#PDF Scene Sharing (No Map Images)

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grizzled void
wicked bison
pearl sentinel
pearl sentinel
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Dead Suns 1, Fusion Queen, needs original PDF map import as background image.

pearl sentinel
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Slight update to the Fusion Queen scene.

pearl sentinel
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(hologram dancers are tokens from Miska's Maps)

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make sure to set global light to nighttime/dark for the club scene.

pearl sentinel
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This is what the scene looks like after importing into Foundry, but without the PDF background image (yet) in place.

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All you have to do is to export the map image from the Paizo PDF and then load that into the scene as background image. To decrease filesize you may want to save the image as jpg or webp instead of png.

pearl sentinel
unreal tangle
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Yall have done some AMAZING work on these

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I cant get my maps to look like this at all

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How long have you all been working with Foundry?

pearl sentinel
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I started using Foundry in December, but only started editing these Starfinder PDF maps mid February. Keep in mind that the images are from the Paizo PDF adventures, I only add walls, lights and stuff. Some modules like DF Architect help to make the process easier.

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Feel free to download the JSON files here and have a look at how the maps are set up. If you own the Dead Suns 1 PDF file then you can export the map images from the PDF and just load them as background images into the scenes shared by me.

slender musk
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Hey this is amazing! How does someone like me utilize what is already here? i see there's .json files, do those serve a purpose? sorry to ask for a tutorial haha

pearl sentinel
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You create a new scene. Then right click it in the scene list and choose "Import Data". Last but not least you add a background image of the map as exported from the original PDF. I use the German higher resolution versions myself, but as long as the height/width ratio is the same you can use any resolution and the grid/walls/lights will fit. I also imported the low resolution AP maps for comparison and the scenes still fit the same, so source resolution doesn't matter.

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the "Fusion Queen" map includes ambient sounds and 4 tiles that you will not have on your computer, but you can either delete them or replace them with something else (I used a whole album of Goa music in a single file to not have it repeat the same music the whole time).

pearl sentinel
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This is what the Acreon looks like without the background image. So as long as the background image has the same width/height it will fit underneath the lights and walls.

pearl sentinel
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Dead Suns 1, Drift Rock, including difficult terrain (Terrain Layer module) and overhead cave roof tile:

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How to use the cave roof tile (optional!):

  • Install the "Better Roofs" module.
  • Create a roof tile of the same size as the original map image. Preferably use something like Photoshop's "Spot Healing Brush" to create cave structures indistinguishable from the original cave walls.
  • Change the properties of the single present tile in the map to load your image and change its "Occlusion Mode to" to "None (always visible)".
  • Consider decreasing the "Darkness Level" of the scene to lighten up the cave roof a bit.
    If you do not want to use the cave roof tile then delete it.
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This is what the roof tile does: It changes token vision to not stop at cave walls, so that more of the rocky cave art is visible. It also disabled fog of war so that players will see cave art behind them again (adding to the confusion of going through a cave labyrinth). Furthermore it hides any structures within the cave-walls.

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It turns this:

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Into this:

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This is what a complete roof tile for this specific cave looks like:

topaz sapphire
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foundry noob here, how do i import these. just did starship combat on the way to the acreon and my setup is poor compared to this

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nevermind, clearly discord noob as well. all explained above, looks incredible

pearl sentinel
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Make sure to ask your players if they experience performance issues with these lighting heavy maps. My group is fine and my own computer doesn't even budge, but weak computers (especially with integrated GPUs) might not do so well.

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If your players come up with the idea then specificy allow them to peek through the front window of the Acreon, I made that see-through. And if someone takes a look (using eyesight) then do a secret Perception roll. Depending on the result either allow them to see something or just tell them that they thought to see some shadow moving. ๐Ÿ˜‰

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Both groups I played this with also asked for plans to the Acreon beforehand. It makes sense that the Hardscrabble collective has access to floor plans, so I gave them the unedited map plan from the PDF. Since you already flew there, you are already past that point, but it's still good to mention for others.

topaz sapphire
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Yeah they have a map on their data pads but the front window sounds awesome, cant wait to run this now

pearl sentinel
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My group will run this next week, they already peeked through the front-window (failed roll = moving shadows) and just entered through the back airlock. They closed the airlock and made sure that it cannot be opened remotely again.

topaz sapphire
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@pearl sentinel i think i'm missing something you're using for the lighting? i'm going to look into the enhanced roof stuff as that is awesome

pearl sentinel
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Once you activate the tile and switch back to Token Controls the tile will cover the map unless you click on any token. The whole system isn't made for this, so there are drawbacks we have to live with. I was mostly playing around with the idea and thought to share it. You can always just delete the tile and use the cave as is (walls are included and will behave normal once the tile is gone).

topaz sapphire
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Cheers I'll get that sorted. Thanks again. Any chance you're going onto the other Adventure Paths? ๐Ÿ˜…

pearl sentinel
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One of my players doesn't want to play Starfinder. He was willing to participate in the short intro, but it didn't change his mind.

topaz sapphire
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That's so rubbish to hear. I love starfinder so much and I've been waiting to get this game going. Sorry for you

pearl sentinel
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I just noticed that I botched the tunnel lights when scene darkness is cranked up. I will correct that and repost the JSON.