Void Monster Documentation

website·Indexed 31 days ago

https://docs.void.monster

Documentation for Void Monster tools, including Splash: Interactive Handouts for Foundry VTT, OBS Utils (v4.0 and v5.0) for stream overlays and camera keyframes, and libCamera for shared camera control.

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What's inside Void Monster

  1. Overview of the Stream Composer overlay editor

    The Stream Composer is the overlay editor used to create and manage visual layers for streams. It is accessed via Module Settings → Overlay Editor. The interface consists of a Layers panel on the left (listing all overlays) and a Workspace pane on the right for editing the selected overlay.
  2. Overview of Ethereal Plane for FoundryVTT

    Ethereal Plane is a FoundryVTT module designed to integrate streaming services with the tabletop experience. It allows users to create interactive elements for their stream and share game data with viewers.
  3. Overview of Splash for Foundry VTT

    Splash is a tool for Foundry VTT that transforms journal pages into interactive fullscreen handouts. It allows GMs to create splash screens that cover the canvas, clickable puzzles, combination locks, table-wide votes, and branching story screens using a visual editor. These can be triggered via scene controls, journal pages, or specific in-game triggers (e.g., clicking a locked door).
  4. Overview of OBS Utils for Foundry VTT

    OBS Utils is a Foundry VTT module designed to manage the connection between Foundry and OBS Studio. It provides functionality to create a streamer-friendly game canvas view, compose actor-targeted overlays for streams, and link Foundry events to OBS scene switches.
  5. Overview of Triggers and Events in Ethereal Plane

    Triggers are units of execution that send a request to Foundry VTT to execute a specific macro. An Event is the stream-side occurrence (such as a chat command or channel point redemption) that activates a Trigger. Triggers replace the deprecated chat commands functionality with a more flexible system.
  6. Overview of Splash Editor layout and basic operations

    The Splash Editor is a three-column layout consisting of an Objects panel and States panel (left), a canvas (middle), and an inspector (right).

    Key operational details:

    • Saving: There is no save button; all edits are written directly to the journal page in real-time.
    • Preview: Use the play icon in the top toolbar to render the current splash locally.
    • Undo/Redo: Available via toolbar buttons or keyboard shortcuts (Ctrl/Cmd+Z and Ctrl/Cmd+Shift+Z).
  7. Understand Camera Preset Shapes

    In obs-utils v5.0, camera presets support two distinct shapes that can coexist in the same preset list per scene:

    1. Legacy waypoint: A single point defined by { x, y, scale }. It applies instantly using existing camera-smoothing easing.
    2. Keyframed sequence: An array of keyframes, each containing { time, x, y, scale, easing }. This plays back as a smooth tween through the keyframes in chronological order.
  8. Prerequisites for OBS Remote full feature set

    OBS Browser Sources provide a minimal API that only supports scene switching and starting/stopping recording or streaming. To use advanced features such as source toggles and audio control, you must have OBS Websocket V5 installed within OBS.
  9. Understand the editor's atomic save and undo system

    The editor uses optimistic writes, meaning there is no manual 'Save' button. Every change is immediately updated on the on-screen splash and committed to the journal page as a single atomic update. Users can navigate through these commits using the Undo and Redo functions to prevent data loss.
  10. Understand the difference between Presets and Prefabs

    In Splash, reusable building blocks are categorized as either presets or prefabs. Both are stored in the same library and accessed via the same picker.

    • Preset: Carries the style and content of a single object. When applied, placement data (states) and click actions (for buttons) are stripped, meaning the object lands where it is placed without its original behavior.
    • Prefab: A group of objects saved together. Unlike single-object presets, prefabs preserve the layout (placement) and wiring (onClick actions) of all member objects, reproducing the entire arrangement upon application.
  11. Understand the obs-utils Trigger system

    A trigger is a named event that the animation system reacts to. When a trigger fires, the playback engine checks TrackTransition entries. Based on the current playhead position and defined TransitionZone windows, the engine decides whether to jump to another track or ignore the event. This allows static overlays to become reactive based on game events like rolls or chat messages.
  12. Use the Splash API to control state and game interactions

    The Splash API provides methods to manipulate the current splash's state, set runtime values, and interact with game world objects like doors. The api.trigger object contains information about what launched the splash (e.g., { door } for a door trigger).
    // Example: Reveal a hidden state and unlock a door when a condition is met
    if (scope.child.get('lock').text === 'OPEN') {
      api.changeState(['vault-open'], ['vault-locked']);
      api.unlockDoor();
    }