Advanced Prefabs #2 - Multilevel, automated - with Dungeon Alchemist (for Foundry VTT)

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  • Опубликовано: 29 сен 2024

Комментарии • 10

  • @Digildon
    @Digildon 2 месяца назад

    cool

  • @tzimiable
    @tzimiable 10 месяцев назад +1

    Great job. Some of this stuff is a pain, especially the levels stuff. Once I've seen it work I cant not do it in my own battlemaps, it makes the world feel that much more alive when it "works". I absolutely love the AI in DA. And Foundry is a blessing. I cant understand why the hell people would pay for Roll20. Its painfully inferior and way more expensive in the long run.

  • @Zeac
    @Zeac 2 года назад +3

    that looked awesome, like a lot of work and could probably be fun to build and I hope gets reused a lot if you go through the trouble, but awesome

  • @KitKatHD
    @KitKatHD 2 года назад +3

    I dunno, I feel like dungeondraft is the better foundry/levels tool. Seems like more work in alchemist.

    • @ThatItalianGuySA
      @ThatItalianGuySA  2 года назад +3

      I think that, right now, DA is better if you want to crank out a large amount of buildings fast, as long as you don't care too much about them having specific features/decor (or if you want to create several alternate skins for Farmhouse #3); and DD is better if you want to create a bespoke building. The procedural generation is a real time saver if you don't have to go back and manually adjust stuff.
      I'm really looking forward to some of the features in the roadmap www.dungeonalchemist.com/roadmap since DA is just out in Early Access - the 1-button-dungeon in particular seems like it could be great to setup a oneshot adventure or to have a good foundation for a nice battlemap.

    • @noahtekulve2684
      @noahtekulve2684 2 месяца назад +1

      Honestly, I really enjoy using DA for cranking out lots of wilderness scenes. In 30 minutes I can get five different "road through broadleaf forest" and it looks really good.

  • @042naNotSalmon
    @042naNotSalmon 2 года назад +1

    I followed the steps and everything works well. However, I have a weird issue that when the tokens walk around the second floor, and go back to the first. areas are revealed from the fog that they only walked over on the second floor. Did you run into this?

    • @ThatItalianGuySA
      @ThatItalianGuySA  2 года назад +1

      The problem is with something I have not addressed in the video but that is easily fixed: the line of sight in the Levels module is calculated by drawing an actuak line from the token and see if it intersects with the "polygon" that represents each level of the house's floor. This is normally done automatically when the shape of the building is simple (IE: only outer walls) but the algorithm gets tripped by internal walls.
      To fix this: if you open up your second floor tile, you'll probably see some weird white-and-green lines all over the place - that's the shape that the algorithm thinks your second story floor has. You'll notice hole through which the token on the second floor can "see through" to the first floor. In the Overhead tab for the 2nd floor tile, you'll see a "Define Polygon" button. Press that, then select (using shift+click) all the wall sections that represent the shape of your second story - the "external" walls of your building. Make sure you have patience and select ALL the wall segments (it's easy to miss one here and there); once you've done that click "Define Polygon" again and you'll see a list of all the walls IDs in the "Selected Walls" field. Update your tile and the shape of your floor should now match the actual image. The issue should now be resolved!

  • @ecocommerces8144
    @ecocommerces8144 Год назад

    Really needed to know thank you

  • @Brandon-xd7qz
    @Brandon-xd7qz 2 года назад

    𝓟Ř𝔬𝓂𝔬𝐒ϻ 😍