Tabletop Simulator

Tabletop Simulator

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Saught's Savannah Assets/Models/Objects/Props
   
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Number of Players: 10+
Tags: Savannah
File Size
Posted
320.442 KB
5 Jul, 2020 @ 9:40pm
1 Change Note ( view )

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Saught's Savannah Assets/Models/Objects/Props

Description
Technically I guess it's more like coastal savannah assets.

There are around 180 models, but many of them are duplicates as I've manually fixed some colliders, but I've included both the "fixed" & the basic mesh colliders for the buildings. Similar to the Desert Assets (same game), there would've been more models, but I've had issues extracting and converting specific folders which leaves me with a bunch of corrupted junk. Everything I can salvage though, I've adapted for TTS.

If there are any errors or issues, let me know.

Inside you can find:
  • Dead Trees
  • Burnt Trees
  • Burnt... Stuff!
  • A ton of massive Rocks
  • A Lighthouse
  • Broken Docks & Piers
  • Coastal Huts & Dressing
  • Basic Wood Furniture
  • Fences!
  • Stone Walls!
  • That's kind of it!

Anyway, this stuff should be useful for fantasy RPGs but I'm sure you guys can find a use for other games, or simply pilfer some of the objects for whatever you want.

Feel free to use this stuff for other mods. You don't need to credit me or link anything, but it'd be nice.

If you'd like to support me you can do so through PayPal[www.paypal.com]

Check out these workshop mods for some more setting-appropriate stuff:

CaptainCobop's "Big Grass 2.0"
https://steamproxy.net/sharedfiles/filedetails/?id=1764833090

and Baryonyx's "Wheat, Grass and Flower Fields"
https://steamproxy.net/sharedfiles/filedetails/?id=879730213

and Searanger's "Super Realistic Plant Life Collection"
https://steamproxy.net/sharedfiles/filedetails/?id=176671256

and of course Demorid's miniature table full of mz4250's models (and others!):
https://steamproxy.net/sharedfiles/filedetails/?id=901492833
12 Comments
Saught  [author] 22 Apr, 2022 @ 1:12pm 
@cwiggins The colliders are typically the same as the mesh that you're seeing (the object itself). You should only need to lock the object for your other miniatures to collide with it properly. If they're basic-object uploads rather than AssetBundles you need to make sure non-convex collider is checked - otherwise without locking an object, typically it's mesh automatically assumes convex shapes which is why things will "float" above them. Objects without colliders default to cubes encompassing the entire mesh.

In regards to "fixed and basic mesh colliders" for this table, it refers to the top right objects utilizing literal mesh colliders, while the bottom right contains "flattened" bottoms to allow them to place and sit easier which is why you see parts of them clipping through the floor when highlighted.

That was a longer explanation than you probably wanted, but ultimately I believe you can simply lock the object to fix your problem.
cwiggins 22 Apr, 2022 @ 10:42am 
A question about the "fixed and basic mesh colliders" for buildings. I was wanting to use 2_tw2_1_hut_02_3, for example, in a miniatures game. But the collider for the boardwalk sections seems way too high and not level for doing that (without using Gizmo <g>). Am I missing something about how colliders are assigned/used?
Dango Balango 8 Feb, 2022 @ 9:05am 
@Saught thanky you for the reply, It turns out it was a "mod caching" on issue, had to turn it off everything is perfect now
Saught  [author] 7 Feb, 2022 @ 11:08pm 
@Johnny The Kid Try reloading Tabletop Sim. They seem to be working fine for me right now.
Dango Balango 7 Feb, 2022 @ 7:05pm 
I love those props but they are all white squares now for some reason :(
WalBanger -UK- 9 Feb, 2021 @ 7:27am 
Man you do such a great job....
Trinkett 4 Nov, 2020 @ 7:23pm 
Any chance you've got that table pre-built?
Vedacit 4 Aug, 2020 @ 8:20am 
Muito bom
lalaef 18 Jul, 2020 @ 12:19pm 
Good stuff, man!
Ill Queen Hydra 10 Jul, 2020 @ 10:35am 
Love it!