Tabletop Simulator

Tabletop Simulator

Vess's Tiles and Model Bases
Vess  [developer] 21 Feb, 2016 @ 8:00pm
Questions and Concerns
Here you can post anything related to issues, questions, ideas or thoughts about this mod that you wish me to address directly. This is so the comments sections doesn't become bogged down in lengthy posts and so that other people, who might have similar concerns, can come and search for answers to questions that someone else may have already asked. I will try to address these to the best of my ability and I appreciate your patience until such time.
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Showing 1-10 of 10 comments
Almega 24 Feb, 2016 @ 7:53pm 
More than just bases, the water tiles are the best I've found. Love your work, thank you.

If its not too much trouble you should make the environment bases without grids as well which would make them more usable.

Here's a map that utilizes your work heavily. Wouldn't have been possible without you.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=632021887
Vess  [developer] 24 Feb, 2016 @ 8:14pm 
I was actually just looking at your new map in-game! It's beautiful, as are all your other ones, and it's exciting to see someone really put time and effort into crafting vivid maps and landscapes. If you couldn't tell already, visuals are very important to me and keep me immersed in a session. I've also been so busy making all these models that I really haven't found the time to make any maps of my own with them! So I can appreciate the amount of time it takes to make these maps.

Regarding your suggestion I am planning on adding versions of my tiles that are more suited as map terrain. The tiles having clearly defined spaces/grids is a pretty important part of wargaming when it comes to determining things like area of effect and line of sight, so using the tiles as terrain for RPGs was more of an after-thought.

So, in-short, yes I agree and am in the process of doing exactly that! :MrSkull:
Almega 25 Feb, 2016 @ 9:05am 
Coming from you that means a lot, as your work has informed and inspired mine. I couldn't agree more on the importance of visuals, and am excited to see what new toys you come out with next.
Almega 29 Feb, 2016 @ 3:09pm 
I had a thought concerning grids. I often find that the more 3 dimensional a map is the more the grids suffer. I do what I can but things like steps, ramps, or even lines that anything but 90 degree angles cause my my grids to suffer or be cut off prematurely making them only semi functional and look a bit weird. My floor choices are often limited by placing grids as well. Knowing nothing about model making I think I might know how to solve this...

It seems to me that models use transparent sections all the time and it might even be easier than the complicated textures you typically create. If some one made tiles that were transparent except for grid lines I would use those all the time. Add a piece that is just a single line for those problematic areas and maybe a large grid for wide open areas and I could make just about anything I wanted have good grids. This may be helpful for wargaming as well and with a bit of effort increase the number of usable maps.

Wanted to get your thoughts on that idea. Is it simple? or problematic in ways I haven't thought of? Maybe there's already a solution I just haven't found yet. And if you are too busy to do it, yourself how could we inspire someone to make them?
Vess  [developer] 29 Feb, 2016 @ 7:31pm 
I think I know what you're talking about. That's part of why I made the dips between connected square tiles appear just below the grid lines so that you know for sure if they are properly aligned with the grid. Otherwise you will not see the black lines appear, which means that tile section isn't correctly positioned. Then, once you are done placing all the tiles you can turn off the grid's visibility if you think it's an eyesore.

But when you stack objects over one another they are still going to try to snap to the value of the grid according to their individual collision boxes. So if you put a tile that perfectly matches the 1:1 grid as the bottom layer and then lay another tile that is over or under that grid value on top of it the second object will still try to snap to the base grid.

To put it in simpler terms it's like a magnet except it excerpts the same level of pull on all objects that are positioned over it regardless of how high they are stacked. So that's why you try to make all your layers of terrain match as perfectly as you can. So when your are resizing objects keep in mind that you want their collision boxes to be multiples of a square(i.e you grid is 1:1, you have tiles that match 1:1 perfectly, then another set of tiles that are 1/4th or 4x the size of the first tile, assuming you know the value of their collision boxes match the grid in the first place.)


Anyway, that may have been more info than you needed on that but I figured other people may find that useful. As for your request for transparent tiles with visible boundaries that is certainly something I can do. The only problem with transparency in TTS is that it can only display 100% or 0% transparency in object textures. So you can't have say a object wall of mist or water that you want to be able to be see-through without it just becoming completely invisible. So for these tiles they would just be black lines following the outlines of the tile and the rest is completely transparent.
Almega 1 Mar, 2016 @ 4:26pm 
This highlights some of the different ways people use grids, as I use them primarily for gauging distances rather than making sure pieces snap to alignment.

It's helpful to see how you describe this stuff as I'm pretty much figuring it all out by trial and error. I've found the easiest way to align grids is to start them on the ground grid and then use the gizmo tool to raise them straight up into position. Which fits well will your magnet analogy.

I wasn't aware about those limitation to transparency. Though I don't think that they would cause a problem for the grids i'm thinking of. The one exception to those limitations that I can think of off the top of my head is the inbuilt fog of war which seems to be semi transparent. In fact I recently used it to create ambient effects in a map, though the major downside is that a person can't play whichever color you use.
Lammie 26 Feb, 2017 @ 2:15am 
Don't mean to take up your time with something I should be able to google but I wasn't able to find the answer--

Is there a way to lock a loose mini onto one of your bases? Or maybe save the 2 together as a new object in TTS? I don't know much beyond using the objects people like you have made as e-legos.

Thanks
GreenNess5 18 Apr, 2020 @ 4:16pm 
Hi, Sorry i didnt see this area before, so i will ask here since it seems to effect multiple people. Do you know of any way to fix the "www model error unable to complete ssl connection" It seems to be rather common and I don't know precisely how to fix it. thank you for your time reading this and i hope this could be useful for others
ThePenguinUK 4 May, 2020 @ 10:55am 
Hi there,

I was hoping you could help me. I have the bases and model packs, but can't seem to get any models to spawn at all. I can get the bases of different combinations and I can manipulate the models already on the table, but how do I get the others?

Or do I need a different mod?

Thanks very much!
Zig 9 Oct, 2020 @ 12:14am 
Originally posted by ThePenguinUK:
Hi there,

I was hoping you could help me. I have the bases and model packs, but can't seem to get any models to spawn at all. I can get the bases of different combinations and I can manipulate the models already on the table, but how do I get the others?

Or do I need a different mod?

Thanks very much!
Did you get an answer? Cause I have the same question.
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