Fix Multilevel Maps in Foundry V11 - Levels Guide

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DungeonMaster Josh

DungeonMaster Josh

Күн бұрын

Пікірлер: 44
@theripper9300
@theripper9300 Жыл бұрын
Great Levels coverage, also good job on explaining the limitations! I will answer a couple points for you: - For the "I don't see the roof" issue, you want the Better Roofs module, it's not Required by levels as it solves the non-visible roofs problem which is also present in core foundry. You can consult the wiki for the how-to. - For the balconies - the situation you encountered is a limitation of the system, as in, vision is calculated based on the walls of the current level, there is no way around that. The common workaround is to separate only the visible part of the balcony (in your example, the walkway that overlooks down would be one tile, while the rest with bedrooms etc, would be a different tile) Then, using better roofs, force the visibility of the whole tile (same thing you do to get Roofs to be visible from outside) - You disabled the UI in order to place Roofs, that is not necessary, it's what the "Enable Roofs View\Placement" toggle in the UI does. For example if you enable that in your 10\20 level, it will place\show tiles at 20\Infinity
@irogt
@irogt Жыл бұрын
I love your mods. Thank you for all you do.
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
I'll pin your message so others can easily see it. Is better roofs working for V11? When I did the testing before recording the video it didn't work for seeing the roof but I haven't tested it in about a week. (Or maybe I just didn't set it up right, but I did it the same way as I did with V10) The point I wanted to make with the balcony was just it might work a little weird if the upper and lower floors have different wall placement. I probably should have been more clear as to how to handle the work around and why I pull all the outside pieces in separate. For some reason the roof ui toggle wasn't working when I tested but that one isn't much of an inconvenience and it might be working again. Thanks for the comment and the mods, Levels is an awesome one!
@thequestvault
@thequestvault Жыл бұрын
Is it possible to have different Fog of War for multiple levels? Or is this an actual system limitation?
@xcruckx
@xcruckx Жыл бұрын
I've been having the issue you've been explaining where you can see from a lower level or higher level thru walls revealing unexplored areas that should be behind walls. The way i fixed it for my situation (a room with windows above an unexplored area), is by enabling the "strict range" option in the Levels tab for both the above and below room tiles as well as enabling "all walls block sight" option, same tab, for the above room tile. doing this made it so the below room tile was invisible when looking out the windows in the above room tile (token saw the background image). another caveat the above room tile was smaller than the below room tile but the transparency for the above room tile was in the same footprint as the below room tile, not sure if that will make a difference though. also btws i'm using v11 build 307 so the current version of Perfect Vision module isn't compatible with my build so not sure if this will be a thing for anyone in the future. i only say this because its a module that works in combination with Levels and may or may not affect this.
@xcruckx
@xcruckx Жыл бұрын
yeah never mind. it works for this specific example, but after testing more, it does not fix everything. if i move higher in a location other than the location I fixed the fixed tile location is revealed in the same way as before. this is also if i set up the tiles in this new location like in the fixed location. maybe it'll work if instead of separate tiles for separate locations they are all one tile but that kind of defeats modular buildings.. also having issue with seeing outlines of rooms below another level while having "fog exploration" option for the scene enabled. secret rooms or other locations on the same minus level can be seen as a black shape. blah
@irogt
@irogt Жыл бұрын
Glad you did an updated video. Your initial multilevel vid was what turn me on to this channel.
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
I figured it was about time
@h311zwh0r3aolcom
@h311zwh0r3aolcom Жыл бұрын
A pointless roof is a floor. Great video! Thank you.
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
That's true lol
@nicolas2244
@nicolas2244 Жыл бұрын
Thank you for making this! I was trying to build Death House from CoS and was struggling a lot lol
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
Awesome! I'm actually getting ready to run CoS as well.
@diggeroldmate8122
@diggeroldmate8122 Жыл бұрын
The only thing I noticed that may be an issue is that you have multiple levels with '10' as a height value. In this video, BW explicitly states that NO levels can share height values. He uses 0-9, 10-19, 20-29 etc. Reference 7:13. In another video he does contradict this but I think that is because he uses the 'hole' function through multiple floors and there needs to be shared height values for vision. kzbin.info/www/bejne/e33PqJiEqtOhask&ab_channel=Baileywiki
@apepmedia3059
@apepmedia3059 Жыл бұрын
Yes and put walls around the four sides of the map. And that Hole function is not there anymore, actually many of the features of these mods are either changed or removed under Version 11
@berniesharpe2767
@berniesharpe2767 11 ай бұрын
@@apepmedia3059 Why did they remove hole? That's so dumb.
@itshukin
@itshukin 8 ай бұрын
@@berniesharpe2767 Because it now works seamlessly with any transparent tile. If the level has transparency, you'll always be able to see tokens below it, and you can use the new elevator drawing mode to move between multiple levels at once. It's actually easier to work with!
@vladnicolaescu400
@vladnicolaescu400 11 ай бұрын
Hey Josh, Regarding the issues with balconies (minute 10 of the video). I found the following work around for indoor balconies attached to more rooms. What I did was I created a third layer in between floor 1 and floor 2. So that my floor 1 goes from 0-10 and floor 2 goes from 12-21 with the inter layer being 10-11. In this inter layer I made a duplicate of the second floor with everything outside of the balcony area blacked out. Then I put this in as an overhead tile in this interfloor space that can be seen from bellow, while turning that feature off for the actual second floor. Now a character on the ground floor sees this dummy floor. Then you set up your stairs to go from 0-12 to carry your token past the dummy floor to the real 2nd floor. So now they are on a tile with walls and light and the characters on the second floor see this and what is visible of the 1st floor. Because tokens are always visible from bellow even if the floor is not, for 1st floor tokens when they look up at 2nd story tokens they will see the the dummy floor underneath. The illusion is thus complete. This does require making a another copy of the second floor, but once you have the original made (at least in dungeon draft) it is easy to make a copy and black out the relevant parts, and the two floors should seamlessly slide over each other. I hope this helps. You and other users. Certainly your video here was a great boon to me in learning how to set up levels and maps in foundry.
@DocPicklez
@DocPicklez Жыл бұрын
Dude, You are a hero. You level up.
@ThePhantomRenegade
@ThePhantomRenegade Жыл бұрын
Really appreciate your videos, thanks for the guides!
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
I hope it helps with your games!
@odessaturner3030
@odessaturner3030 2 ай бұрын
Im getting this strange problem where when editing drawn object stairs im only getting Height (Top) and not Height (Bottom) ? Has anyone else encountered this issue.
@chaznaezda616
@chaznaezda616 7 ай бұрын
A thought I had for the the problem with balcony seeing into upper floors could be using limited walls. Put one at the edge of the balcony and one at the doorway/hallways and they won't see beyond the second limited wall.
@f.b.3263
@f.b.3263 Жыл бұрын
I think you can also remove the right for the players to modify the height of their token, so they won’t be able to fly and see beyond or over buildings.
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
True but even then it will still show more than you likely want when they go up or down to the next level.
@patricklapinski1526
@patricklapinski1526 7 ай бұрын
just now learning to do this, it doesnt matter what i do with the tiles it keeps just placing them on top of one another despite doing the steps exactly as youve done in the video
@yuven437
@yuven437 Жыл бұрын
I will use this. Just need to learn to make good dungeon draft maps
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
I'm still trying to learn how to make them good haha.
@kaze6178
@kaze6178 7 ай бұрын
So is there any way to use the old "hole" function where you could cut out parts of upper floors for example to look down and see the other tokens like 30 feet below?
@joeorozco3072
@joeorozco3072 Жыл бұрын
Not sure if I missed the solution to the not seeing the room problem, how do I make it so that when the players are outside the buildings, they still see the roof
@DMTalesTTRPG
@DMTalesTTRPG Жыл бұрын
Can you draw holes? That’s how it used to work. And the balcony walls should be set to only a couple feet high.
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
I don't believe it has 'holes' anymore.
@DMTalesTTRPG
@DMTalesTTRPG Жыл бұрын
@@DungeonMasterJosh oh no!
@senrith_
@senrith_ 4 ай бұрын
@@DMTalesTTRPG just use images with transparency.
@DMTalesTTRPG
@DMTalesTTRPG 4 ай бұрын
@@senrith_ yah, in previous builds you needed a hole to have the transparency work. I like it better that I can just have PNGs work as I’d expect now.
@itfactsforfun
@itfactsforfun Жыл бұрын
Thanks for the Video. Is there a Way to use this WITH Fog Exploration? I like it better when everything that has already been explored is also displayed in the Fog
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
You can keep fog exploration. I would just set it so they can't adjust their own height.
@Jewdly
@Jewdly Жыл бұрын
What HUD are you using next to the Macro bar?
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
Monk's TokenBar, it's really good for being able to easily see things like AC and passive perception from all your PCs.
@GSWoof
@GSWoof Жыл бұрын
Do i have to have a blank map for this to work propperly or can i make the first level into a fully working map and add levels onto it?
@DungeonMasterJosh
@DungeonMasterJosh Жыл бұрын
You don't need a "background" image at all, but you can also make the map into the bottom level which is what I usually do
@GSWoof
@GSWoof Жыл бұрын
@@DungeonMasterJosh Thanks mate. It will help me and my friend a lot in our campaigns ^^/
@bobsyouryouknowthething6751
@bobsyouryouknowthething6751 Жыл бұрын
I was hoping I could get Dungeon of the Mad Mage, but so far I have not so I guess I would have to make it myself?
@johanmrch9316
@johanmrch9316 10 ай бұрын
Does my players need to have this mod aswell when playing?
@DungeonMasterJosh
@DungeonMasterJosh 10 ай бұрын
When you install it on your server it will be there for all the players on the server as well.
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