A slider is probably the best way to do this, with fixed increments for the various recognised levels, but the ability to move it freely as well, so we can make things at micro-elevations.
With this and rooftops, we basically have control to move the camera to focus on a layer and can export images for each layer for digital play.
Rooftops! The maps created in dungeon alchemist are sooo beautiful and then I have to take some crappie roof assets, somehow tweaked to fit my beautiful houses. That ist the opposite of satisfying. =D
Not fussed about multi-level but rooftops for the houses when you do outdoor maps so they don't just appear as black boxes for LOS would be nice. Not sure if Fantasy Grounds will support this however.
It would be very helpful also if this had optional export support for Foundry's Levels module: foundryvtt.com/packages/levels, which adds support for multilevel maps in Foundry.
All kind of roof types matching every existing style of buildings and walls. Make the roofs exportable as png assets so they can be used as roof tiles in VTT.
I would like to add to this. Foundry VTT has great support for what they call "overhead tiles". Those tiles can have a a few different behaviors for when a token moves under it. Roofs are just one big use case for this (and it would be great if it came pre configured for the scene). But another use case is foliage. It would be awesome, if trees above a certain height would also be utilized in this way. So a tree looks just as it does now when further away, but once you step unter the tree with your token, the canopy is hidden but instead the trunk is visible.
This would probably mean, that the "base map" would have to be exported just with the trunks (and no roofs), while each roof / tree etc. would have to be a separately exported tile, so that it each tree can be hidden individually.
Besides this foundry also has the concept of "background" and "foreground" maps. So basically it would be possible to add the "floor" to the background, while walls and stuff on walls would be in the forground. The forground layer is always above tokens, but is never hidden (that's the main difference to overhead tiles I think). It's a nice touch to make sure that tokens do not step "over" a wall or a door frame, but instead are always drawn belowit.
I feel like DAs 3D approach would be an awesome fit to be able to export all these things to utilize foundrys features to maximum effect :D
Can there be a tool to put a roof on a building? There are battlemaps I would love to build that I want to put generic buildings around but not actually have an interior. I currently have to use a floor tile to "pretend" but it doesn't have the same feel of an actual roof with maybe a chimney.
I'd love to be able to build rooms on stilts, columns, etc... Like Balconies at an opera, a raised veranda or porch at a pub, or a house over water or shed or boathouse on a dock.
As a user, I’d like to build a mansion. This is not currently possible as I cannot stack floors and navigate between them using a token by following, for example, a staircase up. Ladders, dumb waiters, elevators, and other manners of locomotion experience the same hindrance. (I'm not trying to be cheeky or disrespectful, just very precise.)
Merged with:
Multi-tiered / Multi-floored buildings with simple token navigation between floors.
Archduke Vecna
Merged with:
City/town/village maps
H
Hagan Robb
Simple “rooftop” rooms that can have added balconies and chimneys. Change style and colors of roof features. Street objects like lanterns, sign posts, cobblestone streets, wells, etc.
It would be nice to have an option to create street maps. You don't need an interior detaling for that, but you defenetly need an option to cover a buildings with a roofs
The ability to create basic rooftops for outdoor maps. It could just be considered an object and not need to be interacted with. I just want the visual of a rooftop. Just noticed that this is planned with multi-level support.
Merged with:
Ability to draw rooms at different heights
A
currently you can only draw rooms at the base height, which makes it a problem when you want to create, say, a tower on a hill, or a mountaintop castle. having the ability to draw rooms directly on the terrain instead of the grid would be a good setting or even default for non-black parchment maps.
What I am looking for with levels is so I can show an iso 3D view of the 2 story "farmhouse" to my players from the outside and have a roof on it. I can then show the battle maps of the individual floors and export them separately. I cant show the iso view at the moment - especially without them currently seeing the layout inside the building, which I may not want to reveal to start with.
a way to visualize the lower floors if you are showing a top floor that has a smaller surface than the floors beneath.
also, as a second option, a roof tile that hides all the content of the map underneath it, acting as an actual roof in top down view...
if those tiles could come with a transparency slider, a lot of very fancy graphic stuff could be achieved.
I agree... a roof tile that hides all the content of the map underneath it, acting as an actual roof in top down view...
if those tiles could come with a transparency slider, a lot of very fancy graphic stuff could be achieved.
Activity Newest / Oldest
Another great addition would be floating islands, like non connected, multi-level terrain. Could be hard to implement though.
OLABTEAM
Multi level support will be great and amazing with Dungeon :)
Chris Sells
would love rooftops on taverns, inns, magic shops, etc. as well as parapets on top of castles, keeps, etc.
a level link to other maps would be nice like second levels or multipull dungeon's crypts eta
or even map edges to to continue on say a path eta eta
Hadeda King
A slider is probably the best way to do this, with fixed increments for the various recognised levels, but the ability to move it freely as well, so we can make things at micro-elevations.
With this and rooftops, we basically have control to move the camera to focus on a layer and can export images for each layer for digital play.
Rooftops! The maps created in dungeon alchemist are sooo beautiful and then I have to take some crappie roof assets, somehow tweaked to fit my beautiful houses. That ist the opposite of satisfying. =D
Aussiehope
Not fussed about multi-level but rooftops for the houses when you do outdoor maps so they don't just appear as black boxes for LOS would be nice. Not sure if Fantasy Grounds will support this however.
Tomek Prussak
It would be very helpful also if this had optional export support for Foundry's Levels module: foundryvtt.com/packages/levels, which adds support for multilevel maps in Foundry.
Sesu
Merged with: Rooftops
Dextro
Create objects for roofs of different styles or, at least, floor tiles looking as roof tiles.
Dextro
It would be useful to see the roof of the lower levels in buildings with several floors.
Remedy Martyn
Having exports for every 8-12ft of elevation would be great, then I’d essentially have exports of every floor
Jan Hoos
I'm over the roof ( ;-) ) that you added roofs to this as well!
Etienne Brossard
All kind of roof types matching every existing style of buildings and walls. Make the roofs exportable as png assets so they can be used as roof tiles in VTT.
Jan Hoos
ooeeh! the export idea is neat as well!
Steven Weingärtner
I would like to add to this. Foundry VTT has great support for what they call "overhead tiles". Those tiles can have a a few different behaviors for when a token moves under it. Roofs are just one big use case for this (and it would be great if it came pre configured for the scene). But another use case is foliage. It would be awesome, if trees above a certain height would also be utilized in this way. So a tree looks just as it does now when further away, but once you step unter the tree with your token, the canopy is hidden but instead the trunk is visible.
This would probably mean, that the "base map" would have to be exported just with the trunks (and no roofs), while each roof / tree etc. would have to be a separately exported tile, so that it each tree can be hidden individually.
Besides this foundry also has the concept of "background" and "foreground" maps. So basically it would be possible to add the "floor" to the background, while walls and stuff on walls would be in the forground. The forground layer is always above tokens, but is never hidden (that's the main difference to overhead tiles I think). It's a nice touch to make sure that tokens do not step "over" a wall or a door frame, but instead are always drawn belowit.
I feel like DAs 3D approach would be an awesome fit to be able to export all these things to utilize foundrys features to maximum effect :D
Sesu
Merged with: Roofs!!
Jean-Christophe Desjardins
In order to create external realistic view without unveiling inside buildings
Sesu
Merged with: Roof generation
James Gray
Roof Examples
discord.com/channels/802094386858819594/804404413548462091/960516585792110603
Mushie
Adding my vote for roofs as part of this as well. It would be great for those iso screen grabs for ambience before going into battle map mode
Jan Hoos
Yes I'd love to have this!
Can there be a tool to put a roof on a building? There are battlemaps I would love to build that I want to put generic buildings around but not actually have an interior. I currently have to use a floor tile to "pretend" but it doesn't have the same feel of an actual roof with maybe a chimney.
Archduke Vecna
Merged with: Roofs
Jan Hoos
It would be so awesome to make nice scenic images if we can put roofs on the rooms as well. We can make beautifull scenic shots to set the scene :-)
Chad Vance
Yes, this would be so great!
Remy Martyn
I'd love to be able to build rooms on stilts, columns, etc... Like Balconies at an opera, a raised veranda or porch at a pub, or a house over water or shed or boathouse on a dock.
Mad Arkitekt
As a user, I’d like to build a mansion. This is not currently possible as I cannot stack floors and navigate between them using a token by following, for example, a staircase up. Ladders, dumb waiters, elevators, and other manners of locomotion experience the same hindrance. (I'm not trying to be cheeky or disrespectful, just very precise.)
Archduke Vecna
Merged with: Multi-tiered / Multi-floored buildings with simple token navigation between floors.
Archduke Vecna
Merged with: City/town/village maps
Hagan Robb
Simple “rooftop” rooms that can have added balconies and chimneys. Change style and colors of roof features. Street objects like lanterns, sign posts, cobblestone streets, wells, etc.
LeRatier Bretonnien
You should rename this "Roofs for buildings". The title of the feature is not clear at all :)
LeRatier Bretonnien
Mandatory to really use this tool for building !
Hagan Robb
Add the ability to make a copy of a map with a different terrain type to resemble a second and/or thirds story of a building.
Archduke Vecna
Merged with: Floor levels
GGPhires
Create s balcony that overlooks woods, hangs over water, etc.
Sesu
Merged with: Balcony
Archduke Vecna
Merged with: Roofs
Pavel Degtyaruk
It would be nice to have an option to create street maps. You don't need an interior detaling for that, but you defenetly need an option to cover a buildings with a roofs
Archduke Vecna
Merged with: Rooftops
JohnPhilipCamp
The ability to create basic rooftops for outdoor maps. It could just be considered an object and not need to be interacted with. I just want the visual of a rooftop. Just noticed that this is planned with multi-level support.
Sesu
Merged with: Ability to draw rooms at different heights
currently you can only draw rooms at the base height, which makes it a problem when you want to create, say, a tower on a hill, or a mountaintop castle. having the ability to draw rooms directly on the terrain instead of the grid would be a good setting or even default for non-black parchment maps.
What I am looking for with levels is so I can show an iso 3D view of the 2 story "farmhouse" to my players from the outside and have a roof on it. I can then show the battle maps of the individual floors and export them separately. I cant show the iso view at the moment - especially without them currently seeing the layout inside the building, which I may not want to reveal to start with.
Sesu
Merged with: Roof tiles
Alessandro Maggiorotto
a way to visualize the lower floors if you are showing a top floor that has a smaller surface than the floors beneath.
also, as a second option, a roof tile that hides all the content of the map underneath it, acting as an actual roof in top down view...
if those tiles could come with a transparency slider, a lot of very fancy graphic stuff could be achieved.
Ken Anderson
I agree... a roof tile that hides all the content of the map underneath it, acting as an actual roof in top down view...
if those tiles could come with a transparency slider, a lot of very fancy graphic stuff could be achieved.
Sesu
Merged with: Roofs
B Straddlecat
Roofs on buildings
Aerynus - Lead Developer
Status changed to: Planned