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Tabletop Simulator

 Post subject: Re: Tabletop Simulator
PostPosted: Sun Feb 21, 2016 9:47 am 
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This looks cool, nice to have proper 3d models :) I'd definitely like to try playing it some time in the next few weeks.

I played several games with Z's old Tabletop game he was developing and it was great in some ways but awkward and glitchy sometimes. I'd say a 3k game played over that might take roughly twice as long to play, all in, as in real life, but it could be saved and played on two or more occasions. How long, all in, does a game take to play though this roughly?

Does this game have templates of the correct sizes for Epic Armageddon? Can you move multiple units at once? You couldn't in the early versions of Z's Tabletop and it was frustrating and took ages. Do you plan to fill in the remaining missing units and armies over time? An hour to make an army sounds good. I made several for Z's Tabletop and it took 3-5 hour for an army maybe.

I'm not a computer gamer and I have no clue how Stream games work. If GW lawyers were to cease and desist the game or army packs at some future point could the game still be distributed or played by those that already have it?


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 Post subject: Re: Tabletop Simulator
PostPosted: Sun Feb 21, 2016 11:27 am 
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Yes 3d is much more appealing!

Well, to be honest, I can't really tell you how much longer a game would take. I'm a slow player in the physical world and I don't play that much. When me and my brother get together to play a physical 3000pt game it can take from 3 to 5 hours! This was a solution I found so I could play more, and thus far I've only played once. We were going to play yesterday, but my kids sabotaged the attempt.

At any given time, there are 4 to 5 rooms with 40k games going on, so, it's definitely feasible.

As for movement, yes, you can drag a selection box across multiple items to select them all, or you can pick them one by one and add to a selection (Ctrl+click). The measuring tool can take some getting used to but is very practical once you get the hang of it.

Dice can be rolled next to a model instead of some place "far" away. This is particularly useful with the select tool, as you can roll multiple dice with different target numbers all at the same time (to hit or save for particular units).

As for Templates, yes they are the correct size, I made them specifically for epic.

The physics engine is dimensionless, so, 1 unit can mean whatever you want, cm, inches, etc.

This game works (Tabletop Simulator) by providing a physics engine based on a room where people connect to. All content is provided by users (and doesn't need to be publicly available on the steam workshop) via public download sites (dropbox for instance). Also, only one person needs to have have the links to the files, when you connect to his room, all the stuff he has in the room will be downloaded to your computer. So long as 1 person has the files and links you're good to go.

As for the units and armies still missing, yes, I plan on adding them, however, if the models need to ripped, it takes a lot longer. An army that has models already available, can take about 8 hours of work to make (and look good). This typically takes me a week to do.
What would help was to have a list of all the missing stuff for the existing armies, that way, work could be focused and goal orientated. As for missing (main) armies, we're only missing Tau and Necrons (both of these have already available models for 40k. The other person working on this is working (or will be working) on Tau. I'm currently working on Warmaster.

What would REALLY help, would be to have someone else join the band wagon! :D

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 Post subject: Re: Tabletop Simulator
PostPosted: Fri Feb 26, 2016 11:37 pm 
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Nice setup! I've been working on making a save prepped up with most of the stuff needed for a EA game, just plop down the terrain on the side where you want it, drag out your army and get to playing, and your workshop items have actually made this possible. I do want to know, however, which workshop items did you subscribe to for all of the terrain in those pictures? I've managed to dig up some terrain, but more is better, and the hills I've found only seem to come in green.


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 Post subject: Re: Tabletop Simulator
PostPosted: Fri Feb 26, 2016 11:52 pm 
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Thanks! I Just subscribed to some 40K maps and saved the terrain pieces I wanted to my chest, which ones specifically, I'd have to check.. As for the hill, that's easy, just open the properties of the hill model and replace the "Diffuse/image" field with whatever skin you want. I usually use the same skin for the table and the hills.

Hope this helps!

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 Post subject: Re: Tabletop Simulator
PostPosted: Sat Feb 27, 2016 3:20 am 
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Thanks, it did indeed help! I've managed to pull most of the stuff that'd be useful for a game together into one boardspace, including the armies made by you and that other chap, all bagged up and just in need to be pulled out and duplicated into whatever's in a person's army list. Would you mind if I uploaded the result to the workshop to make it easier for others here to try it out, without having to hunt down things like I had to?

Also, what's involved with turning an existing army into something Epic-ready? I don't even want to think about ripping models and textures from something else, but modifying something already on the workshop might be possible for me.


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 Post subject: Re: Tabletop Simulator
PostPosted: Sat Feb 27, 2016 9:55 am 
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Speaking for myself, go ahead! Only problem is that when the main workshops get updated with new units, that one won't be updated as well.

As for converting existing models for epic, you'd need a 3d program to handle the .obj files and an image processor for the skins.

For the 3d stuff, I use 3dSMax, but Blender and Maya would also work. For Textures, I use Pain.Net (Photoshop would be better)
Just take the .obj files you've downloaded from TTS, import them, move them around, scale appropriately and combine them in a single "base".
If you're using several .obj's that share the same skin (like 5 tactical marines), you'll just need to map the base's texture with something on the texture file; If you're using obj's with different skins, you'll have to combine them in the image processor into 1 file (I use Pain.net) and then re-map the models in the 3d program. Finally export as obj and you're done.

Don't know If that was clear?

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