Dungeon Alchemist

Dungeon Alchemist

Foundry walls placement is off because of perspective
Hey everyone.

Is there any way to force DA to place foundry walls at the bottom of the 3D wall instead of at the top ? I know I can render flat and it would likely fix my issue, but I like the 3D-ish aspect of the rendered maps.

Right now if you take a larger map (EG 50x50) the walls at the edge of the map will be tilted because of perspective. The problem with this is that DA places the foundry "wall" objects at the top of these 3D walls instead of at the bottom. This causes the walls to not align with the grid edges, and as such entering a room often means the player is actually on the outside and can't see inside, or it lets them see whoever is standing close to the wall on the opposite side.
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Kyde Apr 1 @ 9:20am 
Originally posted by Ing. Ithiridiel:
Hey everyone.

Is there any way to force DA to place foundry walls at the bottom of the 3D wall instead of at the top ? I know I can render flat and it would likely fix my issue, but I like the 3D-ish aspect of the rendered maps.

Right now if you take a larger map (EG 50x50) the walls at the edge of the map will be tilted because of perspective. The problem with this is that DA places the foundry "wall" objects at the top of these 3D walls instead of at the bottom. This causes the walls to not align with the grid edges, and as such entering a room often means the player is actually on the outside and can't see inside, or it lets them see whoever is standing close to the wall on the opposite side.
Sorry for this disappointing post. I don't use Foundry, but I didn't want this to get lost so I'm responding to get it back up top, hoping a Foundry user can give you a hand.
MACx3D  [developer] Apr 2 @ 12:31pm 
Originally posted by Ing. Ithiridiel:
Hey everyone.

Is there any way to force DA to place foundry walls at the bottom of the 3D wall instead of at the top ? I know I can render flat and it would likely fix my issue, but I like the 3D-ish aspect of the rendered maps.

Right now if you take a larger map (EG 50x50) the walls at the edge of the map will be tilted because of perspective. The problem with this is that DA places the foundry "wall" objects at the top of these 3D walls instead of at the bottom. This causes the walls to not align with the grid edges, and as such entering a room often means the player is actually on the outside and can't see inside, or it lets them see whoever is standing close to the wall on the opposite side.
With 3d perspective exports, the larger the map, the more skewed the image becomes from the wall data the further you get from the center. There is no way around this, aside from keeping your maps smaller or adding a large 5 to 10-block wide border that is set as the bottomless pit room type. The latter tends to squish the map inward more, making the walls realign, but can create performance problems by making the map even larger.
Originally posted by MACx3D:
Originally posted by Ing. Ithiridiel:
Hey everyone.

Is there any way to force DA to place foundry walls at the bottom of the 3D wall instead of at the top ? I know I can render flat and it would likely fix my issue, but I like the 3D-ish aspect of the rendered maps.

Right now if you take a larger map (EG 50x50) the walls at the edge of the map will be tilted because of perspective. The problem with this is that DA places the foundry "wall" objects at the top of these 3D walls instead of at the bottom. This causes the walls to not align with the grid edges, and as such entering a room often means the player is actually on the outside and can't see inside, or it lets them see whoever is standing close to the wall on the opposite side.
With 3d perspective exports, the larger the map, the more skewed the image becomes from the wall data the further you get from the center. There is no way around this, aside from keeping your maps smaller or adding a large 5 to 10-block wide border that is set as the bottomless pit room type. The latter tends to squish the map inward more, making the walls realign, but can create performance problems by making the map even larger.

When making this post I didn't realise I could just do a flat export, 3d export, and then use the flat json with the 3d image, which is probably what I'll be doing from now on.

While you're right that the walls will appear more tilted as you get closer to the edge of a large map, their bases stay at the same positions because it is a flat map being projected to a flat image (and so will the room area). I think placing the foundry walls at the top of the 3d wall instead of at the bottom is an unfortunate way to go about it, as it skews the floor area of rooms for no practical gain (that I can see).

There is the way I suggested: While the rendered 3d walls will skew with distance, their bases will not. If you place the foundry walls at the bottom of the 3d walls instead of at the top you can keep the 3d perspective and the consistency of the wall grid.

Of course if you make something large such as 100x100 map the walls at the very edge will easily reach over the whole square above them. What's lost there is the visual items and flooring of those rooms, the important thing is that floor area remains the same, and grids stay aligned.

Example of a flat json loaded on a perspective render that I'm using now:
https://imgur.com/a/CUkVO1Y
Last edited by Ing. Ithiridiel; Apr 2 @ 1:22pm
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