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    Hi, amazing people of the forum. I am having a little difficulty getting an effective looking battlemap. What I am trying to achieve is a nighttime battlemap that looks like the only source of light is the campfire. I am really struggling to achieve the correct color and light effect. I have included the .FCW so please feel free to take a look and anyone is free to use if they want as well.

    Thanks in Advance
    This is the current map for those who want to give any general comments on improving. Thanks
      night 3 battlemap.PNG
    • CommentAuthorLoopysue
    • CommentTimeApr 30th 2019 edited
    Its a long time since I fiddled with lighting effects. In fact I think it was about 18 months ago for Shessar's competition, but having said that it comes flooding back to me.

    I worked out fairly quickly that light levels are relative, whether the image is a painting or a map. This means that you can make the firelight as bright as you like, as long as it fades away towards the edge. This brightens the edge of the map, but because the edge is still darker than the centre the light will still look like it is coming from the fire.

    The other thing you can do is create a grid of very dim soft bluish lights (VERY dim) that goes right across the map and generates a soft moonlight type light in those otherwise black shadows. These lights must be dim, and mustn't cast noticeable shadows anywhere. Its ambient light - scattered environmental light, which is usually bluish in nature. This will also brighten the entire map so you can see what's what, without making it look like its daylight. How can it be daylight, when the brightest point relatively speaking, is the fire? That's what the brain interprets.
    Thanks for that, great idea and reasoning. I did add a blue light at the source of the fire as well and this improved the color slightly but not as much as I would have liked. I'll give the suggestion a try and see what I get.
    What I have actually tried using your suggestions is adding a blue light coming from the top right as though a strong moon is rising. This gives a much greater realisation to the green within the map as well as an (in my opinion) lovely interplay between the blue light of the moon and the orange of the fire around the top trees.

    Obviously, I'm very open to criticism and suggestions from improvements. see attached.
      night 3 battlemap2.PNG
    • CommentAuthorLoopysue
    • CommentTimeApr 30th 2019
    No I didn't explain that properly.

    I meant add a whole grid of blue lights evenly spaced across the map, say 5 by 5 (25 lights in all). You would have to modulate them so that the light was even over the map and lit the darkness behind each tree. (I'm not sure that is actually possible - lighting the shadows, but I can't remember)
    • CommentAuthorLoopysue
    • CommentTimeApr 30th 2019
    Like turning the whole map lighter a bluer with an orange glow in the middle.

    I'm just messing around with grass textures at the moment. I might have to have a go at this myself to see if what I'm describing is possible.
    Ah ok, that makes more sense, basically adding a lighting gel to the whole thing. I did look but could not find a way to add an overall lighting color, it seems to just be centrally located which is why I approached it the way I did. Really interested to see what you can do with your masterful magic :)

    PS really appreciate the input and time you have taken to have a look.
    • CommentAuthorLoopysue
    • CommentTimeApr 30th 2019
    Well, I've bitten off more than I was expecting. For some reason the snap grid in my DD3 template isn't working.

    I've also completely forgotten how to use lighting! LOL!
    • CommentAuthorLoopysue
    • CommentTimeApr 30th 2019
    So far I have solved the lack of cursor snap for anyone experiencing the same problem.

    Its the check box called (surprisingly enough) Cursor snap in the dialog that comes up if you right click the Grid button. (Doh)
    Lol the only way I managed to do the lighting was using the annual 😂
    • CommentAuthorLoopysue
    • CommentTimeApr 30th 2019
    I've remembered that you have to have a finalize effect right on top of all the lighting effects, but as to what you can and can't do with things below that level I'm currently experimenting.
    • CommentAuthorGrimmric
    • CommentTimeMay 1st 2019
    How about adding a stronger light in/around the campfire?
    With a shorter range so it hits only the nearest trees or only to the places where the travellers sit?
    But keep the other shadows as it is.
    Just a thought.
    I Could not get your whole idea to work Sue, but this is my adapted version using many of your suggestions. I'm really pleased with the result. Basically, I have taken it as bright moonlight from the left of the screen and the lighting of the fire.
      night 3 battlemap mk2.PNG
    I also like the way the chromic aberration on some of the trees highlights the outer limit of the firelight.
    Thanks for the thought Grimmric, in fact, that's exactly what I ended up doing to the fire 👍
    • CommentAuthorseycyrus
    • CommentTimeMay 1st 2019
    Nice map! Would it be possible to post the latest version of the .fcw, so I can compare to the initial one and see the changes in how the lighting was implemented?
    • CommentAuthorLoopysue
    • CommentTimeMay 1st 2019
    Nicely resolved, Kieron :)
    The main things that made the difference were the changing of the tree color to varicolor grey and adding 3 rings of a different color to the fire, thanks again sue
    Anyone that wants to use it, feel free.
    • CommentAuthorseycyrus
    • CommentTimeMay 2nd 2019
    Thank you!
    • CommentAuthorseycyrus
    • CommentTimeMay 8th 2019 edited
    @ kieronwilliams80

    Thank you for both versions of your map. I think I'm a little bit closer to being able to produce such effects myself, thanks.

    One question tho. I'm trying to "save as" a version of your map to use for a VTT encounter (jpeg), but am having some issues. In some cases, i get a nicely rendered horizontal strip (but not the whole image) going down the center of the map, and with other settings, I get blotchy patches.

    Can I ask what your exact "save as" setting were for the images you posted in this thread?
    I did it as a .Png I found jpegs were not rendering with enough detail. If you need more than this let me know and I can do screen shots for you.
    • CommentAuthorseycyrus
    • CommentTimeMay 10th 2019 edited
    It seems that a few freeloaders have taken advantage of your fire!

    My issue is not with level of detail, but rather an either incomplete rendering of the scene or one with inconsistent blocks of shadow.

    Here is a jpeg, but I have the same issue with png format. In this image, the scene is being cut.
    • CommentAuthorseycyrus
    • CommentTimeMay 10th 2019 edited
    And here is a capture of the settings.
    I haven't had a chance to see the setting on my main computer. But I have had a look on my Surface and it seems that I have set it to 800x800. not sure this helps.
    • CommentAuthorLoopysue
    • CommentTimeMay 11th 2019 edited
    Can I interrupt and try to help?

    What number do you get in the command line when you type "EXPORTSETMPPP" and press enter?

    If its only 4000000 (6 zeros), type 40000000 (7 zeros) and hit enter again, and then try your render. What it does is massively increase the size of the swathe of map the PC scans in one go. With any luck it will do it all in a single scan, which should do away with that blackness. The blackness is being caused by the PC not seeing lights that aren't in that particular scan, even though the light from them is falling into the area.
    • CommentAuthorseycyrus
    • CommentTimeMay 12th 2019
    Posted By: LoopysueCan I interrupt and try to help?....

    Watcha trying to do, fix problems? :)

    Thank you for your help! That seemed to solve the issue.
    • CommentAuthorLoopysue
    • CommentTimeMay 12th 2019


    It will also help when you have a map with large Edge Fade Inner effects in it.

    You can reset the number any time you like back to the 6 zero number, or even a different number altogether, just by using that command.