So the way dynamic lighting seems to work is that it represents something beyond which the players cannot see. But the way it seems to be implemented, the dynamic lighting also obscures the thing itself.
What i mean is… if there is for example a crate that blocks vision to things on either side of it…you add the dynamic lighting and the result is you can’t really tell it’s a crate anymore. It’s a black area with black line of sight lines that extend off to the ‘ceiling’ of the area. That’s sort of a problem for example, if you have a car. You can see into the car. You can tell it’s a car. But you can’t see someone squatted down on the other side of the car. But if I put in dynamic lighting you can’t really tell the car or anything else is there based on the angle of the player token to the line of lighting.
Like this is what the map looks like from the GM’s perspective. You can see the car between the two tokens.
But if I outline the car with dynamic lighting, neither of the player’s tokens can’t tell the other is there which is cool. But they also can’t tell the car is there or the building behind the car.
I suppose I could just make a line through the car rather than outlining it. Which gives me this
But even that makes the building behind the car invisible even though Agent Price would obviously be able to see the building.
Is there a way to deal with things that only partially block site like a car or a low wall would? or that block movement but not sight such as windows or should windows just be doors that are open?