Man, every day I wonder how much more insane Foundry can get. I love it so much. Thank you for making all those amazing map making modules easier to understand.
This tutorial was a bear. I was working with the developer in real-time on the concept, feature development, and bug fixes. So this video was done and redone multiple times over a couple weeks as those things iterated. Glad you liked it!
what makes this even more amazing is the fact that foundry VTT is only been out for 1 year, has the best community, and this is only the beginning, imagine this VTT in 5 years :), lets make VTTs great Again :)
Oh man, this is exactly what I needed! I was looking at these modules and struggling to wrap my head around them, so I'm excited for a 40 minute video on this! Thank you!!!
I actually made this video twice because the velocity of development for these modules has been screaming. So keep an eye out for updates and improvements!
This is awesome. Sadly I now have to redo all of Skyreach Castle with this instead of Multilevel 1 week after I was almost done. It does solve a lot of the problems I was having with patrols on the top of the walls. Oh well, time for some side quests to buy time. Thank you for the video, it's a huge help.
this helped you? the buttons aren't even in the same place anymore and at least one of them isn't there at all. "wall off the scene" isn't very helpful if the button doesn't exist. i really want to learn how to do this but this is frustrating me more than anything.
Thank you! I've been away from Foundry since January and came back to it a few days ago and really was not understanding the new 0.8.x functionality. You made it so I have a fighting chance!
Great tutorial. I just started using Foundry/Dungeondraft with my group. However, I have run into a huge problem and, for the life of me, I cannot seem to fix it. When I place a roof over a building, the roof is always hidden by the fog of war inside. I make these roof tiles in Dungeondraft. I crop and export them to their exact dimensions. Once an actor opens a door, the entire tile becomes visible. But if they only explore half of the building and leave, half of the roof is covered in fog. I have deduced that this is caused by a conflict with the walls. Walls prevent my actors from seeing the tiles. So I tried using a 1 square "buffer" on my roof tiles so that the tile actually exists 1 square outside the walls for vision. But this created a new problem. If someone enters the square next to the building, the roof disappears. I have followed everything in this video to the letter and I am not getting the same results you are. Any kind of help would be greatly appreciated.
@@Baileywiki yes, I have. It doesn't ever seem to change anything. I've adjusted wall heights, tile heights, hide, show, tried changing walls to terrain walls, a bunch of stuff. It all comes out the same
@@Baileywiki I'd be happy to provide images, values, even the whole map or host it so you can see if it helps. I'm in the Foundry and FA Discords, as well.
Have you checked your global Levels or Better Roofs module settings? I'm having a hard time visualizing the actual problem here tbh, but if something doesn't seem to be working, I might try there. I would also try disabling all other modules to see if something is causing a conflict.
You can have those, but I was left thinking that there was something I missed and didn’t confirm there was a “-10” until you showed us the basement on the last scene. So if the diagram had showed the basement section and it set up as well I think it would have been ideal! Love it! Can’t wait to see what comes next for foundry! Every week I am blows away by the new things I can introduce to my players!
The reason is that these modules were developed heavily WHILE I was making this video, so this was cobbled together from a few sessions in-between which the features were added. Hardest video I've ever made. And it'll STILL be outdated within a week!
@@Baileywiki haha yeah, it feels like that says a lot about the state of foundry. Development is happening at a staggeringly fast pace, but there could be worse problems! 😂
The Universal Battlemap module isn't actually maintained by Sploot, you might have better luck reaching out to them. I think the UVTT file might work if it's parsed properly
The problem is that Dungeondraft doesn't currently export multiple levels in one file. You'd need something that could import the actual dungeondraft_map file into FVTT, and THAT would require you to also have access to the used asset packs, etc etc.
this module is so great! i just have a question.. my token in the second floor can't see the token in the first floor. its a simple map, what i'm doing wrong?
Hey there, thanks for the great video. How do you get the images for your roof tiles? Do you use dungeon draft for the image and then use a program like photoshop to make the background transparent?
I use Dungeondraft, which already has the ability to generate a transparent background. Just turn off the Terrain Brush and you've got a roof that you can crop to grid and even export to WEBP. Instant roof tile.
@@Baileywiki Hmm yes, but you're tiles have cut outs. I'm not sure DD has the capacity to crop in anything other than a quadrilateral. So for your dormers etc, you'd have to go to PS to cut out the shape?
One of us is confused. You draw the tile directly in DD with the cutouts that you want. Then use the export tool to export just the quadrilateral around it.
@@Baileywiki Ok. Got it. Finally figured out how to get a transparent tile in DD. That has pretty much solved the whole process for me. Very very clever modules.
All of these building blocks were made in Dungeondraft, in fact. Just create your DD map like you normally would bit just your first level. For other levels, you want to create those in their own level in DD so you can cut them out with transparent background. Essentially making them tiles.
@@Baileywiki Aren't the other levels in DD already transparent? What is the reason for cutting them out? I know the method in this video does not seem to work with roofs made in DD, even when walled w/ a polygon. Does levels block the *entire* tile? This would make non-rectangular roofs impossible, yes? Edit: For anyone else who may be having issue(s), don't export with your grid on. Then you're good to go.
Which is better? Using Dungeondraft to create a multi-level structure and importing it into Foundry, or creating each level of the multi-level structure as in individual map / asset and then layering them in Foundry using these modules?
If players need to maintain a "visual tactical connection" between the levels, like a second floor of a house, or a balcony, then I prefer to use Tiles to assemble all the levels on a single map in Foundry. But if that's not needed, like entering a cave behind a waterfall, or a multilevel dungeon, where the new level has no visual tactical relationship to the first level, then I find it's better to use discrete scenes in Foundry.
Great video. When placing stairs, is there a way to either “lock” the stairs (to prevent the players from running amuck) or to make the climb conditional (“Do you want to climb the stairs?”)?
This is amazing! Is there a tutorial which uses the current version of the addons? It seems they changed a bit and as a beginner it's still a bit difficult to follow.
Splendid video. Not sure if i missed it in the video but. Is there a way to place tiles as furniture on each floor? Or does all that have to be added on the map itself before it added to Foundry? Since I've tried adding tables and stuff but all ends up on the bakground layer >_
It's a bit complicated but, yes, you can add tiles to each floor. You want to have your Levels UI open and be working on the floor you want to place tiles into. Drag your tile to that floor, and then open the tile config to change the roof settings to something that gives you the behavior you want.
Is there a way to stack staircases? I got interested in Foundry more to play Traveller than anything else. The ship "Annic Nova" has two side-by-side shafts that go between 4 levels. One shaft is basically an elevator, the other is a series of hatches and ladders. Can the better roofs handle such things? If you want to think in rustic/fantasy terms, can you have a silo with multiple floors and a single vertical ladder leading to each floor?
@@Baileywiki Thank you. I discovered it in another of your videos. But I'm a little confused by something. I basically reproduced what you did with some tiles I made myself. However, I'm finding that fog-of-war settings don't work right except for the lowest level. One thing I'm doing differently is using metric units. Floor heights are 3m and levels are 0-2, 3-5, 6-8, etc.. I made stairs like yours, popped up to the next floor and it's pitch dark. Walking around lights up things, but as soon as it's out of line-of-sight the map goes black. I tried playing with tile settings (like the "show if below" flag) but that seems to create other problems. I also noticed that when I was on the bottom floor, the grid and discovered areas of the upper layers show up (my upper layers are progressively larger than the bottom). Any idea about the cause and cure of this?
Hmm, I don't build in metrics so you're out of my depth. I'm guessing it's a problem with your token height conflicting with your level heights, but I dunno. Ask Ripper on his discord maybe 🤔
How would you go about doing this with spiral stairs? Like, the transition point from lvl 1 to 2 is in the same spot as 2 to 3, and 3 to 4, so the token ends up just getting sent to a random level each time.
Hi, Thank you for the video. But I don't understand how your token on level 10 can see token on level 0. I put a hole 10-0 but my token 4 can't see token 0 . I've got a Hole 0-10, but when I'm looking at the hole propertie, the dropdown list "LEvel drawing mode" is empty, If I select Hole and save. On come back , it's still empty. edit 1 : Hum just a bug. But still can't understand how it works. I've change level to fit your video with 0-9 then 10-19 and token level 10 can see token level 0 only if there is 4 case between both token. In your video you can even see on same line half the token. I don't get it !
At 16:00, say the zombie is outside the building. How do you make the character on the 1st floor be able to see down to other floors, outside of the building? Do i have to create a "hole" in all the ground floor?
if there a trick to getting negative floors/basements to work? Ive been trying to get a 4 story building to work for the past few days and the top 2 ground floors work great, but the two basement levels only support wall height. Their images appear on the level with Floor 0 no matter what i set their top and bottom to.
Is some of the glitching i see as a GM (roof not turning back on until I unselected a token and click it again) and a few others, only on the GM side? I cant seem to replicate it with when logged in as a player but thought i would ask.
Hey, thx for this tutorial, it help a lot ! I have some troubles with the for of war and perfect vision module for levels (and even without PV module). It works well on the ground floor : When a token goes into a room and leave it, it does not keep vision but the fog disapear. But on a level like the first floor (10-19) for exemple, when it goes into a room and go outside, the fog of war still remain. I am desparate, any idea?
I'm trying out these modules for a mini campaign I'm putting together and one of the issues I'm running into is explored areas. If a PC explores half the first story of a house, goes to the second floor and explores all of it, then goes back down to the first it will reveal the rest of the rooms they haven't seen yet. This is a problem if I'm using some of the Tom Cartos maps that have hidden rooms or hallways behind secret doors. Do you know of any functionality that would prevent that occuring? I really enjoyed the video, you did an exceptional job of explaining how to use the module and I'm excited to give it a try in a proper game setting. Thanks for taking the time to make it.
You should go to Ripper's discord (linked in the description) and let him know. I don't know what's possible, but if it is, he'll probably solve it in 3 seconds.
I had 2 questions if that's alright to ask. first is how do you get your walls to show the L R on either side of them? and on a few of your maps i've noticed among the ground tiles of say stone squares you have this overlay over the ones closer to walls that make them look elevated/lowered, a use of lines over the stone tiles. do you know whose assets those come from, your own or fa/tc? the one im referencing may not necessarily be the one from this video with your fortress like at 24:43 but akin to that
Let's see... so that pattern comes from Forgotten Adventures. It's a pattern in their Dungeondraft packs. The L/R come from a module. Maybe DF Architect? I can't recall
Hi. I wanna thank you for your videos. Are very educational for new foundry GMs. I'm trying to use every tool to give my players a great and inmersive experience. However, i have troubles with the roofs. I can't create a village-like scene in the recent version of FVTT, i put roofs in the houses but the players can't see the roof, just a black square because the walls conceal the roof tile. There isn't anymore the Global Illumination option for the scene, so i need to place lights in the map but the walls of the buildings block this light and prevent my players to see the roof tiles. Can you give me an advice please?
I have a lot of tutorials on Levels and Better Roofs. If you haven't figured it out from those, I suggest you make sure you're not using the old Roofs and Overhead Tiles module (uninstall that). I have a channel dedicated to Levels support on my discord (so does Ripper) but you have to be a Patreon.
Baileywiki, this was a great tutorial. Thank you so much! I wonder if it is possible (and how) to create half-way objects in a level. I'm thinking of boxes, the players can use to stand on to see over walls e.g. and outer walls the player characters scale to reach the top of the building. How would you do this?
@@Baileywiki Like in one of your maps in this video, layered 2D maps. But wait, what would be the difference in implementation? I thought about using stairs or a triggered tile, but it doesn‘t seem to work. When I leave the tile, it still has this +1 yd for elevation. I am not good at it yet. For scaling a wall I think the easiest way would be to manually add elevation to the token, right? Also, as I am using yards (at least I believe that is the reason), tokens just move over restricted movement walls on their level without obstruction. And a fourth problem is that tokens lately seem to walk under bottom tiles if they are attached to overhead tiles. I want to have an elevated wagon with roof, on which the tokens can hop onto and enter under the roof but over the flooring.
There are a couple of ways. You can simply use Terrain Walls, such that the token has no restriction of vision when standing in the middle. Or you can use the built-in Stair function with Levels module, and create a drawing around the area in which you want the token to change levels. This is best done at a choke point, like a stair or ladder. Then the token will just toggle it's level up or down whenever they walk over that. Perfect for climbing up to a rock and looking over a wall. Or climbing onto a rampart. Third, Monk's Active Tile Triggers can use visible or invisible tiles to change a Token's elevation. This may be your best and most flexible option. you can, for example, stack two tiles. The first tile triggers when a token enters and raising the elevation, the second tile triggers when a token leaves, resetting the elevation back to ground level. I've got a tutorial on MATT if you want to see the basics.
Hey, so I made a ship with dungeondraft with various floors (side by side). How would I go about making these floors into tiles... would I have to trace around each floor and save it as an image in a photo editing software or of somesort?
You should make them on separate levels in DD, but you can crop and export them even if they're on the same level. You may have to cut things out in post-processing
I love the barn :) but why can a token in the farm house on the top floor can see a token below through the roof as you show here? It's working in the barn, so why not in the farm house?
38:46 onwards. And thank you for taking a look into it :) I don't get what is so different about the farmhouse and the shed and why you suddenly can see the token on the lower level through the roof if your token us above. Why I ask: I love this farmhouse/shed and zombie idea, but was then really disappointed that you can look through the roof and so it's actually not useable for an encounter. And I want to understand why and how to fix it.
This looks awesome, will probably try it. My only Question is what happens if a user own multiple tokens that are on seperate level? And for stairs, could you use the stairways module to make locked stairs? Cheers
@@Baileywiki So if a player controls multiple token across different level, the view is going to be fine when one token is selected. When none are selected, the latest view floor/layer is going to be shown but all token viewable by owned token are going to be shown (so if there noc on 1st and 2nd floor and you have a pc owned pc on each, your going to see everything). As for the stairways module, not compatible as you can set levels with it, I'm actually going to open an issue on Git for compatibility.
Where do we get these assests and roofs to build the roofs within Foundry? I have been looking around for an answer but haven't been able to find one. I know you have packs of your own to get, but where do you get these assests ourselves?
I design all my roofs inside Dungeondraft using the Forgotten Adventures assets. You can find them here but may need to subscribe to get all of them www.forgotten-adventures.net/product/map-making/assets/dungeondraft-integration/
Nope. Whoever develops that standard would have to be thinking about this vertical building capability, which is brand new and not likely in their radar yet. And it wouldn't be helpful for cropping the tiles needed for roofs and floors.
@@Baileywiki I figured it out using the "scene tiler" module. I wanted to use dungeon draft to make all my levels, export the various levels as universal vtt, then have the universal battlemap importer pull the levels in so that I didn't have to do all the walls, doors, etc myself. Now I make a foreground, then have my structures as individual exports which I can pull into the scene using "scene tiler".
@@Baileywiki It took a bit to figure it out. You drag and drop all your scenes in, go to levels and set the level you want to use then close the menu that shows the levels navigation, use the tiles selection tool to select your tile again and set it as an overhead tile, go back to levels and turn it back on, it's now locked to the level. I don't get why you have to go through that, but it works.
can you make player click to TP them up/down a level rather than forcing them to TP on entering the area of the stirs? Also can you make the down box from a different place so you go up the stirs on the left side of the ground map and down the right side of first floor?
You can lock the stair, which (I think) makes it nonfunctioning for players until the GM unlocks it. Or there is an elevator mode, which presents the player with floor options. I haven't tested whether it could be used as a prompt, but I'm theory is close to this. And as for entering/exiting different locations, the stairs function only moves you vertically. To change location, you would need a more advanced macro, using something like Multilevel Token to activate it.
So my question is this because a player or two just love playing (Insert FPS game here) snipers. So how do I make a roof that acts like a level, that is still a overhead tile. Or am I breaking the Matrix here
You mean they want to stand on the roof? It's done all the time. You can stand on roofs just like any other tile. Just set it this way: Show / Fade / Height: Infinity, and have fun parkouring!
Does any of this work with drawings instead of tiles? I'd like to just draw my building with the drawing tools, including the roofs and get all this to work, but there's no occusion settings for drawings that I can see. I'm very confused.😑
I know this video is a bit old, but i hope someone will answer. I built a multilevel scene, with stairs. The problem: It all works if i move tokens with keyboard, but if players drand and drop over the stairs drawing, it doesn't work. Any suggestion?
How would you handle a two story fort where the second level are the battlements? They would need to act like a roof for the players who are on the ground but also need to have half walls, which walls don't seem to work on roof tiles.
@@Baileywiki I tried that but then I can't put walls around the battlement that keeps players from walking off. I also tried putting the walls on a higher level (level one ground floor w/ battlement roof like you described, level two just walls) and that didn't work. Thanks for the response, I really appreciate all you do!
So I'm a little confused on how you have these builds and whatnot as tile sets to begin with. I can go into foundry and make a barn scene; field of grass, two buildings in it, etc but how did you get it so you have not only individual buildings from a scene/map available as these consolidated tiles but you have multiple floors of these consolidated tiles ready to put into foundry?
@@Baileywiki Hmm i think I understand. edit: better example. could i go into dungeondraft and on 1 layer make the base floor of a house, make a new level/layer and construct a roof, and export them separately and bring them into foundry as tiles to do what you've done here, or instead of a roof a 2nd story
@@Baileywiki I was actually in the process of watching that one haha. I got to the point when you opened up a program im not familiar with (photoshop maybe?), is that part necessary for the process or just something you do for personal touching up? sorry these questions aren't amazing im not very tech savvy at this stuff
That program is like Photoshop. It's called Clip Studio Paint. But now that Dungeondraft allows for cropped exports, then you can usually skip the image editor entirely unless you're doing something more advanced.
I am floored by what I'm seeing! I really want to incorporate this into my Foundry, but I have a question. Is this method impact player performance less than simply having different scenes that are made for floor levels?
It affects performance in the way that all walls and lights affect performance. The more walls and lights in the scene, the more performance will suffer. This means that you can't build giant, multilevel scenes. You build smaller scenes and then link them together with Multilevel Token module or other teleport module.
Each player's vision is calculated just for them. So the player will no longer see the players below him unless you have created a "hole" between the levels for them to see each other. An example is a second floor tavern with an open space to look down.
Very helpful tutorial, much appreciated. Until now I've always exported different levels as individual maps and set them up accordingly in Foundry, so exporting pieces of the upper floors or even trees as individual images does feel kinda weird (I'll get over it eventually). One thing I was wondering about is fog exploration on these layers. I know I can disable fog for a tile but how do I have my players not see everything from the get-go and still remember what they've already seen? Maybe you have an idea if I have missed something there.
@@Baileywiki Thanks for taking the time to reply, first of all. I'll go check with any potential misslabeling of my 2nd floor tomorrow (it's currently treated as a roof since it's the top most layer) and then might try to word my question better (or join the discord for the module) if the problem persists.
Turns out I missunderstood how fog exploration works in Foundry and had Level's Advanced Fog Exploration turned on, which hid everything on custom levels that wasn't in direct Line of Sight. It's kind of a bummer to see Foundry's limitations in terms of FOW. Regardless, what Levels provides is already miles above what I thought possible. Thanks again for you in-depth tutorial.
Can this same process be used alongside the Dungeondraft Integration Mod? I am currently designing a full castle for my players with four stories in some parts, but the map I am been working on in dungeondraft is the entire structure with all rooms and outer buildings included in different levels in dungeondraft. Can I use the levels mod to upload those full level maps on top of one another, or do I have to break apart each building into a prefab like you did here?
It entirely depends on your map's design, but I suspect you'll be better off splitting the roofs and buildings separately. It may be as easy as using the crop export tool to isolate the pieces and export them as tiles. Hard to say without seeing the map though
@@Baileywiki I assume you have a video about cropping and export portions of my map...or I'm sure someone does. I appreciate the reply. To be clear though, I don't have to scrap the map I've spent a dozen hours on already? I can just break it apart into tiles somehow and rebuild it piece by piece in Foundry?
Hey, atm I am trying to create a prefab out of a leveled airship... All the setup is working fine, walls are at the right height, polygons are great but Token Attacher seems to miss the tiles when I use the "Select all" tool like you did. TokenAttacher just attaches walls, lightning and so on. Do you have a solution?
Try making sure you've updated Token Attacher from the Foundry directory. Uninstall old versions. Also, try turning on your Tile / Roof layer and lasso those tiles independently.
Having an issue where I go up a level and my token has completely disappeared. Its on the right elevation and the token vision works but its almost as if the token is invisible. When I guide the invisible token back to the ground floor via the stairs, the token reappears.
Update: It works fine when the GUI is turned off. But I don't know if that should happen because you are clearly able to traverse the floors fine with it on.
When I read the video title, I got excited thinking you were going to start doing some isometric assets for the Foundry isometric module, as close to 3D as you can get. Your talents plus isometric would be awesome! Anyways, awesome job nonetheless!
Ah, that is the Auto-Rotate module. It's particularly good for working with prefabs because it has settings to ignore certain tokens (like control tokens) so prefabs don't rotate automatically when you move the Control Token.
I know this is a year+ later, and this is prolly a long ahot, but how is the vision set up for the complex barn scene? I ask bc I cant get the scene to appear as "explored, but not visible" it just keeps looking unexplored, always 😫😫😫 I'm confident I've done a terrible job explaining this 😅
Hey, quick question: I have a Tavern with a ground level and a first floor, kinda indoor balcony style. Problem is: Whenever there is a playertoken on the first floor, everyone on the second floor can still see that token "flying" 10f high on the ground floor. How can I hide Tokens on the Upper floor?
@@Baileywiki Did that, even redefined them now. Now it shows tokens on the first floor until the viewing token ist under the balcony.. im close to crying tbh.. Also, everytime I place a roof onto the 2. Level (the balcony, as it's the end of the tavern), it messes up everything..
Maybe you have a module conflict with Perfect Vision or something else that manipulates vision or light? Or you are not on up-to-date Levels, Better Roofs, and Wall Height?
@@Baileywiki Im Stupid.. on the Upper Floor, the balcony, there is a rope "wall" which I marked as an invisible wall, so that my players could look down from the balcony. Ofc they can look up too.. hit me with a rock. Any Idea on how to make it possible to look down on into the bar room, but prevent players from below to see tokens upstairs?
Hmm, maybe play with the Hole functionality? Like, create a hole that has specific bottom and top such that the visibility is one-directional? I dunno.
Hi Baileywiki. Another great vid and more great FVTT mods! Question for you, when the view is rendered separately for players on different floors, is that workload on the client side or the server side? Hoping client as I can imagine potentially rendering 4+ different views would be quite resource heavy.
Have a problem in my map.. I have a hole on level 2 going down to level 1. I can see the tokens on level 1 but I can't jump down. So when I move my token over the hole, it stays at +10 ft. Am I missing something here? Drawing is set as hole, bottom: 0, top: 19. Level 1 goes from 0-9, Level 2 goes from 10-19 (and Level 3 from 20-29, but the hole should not be visible there)
I just installed Levels tonight, and the pencil icon doesn't appear, so that whole "Current Levels" menu appears missing. There IS a pencil icon that appears at the top right where there's a tiny menu that allows for configuration of level height. Is that simply a change from when this was originally created?
Wow. This is great. Does this only work with tile based maps? Or could you use full sized maps with different levels (1 map per level with scenery). Does level 'cut through' the below tiles when using holes? hard to describe in text, but very interesting!
Hmmm, interesting. I don't know that you would want to use it with full maps. Certainly the bottom tile, but to load a duplicate map multiple times sounds like a performance nightmare. But I could see the merit in trying it if it helps you maintain combat across maps. But given Levels is trying to detect rooms and then deciding which tiles to render, I suspect it won't work. But maybe!
@@Baileywiki Got it! thanks for the reply. One of my favourite map Patreons is Heroic Maps who only do full maps, rather than asset packs. We'll see what happens! really excellent overview and tutorial though.
that's a good question. I make maps using assets (tiles, objects, brushes etc.) and put the maps together in Arkenforge. I export them to UVTT format and then import them using Universal Battle Map importer. Will that work?
@@Baileywiki thank you! I’m curious, is there a way you know of to restrict vision of a roof BELOW a certain level? Let’s say you have level 0 as a ground level. There’s a roof with bottom = 10 top = infinity. There’s a dungeon tile with bottom -10 top -1. If I have the roof set to be visible from below it shows up on every level I have below 0 when a token is not directly below. There is an option to set a maximum height that a roof can’t be seen from, is there a way to set a minimum? Sorry for the long question, I’m just wondering if it’s a simple thing that I have missed that you might no the answer for, even if the answer is ‘it’s not possible’ - cheers thanks for the amazing videos.
It's certainly possible, but you'll be better served by asking on Ripper's discord. I can't afford to get into Levels support in my channels since it's an endless rabbit hole 😂
Why NOT use the regular "roof (block vision and lighting)"? It a blocks lighting, which the fade option does not and if your roof overhangs a bit, you can actually walk underneath it and see it overlap your token, while the fade option immediately removes the roof from view, even while standing outside. Fade is just overall the worse option, isn't it?
I've never seen a token halfway onto a square, so they're standing on the line of the squares rather than entirely within one square or the next. Is that an addon or a setting somewhere?
Does anyone know if this will work with a single map? Like if I already found a good map that has all the building on it, and I want players and enemies to be able to be on top of roofs. Do I still need to place new tiles for this to work?
@@Baileywiki It's more like the map has no interiors~ do I still need to place roof tiles or can I use the ones that are already on the background image?
Oh, yes, you can just use the map as is. You'll need to define the heights. One of the ways is by putting transparent tiles across the roofs. Then using MATT to automatically set the Tokens' heights when they pass over those tiles.
I think the v10 version of Levels eliminated the need for the Hole feature. I any event, I'll be recording a full Levels updated tutorial with Ripper within the next couple of weeks, so get ready for your questions to be answered!
I tried this module last week, but i see a lot of improvement now! In your opinion it is easier to build map in this way or with multilevel token? PS: as usual awesome guide, very appreciated!
MLT has it's advantages, particularly when linking scenes. And when using artwork that doesn't come with cutout tiles of roofs and such. But it's biggest disadvantage is losing combat across scenes, and having to make giant scenes tiles together. I've found this new UI makes this quite easy.
Does levels work with audio sources? Edit; Just got to that part of the video, should've probably watched it all first. But that's awesome, this is the stuff I've been dreaming of in a VTT
I couldn't understand the Better Roof Mode: Hide; in your own words: "as long as a player can see the roof, it'll hide the entire roof"....what do you mean by that??
Good question. It's worth clarifying... As long as the player has line-of-sight to the tile, AND THEY ARE ON A DIFFERENT LEVEL, then the tile will be hidden. However, if the token/player is on the same level as the tile, then it will be visible. This is why hide/fade are the default modes for "floors". You want the tile to disappear to everyone unless they are standing at it's level.
@@Baileywiki my thinking is confused on this. I have only imported images as backgrounds and tokens. I see you are using tiles and tiles can be the same images? If I export a dungeondraft map as VTT so I can use prebuilt walls and lights, and import it to Foundry with Universal Battlemap import, how do I make it into a multilevel map?
Oh, I wouldn't use the VTT import function. Especially with complex multilevel scenes. It's easier to just wall it in Foundry using the Levels UI. Now, if you still want to do this, you'll need to get macros that can change the wall height for an entire scene. Such macros can be found on my discord server but some may be in Patreon channels. You're welcome to poke around and investigate.
@@Baileywiki I mean, having basically just started, I'm trying to figure out how to make these different elevations work. I've made some teleporters using Multilevel Token, which was very satisfying. The Levels/BetterRoofs stuff , on the other hand, I found to be a little more complicated. I'm trying to make a pyramid for the Pf2e Adventure Path I'm currently running, but I'm starting to think it might be a little to complicated for now. Since I'm not much of an artist, I'm mostly trying to cut the maps from the book to try and make the tiles, but it's not a very consistent/clean process.
Make sure you have the most current version of Levels. Also Better Roofs and Wall Height. Make sure all are enabled. After all that, you don't see the new Levels button on the left-hand panel of tools?
It's a shame a lot of the maps I have aren't made with this sort of function in mind. Each layer will have an image of the land outside each floor. I imagine the holes thing won't help me there, so I'm going to need to cut them all out in photoshop or something, a skill I'm not really great with. but this is too cool not to try.
Man, every day I wonder how much more insane Foundry can get. I love it so much. Thank you for making all those amazing map making modules easier to understand.
This tutorial was a bear. I was working with the developer in real-time on the concept, feature development, and bug fixes. So this video was done and redone multiple times over a couple weeks as those things iterated.
Glad you liked it!
what makes this even more amazing is the fact that foundry VTT is only been out for 1 year, has the best community, and this is only the beginning, imagine this VTT in 5 years :), lets make VTTs great Again :)
Lol... MVTTGA. Love it. gonna put that on a hat now...
It's barely even 2 years old??? It's so much better than roll20 and other alternatives. That's insane.
@@stementhusiast816 true story i cant wait to see how great it will become in time
Oh man, this is exactly what I needed! I was looking at these modules and struggling to wrap my head around them, so I'm excited for a 40 minute video on this! Thank you!!!
I actually made this video twice because the velocity of development for these modules has been screaming. So keep an eye out for updates and improvements!
the video makes this look easy, in reality, i've never had such a big headache
This was awesome sir! Right around 26:04 is when I said "WOW This is SO F***ing Aweseome!!!!"
Damn, that is cool. I wish I could buy whole adventures with all of these maps already coded and included.
Working on it!
This is awesome. Sadly I now have to redo all of Skyreach Castle with this instead of Multilevel 1 week after I was almost done. It does solve a lot of the problems I was having with patrols on the top of the walls. Oh well, time for some side quests to buy time. Thank you for the video, it's a huge help.
I know this is an older video, but this was exactly what I needed to figure out how to use levels, and I want to thank you for this video!
Of course! And Levels for v10 is even simpler! No more polygons!
this helped you? the buttons aren't even in the same place anymore and at least one of them isn't there at all. "wall off the scene" isn't very helpful if the button doesn't exist. i really want to learn how to do this but this is frustrating me more than anything.
There is a whole playlist for Levels. Have you watched the most recent one? It shows the most current UI
Thank you! I've been away from Foundry since January and came back to it a few days ago and really was not understanding the new 0.8.x functionality. You made it so I have a fighting chance!
We're pretty far past core Foundry capability with this stuff, but this does demonstrate the boundary!
I'm sold, friend. Awesome stuff!
I just discovered Foundry and get it because it was GREAT but with this it's INSANE!
Right?! Get ready for the v10 version of Levels. It's even easier to use. At this point, I can't imagine playing a VTT without levels support.
Man i arrived 11 months late to this video T-T great content, new subscriber
Welcome to the vortex. Careful that you don't get sucked in!!
Finally its possible! Great explanation Bailey!
Never thought I'd see the day!
It's really challenging for me to grasp into Foundry's more advanced stuff, but your videos really, really make it easier.
outro tuga q usa fvtt! porreiro pah!
Great tutorial. I just started using Foundry/Dungeondraft with my group. However, I have run into a huge problem and, for the life of me, I cannot seem to fix it. When I place a roof over a building, the roof is always hidden by the fog of war inside. I make these roof tiles in Dungeondraft. I crop and export them to their exact dimensions. Once an actor opens a door, the entire tile becomes visible. But if they only explore half of the building and leave, half of the roof is covered in fog. I have deduced that this is caused by a conflict with the walls. Walls prevent my actors from seeing the tiles. So I tried using a 1 square "buffer" on my roof tiles so that the tile actually exists 1 square outside the walls for vision. But this created a new problem. If someone enters the square next to the building, the roof disappears. I have followed everything in this video to the letter and I am not getting the same results you are. Any kind of help would be greatly appreciated.
Have you checked the box to not hide it in fog?
@@Baileywiki yes, I have. It doesn't ever seem to change anything. I've adjusted wall heights, tile heights, hide, show, tried changing walls to terrain walls, a bunch of stuff. It all comes out the same
@@Baileywiki I'd be happy to provide images, values, even the whole map or host it so you can see if it helps. I'm in the Foundry and FA Discords, as well.
Same problem for me. Just repeating the steps from video doesn't lead to same results. Still trying to figure out what exactly is causing that.
Have you checked your global Levels or Better Roofs module settings? I'm having a hard time visualizing the actual problem here tbh, but if something doesn't seem to be working, I might try there.
I would also try disabling all other modules to see if something is causing a conflict.
You can have those, but I was left thinking that there was something I missed and didn’t confirm there was a “-10” until you showed us the basement on the last scene. So if the diagram had showed the basement section and it set up as well I think it would have been ideal! Love it! Can’t wait to see what comes next for foundry! Every week I am blows away by the new things I can introduce to my players!
The reason is that these modules were developed heavily WHILE I was making this video, so this was cobbled together from a few sessions in-between which the features were added.
Hardest video I've ever made. And it'll STILL be outdated within a week!
@@Baileywiki haha yeah, it feels like that says a lot about the state of foundry. Development is happening at a staggeringly fast pace, but there could be worse problems! 😂
If you're not growing, you're shrinking. Ask Roll20 what that's like! 😬
@@Baileywiki oh you went there, I was going to try to be nice, but preach!
I guess the next step would be a 1:1 Dungeondraft import using the levels you can create in Dungeondraft... I wonder how possible that is?
god id love that so much lol. would be so game changing
The Universal Battlemap module isn't actually maintained by Sploot, you might have better luck reaching out to them. I think the UVTT file might work if it's parsed properly
The problem is that Dungeondraft doesn't currently export multiple levels in one file. You'd need something that could import the actual dungeondraft_map file into FVTT, and THAT would require you to also have access to the used asset packs, etc etc.
@@asherett or a tool that merges multiple files
this module is so great! i just have a question.. my token in the second floor can't see the token in the first floor. its a simple map, what i'm doing wrong?
Could be anything. You'll have to be a lot more specific about your setup.
The UI has changed a lot
Indeed. But it's more simplified. Clicking the Levels button ONLY opens the Levels UI, and all of the old functionality is in that UI now.
Hey there, thanks for the great video. How do you get the images for your roof tiles? Do you use dungeon draft for the image and then use a program like photoshop to make the background transparent?
I use Dungeondraft, which already has the ability to generate a transparent background. Just turn off the Terrain Brush and you've got a roof that you can crop to grid and even export to WEBP. Instant roof tile.
@@Baileywiki Thank you so much for the quick reply!
@@Baileywiki Hmm yes, but you're tiles have cut outs. I'm not sure DD has the capacity to crop in anything other than a quadrilateral. So for your dormers etc, you'd have to go to PS to cut out the shape?
One of us is confused. You draw the tile directly in DD with the cutouts that you want. Then use the export tool to export just the quadrilateral around it.
@@Baileywiki Ok. Got it. Finally figured out how to get a transparent tile in DD. That has pretty much solved the whole process for me. Very very clever modules.
Would like to see a tutorial on this that uses Dungeondraft made maps instead of building blocks from modular packs
All of these building blocks were made in Dungeondraft, in fact. Just create your DD map like you normally would bit just your first level. For other levels, you want to create those in their own level in DD so you can cut them out with transparent background. Essentially making them tiles.
@@Baileywiki Aren't the other levels in DD already transparent? What is the reason for cutting them out? I know the method in this video does not seem to work with roofs made in DD, even when walled w/ a polygon. Does levels block the *entire* tile? This would make non-rectangular roofs impossible, yes?
Edit: For anyone else who may be having issue(s), don't export with your grid on. Then you're good to go.
You are rocking my world!
It's what I do! Now what's your first project you're going to throw at this??
@@Baileywiki i have some multilevel mansion in a desert city that MUST have this treatment, and that is just the beginning!
I NEED to see this.
Which is better?
Using Dungeondraft to create a multi-level structure and importing it into Foundry, or creating each level of the multi-level structure as in individual map / asset and then layering them in Foundry using these modules?
If players need to maintain a "visual tactical connection" between the levels, like a second floor of a house, or a balcony, then I prefer to use Tiles to assemble all the levels on a single map in Foundry.
But if that's not needed, like entering a cave behind a waterfall, or a multilevel dungeon, where the new level has no visual tactical relationship to the first level, then I find it's better to use discrete scenes in Foundry.
Great video. When placing stairs, is there a way to either “lock” the stairs (to prevent the players from running amuck) or to make the climb conditional (“Do you want to climb the stairs?”)?
Yep. To lock it, right click and click the lock symbol from the HUD. To make it conditional, make it an elevator.
This is amazing! Is there a tutorial which uses the current version of the addons? It seems they changed a bit and as a beginner it's still a bit difficult to follow.
I think this is pretty up to date ruclips.net/video/xmGxEkmJblE/видео.html
Is there an updated version of this video anywhere? The level editing feature at 8:50 doesn't exist in the version I'm using.
Here's a playlist of Levels tutorials. Check out the latest... ruclips.net/p/PLbNUuLLqMgaAQfpz4HDoDucf68B-AIwbR
Splendid video. Not sure if i missed it in the video but. Is there a way to place tiles as furniture on each floor? Or does all that have to be added on the map itself before it added to Foundry?
Since I've tried adding tables and stuff but all ends up on the bakground layer >_
It's a bit complicated but, yes, you can add tiles to each floor. You want to have your Levels UI open and be working on the floor you want to place tiles into.
Drag your tile to that floor, and then open the tile config to change the roof settings to something that gives you the behavior you want.
As always, great guide 👍🏻
Thanks Arclite. I appreciate you being an active voice in this community, too.
I'm gonna have to ask what mod labels your walls with Land R when they are selected, I would love that one.
Ah... that's DF Architect, I believe. Super helpful.
have one question if a player goes downstairs all players move (change what are they seeing) or just the one who stepped in stairs?
Each player maintains their own unique visual point of view
What is the button below the hammer? I probably have an updated version since this vid but since it's activated, I'm curious.
That's from DF Architect module. It introduces a bunch of QoL features like that alternative snap to grid crosshair icon.
Is there a way to stack staircases? I got interested in Foundry more to play Traveller than anything else. The ship "Annic Nova" has two side-by-side shafts that go between 4 levels. One shaft is basically an elevator, the other is a series of hatches and ladders. Can the better roofs handle such things? If you want to think in rustic/fantasy terms, can you have a silo with multiple floors and a single vertical ladder leading to each floor?
Yep. It's called an "elevator" in Levels terms, in fact.
@@Baileywiki Thank you. I discovered it in another of your videos. But I'm a little confused by something. I basically reproduced what you did with some tiles I made myself. However, I'm finding that fog-of-war settings don't work right except for the lowest level. One thing I'm doing differently is using metric units. Floor heights are 3m and levels are 0-2, 3-5, 6-8, etc.. I made stairs like yours, popped up to the next floor and it's pitch dark. Walking around lights up things, but as soon as it's out of line-of-sight the map goes black. I tried playing with tile settings (like the "show if below" flag) but that seems to create other problems. I also noticed that when I was on the bottom floor, the grid and discovered areas of the upper layers show up (my upper layers are progressively larger than the bottom). Any idea about the cause and cure of this?
Hmm, I don't build in metrics so you're out of my depth. I'm guessing it's a problem with your token height conflicting with your level heights, but I dunno. Ask Ripper on his discord maybe 🤔
How would you go about doing this with spiral stairs? Like, the transition point from lvl 1 to 2 is in the same spot as 2 to 3, and 3 to 4, so the token ends up just getting sent to a random level each time.
I would use the Elevator function instead of the Stairs function. The player then steps in the grid square and gets prompted which floor to travel to.
Hi, Thank you for the video.
But I don't understand how your token on level 10 can see token on level 0.
I put a hole 10-0 but my token 4 can't see token 0 .
I've got a Hole 0-10, but when I'm looking at the hole propertie, the dropdown list "LEvel drawing mode" is empty, If I select Hole and save. On come back , it's still empty.
edit 1 : Hum just a bug.
But still can't understand how it works. I've change level to fit your video with 0-9 then 10-19
and token level 10 can see token level 0 only if there is 4 case between both token. In your video you can even see on same line half the token.
I don't get it !
At 16:00, say the zombie is outside the building. How do you make the character on the 1st floor be able to see down to other floors, outside of the building? Do i have to create a "hole" in all the ground floor?
Using a hole is really a hack but it can absolutely work. More likely you need to define the polygon of walls underneath the second floor tile.
this is insane!!
if there a trick to getting negative floors/basements to work? Ive been trying to get a 4 story building to work for the past few days and the top 2 ground floors work great, but the two basement levels only support wall height. Their images appear on the level with Floor 0 no matter what i set their top and bottom to.
Make them foreground tiles
Is some of the glitching i see as a GM (roof not turning back on until I unselected a token and click it again) and a few others, only on the GM side? I cant seem to replicate it with when logged in as a player but thought i would ask.
Hey, thx for this tutorial, it help a lot ! I have some troubles with the for of war and perfect vision module for levels (and even without PV module). It works well on the ground floor : When a token goes into a room and leave it, it does not keep vision but the fog disapear. But on a level like the first floor (10-19) for exemple, when it goes into a room and go outside, the fog of war still remain. I am desparate, any idea?
You should ask at Ripper's discord. My only advice is to check all your Tile settings and your general Levels settings
I'm trying out these modules for a mini campaign I'm putting together and one of the issues I'm running into is explored areas. If a PC explores half the first story of a house, goes to the second floor and explores all of it, then goes back down to the first it will reveal the rest of the rooms they haven't seen yet. This is a problem if I'm using some of the Tom Cartos maps that have hidden rooms or hallways behind secret doors.
Do you know of any functionality that would prevent that occuring?
I really enjoyed the video, you did an exceptional job of explaining how to use the module and I'm excited to give it a try in a proper game setting. Thanks for taking the time to make it.
You should go to Ripper's discord (linked in the description) and let him know. I don't know what's possible, but if it is, he'll probably solve it in 3 seconds.
Hi Does anyone know where you might find instructions on how to make that fort that can be dropped on the map
Everything in this tutorial is part of my asset library. You can get the whole thing for as little as $8 on my Patreon.
I had 2 questions if that's alright to ask. first is how do you get your walls to show the L R on either side of them?
and on a few of your maps i've noticed among the ground tiles of say stone squares you have this overlay over the ones closer to walls that make them look elevated/lowered, a use of lines over the stone tiles. do you know whose assets those come from, your own or fa/tc? the one im referencing may not necessarily be the one from this video with your fortress like at 24:43 but akin to that
Let's see... so that pattern comes from Forgotten Adventures. It's a pattern in their Dungeondraft packs.
The L/R come from a module. Maybe DF Architect? I can't recall
Hi. I wanna thank you for your videos. Are very educational for new foundry GMs. I'm trying to use every tool to give my players a great and inmersive experience. However, i have troubles with the roofs. I can't create a village-like scene in the recent version of FVTT, i put roofs in the houses but the players can't see the roof, just a black square because the walls conceal the roof tile. There isn't anymore the Global Illumination option for the scene, so i need to place lights in the map but the walls of the buildings block this light and prevent my players to see the roof tiles. Can you give me an advice please?
I have a lot of tutorials on Levels and Better Roofs. If you haven't figured it out from those, I suggest you make sure you're not using the old Roofs and Overhead Tiles module (uninstall that).
I have a channel dedicated to Levels support on my discord (so does Ripper) but you have to be a Patreon.
Baileywiki, this was a great tutorial. Thank you so much!
I wonder if it is possible (and how) to create half-way objects in a level. I'm thinking of boxes, the players can use to stand on to see over walls e.g. and outer walls the player characters scale to reach the top of the building. How would you do this?
Are you talking about in a 3D map or a 2D map?
@@Baileywiki Like in one of your maps in this video, layered 2D maps. But wait, what would be the difference in implementation?
I thought about using stairs or a triggered tile, but it doesn‘t seem to work. When I leave the tile, it still has this +1 yd for elevation. I am not good at it yet.
For scaling a wall I think the easiest way would be to manually add elevation to the token, right?
Also, as I am using yards (at least I believe that is the reason), tokens just move over restricted movement walls on their level without obstruction.
And a fourth problem is that tokens lately seem to walk under bottom tiles if they are attached to overhead tiles. I want to have an elevated wagon with roof, on which the tokens can hop onto and enter under the roof but over the flooring.
There are a couple of ways. You can simply use Terrain Walls, such that the token has no restriction of vision when standing in the middle.
Or you can use the built-in Stair function with Levels module, and create a drawing around the area in which you want the token to change levels. This is best done at a choke point, like a stair or ladder. Then the token will just toggle it's level up or down whenever they walk over that. Perfect for climbing up to a rock and looking over a wall. Or climbing onto a rampart.
Third, Monk's Active Tile Triggers can use visible or invisible tiles to change a Token's elevation. This may be your best and most flexible option. you can, for example, stack two tiles. The first tile triggers when a token enters and raising the elevation, the second tile triggers when a token leaves, resetting the elevation back to ground level. I've got a tutorial on MATT if you want to see the basics.
@@Baileywiki That‘s a great tip! Thank you. I thought about using a ring as stairs, but stacking two tiles with different conditions is perfect.
Hey, so I made a ship with dungeondraft with various floors (side by side). How would I go about making these floors into tiles... would I have to trace around each floor and save it as an image in a photo editing software or of somesort?
You should make them on separate levels in DD, but you can crop and export them even if they're on the same level. You may have to cut things out in post-processing
I love the barn :) but why can a token in the farm house on the top floor can see a token below through the roof as you show here? It's working in the barn, so why not in the farm house?
Sorry, not sure I understand yet. And what time stamp are you referring to?
38:46 onwards. And thank you for taking a look into it :) I don't get what is so different about the farmhouse and the shed and why you suddenly can see the token on the lower level through the roof if your token us above.
Why I ask: I love this farmhouse/shed and zombie idea, but was then really disappointed that you can look through the roof and so it's actually not useable for an encounter. And I want to understand why and how to fix it.
Are you just wanting the roof tile for the Farmhouse like there is for the barn?
@@Baileywiki it would be great if the actors can climb out the windows onto the roof. But the main problem is the visibility of tokens below the roof
This looks awesome, will probably try it. My only Question is what happens if a user own multiple tokens that are on seperate level? And for stairs, could you use the stairways module to make locked stairs? Cheers
Levels now supports a locked stair mode as a tile HUD option.
And I don't know what would happen with your token scenario. Test and report back!
@@Baileywiki So if a player controls multiple token across different level, the view is going to be fine when one token is selected. When none are selected, the latest view floor/layer is going to be shown but all token viewable by owned token are going to be shown (so if there noc on 1st and 2nd floor and you have a pc owned pc on each, your going to see everything).
As for the stairways module, not compatible as you can set levels with it, I'm actually going to open an issue on Git for compatibility.
Where do we get these assests and roofs to build the roofs within Foundry? I have been looking around for an answer but haven't been able to find one. I know you have packs of your own to get, but where do you get these assests ourselves?
I design all my roofs inside Dungeondraft using the Forgotten Adventures assets. You can find them here but may need to subscribe to get all of them www.forgotten-adventures.net/product/map-making/assets/dungeondraft-integration/
How would you then make a chandelier?
Make the top and bottom the same, like 9,9. Then your token should be able to walk under it
whenever i do the show tile through fog and fade for the roof the tile doesnt disappear. seems to only work when i use the hide tool
It won't disappear until a token goes under it
Is there a way to use Universal Battlemap Importer for each level?
Nope. Whoever develops that standard would have to be thinking about this vertical building capability, which is brand new and not likely in their radar yet.
And it wouldn't be helpful for cropping the tiles needed for roofs and floors.
@@Baileywiki I figured it out using the "scene tiler" module. I wanted to use dungeon draft to make all my levels, export the various levels as universal vtt, then have the universal battlemap importer pull the levels in so that I didn't have to do all the walls, doors, etc myself.
Now I make a foreground, then have my structures as individual exports which I can pull into the scene using "scene tiler".
Very creative use of Scene Tiler. I'm not sure I understand exactly what you did, but I think I get the gist.
@@Baileywiki It took a bit to figure it out. You drag and drop all your scenes in, go to levels and set the level you want to use then close the menu that shows the levels navigation, use the tiles selection tool to select your tile again and set it as an overhead tile, go back to levels and turn it back on, it's now locked to the level. I don't get why you have to go through that, but it works.
can you make player click to TP them up/down a level rather than forcing them to TP on entering the area of the stirs?
Also can you make the down box from a different place so you go up the stirs on the left side of the ground map and down the right side of first floor?
You can lock the stair, which (I think) makes it nonfunctioning for players until the GM unlocks it. Or there is an elevator mode, which presents the player with floor options. I haven't tested whether it could be used as a prompt, but I'm theory is close to this.
And as for entering/exiting different locations, the stairs function only moves you vertically. To change location, you would need a more advanced macro, using something like Multilevel Token to activate it.
@@Baileywiki Cool thank you for the reply!
So my question is this because a player or two just love playing (Insert FPS game here) snipers. So how do I make a roof that acts like a level, that is still a overhead tile. Or am I breaking the Matrix here
You mean they want to stand on the roof? It's done all the time. You can stand on roofs just like any other tile. Just set it this way:
Show / Fade / Height: Infinity, and have fun parkouring!
How do you get the token to face whatever direction you are moving?
Try the auto-rotate module
@@Baileywiki Thank you so much, perfect!
When you open detail page for a wall, the wall gains L and R to show its sides, what module is that from? I need this!
I think it's from DF Wall Enhancements. Maybe?
Does any of this work with drawings instead of tiles? I'd like to just draw my building with the drawing tools, including the roofs and get all this to work, but there's no occusion settings for drawings that I can see. I'm very confused.😑
Drawings and all other asset types can be set at difference Levels elevations, yes. But not the occlusion stuff. That's for tiles only.
I’m sorry I’m a little confused how do you stop light and sound from activating on second floor
You also need to set the lights and sounds with a bottom and top elevation.
I have 0 to 9
Second floor is 10 to 19 bottom first floor is 0 to 9 and light is 0 to 9
I know this video is a bit old, but i hope someone will answer. I built a multilevel scene, with stairs. The problem: It all works if i move tokens with keyboard, but if players drand and drop over the stairs drawing, it doesn't work. Any suggestion?
There seems to be one or two typos in that last comment that are keeping me from understanding exactly
How would you handle a two story fort where the second level are the battlements? They would need to act like a roof for the players who are on the ground but also need to have half walls, which walls don't seem to work on roof tiles.
I think you just set the top of the battlement as a roof (infinite height), right?
@@Baileywiki I tried that but then I can't put walls around the battlement that keeps players from walking off. I also tried putting the walls on a higher level (level one ground floor w/ battlement roof like you described, level two just walls) and that didn't work. Thanks for the response, I really appreciate all you do!
So I'm a little confused on how you have these builds and whatnot as tile sets to begin with. I can go into foundry and make a barn scene; field of grass, two buildings in it, etc
but how did you get it so you have not only individual buildings from a scene/map available as these consolidated tiles but you have multiple floors of these consolidated tiles ready to put into foundry?
I (and others) design these tiles in another program. Then import them into Foundry. They are designed to work with Levels.
@@Baileywiki Hmm i think I understand.
edit: better example. could i go into dungeondraft and on 1 layer make the base floor of a house, make a new level/layer and construct a roof, and export them separately and bring them into foundry as tiles to do what you've done here, or instead of a roof a 2nd story
Right. Watch the process here. ruclips.net/video/6z7RVnO1ws4/видео.html
@@Baileywiki I was actually in the process of watching that one haha. I got to the point when you opened up a program im not familiar with (photoshop maybe?), is that part necessary for the process or just something you do for personal touching up? sorry these questions aren't amazing im not very tech savvy at this stuff
That program is like Photoshop. It's called Clip Studio Paint. But now that Dungeondraft allows for cropped exports, then you can usually skip the image editor entirely unless you're doing something more advanced.
I am floored by what I'm seeing! I really want to incorporate this into my Foundry, but I have a question. Is this method impact player performance less than simply having different scenes that are made for floor levels?
It affects performance in the way that all walls and lights affect performance. The more walls and lights in the scene, the more performance will suffer.
This means that you can't build giant, multilevel scenes. You build smaller scenes and then link them together with Multilevel Token module or other teleport module.
@@Baileywiki Thanks for the fast reply! That's understandable really.
Awesome tutorial man! What happens when one player uses stairs to a next level but they’re are still player(s) beneath him?
Each player's vision is calculated just for them. So the player will no longer see the players below him unless you have created a "hole" between the levels for them to see each other. An example is a second floor tavern with an open space to look down.
How do you hide all of your door icons from the walls? When I'm on higher levels, I can still see all of the doors from the levels under me.
Try selecting a token. Or turning on your tile layer.
Very helpful tutorial, much appreciated. Until now I've always exported different levels as individual maps and set them up accordingly in Foundry, so exporting pieces of the upper floors or even trees as individual images does feel kinda weird (I'll get over it eventually).
One thing I was wondering about is fog exploration on these layers. I know I can disable fog for a tile but how do I have my players not see everything from the get-go and still remember what they've already seen? Maybe you have an idea if I have missed something there.
Not sure I understand. They don't see everything from the get go because they each have limitations of sight beyond walls and elevations.
@@Baileywiki Thanks for taking the time to reply, first of all. I'll go check with any potential misslabeling of my 2nd floor tomorrow (it's currently treated as a roof since it's the top most layer) and then might try to word my question better (or join the discord for the module) if the problem persists.
Turns out I missunderstood how fog exploration works in Foundry and had Level's Advanced Fog Exploration turned on, which hid everything on custom levels that wasn't in direct Line of Sight. It's kind of a bummer to see Foundry's limitations in terms of FOW. Regardless, what Levels provides is already miles above what I thought possible. Thanks again for you in-depth tutorial.
Can this same process be used alongside the Dungeondraft Integration Mod? I am currently designing a full castle for my players with four stories in some parts, but the map I am been working on in dungeondraft is the entire structure with all rooms and outer buildings included in different levels in dungeondraft. Can I use the levels mod to upload those full level maps on top of one another, or do I have to break apart each building into a prefab like you did here?
It entirely depends on your map's design, but I suspect you'll be better off splitting the roofs and buildings separately. It may be as easy as using the crop export tool to isolate the pieces and export them as tiles. Hard to say without seeing the map though
@@Baileywiki I assume you have a video about cropping and export portions of my map...or I'm sure someone does. I appreciate the reply. To be clear though, I don't have to scrap the map I've spent a dozen hours on already? I can just break it apart into tiles somehow and rebuild it piece by piece in Foundry?
Try this? ruclips.net/video/STkloDe7NXU/видео.html
Hey, atm I am trying to create a prefab out of a leveled airship... All the setup is working fine, walls are at the right height, polygons are great but Token Attacher seems to miss the tiles when I use the "Select all" tool like you did. TokenAttacher just attaches walls, lightning and so on. Do you have a solution?
Try making sure you've updated Token Attacher from the Foundry directory. Uninstall old versions.
Also, try turning on your Tile / Roof layer and lasso those tiles independently.
I noticed your toolbar looks different on the left side, mine doesnt have all those icons?
Those are all introduced by various modules.
Like when I add light to the fire place I go to second floor and it lit up
Where did you get those maps for the Instant Fortress?
Actually, I make everything you see in my videos. Anyone can get it with a month of Patreon subscription.
this really was a spectacular tutorial.
I'm patreon for you and apparently going to have to get moulinette on top of my forge sub.
#cloudlife
Having an issue where I go up a level and my token has completely disappeared. Its on the right elevation and the token vision works but its almost as if the token is invisible. When I guide the invisible token back to the ground floor via the stairs, the token reappears.
Update: It works fine when the GUI is turned off. But I don't know if that should happen because you are clearly able to traverse the floors fine with it on.
Hard to say. You really want to GUI off when you test with a token though. Otherwise you can't trust the results.
I am new to foundry and this is blowing my mind. Question: is there a way a token can stand on the roof and still be seen by tokens on the ground?
In fact, the module has already been updated with three-dimensional sight lines, so that is a thing currently.
When I read the video title, I got excited thinking you were going to start doing some isometric assets for the Foundry isometric module, as close to 3D as you can get. Your talents plus isometric would be awesome!
Anyways, awesome job nonetheless!
Grapejuice has Iso well in hand!
@@Baileywiki No doubt! Grapejuice gave us the framework. But your maps in iso... just imagine!
What are you using to turn the tokens facing in the direction that it's moving?
Ah, that is the Auto-Rotate module. It's particularly good for working with prefabs because it has settings to ignore certain tokens (like control tokens) so prefabs don't rotate automatically when you move the Control Token.
@@Baileywiki is this an about face equivalent but with better control?
Yes indeed. A great way to put it. Another way is, "a prefab-friendly About Face that is 0.8 compatible."
I know this is a year+ later, and this is prolly a long ahot, but how is the vision set up for the complex barn scene?
I ask bc I cant get the scene to appear as "explored, but not visible" it just keeps looking unexplored, always 😫😫😫
I'm confident I've done a terrible job explaining this 😅
Are you on Foundry 10 or 9?
Ps, this is the latest on Levels (v10)
ruclips.net/video/xmGxEkmJblE/видео.html
Hey, quick question: I have a Tavern with a ground level and a first floor, kinda indoor balcony style. Problem is: Whenever there is a playertoken on the first floor, everyone on the second floor can still see that token "flying" 10f high on the ground floor. How can I hide Tokens on the Upper floor?
This is usually because you haven't defined the polygon of walls under the balcony. Try doing that and using invisible walls when you need to.
@@Baileywiki Did that, even redefined them now. Now it shows tokens on the first floor until the viewing token ist under the balcony.. im close to crying tbh.. Also, everytime I place a roof onto the 2. Level (the balcony, as it's the end of the tavern), it messes up everything..
Maybe you have a module conflict with Perfect Vision or something else that manipulates vision or light? Or you are not on up-to-date Levels, Better Roofs, and Wall Height?
@@Baileywiki Im Stupid.. on the Upper Floor, the balcony, there is a rope "wall" which I marked as an invisible wall, so that my players could look down from the balcony. Ofc they can look up too.. hit me with a rock. Any Idea on how to make it possible to look down on into the bar room, but prevent players from below to see tokens upstairs?
Hmm, maybe play with the Hole functionality? Like, create a hole that has specific bottom and top such that the visibility is one-directional? I dunno.
Hi Baileywiki. Another great vid and more great FVTT mods! Question for you, when the view is rendered separately for players on different floors, is that workload on the client side or the server side? Hoping client as I can imagine potentially rendering 4+ different views would be quite resource heavy.
Good question. It's on the client side.
@@Baileywiki Thanks!
Have a problem in my map.. I have a hole on level 2 going down to level 1. I can see the tokens on level 1 but I can't jump down. So when I move my token over the hole, it stays at +10 ft. Am I missing something here?
Drawing is set as hole, bottom: 0, top: 19. Level 1 goes from 0-9, Level 2 goes from 10-19 (and Level 3 from 20-29, but the hole should not be visible there)
Holes do not change your elevation. You need a second identical drawing that is set as a stair (auto) or elevator (manual) for changing elevation
@@Baileywiki Ah ok, thank you
The wall off scene buttons has disappeared! :(
It's because you don't need it anymore starting in v10
Do you have these as Compendiums ?
I have lots of Levels-enabled maps and prefabs inside of compendiums that are inside my premium and free modules. Is that what you're asking?
I just installed Levels tonight, and the pencil icon doesn't appear, so that whole "Current Levels" menu appears missing. There IS a pencil icon that appears at the top right where there's a tiny menu that allows for configuration of level height. Is that simply a change from when this was originally created?
Levels undergoes constant development so you'll see UI elements will have shifted over time.
Wow. This is great. Does this only work with tile based maps? Or could you use full sized maps with different levels (1 map per level with scenery). Does level 'cut through' the below tiles when using holes? hard to describe in text, but very interesting!
Hmmm, interesting. I don't know that you would want to use it with full maps. Certainly the bottom tile, but to load a duplicate map multiple times sounds like a performance nightmare.
But I could see the merit in trying it if it helps you maintain combat across maps. But given Levels is trying to detect rooms and then deciding which tiles to render, I suspect it won't work.
But maybe!
@@Baileywiki Got it! thanks for the reply. One of my favourite map Patreons is Heroic Maps who only do full maps, rather than asset packs. We'll see what happens! really excellent overview and tutorial though.
that's a good question.
I make maps using assets (tiles, objects, brushes etc.) and put the maps together in Arkenforge.
I export them to UVTT format and then import them using Universal Battle Map importer. Will that work?
So I don’t see the option to draw the box around my entire scene, as I missing something?
The need was eliminated since this video was made. You're good to go
@@Baileywiki thank you! I’m curious, is there a way you know of to restrict vision of a roof BELOW a certain level?
Let’s say you have level 0 as a ground level.
There’s a roof with bottom = 10 top = infinity.
There’s a dungeon tile with bottom -10 top -1.
If I have the roof set to be visible from below it shows up on every level I have below 0 when a token is not directly below.
There is an option to set a maximum height that a roof can’t be seen from, is there a way to set a minimum?
Sorry for the long question, I’m just wondering if it’s a simple thing that I have missed that you might no the answer for, even if the answer is ‘it’s not possible’ - cheers thanks for the amazing videos.
It's certainly possible, but you'll be better served by asking on Ripper's discord. I can't afford to get into Levels support in my channels since it's an endless rabbit hole 😂
@@Baileywiki haha! I think I figured it out using the occlusion mode option!
Why NOT use the regular "roof (block vision and lighting)"?
It a blocks lighting, which the fade option does not and if your roof overhangs a bit, you can actually walk underneath it and see it overlap your token, while the fade option immediately removes the roof from view, even while standing outside. Fade is just overall the worse option, isn't it?
Which part are you referring to?
Okay but what if you have control over two characters and they are both on different floors?
Press TAB to cycle between them is probably the easiest way.
I've never seen a token halfway onto a square, so they're standing on the line of the squares rather than entirely within one square or the next. Is that an addon or a setting somewhere?
Which time stamp are you looking at?
@@Baileywiki 0m28s is the first instance of the Zombie being on the grid line of a square, and not entirely within any square.
Oh. You just hold down SHIFT and you can put them anywhere
Does anyone know if this will work with a single map? Like if I already found a good map that has all the building on it, and I want players and enemies to be able to be on top of roofs. Do I still need to place new tiles for this to work?
If you just want to add roofs to a map that has no roofs, you can do it. You'll just need the roofs as image tiles, of course
@@Baileywiki It's more like the map has no interiors~ do I still need to place roof tiles or can I use the ones that are already on the background image?
Oh, yes, you can just use the map as is. You'll need to define the heights. One of the ways is by putting transparent tiles across the roofs. Then using MATT to automatically set the Tokens' heights when they pass over those tiles.
@@Baileywiki Awesome~ I will try it out. Thank you.
I dont have the hole feature for some reason. Everything else worked just as the tutorial showed (barring my UI being a bit different).
Are you on Foundry v10?
@@Baileywiki yes
I think the v10 version of Levels eliminated the need for the Hole feature. I any event, I'll be recording a full Levels updated tutorial with Ripper within the next couple of weeks, so get ready for your questions to be answered!
Are these calculations done by the server or the client?
Asking bc im running on a Raspberry Pi as my server...
This is mostly done on the client as it calculates what the token can see.
I tried this module last week, but i see a lot of improvement now! In your opinion it is easier to build map in this way or with multilevel token?
PS: as usual awesome guide, very appreciated!
MLT has it's advantages, particularly when linking scenes. And when using artwork that doesn't come with cutout tiles of roofs and such.
But it's biggest disadvantage is losing combat across scenes, and having to make giant scenes tiles together.
I've found this new UI makes this quite easy.
Does levels work with audio sources?
Edit;
Just got to that part of the video, should've probably watched it all first.
But that's awesome, this is the stuff I've been dreaming of in a VTT
It does indeed! For example, I have a Tavern where the tavern music can be heard from the balconies of the upper levels
@@Baileywiki That is amazing, I'm definitely gonna incorporate this knowledge in my campaign going forwards.
I couldn't understand the Better Roof Mode: Hide; in your own words: "as long as a player can see the roof, it'll hide the entire roof"....what do you mean by that??
Good question. It's worth clarifying... As long as the player has line-of-sight to the tile, AND THEY ARE ON A DIFFERENT LEVEL, then the tile will be hidden. However, if the token/player is on the same level as the tile, then it will be visible. This is why hide/fade are the default modes for "floors". You want the tile to disappear to everyone unless they are standing at it's level.
How do you refresh the screen?
F5 on Windows. Or I think CTR-r or CMD-r do it too
what level is the background image?
Not sure. Why?
@@Baileywiki my thinking is confused on this. I have only imported images as backgrounds and tokens. I see you are using tiles and tiles can be the same images? If I export a dungeondraft map as VTT so I can use prebuilt walls and lights, and import it to Foundry with Universal Battlemap import, how do I make it into a multilevel map?
Oh, I wouldn't use the VTT import function. Especially with complex multilevel scenes. It's easier to just wall it in Foundry using the Levels UI.
Now, if you still want to do this, you'll need to get macros that can change the wall height for an entire scene. Such macros can be found on my discord server but some may be in Patreon channels. You're welcome to poke around and investigate.
My UI looks a bit different than yours at 9:47
Do I need to have anything else installed to get the same UI?
More development has happened since this video was made, is all. The UI has since been consolidated.
@@Baileywiki I see. Thanks for the response. Been trying to develop my foundry skills this past week, really appreciate your content.
Awesome! Which modules are you finding yourself gravitating to?
@@Baileywiki I mean, having basically just started, I'm trying to figure out how to make these different elevations work. I've made some teleporters using Multilevel Token, which was very satisfying. The Levels/BetterRoofs stuff , on the other hand, I found to be a little more complicated. I'm trying to make a pyramid for the Pf2e Adventure Path I'm currently running, but I'm starting to think it might be a little to complicated for now. Since I'm not much of an artist, I'm mostly trying to cut the maps from the book to try and make the tiles, but it's not a very consistent/clean process.
Have you considered Dungeondraft fire making the basic art? You can create the individual levels as tiles with transparency where you need it.
I dont have all those UI functions to automaticly configure anything. It is frustraiting. I can't get my levels in my first map working
Make sure you have the most current version of Levels. Also Better Roofs and Wall Height. Make sure all are enabled.
After all that, you don't see the new Levels button on the left-hand panel of tools?
my UI don't look yours. it is missing the square and the up and down arrows.
Watch subsequent videos on Levels to see the UI progression over time. It's very heavily developed.
It's a shame a lot of the maps I have aren't made with this sort of function in mind. Each layer will have an image of the land outside each floor. I imagine the holes thing won't help me there, so I'm going to need to cut them all out in photoshop or something, a skill I'm not really great with. but this is too cool not to try.
I kinda wish there was a simpler newbie friendly video on how to setup a multi level building. =/
There's a whole playlist on my channel. Maybe something in there?
@@Baileywiki I think I found it! ruclips.net/video/xmGxEkmJblE/видео.html&ab_channel=Baileywiki This video goes into simple set up. :)
Im pounding my head trying to get this to work, mask mode isnt working at all, and its REALLY starting to annoy me
Did your wall off your whole scene? Mask doesn't work without walls around the whole thing.
@@Baileywiki yeah i used the auto wall off and it didnt work, done manually and its worked fine, thanks!