| Latest version | 2.1.1 |
|---|---|
| Minimum Core | 14 |
| Compatible Core | 14 |
| Last updated | 2 months ago |
| Created | 5 months ago |
| Authors | |
| Languages |
English English (UK) |
| Systems |
Rmu |
| Project source | Project URL |
| Report bugs | Bug tracker URL |
| Read-me | Readme URL |
| License | License URL |
The Lighting and Vision for RMU module implements the rules for lighting and visibility in Rolemaster Unified Core Law and applies vision talents to tokens.
Please install the correct version of the module:
It is important to understand that this module has to make visual compromises to represent RMU's complex lighting system within Foundry VTT's rendering engine. If the visual lighting on the canvas doesn't perfectly match the mental picture you have of a scene, it is likely due to one of these two hard engine limitations:
Bright down to Pitch Black). Foundry's WebGL canvas, however, natively supports only 3 visual states: Bright, Dim, and Unlit. Because it is physically impossible to squeeze 7 distinct visual bands into 3, the module is forced to group them. While GMs can customise how these tiers are grouped in the settings, the canvas will never display a perfect 7-step gradient.The Golden Rule: Regardless of how the lighting is visually rendered on the map, the underlying mathematical engine, the Shift + L calculator and the API output will always use the true 7-tier RMU rules and penalties. Trust the calculator. GMs can also use the 'Alt + L' diagnostic heatmap to verify how the 7 light tiers are mapped on the scene.
Bright, Uneven, Dim, Shadowy, Dark, Extremely Dark, Pitch Black) based on the distance from the light source (10', 30', 100', 300', 1000' and 3000' thresholds).Shadowy would create a moonlit scene. This illumination would be respected by vision talents, e.g., characters with nightvision could see well in Shadowy light. Environmental lights respect walls on the scene, so building interiors, caves, etc would not be illuminated if the source was placed outside.Utter), with a global setting to determine whether magical light degrades over distance or illuminates only within its full radius equally.Shift + L while targeting a token or hovering the mouse on the canvas to immediately post a chat card displaying both the "Sight Required" and "Sight Helpful" penalties for that position, accounting for all active vision modes.Alt + L (GM only) to display a greyscale heatmap. This reveals the mathematical boundaries of RMU light tiers, magical light & darkness, and Utterlight/Utterdark, with an on-screen legend.These talents alter how the player sees the VTT canvas, seeing through shadows and applying custom colour tints.
Bright, Uneven, Dim levels at Foundry "bright" levels and RMU Shadowy and Dark levels at Foundry "Dim" levels.Bright, Uneven, Dim, Shadowy and Dark in full colour at "bright" levels.Bright, Uneven, Dim, Shadowy and Dark in full colour at "bright" levels.Note: The Lesser Nightvision talent is recognised by the module and its penalty reduction of 20 is applied and shown in the chat card/API output. However, it shares the same vision mode as Basic Vision.
GM view with no token selected
Token view with Basic vision (or Lesser Nightvision)
Token view with Nightvision
Token view with Darkvision (but no Nightvision)
These talents do not colour the canvas, but act as a radar. They pierce physical walls and pitch-black darkness to reveal hidden tokens using coloured outlines.
Configure Light Sources: Open the configuration sheet for any Ambient Light or Token emitting light. Find the new RMU Lighting Settings section.
Set Base Illumination: Select the light level present within the first 10 feet of the source (e.g., a Torch is Dim Light). The module will automatically degrade the light mathematically.
Automated Tokens: Simply drag an Actor with recognised vision talents onto the canvas. The module will automatically configure their Vision Modes and Detection Ranges.
Calculate Penalties: Select your token, target an enemy token or point to a location on the canvas, and press Shift + L to output the exact environmental modifiers to the chat.
Analyse the Canvas (GM Only): Press Alt + L to toggle the diagnostic heatmap. This shows the mathematical boundaries of your light sources directly onto the map as a click-through layer, complete with a HUD legend to easily verify how lights overlaps.
Because RMU features a 7-tier lighting system, and Foundry VTT's rendering engine only natively supports 3 distinct visual states (Bright, Dim, and Unlit), the module must group the RMU tiers into visual brackets.
The underlying math and Shift + L chat card penalties will always calculate the true 7-tier RMU values perfectly, regardless of how the VTT renders them visually.
GMs can fully customise the visual translation via the Lighting & Vision Configuration Panel found in the module settings.
The panel is divided into three tabs:
Define how each of the 7 RMU lighting tiers is physically painted onto the canvas. This controls the raw environmental lighting (Bright, Dim, or Unlit) before any token vision modes are applied.
Define how specific token vision modes perceive the raw canvas lighting. For example, you can configure the engine so that areas rendered as Dim on the canvas are perceived as Unlit by Basic Vision tokens, but perceived as Bright by tokens possessing Nightvision.
A dedicated tab to manage scene updates.
Note: The Configuration Panel features Hot Reloading. Clicking Save will instantly recalculate the database and redraw the Canvas WebGL vision masks without requiring a VTT browser refresh.
If you are installing this module into an ongoing campaign, your existing map assets must be updated to utilise the new RMU properties.
1. The Initialisation Prompt When the GM first boots a world with this module enabled, a welcome dialogue will appear offering a one-click migration. Accepting this will silently sweep the entire world, reading the character sheets of every token across all scenes to inject the correct native vision settings, and mathematically updating all placed light sources.
2. Manual World Sweeps If you import a new map from a compendium, simply open the Lighting & Vision Configuration Panel, navigate to the System & Migration tab, and click Update Scene to RMU Rules.
3. Configuring Existing Light Sources (Manual Step) Unlike vision, the engine cannot automatically guess the narrative intent behind your pre-existing light sources (e.g., whether a placed light was meant to be a torch, a glowing mushroom, or a magical aura).
4. Uninstalling or Disabling If you wish to stop using the module, open the System & Migration tab and click Restore Foundry Defaults. This will strip the custom RMU shaders from your tokens and restore your light radii exactly to where they were before the module was applied.
When using Environmental Light Sources to simulate ambient weather (like a moonlit night or a glowing magical fog), you might notice that cliffs or tall walls cast massive, map-spanning shadows. This happens because Foundry VTT treats all light sources as radiating from a single specific point, rather than falling evenly from the sky.
Here are two tips to make your ambient lighting look better:
If you are playing on a flat map and want to eliminate long shadows cast by trees or ruins, simply place your Environmental Light, copy it, and paste it into the four corners of your map. Because the light is hitting the walls from every angle, the point-source shadows cancel each other out. Building interiors and caves will remain dark, as they are enclosed by walls on all sides.
For complex maps with cliffs, valleys, and tavern roofs, use Foundry v14's native Scene Levels:
Slice your map into distinct elevation levels (e.g., a ground level, a cliff level, and a roof level).
Place your Environmental Light and include it in all levels you want it to illuminate.
Foundry will then allow the light to illuminate the tops of the cliffs and the valleys below, whilst walls will still block the ambient light from penetrating into caves and building interiors.
The Lighting and Vision for RMU module is an unofficial, community-developed tool designed to enhance the Rolemaster Unified experience on Foundry Virtual Tabletop.
This module is completely independent and is not affiliated with, endorsed, sponsored, or approved by Iron Crown Enterprises (ICE). "Rolemaster", "Rolemaster Unified", and the "RMU" acronym are trademarks of Iron Crown Enterprises.
This project does not distribute any proprietary text, artwork, or core rulebook content belonging to ICE. It functions strictly as a mechanical, workflow, and user interface enhancement for the official RMU system on Foundry VTT. Any use of specific system terminology or mechanical values is for functional compatibility purposes only.
To install this package, open your Foundry Setup screen and navigate to your Module tab and click the Install Module button.
From there, you can either search for the package unique name: rmu-lighting-vision or copy its manifest URL:
And paste it to the input box at the bottom of your window.

You can install this package directly to your Forge account.