Immensely helpful video. Didn't realize half of how i was using some of these is like out of date/wrong. Some things I've always just thought were trace amounts of jank were actually me using it wrong. Nice work gang.
Love the videos! started being super complex and I was about to give up but by the ended I understood everything perfectly! Just one thing! Could you increase your video rendering bitrate? YT compression makes it so that the video becomes blurry very easily and making my eyes sore
For the stairs at 30:39, the invisible wall will work I guess but why not just make the drawing match the stairs ? Like 3 grid units instead of 1 ? This would be the obvious correct way ?
Yeah, that might be a better way in this case. Best to test it with tokens beforehand and have the wall trick in your back pocket in case you find players could accidentally do something they shouldnt.
Hi! Great tutorial! Helped a lot but i have a question. Is there a way to make lighting source be visible from level to level? For example. I have a watchtower and a lamppost near it. The light from the lamppost is not visible from second level. Tried to change the elevtion of the lightsource but if i change it to 11 or more it just disapears completle. The whole lightsource object.
The light will only be visible at levels that it stretches across, so try setting that light at 20 height or infinite height. Or alternatively, if you need more control, create multiple lights on top of each other at the different levels.
You can use the map image as the background and it will show up as whatever the background level is set to. You can then pile tiles on top of that to make the higher levels.
All tiles are images, so you can just use the image that you'd set for your map as a tile. There's not a special process for converting an image to a tile. You're just dropping the image down as a tile rather than setting it as your scene background in the scene configuration. In this video, I used Mass Edit to bring in all of my tiles, but you can just use the tile-browser. The caveat is that you may get weird results if the images that you're using span the entire scene and represent multiple structures. In those situations upper floors/roofs can disappear for the entire map rather than just the structure that a token is under. Similarly, tokens won't be able to see each other across levels if there's not transparency. Not a big deal, but it won't be as clean as having things separated out.
Was wondering how these prefabs would run for players with lower end pcs or laptops. Considering they are all separate pieces would the load be higher?
This is great!! I do seem to be running into a problem where any of my multi-level prefabs do not deploy properly. It seems the walls, and lights place fine but only one of the tiles will place correctly. I have tried placing with the levels menu opened, closed, checking to see if everything was still attached with the Linking tool but I am at a loss at what could be causing the issue as i dont seem to be getting errors in the console either. One thing that is different is that the 2 tiles do share the same dimensions on the scene if that matters (same size, different Levels)? Any insight would be great, as i would really love to develop my own prefabs and use them in my games. Thanks for all of these guides they always help take my games to the next level!!!
@johnfoleyiv3164 you should be building them with Levels UI on, and make sure your levels are set to the proper bottom and top. Then, when you deploy them, make sure Levels UI is turned off. Also, when you're building, make sure you don't accidentally have one of the special modes enabled. Lastly, If things just aren't behaving properly then try isolating a module conflict with Find the Culprit
Not that I've ever encountered. But remember that building maps vertically is going to take resources just like any large flat map. Every wall, tile, light, etc counts against performance. So you probably have a practical limit after which it's better to split a giant tower into 2 or more scenes.
For some reason my roofs are only hiding if I make it really big, 1 tile bigger than the house. How do I fix it? In your video as long as the chracter collides with the roof it dissapear, what am i doing wrong?
I can't figure out what I'm doing wrong here- I'm having a problem where lights placed on lower levels are shining through the roof. If I make the roof layer restrict light, it blocks even ambient light and tokens can't see/switch to darkvision. The level settings all seem to be correct, "don't disable lights" is off, but I've got a very shiny roof no matter what I do. Interestingly, lights aren't bleeding onto other layers, just the roof. I feel like I've missed something terribly obvious but I can't figure out what.
Is there a way to get Levels to work well with Monk's Active Tile Triggers and/or Terminal?My players keep activating tiles they walk either above or below when on different levels of my structures. I thought Regions in the new update could help but so far it doesn't appear to.
Baileywiki is right, of course. Add a filter by attribute or whatever the label is, and use elevation as the trait to filter by. Then use a check entity count and stop if 0. That will prevent tiles from running their actions if the token entering them isn't on the same elevation.
@@kevindaniel1337 Thanks! I feel silly for missing the whole filter section, but now that I'm aware I've managed to get this to work with Active Tiles but I'm still having trouble with Terminal, even with the elevation set on Levels tab and such. Anytime a player walks under a Terminal on another level it still gets activated.
Is it impossible for fog of war exploration to be saved on upper levels? Its kind of jarring that first floor exploration has rooms youve explored visible, but second floors being completely black even if you've neen in every room. (Please please Foundry give us your Ember systems as modules)
There's two more advanced tutorials I'd like, which I suspect walk the boundaries of what these systems are capable of doing. First is working with the limitations & best practices to set up realistic lighting and sight lines with multilevel structures that directly interact. For example, a fight between a balcony and ground floor. Second, I'd love to see a tutorial for setting up levels and walls in an outdoor map where the level changes are likely more gradual or inconsistent than floors of a building. For example, a battle on a complex hill, or around a large hole, or an ambush in a canyon.
For the former, combat around buildings, Levels handled most of this line of sight stuff. Just make sure all tokens have vision. For the outdoors stuff, check out my tutorial on Train Mapper. It took over for the old Elevated Vision and accomplished exactly this. It's since introduced the ability to define ramps that progressively change token elevation, which may itself require a tutorial. Not sure.
Most valuable tipps out there! Very big thanks! Finally figured out how to do it!
Oh heck yeah new video! I'm prepping for my first campaign and I don't know what I'd do without the Baileywiki channel!
You're in the right place friend.
Immensely helpful video. Didn't realize half of how i was using some of these is like out of date/wrong. Some things I've always just thought were trace amounts of jank were actually me using it wrong. Nice work gang.
I wish that Levels would give that same diagram of the floors so you can double check how everything is working, even something more basic than this
Not a bad idea. I'll talk to Ripper
3D Canvas lets you visualize this, i'm not building a diagram into levels i'm afraid
Love the videos! started being super complex and I was about to give up but by the ended I understood everything perfectly!
Just one thing! Could you increase your video rendering bitrate? YT compression makes it so that the video becomes blurry very easily and making my eyes sore
I think it's more a problem of not zooming in for certain bits. But yes, it's hard to see that small text.
For the stairs at 30:39, the invisible wall will work I guess but why not just make the drawing match the stairs ? Like 3 grid units instead of 1 ? This would be the obvious correct way ?
Yeah, that might be a better way in this case. Best to test it with tokens beforehand and have the wall trick in your back pocket in case you find players could accidentally do something they shouldnt.
Hi! Great tutorial! Helped a lot but i have a question.
Is there a way to make lighting source be visible from level to level? For example. I have a watchtower and a lamppost near it. The light from the lamppost is not visible from second level. Tried to change the elevtion of the lightsource but if i change it to 11 or more it just disapears completle. The whole lightsource object.
The light will only be visible at levels that it stretches across, so try setting that light at 20 height or infinite height. Or alternatively, if you need more control, create multiple lights on top of each other at the different levels.
Does Levels work with maps (images) as well or do I need to convert them to tiles first?
You can use the map image as the background and it will show up as whatever the background level is set to. You can then pile tiles on top of that to make the higher levels.
All tiles are images, so you can just use the image that you'd set for your map as a tile. There's not a special process for converting an image to a tile. You're just dropping the image down as a tile rather than setting it as your scene background in the scene configuration. In this video, I used Mass Edit to bring in all of my tiles, but you can just use the tile-browser.
The caveat is that you may get weird results if the images that you're using span the entire scene and represent multiple structures. In those situations upper floors/roofs can disappear for the entire map rather than just the structure that a token is under. Similarly, tokens won't be able to see each other across levels if there's not transparency. Not a big deal, but it won't be as clean as having things separated out.
Was wondering how these prefabs would run for players with lower end pcs or laptops. Considering they are all separate pieces would the load be higher?
This is great!! I do seem to be running into a problem where any of my multi-level prefabs do not deploy properly. It seems the walls, and lights place fine but only one of the tiles will place correctly.
I have tried placing with the levels menu opened, closed, checking to see if everything was still attached with the Linking tool but I am at a loss at what could be causing the issue as i dont seem to be getting errors in the console either.
One thing that is different is that the 2 tiles do share the same dimensions on the scene if that matters (same size, different Levels)? Any insight would be great, as i would really love to develop my own prefabs and use them in my games.
Thanks for all of these guides they always help take my games to the next level!!!
Are these your prefabs (that you made) or prefabs from my library?
@@Baileywikiprefabs that I am making.
It seems that the tiles don’t seem to be placing at the correct levels for some reason.
@johnfoleyiv3164 you should be building them with Levels UI on, and make sure your levels are set to the proper bottom and top.
Then, when you deploy them, make sure Levels UI is turned off.
Also, when you're building, make sure you don't accidentally have one of the special modes enabled.
Lastly, If things just aren't behaving properly then try isolating a module conflict with Find the Culprit
Is there a logical or practical limit to the amount of Floor(s) under the Infinity Roof?
Not that I've ever encountered. But remember that building maps vertically is going to take resources just like any large flat map. Every wall, tile, light, etc counts against performance. So you probably have a practical limit after which it's better to split a giant tower into 2 or more scenes.
For some reason my roofs are only hiding if I make it really big, 1 tile bigger than the house. How do I fix it? In your video as long as the chracter collides with the roof it dissapear, what am i doing wrong?
I can't figure out what I'm doing wrong here- I'm having a problem where lights placed on lower levels are shining through the roof. If I make the roof layer restrict light, it blocks even ambient light and tokens can't see/switch to darkvision. The level settings all seem to be correct, "don't disable lights" is off, but I've got a very shiny roof no matter what I do. Interestingly, lights aren't bleeding onto other layers, just the roof. I feel like I've missed something terribly obvious but I can't figure out what.
Blocking light at the roof later should be plenty. Have you restricted you light bottom and top elevations, maybe?
Is there a way to get Levels to work well with Monk's Active Tile Triggers and/or Terminal?My players keep activating tiles they walk either above or below when on different levels of my structures. I thought Regions in the new update could help but so far it doesn't appear to.
I believe you can set an Elevation filter so it only activates by tokens on the right elevation. Check Ripper or IronMonk's discords for how to do it.
Baileywiki is right, of course. Add a filter by attribute or whatever the label is, and use elevation as the trait to filter by. Then use a check entity count and stop if 0. That will prevent tiles from running their actions if the token entering them isn't on the same elevation.
@@kevindaniel1337 Thanks! I feel silly for missing the whole filter section, but now that I'm aware I've managed to get this to work with Active Tiles but I'm still having trouble with Terminal, even with the elevation set on Levels tab and such. Anytime a player walks under a Terminal on another level it still gets activated.
I've never used terminal sorry.
Holy shit
This is the correct response yes.
Is it impossible for fog of war exploration to be saved on upper levels? Its kind of jarring that first floor exploration has rooms youve explored visible, but second floors being completely black even if you've neen in every room.
(Please please Foundry give us your Ember systems as modules)
Damn I’ve been out of the game for awhile. How long has baileywiki had employees making videos for him?
Only reason I don't use levels is that I can't hide the rooms with Fog of War per level =\
There's two more advanced tutorials I'd like, which I suspect walk the boundaries of what these systems are capable of doing. First is working with the limitations & best practices to set up realistic lighting and sight lines with multilevel structures that directly interact. For example, a fight between a balcony and ground floor. Second, I'd love to see a tutorial for setting up levels and walls in an outdoor map where the level changes are likely more gradual or inconsistent than floors of a building. For example, a battle on a complex hill, or around a large hole, or an ambush in a canyon.
For the former, combat around buildings, Levels handled most of this line of sight stuff. Just make sure all tokens have vision.
For the outdoors stuff, check out my tutorial on Train Mapper. It took over for the old Elevated Vision and accomplished exactly this. It's since introduced the ability to define ramps that progressively change token elevation, which may itself require a tutorial. Not sure.
Why do all these tutorials use more than one tile?