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As it is now, there are four regular game pawns in the seat colors, and a passable 3D pawn for the Dragon. I still want to get my hands on the pawns from the actual board game and model them. Even so, the entire load of the game-the code, the graphics, the 3D objects, the AssetBundles-runs about 2 MB. #Tabletop simulator chest how toI haven’t gotten around to learning how to bake normals in Blender, so the Ruin object is a mesh with a lot more polys than is probably necessary. #Tabletop simulator chest simulatorThis will let you save the tower in your Tabletop Simulator chest. #Tabletop simulator chest codeI’d like to go back at a later time and take out all of the fancy Tabletop Simulator stuff, make it a straight emulation, and put the code in the tower object. It’s probably better form for the tower code to exist in the tower object itself. This was because it’s the easiest place to coordinate what’s going on with the tower, with the four scorecards, and with the seats. Things I would do differently now/plan to go back to:Īll of the Lua code is in the Global script. The LCD works the same way… each red line on it is an object, and each animation makes the “lit” ones active and visible, and the “unlit” ones inactive and invisible. When the trigger effect is called, it makes sure the seven screen that aren’t needed are invisible, and the one that is needed is visible. So the tower screen is actually eight different screens, all existing in the same exact space, with each animation having a single frame where seven of them are inactive and one of them is active. Finally, I hit on the solution: one property that is supported by legacy animations is Mesh Renderer/Enabled. I was pretty stumped… at one point, I had a Tablet glued to the front of the tower that the script would load graphics onto. The problem is that Material Reference isn’t one of the properties that carries over to the legacy animation type that Tabletop Simulator requires. I originally created eight animations, each one taking the object and changing the Mesh Renderer/Material Reference property. How to make an object in a Unity AssetBundle appear to change materials. It helps that all variables in Lua are global unless specifically called as local, so I didn’t have to worry about scope issues as the functions interate. How to manipulate the Timer.create command, and the functions they point to, to make events happen in a timed sequence in Lua. The two main things I learned during this mod’s development are: If you think the Sword is coming up as a treasure too often, or you remember getting Lost more frequently, or you think the Brigands are winning more than they should, feel free to save a version of the game locally and then tweak these functions to taste I tried to write them to be as easy for the non-Lua scripter to modify as possible. However, you may feel that the game isn’t performing to your liking or your memory. I’ve tried my best to make the algorithms as close to the original board game as possible while looking at other versions’ code and even a professor’s paper. The keypad itself has GUI buttons just below the surface.Īt the top of the Lua global script, there’s a section I’ve labelled “USER SERVICEABLE PARTS.” These are the functions that control the random outcomes. The Tower is a OBJ mesh with five Unity AssetBundles joined to it: one sound block, one display core, two LCDs (which I plan on releasing separately in the Workshop for others to use), and one “blink screen” that goes over the LCDs and simulates them blinking. Please try to pick up the Dark Tower only from the bottom flared base the AssetBundles are connected to it with Joints, which I’ve found to be unpredictable when going from B-to-A rather than A-to-B. The Dark Tower itself isn’t a perfect re-creation, but I tried to make slight changes to the shape of it to make virtual play a little easier… the keypad is now convex instead of concave, for example. Wherever I could, I’ve re-mastered the graphics on the Tower and on the board, and I’ve cleaned up any noise on the sounds. Still, you may want to save it locally as soon as you’ve loaded it… you never know how long this one will last! #Tabletop simulator chest modNext: there are Android, iOS, Java, and Flash versions of DARK TOWER out there, and they haven’t been sued into oblivion, so I assume that this isn’t going to be the mod that finally gets me DMCA’d off of the Workshop. #Tabletop simulator chest pdf(And all I had to do was teach myself Lua, Blender, and Unity animations and asset bundling… no sweat!)įirst, although the manual has mostly been transcribed into the notebook (edited for changes), Geek Vintage has a PDF here: Here it is… this is the big one! Follow your scout, feed your beast, and crank up the 1812 Overture! My Tabletop Simulator mod for February 2017 is none other than Milton Bradley’s 1981 sued-out-existence classic, DARK TOWER! ![]()
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