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February 7th, 2025, 11:03 #11
Last edited by Tempered7; February 7th, 2025 at 11:06.
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February 7th, 2025, 16:24 #12
I sent you an email with links to both the development campaign and the exported module.
So remember, this campaign/module has been in development for a long time, but I don't think that is the cause. Here's the full process.
- Images imported into devl campaign images folder (assets).
- Assets turned into Images/maps, LOS and lightning added.
- Campaign exported to module
- New campaign (Test UM01) created
- module (Undermountain aka UM01.mod) loaded
- Create new blank Image/map
- Add Asset such as "Abandoned Sanatorium"
- Verify how LOS elements are not in the correct location.
So, it's probably important to understand the use case.
(Almost) All the Assets already have individual Image/Map. But realize these are all bits and pieces of a larger map ("0 UM-01 Overview" which does not have LOS) to be used as encounters (while party progress is tracked on the big map use global mask).
BUT, of course some folks want to be able to have one map as they explore the Undermountain. The method for doing this is to create a new map, add the asset for the entry point (say the Dry Well) and then keep adding from assets to this party map as they explore. With the Assets not having the correct LOS placement (or lights) this currently doesn't work.
Note, another good map/asset to try is the Prismatic Storm one to see how lights are displaced too.
Perhaps if I export all the metadata in the development campaign and add it to the images folder it will export/work? But as you can see, I've not yet had to do this so...
Thanks Moon!
Thanks, yep, this is the problem I'm hoping to solve
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February 7th, 2025, 17:27 #13
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February 7th, 2025, 18:22 #14
So I never did a manual export of the metadata. This can be seen as their are no xml files in the development campaign. edit: so where is the module getting this info from?
I can do that if needed, I assume the xml files should be saved to the campaign images sub-folder and then on module export they will be included?
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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February 7th, 2025, 18:46 #15
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February 9th, 2025, 18:48 #16
I was able to identify an error when exporting some maps. I'll need to verify the fix does not introduce any new issues before I commit. Following that we need to repair the exported data. The maps themselves appear to all be intact. When creating an image from an asset, the occluders and lights are loaded from the exported XML file. Did you author the UM-01 module, or is it from some other source?
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February 10th, 2025, 01:13 #17
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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February 11th, 2025, 03:25 #18
I was able to commit a fix for the metadata export and it should be available when the next Release update is pushed to Live. I was able to re-export all of the metadata in the UM-01 module except for "Kobold Guard Post." The XML files are in the attached zip file. These XML files replace the ones in /UM01/images/
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February 11th, 2025, 18:05 #19
Problems? See; How to Report Issues, Bugs & Problems
On Licensing & Distributing Community Content
Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
Note, I am not a SmiteWorks employee or representative, I'm just a user like you.
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