Tabletop Simulator

Tabletop Simulator

Saught's Tavern Assets/Models/Objects/Props
16 Comments
Saught  [author] 30 Jun, 2021 @ 1:51pm 
@Golem Sorry it took a week but I just got around to messing with it today. I added some separated pieces to a bag. Some of the geometry was missing due to pillars/posts being removed (didn't look good/cut weird) so I did some mesh editing to "fix" a few parts. Pieces 8 & 16 are the "raw" stairs. Dunno if this was what you were looking for but I hope it helps.
Golem 23 Jun, 2021 @ 5:16am 
aaah ok thats alright, and if its not too much trouble the main things i was looking for are the wood floor, the stone floor, and the stairs. if its too much trouble don't worry about it, the work you do already is amazing and has made map making so much better.
Saught  [author] 22 Jun, 2021 @ 5:18am 
@Golem I didn't. It came as an entire already-pieced "interior object" that I did a lot of work to remove geometry from in order to make it more presentable. What kind of pieces are you looking for in particular? It's likely not possible to grab "full" parts since there's missing faces in certain places but I can still try and take a look.
Golem 22 Jun, 2021 @ 2:10am 
Love the work man, was wondering though. on this one did you make the tavern building itself? was wondering if there is a second floor to it, also maybe some of the pieces themselves individually. some of it would be wonderfully helpful to have.
yukonzach 2 Jun, 2021 @ 7:48pm 
Used one of your Kegs for my "On The Rocks" mod. Thank you sir!
GameWizard13 15 Apr, 2021 @ 2:12pm 
how can i save the table?
Saught  [author] 30 Nov, 2020 @ 8:22am 
@feydras If you can provide a few screenshots for examples (lock the chair and your mini and gizmo tool to move them into place) then yeah sure. I assume you'd want the back of the chair removed as well? I kind of need to know exactly what you mean before I can adjust the colliders, but it's probably easily doable.

I don't know anything about scripts, but these models in particular literally use the mesh as a collider, so the object that you visually see (barring any transparency) is the same collider for the object once it's locked. If you download the .obj (right-click > custom > dl from url) you can mess with it in Blender (or any other 3D Graphic software).
feydras 29 Nov, 2020 @ 7:29pm 
Beautiful work again. Any chance you could make some chairs without colliders, or with colliders really low so that you can put a mini over them to mimic sitting? I've tried to copy collider script but can't find a chair that has that field.

I'm afraid I can't help with the organizing suggestion, too disorganized.
Saught  [author] 17 Nov, 2020 @ 3:16pm 
@Gondor72 Hope some others chime in cause I'd like to know as well.

Personally I don't really bother with the "massive asset organization" myself. I'm terrible at categorizing (ex: tents go in the structures bag or the camp bag or both??? empty bottles in food bag, alchemy bag, or the camp bag?) and there's just too many assets people have imported over the years. I guess I'm part of the problem now lol.

When I'm building a map for DMing, I load through the typical cycle of asset tables (including my own now) and pick up which props I might specifically need for that particular build, kind of like grocery shopping as Baryonyx once likened it to. Sometimes in the middle of building I'll have a need for a particular asset that could work; I usually have the table in mind so I simply Expand whatever mod it's from and grab it real quick.

It's been kind of nice making the smaller example builds in each of my mods. I usually try to only utilize the objects from the same table lol.
Gondor72 17 Nov, 2020 @ 2:33pm 
Saught, you do great things. I cannot thank you enough for your work.
I have this question for anybody that would like to respond. How do you organize your assets/models? I have about a dozen bags which are categories, each of those also has bags / categories. I also have various tables I go to to pick things off of. I am about ready to reorganize as things are getting a little out of control. Just wondering if someone has a good system that might work better for me.
Huge Meat 10 Nov, 2020 @ 8:17am 
you gotta stop my bags cant take much more!
Intra 9 Nov, 2020 @ 1:12am 
Your assets packs makes my map much more beautiful, thanks man, love from Brazil.
Ðrim 8 Nov, 2020 @ 4:13pm 
Awesome stuff as always! Keep it up :D
Saught  [author] 8 Nov, 2020 @ 3:55am 
@Lord Zong It's intended to be off by default, but like kyetan pointed out, you can toggle Tooltips on after selecting the objects. I have to manually name the assets from this particular game so they don't follow a consistent naming convention (only for a folder # from the "batch" ripped).
kyetan22 7 Nov, 2020 @ 6:29pm 
@Lord Zong Right click the assets, go to Toggles, check Tooltip (near the bottom)
Coward 7 Nov, 2020 @ 10:41am 
I love your stuff, but I've been noticing that the assets aren't displaying names when you hover the objects