02-12-2021, 07:44 PM | #11 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
|
Re: Virtual Table Tops?
Quote:
__________________
MIB #1457 |
|
02-13-2021, 03:09 PM | #12 |
Join Date: Mar 2008
Location: Austin, TX
|
Re: Virtual Table Tops?
The last line of the table is when each column was updated. Some are only a year and a half old, but, yes, much of it is older. It still offers some value, by giving one a list of criteria to consider.
__________________
Play Ogre? Want an interactive record sheet? Want a random dungeon? How about some tables for that? How about a random encounter? Last edited by Buzzardo; 02-19-2021 at 02:09 PM. Reason: Corrected a typo |
02-16-2021, 07:45 PM | #13 |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
|
Re: Virtual Table Tops?
I took the plunge and got TableTop Simulator, since that's what my gaming group is more familiar with.
I hear you can import your own 2D pictures as maps and then overlay hex grids on them. I hear you can even assemble 3D dungeons and then do realistic "line of sight" based fog of war removal. Does anybody have a good link to some Youtube videos or webpages with instructions on how to use TTS for game mapping? |
02-19-2021, 06:12 AM | #14 |
Join Date: Oct 2015
Location: New England
|
Re: Virtual Table Tops?
My groups use Roll20, also for TFT. The only issue I've found w/the hex grid is that I need to elongate (heightwise) any maps I import to use as backgrounds in order to make the hexes on my map match R20's hex grid.
|
02-22-2021, 08:29 PM | #15 | ||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: Virtual Table Tops?
Quote:
Always remember to lock your tiles. It becomes annoying if you don't. Lock them, then use the F8 move function to align them. Quote:
I don't, sorry. |
||
02-23-2021, 08:42 PM | #16 |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
|
Re: Virtual Table Tops?
Thanks! I met with another Steam user online and I've taken a look at TTS and how it works. I took notes and will share them once I've had a chance to sit down and try to recreate my dungeon in virtual format.
I may try to create the inn and underground complex from You All Meet at an Inn. |
02-24-2021, 11:36 AM | #17 |
Join Date: Aug 2013
|
Re: Virtual Table Tops?
Sorry to come to this conversation late. In my personal opinion, I would say that from a GURPS support standpoint--all unofficial, technically--the top three in order are: (1) FoundryVTT with GURPS Game Aid (by Chris Normand and co.); (2) Fantasy Grounds Unity; and (3) Roll20.
I've used all three and run a DFRPG game using FoundryVTT--it is great and the Game Aid is excellent. Really, really excellent. It was the last one I used and currently use, and that's it--I'm not going back to others because I like this one so much. Ronnke (not sure of his real name) has put together a very good "system" for Fantasy Grounds, and it is very robust. It's an excellent system, in fact. Roll20 is solid but has the least amount of support (i.e., I can write a template macro or script to do things...kind of...that are done in FoundryVTT or FGU). That's not to slight the guys (MadCoder, I believe) who have worked on the GURPS Character Sheet and such. It works, and I use it for a game where I'm a player, not a GM. I recommend checking out the GURPS Discord server (https://discord.gg/SY5Xuaah), and there is a dedicated channel for FoundryVTT (as well as Roll20 and Fantasy Grounds). |
02-26-2021, 12:21 AM | #18 |
Join Date: Sep 2010
Location: Mannheim, Baden
|
Re: Virtual Table Tops?
I'm still using Maptools (https://www.rptools.net/) for GURPS. It's free, open-source, fully customisable, supports drag-and-drop of images and even has limited GURPS frameworks made by users. It also does fancy stuff like vision-blocking, sight-ranges etc. out of the box and has decent tutorials for that.
On the negative side, the interface looks its age (though the programme is continuously updated) and once in a blue moon some player has some java problems that mean the programme can't run properly on their computer (one player out of about twenty in the last four years in my case). You don't get to backup all your stuff to some online platform, of course, but depending on your views that might be preferable. You can use your own server if you want.
__________________
My GURPS and mapmaking blog: The Blind Mapmaker |
02-27-2021, 11:05 AM | #19 |
Join Date: Apr 2010
Location: The Hall of Fallen Columns
|
Re: Virtual Table Tops?
Tabletop Simulator Findings
TTS allows you to use any of a number of fan-made free "Workshops". These notes will suppose that the user is using "Counting's DnD 5e Table" for art assets and some scripting stuff. Getting started: Load up Tabletop Simulator and start a singleplayer session if you're just building maps. (Once you start playing a game session with multiple players, you'll need to use the multiplayer option instead.) Select "Counting's DnD 5e Table". A few dialog boxes may come up - they can be safely closed (with X or cancel). You should see a blank table with a square grid. At one end will be various TTS "bags" that contain various little 3D model assets. Any of these can be searched by right click and browsing or input of strings. Click and drag any result onto the TTS main table. (Often, the search results will be smaller bags which can be dragged to table. You can search inside them to find the objects you want.) Importing your own objects: Some sites, like Heroforge.com, allow you to design your own miniatures in 3D Unity. If these are saved as a ".unity3d" file, you can import them into TTS so your favorite virtual characters and monsters are in-game. To do so, mouseover Objects at the top of the screen menu, and select Components -> Custom -> Asset Bundle. Then click once on the board to place one object, and right click. This brings up the dialogue box - go to the "Main" line and select the directory folder icon, and select your custom ".unity3d" item. Locking objects: When creating objects to craft a diorama or scene, like a tavern or dungeon, most things (walls, hanging chandeliers, torches, etc.) want to be locked. That is, they will not interact with gravity and will not move from where you put them. To do this, select an object and press "L" and it will stay where you put it in space, even if its supporting objects are removed from underneath it. This also means that you cannot select it again, unless you hold ALT while selecting. Hitting "L" again will unlock it, but this is rarely desired. Manipulating objects once locked: On the left side of the screen are Gizmos, and these can toggle tools like "Move" (sliding the object left/right, in/out, up/down in 3D space along axes), "Volume Scale" (increasing the object's X, Y, and Z axes), and other tricks like rotating and tilting. Will add: Locking more than one object together in relation to each other. Placing walls and floors, including placing a floor above the other. |
02-28-2021, 01:16 AM | #20 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: Virtual Table Tops?
Quote:
Decimation is done under Edit -> Simplify. (Sorry, Decimation is the Daz|Studio term, and I think in those terms for stuff like this.) Additionally, you can re-export an STL as a high-poly OBJ, download Unity and the Tabletop Simulator Modding Master file for Unity and export high-poly OBJs as Unity assets (Unity3D files). I did that here with some STLs for BattleTech. Some times, even if you've got a model that should be just fine, TTS won't load it. Times like that, I'll usually import it into Unity and export it as a Unity Asset. Now, an important safety note about downloading OBJs from the interwebs: They're not rigged for animation, so expect a lot of t-poses. I'm working on learning how to add rigging in Daz|Studio so I can pose figures like that myself. Also, for creating OBJs, you can get a TinkerCad account (for free) and build your own models, export them as OBJs, use Win10's 3dBuilder to make sure they're oriented, then load them into TTS. |
|
Thread Tools | |
Display Modes | |
|
|