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Version Differences

The LOS data is different in version 4.1 of FGU from earlier versions. Please make sure to refer to the proper version of the software and only

FGU Version 4.1 and Newer Only

XML files are now extracted directly out of FGU. The XML files generated from here will not work with earlier versions of FGU. They will render everything as solid walls and you won’t have usable doors, windows, terrain, etc.

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These exported files can be zipped up for a module and attached to the forum thread below. Please include the module product ID and let us know whether or not you add lights and LOS.

https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions-(v-4-1-and-up-only)

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The XML files generated here will not support lighting.

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Any module for Fantasy Grounds should be built first for Fantasy Grounds Classic and then these additional steps will allow the developer to create additional XML files that can be added to support enhanced Line of Sight (LOS) functionality within Fantasy Grounds Unity.

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  • FGC - Fantasy Grounds Classic

  • FGU - Fantasy Grounds Unity

  • LOS - Line of Sight

Download and Install the FG LOS TOOL

Step 1: Download the Zip File

Info

Download File

https://www.fantasygrounds.com/filelibrary/FGLOSTool_Installer.zip

Step 2: Unblock and extract the zip file to your local disk

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Prepare your FGC Module with LOS Data

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Extract the XML for your LOS Data

This tool does a number of things in addition to extracting XML. It does overwrite any XML files with the same name if they already exist in the target directory.

What this tool XML files are now extracted directly out of FGU. The XML files generated from here will not work with earlier versions of FGU. They will render everything as solid walls and you won’t have usable doors, windows, terrain, etc.

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urlhttps://www.youtube.com/watch?v=GDZ8Kxxgplg
height505px

These exported files can be zipped up for a module and attached to the forum thread below. Please include the module product ID and let us know whether or not you add lights and LOS.

https://www.fantasygrounds.com/forums/showthread.php?66991-FGU-Sharing-LOS-and-Light-Definitions-(v-4-1-and-up-only)

The extract option does a number of steps.

Step 1: Extract Metadata for the layer that contains the image

What the extract does:

  1. Extracts occluder data (LOS info) from a db.xml or module’s xml file the current campaign image into a separate XML file per image.

  2. It adjusts the X,Y coordinates if the image is off-center. If you followed the instructions under Preparation, it shouldn’t need to do anything here.

  3. It updates X,Y points to fit snap to image edges and corners. This is very important for tile based images that must snap together.

  4. It closes any door or terrain elements

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Step

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2:

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Browse for your campaign's db.xml file if you defined LOS for campaign images.

Browse for a moduledb folder's XML if you defined LOS for images from a module.

Info

If you followed the steps above and you are updating a module, you should click the Folder button under Assets to open your data folder. Then, go up a folder until you see campaigns and then open the campaign you are working with. Locate the moduledb folder. Inside, you will see one or more XML files for any module you modified. This is the file that contains all your LOS data.

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In this screenshot, I am opening up module XML file for DD Forge of the Dawn Titan.

Step 2: Choose the final images directory where your maps are saved.

Info

You may need to do this and run the extract process for multiple folders if your images are organized into different folders for your campaign.

Click the browse button and choose the directory. Once you are in the correct folder, click Save.

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Step 3: Extract Occluder Data

Click on Extract Occluder Data. This will update the log file with all the processes as they complete. Review the log to look for any errors.

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Save the XML file next to the image in your final module file or folder.

Verify that you now see an XML file next to any image that has LOS data. It should look similar to this inside your module’s images folder.

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Rezip your module.

Test the module in a test campaign. From there you should be able to open any map image as normal and then check the LOS definitions. Make sure they are lined up correctly with each image.

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