Tabletop Simulator

Tabletop Simulator

Trench Tiles
9 Comments
Eiretech 30 Apr, 2021 @ 4:04am 
Fantastic tiles; highly recommended
DonnieLove 2 Apr, 2019 @ 10:35am 
Yeah, I get what you're saying. It probably works a lot better with character/vehicle models, as they are less likely to ever directly overlap. In the case of terrain tiles, I can imagine they'd start clipping and causing visual flickers.
XallZall  [author] 31 Mar, 2019 @ 5:09am 
DonnieLove, It does and in some instances it makes sense, but for the Creators that would not be viable, and it would mean allot of work for the trench pieces, as you would have to manually map all the pieces.

I actually did that method while I was experimenting, but I knew I would end up making allot of pieces, so I used this method where it automatically maps the mech colliders.
DonnieLove 29 Mar, 2019 @ 11:48am 
The best trick I found for collision meshes in Blender is to load your object, then make cubes. Stretch or scale them as needed, then place another cube if necessary (say, on the corner pieces for example) but don't join them. Then delete the object and save the cube(s) as their own .obj file and use them as the mesh. That way, you can design the mesh (the cubes) so that it is slightly narrower than the edges of the actual object. I hope that makes sense.
MadMark56 28 Mar, 2019 @ 6:43pm 
Nice work! Thanks:ttrhat:
XallZall  [author] 28 Mar, 2019 @ 12:27pm 
And lastly I want to write that, I will keep your advise and tips in mind when I make new stuff.
Thanks again :D
XallZall  [author] 28 Mar, 2019 @ 12:03pm 
Wiggle Room:
You are 100% right there, truth be told, I am just glad I got them to work, I had allot of issues with the collision meshes.
I did figure out a way to make them be placed fairly well though, if you reset your snap grid to default and set the snap to the edges and set the "lift weight" to zero, the pieces will snap fairly accurately in place, make sure to lock them afterwards and it works really well, but having some wiggle room would have been better indeed.

I uploaded a map just recently here too using this set, you can see for yourself the placement, there is a few minor gaps but I think its acceptable.

If you are interested, I can upload the files to a dropbox, and you are free to modify them if you so please.
XallZall  [author] 28 Mar, 2019 @ 12:03pm 
@Baryonyx
Hey man, thanks for the feedback :)

Yes your set did inspire me to make my own. It was mainly due to the lack of sets avalible on the workshop, the main motivation was actually making bigger tiles as having to put many little ones really annoyed me.

And indeed, that is some good critique or observations. It really boils down to me being a complet rookie in 3D moddling, as a matter of fact, I just learned Blender and Unity for the first time about 4 days ago.

The Craters:
I kept them simple out of fear that making them too complex will cause lag when making a big map.
I had issues making the texture from the crator hole look better.

Textures:
I noticed too late that there was some issues, it would be allot of work to redo them now.



Baryonyx 28 Mar, 2019 @ 11:19am 
I really like this set a lot. Especially the tiles with ledge are interesting. The choice of colors also works well. May I ask if this was inspired by my own trench tile set? (seeing as you the bunker piece from my set on the associated map)

However I see some problems: The texture from the trench floor looks somewhat blurry, really irritating to the eyes when up close. This is especially noticeable with the ramp piece and trench entrance.
The craters don't really fit to the rest of the set - they are way too simple. Try to add an irregular edge to hide the border.
Also, a small tip that I use to make it easier to place tiles like this and change the scale / grid size: make the collider a bit smaller on the outer edge, so you have a little bit of wriggle room and don't have to find the 100% fitting grid size.