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<blockquote data-quote="Steel_Wind" data-source="post: 1960152" data-attributes="member: 20741"><p>Just slide em over. No big thing.</p><p></p><p>It's not like we are playing a scrolling video game. You try to minimize the amount of scroll you do unless it's necessary. For most combats it is not.</p><p></p><p>But it's no biggie to adjust. *slide* done. Very intuitive.</p><p></p><p>What you do not pick up from the shots is that the grid lines from the underlying Megamat are still visible to use as measurement guides and the reference points within the projected art image make it very easy to move things if you do want/have to scroll. (If you need to mark a player's position - just drop down a waypoint marker in the toolset.)</p><p></p><p>Probably a better setup is to use a square grid Crystalmat lying over a white piece of foamcore for a more "high gain" surface. But this is bright enough we don't trouble ourselves too much.</p><p></p><p>The other thing is that when using NWN, you can use area lighting. So with a high gain bright surface, animated lights and torches and fire flicker show up clealy and dynamically in game on your tabletop. It's very cool.</p><p></p><p>I am going to create a number of proper sized animated 3d VFX placeables for spell effects so I can drop down a fireball, etc. in the toolset (this is not something you would normally do in the NWN toolset) Note, you can do this already with Tabletop Mapper, but the flames and firey outline stuff is very cool in game when you use the NWN toolset instead.</p><p></p><p>I must say that the NWN Toolset is about 300 times faster to use than Dundjiini is though and dynamic lighting wise, it looks *much* better. I bought Dundjinni Platinum to use with this projector, but I wish I had not. NWN is my preference - scanning maps is a secondary choice. I'd rather save the hours of Dundjiini map creation and put it into adventure design.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 1960152, member: 20741"] Just slide em over. No big thing. It's not like we are playing a scrolling video game. You try to minimize the amount of scroll you do unless it's necessary. For most combats it is not. But it's no biggie to adjust. *slide* done. Very intuitive. What you do not pick up from the shots is that the grid lines from the underlying Megamat are still visible to use as measurement guides and the reference points within the projected art image make it very easy to move things if you do want/have to scroll. (If you need to mark a player's position - just drop down a waypoint marker in the toolset.) Probably a better setup is to use a square grid Crystalmat lying over a white piece of foamcore for a more "high gain" surface. But this is bright enough we don't trouble ourselves too much. The other thing is that when using NWN, you can use area lighting. So with a high gain bright surface, animated lights and torches and fire flicker show up clealy and dynamically in game on your tabletop. It's very cool. I am going to create a number of proper sized animated 3d VFX placeables for spell effects so I can drop down a fireball, etc. in the toolset (this is not something you would normally do in the NWN toolset) Note, you can do this already with Tabletop Mapper, but the flames and firey outline stuff is very cool in game when you use the NWN toolset instead. I must say that the NWN Toolset is about 300 times faster to use than Dundjiini is though and dynamic lighting wise, it looks *much* better. I bought Dundjinni Platinum to use with this projector, but I wish I had not. NWN is my preference - scanning maps is a secondary choice. I'd rather save the hours of Dundjiini map creation and put it into adventure design. [/QUOTE]
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