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Viewing 11 posts - 1 through 11 (of 11 total)
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  • girhen
    Participant

    Hey there,

    For item 2, I start making use of a few things.

    Thorstan’s pack, Thorstan’s Tiles, has items under “marker’ that are numbers and letters. I sometimes use those to keep track of monster 1, 2, 3, etc.

    Sometimes, I go to the “Color” tab and put and put colored squares (place as object, then scale it to my liking) and track monsters by colored tile. I’ve definitely enjoyed using the orange on top of custom tokens that have hats.

    in reply to: Computer Specs #101858
    girhen
    Participant

    Hey there,

    I am not part of the dev team. They’re more active on their Reddit and Discord. I’ll say what I can though.

    One thing they’ll probably ask is how much detail there is, animations, dynamic lighting, etc. I’ve loaded some large maps made by users on a computer with an RTX 2080 Super and AMD 3800X, and it looked sideways at it because of the number of animated and lighting items in it. At 10k assets, many lit, really becomes quite computer intensive while dragging items around. As far as I can tell, the program draws items on floors beneath it.

    Are you talking about having 15-20 torches? 100? 140×140 tiles – all on one floor? There are a lot of variables that will matter.

    You might do well to make some items not cast shadows. Should the tree really block all light when your characters are below the leaf level? Can you make the table they should see over not block light? Are there approximations that can be made? Make the most important items count to save precious computing power.

    in reply to: Free Pack that has Spell Range Temples #90022
    girhen
    Participant

    It would be nice to have ‘object radius’ as an option in the Object Manipulation area that goes by the furthest points through the center of an object so we could easily size like this. That said, there are free mods by users with a few pre-sized objects for common spells, like 10×10 square, something by something circle, and a cone. I’m not sure which, might have been DMRobo’s.

    If they go the sizing tool route and a basic template, that much could be free. Having animations for multiple spell types would probably be a bit more than I personally see them going.

    in reply to: turn off the lights !! #81753
    girhen
    Participant

    Can’t you just toggle the light’s visibility or toggle the light of the object to fix that?

    in reply to: Objects Loading in Wrong Order #80025
    girhen
    Participant

    Thanks, I can confirm Geri’s Fisherman Cabin loaded correctly.

    in reply to: Creating Large and Multilevel Maps #79836
    girhen
    Participant

    Thanks for that tip – I totally forgot that the laptop I cast from has a GTX 1050 Ti – not a fraction of the desktop I’m using while I build the map. This computer was built in January with Cyberpunk 2077 in mind (put together the day before the delay) as well as Cities:Skylines with mods.

    I was also looking for systemic advice from a planning and creation standpoint. The floor-per-level gets weird when I’m making a castle on a hill with multiple levels of “ground level”. It feels like my best option is to move characters with height at max while they’re outside, and stop the visible road whenever buildings need to start popping up after a height.

    Hochosterwitz Castle and Castle Hohenzollern gave some ideas on how to handle it, and really illustrate a bit of why “ground level” is a really funny thing for this map. It’s not going to finish nearly as awesome as I’d like since Sunday is my target, and I’ve only just finished the outer wall. Kicking into high gear – time to spend less time looking and more time doing.

    in reply to: Offline Question #79532
    girhen
    Participant

    I’m not part of the team, but thought I’d answer.

    I was not running the launcher or program. I turned off my modem and then launched the launcher. It could still tell I owned the packs I bought. I launched the program. I could still load maps up.

    It seems like the launcher is there to let you see what content has updates while it’s not in memory, and also to show you the new things they have for you to buy. It doesn’t look like it’s a license manager acting as an online-only DRM. The only thing I might question is how installation works if you have an installer and no internet (like if you want to use the tool in 10 years and the service is out).

    Hopefully, Nathan (team member I see most on the forums) will see this and give a 100% official answer.

    in reply to: Update the Launcher Button #78385
    girhen
    Participant

    Awesome, and that’s a fast response on a Saturday. Thanks!

    I’ll not clutter your bigger thread with an acknowledgement reply – I’m sure that thread will eventually turn into a monster to follow.

    in reply to: Can't figure out how to use Content packs #78295
    girhen
    Participant

    Go to content library

    On the right, there’s a list of installed packs. You can enable all by clicking the little button. If it has a little green in it, it’s all on. If not, red.

    Click the up or down arrow to expand or hide items based on who created it (official content, by creator name, or by you). If you only want to enable some, click the little toggle on an individual item (wish it was bigger). Again, red is disabled, and green is enabled.

    —————– THIS IS FANCYPANTS STUFF ——————

    If you want to get fancy with content, you can make a palette. On the right, you can click to add a preset. This is a big item, like “Token”. You can make subitems, like “Heroes”, “Party”, “Beasts”, “Animals”, etc. Select an item or subitem, and then click individual items you brought in and drag them into the bottom to add them to the preset. You can also bring in items from multiple/other packs if you want to combine their content. Good if they have similar content.

    in reply to: Launcher Feedback Thread #78277
    girhen
    Participant

    So I jumped into here with a mission and blazed past this forum section. I have a suggestion thread on the launcher.

    In short, it’s really busy, and the button to fire up Master’s Toolkit is not obvious enough. There are buttons at the top, buttons at the bottom, buttons on the right sidebar, more buttons left of the right sidebar, and then a couple blocks that look out of place talking about “Streaming”.

    Simplify the process. Make sure the button mentions that you’re launching Master’s Toolkit. Use the Master’s Toolkit icon for the launch, or a wide button with the label inside it like before. Make it grand, stick out, and be bigger than the rest. The alpha/beta version option should probably be smaller and mention that it’s a buggier version.

    I get you want to advertise, but maybe have a tab for the store. Same for content packs and community options. There’s so much on the launcher now that it’s information overload to show everything at once. When I get to the actual Toolkit, it’s so nice and simple by comparison.

    in reply to: Update the Launcher Button #78276
    girhen
    Participant

    Oh, there’s a launcher support area and thread. My bad. Suggestions caught my eye and I dove in. There is a lot to unpack here though.

Viewing 11 posts - 1 through 11 (of 11 total)
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