Tabletop Simulator

Tabletop Simulator

Saught's Market Assets/Models/Objects/Props
18 Comments
packrat1984 12 Sep, 2022 @ 3:07pm 
Thanks for all of your cool 😎 work! Just wondering if you happen to have Greek/Roman assets? In particular I’m looking for an amphora? I know I could go look… but it would take me days? Lol
Ill Queen Hydra 30 Jun, 2021 @ 9:31am 
That’s reasonable, I’m not going to ask you to redo everything when I can quickly do it myself.
Saught  [author] 30 Jun, 2021 @ 8:33am 
@CaptainCobop Unfortunately, in order to keep consistency across "everything", I'm going to continue using the same shader, but I can always try to provide raw assets if requested.

1. Standard shader is "greyed".
2. Many assets have transparent backface problems.
3. Keeps "colors" uniform across everything.

Personally, I find the basic model import looks best, but there are frequently issues with transparency in general with it, and won't work for objects with multiple materials (not that these specific ones do).
Saught  [author] 30 Jun, 2021 @ 8:32am 
@CaptainCobop I'll shoot a friend req & zip them up. I looked into it a bit myself and like you said, they're definitely lighter than a basic custom model import when lowering the Ambient Intensity. The issue stems from the "double-sided" shaders making the object brighter. No emissions are being used, just default shader settings set at White base color with only the diffuse texture.

https://imgur.com/a/XQzxVmG
Ill Queen Hydra 29 Jun, 2021 @ 7:16pm 
Most of them, actually, although on some it seems less apparent (which is likely an illusion if the shaders are all the same). I assumed it was emissions, because with my own assets using the default shader I never have this issue unless emissions are too bright. I've even noticed it with shadows being cast, they appear much less dark on your assets than on a custom model. I can send some photos with examples if you need.

You could also just send me the files for the jail and ruin pieces. I really don't mind doing the work myself, and having access to the models and textures would let me do edits and keep things cohesive. I've got a dungeon to build, y'see.
Saught  [author] 29 Jun, 2021 @ 4:36pm 
@CaptainCobop I wouldn't mind recompiling them for you but I don't think the material shader I used even had any emission properties. Judging by the last comment I left, I was simply using Unity's legacy diffuse shader with unedited textures. I've been using that same legacy diffuse shader for nearly every assetbundle since this workshop mod (RPG/Savannah/Desert were different while I was first learning). Have you noticed this same low light issue with any other models I've uploaded?
Ill Queen Hydra 29 Jun, 2021 @ 3:51pm 
Is it possible we could get the assets in this pack without the bright emission? Specifically the dungeon and jail assets, in low light scenes the parts almost glow, and it clashes with other models.
Saught  [author] 3 Aug, 2020 @ 7:07pm 
@Coconutsales Appreciate the thorough feedback but unfortunately I'm not certain on what causes this or even how to fix it. If I had to guess, it's maybe the material shader? I've been using a "custom" legacy diffuse shader that simply has the backface culling turned off so that it's double-sided instead of invisible on the opposite end. I don't know why that would break previews for the models though...

But, I had also noticed this, which is partially why I've tried to meticulously name everything I upload to the workshop, so that it's at least searchable by name if not preview (and also to help organize myself so I can pinpoint files easier).
Coconutsales 29 Jul, 2020 @ 11:10pm 
I don't know why, but none of the saved objects save with an image, except for the jail bars assets and most of the textureable stone assets...

See here, where both Windows and TTS shows blank images for the problematic assets [98% of the assets in this bundle] https://i.imgur.com/KgEEUO9.png https://i.imgur.com/atPHXEw.png

Interestingly, the data does still exist for those assets, and if I change icon size in the Windows file explorer they display [ https://i.imgur.com/0dW7HZX.png ]

Opening the images in a photo editor and modifying the alpha channel reveals the data, albeit incredibly corrupted for some reason. [ https://i.imgur.com/lsQ0cY7.png ]

I have never encountered an issue like this before, and I can't 100% say it's just your assets. Very strange!
Coconutsales 29 Jul, 2020 @ 9:53pm 
Holy cannoli this is such a steam-rolli to my inspiration- . . . olli?

Subbed and Fav'd and already mentally saved EVERY one of these items. :happyBUD:
Ill Queen Hydra 22 Jul, 2020 @ 7:59am 
Saught back at it again!
kyetan22 20 Jul, 2020 @ 10:26am 
It's cool, totally understandable. I can work around it. I'm making a haunted house for my group and I wanted a room with blood red walls, but I think I can manage something with what's here. So again, thank you so much for your hard work, I'm sure these aren't that easy to put together!
Saught  [author] 19 Jul, 2020 @ 7:24pm 
@kyetan22 Yeah, unfortunately for objects that have multiple materials (textures), there's no way to make the whole thing tintable unless the textures are baked into a single file. I wouldn't be opposed to going through and making it more "consistent" for them to be tinted in the same way (as in, all would only have the wall tintable), but that isn't really doable as they even have multiple textures for the walls (the bottom part on most of them is a separate Cobblestone texture from the main wall texture).
kyetan22 19 Jul, 2020 @ 6:35pm 
My only complaint is, on some of the wall pieces, if you tint some of the pieces, the wall changes color, if you tint other pieces (like the doorways) the wood changes color. Everything else is fantastic as always! Thank you so much for your hard work!
kyetan22 19 Jul, 2020 @ 6:18pm 
*happy DM noises*
Baryonyx 19 Jul, 2020 @ 9:06am 
I tested the lag again by deleting things step by step, and it seems to be the masses of figures that cause the frame drop for the most part. When I look at the table in such a way that the example scene is not in the view, my FPS are normal.

On the cubes, especially arena crowd and tavern crowd are very silent, for fish factory I can't hear anything. Tavern laughter and gladiator fight are okay, but still a little low.
I understand this might be due to how you have your device volumes set, but lets see what others think.
Saught  [author] 19 Jul, 2020 @ 7:50am 
@Baryonyx Just guessing, but the lag is possibly due to the windzone (that or the table being full of models). I don't have any frame drops with it personally so I can't tell what's causing that. Could you delete some of the objects to try and figure out what it is?

The sound cube though, I'm not sure what a good default volume is, I wish there were sliders in-game but sadly nothing seems to adjust it other than system volume. I manually adjusted the audio files myself (and they're at a perfect volume for me), and I'm open to suggestions, but I think it's something variable person to person.
Baryonyx 19 Jul, 2020 @ 7:19am 
Great assets once again. Though the sound cubes are quite silent, sadly.
Also, when looking at the example scene, my framerate gets really low.