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

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  • čas přidán 1. 07. 2024
  • It's October 2022, and with the new Foundry VTT v10, our favorite module for designing multi-level battlemaps, Levels by u/theripper93, has been updated. And this version is easier than ever to use!
    The highlight is not needing polygons anymore, but there is plenty more to cover. I walk you through what's new, and we build a sample scene together. Let's get started!
    To support my channel and to get the content you see in my videos, go to / baileywiki
    LEVELS MODULES YOU'LL NEED
    Better Roofs by Ripper foundryvtt.com/packages/bette...
    Levels by Ripper foundryvtt.com/packages/levels
    Wall Height by Ripper foundryvtt.com/packages/wall-...
    Perfect Vision by dev7355608 foundryvtt.com/packages/perfe...
    OTHER MODULES IN THIS VIDEO
    Mass Edit by Aedif foundryvtt.com/packages/multi...
    Token Magic FX by SecretFire foundryvtt.com/packages/token...
    QuickScale by Unsoluble foundryvtt.com/packages/quick...
    Token Attacher by KayelGee foundryvtt.com/packages/token...
    00:00 Demo and Intro
    02:15 Modules You'll Need
    Core Concepts in Levels
    03:50 Background and Background Tiles
    06:23 Z Values vs Elevation
    07:37 Floor Tiles
    08:30 Roofs and Walls
    10:12 Basements
    Major Changes
    11:03 #1: Dimmer Roofs
    11:33 #2: Light Masking and Perfect Vision
    12:39 #3: UI Simplification
    13:08 #4: Smarter Level Detection
    14:33 #5: 0-9 vs 0-10
    15:04 3D View of What Levels is Doing
    15:46 #6: Background Elevation Setting
    16:23 #7: Goodbye to Holes
    17:12 #8: No More Polygons!!
    Settings You Should Know
    18:53 Global Settings for Levels
    20:12 Global Settings for Wall Height
    21:05 New Scene Settings
    22:21 Weather Elevation Settings
    Creating a Levels Scene
    22:56 Set-up
    23:56 UI Buttons Walkthrough
    25:15 Dropping in Tiles
    26:35 Bonus: Using Colorable Assets!!
    28:00 Creating Level 2
    30:36 Making a Staircase
    32:47 Testing the Scene
    33:25 Prefab on Level 1
    34:26 Prefab on Level 2 with Fog of War
    35:30 Lights and Light Occlusion
    37:18 Creating Roofs
    39:42 Using Occlusion IDs to link Roofs
    Tweaks and Other Stuff
    41:04 Don't Hide in Fog Setting
    41:40 Radial Occlusion Example
    43:46 Enhancements to Roofs
    44:37 Adding Other Scene Elements
    45:47 Example of No Light Masking
    46:25 Adding Walls
    47:29 Closing Thoughts
    Featured Links:
    Artwork by Baileywiki using assets from...
    Forgotten Adventures forgotten-adventures.net/
    DungeonQuill / dungeonquill
    Caeora / caeora
    Tom Cartos Assets / tomcartos
  • Hry

Komentáře • 188

  • @danielbechar1878
    @danielbechar1878 Před rokem +1

    This video is EXACTLY WHAT I NEEDED, THANK YOU

  • @Johnny0Masters
    @Johnny0Masters Před rokem +5

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

  • @hammy3dprints
    @hammy3dprints Před rokem +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  Před rokem

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

  • @EntropyMu
    @EntropyMu Před 7 měsíci +6

    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 Před 2 dny

      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!

  • @bekradan458
    @bekradan458 Před rokem +3

    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  Před rokem

      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.

  • @Terry-Adams
    @Terry-Adams Před rokem

    thanks for this! amazing to see this so fast!

  • @naschkokthe3rd
    @naschkokthe3rd Před rokem +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  Před rokem +2

      Omg yes!

    • @kevindaniel1337
      @kevindaniel1337 Před rokem +1

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

    • @Baileywiki
      @Baileywiki  Před rokem +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 Před rokem

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

  • @GryphonDes
    @GryphonDes Před rokem +1

    Damned useful stuff ! So excited for all this :D

  • @LeagueScience
    @LeagueScience Před rokem

    awesomeness at the highest level

  • @theuglydm
    @theuglydm Před rokem +1

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

  • @xxTerraPrimexx
    @xxTerraPrimexx Před rokem

    Much obliged!

  • @drew_and_dragons
    @drew_and_dragons Před rokem

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

  • @drew_and_dragons
    @drew_and_dragons Před rokem

    LETS GOOOOOOOO!!!🎉

  • @stephenshulusky2940
    @stephenshulusky2940 Před 8 měsíci

    Amazing

  • @Kyfow
    @Kyfow Před rokem +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  Před rokem +2

      It's the Tile Scroll module by Ripper 😃

    • @Kyfow
      @Kyfow Před rokem

      @@Baileywiki thanks so much!!

  • @1918Camel
    @1918Camel Před 10 dny

    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

  • @BlaineBellamy
    @BlaineBellamy Před rokem

    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  Před rokem

      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!

  • @pitchblack58
    @pitchblack58 Před rokem

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

  • @DoomVampire
    @DoomVampire Před rokem

    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  Před rokem +1

      We have tiles to build 13 keeps and 87 towers!

    • @DoomVampire
      @DoomVampire Před rokem

      @@Baileywiki nerdgasm!

  • @timgarder162
    @timgarder162 Před rokem

    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  Před rokem

      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.

  • @johnsimpson7607
    @johnsimpson7607 Před rokem +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  Před rokem +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.

  • @Fattman1243
    @Fattman1243 Před 10 měsíci

    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  Před 10 měsíci +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

  • @evileangel1
    @evileangel1 Před 8 měsíci

    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 Před 4 měsíci

      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 Před 4 měsíci

      @@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

  • @patchbunny
    @patchbunny Před 7 měsíci

    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  Před 7 měsíci

      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.

  • @DarthBalrogTV
    @DarthBalrogTV Před měsícem

    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  Před měsícem

      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.

  • @ricardomitra3653
    @ricardomitra3653 Před rokem

    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  Před rokem +1

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

  • @bardmorgan9277
    @bardmorgan9277 Před rokem

    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  Před rokem

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

  • @xJinglezx
    @xJinglezx Před 11 měsíci

    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?

  • @perspicaciouscogitat
    @perspicaciouscogitat Před rokem

    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  Před rokem

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

  • @Meblin74
    @Meblin74 Před rokem

    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  Před rokem

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

  • @MarcosLugao
    @MarcosLugao Před rokem

    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  Před rokem

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

  • @lorenzoandreaus1221
    @lorenzoandreaus1221 Před rokem +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  Před rokem +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 Před rokem

      @@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  Před rokem +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 Před rokem

      @@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  Před rokem +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

  • @gotenksta
    @gotenksta Před rokem

    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  Před rokem

      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.

  • @wero2661
    @wero2661 Před rokem

    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  Před rokem

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

  • @tylerthevoth
    @tylerthevoth Před 11 měsíci

    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  Před 11 měsíci

      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.

  • @RocketGamerPie
    @RocketGamerPie Před rokem

    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  Před rokem

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

  • @zytacus
    @zytacus Před rokem

    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

  • @gotenksta
    @gotenksta Před rokem

    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  Před rokem

      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.

  • @cuicksand
    @cuicksand Před rokem

    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  Před rokem

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

  • @ViewsandLikes-xb4mk
    @ViewsandLikes-xb4mk Před rokem

    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  Před rokem

      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.

  • @Since-80s
    @Since-80s Před rokem

    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  Před rokem

      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?

  • @meathookmarv5738
    @meathookmarv5738 Před 20 dny

    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  Před 20 dny

      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.

  • @cccempres
    @cccempres Před rokem +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  Před rokem +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 Před rokem +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 Před rokem

      @@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!

  • @natdavis6762
    @natdavis6762 Před rokem

    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  Před rokem

      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)

  • @kevindaniel1337
    @kevindaniel1337 Před rokem

    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  Před rokem

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

  • @alessiogarofalo8138
    @alessiogarofalo8138 Před rokem

    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  Před rokem +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 Před rokem

      @@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  Před rokem

      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 Před 4 měsíci

      ​@@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

  • @Violet_QuestionMark
    @Violet_QuestionMark Před rokem

    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  Před rokem

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

  • @sagitax23
    @sagitax23 Před rokem

    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  Před rokem

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

  • @DonutVoid
    @DonutVoid Před rokem

    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  Před rokem +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.

    • @DonutVoid
      @DonutVoid Před rokem

      @@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

  • @silki9716
    @silki9716 Před rokem

    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  Před rokem

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

  • @SublimeShadow
    @SublimeShadow Před rokem

    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  Před rokem

      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 Před rokem

      @@Baileywiki Disabling Perfect Vision brought it back.

    • @Baileywiki
      @Baileywiki  Před rokem

      Ok good.

  • @Sgt.Crawler1116
    @Sgt.Crawler1116 Před rokem

    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  Před rokem

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

  • @justinlan7940
    @justinlan7940 Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem +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 Před rokem

      @@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 Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem

      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

  • @arcari13
    @arcari13 Před rokem

    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  Před rokem

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

  • @Borgor_Eater
    @Borgor_Eater Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem

      It's Monks Active Tiles, in this case.

  • @JohnD.Farkas
    @JohnD.Farkas Před rokem

    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  Před rokem

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

  • @zanza124
    @zanza124 Před rokem

    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  Před rokem

      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 Před rokem

      @@Baileywiki okay thank you i will try

  • @00BuckShotz00
    @00BuckShotz00 Před rokem

    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  Před rokem

      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 Před rokem

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

  • @exkiltersilva7483
    @exkiltersilva7483 Před rokem

    does levels work with dungeon draw?

    • @Baileywiki
      @Baileywiki  Před rokem

      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.

  • @davidgratton8869
    @davidgratton8869 Před rokem

    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  Před rokem

      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 Před rokem

      @@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  Před rokem

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

    • @davidgratton8869
      @davidgratton8869 Před rokem

      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  Před rokem

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

  • @orod731
    @orod731 Před 6 měsíci +2

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

    • @Baileywiki
      @Baileywiki  Před 6 měsíci +1

      It should still be mostly relevant.

    • @orod731
      @orod731 Před 6 měsíci +1

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

    • @Baileywiki
      @Baileywiki  Před 6 měsíci

      It's possible. What makes you say that.

    • @orod731
      @orod731 Před 6 měsíci +2

      @@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

  • @1n5uff1c13n7
    @1n5uff1c13n7 Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem

      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 Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem

      My pleasure!

  • @beforetheloretheater7402
    @beforetheloretheater7402 Před 10 měsíci

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

    • @Baileywiki
      @Baileywiki  Před 10 měsíci +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 Před 10 měsíci

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

    • @Baileywiki
      @Baileywiki  Před 10 měsíci +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.

  • @kevinculver9471
    @kevinculver9471 Před 3 měsíci

    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  Před 3 měsíci

      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 Před 3 měsíci

      ​@@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  Před 3 měsíci +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.

  • @athos163
    @athos163 Před rokem

    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  Před rokem +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 Před rokem

      @@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 Před rokem +3

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

    • @theripper9300
      @theripper9300 Před rokem +3

      Update: this is now fixed

  • @tharivol01
    @tharivol01 Před rokem

    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  Před rokem

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

    • @gabrielosvair
      @gabrielosvair Před rokem

      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 Před rokem

      @@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 Před rokem +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 Před rokem

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

  • @garbageknights
    @garbageknights Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem

      Are you on Foundry v10?

    • @garbageknights
      @garbageknights Před rokem

      @@Baileywiki I am

    • @garbageknights
      @garbageknights Před rokem

      @@Baileywiki is that good or bad?

    • @Baileywiki
      @Baileywiki  Před rokem

      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

  • @hananack
    @hananack Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem +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 Před rokem

      @@Baileywiki great thank you

  • @lugzgaming5074
    @lugzgaming5074 Před 10 měsíci

    Is this all still relevant for v11?

    • @Baileywiki
      @Baileywiki  Před 10 měsíci

      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.

  • @jakelynch9159
    @jakelynch9159 Před rokem +1

    Its a cephalopd

  • @Borgor_Eater
    @Borgor_Eater Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem

      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.

  • @TheEnoEtile
    @TheEnoEtile Před rokem

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

    • @Baileywiki
      @Baileywiki  Před rokem +1

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

    • @TheEnoEtile
      @TheEnoEtile Před rokem

      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.

  • @midnightanimal4844
    @midnightanimal4844 Před rokem

    Im going crazy, nothing i try works

    • @Baileywiki
      @Baileywiki  Před rokem

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

  • @atnasingetnamn2887
    @atnasingetnamn2887 Před rokem

    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  Před rokem

      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 Před rokem

      @@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.