Foundry VTT Module Tutorial - Everything New with Levels Module for Foundry v10

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 193

  • @EntropyMu
    @EntropyMu ปีที่แล้ว +12

    If you're watching this tutorial like I am while using V11, and the lights part doesn't work, it isn't your fault. V11 broke some stuff with how levels was doing lights. Hopefully this will save someone else some grief. Specifically, the occlusion is broken.

    • @Cryotechnik
      @Cryotechnik 5 หลายเดือนก่อน

      I haven’t run into it yet, but I am almost sure I will. Having this knowledge ahead of time helps me avoid an hour of deep digging to find this comment later so I really appreciate it!

    • @CrashCraftLabs
      @CrashCraftLabs 2 หลายเดือนก่อน

      thanks for the heads up, ill save the headache for something else haha

  • @naschkokthe3rd
    @naschkokthe3rd 2 ปีที่แล้ว +17

    Another great use for the one-way stairs is to define each end of a staircase to run only in its logical direction. Using two one-way drawings on a typical 2x1 staircase lets a token switch directions intuitively, where before it would typically have needed to step off the staircase entirely.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +2

      Omg yes!

    • @kevindaniel1337
      @kevindaniel1337 2 ปีที่แล้ว +1

      So one square is the up, and the other is the down. Great idea.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +8

      I tested it today and it really does feel more intuitive as a player. To be clear on the set-up...
      1. Pick a level. e.g. 0,10. While that level is active...
      2. Put a down only stair along the bottom of the staircase
      3. put an up only stair along the top of the staircase
      Works well!

    • @NateMcCloud
      @NateMcCloud ปีที่แล้ว

      Ah-HAH! So THAT'S how that can be done! Thanks!

    • @CrashCraftLabs
      @CrashCraftLabs 2 หลายเดือนก่อน

      indeed, i figured everyone did this haha didnt know it worked differently honestly ha then again im always half arshed backwards doing things

  • @Johnny0Masters
    @Johnny0Masters ปีที่แล้ว +5

    This is nothing short of incredible. Well done everyone involved.

  • @bekradan458
    @bekradan458 2 ปีที่แล้ว +4

    Fabulous vid as always. Great work by Ripper as this update will just allow more and more to see the benefit of using levels and eventually 3d.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      It's interesting you say that. I'm still a big believer in 2D. But as a gateway to 3D, Levels really does bridge the two worlds.
      In fact, I would say that 3D is more intuitive than anything else. In terms of setup time, for every hour I spend on a 2D map, I spend 2 hours for a Levels map, and only 30 minutes on a 3D map.
      It's really all about the assets and whether you have access to them. 3D is catching up quickly, but it's the easiest to setup once you have them.

  • @DeadlyPie-d3e
    @DeadlyPie-d3e ปีที่แล้ว +1

    This video is EXACTLY WHAT I NEEDED, THANK YOU

  • @hammy3dprints
    @hammy3dprints 2 ปีที่แล้ว +2

    THANK YOU! I was trying to follow your previous video the other week and it got me most of the way there but this is amazing

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Ah good! Let me know if there are areas that need more explanation or examples

  • @theuglydm
    @theuglydm 2 ปีที่แล้ว +1

    No polygons anymore?!?! Amazing! Thanks for another great video buddy!

  • @cccempres
    @cccempres 2 ปีที่แล้ว +1

    Wouldn't it be better for the tiles to flatten into a singular one at the 40:00 min mark? DF Architect isn't updated (as of yet, but soon I heard). Wouldn't flattening them be more resource-saving, and/or what's the downside of just making a singular tile from those 3 roofs?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      Indeed, a singular tile is a great strategy, and DF Architect is great for that. It's a little bit extra work, but the resulting for would be just as responsive to TMFX filters and other settings you see 5 applied here.

    • @roberttschaefer
      @roberttschaefer 2 ปีที่แล้ว +2

      I can’t wait to be able to use DF Architect again. Great news to know it’s on its way soon! So many quality of life features for the DM!

    • @cccempres
      @cccempres 2 ปีที่แล้ว

      @@roberttschaefer as far as i saw, the dev is 90% done migrating the module to V10, theres just issues with the tile flattener and one more part i can't remember. Hopefully it will be done soon!

  • @orod731
    @orod731 ปีที่แล้ว +3

    Is this still relevant on v11 or will there be an updated tutorial for this in the future?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      It should still be mostly relevant.

    • @orod731
      @orod731 ปีที่แล้ว +1

      @@Baileywiki it seems like perfect vision is out of date

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      It's possible. What makes you say that.

    • @orod731
      @orod731 ปีที่แล้ว +3

      @@Baileywiki At least for v11, its not in the list of modules when you search. I had to use the link you posted in the vid to find the manifest to manually download it. When i got it, its max version was set to 10 and i had to change it to 11 for it to even show up inside of foundry. I had all sorts of weird problems with it after that. I got everything else working though, i guess i will just miss out on those lightning effects

  • @Terry-Adams
    @Terry-Adams 2 ปีที่แล้ว

    thanks for this! amazing to see this so fast!

  • @ViewsandLikes-xb4mk
    @ViewsandLikes-xb4mk 2 ปีที่แล้ว

    How did you achieve the fog of war 34:54 . The token is on the second level and Fog of war is being revealed on the first level but the second level is fully visible. The only part of the second level which is not revealed is the new room which was placed.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      That room's tile is set to a regular overhead tile with top and bottom range, and no tick boxes to reveal FOW. So it just stays obscured until it's explored.

  • @BlaineBellamy
    @BlaineBellamy 2 ปีที่แล้ว

    Love your videos! Quick question is during your Colorable Assets portion at 26:40, you just nonchalantly click on the TMFX -DungeonDraft Tint macro ... I have NO idea where to find that. What module or compendium can I pull that from?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Install Token Magic FX module. It'll introduce a macro compendium. Search that for Dungeondraft.
      Then execute that macro whenever you're selecting one or more tiles. Boom!

  • @1918Camel
    @1918Camel 5 หลายเดือนก่อน

    Bailey, first off thank you for the video it helps tremendously. However I have at least one question for you but I think I already know the answer. When building second story levels, like in a small village, I will need to place each 2nd story in it's own tile? I was wondering if I could place all the 2nd story levels on a large tile for the whole village? What would that affect. Same with the roofs. If I place all the roofs on one tile will that work? Thank you for your answer

  • @LeagueScience
    @LeagueScience 2 ปีที่แล้ว

    awesomeness at the highest level

  • @johnsimpson7607
    @johnsimpson7607 2 ปีที่แล้ว +1

    Small question about Z-value vs Elevation:
    Which takes priority?
    For example, Tile A is at 10ft elevation with Z-value of 1, and Tile B is at 2ft elevation with Z-value of 50.
    Which is on top?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +2

      Basically, z value will decide visibility WITHIN a level. So take a level with 0-9 elevation, any tiles within that elevation will be visible to tokens in that same range. But the ones with the higher z value will show up on top.
      This is why things can look crazy when you have your Levels UI turned off. Then it's ONLY z value that decides what is on top since everything is visible.
      So when I am building a level, I'll set the floor to z value 1, things sitting on the floor to 2, and if there are walls or doors on that level as tiles, I'll set those to 4.
      Then, for the next levels, I'll set floors to 11, things on the floor to 12, and then doors/walls tiles to 14.
      Repeat the pattern, incrementing by 10 as I go up. Then all my elevations and Z values all render things where expected.

  • @drew_and_dragons
    @drew_and_dragons 2 ปีที่แล้ว

    I have not switched to 10 yet, waiting for the waters to settle, and still obsessed with Isometric currently! Haha

  • @Kyfow
    @Kyfow ปีที่แล้ว +1

    Great video, very helpful!
    Small question - how did you make the water in the background scroll like that? I love the effect!

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +2

      It's the Tile Scroll module by Ripper 😃

    • @Kyfow
      @Kyfow ปีที่แล้ว

      @@Baileywiki thanks so much!!

  • @DarthBalrogTV
    @DarthBalrogTV 7 หลายเดือนก่อน

    Nice video. Thank you.
    How to have the fog of war works for each level/floor?
    I mean I want that the explored tiles/floors be visible (in grey...), but not the unexplored floors.
    Because it happens to me that when I explored all a floor, even the other unexplored floor become all visible.

    • @Baileywiki
      @Baileywiki  7 หลายเดือนก่อน

      You have natural limitations with FOW when designing with Levels, so account for that. If it's the ground level, you can smash everything into a single image using Media Optimizer and enjoy regular FOW.

  • @gotenksta
    @gotenksta ปีที่แล้ว

    I can't get the one way stairs to work, do you have a video that goes in depth for every option in the Multilevel tab?
    Also, how did you make the stairs to ask you if you wanted to go down the hole (at the intro)

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Are you using Levels module or Multilevel Token module? There is no "multilevel" tab with Levels, and the Levels stair functions are all pretty straightforward and reliable.

  • @trapbuilder2283
    @trapbuilder2283 3 วันที่ผ่านมา

    Hi! Is this still mostly relevant for version v12? Obviously we don't have Perfect Vision anymore, but is the rest of the info accurate?

    • @Baileywiki
      @Baileywiki  3 วันที่ผ่านมา

      This is the most recent Levels tutorial. Might serve you better: th-cam.com/video/Af-MgEkuzbM/w-d-xo.html

  • @GryphonDes
    @GryphonDes 2 ปีที่แล้ว +1

    Damned useful stuff ! So excited for all this :D

  • @ricardomitra3653
    @ricardomitra3653 2 ปีที่แล้ว

    So, let's say i have a Cragmaw Hideout map from Phandelver for a background image, i can't really level things from the image somehow, right? Levels and Wall Height only really functions with placeables?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      Actually, you probably can use Levels if you just want the elevation to change as players navigate the map.

  • @evileangel1
    @evileangel1 ปีที่แล้ว

    I don't know if I missed that section during the video or if I have a setting wrong: How do I make it that a map, exploring through it and revealing the fog of war on the bottom floor, that it doesn't reveal those same areas when elevation is increased.
    For my example, I'm making a mansion map, from my testing even as a test player, I explore and reveal things in the fog of war of the bottom floor, then I step on stairs but the fog of war makes it seem like I've already explored everything in the upper floor. Is there a way around this, or am I better off using "teleport to a different scene" kind of module instead of multilayered things?

    • @Barronvonburp
      @Barronvonburp 10 หลายเดือนก่อน

      did you find out a solution for this? One of the main reasons I don't use this module was because of this.

    • @evileangel1
      @evileangel1 10 หลายเดือนก่อน

      @@Barronvonburp No not really :/ I don't have many maps with multiple floors so I haven't really used the module. I've mainly opted for multiple scenes.
      Another bug i encountered (but this was a few months ago, if it was fixed idk) was that as a GM I saw everything all the time the moment my players moved. As in, if i had journal notes somewhere on the first floor, and somewhere else on the second floor, if someone moved, they suddenly became visible as if all floors were visible simultaneously. so yeah, sadge

  • @JohnD.Farkas
    @JohnD.Farkas ปีที่แล้ว

    Hi, I have a problem with my roofs.. I can see the interior under the roof but when I stay out of the tile I cant see the interior with the open door...

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I think that's by design. Unless you turn on Field of Vision occlusion mode instead of fade

  • @Meblin74
    @Meblin74 ปีที่แล้ว

    I am having trouble seeing my roofs if global illumination is switched off. I have perfect vision, levels and better roof installed. I only am able to see the roof once the player has been under the token. I have followed all of the options in this video but to no avail. Any suggestions much appreciated.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Try updating all of your modules. Then if it's still broken, open a ticket with Ripper on his discord.

  • @gotenksta
    @gotenksta ปีที่แล้ว

    So, was messing with this a little and noticed there's a weird visual effect that happens on lower level tokens. Say you have a token on level 1 (0-10) and another token on top of a balcony on level 2 (10-20). If the 2nd token is within line of sight of the 1st token, it is going to be visible, but the 2nd floor won't, unless you make it visible from below.
    It gives me a weird vibe. So you have to choose between keeping it as it is (so the tokens above look like they are floating), or keeping the above tiles visible and everything below them not. I don't know which one I prefer, what about you guys?
    At first, I would think the first option is good for combat and the latter for a roleplaying scene (specially one where there is A LOT of npcs), but what happens when you have a fight on a crowded map? I wouldn't know which one to use.
    Edit: If I'm dealing with the described situation, how do I deal with overlaping tokes? One that is +10ft and one at 0 right below, suddenly to click the one below I need to move the one above first, is there an easier way I don't know?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Pressing the tab key will cycle through tokens that are owned. But that particular overlapping token situation is just gonna happen every so often albeit rarely. Probably easier to temporarily move the token than to try to over engineer things.

  • @lorenzoandreaus1221
    @lorenzoandreaus1221 2 ปีที่แล้ว +1

    Hi! Thank you for this amazing video! Did you configure something so that the tiles you put into the scene are already in the right level and marked as overhead? Also, when I set a tile to be overhead it has its opacity automatically reduced. Can I adjust it somewhere?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      If you have Level's UI active, then any tile you drop will inherit the level data, including whether it's a roof or not (the toggleable button)
      The opacity is transparent by design so you the GM can see under it. But as soon as you select any token, it should solidify.

    • @lorenzoandreaus1221
      @lorenzoandreaus1221 2 ปีที่แล้ว

      @@Baileywiki Oh thanks, it worked well now!
      By the way, some other things I'd like to know if I can do on Foundry:
      1) Is there some module to edit tiles inside Foundry? For example to make holes so that I can see the level down below?
      2) Is it possible to configure token vision in a way that always makes sense? For example, if the token is in front of a house it sees the roof, but if it is in front of a high building it wouldn't make much sense.
      3) Is it possible to use Levels but still have the "real overhead tiles"? For example, when on Floor 1, being able to see the ceiling.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      1. It's not possible but is an idea I've suggested to others. A lightweight image editor made Foundry would be a boon.
      2. Not really possible.
      3. I'm not sure I understand 🤔

    • @lorenzoandreaus1221
      @lorenzoandreaus1221 2 ปีที่แล้ว

      @@Baileywiki thanks again! Yes, 1. would really be amazing! About 3. I mean for example: overhead tiles are supposed to be put so that the token has a vision of a ceiling or something like that. With levels, this changes. But is it possible that I can still get this effect? For example, having a "ceiling" tile for each level?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      You want tokens to see the ceiling of a level? Wouldn't that block you from seeing the tokens if there were a tile between you? I feel like I'm misunderstanding something still

  • @thomaskennedy3992
    @thomaskennedy3992 3 หลายเดือนก่อน

    i thought I was doing alright with my cute little maps and i see this and realize I've not even scratched the surface

  • @cuicksand
    @cuicksand ปีที่แล้ว

    for some reason my drawing settings are completely missing any setting that arent the default settings, i have both wall height and the layers modules added and theyre both up to date.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      You have Levels, Wall Height, Better Roofs, and Perfect Vision?

  • @tylerthevoth
    @tylerthevoth ปีที่แล้ว

    I made a ship map in DungeonDraft. I'm running into an issue where tokens can't see the upper levels (mast/crow's nest) from the main deck. I'm guessing it's because the transparent pixels aren't technically "cut out." Is there a way to fix that?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I think you need to describe your assets and arrangement in a bit more detail.
      But my guess is you need to check "see even when below" setting.

  • @sagitax23
    @sagitax23 2 ปีที่แล้ว

    I have a problem with the leveling window. It's inactive. I have the latest version of foundry and the levels module. I also added all the modules given in this tutorial. I don't know how to activate this window.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Are you on Foundry v9 or 10? With v10, you just click the icon on the left and it opens the window.

  • @meathookmarv5738
    @meathookmarv5738 6 หลายเดือนก่อน

    So, now that you've made that building, is there a way to save it so you can use it on a different scene later, without having to do all that again?

    • @Baileywiki
      @Baileywiki  6 หลายเดือนก่อน

      Oh yes! Using Token Attacher, you can drop in any old NPC token and attach the entire building to it (walls, tiles, lights, everything). You then save that token, what we'll call a Control Token, and make that token the prototype token of a side bar actor (name it your prefab).
      I have a Token Attacher tutorial on my channel.

  • @pitchblack58
    @pitchblack58 2 ปีที่แล้ว

    awesome video, but is it possible to create something like a sun, that lumantes the surroundings?

  • @Fattman1243
    @Fattman1243 ปีที่แล้ว

    Great tutorial, thank you. A question regarding vision. I have (2) levels (First Floor = 0-10; Second Floor = 10-20). When my actor uses the stairs to navigate up to the second level and back down, they can now see past all of the walls on the ground floor. It seems like when they transport up to the second floor, the UI or vision calculator gets a quick glimpse above the walls, so fog is revealed and they can see the scene. Hard to keep secrets and such.
    Any thoughts? I can head over to The Ripper's discord, but figured I'd ask here too. Thanks!

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      It depends on how your scene is set up, but it sounds like you want your lower level to be a tile that hides with fog of war. I mean a tile as opposed to a scene background.
      Also, have you tested as a player? Their FOW can behave differently to them than to you as the GM. I've noticed that has tripped me up in the past.
      These things are usually easier to solve on Ripper's discord using a short video of your scene

  • @silki9716
    @silki9716 ปีที่แล้ว

    So holes were removed. And it just kind of automatically assumes things based on transparency vs no transparency? I have a yawning portal map that has 4 floors that includes the roof but the streets are the same for every one. My initial plan was to incorporate holes so that players can see what's going on in the first floor.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Indeed, floors are no more. But you could try cutting holes with an image editor

  • @Violet_QuestionMark
    @Violet_QuestionMark ปีที่แล้ว

    Hi, been running into an issue trying to do this. Walls make it so you can't see the actual roof and i don't really understand why?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      It's probably a setting. Are you running your scene at night or with daylight?

  • @alessiogarofalo8138
    @alessiogarofalo8138 ปีที่แล้ว

    Bailey, i love this module, i could only dream all of this when i played on roll20, now i have a question... it could be logical that if a token x on floor 2 is able to see the token y below, situated for example on floor 1, also the viceversa it's true but i don't really like that the token y can see the token x that is on the floor 2, in his current floor (1) it could overlap a token situated on floor 1 or be in a position that confuses players! i know that 2d make impossible to see more than one level at time so my question is: how to prevent a player down below to see a player on an hight level than his?
    thanks thanks thanks!!

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      Well, no token should see a token on another level if they have a tile between them. Are you taking about situations where there's a balcony, or catwalk, or some other line of sight to the upstairs?

    • @alessiogarofalo8138
      @alessiogarofalo8138 ปีที่แล้ว

      @@Baileywiki yeah, sorry, i meant if a hole is present on the upper floor like in this video when the 2 tokens see each others

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      We'll, Levels calculates actual line of sight for stuff like that, so I might suggest it's doing the right thing unless the scene or tiles are not set up properly?

    • @RawFiVideos
      @RawFiVideos 10 หลายเดือนก่อน

      ​@@BaileywikiHow to create holes like your first floor? I didn't catch it from your video, it seems that you just place the tile and foundry knew there was a hole, thanks

  • @RocketGamerPie
    @RocketGamerPie ปีที่แล้ว

    Did something Change with this Setup? With the 4 key modules installed even on The Church of Holy Light in your Free map pack, I'm seeing walls on roofs. Following the tutorial I have this problem with roofs and I can't seem to find a fix.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Try adjusting your background elevation to something lower than zero. And then try disabling modules that affect site like perfect vision, elevated vision, etc

  • @Sgt.Crawler1116
    @Sgt.Crawler1116 ปีที่แล้ว

    So there is no way to see inside a building when the token is outside? The roof disappears only when it gets close?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      If the roof overhangs just a little bit, you can have a window, walk up to it, and see inside

  • @timgarder162
    @timgarder162 ปีที่แล้ว

    Love the multilevel stuff and a great tutorial, but any ideas as how to make holes/balconies/pits in already existing animated battlemaps battlemaps i V10?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Existing maps are hard. They artwork needs to be in tiles to do everything properly. Of course, you could slice out holes and tiles using programs like GIMP, but animated tiles would be no go, I suspect.

  • @MarcosLugao
    @MarcosLugao ปีที่แล้ว

    Trying to use on version 10 of VTT, use all ur configs but the roof donts show up, only shadows because the walls seems to hide the roof somehow. IDK, maybe bug or some random stuff that i can't figure out.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Try this...
      Overhead Tab:
      Deselect all toggles except "is overhead"
      Levels Tab:
      Deselect all boxes except Allow Sight

  • @patchbunny
    @patchbunny ปีที่แล้ว

    What if I have a building with 10 ft stories (0-10, 10-20), but next to it is the mill where the ground floor is 20 ft high? Do I just have to custom edit all the info for that building?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I think you can make a special level, call it "Mill". Have that be 0-20. Then just design in that level like normal. Let me know if that works.

  • @DoomVampire
    @DoomVampire 2 ปีที่แล้ว

    This is just amazing! Do you guys have tiles for like a keep and towers? I will be having a siege pretty soon and levels seems like the way to do it right.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      We have tiles to build 13 keeps and 87 towers!

    • @DoomVampire
      @DoomVampire 2 ปีที่แล้ว

      @@Baileywiki nerdgasm!

  • @garbageknights
    @garbageknights 2 ปีที่แล้ว

    On problem I have with Perfect Vision is I cant seem to get Vision Occlusion Mode to work with levels

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Are you on Foundry v10?

    • @garbageknights
      @garbageknights 2 ปีที่แล้ว

      @@Baileywiki I am

    • @garbageknights
      @garbageknights 2 ปีที่แล้ว

      @@Baileywiki is that good or bad?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      It should work. Have you tried running Find the Culprit module to see if another module is causing issues?
      You'll want to leave Levels, Wall Height, Better Roofs, and libwrapper running

  • @wero2661
    @wero2661 ปีที่แล้ว

    Maybe a little late but if one characters goes a level higher is that the new screen? Or do other players still on their screen on the lower levels

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I'm not sure I understand the question. Is there a typo on there throwing off your meaning? New screen?

  • @hananack
    @hananack ปีที่แล้ว

    when i click on levels the screen looks empty my background picture disappears get levels from scene does not do anything

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      When you active Levels UI, then you need to create levels (0,9... 10, 19, etc). Or if the are already elements with levels assigned, click the button to autogenerate the levels.
      Once the levels are created, then you can click a level and see everything.

    • @hananack
      @hananack ปีที่แล้ว

      @@Baileywiki great thank you

  • @perspicaciouscogitat
    @perspicaciouscogitat 2 ปีที่แล้ว

    So, I am brand new in looking at this. Do all of these features operate regardless of the system or world you are using in Foundry
    ?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Yes, Levels is game system agnostic. It's just a way of designing layered scenes.

  • @zytacus
    @zytacus 2 ปีที่แล้ว

    The problem is i really want the roof to be show bright not dim from wall blocking effect but even i tried to change the wall i build under the roof still block roof tile

  • @bardmorgan9277
    @bardmorgan9277 ปีที่แล้ว

    So I have a map of a keep where the walls extend over two levels and the top of the walls is actually on the third level (i.e., the tokens can walk around on the top of the walls. How would I set up the walls for that? Should I have separate walls for each level (0-9 and 10-19) or one wall going from 0 to 19?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      You can do either (one tell wall or stacked shorter walls). You might find it easier to manage multiple stacked walls

  • @Borgor_Eater
    @Borgor_Eater 2 ปีที่แล้ว

    Did you have a module to allow players to turn on torches?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      It's Monks Active Tiles, in this case.

  • @zanza124
    @zanza124 ปีที่แล้ว

    hey im having issues with level when i click a token on one level will show me everything on other higher level i figure its a setting issues but i dont know

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Yeah, that shouldnt happen. Try updating levels. And ensure Better Roofs and Perfect Vision are updated and active.
      Also see if your token has vision enabled. Levels only works with Tokens with vision.

    • @zanza124
      @zanza124 ปีที่แล้ว

      @@Baileywiki okay thank you i will try

  • @arcari13
    @arcari13 ปีที่แล้ว

    Can i have Fog exploration in multiple levels? I cant make it work, all levels work as if you dont have fog exploration on whe you are in a tile.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Levels does have a fog exploration. But you might investigate on Ripper's discord or wiki. The wiki is quite robust.

  • @kevinculver9471
    @kevinculver9471 9 หลายเดือนก่อน

    I'm trying to make a ship map with 4 layers, but the tokens can only move through the stairs that are drawn on the layer that the token is spawned on.
    (example) a token placed on the first floor (elevation 0 to 10) can move upstairs because the stair drawing is on that first floor, but cannot move down to the basement floor (elevation -10 to 0, the stair drawing is on this floor), however a token placed on that basement can move up to the first floor but not down, etc
    each floor is separated by elevation intervals of 10
    f0 (above deck) 10 to 20
    f1 (deck) 0 to 10
    f2 (basement) -10 to 0
    f3 (basement 2) -20 to -10
    ocean (background tile) -100 to -99
    each staircase drawing is placed on the lower floor of that set of stairs
    in other words, tokens can go up from the level they are, and back down, but not to the level below
    i tried changing the z values but it didnt seem to do anything so they are all at 0 for now. is the problem the z values or am i missing something else?
    any help is appreciated

    • @Baileywiki
      @Baileywiki  9 หลายเดือนก่อน

      Z values won't matter. Are you trying to make one staircase drawing that lets players travel up levels and down between multiple levels, or do you have one stair for each level that?

    • @kevinculver9471
      @kevinculver9471 9 หลายเดือนก่อน

      ​@@BaileywikiI figured it out. To answer your question, each level has its own staircase, separate from each staircase drawing
      I didn't realize that the elevation setting on the staircases had a hidden +1 to the upper limit, and I was changing each range to 10 instead of the default 9. When I learned this, I deleted all the stairs, redrew them and left the elevation range as-is, and it worked just fine
      Maybe there was some weird overlap like each staircase pouring over into different layers or something due to each one being 11 high, I'm not sure lol
      Thank you for your response, and big thank you for the great video 😁😎

    • @Baileywiki
      @Baileywiki  9 หลายเดือนก่อน +2

      Oh, that would make sense. I didn't think someone would manually change the height, But there you went and did it and proved me wrong!
      Thanks for watching and commenting, and supporting the channel.

  • @beforetheloretheater7402
    @beforetheloretheater7402 ปีที่แล้ว

    Where can one get the prefab? Are they purchable somewhere?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      They are all accessed via my Patreon. Subscribe for one month, and you get the whole library of prefabs through the Foundry module directory.

    • @beforetheloretheater7402
      @beforetheloretheater7402 ปีที่แล้ว

      @@Baileywiki oh okay! Thanks for letting me know, is there a certain tier I have to join for it on your patreon?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      Foundry Basic tier will get you all 2D assets, scenes, and prefabs.
      The Advanced Tier and All the Things will give you 3D assets and Landing Pages.

  • @SublimeShadow
    @SublimeShadow 2 ปีที่แล้ว

    I'm running into an issue with lighting in a basement level (-10-0) providing non-solid-black vision but not brightening a scene when darkness is present. I'm guessing light masking is in play but can't seem figure it out. Any tips?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      I have a theory. Do you have Token Magic FX installed? If so, try disabling it and refreshing the scene. Then report back.
      If that doesn't work, try enabling or disabling Perfect Vision module.

    • @SublimeShadow
      @SublimeShadow 2 ปีที่แล้ว

      @@Baileywiki Disabling Perfect Vision brought it back.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Ok good.

  • @justinlan7940
    @justinlan7940 2 ปีที่แล้ว

    Is there a way to troubleshoot the level to level token visibility? Would putting up walls help?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      I'm not sure what you mean? Walls don't really matter much in v10 Levels. Is there still a debugging mode in the global settings?

    • @justinlan7940
      @justinlan7940 2 ปีที่แล้ว

      @@Baileywiki The debugging feature is no longer there. I think this is because polygons are not used anymore. When I bring a token with token vision to my intended edge it does not see the token in the floor below.

  • @hudysonsilva907
    @hudysonsilva907 2 ปีที่แล้ว

    how did you make this 3d view the levels mod does it alone?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Your need the 3D Canvas module to generate it. Once you have it, it's smart enough to read walls and Levels and then construct then in 3D

  • @NullDonut
    @NullDonut ปีที่แล้ว

    I got foundry (V11) recently and wanted to try out the levels mod with a second floor with a hole to look from the second floor to the first. The second floor has transparent pixels where the hole should be. However, on the DM screen, the 'hole' with the transparent pixels is solid black (the color of the scene background) on my end. When I view it from the player token, it works as intended as I can see from the second floor to the first. Am I doing something wrong?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      Hard to say. The 11 is still very very new. I recommend you report this to rippers discord since it's an edge case he may not have tested or seen yet. Other than that, you should make sure you have perfect vision installed and updated.

    • @NullDonut
      @NullDonut ปีที่แล้ว

      @@Baileywiki Thanks, I might consider bumping it down to V10. I did manage to fix it by making the first level not overhead or occlusion mode to always visible, but I may run into other issues. I'll do a bit more testing with V11 though since I am still only at the start

  • @davidgratton8869
    @davidgratton8869 ปีที่แล้ว

    I don’t know if anyone will see this on a video from 7months ago, but maybe so. I just bought foundry yesterday based on a previous video of yours demonstrating the levels mod. I intended to make a multilevel map with a balcony on second floor overlooking a room on the first floor. I assumed I would use the holes function to look down from second floor to first, but you said earlier in this video that the holes function was gone. Is there any replacement to achieve the same effect?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      You now hve to make sure the artwork has a "hole" cut in it already. Meaning transparent pixels works as holes now.
      Let me know if that makes sense.

    • @davidgratton8869
      @davidgratton8869 ปีที่แล้ว

      @@Baileywiki thank you for the quick reply. It totally makes sense. And thank you for the great content. Im 56 and I started played my first ttrpg about 2 months ago. I almost immediately got pulled into the map building aspects of it, but I printed them on my plotter at work for in person games with 3D printed minis. We are moving to all digital but using a TV embedded table rather than printed map. Your content on Dungeondraft, Foundry, and various mods have been very very helpful.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Fantastic. Glad I could be helpful, and good luck learning all the new things!

    • @davidgratton8869
      @davidgratton8869 ปีที่แล้ว

      Sorry to impose, but I’m presenting a 5 level map tomorrow using Levels, etc. everything works great except that any light with a color change or animation effect bleeds through to any level above it. Ex: animated light on sub basement is visible on third floor and all levels in between . Am I doing something wrong or is there a fix? Thanks for any help.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      I would check that you are running the latest version of Perfect Vision. Beyond that, hit up Ripper on his discord!

  • @xJinglezx
    @xJinglezx ปีที่แล้ว

    I have tried to build a spelljammer ship prefab with levels, wallheight, token atracher, and vehicle tokens. Everything works awesome except in combat. MidiQol seems to be giving cover to creatures based on walls that are on different levels. Or walls that are no longer where theyvonce were after ship has moved. Anyone else experienced this?

  • @1n5uff1c13n7
    @1n5uff1c13n7 2 ปีที่แล้ว

    Is there a way to activate/deactivate stairs? Like a hidden door or something similar.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Certainly with Active Tiles. It's a bit easier if you're using a tile for the actual elevation change functionality. Then MATT can easily cause it to appear, be activated, etc.
      If you're using a Levels drawing with "stair" mode, you would have to change flags and probably use Tagged to locate the drawing, so it's a bit more complicated but probably doable.

    • @1n5uff1c13n7
      @1n5uff1c13n7 2 ปีที่แล้ว

      @@Baileywiki Thank you for your thorough reply. You really have amazing tutorials!

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      My pleasure!

  • @tharivol01
    @tharivol01 ปีที่แล้ว

    I use Levels. Everything seems to work fine except when a player does an AOE (e.g. cast a fireball), the effect affects all monsters in range, but also even monsters on different levels (upper/lower level). Is it a normal behavior from Levels? I would like to have the effect to be on that level only. What am I doing wrong? Because it's not fun, it gives away some information. Thanks.

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      The Volumetric Templates module (also from Ripper) should be what you're looking for. I believe it considers walls, floors, and ceilings.

    • @gabrielosvair
      @gabrielosvair ปีที่แล้ว

      Had the same problem, and what caused it is the DF Templates auto target option. If you have it installed, use the on/off button or disable that option.

    • @tharivol01
      @tharivol01 ปีที่แล้ว

      @@gabrielosvair Humm.. I have DF Architect, but I don't have DF Templates installed. But you understand my problem? My player was at the uppper level and when he casted his fireball, all my monsters on the lower level were hit by the fireball. Not just the issue that I had to fix their HP, but it's more for the fact that now they were revealed to the players (in the chat), so now there was no more surprise. 😕

    • @gabrielosvair
      @gabrielosvair ปีที่แล้ว +2

      @@tharivol01 Yes, I had this exact problem. It was just deactivating the automatic target with the templates that solved it. Make sure there isn't another module that also targets automatically when creating a template (like Midi, Monk's Little Details , and others). I just disabled that option and it worked! I can send you my Module Menager+ config file, if you want to see/import it (send me your discord).

    • @tharivol01
      @tharivol01 ปีที่แล้ว

      @@gabrielosvair Finally, I deactived the automatic target. But it was something interesting though. Thanks for the help!

  • @00BuckShotz00
    @00BuckShotz00 2 ปีที่แล้ว

    Hey Bailey, I'm encountering a bug where every time I click on the levels icon my background image disappears. Am I doing something wrong? Have levels module updated and I'm running on 10.286

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Hmm, yeah, likely your either doing something wrong or you have a module conflict. I don't know how to help you but to suggest you start a new scene and try it again, maybe?

    • @theripper9300
      @theripper9300 2 ปีที่แล้ว

      Sounds like you have no levels defined in the ui, so nothing is displayed

  • @xxTerraPrimexx
    @xxTerraPrimexx 2 ปีที่แล้ว

    Much obliged!

  • @TheEnoEtile
    @TheEnoEtile ปีที่แล้ว

    Ok so where is the Baileywiki image and video viewer? He just kinda skipped that

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว +1

      Are you asking about the tile viewer that I'm using I'm the video? That's FilePicker+ by Ripper.

    • @TheEnoEtile
      @TheEnoEtile ปีที่แล้ว

      Yeah I think so. It just looked and behaved a lot different to what I was getting and it was throwing me off trying to follow along. Thanks.

  • @kevindaniel1337
    @kevindaniel1337 2 ปีที่แล้ว

    Well I know what I'm watching tonight.
    As to v10, I just updated today. 14 fatal errors and 150 critical errors. Fml. So far cleaning it up has gotten me down to just 50 critical errors... good thing I have a backup if I can't fix this!

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Updating is never for the faint of heart! Inquire on my discord if you hit any major snags

  • @natdavis6762
    @natdavis6762 2 ปีที่แล้ว

    I've tried my best to build a scene using this tutorial. Pretty good, but I have just one problem. Only tokens with darkvision can see the roofs from the scene's exterior (background tile Ground floor 0-10). tokens without darkvision see fog of war obscuring roofs. I'm using light sources to shed dim light everywhere in the scene's exterior. When I use global illumination, the roof displays for everyone, but it is dimly light. I want to avoid global illumination since the scene's interior should not be illuminated. Any ideas?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      I think this is a limitation of how Foundry restricts things in v10. Roofs are going to be as dark as their ambient light.
      One workaround I used was to use tile tinting and scene tinting to simulate dark without actually turning down lights. It was pretty effective and kept the roofs nice and bright (relatively)

  • @athos163
    @athos163 2 ปีที่แล้ว

    Anyone else having an issue where when they place trees as an inside overhead (or normal tile just higher elevation ) and Perfect Vision is is active that the trees tiles are fogged (blacked out)? even with setting tiles to not hide in the fog, i either have to disable advanced fog option or Token vision option (in scene settings) if i keep Perfect Vision enabled

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว +1

      I haven't played with inside overhead enough with v10. It's possible it isn't working as intended so if you can replicate with no other modules installed and after a refresh, then you should let Ripper know

    • @athos163
      @athos163 2 ปีที่แล้ว

      @@Baileywiki I'll try that, i assumed it was an issue with Perfect Vision as it only seems to occur when that's enabled, but i'll do as you say and mention it on your discord to Ripper

    • @theripper9300
      @theripper9300 2 ปีที่แล้ว +3

      Yes, it seems to be an issue with PV, we are currently investigating and we'll have a fix out asap

    • @theripper9300
      @theripper9300 2 ปีที่แล้ว +3

      Update: this is now fixed

  • @exkiltersilva7483
    @exkiltersilva7483 2 ปีที่แล้ว

    does levels work with dungeon draw?

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Levels does not directly work with Dungeon Draw, but indirectly it does.
      You can draw layouts with DD and then expert 3 them as tiles which can be overhead or background tile.

  • @Since-80s
    @Since-80s 2 ปีที่แล้ว

    hey guys thank you for your hard work helping us dummies figure this stuff out. do you have any plans for a beginner level version 10 course? heres the thing, ive got everything installed properly, ive watched hundreds of hours of youtube about foundry. when i actually open the program or try to do anything on forge, i dont get the results im expecting, im still stuck trying to get lost mines of phandelver to import properly. i dont want to rant, its really frustrating to spend all this time and money and i just cant get a foothold. nothing seems intuitive. everyone wants patreon money to upload an adventure.

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      I promise it's just a few missing steps and then you hit the zone. It's like learning to snowboard.
      Have you tried our Roll20 to Foundry series? Is there anything we passed up in the first couple of episodes that we should tackle?

  • @Borgor_Eater
    @Borgor_Eater 2 ปีที่แล้ว

    for some reason im seeing creatures on floors above the floor im hovering on

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      You will see whatever token you are clicked on will see. If that token doesn't have vision, you'll see all tokens.
      Best to engage the Levels UI to go up and down levels.

  • @drew_and_dragons
    @drew_and_dragons 2 ปีที่แล้ว

    LETS GOOOOOOOO!!!🎉

  • @lugzgaming5074
    @lugzgaming5074 ปีที่แล้ว

    Is this all still relevant for v11?

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      It should be pretty close. Not much change with Levels in the v11 update. But if you notice anything, feel free to leave a comment.

  • @stephenshulusky2940
    @stephenshulusky2940 ปีที่แล้ว

    Amazing

  • @jakelynch9159
    @jakelynch9159 ปีที่แล้ว +1

    Its a cephalopd

  • @midnightanimal4844
    @midnightanimal4844 ปีที่แล้ว

    Im going crazy, nothing i try works

    • @Baileywiki
      @Baileywiki  ปีที่แล้ว

      Have you thought of dropping into Ripper's discord and showing a video of what you're doing?

  • @atnasingetnamn2887
    @atnasingetnamn2887 2 ปีที่แล้ว

    I'll be honest, I was hoping for a simple levels tutorial and this is immensely intimidating. It doesn't feel easy to use at all; in truth, this has turned me off the levels module =/

    • @Baileywiki
      @Baileywiki  2 ปีที่แล้ว

      Yeah, if you feel that amount of intimidation, you should avoid it. It's a great way to build maps, but only if you like spending the time to learn things like this. There are plenty of regular 2D maps around!
      The alternative is to buy levels-enabled maps and just use them out of the box. Knowing how Levels generally works is helpful in that case, but you don't have to figure it all out.

    • @atnasingetnamn2887
      @atnasingetnamn2887 2 ปีที่แล้ว

      @@Baileywiki I'll admit I went on to find a levels tutorial that made it a bit easier to understand how it works! It's possible that this video was meant for advanced users (it certainly seems to be!), but I didn't realize that from the title alone.