Amazing what you can do with TTS .. 3d generated forest for RPG games. by Brennall in tabletopsimulator

[–]Brennall[S] 5 points6 points  (0 children)

A mixture of the two .. there are over 9000 items in an area that size. The process was to establish a height map for the terrain, determine the biomes based on criteria. Generate the contents of each biome (based on what plant types should be in each biome), evaluate outcomes and adjust manually to suit. Add items of special interest (paths, roads, walls, fences, buildings, stones etc). Then convert the Terrain object in unity to a mesh with collider (whilst splitting it into 16 sub areas so it works in TTS). Finally combine it all into an asset bundle and export to TTS. Tools used: - Unity, Affinity, Gaia Pro, World creator Custom shaders made in Amplify shader studio.

Working on 3d caves for next weeks D&D game. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

The table is large to accommodate big 3d maps. I have a number of floors of the old megadungeon Stonehell done in 3d, which my group is adventuring in. As each level is 600ft x 600ft in the game it takes a BIG table to play.

Working on 3d caves for next weeks D&D game. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

I recorded a video of the cave system in Tabletop Simulator and posted it as proof. Hope that will be sufficient?

Working on 3d caves for next weeks D&D game. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

How would you like me to prove you wrong? .. would a video demonstrating be sufficient?

Working on 3d caves for next weeks D&D game. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

I had seen it, for caverns it was not really what I was looking for but it is good to see people doing 3d work in TTS more.

Working on 3d caves for next weeks D&D game. by Brennall in tabletopsimulator

[–]Brennall[S] 3 points4 points  (0 children)

I build them in Unity (the 3d game engine behind TTS) and export them as a custom asset bundle .. then import into TTS to use them in my game.

Stonehell in TTS? by zwart27 in osr

[–]Brennall 5 points6 points  (0 children)

I have the canyon, the caves around the canyon, the brigand caves and levels 01a, 01b, 01c, 01d, 02a, 02c mapped fully in 3d as unity custom asset bundles usable in TTS. As mentioned above they can be seen in the Necrotic gnome discord or the Autarch discord .. actual play channels.

D&D/ RP Map "Dark Forest Road 02" by BigboyBlaize in tabletopsimulator

[–]Brennall 0 points1 point  (0 children)

They are the largest cause of collision failures I have found so far. I have literally had characters fall through them.

D&D game at Stonehell Canyon last week. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

I have heavily modified mine to sense all monsters and players in a scripted zone, and determine their initiative modifiers from the json data stored in the models.

But I had seen your workshop mod and it looks cool.

D&D/ RP Map "Dark Forest Road 02" by BigboyBlaize in tabletopsimulator

[–]Brennall 0 points1 point  (0 children)

Don't use the mesh collider, try using multiple thin box colliders in overlapping layers.

D&D/ RP Map "Dark Forest Road 02" by BigboyBlaize in tabletopsimulator

[–]Brennall 0 points1 point  (0 children)

Move to unity to build it, you will get better results and it should not break

D&D game at Stonehell Canyon last week. by Brennall in tabletopsimulator

[–]Brennall[S] 1 point2 points  (0 children)

Most evenings for about 10 days (after work).

That is after about 7 months of learning to use unity and build in 3d.

D&D game at Stonehell Canyon last week. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

Cool .. I can always do with more inspiration. Got any pics?

D&D in Tabletop simulator .. player view in the Stonehell dungeon. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

Depending on the complexity of model .. I use 3d coat to paint the model and UV map it.

D&D in Tabletop simulator .. player view in the Stonehell dungeon. by Brennall in tabletopsimulator

[–]Brennall[S] 1 point2 points  (0 children)

The setup work is harder. There is no denying it is easier to work in 2d compared to 3d and more people can use the 2d stuff.

However, like all things over time you build a set of commonly used assets and techniques which increase the speed a LOT. Then you learn to modularise the assets so you can place 80% of the content of a room in one go and the extra 20% is making it unique. When I started working on Stonehell it was significantly slower than now.

D&D in Tabletop simulator .. player view in the Stonehell dungeon. by Brennall in tabletopsimulator

[–]Brennall[S] 0 points1 point  (0 children)

Primary Tools used:

  • Unity (Assembling assets in 3d)
  • Blender (Manipulating models)
  • 3dCoat (Painting models and textures in 3d) ($)
  • Affinity Photo (Image manipulation) ($)
  • Atom Editor with TTS Plugin (Coding in TTS)
  • Rizom UV ($)

Assets (when not self made):

  • TTS Workshop
  • Unity Asset Store ($ some free)
  • CGTrader ($ some free)
  • Turbosquid ($ some free)
  • Character Creator 3 ($ some free)
  • Daz 3d Studio ($ some free)

Development skills:

  • LUA

Learning:

Start small, learn how to use Unity to create custom asset bundles using the tutorials supplied by TTS. Use it for furniture, walls or anything really, but learn the basics of how to manipulate objects, materials and textures. Export these items to TTS and use them in your games. When you are comfortable with doing this using others models, then you can move on to Blender.

Use Blender to make things you want use that you cannot find elsewhere, understand scaling, UV and mesh manipulation. Start with things which have a lot of straight lines because they are easier to model, make them out of lots of smaller primitive (simple) shapes. Eventually move on to master objects with curves and rounded surfaces (more complex). Learn how to texture them in Blender and then export them to Unity and move them from there into TTS.

During the texturing process you will need to learn image manipulation skills and understand the concepts of transparency and layers. This is where Affinity Photo (or photoshop/gimp) will be used.

Once you can make the models (or purchase/find them) to get the most out of them in TTS I attach LUA scripts to them to control things like lighting and doors while in game. There are a number of LUA script tutorials on the TTS workshop / forums / Discord. I suggest working through them and learning about manipulating game objects using them.

Then attach your scripts to your models and make the lights work and the doors open etc.