If you put light-emitting tokens (like your light rock) on the Dynamic Lighting layer, the players can see the light, but not the token\object. For characters that carry torches or cast light spells on themselves, I find it's easier to just add the light emitting stuff to the character's token directly.
Absolutely true. I prefer to use an object because I use it to add to the challenge. They can throw torches, have them snuffed out, drop them on the floor to wield a sword and shield (and then moving too far away from lighting can be detrimental).
The torch is invaluable to me! During my games I'd have to stop, edit the players sight, and then constantly keep track of who had a torch or who didn't. Pain in the butt. Thanks for this tip!
You can use the rock trick but pull the map to front and hide the light source. I used that to light a town map to show window lighting when players were outside the builings. :)
Love the light rock and torch setups. I always use these now within a "light" folder. I have torch, candle, light rock, camp fire. I set up a character sheet called "interactive item" that all the players can move; then I assign the torch token (or whatever I want to allow the players to use) to the interactive item sheet. Interactive item also comes in handy if there is a floor tile puzzle or items I want them to interact with in some way.
Smarts! Love the rock and door handle tips!! I used to just make the tokens shine the light with torches, but now with this trick, they can drop it (assuming it doesn't land in the water) and fight as normal. Thanks for this!
I can't say enough good things about this video!! Seriously. I decided to upgrade to Plus last week simply because of how much I have started using Roll20 and wanted to support the platform. There is more than enough cool stuff in the Free use for me. BUT, of course wanted to try out the dynamic lighting and holy hell, I was totally confused after an hour of screwing around with it, and the wiki was no real help. Cue your video here (the second one in your series I watched) and I'M A TOTAL PRO NOW! Just...fantastic. Looking forward to diving into your entire series now! (I've already watched three of them). Needless to say: subscribed and liked. Thanks for these!!
Thank you so much for this video. Upgraded to plus with Roll20 and bought the Hoard of the Dragon Queen, then went to take my players through a cave and NO ONE could see anything due to the dynamic lighting default settings. We had to call it early, but this video solved my problem and they will get to go spelunking next week! THANK YOU.
You could just add the "Light source" token on the lighting layer so that you 1. don't need to hide it (disappears when not on lighting layer, light effect remains) 2. you can easily find it again. 3. you don't accidentally select or delete it when trying to move creature tokens, or clearing images. Doing it this way does force you to jump between layers to test with CTRL + L, however it does solve other problems.
Because of this video, I am definitely upgrading my subscription. Thank you for showing what I was missing! You honestly have been the reason why my campaign has been a success. Ive coded every chapter into a macro and I've made things so easy on me and the players (9 of them)
Hello Cody, aren't you going to do some updated video considering the updated dynamic lighting engine? Just a short one to highlight if some of these settings became obsolete and stuff - you know what I mean, I hope. :-) Thanks for your great work!
I like to use different colors for the doors and secret doors. Also you can select the door and use the arrow keys to move them out of the way and put them back in an easily nice and neat fashion.
That's a great tip retyler! I never thought about changing the color for secret doors. I know I already use Map markers for this, but this is still very clever. I'm going to steal this.
does this still work? I can select the door but can't move it. I haven't mapped out walls yet, just doors using the line tool but I am unable to move a line I've already put down. I can resize it but can't move it.
Thanks a lot for this video... the forums are quite a bit less helpful, but this explained everything I was missing about Dynamic lighting step-by-step, so now I'm finishing up my planning for the first chapter of Dragon Heist, and I'll let you know how that works out!
3 for 3. That trick on adding a "handle" to a door is gold. GOLD, I TELL YOU! The trick with the rock is one I use, but I actually use a picture of the sun cuz, you know, rocks usually don't emit light. =) Keep up the great work.
C'mon Ron... How many times have you had a someone say " I pick up a rock and cast light on it. I throw it down the hallway." Rocks definitely emit light hahaha
That trick with a torch token controlled by players - that's way easier than constantly adding light to their tokens when they fire up a torch or cast Light... Nice!
Thank you for the video, it helped me a lot (even bearing with the updated dynamic lighting). If you make a video for the updated dynamic lighting I would love to watch.
Hey Cody! This was another great addition to your roll20 tips and tricks. I jaw dropped when you made the torch for the player to actually ...move themselves. I'm like.. duh.. Why did I never think of that, because I do use the light rock idea to create day time in areas.. LOL, so great minds think alike! Looking forward to your next one. Oh, and I created my first random three part name generator yesterday... LOVE IT!!! hheheh Thanks!
Ha! Yeah... I'm not going to spend the whole time moving the torch around. "Ain't nobody got time for that!" Awesome on the generator! Tavern or NPC names?
NPC names, with characteristics, flaws, ideals, and bonds from the DM screen with some extra additions. So yeah, right now I have one DM macro for my chat menu with all my dice and charts so far, but it's all in one place and a beginning. :)
Great Video! BTW: If you give all players control of the torch, then all players can see through it's "eyes". So it might break immersion a bit if everyone can see what Bravil can see when the party gets separated. Once you drop the torch, set it so only one player has control.
Absolutely correct plex. It's one of those things where you have to decide convenience of setting up a bunch of individual torches, or possibly changing them in the middle of combat, etc. But there is no doubt that by being controlled by everyone, everyone will see the torch + their token.
Make a folder for each character with such tokens in it? That way they can only use and see with their torches. I myself just like manipulating the character token really quickly to give them "darkvision" when they light up a light source. That way there isn't another token on the map to bother with. All of this is nice ideas though. :D
I think you missed a step. You did not inform the users that they must change the characters setting to allow Sight. If you do not add this setting to the characters, they will always see black if they do not have DarkVision. To add this change just edit the character token and select the Advanced tab. Under Emits Light make sure you have only one check mark and that should be in the box "Has Sight". Do not change the values in the Angle and Multiplier box. Click on Save Changes. Make sure you assign the new token to the player profile after as well.
Another great video! was looking forward to this one as I recently got the paid sub for roll20. It's good to know I was doing everything alright. All my PC's have darkvision so I have them set as emiting dim light for themselves up to the range of there vision, using -5 in the dims at field. for outdoor ambient lighting I've been putting tokens on the dynamic lighting layer, seems to work ok but I'm not sure if its intended to work that way.
I'm not sure if this will help you, but when you give someone a torch you should be able to high light both the player asking for a torch and said torch, right click and group them then they can move together :)
I'd recommend using a blank .png for on the dynamic lighting layer instead of the light rock, in case a rock or any other small object would be out of the ordinary. I'd also use two blank png lights with about 30ft of light, and dimming starting at -5ft for a cool lighting effect in the entrance.
For daylight i have been using an image of a sun but leaving it on the Dynamic lighting layer so that the players cant see or interact with it while it still gives light. As for torches, i find it easier to set the emit light property on the player themselves unless they specificly say they are dropping a torch at a location. I would also assume that it would be possible to set a macro to set the values but as i havent tested that yet i cant say for sure.
Both great ways to handle it. I hear a lot of people talking about setting the characters to emit light. I personally use it this way because a, I find it simple, and b, I want players to be challenged by taking a character without darkvision. I challenge them to throw, drop, snuff out, pick up their torches as part of the trials of combat. Part of the 'coolness' with Roll20 is that it actually CAN simulate dynamic lighting, whereas just playing at a table (which I still love to do) simply cannot.
How did you create light rock to use later??? DOH! Sorry, I paused the video right before you explaining how to do this because I was implementing all the other cool stuff you showed previously!!!
Brilliant idea that I got from watching your videos....(Pun fully intended!) I created a character called Light Spell, with the appropriate area of light, made it a drawing, like you did the torch... But then grouped the two tokens together so when the player moves their token, the light moves as well! With the new Advanced Dynamic Lighting, will you be doing another Master Series Video? Thank you so much for this!
To setup Darkvision: Edit the token > Advanced. Under Emits Light set the first value to the Darkvision range and the second number blank. Make sure "All Players See Light" is unchecked. This basically has the token emit light that only they can see.
I read that using api carry tokens, that you can attached a torch token to a player token, I think this would be way easier then having to move the torch over and over again, it also looks like you can drop the torch, in case fighting ensues. If since this vid you now know about this application, how would you go about installing it into Roll20, unless it is already an option.
Douglas, I discovered a much simpler method. Drop a torch on top of or next to the character token who lit the torch. Select them both from the map, right click and choose "Group". Now they'll move around together.
I see light source and everything revealed in my GM view, but when I CTRL + L to see what players see I don't see anything on area illuminated... Any ideas ?
Im having trouble making the light rocks and torches. After I make them, they wont appear on the map when I drag it from the Journal section like where you have yours. I really wish Roll20 had live help.
i'm desperate, i've watched every tutorial and read a bunch of the support forum and i still can't figure out what i've done wrong. I'm setting up the same situation you demoed with a sunlight area outside a cave. Whatever i do, the "light rock" doesn't illuminate anything for the players. also, the player tokens can't see each other's emitted light either. I do have "all players see light" check on all of them and all of them have a 10 ft light radius. anyone's suggestions or help would be greatly appreciated! thanks!
Made a character and token for the torch but each time I drag it out from my DM tools I need to manually put the settings back in and have it represent the torch character even though I've saved it multiple times. What am I doing wrong?
Couldn't you just hide mobs on DM layer if you're worried about players seeing something? Personally I like the idea of seeing the view change on the fly, especially if they're looking through a grate or something that will make the light dance.
Does anyone know of a way to reveal the fog of war as you progress but keep line of sight? So, for example, as you progress forward instead of parts of the map that you've travelled to turning 100% black it is instead a transparent black?
To reveal fog of war behind the party, could you not create another "rock" called Dim Light and set the "Start of Dim" to be a negative value opposite to the value of Light Radius so all the light is dim? According to the Wiki it may work. wiki.roll20.net/Dynamic_Lighting Then drop the Dim Light Rock on the map behind the party as they move along to show the map of what is already explored. I've not tried it but it may work.
Its been a while, so an update here. Advanced fog of war, combined with dynamic lighting does exactly what you want. Keep the same dynamic lighting settings shown here, and just add adv fog. They areas they have discovered are dimmer, but no longer blacked out when they move to new areas. The GM can, if they wish, manually darken them again, if say, the players take a short or long rest within the dungeon/building.
Question ! For example in the cave hideout map you are using, there are lots of stalagmite/stalactite feature within, and I like the draw those in the dynamic lighting so I can hide token behind and such, but at times, the art for the rock itself on the battlemap I'm using, will be hidden as a drawback to doing this. Is your technique only drawing the lighting in the center of objects so they can still say the contour of it ?
okay, please help. i followed you instructions but the entire map is still black for my players tokens. they cant see anything. how do i fix this? what could i be doing wrong?
The doors suck compared to D20Pro. And other than the passive lighting only being seen when in line of sight of the player D20Pro has all the lighting beat hands down. And had it a couple years before Roll20. Roll20 does have a better looking UI though.
Hi Cody, I'm new to the whole Roll20 thing (no kidding right, with Corona causing all kinds of havoc). Anyway, I'm trying to make things like your light rocks, and flashlights and that sort of things. So, I make a token, and that's all that seems to happen. Can you explain how you make a token that each time you bring it out of the list to the right it has attributes like 'light' etc? Really appreciate it.
Ian, watch the video very carefully. First you create a new character in the journal and name it "torch" (or whatever). Then you create the token and set the light settings on Edit > Advanced. Make sure you check the "All Players See Light". Then go back into your character and associate it with that token. When you add new torches from your journal, they'll use the same token (which already has the light settings you set.)
@@roberthagmaier1512 Yeah, thanks, I worked it out. It seemed counter intuitive to create an NPC of a 'torch' lol. Makes sense now. Don't trust labels :D
When I drag a character onto the map Roll20 does not register them as a character and give them sight. How do you get the tokens to register as players?
hello guys, I have a question, if I´m running a campaign with my plus account can my base account players see the maps with my Dynamic Lighting feature, or they must be plus accounts too?
I was having the same problem. I think you have Fog of War turned on in addition to or instead of Advanced Fog of War. Fog of War required the GM to reveal. Advanced Fog of War is revealed by the tokens. Once I turned on Fog of War, it worked for me. Hope it does for you.
Can the player add the torch to his token without having to move 2 separate tokens? Like having his vision click on and off. Also, can he toss then toss the torch while he fights like it was a token you just described? Now here is the BIG question: What about DARKVISION? How does a person set up Darkvision properly on a token AND have it work with campfires and torches properly? For example a torch normally cast bright light 20' and dim 20-40' but a darkvision player would see 0-40' bright light.
While the token is set to everyone, everyone will see it, not JUST the light it casts, but rather as they were the torch in addition to their own token.
kingmabb here's a tip I use! Set any creature that has darkvision to have 60/1 ( 60 light starting dim at 1 ) my players love the feel of how their darkvision is not giving them absolutely perfect vision and it feels way more immersive. You can hide things that darkvision would still struggle to see and when someone uses a torch or a light spell it lights their vision up even more thus requiring throwing torches and things like dancing lights etc
Do you have any tips on how to light when the room has height to it. It so for example, you are on a pitched roof and you don't want them to see across the roof line until they get high enough. Once they cross, then the area they came from would go out of site as they went down the pitch. Thoughts?
I have resolved this problem by creating a couple of tokens (with/without darkvision for different players). The token is basically just a small eyeball token which I drag onto the map and assign to the relevant player. This way they essentially have 2 tokens with vision on the map which are placed either side of your dynamic lighting wall, in your example this would be the ridge of a roof but it also works for walls, cliffs, people who are flying etc. Once they are done, I delete the token from the field and its as you were. Hope this helps. 👍🏼
That looks like either a mythwears or donjon generated map :^) is this the case, good friend, or are you getting them somewhere else (I'm going to be watching the "get tiles for FREE" video next)
Hey Cody, great video and thanks for this. Do you think there's a macro that I could set up to make my players' token become a light source? I know tokens have this function and I'd like to have an option for them to easily turn this on (they have night vision goggles) as I think they would find it quite cool!
Yes and no. This is something that would need to be handled by the API. The API is a Pro level subscription feature that handles a lot of automation and animation. I PERSONALLY do not use the API, but I can tell you they have fantastic forums to help you if you decide to take the plunge.
ok so I did what you did in the video however whenever I hit Ctrl+L after I've set the Torch down my Human Player still sees a Black Screen anyway to get it so they can see the Torch light???
Where you "Edit Token" for the torch under "Emits Light" you need to make sure you check the box that says "All Players See Light". Also for your Human Player token in under "Emits Light" make sure "Has Sight" is checked.
How useful is dynamic lighting really tho? Do u wanna have ur players “walking” along the map like that all the time? I mainly ask cause i have players who will just move around without indicating their move if they have a “game board”
I know this is an old comment but my dm has it set so that we can't go into areas that she doesn't want yet. We can move around freely in an area we've explored but we can't just run around the entire "board"
I have a question, if I´m running a campaign with my plus account can my base account players see the maps with my Dynamic Lighting feature, or they must be plus accounts too?
They will be able to see the dynamic lighting that you set up> Take advantage of that Ctrl + L (with a PC token selected) to see the map from the player's point of view!
I know this is an old video but I just started using dynamic lighting. I've made the torch and the light rock but my issue is the sight 40ft. 20ft. does not get saved. Every time I pull a new torch token onto the map I need to edit the sight. Can someone please help?
Have you hit save changes? Enabled dynamic lighting (page settings) ? Gave the character sight ? Made the torch visible to all players? (Token settings)
Hello I am just curious if it is possible to make see through walls for uses like windows or portcullises? If you can get back to me that would be amazing!
Good question, that way I could put it in people's journals so they could move it onto the field without my help. It will autopopulate a token this way and is very hands off for the DM.
I find this a pain in the ass. One player has darkvision. When I set a light source with 10ft bright light and 10 dim light, the player with darkvision se better in total darkness than in the dim light......
I see why you'd make a torch for a light source but why wouldn't you just set up your character's token to EMIT LIGHT? Instead, saying that he's carrying a torch, rather than drag and drop your torch everytime you move the char?
If you've ever used Roll20's group function like this, you'll see that it can be quite finicky. Additionally, I set it up this way because I use the torch as a challenge to players. Theoretically, all DMs/GMs could use a character's need to use a torch as a handicap, but with Roll20 LITERALLY being able to 'play' with light sources, it can be part of the encounter as much as terrain.