As one of the dumbs, thank you so much!!! When I first started there was no one who flat out said how to make roofs. I spent 28 hours on roofs before I figured it out theougj trial and error. It brought me to edge of insanity, and I almost cancelled my game. I gave up using levels and wall height and went with Stairways(teleporter). I really, really appreciate you going through this like I am a 5th grader. Really, you have no idea how much this helps. I dreaded having another go at levels and wall height just sort of trying to figure it out. If we could get more videos like this it would be really amazing. On behalf of all the dumbs, thank you!
Super cool. Thanks a bunch. Anyway you can crunch your video compression less in the future, it's really difficult to read what's going on in dungeondraft's UI. Or even provide a 4K version. Thanks again. Dig your content.
Thank you! You dropped this just in the right time! I want to do an two level werehouse for my thurday session and I was putting off making it because I wasn’t sure how to go about it. Excellent video!
Yes indeed. When you have the Levels UI open, and you draw a polygon or square, it will automatically hide it from player view and it will make it smart enough to know that it should be a staircase that toggles the player's altitude between one floor and the next. If you think that's cool, you should check out the "elevator" mode.
That is great! I seem to be doing something wrong on my end, so I will go back and follow your step-by-step. I do have a question however: how would you go about creating a level underneath the scene - let's say that in this example the house had a basement? Can you explain or even better demonstrate how do it as I am unclear if you need to build your scene from the basement up (are each level from the basement up a tile?), or can you actually create an 'underground' tile beneath your scene background image (talking about the image with all the trees, etc on which you built up the building).
To create a basement: Create a new level to the map: -10 bottom, -1 top. Your ground-level floor should be a foreground tile (not a background tile). Your basement floor tile should also be a foreground tile. For your basement tile, check the "is a basement" checkbox.
@@Baileywiki Thanks! I was not aware (or forgot about) the 'is a basement' checkbox. Another question: Does the ground-level floor must also be a tile for this work since I usually import my maps from Dungeondraft in the vtt format?
I believe it does have to be a tile, but you can experiment. With complex scenes, I often put basements in the scene margins and use Active Tiles to teleport and change elevation.
@Baileywiki Would it be possible to create a shadow coming from your balcony through your first floor? Also, I'm wondering how much assets I would need to subscribe to before buying dungeoncraft, just to be able to make prefabs and background layers at a level similar to your content. I subscribed to your Patreon btw, you're doing good stuff! Thanks a lot for making these tutorials, I wouldn't be able to use your assets if they didn't exist!
Thanks Baileywiki. Question: I thought walls and doors made in Dungeondraft appeared as walls and doors inside FVTT. Is this a function of what format you import into FVTT? What's your workflow in this regard?
There is a Dungeondraft export file type that will import walls, portals and lights. I don't use it for multiple reasons but it's a perfectly valid and helpful workflow if you have simple maps. I prefer to export maps as PNGs and then convert to WebP afterwards before importing into Foundry. But that's because of my high production and design workflows which most people don't need to do.
Wow, really good. I saw what you did although a little quick for me, but I will give it a shot and see if I can replicate what you did. Great stuff though!!
Thanks for this video! I have only one question. I made a map with Dungeondraft and I exported the roof as a tile to Foundry, but its size is smaller than it should be. Is there a way to adjust this?
If you export at, say, 100 DPI, then you have to the import to the Foundry scene at 100 DPI as well. Just make sure those two numbers are the same and it should fit to your grid as intended.
This is a great video, man. Thanks so much for making it. One question: I loaded all the Tom Cartos mega pack assets and FA assets but none of them seem to include extra roof tiles. Where did you get the nice roof tiles?
Thanks so much! It worked for me. Is there a way that a token can jump into the hole? I can draft my token into the hole but he stays at the level he was.
I've managed to do all these things but a more detailed explanation if the overhead tile and roof tile function on the LHS would be helpful as I've been doing all this manually in the tile settings which I think is bad workflow.
I would consider it a replacement for MLT in situations where you have a single scene that spans multiple levels. It's just much better for maintaining combat. MLT is still useful for teleporting and firing macros (although Monk's Active Tiles is quickly becoming my go-to for those functions)
@@Baileywiki That makes sense. Thanks for the quick reply. Your content is always top notch and I learn a lot from it! Now time to go back and redo some of my foundry scenes. Lol.
First, thank you so much for responding so quickly! The column on the left that has the tile picker, wall tools, ect. I only have down to Journal Notes. The one below is the level, so I can't add levels to the map. Any idea how to get those tools?@@Baileywiki
Are you sure you have Levels installed and active? If you are on Foundry v10, Levels is ONLY a single button now. That button opens the UI that has the fu Levels functionality.
It's in your Foundry module directory. In your Foundry setup screen, go to Modules tab, click Install Module, and type "levels" into the search bar. Install from there.
Hi man, I know it's not related to the videos topic, but how did you manage to have a "Dark mode" File picker inside Foundry when you Search for a tile? It's much better than Foundry default beige color!
I think it works everywhere but I'm not 100% sure on that since I just started using it. I know it works with sound files and tiles, so I expect it works with tokens too.
I've been doing it wrong from the start - not sure why I just didn't come find this video in the first place. Spent too much time making a full map w/levels. Is there a way to convert the map I've made into tiles now? Full Map = ground and facade buildings around a barracks w/3 levels.
Maybe a way. Without knowing exactly where you're starting from, presumably you need to isolate the upper floors and roofs as individual tiles. Turn off the texture layer so it's transparent, and the crop and export the tiles you need. You might duplicate your levels in case you mess up
@@Baileywiki i have the ground floor that includes streets, facade buildings, a single floor shop, and first floor of the barracks on the first level. then the other two levels are of the 2nd and 3rd floor of the barracks. i'll probably need to futz around with the sizes of the upper level tiles export but could use the ground floor as the scene base then? sounds like it'll work in my head at least.
Hm. I got as far as Exporting the tile and there's no option to crop or make a selection on the Export Options screen. Did they move the crop option or is there a selection hotkey that they changed it to? I understand its been a year since you made this video.
@@Baileywiki I did just update Dungeondraft, and that did it. Im going to leave my comment in case anyone else has the same issue I had lol. I rather look stupid and help others than delete my mistakes and not educate anyone with my error :D Thanks for the quick reply!
@@Baileywiki Hey, out of curiosity....this came to me earlier today....can you make a floating tile of just objects? like, set up a scene like a desk with a chair and papers and such without walls, flooring and such, and export it as a tile as well? I was thinking it would be pretty neat to be able to set up a scene and just be able to populate tiles into an empty dungeon this way. Or does Dungeondraft require a specific thing like a flooring to make the scene happen to export it?
New user here and having trouble replicating this process. I am shutting of the background in Dungeondraft (background goes dark) but when I export the image into Foundry (5e) the time is not transparent between the image and the crop edge (darkish grey). Any idea what I might be doing wrong?
You have such delightful tile and walls sets I see. Where perhaps good sir would I get my grubby little mitts on them in exchanges for ethereal currency on the geek web
@@Baileywiki Does said library include canvas tiles that do not need tweaking to get into the canvas section? See I have floor/tile sets but suspect they are only object assets. I am looking for canvas assets. Now mind you I am not bulking at the price that sounds made legit I am just wondering if what I get will work more than anything else
You just put their Dungeondraft packs in your assets folder. Then make sure you've got them activated for whichever map you're working on. Those assets will automatically populate across all your tools (objects, paths, patterns, terrains, walls, portals). This is basic stuff. You should drop into FA or Dungeondraft discords or websites to get a handle on this. It's important to know how assets work in DD (and I don't really want to be their help desk! 😁)
You said that you don't typically use dungeondraft for your roofs, do you just use photoshop? Also what if 1st level is extended and there's a roof on the part of the title. do you only draw the roof on the part that is visible or over the entire level?
Every time I try to edit the Overhead properties of a tile and click Update Tile, the program freaks out and adds a bunch of junk. All the “occlusion Link Source” boxes will be checked and values will be repeated, so Height will change from 19 to 19,19 and the more I update, the more values it adds - 19,19,19,19,19,19,19 and there is no way to reset this. Also, Line of Sight height value changes token height, giving me errors about colliding with a roof/floor. My specific case is that I set a player token LOS to 10, so they can see the tile from 30-39 while on the 20-29 layer. Foundry now treats this token as if it is 10 units tall, so it can’t simultaneously see the 30-39 tile and walk underneath it. When I try to use stairs to go down to the 10-19 layer, I get an error about colliding with a roof/floor because the token is too tall. If I reduce LOS below 10, then I can use the stairs but not see anything above the current layer. It’s a great idea for a module and I’m sure it’s worked great in the past. As it is now, the program breaks if you try to edit any of the values and the whole things has been a frustrating mess to use. I’m going to try using Multilevel Tokens instead because I’m at my wits end with Levels. Currently using Foundry v9.249, all modules updated to latest version.
You've very clearly got something wrong with your setup. Probably a module you have installed that is borking things. Or even a custom keybinding. I would run Find the Culprit. Also, download my latest free module and see if any of the new Levels scenes work for you. If they do, deconstruct how they are built. If they don't work, it's more confirmation that you've got a module conflict or something else.
@@Baileywiki Actually Im a total noob I dont know many common modules or even all the core functions. I manage to find your Tile video that talks about Tile Browser though. That's what I was looking for.
Noticed that I was also missing the Crop option. Looks like it came out relatively recently in an update to Dungeondraft. If you bought through Humble Bundle, you should have the latest stable version and beta available.
For a 20ft tall tree: Two tiles. One with the trunk and "canopy shadow" go on the background layer. The second, the canopy itself, on the foreground layer. Set the canopy to 20/Infinity, Foundry Default mode, Fade at 50% opacity. Terrain walls around the trunk at 0/20.
@@Baileywiki basically I wanted to have radial mode on, while still having the tile show through the fog. would allow me to see under trees as I walk through them while seeing the tops of trees across the entire canvas. Its really only useful when you have a single tile that represents several trees.
Somehow I end up with a messed up map where the player that is DOWN can see the one that is UP through the floor but the guy UPSTAIRS cant see anything BELOW xD I guess I am pretty dumb!
Why you build the walls in Dungeondraft when you have to rebuilt them in foundry again? And why you need to make a hole when you made it in Dungeondraft beforehand? 😳
You still need to draw the visual walls (artwork). Dungeondraft is for drawing, while Foundry is only for creating vision blocking behavior. As for holes, you no longer need to make them in Foundry. This video precedes that change. You only need a tile with transparent pixels to "see" through to the other level.
🤦♂️ looks like I'm have to start my map over than. I built the 2nd level and roofs already and a basement all as a scene not buidling jpeg. Should've looked at this tut first. Couple of days flushed down the drain lmao
As one of the dumbs, thank you so much!!! When I first started there was no one who flat out said how to make roofs. I spent 28 hours on roofs before I figured it out theougj trial and error. It brought me to edge of insanity, and I almost cancelled my game.
I gave up using levels and wall height and went with Stairways(teleporter). I really, really appreciate you going through this like I am a 5th grader. Really, you have no idea how much this helps. I dreaded having another go at levels and wall height just sort of trying to figure it out. If we could get more videos like this it would be really amazing. On behalf of all the dumbs, thank you!
Lol. I'm glad it revivified your belief!
Super cool. Thanks a bunch. Anyway you can crunch your video compression less in the future, it's really difficult to read what's going on in dungeondraft's UI. Or even provide a 4K version. Thanks again. Dig your content.
Best Dungeondraft/Foundry channel on TH-cam. I've learned a ton, thanks.
Finally a useful tutorial on how to deal with the levels module. The writen guide is accurate and all, but it's really dense to try and read.
In fact, I have an all new Levels tutorial landing this Monday. It covers the major changes that just came with Foundry v10.
Perfect!! I was going to ask in Patreon or Discord about where I could find a video or something describing this process! Thanks a ton!!
I really enjoy your tutorials. This length is so much better.
Yeah, trying to tamp it down a bit. 😁
@@Baileywiki That's great to hear. Even multiple videos dropped on the same day are much easier to consume then one big one.
Bro, Bailey, you the ultimate. Your content quality is insane
Oh hey, thanks Trevor. You know I like to get crazy up in here 😜
Oh that's such a great tutorial and actually answers some of the questions I didn't know I had. Thank you!
Would be super helpful if you noted all of the modules needed/used for each video..love the video!!!!! So new to this and soooo much to learn.
This was EXACTLY what I was looking for, you are a man amongst men!
💪
Oh man if I only this would've dropped two days ago. Got lucky and figured this out on my own, but there were still a ton of useful tips in here!
Sorry. It was ready last week but I've so many releases lately that I needed to space it out. Glad you got something from it!
@@Baileywiki I'll definitely come back to this multiple times when I inevitably forget lol
This is exactly what I needed. Thanks for the concise tutorial.
Thank you! You dropped this just in the right time! I want to do an two level werehouse for my thurday session and I was putting off making it because I wasn’t sure how to go about it. Excellent video!
Awesome! Stop by my discord and show me what you end up with!
Thanks for this Mr BaileyWiki very much appreciated
Wow! I learned a LOT in 10 minutes! Thanks!
You got it!
At 11:20, was the staircase automatically set up because of the module?
That's my question too:)
Yes indeed. When you have the Levels UI open, and you draw a polygon or square, it will automatically hide it from player view and it will make it smart enough to know that it should be a staircase that toggles the player's altitude between one floor and the next.
If you think that's cool, you should check out the "elevator" mode.
dungeon draft adding that crop tool really helped a ton. no more extra softwares to used
Seriously. That and fixing the transparent pixel issue.
Thank you so much! This is incredibly helpful.
You're welcome! What do you hope to make as your first test??
That is great! I seem to be doing something wrong on my end, so I will go back and follow your step-by-step. I do have a question however: how would you go about creating a level underneath the scene - let's say that in this example the house had a basement? Can you explain or even better demonstrate how do it as I am unclear if you need to build your scene from the basement up (are each level from the basement up a tile?), or can you actually create an 'underground' tile beneath your scene background image (talking about the image with all the trees, etc on which you built up the building).
To create a basement:
Create a new level to the map: -10 bottom, -1 top. Your ground-level floor should be a foreground tile (not a background tile). Your basement floor tile should also be a foreground tile.
For your basement tile, check the "is a basement" checkbox.
@@Baileywiki Thanks! I was not aware (or forgot about) the 'is a basement' checkbox. Another question: Does the ground-level floor must also be a tile for this work since I usually import my maps from Dungeondraft in the vtt format?
I believe it does have to be a tile, but you can experiment. With complex scenes, I often put basements in the scene margins and use Active Tiles to teleport and change elevation.
@@Baileywiki Thank you so much for the tips! Greatly appreciate and your work is quite amazing!
@Baileywiki Would it be possible to create a shadow coming from your balcony through your first floor? Also, I'm wondering how much assets I would need to subscribe to before buying dungeoncraft, just to be able to make prefabs and background layers at a level similar to your content. I subscribed to your Patreon btw, you're doing good stuff! Thanks a lot for making these tutorials, I wouldn't be able to use your assets if they didn't exist!
This video is SO helpful! Thanks buddy!
Anytime, my man!
Thanks Baileywiki. Question: I thought walls and doors made in Dungeondraft appeared as walls and doors inside FVTT. Is this a function of what format you import into FVTT? What's your workflow in this regard?
There is a Dungeondraft export file type that will import walls, portals and lights. I don't use it for multiple reasons but it's a perfectly valid and helpful workflow if you have simple maps.
I prefer to export maps as PNGs and then convert to WebP afterwards before importing into Foundry. But that's because of my high production and design workflows which most people don't need to do.
Thank you very much!!!
Wow, really good. I saw what you did although a little quick for me, but I will give it a shot and see if I can replicate what you did. Great stuff though!!
You can always pause and change speeds, but let me know if there is a particular point where you need clarification.
Thanks for this video! I have only one question. I made a map with Dungeondraft and I exported the roof as a tile to Foundry, but its size is smaller than it should be. Is there a way to adjust this?
If you export at, say, 100 DPI, then you have to the import to the Foundry scene at 100 DPI as well. Just make sure those two numbers are the same and it should fit to your grid as intended.
@@Baileywiki thanks, it worked now! I wasn't finding this option
What is the roof tool that you used at 10:12?
That was the old roof tool. It's been replaced by modern levels and better roofs modules.
This is a great video, man. Thanks so much for making it.
One question: I loaded all the Tom Cartos mega pack assets and FA assets but none of them seem to include extra roof tiles. Where did you get the nice roof tiles?
Forgotten Adventures packs include Roof patterns. Should just be in your Patterns and also in your Roofs tool, depending on which you prefer
@@Baileywiki I must have missed one then. Thank you!
Thanks so much! It worked for me. Is there a way that a token can jump into the hole? I can draft my token into the hole but he stays at the level he was.
Yes, if you duplicate the Hole shape, and turn the copy into a stair or elevator that goes only one direction.
I've managed to do all these things but a more detailed explanation if the overhead tile and roof tile function on the LHS would be helpful as I've been doing all this manually in the tile settings which I think is bad workflow.
LHS?
@@Baileywikileft hand side
Is this a replacement for multilevel-tokens? is it a matter of preference or simply a different use case?
I would consider it a replacement for MLT in situations where you have a single scene that spans multiple levels. It's just much better for maintaining combat.
MLT is still useful for teleporting and firing macros (although Monk's Active Tiles is quickly becoming my go-to for those functions)
@@Baileywiki That makes sense. Thanks for the quick reply. Your content is always top notch and I learn a lot from it! Now time to go back and redo some of my foundry scenes. Lol.
It's the price of progress!
Great video, but I don't have the last 5 options after Journal, starting with levels. Any idea why? I am running 10.287
Sorry, which 5 options?
First, thank you so much for responding so quickly! The column on the left that has the tile picker, wall tools, ect. I only have down to Journal Notes. The one below is the level, so I can't add levels to the map. Any idea how to get those tools?@@Baileywiki
Are you sure you have Levels installed and active? If you are on Foundry v10, Levels is ONLY a single button now. That button opens the UI that has the fu Levels functionality.
The only thing I have installed is the v10 of Foundry. If I have to install levels separately, then no. Where would I find that?@@Baileywiki
It's in your Foundry module directory. In your Foundry setup screen, go to Modules tab, click Install Module, and type "levels" into the search bar. Install from there.
Hi man, I know it's not related to the videos topic, but how did you manage to have a "Dark mode" File picker inside Foundry when you Search for a tile? It's much better than Foundry default beige color!
It's a new module from Ripper. It's Patron only at the moment. Called filepicker+
@@Baileywiki thx for the tip. Does it also work in any file picker scenario (for exemple : changing a token image) or only in the tile menu?
I think it works everywhere but I'm not 100% sure on that since I just started using it. I know it works with sound files and tiles, so I expect it works with tokens too.
I've been doing it wrong from the start - not sure why I just didn't come find this video in the first place. Spent too much time making a full map w/levels. Is there a way to convert the map I've made into tiles now? Full Map = ground and facade buildings around a barracks w/3 levels.
Maybe a way. Without knowing exactly where you're starting from, presumably you need to isolate the upper floors and roofs as individual tiles.
Turn off the texture layer so it's transparent, and the crop and export the tiles you need.
You might duplicate your levels in case you mess up
@@Baileywiki i have the ground floor that includes streets, facade buildings, a single floor shop, and first floor of the barracks on the first level. then the other two levels are of the 2nd and 3rd floor of the barracks. i'll probably need to futz around with the sizes of the upper level tiles export but could use the ground floor as the scene base then? sounds like it'll work in my head at least.
Can this be combined with token attacher? Like a multilevel building being attached to a token?
Yep. I literally have dozens (maybe hundreds) of such multilevel building prefabs in my library
Hm. I got as far as Exporting the tile and there's no option to crop or make a selection on the Export Options screen. Did they move the crop option or is there a selection hotkey that they changed it to? I understand its been a year since you made this video.
It's definitely there. Are you on the latest version?
@@Baileywiki I did just update Dungeondraft, and that did it. Im going to leave my comment in case anyone else has the same issue I had lol.
I rather look stupid and help others than delete my mistakes and not educate anyone with my error :D
Thanks for the quick reply!
Way to be a team player! You won't be the last to do this 🙂
@@Baileywiki man, I hope you are wrong there LOL. I rather be the last one to fall into that pit hole lol.
Thanks again for the great video. :D
@@Baileywiki Hey, out of curiosity....this came to me earlier today....can you make a floating tile of just objects? like, set up a scene like a desk with a chair and papers and such without walls, flooring and such, and export it as a tile as well? I was thinking it would be pretty neat to be able to set up a scene and just be able to populate tiles into an empty dungeon this way.
Or does Dungeondraft require a specific thing like a flooring to make the scene happen to export it?
New user here and having trouble replicating this process. I am shutting of the background in Dungeondraft (background goes dark) but when I export the image into Foundry (5e) the time is not transparent between the image and the crop edge (darkish grey). Any idea what I might be doing wrong?
hmm, Are you exporting as a WEBP or PNG? JPEGs don't support transparency.
You have such delightful tile and walls sets I see. Where perhaps good sir would I get my grubby little mitts on them in exchanges for ethereal currency on the geek web
Alas, I don't know where ethereal currency is accepted, but my entire library is only $7 so it might as well be ethereal!
@@Baileywiki Does said library include canvas tiles that do not need tweaking to get into the canvas section? See I have floor/tile sets but suspect they are only object assets. I am looking for canvas assets. Now mind you I am not bulking at the price that sounds made legit I am just wondering if what I get will work more than anything else
By "canvas asset", what do you mean exactly? Like, give some examples. And which VTT platform are you using? Foundry?
Seriously where can I get those floor all and roof patterns for my DungeonDraft because DAMN
Oh that's just Forgotten Adventures assets. Also not expensive
@@Baileywiki Okay I have more than a few, but how do I get them into the canvas tool section? All mine are in objects section
You just put their Dungeondraft packs in your assets folder. Then make sure you've got them activated for whichever map you're working on. Those assets will automatically populate across all your tools (objects, paths, patterns, terrains, walls, portals).
This is basic stuff. You should drop into FA or Dungeondraft discords or websites to get a handle on this. It's important to know how assets work in DD (and I don't really want to be their help desk! 😁)
You said that you don't typically use dungeondraft for your roofs, do you just use photoshop? Also what if 1st level is extended and there's a roof on the part of the title. do you only draw the roof on the part that is visible or over the entire level?
Sorry, to clarify, I don't use Dungeondraft's built in Roof tool. But I still do all my roofs in Dungeondraft, using patterns and paths.
I draw the roof wherever it needs to go, but anything that will be visible from the sky should be it's own tile.
so i am making a spaceship with 3 levels. How do i have the elevatore (up and down tool) go to all 3 floors?
There is a drop-down in your drawing config to make it an Elevator instead of a stair.
Every time I try to edit the Overhead properties of a tile and click Update Tile, the program freaks out and adds a bunch of junk. All the “occlusion Link Source” boxes will be checked and values will be repeated, so Height will change from 19 to 19,19 and the more I update, the more values it adds - 19,19,19,19,19,19,19 and there is no way to reset this.
Also, Line of Sight height value changes token height, giving me errors about colliding with a roof/floor. My specific case is that I set a player token LOS to 10, so they can see the tile from 30-39 while on the 20-29 layer. Foundry now treats this token as if it is 10 units tall, so it can’t simultaneously see the 30-39 tile and walk underneath it. When I try to use stairs to go down to the 10-19 layer, I get an error about colliding with a roof/floor because the token is too tall. If I reduce LOS below 10, then I can use the stairs but not see anything above the current layer.
It’s a great idea for a module and I’m sure it’s worked great in the past. As it is now, the program breaks if you try to edit any of the values and the whole things has been a frustrating mess to use.
I’m going to try using Multilevel Tokens instead because I’m at my wits end with Levels.
Currently using Foundry v9.249, all modules updated to latest version.
You've very clearly got something wrong with your setup. Probably a module you have installed that is borking things. Or even a custom keybinding.
I would run Find the Culprit.
Also, download my latest free module and see if any of the new Levels scenes work for you. If they do, deconstruct how they are built. If they don't work, it's more confirmation that you've got a module conflict or something else.
P.E.R.F.E.C.T.
A.W.E.S.O.M.E. 😉
What Module did you use to import the images?
Can you specify by "import"? I assume you know the basic Foundry function for getting tiles into your world.
@@Baileywiki Actually Im a total noob I dont know many common modules or even all the core functions. I manage to find your Tile video that talks about Tile Browser though. That's what I was looking for.
When i try to export a map I cant crop. How do i crop it?
It's an option available after you hot the Export button. Look for "Crop"
Noticed that I was also missing the Crop option. Looks like it came out relatively recently in an update to Dungeondraft.
If you bought through Humble Bundle, you should have the latest stable version and beta available.
how would you setup tree's in "levels" to make them look good?
For a 20ft tall tree: Two tiles. One with the trunk and "canopy shadow" go on the background layer. The second, the canopy itself, on the foreground layer. Set the canopy to 20/Infinity, Foundry Default mode, Fade at 50% opacity. Terrain walls around the trunk at 0/20.
@@Baileywiki sorry to ask another question, but is there a way to make a tileshow through FoW, but NOT disappear when you go underneath it?
Maybe... Show through fog mode. Hide occlude but drop the opacity slider to zero?
@@Baileywiki basically I wanted to have radial mode on, while still having the tile show through the fog. would allow me to see under trees as I walk through them while seeing the tops of trees across the entire canvas. Its really only useful when you have a single tile that represents several trees.
Have you tried to just use the stock Foundry settings on Radial occlusion mode?
Somehow I end up with a messed up map where the player that is DOWN can see the one that is UP through the floor but the guy UPSTAIRS cant see anything BELOW xD I guess I am pretty dumb!
There are a few reasons that might be happening. But it's hard to tell what you're situation is without visuals.
Why you build the walls in Dungeondraft when you have to rebuilt them in foundry again?
And why you need to make a hole when you made it in Dungeondraft beforehand? 😳
You still need to draw the visual walls (artwork). Dungeondraft is for drawing, while Foundry is only for creating vision blocking behavior.
As for holes, you no longer need to make them in Foundry. This video precedes that change. You only need a tile with transparent pixels to "see" through to the other level.
@@Baileywikithanks a lot 🙏
🤦♂️ looks like I'm have to start my map over than. I built the 2nd level and roofs already and a basement all as a scene not buidling jpeg. Should've looked at this tut first. Couple of days flushed down the drain lmao