Dungeon Alchemist

Dungeon Alchemist

Max 12 Jan @ 1:45pm
Post-processing of Foundry export
I found it necessary to tweak a lot of the wall configurations in the exported JSON, and doing this repeatedly was getting a little tedious, so I wrote a little program to transform the way Windows, Fences, and Gates get configured on import to Foundry. It's not perfect, but saves me probably 95% of the effort I was putting in configuring my wall objects.

While it would be great to see some of these improvements in DA itself, I'm sure the team has plenty of other more useful priorities, so for now this is a huge time-saver for me.

I'll keep updating it as I find more things I want to automate, but I figured I'd throw the code up on GitHub and share it here. Any feedback is welcome.

https://github.com/sferguson12/dungeon-alchemist-post-processor
Last edited by Max; 13 Jan @ 7:19am
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Showing 1-3 of 3 comments
Kyde 12 Jan @ 9:57pm 
Wow, this is great thank you! But you could elaborate on what's wrong with the export? You can send an email directly to Briganti at support@briganti.be. Thank you! OR...you can submit a bug report directly from one of the maps that's not behaving correctly. Doing this will provide meta data along with the report so the devs and poke around and see what's not working correctly. Thanks for this!
Max 13 Jan @ 6:10am 
Originally posted by Kyde:
Wow, this is great thank you! But you could elaborate on what's wrong with the export? You can send an email directly to Briganti at support@briganti.be. Thank you! OR...you can submit a bug report directly from one of the maps that's not behaving correctly. Doing this will provide meta data along with the report so the devs and poke around and see what's not working correctly. Thanks for this!

I'm happy to follow up via email. I'll send something later today. If you take a look at the README on the repo it explains the things I'm changing and why, with some animation captures before and after. I don't consider it so much a bug (well, maybe the opaque gate handling is a bug), as just taking advantage of newer lighting features (especially for proximity on windows). Some people might prefer the way it works today, so if anything, these might be enhancement options to offer on export to Foundry.
Last edited by Max; 13 Jan @ 6:11am
Kyde 13 Jan @ 9:09am 
Originally posted by Max:
Originally posted by Kyde:
Wow, this is great thank you! But you could elaborate on what's wrong with the export? You can send an email directly to Briganti at support@briganti.be. Thank you! OR...you can submit a bug report directly from one of the maps that's not behaving correctly. Doing this will provide meta data along with the report so the devs and poke around and see what's not working correctly. Thanks for this!

I'm happy to follow up via email. I'll send something later today. If you take a look at the README on the repo it explains the things I'm changing and why, with some animation captures before and after. I don't consider it so much a bug (well, maybe the opaque gate handling is a bug), as just taking advantage of newer lighting features (especially for proximity on windows). Some people might prefer the way it works today, so if anything, these might be enhancement options to offer on export to Foundry.
Looks like you got the attention of one of our devs! Nice work!
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Showing 1-3 of 3 comments
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