with the premade characters everything worked fine. I was having a very frustrating experience last night though because we started Tomb of Annihilation and couldn't figure out why they couldn't see anything on the map even when fog of war was supposed to be revealing areas.
Very helpful, but make sure you’re consistent with your terminology. In the very first example, you switched “left click” and “right click” twice, making it unclear which is used to finalize. Also, you said “make sure you get the “four-way triangle” - did you mean cursor icon?
If you're using dynamic lighting, it really helps to have a map designed for it - the example map you have really doesn't help, for a reason you mention. If the walls of the map straddle the grid (by maybe 10 pixels or so), then you can use shift-click to snap to grid when putting down the lighting layer, and still have the walls visible to players. With the map you have (where the walls stop hard at the grid lines), snapping to grid means the players just see blackness rather than any of the wall graphics, just as you mentioned. This makes drawing lighting layers much quicker in dungeons, since you don't have to fiddle around with trying to put the lines neatly just inside the walls. This is hard to do if you don't have regular walls (though you can always drop the grid size down when drawing the lighting layer, and have the 'irregular' walls regular on a finer scale), so I tend to try to avoid having irregular walls just to make my life easier.
Is there an option to make illumination more natural, as a 360 glow that dims out, as opposed to the glaucoma vision effect, where there are crisp lines of total light or pitch black? That isn’t how dim light vision works, and it leads me to simply want to remove the effect entirely. It is too frustrating for players.
He addressed that at around 8.30 for the torch it glows bright for 20 then dims out for an additional 20 after that. When giving players darkvision just set the 1st value to whatever the distance they have DV too 60/120 whatever, and the second value to -5, then set the multiply value to 2. Finally as you are doing this have a player token set up on the page and push Ctrl+L when it is selected, it lets you see what the player can see. There's a little bit of fiddling back and forth as you get used to the controls, accidentally click wrong buttons etc, but that should work
Just a suggestion, but consider recording your audio in audacity and using that built in feature to reduce background noise. Takes like 5 minutes to learn how to do, and makes your videos sound like you record your audio in a studio almost.
This is an important critique!!! Not about this video, I'm sure it's great, but about the opening commercial promoting the movie Disney made called "Togo"... The tag-line was: "...Their journey was legendary and experience the untold true story of Togo!" Do I really need to explain???!!!
If you put down a token on the Dynamic Lighting layer, select it and then press Ctrl+L you can test the lighting without having to switch to being a player.
Thank you!!!
Thank you
Very helpful! Thanks
I guess im randomly asking but does anybody know of a trick to get back into an Instagram account??
I was stupid forgot my password. I would appreciate any tips you can give me!
@Bruce Armani instablaster ;)
Thank you for the video. Switched to DMing my daughter's group in Roll20 and so much is counterintuitive. Thanks to guys like you for helping us make sense of it!
Have you tried the Updated Lighting, or whatever it is called... the kind that is in active development? I tried it, and I'm super happy, and I'm definitely new using roll20.
Thank you! I've been fighting with the lighting for weeks, and now it makes sense!
great job explaining Dynamic lighting. I just went pro on roll 20 and this has helped me a lot.
A useful video for introducing the dynamic lighting concepts and sample of how to apply it. Look forward to seeing more. I'm still trying to decide if Roll20 of Fantasy Grounds is my cup of tea. Thanks.
Thanks man! Just what I needed to know.
Thanks for explaining this so well!
Thank you so much! I couldn't figure out why my players couldn't see the map in our new campaign; we had previously done a one shot. On the one shot we used premade character and I realize now the tokens have a preset amount of light they emit, because they made custom characters for the new campaign their custom tokens were not emitting light. I've only being using roll 20 for a week now, there is so much to learn!
Was scratching my head why my character's tokens were going through a cave that revealed too much. Turns out, I checked the global illumination box. So, thank you for helping me with that. XD
Just what I needed. Thanks!
Super Helpful. Thank you for this video.
Where did you get the map from? It looks so nice!
you can also just change the GM opacity in the settings to 100% to see it like a player for the most part.
Great video - straight to the point! :)
Thank you for doing this It was very useful!
Helped me out so much! Thanks a ton!
Thanks for making this video, it was really helpful.)))
Very helpful, thank you!
Thanks Four Geeks Gaming, very cool!
Wow, this was very helpful. Though they have updated it, the basics are still there.
Are pre-made/purchased module, like Phandelver, already set up for dynamic lighting, or do you still have to set it up yourself?
As I just found out last night, yes and no! Dynamic lighting is not set up for custom made characters and their tokens to emit light. We previously played the stranger things one shot and with the premade characters everything worked fine. I was having a very frustrating experience last night though because we started Tomb of Annihilation and couldn't figure out why they couldn't see anything on the map even when fog of war was supposed to be revealing areas.
Great vid man
Thank you you so much help me out a lot
What program did u use for the map itself?
Man this is neat!
thanks for the help
Very helpful, but make sure you’re consistent with your terminology.
In the very first example, you switched “left click” and “right click” twice, making it unclear which is used to finalize.
Also, you said “make sure you get the “four-way triangle” - did you mean cursor icon?
Excuse me, excellent video by the way, which map tool did you used to create that map in the video?
It's Wave Echo Cave from The Lost Mines of Phandelver starter-set adventure
@@LordZeebee Thank you.
our dm got subscription for dynamic lighting but we cant seem to use it... well cept for one player
it was fog of war...
@@elgatochurro That actually helped me figure out why my lighting wasn't working. Thanks.
I do not have the option for dynamics lighting. Is this something you get with a premium account?
yup
just fyi the screen is the gms view. the player view would be mostly dark outside the visible areas.
If you're using dynamic lighting, it really helps to have a map designed for it - the example map you have really doesn't help, for a reason you mention. If the walls of the map straddle the grid (by maybe 10 pixels or so), then you can use shift-click to snap to grid when putting down the lighting layer, and still have the walls visible to players. With the map you have (where the walls stop hard at the grid lines), snapping to grid means the players just see blackness rather than any of the wall graphics, just as you mentioned.
This makes drawing lighting layers much quicker in dungeons, since you don't have to fiddle around with trying to put the lines neatly just inside the walls. This is hard to do if you don't have regular walls (though you can always drop the grid size down when drawing the lighting layer, and have the 'irregular' walls regular on a finer scale), so I tend to try to avoid having irregular walls just to make my life easier.
Is ther ea link somewhere to that map? It'd be perfect for my group's next adventure.
That's the Wave Echo Cave from LMOP
Is there an option to make illumination more natural, as a 360 glow that dims out, as opposed to the glaucoma vision effect, where there are crisp lines of total light or pitch black? That isn’t how dim light vision works, and it leads me to simply want to remove the effect entirely. It is too frustrating for players.
if you set the DIM value to -5 you might be happier with the result
But it does represent RAW, at least for 5E.
He addressed that at around 8.30 for the torch it glows bright for 20 then dims out for an additional 20 after that.
When giving players darkvision just set the 1st value to whatever the distance they have DV too 60/120 whatever, and the second value to -5, then set the multiply value to 2.
Finally as you are doing this have a player token set up on the page and push Ctrl+L when it is selected, it lets you see what the player can see. There's a little bit of fiddling back and forth as you get used to the controls, accidentally click wrong buttons etc, but that should work
ist lighning und dynamic premium oder warum hab ich die optionen nicht bei meinen page einstellungen?
nur
Rextrict movment
Darkness (pacity GM)
where did you find a map like that?
I bought it at mikeschley.com/
I've got a problem, my players do not see dynamic maps.. (not plus users)
I don't have the Dynamic Lighting stuff in Page Settings
have you upgraded your subscription to either plus or pro? If not, you have to do that before you get access to the dynamic lighting.
I'm curious... What are you using to make your maps?
Its a map from Wizards of Coast from Lost mine of Phandalver
Just a suggestion, but consider recording your audio in audacity and using that built in feature to reduce background noise.
Takes like 5 minutes to learn how to do, and makes your videos sound like you record your audio in a studio almost.
"The four way Triangle"
... do you mean "The Cursor"???
It was difficult to understand what you were doing until you switched to "player view" , then it all made sense.
looks like a pain in the ass
This is an important critique!!! Not about this video, I'm sure it's great, but about the opening commercial promoting the movie Disney made called "Togo"... The tag-line was: "...Their journey was legendary and experience the untold true story of Togo!"
Do I really need to explain???!!!