Tabletop Simulator
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Saught's Decor Assets/Models/Objects/Props
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Type: Game
Complexity: Low Complexity
Number of Players: 10+
Assets: Components, Props
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1 ноем. 2022 в 14:14
1 ноем. 2022 в 15:19
2 бележки за промени ( преглед )

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Saught's Decor Assets/Models/Objects/Props

Описание
There's about 505 models on the table. Most are using primitive or convex colliders but some have custom adjusted mesh colliders to let them sit easier. Everything's been adapted for TTS.

Inside you can find:
  • Alchemy, Clothing, Cooking, Farming, Leatherworking, Smithing, Woodcutting, and Workshop Tools
  • Barrels, Baskets, Boxes, Buckets, Chests, Crates, Sacks, and Parcels
  • Furniture Sets of Cabinets, Chairs, and Tables
  • Stone & Wood Resources & Stockpiles

I had about 1500 models on the table originally and figured that was probably way too much for a single workshop mod, so I'll be splitting it up into 3. I had worked on converting these assets for quite a long time but I did end up taking a decently long break after some annoying interruptions.

Feel free to pilfer whatever you want for other mods. You don't need to credit me or link anything, but it'd be nice.

I've had some very kind people reach out to me attempting to offer support but I've always turned them down. I feel like I've reached a solid point to where I've positively contributed to the TTS community, so if you're inclined, you can now support me through PayPal[www.paypal.com]

Fort Assets:
https://steamproxy.net/sharedfiles/filedetails/?id=2818720061
30 коментара
Ðrim 10 окт. в 5:20 
Ah thats understandable, they are quite big afterall. The preview looks nice tho! More tents are always nice haha and the paper scrolls look great.I just started a new run on BG3 so will have a lookout for things :)
Saught  [автор] 10 окт. в 4:12 
@Ðrim Buildings likely aren't possible, they're usually made up of a ton of smaller separate prefab tiles. I know there's lots of little models of like ruined piles of bricks & stone which are more doable though.

To update, I'm still working on it! I've forgotten how much time & pain go into making colliders for everything. I did end up working on a lot more than I had planned to but here's a preview [imgur.com] of around 280 local assets on a table. I'd like to go through everything and figure out a decent "theme" of assets to put together though but there's so much scattered across folder sections...
Ðrim 1 окт. в 8:00 
That's nice to hear :) Anything you put up is generally easy to put to use so happy whenever there's new assets from you. BG3 have so many great locations etc, but as for EA location, the Blighted Village in the first act. More ruined buildings would be nice to see and possibly stuff from thr druid Enclave?

The Shadow Cursed Lands have plenty of cool horror assets but it was not part of EA as far as I know so might have to go deep for that stuff if you are able and willing :)
Saught  [автор] 1 окт. в 1:17 
@Ðrim I spent a little bit of time fiddling around with the BG assets I dug out to get reacquainted with Unity... again. Couple of hiccups since the sfx stuff is straightforward but the workflow for material textures has slightly changed, seems you can't Material Edit multiple selections now but you can bulk apply presets which would do the same thing so idk. Also had some other issues but there seems to be easy workarounds. Something in particular you're after? I still only have stuff from the EA about 2 or 3 years ago but maybe I can find some free time this week if it's not a ton.
Saught  [автор] 30 септ. в 21:49 
@Ðrim A little bit! I did a little kitbashing for some player models in Blender but aside from those soundcubes I mentioned some time ago I've just been using the default custom import for random props (just occasional models hosted on discord which isn't viable long-term anymore bc of their new-ish link expiration) for my current game. Actually uploading anything to the steamcloud requires me to switch accounts, which is a little off-putting for me unless I'm doing it for assets in bulk (like an entire tables worth). I haven't needed to do that for a very long time tbh.

I do have like two(?) tables of a couple assets that were already uploaded back before I took such a long break I could probably scrounge together as workshop mods and make them public, but it wasn't of anything from BG3. I did see it get mod support & the editor's been "unlocked" but I haven't looked into it much, so idk if it's any benefit in regards to extracting compared to previous tools.
Ðrim 28 септ. в 3:27 
Hey Saught, have you been able to relearn and get into the grove of converting assets? Now that BG3 got its mod support I dont know if it makes things easier to rip and convert. :)
misterschmoo 21 авг. в 4:03 
Noice
Saught  [автор] 2 авг. в 17:55 
@Yukin Yes, I suppose you technically/potentially could if you worked with strictly yoinked assets.If your tool just works on assets "in general" then I would assume it'd be perfectly fine.
Yukin 2 авг. в 9:12 
Hey! I'm working on a web tool for creating TTS maps out of assets, since the in game functionality for this (importing and placing stuff by hand) is atrocious. Your maps and work have been a huge inspiration and a great source, but I wanted to ask one thing - can you get in trouble for working with ripped assets like this?
Ðrim 28 юли в 10:24 
Glad to hear you are back at it with your game. Yeah, think it was during EA but I hope it all comes back to you haha now I'm excited.:steamhappy: